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jakerod

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Everything posted by jakerod

  1. jakerod

    Laws of War DLC Feedback

    Normally against double posting but a.) that doesn't seem to be enforced very much anymore and b.) I'm worried someone already read what was above. Campaign Spoilers (shorter this time):
  2. jakerod

    Laws of War DLC Feedback

    I'm going to spoiler my reply to Ivan's second post just in case:
  3. jakerod

    Laws of War DLC Feedback

  4. jakerod

    Laws of War DLC Feedback

    A few DLC suggestions (maybe not too late?): Flags as inventory items. Able to be placed by mines and the AI will not go within a few meters of them. Ability to use signs as inventory items to properly mark mine fields So as I said before, I think you guys did a great job on the campaign! I love the atmosphere and the story. Here's way more campaign feedback than you ever wanted (I'm spoiling the entire campaign so don't read if you haven't beat it yet):
  5. jakerod

    Laws of War DLC Feedback

    Awesome campaign so far! I'm really enjoying it. Great job with the mission placed objects to create the various atmospheres! One thing I noticed in one of the early parts of it that I think could be improved.
  6. I haven't been around much and will continue to probably not be around much so I just wanted to say thank you to all of you who have been helping people. Additionally, I updated the first post with the following: UPDATE: Snakeman (and I think others) have done a great job creating another tutorial at the PMC Editing Wiki which is definitely worth checking out after or as a replacement for this one. Here's a link to the forum thread covering the PMC Editing Wiki Terrain Tutorial.
  7. You can use bigger than 8192 I think. What is important though is to make sure that it fits into your terrain size evenly. Weird image resolutions can cause problems.
  8. jakerod

    Malden DLC 2035 - Official Feedback Post

    Where as that is the most likely possibility, there are others. It could have been a NATO base with a captured CSAT helo or the CSAT helo could have landed during or after the battle and been destroyed by any number of things including airstrike or artillery.
  9. jakerod

    Malden DLC 2035 - Official Feedback Post

    Both sides probably lost vehicles in the battle.
  10. jakerod

    Malden DLC 2035 - Official Feedback Post

    It's not supposed to be the same terrain from 1985. It wouldn't make sense. The town layouts are completely different and the terrain has completely changed. It's just supposed to be heavily inspired by the original as far as I can tell which is why towns and roads are in the same locations but they have different layouts.
  11. jakerod

    Malden DLC 2035 - Official Feedback Post

    Are you trying to say that the Malden DLC is just CUP Malden with houses from Altis/Stratis? If so I don't think you have played the new Malden. It's completely different and there are a lot of buildings on Malden that aren't on Altis. I wouldn't say 12.5 is really bad and I also didn't say it was 12.5. I said it was 12.5 at worst. They added ditches into this terrain. There are far more now than there were before. Look at the Houdan-Dourdan area. Stratis also only has one or two towns on it. Malden has more and has more building types. I also feel like object density is higher on Malden than on Altis or Stratis in all but a few areas. You're second guessing people who have worked on the engine for a decade and have a better understanding of the engine than you. If they made it 12.5m, they had a reason. If they made it 6.25m, they had a reason.
  12. jakerod

    Malden DLC 2035 - Official Feedback Post

    There are some new trees I believe. Vineyards are definitely new and I think the umbrella pines as well. My game always runs at a stable 8 FPS no matter what so I'm not the best person to check on the LODs probably.
  13. jakerod

    Malden DLC 2035 - Official Feedback Post

    There's definitely more than their used to be. Maybe not quite as many as Altis or Stratis but quite a few. The Houdan-Dourdan area has several bridges going over ditches. I still haven't really noticed any bad looking areas due to cell size or anything else. Granted I'm also the guy who was playing OFP yesterday so maybe it's just an improvement from that :D
  14. jakerod

    Malden DLC 2035 - Official Feedback Post

    There you go, it was a zoo that was converted into a military base. Stratis and Altis ruin a lot of scenarios too. So does Tanoa. The rusted domes are only on the northern part of the island anyway. Just avoid the north. The cellsize was 50m back in 2001 and this is definitely not that. This is at worst 12.5m which was the DEM resolution of the heightmap that the project was started on. Perhaps someone likes "smoother performance". I think it looks great personally. Not to mention the terrain itself is not only free but is also going to provide map makers with new content for their own stuff (bunkers, trees, buildings, etc.).
  15. jakerod

    Malden DLC 2035 - Official Feedback Post

    Oh right. Kolgujev is the name of a real island north of Russia but OFP Kolgujev is based on Tenerife in the Canaries. Also, I'm looking at the CWR2 configs, because I can't find the OFP ones, they all have locations of their real life counterparts.
  16. jakerod

    Malden DLC 2035 - Official Feedback Post

    I'm fairly certain that the OFP ones are just the locations of the real islands. That means that in order for you to get from Malden to Kolgujev you have to fly over Russia. Something tells me the Soviets didn't let you do that in your A-10 between the missions "Planes Start" and "Maverick" back in OFP. The new one is probably supposed to be in the Mediterranean somewhere or just doesn't have a real world location. I personally think it feels a lot like the original Malden. Obviously the buildings are different but it's a lot of work to remake all those buildings plus I feel like they would have used Greek looking buildings back in the day if they had the resources. Marek can feel free to correct me on that if I'm wrong. I kind of want to know.
  17. jakerod

    Malden DLC 2035 - Official Feedback Post

    I'm not convinced that that page is trustworthy. It seems like a bunch of random crap with no supporting evidence got added to it in 2007. I've never seen half of the stuff mentioned in that article mentioned anywhere else. Not saying it is wrong but I would "take it with a grain of salt".
  18. jakerod

    Malden DLC 2035 - Official Feedback Post

    I could be wrong but I don't believe there ever has been a location for them in the ArmAverse. People just kind of made up their own thing. I don't even think their positions relative to each other are known because if you look at the CWC campaign you seem to just randomly attack from different directions. Malden has a very Mediterranean climate whereas Everon and Kolgujev have a very Northern European one.
  19. I've been adding a script into the init.sqf lately that allows my brother and I to recruit friendly soldiers into our squads mid-mission. We use respawn as team (4) in the mission and the problem that we're having is that the guys who join our squad cannot act as "additional respawns" unless they were previously playable. Making every friendly unit on the map playable causes the player select menu to be quite cluttered and is also time consuming. I tried adding setPlayable and addSwitchableUnit but they don't seem to work. Both wiki pages suggest that they're broken but they haven't been modified in a long time either so maybe they're out of date. So I'm looking for some way to meet the following requirements: New units, that were originally non-playable, will allow us to respawn into them Must work in MultiPlayer This is the script that I am currently using: if (alive player) then { { if ((side _x) == independent) then { _x addAction ["Recruit",{[(_this select 0)] join (group (_this select 1)); (_this select 0) setCaptive false; setPlayable (_this select 0); addSwitchableUnit (_this select 0); dostop (_this select 0)}, [], -1, false, true, "", "_this distance _target < 7 && !(_this in units group _target) && (alive _target)"]; _x addAction ["Remove",{[(_this select 0)] join grpNull;}, [], -1, false, true, "", "_this distance _target < 7 && (_this in units group _target) && !(isPlayer _target) && (alive target)"]; }; } forEach allUnits; }; Thanks for your help!
  20. Have you considered learning to fix these problems yourself and helping out the mod? You seem to think that they are easy fixes and they very well might be but CUP has 2-3 games of content, 2-3 expansions of content, and 3 DLCs of content to take care of in their spare time. I'm sure they could use some more help and if you have things you want to see change then offering to help out might be the best way to do it.
  21. That might be true too but perhaps Miro meant that terrains with an optimum texture layer size have a size of 40.
  22. Not sure. It could just be a bad map design, 30m/px is fairly large and the engine might not like it. But Miro has always said to aim for 40 for texture layer size
  23. You actually want your texture layer size to be as close to 40m as you can get with your cell size and imagery resolution. Don't remember why but Miro was the one who told me that and I trust him... as we all do.
  24. The best you can do is hold CTRL while selecting to select additional areas. You can also use SHIFT to de-select areas.
  25. ^ This guy... this guy right here knows what he's talking about. I would prefer that it's NATO vs USSR back in the mid 80s though.
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