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james2464

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Everything posted by james2464

  1. Looking good! I'm really curious what it'll be like driving through the Tweed Valley and NSW coastal areas like Yamba and Byron Bay. Haha. :D
  2. james2464

    "X-Cam" and "DAC" Project

    Fantastic! Looking forward to the videos and release! Keep up the great work!
  3. james2464

    ACRE2 Public Beta Release

    Congrats! Nice work!
  4. james2464

    Kunduz, Afghanistan [10km] v1.20

    ALPHA UPDATE v0.68 WARNING: Do not download for the complete experience! Only 49% of the terrain is populated with vegetation, buildings and rocks etc! This is for feedback purposes only! Please report any issues. Thank you in advance. :) Change Log v0.68: - Fixed tunnels are now indestructible. - Fixed timber ladder. - Fixed RPT errors. - Fixed clipping, misplaced, misaligned and floating objects. - Fixed track road in-game map colour. - Fixed smoothed river edges. - Tweaked housing destruction sensitivity. - Tweaked wall destruction sensitivity. - Added tunnel furniture and structural objects. - Added vehicle bridge. - Added compounds. - Added vegetation. - Added Alpha tags. Known Issues: - In-game map doesn't display green areas correctly. - House_6_Ruin texture issue. DOWNLOAD KUNDUZ HERE [1.15Gb]
  5. james2464

    "X-Cam" and "DAC" Project

    Awesome work! Looking forward to release
  6. Welcome to the work in progress thread for Kunduz Province, Afghanistan a 10km2 terrain. A standalone alpha version of Kunduz will be released next weekend the 10th of January comprising of one completed section for feedback purposes. When Kunduz is complete it will be released open source for the Community Upgrade Project - those wishing to learn about Arma terrains or edit their own versions are welcome. Teaser: http://i.imgur.com/xIWVAme.png History of Kunduz The War in Afghanistan saw both US Forces and German Forces fighting the resurgent Taliban in the Kunduz Province: http://en.wikipedia.org/wiki/Kunduz_Province Credits Project Reality - Arma 3 Team www.realitymod.com Milkman & SmokeDog - JBAD www.makearmanotwar.com/entry/C2mTc8olQm Mikero - Mikero Tools www.makearmanotwar.com/entry/rJzIvsFkAf Fabiano_Celentano - Lighting Configuration
  7. james2464

    "X-Cam" and "DAC" Project

    Great news! Keep up the good work! :D
  8. james2464

    Kunduz, Afghanistan [10km] v1.20

    There will be AI support, the terrain should accommodate AI quite well, there's nothing designed or implemented to intentionally hinder the AI brain. Any concerns or issues in regards to AI will be addressed.
  9. james2464

    DirecxtX 12 for ArmA 3?

    "#DirectX12 : me wantee! Very promising for PC games in general, and #arma and #dayz in particular." https://twitter.com/maruksp/status/558735038335172608 Discuss :D Also would be great if Marek could comment further here. :P
  10. If you click on a mod icon in the main menu, it will redirect you and display this script error: (Dev Branch) 21:09:14 Global namespace not passed during: false 21:09:14 Global namespace not passed during: false 21:09:14 Error in expression <false> 21:09:14 Error position: <false> 21:09:14 Error Local variable in global space 21:09:14 Global namespace not passed during: false 21:09:14 Global namespace not passed during: false 21:09:14 Error in expression <false> 21:09:14 Error position: <false> 21:09:14 Error Local variable in global space 21:09:14 Error loading control config.bin/RscDisplayModLauncher/controls/CA_ValueMods/
  11. james2464

    Kunduz, Afghanistan [10km] v1.20

    Thanks, which tunnel did you like? Because of engine and tool limitations to create tunnels, I've made them indestructible. The terrain is 10km squared or 5km x 5km. Anything larger would take a time multiple of atleast 2 to complete. :P Currently no, I am not aware of what is needed for this support. Does anyone want the support anyway? Yes this is a gameplay/design trade off, I would like more opinions in regards to this. Basically it forces infantry to breach the compounds via conventional means as oppose to rushing a compound unrealistically in some Arma scenarios. The walls are destructible allowing C4 or a tank to create small holes for infantry to assault. The corner walls are fully destructible. This is thanks to Milkman.
  12. james2464

    Kunduz, Afghanistan [10km] v1.20

    ALPHA UPDATE v0.60 WARNING: Do not download for the complete experience! Only 45% of the terrain is populated with vegetation, buildings and rocks etc! This is for feedback purposes only! Please report any issues. Thank you in advance. :) I'd like to know if anyone is still having issues with AI and getting stuck in walls as I've made a few changes. Change Log: - Added 2 insurgent tunnels systems (Design inspired by Zelda Ocarina of Time & goodluck finding them ;)). - Adjusted river reflection colour. - New file structure to avoid future compatibility issues. - New compounds. - New field crop varieties. - New trees, bushes and rocks. - Replaced selected vanilla trees and bushes. - Added server bikeys. DOWNLOAD HERE [1.14Gb]
  13. james2464

    Kunduz, Afghanistan [10km] v1.20

    Thank you for the feedback everyone. Awesome video twangy! I've added it to the OP. Currently working on greater vegetation variety and a network of authentic tunnel systems of which should be very difficult to find ;) Also working on an array of other unique features like a traditional qalat fighting tower. Update v0.60 incoming tomorrow night Australian time. :)
  14. Thank you for all your hard work Kju. All the best.
  15. I agree and I have fixed this issue, it's much more consistent and blends much better now. Well done, don't start looking for tunnel systems yet. That's in the next update :) Lets continue the discussion here: http://forums.bistudio.com/showthread.php?187239-Kunduz-Afghanistan-(10km)-WIP&p=2856298#post2856298
  16. Fixed: RoadsLib.cfg was not changing roads after a change of landscape Fixed: Local WRP & road shapes don't work together Thank you for these fixes!
  17. You haven't looked hard enough ;) You need to search for a action that will open a secret door under some carpet :) Thank you Silola, Hurry up and release X-Cam ;)
  18. james2464

    Kunduz, Afghanistan [10km] v1.20

    Thanks Misty, Where did you suffer these FPS drops? You didn't look hard enough... hehe. There are currently two basements for insurgent caches. Future plans include at least two cave systems and numerous hidden basements. FATA had AI problems because we deleted the viewlods on the trees which enables them basically a wall hack. As for AI navigation through detailed terrains well that can't be helped. However AI should be much better on Kunduz as I don't want to exclude this part of the community and the terrain is less sophisticated anyway. FATA 2 is in the works anyway ;D Thank you, hopefully I can get this one out to you and finished shortly. The naming of each specific area takes it's name from the closest real world village or road. Airport road in the real world leads to Kunduz Airport, but this terrain isn't large enough for this. I am considering adding a fake dirt airport in the corner of the terrain, but this isn't confirmed. Military outposts and FOBs will be left to mission makers on this terrain. Real world location: https://www.google.com.au/maps/place/Kunduz,+Afghanistan/@36.6117693,68.8484807,2969m/data=!3m1!1e3!4m2!3m1!1s0x38cbffa05e4f9665:0xb9fea05d9d615b22?hl=en These files are just for testing, they will be converted into a different naming convention. Will try :D Thanks, nice looks like Korengal Valley ;D or CLAfghan :)
  19. james2464

    Kunduz, Afghanistan [10km] v1.20

    Thanks Melbo added to OP. I'm looking forward to Squad ;)
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