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-ben-

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Everything posted by -ben-

  1. -ben-

    GRAD Trenches

    Is anyone else having strange behavior with the trench preview in MP? On our dedicated box, when someone is choosing where to place the trench the model is displayed but with the center position about 20m above ground level, causing for a brief moment until it is placed a giant dirt or grass wall. I would have thought this would have been reported fairly quickly if everyone was running into it.
  2. -ben-

    Standing Static Line

    It wasn't super obvious from the two videos, but what actually controls the getting out of the plane? Is it just a normal get out action that is overwritten or is control of getting out taken away from the player and handled automatically?
  3. -ben-

    GRAD Trenches

    Am i correct in thinking that the players position is used to evaluate the surface being stood on, and therefor if you can dig or not? If so, would it feasible/make sense to change the detection to be the surface underneath the model, as i have noticed its possible to do things like block concrete roads by standing on a surface next to it and angling the player offset to the road, which will allow the digging rather than standing on the road directly. Not sure if a change like that would make things more accurate, or if the current implementation is "you are digging where you are standing and building where the trench is previewed". Was just a thought i wanted to share. 🙂
  4. V0.6 + Added new island to the top centre of the map. ^ Improved relief and texture of the satmap. Last of the medium sized islands done. Onto the bigger ones now and their satellite islands.
  5. WIP Release V0.6. Archipelago intends to be exactly what it says on the tin, a series of pacific style islands of varying shapes and sizes, with smaller breakoff land masses scattered around and in between. Hopefully to allow better use of both vanilla and modded boat content, and amphibious gameplay. At this time only two of the medium islands and some surrounding islands have objects on. Mainly infantry focused, tight jungles and narrow roadways. There is currently no schedule/roadmap for updates to come, all that i can confirm is that the largest islands will likely be done last, or possibly in stages. Beyond that, everything is subject to change. Any feedback or suggestions for what to do on the other islands is welcome. Do take into consideration that the current topology of the other islands is not final, it's very rough at the moment. Download from Steam Workshop Technicals: Grid: 4096 Cell: 2m 8192m x 8192m About 230,000 objects so far. (V0.6) Known Bugs: Some trees may be really close together or the occasional tree trunk inside another. Some of the longer bridges, don't look right (have dips in them that make no sense) this is a necessary evil to have the AI reliably use them. Pics to follow. Full Album
  6. -ben-

    GRAD Trenches

    Out of curiosity what was wrong?
  7. Mostly in game. I had help with one of the towns and a bit of its adjacent farmland on this one. But the others were solo.
  8. V0.5 + Added new island to the top left. + Added new satellite islands to either side of the central island. Well this one took more than slightly longer than i wanted it too. Got stuck in a bit of a creative rut with it, but here it is. The next update should be the last of the medium sized islands then its onto the two big boys. Not sure how long updates will take with balancing time against work on CUP Maps 2, but we shall see.
  9. Actually the whole layout of the town itself has changed, including the creation of new platform objects that most of the townhouse buildings sit on.
  10. Yeah already in on the commit i made to our dev branch. The top portion just isn't leveled correctly at the moment, as i am working in sections but it's there.
  11. A An example of some of the things to eventually make their way to the release version Cherno 2020.
  12. Some new modular platform objects coming within the next release of Terrains Core that will be available to terrain makers for third party terrains. Pieces include a base block, an angle block, 20 and 30 degree stairs and a wall section intended for the block. These pieces should allow for fairly flexible platform shapes to be created to further place objects on. There is a chance of further objects being added to these if the need arises on Chernarus 2020, which is what they were made for.
  13. Thanks for the input. I have a few ideas for a number of areas on the map already, there is also the benefit of having Chernarus Plus as an inspiration from Day Z SA. So we will see what the future brings.
  14. -ben-

    RHS Escalation (AFRF and USAF)

    We wrote a compat internally to add these classes back into "CfgMagazineWells" for "class M249_556x45" and that has fixed the issue for us. "rhs_200rnd_556x45_M_SAW", "rhs_200rnd_556x45_T_SAW", "rhs_200rnd_556x45_B_SAW"
  15. -ben-

    RHS Escalation (AFRF and USAF)

    I believe some magazine class names were changed for consistency. The old names still exist but they are scope 1, however it does appear that they are not included in the guns mag-wells for the M249. A noticeable amount of missions on our server now have autoriflemen with "old" boxes that they cannot load into the weapon.
  16. Well i did it. Finally. V1.0 Release of Tembelan Island. Island height data was taken from an Indonesian island of the same name, but was only a starting point and since then has gone under fairly heavy modification. Adding rivers and urban areas where there are none in it's real life counterpart. This map was developed with the primary focus of Co-op gameplay, though i am sure Life/Day Z players could if they really wanted to find ways to use it. Should also be noted that this map was started before the Apex expansion was even announced, and throughout the development process i was asked if i would change from vanilla to apex assets. At that point i was too far into object placement of this map to justify starting from scratch with Tanoa objects. Now the question of will there ever be a "Apex Tembelan", all i can say for sure is not anytime soon. Technical Specs Terrain Size: 10.24 KM X 10.24 KM Approximate Landmass Area: 35.85 KM2 Grid Size: 2048 x 2048 Cell Size: 5 Currently Available on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1252091296 Image album that was in the development thread: https://imgur.com/a/sFT62 please note that most of these screenshots were taken during development. I'm sure helpful users can post screenshots of the finished terrain below. Known Bugs: Resort Airfield Config - I don't know why the AI don't like it so i can't even begin to try and fix it. No ALiVE Indexing yet. Current Latest Version 1.2 - 25/03/2018 Legal Stuff: THIS ADDON IS RELEASED UNDER A CREATIVE COMMONS CC-AT-NC-ND 3.0 UNPORTED LICENSE. YOU MAY NOT USE THIS ON MONETIZED SERVERS! Please do not reupload to the steam workshop. Credit to Dmitry Yuri and StRiKeR for assistance during development. The Zeus Community for testing during development. ArmA 3 Terrain makers Skype/Discord group for many useful lessons taught.
  17. Had a test with the latest version on dedicated server and ran into a few issues. 1. The load interface seems to be client-side. I.E When i load a boat into an empty helicopter in the aft section, other players see the boat get loaded but if they go into the interface to try and load another boat, their interface doesn't see the boat that i loaded. This happens with unloading as well, the interface isn't updated across clients. 2. When trying to recover two boats, the first boat can be successfully recovered into the helo (RHS CH-47) and the crew of the boat gets recovered and placed into the cargo seats then the boat is moved up to the fore position , however when trying to load the second boat after driving it inside there was no secure option. We didn't have time to test deploying two boats from a chopper yet.
  18. Cannot reproduce. Not an issue with that wall in this model.
  19. The short answer is maybe. I have done some measuring and it might be possible to fit Utes within the existing map confines, but as Chairborne said placing it several KM off the coast so there is a large distance between them is not possible without effectively reversing the heightmap resolution increases that i have put in to the new version. So if Utes was to be put into Cherno 2020, it would be another island like Skalisty Island. I.E fairly close and at the very least a short boat ride away. However it is not particularly high up on my priority list to even consider properly let alone actually implement which is a complex task within it'self. There are other improvement and new content that i want to get started on first.
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