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Everything posted by Auss
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It seems you dont read back on previous posts
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yes 76 you did an fantastic job, your passion for AAS did work marvels for the community and I for one loved your enthusiasm and commitment. This in the end was your undoing in the OGN commmunity. What you failed to grasp after many attempts too explain this to you was the fact that OGN is a volunteer community who rely very heavily on the generosity of organizations who give bandwidth and server rack space too allow us too exsist. Thus, we are at their mercy and have little control over when servers will be installed. We were given an extremely generous offer of a temp server by the AEF clan too keep the community afloat in a time of need, but this didnt seem too appease you. Your agression to the OGN admins because the server was not setup to your liking was not called for and disrespectful too both OGN and the AEF clan. I do believe this is maybe why they pulled the server. 76 - I have been involved in running OFP/Arma servers since OFP 1.10 and I have rarely seen a player who gave as much as you did, but we must draw a line at abusive PM's, and slander on forums cannot be tolerated. I would suggest you take time out think about the vital role you played and too relise that sometimes the grass isnt always greener on the otherside. @Infamous - that made me laugh :)
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Hi all, were slowly getting the island up and running in Arma2. Still some small issues but overall pretty happy with the textures and clutter. I'll post up some more of the cities once we've added some Arma2 buildings. Also need to fix the satelite images, and work on a decent texture/clutter for the outback.
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I've managed to get Australia back up and running with all required addons, but I'm having a bugger of a job getting the new clutter to work on the new textures. Has anyone managed to get Clutter working using Arma2 textures and Clutter? I am using the default configs and I'm not binarising the island, If I do binarise it breaks the whole thing.
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All work has stopped on the island, I decided to leave the project, as I was putting in far too may hours with very little return. A project of this size needs many dedicated ppl and we didn't seem to have many...
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http://forums.bistudio.com/showthread.php?t=83208 There you go, that should get you out of trouble
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What a dumb arse comment.
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Spoon fed.... I payed for this game, 3 copies, and you think its ok too pay again for "better" tools. Thats spoon fed is it? To have absolutely no doumentation whatsoever from BIS, thats spoon fed is it? To get second rate tools and a game that was buggy as heck, thats spoon fed is it?
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Gnat lets hook up on OGN TS or MSN and I'll run you through it :)
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With the toolset that BIS supply, I'm suprised anyone even attemts to make an island
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So I wonder why we get such pathetic tools to use, its an absolute joke.
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Its done automatically by the engine
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Icebreakr - We will be using A1 trees also, I will make up a pbo using trees from Arma1 that we like, I dont want to use CAA1 and have an extra 2 gig of addons that the player must download. Any chance I could get my hands on that list IceBreakr? Sounds like it'll save us heaps of time :)
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Gfx card has no bearing on the server FPS at all.
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We run 2xdual core 275 series Opterons and we find were getting the same performance as you describe.
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Why are there literally 0 PVP servers?
Auss replied to koroush47's topic in ARMA 2 & OA - MULTIPLAYER
At OGN we run Pvp every Friday and Sunday nights, has proved to be very popular :) -
Australian Holden Monaro
Auss replied to Jantemplar's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looking really good, nice to have some Australian content in Arma2 well done -
Great work fella's keep it up. Looking forward to the finished products.
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Let me try to to explain: In Arma1 maps you have the mask and sat files. Basic definition for both: Mask - Tells the engine what texture you want to lay using the RGB values Sat - Lays a "satelite" picture over the textures. This is what you see at long distances, e.g flying. The sat is an "overlay". The way you can tell the sats influence is too load up Arma1, goto a ploughed field and walk across it, you will see the ground slowly change color to a green texture (texture color) Now the huge difference with Arma2 The sat has a direct influence on the colors of the textures!!! I have attached a pic, which shows the color change that the sat has applied to the Standard UTES textures. The sat is orange/red and in pic you can see how its changed the texture color.
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I can give you the Greyscale map I used for Australia If you want too use that and incorporate it into your large Map
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yep I am gnat - something else to fix
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Redish/orange desert textures, sand areas as well as rock formations. Also has dry seasonal river beds. Really looking forward to your mod, I've been hoping someone would start a Ausmod. Can you make up some bogan units and we can have a ball, "bogans ransack gun shop in Broken hill" type misions..LOL When you start coloring your units, I could send you the colors we used for the outback areas, would they be any help too match the colors for Camo?
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Rhodesy - I have the perfect Island for your mod pack - http://forums.bistudio.com/showthread.php?t=84426
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Thats looking great Icebreakr!! May I suggest when populating hills with trees, try to ensure the treees cover the valleys and gullys as foilage will always grow where the water flows down the valleys. I think you may run into the same problems I have encountered. I would suggest using the CTI method to check path finding as I can see some areas they may get stuck.
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Try testing it with a dedicated CTI server. start it up and let the AI roam around for a few hours, that will show the problem areas. How long and wide is your river?