

bracer
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Everything posted by bracer
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Hey dudes! I now release version 0.2! Plenty of sweet fixes, not alot of cosmetic fixes, but alot of important fixes for playability! Specially the fixed windows are important, there is still a few you can walk through, but most of them work! See the changelog here: v0.2 -Sharpen edges on skyscrapers to remove blocky look -Fixed geolod on Hotel1, Mall upper structure, Skyscraper 4, Sky10 -Fixes roadway lod on Hotel 1, Mall upper structure, Row house 1, Skyscraper 4, Sky10 -Added clutter, fish and snakes to A3 version -Fixed the glass in a few buildings -Fixed bad rotating door -Fixed holes in some walls -Fixed missing textures -Added a few interiors -Edited the terrain -And more. Get it here: http://fragtard.net/forum/showthread.php/1733-Minihattan-Island?p=12923#post12923 Cheers!
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Hey Reaper! It looks really cool! My buildings variate alot in height, both in total and ceiling height in the different type of structures. So it would require alot of uniqe models of the elevator shaft then. My buildings are split into sections, so they are not one big model, but it sounds very possible to add the elevator, atleast to a selected few of the higher buildings. Currently I spend the small amount of time I have on fixing errors and bugs so I can release v0.2. Hopefully I can upload it this weekend. Then we can have a discussion about how to incorporate your elevator! To answer your questions, Yes, I built all the buildings except the Stadium by Pathetic Berserker, Billboards by Leimboy and Charons Urban pack (stoplights and unenterable buildings which are not in the map atm). Regarding furniture; there is no cargo, pilot or command lod in my buildings. I used proxies for the furniture in the first resolution lod and geo/fire-lod. I will try to build the furniture into the building instead, since I'm afraid that the proxies lods take unecessary space and causes slowdowns. Cheers!
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Hey! That sounds awesome! Keep me updated, and maybe we can find a solution to add it in some of my buildings!
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Upcoming fixes for version 0.2 so far: -Fixed errors in geolods, so now your helicopter won't explode in midair when trying to land on the roofs. -Fixed some roadway lods so that you can land and walk on more roofs. -Working on fixing the windows, figured out how to make it impossible to walk through them while the AI can still see and shoot you through the glass. -Glass sounds when shooting windows, and bullet hole effects (bullet holes only show in A2 for now). -Less blocky look overall. -Fixed the clutter in the A3 version. -Snakes and fishes in the A3 version. A2 has......goats. -Solved various error messages. More to come... Does anyone have a TDM mission or similar built for Minihattan?
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Hey dudes! I hope you all had a nice holiday! I did and I'm back to work on Minihattan. I appreciate all the feedback I've been getting and that you took the time to try it out. So expect reports on bugfixes and improvments soon, and hopefully version 0.2 will be up and running sometime during January. All the best! /Bracer
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Hey dudes! I hope you all had a nice holiday! I did and I'm back to work on Minihattan. I appreciate all the feedback I've been getting and that you took the time to try it out. So expect reports on bugfixes and improvments soon, and hopefully version 0.2 will be up and running sometime during January. All the best! /Bracer
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Yes, there is a few geo-lods missing and misplaced which causes this! It's a silly mistake. Will be fixed in the next version! Thanks for reporting!
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Hey Martyn! I saw your video the other day! Very nice report! I don't understand much german but I could still see the bugs! Will try to deal with them! I'm going on hollydays now! So expect v0.2 no earlier than January! Thanks for all feedback and I hope you all enjoy the project regardless of its unfinished state. Merry Christmas to you all! Bracer
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Try here! http://www.armaholic.com/page.php?id=23871
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Thanks for the info! It looks tricky since my buildings are totally custom with my own classnames, and it would be a pain to change them. But still most of them is under class House, so if I understood this correct: "yeah there is a house class eg which contains all sub classes of houses so if he makes his buildings a sub class it should work" then maybe it works already!? Hopefully some missionbuilder will check it out! If there's something I can do with the buildings/map to make it work, I will gladly try if it's not a too big surgery.
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Thanks guys! I hope you enjoy it!
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Thanks for the feedback! Everything sounds ok in my ears, so I can keep working along the plan! Regarding the brightness, does it look ok when you are near the building? It's the distant LoDs, they need alot of work, but it's easily fixed to lower the reflection/brigthness. Need to do some tests! I havn't played alot of Arma3, so I'm not sure how the AI acts inside the buildings of Stratis. I will test and compare. In Arma2 version I havn't noticed anything weird though, will double check! Thanks for bringing it to my attention. Thanks! Ah, it's because the building is in different sections! You mostly notice on that one since there is no wall separeting them. Fixable! I'll try to make everything destroyable! Priority is the windows though, then I'll take a look at doors and later walls!
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Sounds cool! Glad it performs as it should! Mmm, those LOD issues are a priority now, not sure how to make them smooth though. Make sure to try adding AI's with cycle waypoints inside buildings like this: It works in the big-big building as in the video! There's also functional AI positions in "Sky10" and "Mall". Destruction effects are in the plan! It should add alot to the map! The park and terrain will be worked on when it's decided how big the map will be. Thanks for reporting in! Cheers
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Amazing performance considering your high viewdistance! Cool! Very nice video report! The sidewalks are from the Arma1 samples, and I checked now, they are missing geo-lod, so it should be easily fixed! Grenades sticking to the asphalt seems weird!? A mystery... All the flickering is also a mystery still, allthough I havn't learnt how to use view geometry and shadow LOD yet, so that might be the solution! Thanks again for taking the time reporting so detailed! It will make the map better! ---------- Post added at 04:12 AM ---------- Previous post was at 04:08 AM ---------- Buglist updated!
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Yeah, those Seattle buildings look awesome in the distance... Reflective glass and all! Someone have to teach me that stuff. ---------- Post added at 02:20 AM ---------- Previous post was at 02:15 AM ---------- Hehe, yeah, I was skeptical aswell. But as you can see, I kept very simple to keep it playable. ---------- Post added at 02:23 AM ---------- Previous post was at 02:20 AM ---------- Dudes! If you would like to post your Ghz and Ram + view distance setting, when saying if it performed good/bad, it would help me to put it in a context! Cheers!
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The third photo in the OP shows the issue. The tallest building on the left side can be seen two times in the photo, one close and one in the distant. The distant one is the reflective box trying to simulate all those windows, while the close one has changed LoD to the actual open building. Is this the effect you noticed, Wiki?
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Thanks Wiki! I hope to see one of your missions on this project of mine aswell (Umbrella - Emita, awesome)! The issue you describe is the distant low res LoD's. I'm trying to make them look like glass buildings, with that reflective effect without causing to much performance issues. So now they almost look like giant mirrors, very bright. They need more work for sure! ---------- Post added at 02:07 AM ---------- Previous post was at 02:03 AM ---------- I wished the LoD's would change earlier so that you wouldn't notice so clearly when it goes from a solid, reflective box - to the open buildings with actual windows.
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Thanks! Hope you enjoy it!
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Thanks dudes! I hope you find it fun even though it's far from finished! VERY happy to hear it performs nice for you! It gives me room to add stuff then! :bounce3: Can you post a photo on what building it happened in? Did you fall throgh the floor? The sticky floor thing I also need more details about! Thanks for the feedback mate!
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Arma 2 version released here: http://forums.bistudio.com/showthread.php?170248-Minihattan-Island&p=2580116#post2580116 Arma 3 version will be here in 30 mins! Cheers! ---------- Post added at 12:27 AM ---------- Previous post was at 12:01 AM ---------- Arma 3 version is up! http://forums.bistudio.com/showthread.php?170250-Minihattan-Island-A3 Enjoy!
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The map will be uploaded in a few hours! First an Arma 2 version, and shortly after an Arma 3 version... No major difference though, just config stuff. Performance is the main focus atm. The glass is not working unfortunatly, you can walk and shoot straight through it. Need some help on that one.
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They do use some buildings as shortcuts, so they run though them randomly when playing warfare singelplayer. But probably not with the intention of taking cover... Hard to say.
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Some have and work! Some have and do not work... I spent some time on it, but got annoyed and decided to work on the AI at a later point. PvP experience and good performance is the first priority, then I will work more on the AI and good looks.
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So, here's some news for ya'll! I've decided to release the test map in the middle of development. The release will contain an island with most of my buildings placed, and copy - pasted to a high amount! At the moment there is 15 different type of buildings on the map, all custom made, some are still faaaaaar from finished. Some are just a shell, walls and roof. All are enterable, some only 1-3 floors, but most of them are fully enterable! There is plenty of errors and glitches, the map has no decorations (bins, containers and stuff like that) and the buildings are almost empty from furniture. The reason for this is of course to test performance before spending time decorating the map. There will be a few questions that I need answers to in return: How it performs? Should the map be bigger/less decorated or smaller/more decorated? Furniture on all the floors and rooms takes alot of fps it seems. How do you play the map, against AI or PvP? What should I focus on? Report other bugs!! And not how empty the buildings are or lame the map is, remember it's released in the middle of development and I need many more months to actually complete it! Also I need some cool missions, so I hope some of you guys can make som TDM, King of the Skyscraper or similar. ETA of release TBA later!
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Good news and bad news! Lag was caused by the large amount of proxys (desks, chairs, PC's) used in the biggest building. So performance is greatly increased! On the downside the building is now very empty... Agreed, it will help to add some different roof tops! Easy fix! Cheers and thanks! ---------- Post added at 06:47 PM ---------- Previous post was at 06:46 PM ---------- Thanks! Yeah, depends on what is required from the terrain by AliVE? ---------- Post added at 07:19 PM ---------- Previous post was at 06:47 PM ----------