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tyrghen

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About tyrghen

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    channel/UCDEWDcmDCuqT8AhPdGidq1Q

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  1. They changed the lighting on the dev build if I'm not mistaken, so it will have impact on all maps I guess. We'll make some test on the dev build to see how we'll handle that. Thanks for the feedback!
  2. So, here it is how it looks for me. Is that what you see as well or is it more blueish? Or are we speaking of different things?
  3. Hmm, there might be a mishap in the update then. I couldn't check directly with Michel today, but I'll ask him again. At the moment I don't have much time so I'm merely passing the zip around on behalf of my teammate. Thanks for the feedback! I'll bring it up with him!
  4. Can you please test the mediafire download? Also, do you have the PBOs in the addons folder under @VTR_Porquerolles?
  5. I've posted an update of our Porquerolles Island. Thanks again to [V]Michel for his work and the time he invests into the island. Thanks also to the various feedbacks which help us improve our islands! Version 1.2 corrected the sat map colors to be less blue added corals and underwater elements around the island seabed's topography modified in the port added some real life ship wrecks around the island, plus some surprises Some adjustments of objects The link in the opening post has been updated, but here it is again: Porquerolles terrain (deactivate adblock) : MediaFire
  6. I've done quite a few night missions already as you might see on our forum and I never experienced that problem. I've tested on the release version and can't reproduce it. Can you please check if you had addons active and which ones? Did you do a simple test in the editor without addons? Could you also give me the approximative coordinates?
  7. Thanks to everyone for the feedbacks. Even if I've been quiet, we have taken all elements into account. We're currently testing internally the different changes and corrections. We'll be making an update in the coming days for a first batch of changes. As I already mentionned, it's a large island, so it's a lot of work. All your feedbacks help us to make it better! One small remark though, if you experience specific problems, please give some approximative coordinates so we can look into it.
  8. You can solve this type of issues for your mission by using the hideObject command. IAs and players can then ignore the object. I've use this trick to ease road controls for IAs (hiding the barrier on the server side/headless side only). I also use it to customize bases and such.
  9. Nope, I've played with @Alive a bit, but haven't had time to really dive into it. When that happens, I'll do it, but for now, I don't have the time to investigate it. Maybe someone else in the Team will do it.
  10. Well, as far as I know, those are problems you'll always encounter in most maps. But yeah, we're working on improving it. I've modded a Domination and other missions on the map though and didn't have that many problems. Apart for the bridges, can you be more specific as to where you had problems?
  11. Hey, Thanks for the feedback. For many things we are just limited by what the engine offers. You have to do with what you're given! But we'll look to improve those aspects whenever we find solutions to these problems.
  12. I guess I still needed more coffee...
  13. I hope I didn't screw up the post this time around :) All credits for the video to Wollfen. Great job again!
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