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1212PDMCDMPPM

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About 1212PDMCDMPPM

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  1. Hello Keelah, thank you for supporting Faster ! I have two quick questions: - in my community, I don't think we have a steam account for the dedicated server (not needed as far as I know). How would that impact the way Faster is working ? - we are using different modset. The may issue from switching from one to another is handling the keys folder. Is that handled automatically by Faster ? I also noticed, on my PC, that my workshop mods have the status "Update required" while they are properly synced by the WS (ie already up to date). Many thanks !
  2. 1212PDMCDMPPM

    [Release] Liberation RX

    Hello pSiKO, seeing how succesfull the SOG Prairie Fire CDLC is, shall I advise to add US NAM, ARVN, VC and NVA to your supported faction ? 🙂 Thx !
  3. report on your post with the request and ask kindly. 😉
  4. 1212PDMCDMPPM

    Field of war [CTI] [SP/MP]

    Hi ! I tried yesterday on a hosted (not dedi) server. I instantly got spammed by side missions all over the map. I was using the Zagabad steam mission with Unsung factions (that are generating a lot of error message at launch).
  5. 1212PDMCDMPPM

    General Discussion (dev branch)

    Hello, I don't quite understand how getAttackTarget is working. When is it reseted ? If I make an AI flee the area, it's still giving me the same result. If I use forgetTarget to make sure the attacker is forgetting what unit he was engaging, getAttackTarget is still returning the same result. Thx !
  6. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    v 2.3.1: - quick fix: jungle footstep sound was too watery Sorry, I used an old file... 😉
  7. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    New version available: v 2.3: - fix: rain sound that was missing - upgraded clutter (thx to tpw): this is a separate pbo (tpw_nziwasogo). If you don't like it, you can delete it. - no update of the map pbo so there's no impact on ALIVE, if already indexed. Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2084904847
  8. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    New version available: v 2.2: - sand bunkers converted to the jungle ones - removal of trees that were on the roads - lower ambient sound at night - improved texture for the dirt road (Thx to tpw ) - Tanoan lightning: this is a separate pbo. If you don't like it, you can delete it. - most barracks are back : the project files I received where not 100% identical to the latest Makhno version. I re-added 36 barracks but I can garantee that the building in this version is not 100% identical to the original version. Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2084904847 I hope you'll enjoy it ! 😉
  9. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    Houston, we have a problem !! 🙂 @JD Wang I just check the files I received and there's no such barracks. So I started getting them from the lastest public version from Makhno and reimport them. To my surprise, it was not just the barracks that were missing but in fact some parts of the map are different. Example: https://imgur.com/a/1I5rdkO On the top, the original version with 2 barracks. On the bottom, the version I released. You'll easily noticed that there's another building instead of the 2 barracks, there's some addional trees but also, in the background, you'll see a bg hotel that is not there in the top picture. Conclusion: I'm working on an slightly older version of the map. What I'll do: I don't plan to do an exact match on 4 millions + objects. I'll readd the barracks ( i_barracks_v2_f) when it's easy. I'll butcher some trees and buildings if necessary but I will not go in too much details. What's already in dev version: - sand bunkers converted to the jungle ones - removal of trees that are on the roads (they were most probably already fixed in the original version) - lower ambient sound at night - improved texture for the dirt road (Thx to @tpw ) I'll release a new version when those barracks will be readded and I'll have completed the "trees in the road" cleanup. After that, and thanks again to TPW, I'll probably work on a redux version where I'll take more liberty with object placement. But don't hold your breath on that 😉
  10. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    @JD Wang Thx !! I'll check that tomorrow.
  11. https://feedback.bistudio.com/T151119
  12. Hello, your issue is not related to Win10 but to the introduction of the Eden editor. Topography and exportnogrid is NOT working on Eden despiste seeing the right message (ie activated topography). This is only working on the old 2D editor. To run it, you need to click on the editor box at the start menu. Select your map but do not press OK. Instead, press CTRL O. You will end up in the 2D editor. Now, do the usual steps (shift - then topography or exportnogrid). You will NOT see any message on screen. Quit Arma. check you C:\ and enjoy your emf file ! 🙂
  13. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    I just pushed a small update to fix a mistake I did at the start of the project, resulting in having grass on sand and dirt area (like the runaway). I took this opportunity to correct the key directory structure to Arma standards (ie named "Keys"). Sorry again for that.
  14. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    Thank you for your kind words. Honestly, less than 2 week ago I had no P drive, never ran Terrain Builder and Buldozer so my plan was just to see if I was able to refresh this wonderful map to better graphics. Thanks to @1para{god-father} I was able to properly install all the tools and release this V2. I've since then corrected the runaway approach to make it more usable. I'll probably switch the sand bunkers to the green ones (Makhno agreed it would be better) but besides that I'm not sure I want to modify the map more than that. It's not mine but Makhno's one, and I'm not sure I'll be able to get the skills to do more than what I've already done. 🙂 @JD Wang do you have any suggestion of modifications ?
  15. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    I pushed a small update 2 days ago to allow AI to auto land at the airport without crashing into the trees:
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