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Lester

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Everything posted by Lester

  1. Lester

    ai refuses to get in

    Hmmm ... all that sounds to me like a 'buggy configs strikes back' problem of one or more addons. Thats a reason to work hard on a cleaned rpt.
  2. A little hint The Mapfact 'v' variant of the most walls/fences are also in the category MAP: Fence but here they aren't indestructable like the MAP: Buildkit entrys.
  3. Ah, i'm not the only one who miss something.
  4. As raedor sayed, the island was planned as pure demo and get the name Dreide or Drei-D-E some handful of hours before release. (Drei is the german word for the number 3 ) An Dreide Island is only one City called Dreide. all other Zones are for industry, farming or tourism. So we happend to see any use of citynames and placed some icons instead.
  5. If the ESPMod done all things in a regular way, it shouldn't give any problems. But if there for example a own factory building modified in the original BIS Building entry (like in Avghani a lot weeks ago), the MAP_EU may could produce some wierd thing i couldn't calculate yet. (The same Problems should also be in any other kind of EU that wouldn't modify original classes ! Â But in this case this problem isn't made by the 3DE ! Â I think i should download the ESP MOD and have a look in there. :edit: Where can i find the ESP Mod ?
  6. A good idea ! Â But i think a lot can be automated by a addon version parameter in the cfgpatches (or so). The server could bring this info for all pbos are loaded and maybe a programm could download this addons automatically before ArmA2 starts. Â
  7. Lester

    g15......yes..the..g15!

    Are the last n-posters don't think that they are a "little" huge offtopic to the threadname ? It's called g15 (at two times ! ), i can't see any reference to other alternative keyboards here. Â
  8. Lester

    New road textures.

    Of cause there are 1 1/2 ! Roadsets seems to be the old "OFP Quality" and should be exchanged, but the most of the roadtextures are imho excelent
  9. Lester

    Trains in Arma2?

    I think some people should (re)-read some of the older posts in this thread ! A correct walking in/on moving vehicles would be only a dream in ArmA2 i bet, because the use is far away from the work to realize it. But when the most VBS2 commands find they way into ArmA2, better working trains (as the AEF_Train) would be possible, that is a point i can bet for. Â (but maybe the track models of ArmA2 couldn't be useful for it, depends of the models )
  10. Correct, this patch is only the exchange of a wrong bisign file, we have to change the version number to make this clear that the full package is the corrected version.
  11. Sorry, there aren't such versions out now ! Should be: MAP_3DEmap v1.01 MAP_EU v1.01 And of cause i sadly have to say ... the Avgani v1.1 Config is actual far away from a "how should a config have to be for ArmA". I hope that this would be fixed by the maker in the near future.
  12. I don't know how to stop AVG, Antivir can stopped really easy to let the "fingers" away from this exe in specific directorys: sorry, this pic is only in german but should say "how to" http://a.kiel.us/AVExp.jpg
  13. Anyone else getting this? Confirmed .. a little rename failure with great effect.... should fix it in the next days while it's better to have a look of possible other errors 1 or 2 days.
  14. The ArmAExt.dll has no virus/tojan/whatever inside, but it use virus/trojan type technics to realize such an interface !
  15. We're working at the island download problem !
  16. Lester

    Avgani v1.1

    @ Opteryx Sorry, i've forget some ironic tags in my post ! As i sayed in the last line of my post, there are a lot shadows in the map that must be some kind of trees and of cause massive fields of farmland. On these fields you can see there some kind of spiral tractor tracks or furrows and no farmer harvest only stones i could bet on
  17. Lester

    Avgani v1.1

    Oh, we can see ... the hole region has no plants ... everywhere  Of cause the people have fun to drive patterns in the sqares where also no plants can exists.  Sorry, i can see a lot of plants here ... but they aren't so green as the BIS samples !
  18. Our MAP_EU will require Queens Gambit, as Mapfact decide many month ago ! That should say all about !
  19. hmmm ... can it be that you describe the same thing as the quote with a lot more words ? Â Scaling is (at least actual) only possible in Visitor and only manually. Ok, it could be possible to alter values in the pew directy, but i suppose so that it is also possible direct in the wrp file so it's a very limited thing. No offence, but that is nothing would be handle in the 3DE and no one gets an nearly correct WYSIWYG, so this technic is handle with care. @Gnat I could bet that a random size of every trees of type xxx would kill a lot of locations use them, if the autor decide to set this tree here ! Of cause, for forrests only it would be a wonderful thing, but the better way is when BIS build in the possibility to display object sizes ingame and code a command for visitor ! Â
  20. Oh, i think should write something about this  Actual i work hard on the documentation of the Editorupgrade (EU) which is splited in 14 Categories of Objecttypes. Of cause all models in MLOD based of BIS models would be released too for free use ! Also i not made "Walls on Slope" because BIS dit it imo to much, so i build variants which aren't on slope but full vertical. And i see that MCPXXL seems to be to do something for the near future. Â
  21. The pictures below shows more realistic FPS ... in this height a lot of small objects aren't displayed so you get a FPS boost. But sure ... a P3-750 would be a bit to weak for it i think.
  22. Lester

    RealTimeEditor 5

    Elevating the landscape can't be done ingame where such 3D editors work !
  23. Lester

    Trains in Arma2?

    It should be a wonder if trains are to heavy to build into the engine. Let us begin at the AEF_Train point. - in ArmA+ scripts run a lot faster - a lot of additional and helpfully commands are in there too ... What problems got the AEF_Train ? - AI stops instandly when men or vehicles are on tracks A "simulation=train" must have a much longer break distance and/or a more delayed reactiontime - AI can't drive backwards because waggons are calculated as "obstacles" A specific obstacle class must be defined for a AI Driver have to stop, all others must be ignored when in a "train" vehicle. - AI would leave the tracks to use shorter ways. In this case the AI have to ignore complex routing and only use forward or backwards to a near reach of the next waypoint All this things couldn't be so heavy, in a lot of other cases BIS made such exquisit limitations ! A other point is if BIS see the same advantage of trains like us.
  24. I think you should have a look at your streetlamp-net by night, i would bet so many streetlamps come around with wierd lighting effects.
  25. For sure, but otherwise we dread to think wo many creatives community user have quit the job depends on the unhandy handling of Visitor. Bad islands wouldn't be used and for myself i got no problems with 20 bad islands in the net if 1 more pearl comes out. ... but we go a little bit offtopic
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