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Posts posted by Vilos Cohaagen
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The Namalsk issue sounds map related. It's a map I've not tried much so I'll take a look at the version I have and let you know if I have similar errors. I do remember there being a few different versions of it spread across the internet.The new start, without the fainting guard, is from the main build of Escape. There's a smuggled bag lying on the ground (you have to sniff around for it if there's a fair bit of long grass) that contains pistols and ammo.
The guards not firing on you could be related to not having a weapon. I've seen the behaviour when testing but never in a game where we shoot the guards. Also, Arma ai. :rolleyes:
Being a bit lazy, the parameters are set to how I play Escape. I'll try and sort out a version with optionals set to off for future public release.
EDIT: I just played on Namalsk and everything was working fine. My version is v1.11, which also contains the campaign. I seem to also have a folder called 'leftover namalsk' which contains some pbo's I removed to get it working.
Shhhhh, no, nothing works. I've heard a rumour that you might get them working if you also run other maps. Possibly sahraini, the A3MP and the RDS Islands fix. I doubt it though. Maybe.
I've been playing my Escape (v4.20) on a dedicated server over the last few days without problems. This is using Chernarus from the A3MP, along with the RDS addons. Performance was good and the only issue I have with it is the sheer amount going on. We'd get to a road to find a line of traffic, both civ and military- The armoured vehicles being none too happy to see us. Bang bang, you're dead.
The thing I find weird there is that I haven't touched the ambient traffic code so I can only guess as to why there would be a difference between local and dedi setups. And that guess would be that the dedicated server is working more efficiently at processing the scripts, compared to a computer running both the server and client together. Arma loves to delay scripts if given a chance. If anyone has a better explanation, I'm all ears.
Thanks for taking the time to reply - I will have another crack at it :)
Either way it is cool to see development of Escape continuing. It is without question the best Arma mission of all time (IMHO) :)
---------- Post added at 20:34 ---------- Previous post was at 20:32 ----------
How are people able to play IceBreakr's maps? I thought they all didn't work on ArmA3?It was on PlayWithSix as an additional map for A3MP. I kind of assumed Icebreakr put it there, but if he didn't I won't use it. I really want him to bring his maps to Arma 3 and don't want to dissuade him from doing so :)
I love Lingor. I know last time I heard he was waiting for a major bug to be fixed in the Arma 3 map tools that was preventing him from updating it.
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Hi Roy,
Interesting take on Escape, it is good to have different versions though I think I prefer the vanilla version myself (though don't take that as discouragement - it is just that my greatest experiences in Arma 2 and the new version in Arma 3 are playing the original version :) )
I just tried it out on Namalsk and it kept spawning everything roughly 30m above the ocean, and when I tried it on Chernarus there was no guard in your new-style prison? Without a guard I was unable to work out how you are supposed to get the initial weapon or two to escape? Also the patrolling guards did not recognise me as hostile when I went out and about. I was running the missions on my dedicated server. Also I noted that the Karts, Vehicles mod, Artillery Warning, NO Goggles/TWS are all set to default to "on" (I reckon all of those should default to "off" myself as they are quite big changes to Escape) with the difficulty set at Cadet.
Anyway good luck with the mission - I look forward to trying the elements of your new ideas that get added to NeoArmageddon's original Arma3 versions :)
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I'm all gitted up. That doesn't sound right.https://github.com/RoyWheels/Escape/tree/Escape-Roy
My version is based on the dev 17 version of the main escape code.
After chatting with Neo, I think the plan will be to port over some ideas from my Escape into the main version rather than releasing my version as a completely separate thing. Merging the two will mean the maps with manually added features (village markers, specific objects/installations etc) can drop back to dynamic game play should the manual features be missing. The best of both worlds. I'll keep my version going for shady ideas/experiments.
Until this happens, have a zip of my experimental alpha, pre-release, early access, all dynamic and a little bit wobbly version of escape :
https://www.dropbox.com/s/nwpxdxuzgvozaou/Escape_Roy_v4_11.zip
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Awesome stuff! Escape from Chernarus was my all time favourite Arma 2 mission and I've been loving Escape Altis and am really pleased to see it is still being worked on. Would love to do some testing with my group so I'll grab your latest dev build and have a go :)
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The latest stable update rendered my save games from the campaign incompatible. Slightly annoying, though not the end of the world. Just means I have to restart the current mission again - would have been nice to be warned first... :(
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My group have had a great deal of fun with this race. We played it extensively and helped ange1u5 test it. I'd recommend no less than 3 players, though that said just solo driving is fun too. It worked fine both hosting on a player's machine or on my dedicated server.
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TPW MODs is top stuff! It brings the island to life. I totally understand why you want to work on SP only, so I really hope someone can make an MP version, but either way it is now essential for any SP missions I play. Thanks for taking the time to make this and share these mods :)
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Hiya, I just took the F/A 18 out for a spin over Altis and it was glorious! 900kph with less than 50m altitude is certainly something and the controls were smooth as silk. You have done amazing work on this mod so far - I can't wait to see how it develops :)
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Good OP!
There are so many elements that I am enjoying in Arma3, but I think for me it is the lighting and new fog systems for the environment. The colour temperature of the lighting is perfect and the fog is more than window dressing adding new tactical options.
On the tactical side I absolutely adore the full range of stances and they have become second nature during play and are something I really miss when playing A2 or other games.
I'm also enjoying exploring Altis on the small scale, there is so much detail on the island and so many locations that I visit in missions or the editor that inspire mission ideas or just surprise.
Aside from a few issues with Altis I am also mightily impressed with the performance and how it has been optimised even since Alpha launch.
Yes, there are issues with the game, but I've been enjoying watching the game evolve and also seeing issues get resolved that would previously have made it to release.
I've already had some memorable experiences in missions with friends, and I'm sure I have many more to come.
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Loving all your mods and I'm very much enjoying the SP versions (tried this, your Civilians Script and am going to give the Houselights a go) - can't wait for the MP versions. Thanks for taking the time to write and share these. The medical system in vanilla is lacking urgency and also downplays the need for medics ("combat life savers" - i still prefer the term medic).
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Brilliant! Thanks for releasing this - I'm definitely going to be using it lots :)
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I am loving Arma3, but I keep feeling like all the soldiers have asthma. You seem to be unable to jog even 100m without sounding like you are about to pass out and die. Speaking as someone who spent a lot of time running with heavy packs in the past, this feels a bit extreme. The blacking out effects kick in a bit too often - honestly I think you would have to job well over 1km for that to kick in, but I've seen it kick in over far shorter distances.
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wow! so cool - I already love Altis
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Awesome - definitely watching this one. I've been interested in the concept since BI first announced Take On Mars though I was sad to hear it was in the Carrier Command engine rather than the RV4. Good luck with it!
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Specifically I think that I'd love to see some interesting use of the new fog systems on your map, perhaps with fog dynamically changing by time of day. Combine that with your lovely buildings and I think you would have a very spooky atmosphere.
In general, I would say make sure there is variation and contrast in lighting and environment - nothing emphasises the scary more than contrast :)
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Just wanted to post that this mod is looking really interesting. Great work - can't wait to see more / try it out.
As a Brit I'm liking the UK uniforms and equipment too :)
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meanmachine1 - I am really loving what you are making, it is looking great. I do have a request though - even if you don't release the source files for your lovely models would you be interested in writing a tutorial about how you made one of the simpler ones? I'd love to do a bit of 3d building modelling for Arma3 but I wouldn't know where to start as most of the information out there is Arma3 stuff layered on Arma2 stuff.
I know a tutorial can take quite a while, so perhaps a screencast or something - also I'd love to see how your ideas evolve as they have a lovely coherent vision :)
Anyway, just a thought and keep up the good work - I can't wait to play with the elements to make some exciting missions.
If it helps I am a 15 year videogames industry vet with lots of games design experience (though when it comes to 3d modelling I am still a noob :) )
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Looking really nice. Excellent work, can't wait to see more and try it out :)
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As you imagined, that's a general bug...Yay!
Yeah I figured it probably was :)
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Thanks for the Killhouses - really cool for CQB missions. However I cannot find anyway to set the positions of the hostiles inside the buildings - the usual waypoints/position doesn't work (nor does "Get In" suggested above).
Do you have any scripting suggestions for taking advantage of your predefined positions?
One other bug - the AI troopers seem to walk through doors without opening them (though that might be a general Arma3 thing)
Other than that: Thanks again - really cool :)
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Yeah, I always missed the winter in ArmA. Like, heavy snow falling and deep snow on the ground... Dynamic seasons would be awesome. There are winter maps, so the only thing that we need is really heavy snow falling :DDynamic seasons would be amazing, but I guess that is probably an Arma4 or 5 feature :D
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Brilliant! This will be awesome for police-style missions
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I'd love to see Chernarus.........in Deep Winter!That would be amazing. Ever since I watched Corridor Digital's After DayZ live action film (YouTube link:
) set in a snowy Chernarus I've wanted to play there in the snow. Just because the DayZ folks have it doesn't mean we can't have it too :)Oh and I love Lingor and can't wait to see what IceBreakr does with it :)
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Those pics blew me away - Chernarus with the new lighting model looks incredible. I cannot wait for this.
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This is wonderful on many levels! Well done Samael - you've inspired me to finally go make a mod for Arma, and well done daddy Myke for being a cool dad who shares his interests. :)
Thank you for posting this - made my day.
[MP/RC] The Great Altis Race v1.0
in ARMA 3 - USER MISSIONS
Posted
I loved the original - can't wait to try this version out. Now to round up some friends and have a full-on race even though I always lose as I suck at driving in Arma :)