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rip31st

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Everything posted by rip31st

  1. There is not at this time. I'll keep you posted.
  2. The mod has downloadable releases for ArmA and ArmA2. The mod status is work in progress towards a ArmA3 release or later. There is currently no support for bringing the prior releases into or making them compatible with ArmA3. Nor is there permissions to do so for any entity.
  3. rip31st

    64-bit Executables Feedback

    Works great here! This should be an option in the regular non-dev version. Before 64-bit, there was a lot of pagefile time which was causing stuttering. AMD Phenom II x4 980 16 gigs of ram Just regular SATA hard disks Sapphire RX 480 8gig
  4. While it's going to be some time before a release you can have the opportunity to work on our team and contribute by contacting me via pm or email or even on Steam. We're looking for folks that are familiar with the Eden editor and object placement. Those folks will get early access to a portion of the objects and terrain so long as they're willing to actively participate.
  5. At that speed crossing the widest portion of the channel. Roughly 14-15 minutes.
  6. What speed is your jet traveling at?I haven't flown across it in a while. I did it once in a Hawker Hurricane and a C-47 Skytrain. I can remember it took a while. We've also shot V-1 and V-2 rockets across it. Also a test group flew Ju-87 Stukas and bombed a radio station near Dover. They departed from Calais. I recall that crossing didn't take too long. When I say too long you've got to consider the scale in nearly 1:1. :) Boats, ships, subs. Those might take a long while!
  7. Yup coffee time! The map itself isn't much. The objects are a lot. But you need both. I think last time I looked it was around 7.
  8. Yes for sure! If you like realism, you'll like this mod.
  9. Have you gone into the editor and tried? It's as easy as selecting an object and moving it wherever you choose with you mouse. After that there's one additional step that's pretty easy.
  10. Here's the update: We're considering releasing certain parts of the terrain to include a pack of objects for placement. Meaning we're in the process of expediting the map so folks can get to play on this terrain. If interested contact me.
  11. #GOHAWKS Just wanted to add if you're interested in certain aspects of the map and have skills, modeling, or object placement. Please feel free to contact me. thx!
  12. Tell you what. I'll give you an update tomorrow afternoon. My time. USA, PDT.
  13. Wow. Just realized I started this thread in 2013. Guess it's time to get this thing out! Got a GTX1060 or RX+++ or higher. You'll need it!
  14. It is. Patience is a virtue! When we released in the past it was a big hit.
  15. You should check the A3 terrain editing section of this forum for your answers. Tutorials there will explain and guide you through the process of setting up a map properly.
  16. If you have a big map with coordinate errors it's because the terrain grid wasn't calculated properly which will result in randomore crashes.
  17. Performance is quite good. We create our terrain textures by BIS's standards. You'll need an upper end card as areas are dense with objects. On the Eiffel, it's a giant stair case. Not sure if we're going to pursue installing lifts. Maybe.
  18. Hi Rob, I'd be more than happy to contact you. Are you on Steam?
  19. In order to proxy furniture into a building that will be binarized to a map, does the model need to be defined in the map config.cpp? Or does it go with the configs placed inside an addons folder inside the main namespace? Second question... Does furniture or any item proxied to terrain need to be defined with the land_ prefix? Thanks
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