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-martin-

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Everything posted by -martin-

  1. -martin-

    Karosa Å M11 (OFP Bus)

    I tired to inherit from the bus but it gave me the undefined base class error, so I tired to inherit from car, i didnt get the error but the second bus didnt show up in game at all.
  2. -martin-

    Karosa Å M11 (OFP Bus)

    I don't know I just hinted that they can use it if they want to. But you can use this addon with the CWR mod if you want to anyway. Thanks. I'm not sure about more colours for now since I can't get the hidden selections to work, and some other features that I wanted to add (shootable windows etc...). BIS isn't releasing proper documentation so I don't have time or the patience to figure everything out. The trolleybus is on hold for now until Taviana is finished, but we will get it done eventually. I got your PM too and I will replay later today, I just have a lot of PMs that I have to reply to and I haven’t had the time to sit down properly and reply to them all But regarding the UK roads pack, you're free to do anything you like with it.
  3. "Except the US did a lot more than the Soviets." Indeed :rolleyes:
  4. Of course, the US always does the most and everything that takes place has to be a race which the US ultimately wins Race aside, if we look at this subject as intelligent human beings, independent form political and nationalistic point of views (which are often the biggest obstacle) we can begin to see that both the US and USSR made a lot of progress in space exploration and technology. So what I'm saying is that without the Russians we wouldn't have what we have today and without the Americans we wouldn't have it too, and I think it’s unfair to place one above the other considering the amount of work that was/is being put in to this from both sides and also considering the fact that most of the pioneering US scientists were Nazis and the fact that the US was pretty much untouched after ww2 while the Soviet Union was pretty much on its knees, however still managed to keep up with the US... Science is not a race, races lead to tragedies. The only thing that interests me in science are the discoveries and how they can help improve our wellbeing not who was first to have a piss on the ISS.
  5. Glad to hear Wastelander ;)
  6. Whats up guys, I'm looking for some objects in the CA folder but I cant find them, does anyone know the location of these objects: A concrete block Statues used on Chernarus This chimney Thanks in advance
  7. Hi Wastelander, It seems that you haven't downloaded the objects necessary to run Taviana island. Download them and try again, its impossible that the island wouldn't work on your PC while working on everyone else’s. Also, are you using the island in ArmA 2, Arrowhead or Combined Arms? (The island isn't compatible with standalone OA) I tried GAC_Train, played the demo mission and the trains got stuck after 100 meters on straight ground so I doubt that they will ever be able to work on the hilly tracks on Taviana If only someone ported AEF train from OFP...
  8. Yeah, that’s very good, better than mine, I have 1GB. :o But now I’m sure it isn’t a card problem, probably something wrong with the model, saved in the old .p3d format or something, don’t worry If one bridge works then the others have to work too. I think they do work but because they go over a bit of the river wall object the AI thinks there is a house in the way and doesn't go over it. In that case there isn't much I can do but I will give it a look
  9. -martin-

    tunnels and trenches

    I had a tunnel even in OFP. Right now there are three 800 meter tunnels on Taviana island, one road and two train under the whole city. I know what you mean. I made the tunnels in a similar way. One problem that you will face is grass, since it can't grow on objects. So if the objects are on sand, they will be pretty much unnoticeable, but in grassy areas you will have to add grass manually in Visitor. Run ArmA 2 in windowsed mode (by making a shortcut to arma and adding -window in to the target like this: E:\Games\Bohemia Interactive\ArmA 2\arma2.exe" -window Then you can make a screenshot using the Print screen button. And good luck with this, looking forward to it :smile:
  10. -martin-

    After Kim Jong-il: The Future of North Korea

    Its an American spy
  11. If you mean white, strange, stretched textures all over the place from all of a sudden then it’s not normal. I have this problem too but I thought it might be a problem with my video card driver. Now I see that it’s not Don't worry I'll fix it.
  12. Hmm my system is as follows and I only get lag in three places on Taviana, apart from that FPS in the capital is around 40 - 50 and in the country side its between 60 - 85: Motherboard: ASUS M4A78LT-M CPU: AMD Athlon II x4 640 @ 3.00GHZ (Quad core) Socket AM3 RAM: 6GB DDR3 1333 MHz Video: nVidia GeForce GTS250 1GB (750MHz) PCI-E Hard Disks: 7200rpm 40GB with Windows (ATA) + 500GB 7200rpm with stuff (ATA) OS: Windows 7 Ultimate 64Bit Here is a lag map of the capital, blue are areas of minor low frame rates (around 20) and red is a very low frame rate on the road from the airport when looking at the city about 15fps. But once I enter the city the FPS jumps back to 40 - 50 (When I get out of the circles marked on the map):
  13. Hi BRicsi01, At the moment I'm having trouble getting the objects config to work so I haven't considered making the vault door openable. However it’s a good idea and if I ever do get the config to work I will try to add this feature if I have time, but I can't promise it right now. As for AI navigating through the buildings, yes they will be able to as soon as I understand AI paths and get them working. Hopefully by the time the next beta is released. Yeah the tunnel part is quite buggy. Back in the day when Taviana was in OFP, AI handled the tunnel very well, they could drive trough it etc... but it seems that in ArmA 2 the AI improved in some ways and in some got a lot more stupid. I can't guarantee that this will improve in ArmA 2, maybe when I get the objects config to work. But we will see when I port the island to ArmA 3. Thanks for the feedback Topas, I will definitely fix the windows bug and all the major stuff that can affect playability, as for shadows and texture proportions, I probably won't because I don’t have time for all this alone Hopefully when the bugs are fixed the other quirks won't be so noticeable. Thanks Sickboy Hey Jeza, I'm doing pretty well. I am planning to update the UK Roads pack, I just don't know when but I can assure you that you don't have to worry about using them on your island now because when the new version comes out the only changes might be texture tweaks or new road models added, however all the models from this version will remain in the addon in all other future versions. Hi Nikiforos, Can you post your computer specifications please? I would also just like to say beforehand (and I don't mean to take the mick out of anyone or imply that their PC is too slow etc... in any way) that Taviana is an island that's a little bit ahead of its time, it contains a lot of models concentrated in small areas. I look forward in to the future, 3 or 4 years down the line when this island is ported to ArmA 3 and we have better computer hardware it will run smoothly while still maintaining a high level of detail and potential instead of being forgotten about. So I kind of counted with a few people getting poor performance for the time being, it’s a sacrifice that I have to make because of the future and also because I don’t have enough time to properly optimise the models.
  14. Thank you Alkar Well, to be honest I love the BIS maps and all the other community maps too no matter how they look, they are what really got me interested in map making back in OFP. Ps. Sorry Maruk
  15. The airport terminal isn't finished yet, please don't use it as it will be available in the next BETA release ;)
  16. Thanks guys, I'm gonna release BETA 2 soon with bug fixes from this version and two new cities in the North as soon as I get it done :smile: Keep on looking for bugs
  17. Well then... Come on in, we've been expecting you hehehehe Taviana Island Beta Released! Behold, the day has come! After a lot of work, sleepless nights and endless alpha face sorting, Taviana Island is finally here. The island has experienced many changes since the last release, the biggest of which is that Tavianian language is no longer based on Latin alphabet, but Cyrillic. Also, new cities and approximately 20km² of new area was added; new, interesting and never seen architecture has been added to the object library. The campaign planning has started, but we’re still missing people to help us develop it, so if you’re capable of creating nice missions, please contact Richard (refer to the main thread for details.) Please note that this is only beta version of the island and it still contains a few bugs and glitches waiting to be found/fixed. Yes, we’re releasing Taviana for you to test and make missions on. Criticism on everything is also welcome, especially on the facts that might be wrong or not accurate. You may also find that custom buildings do not have damage models, we are looking forward to fixing that in the final release, but the time is short and if you could help us that would be highly appreciated and not forgotten (once again, contact Richard.) Lastly, we’d like to say that we would love to see missions, videos and campaigns taking place in Taviana. Also multiplayer servers running the island would be awesome and we (at least Richard) will try to play on all of them if we happen to find them (also if you have a server that will run Taviana, post a comment in this topic.) v_8GAe_zc9E Report a Bug: To report a bug, either: PM me or Richard with a description/location Or leave a reply in this thread. We also kindly ask you not to report bugs that have already been reported for the sake of keeping the thread readable and organized. And now for the fun part… Download links: Taviana Island: http://www.multiupload.com/GLUNRVZNO9 (~360MB) Taviana Objects: http://www.multiupload.com/27XDWF75RB (~300MB) Screenshots: [/url] Read me: For more information please reffer to the first post. Me and Richard thank you for downloading Taviana, we hope you enjoy it and we look forward to reading your comments. - Richard and Martin
  18. Dear members of our fantastic community and dear BIS, Faith makes everything possible, Hope makes everything work, Love makes everything beautiful, And strength keeps us going through the impossible, May you, your families and your friends have all four for this Christmas! Let us all come together during these holidays, put our differences aside, forgive our enemies, give to those in need and remember that nearly two thousand and twelve years ago, in a stable in Bethlehem the king of all kings was born so that he could take on his shoulders the sins of the world, for God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life. So either way, if you're religious or not I would like to wish to you on behalf of all addon makers, a Merry Christmas and a happy new year! And here is a little gift for you that I made:
  19. -martin-

    Merry Christmas / Happy New Year Thread

    Happy Orthodox Christmass!!!!!
  20. -martin-

    A Game Idea

    Thats not true, if there was such a game I would buy it right away. Remember that people said that OFP didn't have a chance, and look where BIS got today
  21. -martin-

    The End of Conventional Secret Intelligence

    Thats a good one :biggrin:
  22. -martin-

    Merry Christmas / Happy New Year Thread

    I tried to but it doesn't work, so its up to the admins to do it. Anyway, out with the old and in with the new Happy New Year!
  23. -martin-

    Soviet Map Markers

    Nice one Richard, heres a beer for the good idea
  24. Ah Spasibo, I nearly forgot about that platform :o has been fixed now.
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