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Auss

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Everything posted by Auss

  1. Auss

    Pic of Sydney

    I wish I could get the level of detail that those pics have in them. Makes me feel like I wanna give up..LOL
  2. Auss

    Pic of Sydney

    Thats pretty good for a quick job, I'm looking for some of those big old fat narly gums with the knots and disjointed branches, I'm trying to find a pic to show what I mean
  3. Auss

    Pic of Sydney

    Thanks for the offer of $$$ we dont really need it,what we really need is more people who have good Visitor skills to assist in making the island. Its so time consuming placing plants etc on something of this size
  4. Auss

    Pic of Sydney

    We have a someone has kindly offered to make some old Australian Gum trees for us. So I'm looking forward to putting them in the map as we are struggling for authentic trees at this stage.
  5. Auss

    Pic of Sydney

    Heres some pics of the outback on the Australia Island. Were still debating the final color of the dirt. The final color we were thinking of using is much deeper red which is making the transition from Grass land to desert a little harder than we expected. The sat will also reflect the color change once its finalized. I think BergHoffs Trees look great.
  6. Auss

    Pic of Sydney

    We've been play testing the new island for the last week, mainly CTI'S and we've found the island is bigger than we first expected. When I say bigger I mean it does your head in with the distances involved. To give you an example I ported Squeezes CTI across and the flag placement from Sara took up roughly just under a half the size of W.A (maybe less) so if you flew from Perth too Port headland you would fly the length of Sara (both islands)..LOL We've also had some awesome tank battles on the vic/nsw border..One thing we found is that we thought the island would be dead flat in certain areas, mainly coz all we have been doing is flying over it but we were wrong. The island has fantastic undulating fields which make armour battles fantastic, you can hide in the small valleys and ridges then pop up and fire a salvo then hide again. To get an idea of the size, Sonar flew a mirage at approx 1000Kmh from sydney to perth in a straight line and it took 2 mins..LOL The sheer distances do overwhelm you when you 1st play on it. I crashed a chopper and ejected, I checked the map and found I could walk back too base, when I clicked on one of my AI back at the base to see how far it was it was over 5 kms... So far the testing has found some AI pathfinding issues, mainly due to some roads and bridges not being completed yet. plus the overall stupidity of AI means we need to deepen some rivers and inlets, they use the roads very well and navigate to most places without an issue. Fuel - This is something that we never worried about on Sarahni. But it plays a huge part on this Island. You will run out of fuel in a vehicle or chopper if your not careful. The major difference is that you can use choppers and planes now without too much worry of being shot down, in fact choppers play a huge part in moving troops around now. The playing area is so big you can easily avoid AA so you need to watch your AI group as several times my trucks have ran out of fuel. You also need to place fuel trucks at strategic locations so you can re-fuel your AI. We have also made sure that petrol stations are placed in certain towns so you can land and refuel. tactics - When I started playing on the island I was still in the "sara" mindset of buying troops and letting them "run" to a flag... WRONG. I've had to completely revamp my tactics. I've started using the "transport duties" section of CTI which has proved great at moving troops large distances. It needs work though so I'm trying to sort out how to re-code the CTI so I can add certain features. The present CTI isnt really cutting it. Conclussion - The island is fantastic to play on so far. It has rekindled my love of the game, we are playing the CTI on 5km VD which seems so small its almost like playing on sara with a 800m VD. We have noticed some gfx lag over Sydney and Adelaide but its not unplayable and seems to clear up once the cities have been cached. Oh one other thing, we have finally cracked a major hurdle - Creating Animated addons and binarizing. We have some addons which are animated (like the oil pumps on sara that move) I'm not going to tell you what they are you can find them on the map, this took Pafetik and myself quite along time to resolve but in the last week we've made some huge advances to the way the pbo is constructed. It also gave us better FPS on the server and the client. The lads have also been plugging away at building the cities, its difficult for me to really convey the scale of the island, its muckin fassive is all I can say..LOL Theres lots of suprises were building into the island which you will have never seen before if I give too much away the lads will smash me..LOL Anyhow I've ranted on, stay tuned I wil hopefully have some updated screenshots for you in the next few days. ___
  7. Auss

    FP : DR - News & Discussion

    The great thing about all of this "rivalry" between games is the fact that we as players will be the winners. Competition means that both BIS and Codies will hopefully be trying to bring us the best game and out do their counterpart.
  8. As thrash says, and from good experience dont bother trying to build a 4096x4096 map your brain will explode and your wife/girlfriend will divorce/leave. On a technical note Visitor doesnt like maps this big as thrash has mentioned in point 2) theres a bug where the Objects arent selectable on half the map (we found this out the hard way)
  9. Auss

    HiDef Tropic Isle Objects version1.2

    Fantastic effort Pafetik, I know how long you have been working on this.
  10. At OGN we run one server with 2x275 series Dual Core CPU'S, tyan motherboard with Raid 0 array, with server 2003 OS. This box is setup using a Daemon tool to have the exe installed as a service, we also take advantage of setting the Affinity to specific cores. (It is a vanilla server) Lately we've had to use another server which is running XP Pro (temporary server while our main box is relocated to another datacentre) The XP server is setup the same way using the Daemon tool, (Vanilla server also) Both boxes are fully patched i.e hofixes etc What I have noticed is the XP Pro server seems to be much more stable running the ArmA server as opposed to the Win2003 server OS. In an effort to understand why I have used exactly the same files on both servers. There is also no use of 3rd party addons. I have performed stress tests on the 2003 server to ensure no memory or hardware faults are occuring, I am unable to "break" the 2003 server until such times as it hosts ArmA. In essence the 2003 server randomly crashes for no apparnent reason. The event logs and rpt files dont leave clues as to whats causing it. It can have 2 ppl or 22 ppl, it may run fine for 1 day or 5 days. Whereas the XP Pro server just seems to purr away without any hiccups, its much more stable and causes no headaches at all. To make matters worse the Opteron (2003 Server) is much more powerful Hardware wise. I never thought I would say this but it seems the desktop OS maybe the preferred solution for servers out there. Has anyone else had similar experiences at all (pun not intended..lol)
  11. Auss

    XP Pro Versus 2003 Server

    What does this say?
  12. Auss

    How to battle server crashes

    I have sent my server crash logs to BIS support. I sent at least 4 emails with the server specs and detailed list of how the server is setup. This was the reply back. "We dont know what is causing the problem, we have sent your logs to the developers" ....... That was 2 months ago I havent heard anything back, I haven't bother to continue as they seem to not really care. I hope you have more success than I did.
  13. Auss

    Pic of Sydney

    lol not a bad idea, no I dont think so. Maybe if we had some Hooker addons we could position them at the intersections...haha
  14. oops my bad ok then I will pass on my thanks to smersh
  15. @Mehman - This pack gets better evry day, thanks very much for making these, they are a huge bonus for island makers
  16. Auss

    [SAAF] Project

    PM me with your email address and I'll send the smoothroads script to you
  17. Auss

    Grass removal

    The best way to stop grass from showing on your Runway is to put the Mesto texture under it using your Mask_lco, if you use invisible roads this can confuse AI when you come to configuring the taxi-ways. You will also get a nice finish on the runway edges (same as Sahrani) Also you cannot use the roads.pbo that came with the game, you must use the un-binarised pbo that was released in the sample packs (forget their names now) sample environment I think?
  18. Auss

    Bull Dozer Converting Problem

    Check to see if you have a layers FILE not a folder in your data folder, I had this problem once where it created a file called layers and it stumped me for a while, delete it and you'll be ok
  19. Auss

    [SAAF] Project

    Looking at some of the pics of the large city you need to run the road smoothing tool to remove those bumps from the roads
  20. Auss

    ArmA and CPU power

    I have an E8500 Which is OC too 4.2Ghz,also running a XFX 8800GT. I noticed a considerable increase in FPS when I Started to OC the CPU.
  21. Auss

    Cheat / Hack Awareness Thread

    Why make stupid comments like that, it serves no purpose
  22. Gets very messy, this was a test lake/resevoir I was playing around with. http://forums.ogn.com.au/attachm....8598139
  23. Auss

    Pic of Sydney

    LOL I can feel a billboard coming on.. I cannot claim all the credit, I have a team of "dole bludgers" working on this project too..lol
  24. Auss

    Pic of Sydney

    Good question, just tried the AI in boats, they navigate up the river albeit slowly until they reached a big bend in the river then they stopped, I have put a cutting there and eroded the banks so they will pass around the sweeping bend and continue up the river, from the looks of it I'll need to widen and deepen the river in some places, thanks for that I hadnt thought to check
  25. Auss

    Pic of Sydney

    Yes. Longest river is approx 8-10Kms long (some pics below) Yes. I've added some of Gnats ships to show the large ports that are in Sydney. All the major capitals have large ports. Yes. We have some new massive sky scrapers that are currently being textured and I'll put some pics up once there on the island. Already completed the shape of the Sydney Opera House, it needs texturing. All the major Runways have been built by different members of the team so theres heaps of variety in Size and Shape. I'll stop posting pics now prob get told off by Placebo..lol Still along way to go and alot of trees and shaping to do. Oh lastly huge thanks to Gnat for allowing me the use of his ships to check the Dock and port sizes.. Thanks mate!!
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