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1212PDMCDMPPM

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Posts posted by 1212PDMCDMPPM


  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. 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 ! 😉 

    • Like 5
    • Thanks 2

  3. 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 😉 

    • Like 3
    • Thanks 1

  4. 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 ! 

    🙂

     

    • Thanks 1

  5. 6 hours ago, JD Wang said:

    This is awesome thank you!

    Just curious was your plan to just replace the vegetation or do you have more plans for the map going forward?

     

    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 ?

     

    • Like 2

  6. 1 hour ago, carlos-r95 said:

    OCAP STILL WORK
    Just needed some modify.

    I made it work by taking source code from another page and you don't need database. I made a program that read .json files (ocap files) and put into a .txt file. If someone need help just text me, I had to modify a lot of things. Then I will post the new one and the way to install step by step, because this one is a little poor.

     

    Great news !

    Did you managed to make it work with the 64 bit version of the server ?


  7. On 5/25/2019 at 3:46 PM, DnA said:

    Hi, I'm afraid not initially. We are at least distributing the EBO files to every Arma 3 player, but I understand why PBO would help more. We're internally discussing how we may approach this (for example via Arma 3 Samples) to facilitate terrain modders on a reasonable timeline.

     

    I'm sorry but I don't understand the rationnal of preventing terrain modders to create new maps using the official assets ? What would be the main reason to stick to EBO for terrain objects ?

    • Like 4

  8. @bigshot Never saw any AI settings applying to AI in vehicle. Somebody (GOM ?) released some test mission to tweak AI and check the effect. Even if infantry were properly managed (to the point where an AI was not able to kill an opponnent at 50m with their default ammo), it had absolutly no effect the second this same AI entered the gunner seat of a vehicule, instantly mutating to Terminator AI.

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