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Raunhofer

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Everything posted by Raunhofer

  1. Raunhofer

    Thirsk Island

    The clutter models and textures are same in Thirsk as they are in Chernarus, so that's why there's actually no difference between AI's behaviour on Thirsk's and Chernarus' grass. (Or shouldn't be)
  2. Raunhofer

    Thirsk Island

    ^ In here, you have the situation below for the AI. As the AI is using the chernarus.pbo's configs for the grass and you are using your own mod/addon. For example if you set your terrain detail to very low and the clutter disappears, the AI won't still spot you any easier. Note that these aren't 100% facts, but this is the way I have understood the working of AI. And isn't that a bit unrealistic :)? In my mind, if the human can spot you, then the AI should too, but hey, this is just my own opinion. Everybody should enjoy playing arma2 on their own style. I'll try to think more better hiding areas for the snipers to my next project. Thanks for your input, I've learned once again something that to do better in the next island :)
  3. Raunhofer

    Thirsk Island

    They walked this close to me and still in the safe mode... In my mind there was nothing wrong? (distance 34m) In chernarus they spot me from distance of 32m And ArmA2's AI does not spot you depending on what texture there is under you. It depends on the clutter and their awareness. Actually in my mind they should spot me even more easily. Sometimes they wont' see you "huh!" and sometimes they will "ouch!", that's realism. And as I already posted Youtube video, sometimes they really can't see you at all. (Distance less than half meter and no ghillie!) And in the chernarus test, there's so high grass that even I didn't see the sniper! You must remember to test it from the enemy's view too! (In front of the rock) Isn't this the cause of your problems? The AI is still having the higher grass, even you don't... I hope this post was an answer to your problem!
  4. Raunhofer

    Thirsk Island

    The answer is simply, the clutter isn't so tall than it is in Chernarus. I've made the clutter so you can see well, even when prone. Notice also how well does the AI use the terrain. It finds good hides and tries to shoot behind of trees and bushes. As I made Thirsk, I decided to do terrain where AI works at it's best. And so I tried to find the best possible conditions for the AI. AI working in Thirsk example In this video you can see how humane does the AI work. (and no, there isn't night even this guy is using NVs You can test the same mission by downloading it from the first post) In the snow version you can be shot from surprisingly far. Realism, my friends :)
  5. Raunhofer

    Kulima island

    Tested. It looks very peaceful, thanks, nice island! :)
  6. Raunhofer

    Thirsk Island

    Please use the Mirror 1 if you encounter any problems. It's the firstly updating unmodified mirror.
  7. Raunhofer

    Thirsk Island

    They should be mainly missing from the winter version only, as they look pretty buggy in it if added (And in Ilmarinen, there's no actual runaway even visible as the snow has covered it). In summer version there should be runaways visible as a gray area in the horizon. If you can see them from 10-20m distance only, then there's a problem with your Thirsk version :eek: or did you mean 200-400m? (It depends of the view distance). Small detail hint: Did you notice that the numbers in the end of the airfield are correct.
  8. Raunhofer

    Thirsk Island

    Yep, it's loud,. as I said, I'll rethink the volume, as there's two complete different views on this matter. Some say it's perfect some say it is not :p Even it would be realistic, I don't want to annoy anybody :)
  9. Raunhofer

    Thirsk Island

    Is this it so called jetlag? :o (ok, bad joke)
  10. Raunhofer

    Thirsk Island

    Answer to the snow sounds: When you are walking on powder snow, it really sounds surprisingly loud in real life too. But when you are shooting and at the same time walking, you can hear how the footsteps fade away as there is something more louder (the gun). So it tries to be realistic, but I'll maybe reduce the sound volume in the future because of requests.
  11. Raunhofer

    Thirsk Island

    Yes you should have. the "b" is added by armaholic I guess. And I'm afraid that you can't avoid that snow "problem", as it runs only client, not server. (performance reasons)
  12. Raunhofer

    Thirsk Island

    In the editor, create a new unit. Choose EMPTY and class gamelogic. From gamelogics you can find the weather logic which to use. Note: weather effects won't work if you are hosting the server with the pc which you use to play. (I mean it won't work for you, for other players it will work) Weather gamelogic is designated to multiplayer dedicated servers and single player
  13. Raunhofer

    Thirsk Island

    Yeah, I had some problems with it, when I added too aggressive color under the road, the road's borders looked damn weird on ground level.. In winter island there are no roads in satellite at all because it broke the feel of winter roads when on ground. Maybe I'll find a good solution one day. It's pretty annoying that the LOD texture colors the near-ground too.. there should be another texture for the color scheme. :) Unfortunately that problem is in the BIS' pond model and I don't know if it is fixable any way.
  14. Raunhofer

    Thirsk Island

    There's one problem: Size of the package. IF there would be a snow version of every object in the island, the final package would be huge, so I decided to convert only the critical objects to their snow versions. And I know there's a lot of everything in everywhere, I tried to give as much as possible different kind of idea possibilities for the mission editors. But you're still absolutely right about that. As it is a kind of small island (5kmx5km) I had to re-think what can I do realistic and what I cannot, so the realistic factory areas or the harbor just didn't fit in my plans. :(
  15. Raunhofer

    Thirsk Island

    You need to download it separately. It's downloadable in the first post.
  16. Raunhofer

    Thirsk Island

    KuiK's Winter camos updated!
  17. Raunhofer

    Thirsk Island

    We'll fix it.
  18. Raunhofer

    Thirsk Island

    Linux support added to the first post.
  19. Raunhofer

    Thirsk Island

    And 5120m x 5120m (note: Package includes two (2) islands!)
  20. Location: Northern Finland (Fictional) Size: 5120m x 5120m Performance: Good Villages: 2 Military bases: 4 Airports: 2 Islands: 5 NOTE: THIRSK INCLUDES TWO ISLANDS! Extra included: - Winter Island - Re-Textured models - New weather effects - New sounds - New objects - New missions - New textures - New loading screens (additional) Ready: 100% (Raunhofer is already playing the Final version. whoopiduu!) Release: 13.03.2010 Note: LDD Kyllikki's MEGA-A&D event! @ 20.00 14.03.2010 GMT+2 (@ Thirsk Island) <object width="853" height="505"><param name="movie" value="http://www.youtube.com/watch?v=aFLpgdk3wvI&hl=en_US&fs=1&rel=0&color1=0x3a3a3a&color2=0x999999&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=aFLpgdk3wvI&hl=en_US&fs=1&rel=0&color1=0x3a3a3a&color2=0x999999&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="853" height="505"></embed></object> <object width="640" height="385"><param name="movie" value="http://www.youtube.com/watch?v=m4ea48Vh74Q&hl=en_US&fs=1&rel=0&color1=0x3a3a3a&color2=0x999999&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=m4ea48Vh74Q&hl=en_US&fs=1&rel=0&color1=0x3a3a3a&color2=0x999999&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object> I hope you like it!
  21. Raunhofer

    Thirsk Island

    You know what day it is? It's the lucky number 13 -day and Thirsk will be released. @ 20:00 GMT+2 - Not many hours and I can start my 'sleeping at nights' -habit once again! woo!
  22. Raunhofer

    Thirsk Island

    Oh, you noticed the winter uniforms from that boat picture? Maybe, maybe ;) Footsteps are new, like walking on real snow.
  23. Raunhofer

    Thirsk Island

    I've took same pictures from our beta tests. We have now tested over 200 hours and there aren't much bugs left at the moment, so I'll happily confirm that Thirsk Island will be released @ 13.03.2010! More ingame pics: Thirsk ingame pics (1920x1200)
  24. Hi, I'm looking for a tutorial how to set up an airport. (Configs mainly) Does someone know where to find one? OR does someone already know how to set up an airport? ilsPosition[] = {0, 0, 0}; ilsDirection[] = {0, 0, 0}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; The coordinates to be used in ils etc. are unknown to me. Any advices? Thanks
  25. Raunhofer

    Thirsk Island

    The AI can't see the snow, moving fog etc. as the effects follow only the player (performance reasons), but there's a simple solution: Add as much the real-ingame-fog as there is in the new weather condition you decide to use. We've tested it to be working solution. I'm sorry that it takes longer than I originally thought. There's just so much to do if you make two island at the same time. Thirsk island is in its Beta stage now.
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