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Raunhofer

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Posts posted by Raunhofer


  1. Still seems to be an issue with GPS not working, at least in the mission "Arms Dealer" (not sure who made it). Additionally, in this mission we destroyed 3 missiles, but the "Destroy Missiles" action never completed. Also, no other missiles were able to be found.

    Lufti's mission. The missiles are there. Did you check the second level of containers? (use construction stand for climbing). They might be a bit tricky to find...


  2. Yes, I'm sure that satisfactory settings for A3 version of the island is possible to find. But I really can't make any final conclusions about the subject w/o seeing A3 tools first, and carefully investigating the affects of the conversion.

    I'd love to see Caribou in A3, but it must be done with A3's rules and feel.

    So right now we just need to wait a bit longer...


  3. i was wondering what exactly would have to be modified. ("In both technical and artistic reasons.")

    First of all, caribou uses arma2's objects. All of those objects would need to be converted for A3. With *converting* I don't just mean "move this addon here to there", but to have them in equal quality and function level as arma3's default content is. (<- technical & artistic reasons)

    Second, Caribou is made for A2, A2 shaders in mind. Caribou just doesn't look the way I would want it to look in A3. A3 version would need a totally new satellite image, textures, clutter and so on... (<- artistic reasons)

    Third, my way of doing level design is to create a whole, finalized product and then move on. I rarely come back to my old works, as I feel they may loose that *something* which makes them look good in my eyes... (<- a bit crazy artistic reasons)

    But in this ^ I might bend if a good reason is given (like godlike new terrain tools for A3 (very unlikely I fear)).

    -

    I'll be doing new a3 terrains when there are *a bit* more interesting nature content in the game (made by bohemia / me / community). Unfortunately objects found in Altis aren't very inspiring...


  4. Unfortunately I've no plans for supporting arma 3 with caribou frontier right now. I've tried Caribou in arma 3 before caribou was released, and found that the island needs to be heavily modified if moved to arma 3. In both technical and artistic reasons.

    It's really unfortunate that the ponds bug like that. With a3 alpha, the bug didn't occur, at least for me...


  5. In all of Vanha's and Lufty's missions the GPS doesn't work. Didn't test in the editor yet, but maybe it's a bug in the island itself?

    To me, GPS works just fine. In editor, played with a FR team leader and in Lufti's Silent Sweep as a FR leader.

    StHud and alike mods won't work if they aren't updated.


  6. Doesn't seem like Lufti's missions were updated, the problems remained. mission files in 1.01 are the exact same size as in previous version.

    Damn. Updated again :)

    I gotta say, this is a good map. It's rare to see user islands that are any good. You have good placement as well as a connectivity. I can see me playing this a lot. But there is a major problem. There are way too many rocks. I can't drive tanks on land without them bouncing 20 feet in the air. Everything has to stay on the roads. It limits about 80% of the map to everything except air and infantry. My advice would be for you to remove 80-90% of the rocks. Also you might look around and make sure some key areas have fewer trees. They look great where they are, but if trees are too close to each other vehicles won't drive near them. ...

    Yeah, as stated before, arma2 vehicles combined with arma2 rocks is a diaster. Vehicles really need to stay on roads. It is unfortunate that AI's pathfinding still often goes offroad and mess things up. I noticed the problem way too late, but on the other hand, its indeed an infantry island due to its size, isolated location and rugged terrain.

    P.s. there is one place that looks a little odd. It looks like a base with 2 hangars but destroyed buildings in or near the base. It looks odd to have completely destroyed building but everything near it is perfect, undamaged.

    There were civilians before oil was found. But after that, war destroyed their homes and nowadays just military buildings and hangars remain. So the hangars are indeed constructed later than destroyed buildings.


  7. A question -

    Any hints to get me started? Must I look in a certain spot or is the point to find a certain spot?

    Geocaches are medium sized plastic boxes hidden somewhere in Isla Caribou. The box has a clear sticker that says "Geocache".

    Attributes: Only one can be found in winter, no climbing or scuba gear needed, no parking available. One may require swimming :p


  8. Raunhofer, I've made available the center & southern part available for mission generation at PlannedAssault. Aside from the occasional vehicle getting stuck or tipped over (Arma2 physics bugs), the map is superb.

    Thanks William! And yeah, I was pretty frustrated with a2 physics as well, during the process. Another thing was AI's "ability" to drive roads :)

    Thank you all, for your supporting comments!


  9. Released: http://forums.bistudio.com/showthread.php?161801-Caribou-Frontier

    I hope you enjoy discovering Isla Caribou! The island is designed for small spec-ops missions but I'm sure it will carry few larger ones too.

    Many things could have been done better, but as ARMA3 is lurking behind the corner, it's time to move on.

    I'm not planning to do any updates if not critically needed.

    Long live, ARMA 2 !




  10. War has broken out on Caribou frontier!

    Civilians fled the island as two major military powers, USA and Russia clashed in a search of oil. Isla Caribou is known to have access to the world's largest oil resources. As the planets crude oil reserves dwindle the situation between the nations has intesified and finally escalated to a armed conflict.
    Several international organizations are trying to stabilize the situation and prevent the use of nuclear weapons. It seems, however, improbable that a wide scale conflict can be avoided.

    Isla Caribu's environment is cold and rugged. It is said that the lone infantryman is the most lethal killingmachine on the Caribou Frontier's battlefield.

    Intel:
    Total size: 64 sqkm
    Habitants: Abadonded due to military activity
    Vegetation: Rugged, mountaineous
    Location: Fictional Location on USA's and Russia's borderline
    Conflict type: Oil crisis
    Release: 18 Aug 2013

    caribou_oilfire_pre.jpg
    caribou_dawn_pre.jpg
    caribou_tower_pre.jpg
    caribou_factory_pre.jpg
    caribou_crassus_pre.jpg

    Downloads:
    .rar CaribouFrontier.rar 119 MiB
    .zip CaribouFrontier.zip 135 MiB
    .7z CaribouFrontier.7z 109 MiB

    Install:
    Open your CaribouFrontier package and extract it into a mod folder of your choice.

    Servers:
    CaribouFrontier package includes RHNET.bikey

    Creator:
    Raunhofer

    Special thanks:
    LDD Kyllikki (support)
    WhiteDevil (nuke model)
    Gurumasa (visual commentary)
    Inffi (testing)
    Lufti (3rd party missions)
    Berry (testing)
    VanhA (3rd party missions)
    Kassu (3rd party missions)
    Night (russian translations)
    Kegetys (visual commentary)
    Spinoza (releasing help)

    Custom Missions:
    Raunhofer's missions 1.0 .7z
    Lufti's missions 1.01 .7z
    VanhA's missions 1.05 .7z

    Note: Missions are not tested to have A.C.E. support

    Misc:
    Can you find all three (3) hidden geocaches?
    • Like 1

  11. 5-th screen tonell or bunker?

    It's a quarry. (Unfortunately you can't go in...)

    I didn't see any visual quality flaws... And I REALLY looked. Just what the hell are you trying to pull? You call this a work in progress?
    lol
    Looks asskicking. Hopefully a release date isn't too far.
    I'm not going to give any release dates but I'm over the halfway tho. Release when it's ready etc.

  12. Attention!

    Christmas is near and first snowflakes are falling as I sit in a abandoned factory complex writing this forum post with my laptop. This complex has been abandoned for years after the huge Battle of Blaise End. After long days of hard work it is time to relax and open some presents which my friends have sent to me. I'll continue working after the holidays.

    Have a good Christmas folks!

    Oh! And I almost forgot! I uploaded few photos for you from the land of battlefields.

    Hope my camera will hold upcoming winter...

    Over and out!

    cosyton03.jpg

    cosyton01.jpg

    cosyton06.jpg

    cosyton04.jpg

    cosyton02.jpg

    cosyton05.jpg

    Note: Work in progress (heavily)


  13. What cell size are you using by the way, if you haven't mentioned it before? I'm trying a 4096 grid with 2 meter spacing on a 1:1 scale map, based on a real life area. Bushlurker mentioned that working with 4096 grids causes problems and that's why no one does it. Do you have any insights on the grid cell size matter that you'd be prepared to share? I couldn't find any info on the matter and so far haven't noticed any problems, but I'm still working on the heightmap. So no models, roads or trees yet, just grass. However since it's mostly farmland I can't imagine framerates dropping significantly in the finished version.

    Grid 1024, cell 8m, satellite grid 48 is the best way to go. It works well and runs perfectly.

    In practice if you select your objects wisely it doesn't matter how much you have them. The most important thing is to recognize heavy-duty-objects from the light ones and try to use more less objects which have high GPU-usage.

    Just avoid too 'leafy'-plans :)

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