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bracer

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Everything posted by bracer

  1. I see! Well, it's clearly the amount of (still poorly optimized, so there is hope!) buildings that causes it to run slow. So a smaller map with a smaller area of dense buildings will help performance. The fog seems to reduce the view distance, which helps performance. I will release an evalution map, from there based on the feedback I will decide wether or not to make the map smaller. The first release will not include stuff like trashcans, backalleys with garbage, walls and containers, the reason is that I want to know how big to make the map before spending time on details. Edit; I noticed that proper use of LoD's do help performance, and as soon as I understand it properly I can hopefully make it perform better.
  2. It's Fallujah running worse on newer systems?? How come?
  3. Haha, I can imagine, since you live there! Well I sure did a misstake calling it NYC project... It should have been something more generic. Most buildings are based on NYC buildings though. Fog and rain does make the map look and run better :)
  4. I should be possible, and I thought about it. But I don't think I could do it... Will keep thinking. I'm not happy with the performance at the moment, probably the map is too big. But then again, my PC is a 2,4ghz quadcore with 3gb ram, so I imagine it will run smoother on newer PC's. But I might make a smaller map with less buildings and adjust performance that way. Nah, maybe not, but I'm building it as a 2013 version.
  5. Yeah, and some phoneboots and signs!
  6. Glad you like it! I'm very happy with how it looks on the ground. A little less happy with the skyline, it looks very square as you can see on the 4th photo... Like something from Minecraft :) I think what I need to do is to add buildings with more rounded roof tops, it might make it more alive. Any other suggestions on how to make it look better from the air? What is looking odd to you? What's missing? Talking about these photos: http://forums.bistudio.com/showthread.php?167089-The-New-York-City-Project&p=2578651&viewfull=1#post2578651
  7. The testing terrain will be very simple and squarish for now, see the photo bellow. Along the coast there will be nothing, since I havn't started to build any harbour type buildings yet...
  8. It will probably be like that. But it's something we havn't experienced in an Arma game, so it will be fun! I hope.....
  9. After trying this, you will be scared of windows the rest of your life. There is sooooo many windows/sniper positions..... This map will suck.... :868:
  10. I had a rather succesful multiplayer test today. A slight performance issue though, but I'm guessing it will still run acceptable if your PC is not 8 years old like mine. So now I'm preparing a simple map to release and test the buildings in the public community. The plan is to release a alpha-alpha-alpha (ugly, bug-packed) version to test performance and to see how players in general will use the map. It will help me to figure out how big I should make the map, how the buildings are performing and if I should focus more on making it AI friendly or fun for PvP. The map will not be very detailed. I won't bother spending too much time on it until I know what kind/size of map will be needed for the buildings. I'm really looking forward to test it in mp with alooooot of players, and I hope someone more skilled at missionbuilding than me, will make a cool TDM or King of the Hill type mission we can use to test the map/buildings in. An ETA of the release will come as soon as I have solved a few issues.
  11. bracer

    Chernarus port from samples

    Just dl'd pack number 3 from the Arma Licensed Data Pack. All the textures for the structures, objects, Utes layer files and more is there. So, they should be free to use as I understand? Utes should be portable without any hustle. A not so wild guess is that the same goes for Chernarus.
  12. bracer

    Chernarus port from samples

    Havn't managed to dl it yet, but there should be other goodies. Does the objects have textures included? Then it should still be easy as long as the user own A2.
  13. bracer

    Chernarus port from samples

    Yeah, if the textures are not there, then we have a problem. I understood from Flemmings post that the textures were included in the pack.
  14. bracer

    Chernarus port from samples

    "Arma Licensed Data Pack - Binarized data from the Arma series (from CWC to A2:CO) in PBO files. The purpose of this package is to clearly identify which game data is licensed for public use and modification, and what are the related conditions and requirements." I interpret it as you can take the textures from that pack. But I'm not sure I understand it correctly?
  15. I know what you meen and I'm thinking along those lines. Not sure yet how much I should finish before releasing a test version. It's an endless project, but still I need decide a goal to reach before release: How many buildings? How much interiors? Should there be a good looking terrain? And so on...
  16. Fantastic! That would open up ALOT of awesome posibilities!
  17. It doesn't require AiA anymore, read more about it a few posts back.
  18. Oh, that made me optimistic! Haha! Thanks! We'll just add some fog, and it will simulate the smog of a big city! I of course want it enormous, but yes, a couple km2 of city, plus some parks is totally enough for the purpose of tight infantry battles.
  19. That I doubt will be problem for missionbuilders! I believe I saw it in A2.
  20. Time for a good/bad news report! Today I managed to kill alot of performance issues by working on the different LOD's. So I tried putting a large amount of buildings on a map, and performance is excellent! That's the good news. On the downside, the buildings look bloody aweful in a distance. So I have alot of work to do on the low quality LOD's that shows in the distance.
  21. It's a bunch of buildings that work in both games. I'm doing most of the testing in A2 atm, because I don't have the patience to wait for Steam and A3 to start up on my old rig... If I make maps, there will be differences for the different games.
  22. And of course, the test of tests....
  23. Ran some quick tests with the AI now, see the results in the video below. Also figured out how to use proxies so that I can add some furniture! Good stuff, important progress! Don't expect them to walk up to the 24th floor by themself though.
  24. Oh yeah! I downloaded your mod allready Maxjoiner! Thanks!!
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