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cifordayzserver

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Everything posted by cifordayzserver

  1. Open buildings should be fine, we're doing all the LODs and pathing etc so AI should love them. But we really haven't gotten too many done at all... we have LOTS that are 60pct done, and a couple that are 80-90% done, but none that I feel are upto this communities standards as yet. So we will hold off on adding any of the buildings we've done till they are at least as good as stock A2 buildings. We want destruction models, fire LOD's, working glass, properly animated doors etc... Our main problem is we have NOT ONE modeller that can do it from rooter to tooter, our only guy who finishes models is our main programmer for the DayZ Project, and frankly other than MilkM8n he's doing almost ALL the work. We NEED NEED NEED some experienced modellers and texture artists to relieve some of the strain on Seven. If anyone wants to lend a hand, or even point us in the direction of some previously done MLOD buildings we can contact the authors on that would be great. Otherwise that project is going to have an odd pace... we do buildings that are good for DayZ, and generally don't make them perfect, since no artillery or heavy ordinance in DayZ... so destruction models and fire LOD's are not quite as important... We WILL do them eventually, but we have to focus on getting them just open first... you know DayZ players and their impatient ways lol. Pretty sure they already forgot we exist lol. Got yet another build last night late from M1lkM8n and will check that out more tonight!
  2. Not sure if it's working right now, but we can fix them up real quick if not. Will do some testing. *edit* So, did some testing tonight, not quite as perfect as we'd like so there is def some more fine tuning work to be done. Lots of the bridges are missing pathing which is ok if it's over land but not if it's over water... so, in the spirit of making anything we touch a release for map makers we're going to find a solution that works and apply it to all the bridges.... They have also lost some of the animation info for destruction so we have to work on that too... Some of the ground textures need tuning right now some are too bumpy others are too "muddy" driving on... It looks great though, and we've got lots of building fixes ready. A1 Pubs, Army Huts, Guard Tower, all working great... We have to add climb option to the A1 deerstands, and are going to do a couple of Closed for Open existing model swaps. QUESTION. For DayZ we can not do 1 for 1 A2 open barrack for A1 closed barrack because it would mean literally thousands of high end guns all over the map, but I'd imagine for A2 having all open Barracks might be ok. What do you all think?
  3. WOW! Got the latest build from M1lkM8n and it's almost finished for sure, just a little more fine tuning and tweaking and it should be ready for an initial release. I'm not sure how many of the buildings we will include, that project is moving along pretty slowly, we have done a lot of building fixes that will be included, but the opening up of existing buildings requires a lot more LOD's and fine tuning before they're 100pct done, and we don't want to shoehorn WIP stuff into the A2 releases at all. We should be done with an initial release in the next couple weeks for EVERYONE to enjoy.. List of things done: - A2 assets swapped in where possible to reduce package size - Alpha Alpha GPS/Grid coords for Artillery - Working roads for AI - All A1 Buildings with Collision issues fixed - Improved pathing for AI on many roads, walkways, docks, and other foundation structures - Ocean Color corrected to better match A1 - Skybox removed from distant view while flying, nothing but open ocean on Sahrani Final tune ups required: - couple of texture errors - couple of object placement issues - some texture config tuning That's pretty much it will post a vid and some comparo shots shortly
  4. Uploaded a new video, will take more 1 for 1 screenshots tonight or tomorrow
  5. As promised: It's really coming together!
  6. sorry tried to do a quick vid before going out today but it got boned so will have to do it later. There is some footage here: http://www.twitch.tv/nonovurbizniz/b/432577122
  7. Hey Guys! Sorry for the lack of updates, It's been a bad news.... good news... GREAT NEWS! kind of month or two... lots of stuff going on in all 3 of the listed projects as well as some other stuff.. eek. BAD NEWS: We were really closing in on a final product when we hit a bump in the road as far as permissions from BI... luckily I think it's worked out for the best in terms of looks for the map, but has resulted in quite a bit of wasted time. GOOD NEWS: We are getting close to being back to where we were, but it took a week or two. The latest build is looking VERY nice. We were essentially not allowed to retex any of the A2 veg we were hoping to, but IMO it looks better with the A1 veg, and that also gives us the ability to forward port it all to A3 as well. We will likely skip a retex for A2 and go straight up to A3 standards texture quality but we're not sure, we'll have to do some tests on it one or 2 tees at a time... Building project has yielded quite a few cool things, we have several buildings opened up, we are working on getting a couple more guys fully versed in how to take assets from 3ds or maya to Arma 2 in game... We want to ensure all the final release buildings have all LOD's and destruction models, functioning glass etc etc etc... so it's slow going w/o a super experienced guy on the team... Our lead programmer for the DayZ project (Seven) is amazing at everything so he's the one finalizing everyone elses work... but we could still use more modellers and texture artists especially. Sherman has fixed a TON of the pathing and collisions on A1 army huts, the retaining wall risers in the southern cities, and some of the sidewalk/road models, as well as the guard towers, you can now run up the stairs and they no longer have those awful white blank textures when facing the sun. I will take some time to make a proper nicely edited video and take some updated screenshots hopefully tomorrow night or early next week. OH.... I said something about GREAT news didn't I? BI gave us license doc's for: ATV S1203 Revolver Sa58 Expect fixed, ATV's and variants of the other 3 assets in the coming months! Our hope is when we fix the ATV 100pct we give it back to BI for inclusion in a future patch but who knows. Either way, you'll be able to cross bridges in them one way or the other! I can't even begin to tell you how excited this makes me.
  8. I streamed it for several hours tonight throwing together some crappy missions, and playing around a bit, they videos should be viewable under "past broadcasts" www.twitch.tv/nonovurbizniz
  9. This took forever for some reason, and I Ul'd it before checking or editing the video so I think it has no sound lol... Sorry, will put up a proper one by the weekend. If anyone has any good missions (or wants to make us one ;-0 ) that could do a repeatable but quick flyover that would be great, I know it's decently easy to setup multiple cameras and triggers, but I don't know a thing about making movie missions in the editor
  10. cifordayzserver

    CAA1 public release

    Don't think there are too many full time active Sahrani Servers up besides the DayZ ones, that will likely change though once we complete our map port, We did in fact receive the source files from BI, and are hard at work getting it all working in A2! http://forums.bistudio.com/showthread.php?155076-WIP-Sahrani-Arma2-Port-Arma-1-Buildings-Project FYI when I DL'd the @Caa1 package I had a lot of problems, I ended up DL'ing if quite a few times, and then extracting it a few times as well, I kept getting errors on some of the files when extracting which caused them to not function right when going to launch Arma.
  11. GEEZ have we been busy, M1lkM8n is CRANKING out the work as usual, and thanks to our hero Mikero and some new/updated tools he's released, M1lkm8n was is able to start some A3 work... he had to upgrade the ram for his computer to do it though! Some quick updates on the ocean color I LOVE the A1 colors, but the A2 blending allows for some AMAZING colors, after a bit of tweaking I think we've got it just about perfect, any input or comments welcome: Shallow water is pretty transparent still, might make it a BIT bluer As you go further out you can see the color coming through: What is that blending in below: Oh the Blue: Last one: Stay tuned for some Shoe-Horned shots of the Sara_A2 being run in A3. ---------- Post added at 05:52 ---------- Previous post was at 04:38 ---------- Thanks you for tuning in ALBUM:
  12. Lol, yeah we batch deleted those A1 pubs out of our DayZ Build and replaced most of them with the A2 replacement which were a bit wider and didn't break your legs if you wanted to go upstairs to sleep one off ;-) Fixing the A1 one's would be odd, we might eventually give it a go, but for now the batch replacement with A2 one's will have to do, we can move any bits around where they slightly collide. Couple shots: A1: SMD_Sara_A2 Just normal Client Grass: SMD_Sara_A2 (ATOC on, FXAA Sharp on High): A1: Caa1: SMD_Sara_A2 (still needs some trees/bushes color corrected which I believe is actually done now) Will do a more thorough job of doing 1 for 1 comparo's over the weekend hopefully... M1lkM8n is pushing another build up for me the check out tonight!
  13. cifordayzserver

    ArmA3 may have fried my graphics card...

    Get non conductive heat paste and re do the thermal paste, and get heat dissipation pads for the memory, you will likely be fine. Or you'll be out 10-20 bucks and KNOW the card is fried. I've brought 2 or 3 cards "back from the dead" by doing that... budget rigs often are running at 100pct for much of the time, which leads to constant high temps which leads to breakdown of paste, which accelerates the problems and can mimic outright failure, but it's usually just overheating
  14. cifordayzserver

    General Discussion (dev branch)

    Not sure if it's been mentioned but weird shadowing stuff going on with guns as they hit the water: http://i.imgur.com/eZtyGAk.jpg?1 (238 kB)
  15. Wld427 is one of the first guys I talked to on here! So he's well aware of the project and very excited as well! We're glad to give back to a community we've gotten so much out of! M1lkm8n deserves ALL the credit on this one he's really been putting in the hours to get results cranking out. JUST talked to him today again and looks like bridges are set, roads are just about done, which leaves rocks as the last object positions he needs to adjust. It's Getting there! I'm about to go take a look at the latest version myself! Will post pics if I have some time
  16. I can run some comparison tests too... right now I don't think it will matter much, once all the objects have higher resolution textures then it might start to have some effects... but with such a small total landmass and for sure fewer objects than a map like Chernarus, it should perform better than that for example... I'll do some testing in all 3 at 2 or 3 different resolutions, and a couple of different graphic settings.
  17. This is by no means final textures, just a current working copy so again please do not fret about the autumn tones or tree replacements that seem inappropriate: One for One comparisons in this Album: @Caa1: http://i657.photobucket.com/albums/uu296/NonovUrbizniz/DayZ/Sahrani%20Ver%200-21%20Public%20Release/Work%20In%20Progress%20Teaser%20Pics/arma2oa2013-06-0815-19-55-304_zps736dc604.png @SMD_Sara_A2 http://i657.photobucket.com/albums/uu296/NonovUrbizniz/DayZ/Sahrani%20Ver%200-21%20Public%20Release/Work%20In%20Progress%20Teaser%20Pics/arma2oa2013-06-0815-20-03-405_zpsd8e7033c.png @Caa1 http://s657.photobucket.com/user/NonovUrbizniz/media/DayZ/Sahrani%20Ver%200-21%20Public%20Release/Work%20In%20Progress%20Teaser%20Pics/arma2oa2013-06-0815-19-07-542_zps7ba5b52c.png.html @SMD_Sara_A2 http://s657.photobucket.com/user/NonovUrbizniz/media/DayZ/Sahrani%20Ver%200-21%20Public%20Release/Work%20In%20Progress%20Teaser%20Pics/arma2oa2013-06-0815-19-19-863_zps7e7266a1.png.html @Caa1 http://s657.photobucket.com/user/NonovUrbizniz/media/DayZ/Sahrani%20Ver%200-21%20Public%20Release/Work%20In%20Progress%20Teaser%20Pics/arma2oa2013-06-0815-59-43-231_zpsb1313760.png.html?sort=3&o=15 @SMD_Sara_A2 http://i657.photobucket.com/albums/uu296/NonovUrbizniz/DayZ/Sahrani%20Ver%200-21%20Public%20Release/Work%20In%20Progress%20Teaser%20Pics/arma2oa2013-06-0815-59-46-336_zpsdb65aad6.png I am so excited for a full texture resolution increase to all the assets. Very Excited.
  18. Bushlurker is advising M1lkM8n on all the map porting plans and process, so I'm pretty confident they have it well in hand. Spoke with M1lkM8n tonight and progress is coming along well. Faster than I was expecting for sure! The textures are not at all high resolution, yes it does look gorgeous, but it could look mystifying! We have our priorities set though, a "quick and dirty" one for one port will be released first! Then we will spend the time required making the textures higher res. Certainly high on our list, let us know if you do find it! +++ Glad to say Inlesco has also joined up and will be helping with the building project! Spoke with Sherman tonight as well, and after finishing a couple things for our DayZ Mod, he will go back to work on a couple of the buildings he's started on. LASTLY. We really really want to fix bridges, and some structures in both A1 and A2 that destroy/damage some vehicles. I've poked around the forums a little looking for answers, and I'd imagine it's a missing lod or config, or possibly even the objects components and seams... but haven't found a definitive answer... If anyone knows for sure what the root cause of: AI not pathing on A1 or A2 docks (Corazol northern retaining wall style docks with bollards) Players being bounced/broken on A2 Docks (Chernogorsk with gantry's) Vehicles being destroyed on Damns/Bridges (Prodeco Damn) (ATV over almost ANY bridge in Sahrani) (between Pushtoshka and Vybor) We would love to know for sure, instead of digging around ourselves.
  19. In what sense? I personally think the architecture of Sahrani is far nicer than any other map I've played... it just lacks enter-able buildings which will be part of this project.
  20. cifordayzserver

    Sahrani

    I am VERY pleased to announce that I through contact with BI have been granted access to source files for Sahrani in order to do a FULL A2 up res and port, we have a small but very passionate and dedicated team, and are getting guidance directly from kju and Bushlurker! We are honored to have this opportunity, and the ears of such long standing contributing members of the community. We will be doing everything in our power to do this map justice and get those long lost, and brand new mission files flowing again! We'd love for anyone to join the conversation here: http://forums.bistudio.com/showthread.php?155076-WIP-Sahrani-Arma2-Port-Arma-1-Buildings-Project Anyone interested in contributing work or helping with the project can contact me here via PM!
  21. Thanks for all your great work on PwS! I love it and have been using it as my launcher since the last version of Six Updater. I was curious if you've considered mining/publishing the stats for servers/maps/players... coming from the DayZ Community and being on a dev team, a frantic player, and a server admin, I'd love to see who's playing which mod, on what map, and how often. I think it would be a great feature for admins/hosts and players alike to see the stats. Sorry if this has been suggested before, or is already available, if so please point me in the right direction! Also what is the best method to contact you privately with some questions? PM Here? Your Forums? Skype?
  22. You were the first person I contacted here not too long ago at all, having come from the dimly lit and poorly informed DayZ Community, you really opened my eyes to how things are supposed to work in the (or any) community. I greatly appreciate your advice and guidance more than any note I could leave here would ever express. Your efforts and work as a moderator here, and on CWR/CWR2 will be remembered by, and discovered by thousands in the community for years to come. All the best in your future ventures!
  23. I only bought Arma 2 for DayZ, I had played OFP WAY WAY back in the day, but wasn't a HUGE addict... After spending months buried in DayZ I finally started digging deeper, and realized the game it was based on was the most amazing platform ever... I started working with some really talented people on bringing DayZ gameplay to the Arma I Map Sahrani. The community is SO amazing, the people are SO dedicated, talented, and amazing, even in Alpha mods and addons are flowing out of peoples homes at an awe inspiring rate. I say get in early and learn as much as you can NOW, no need to wait, there is so much to do and learn you could literally not pull your head up for years and barely notice the time has gone by. Arma 3 is such an amazing evolution of the game, the performance, the graphics, the realism, the community, and their open nature is just amazing. I haven't been drawn to any console games, or even PC titles for YEARS, due to their limited replayability, linear gameplay, short sighted multiplayer, and lack of true communities. The funniest thing is if you had told me a year ago that I'd be playing a game where my favorite part of it was the people I played with and that I would be talking to them on a regular basis ONLY because of this game I would have smacked you in your face and called you stupid... Arma 3, you had me at "This is War" lol
  24. A smarter person than I told me "A client's VM can not run faster than the server, but they can have higher FPS"
  25. cifordayzserver

    CAA1 public release

    Got the final confirmation that all the permissions are OK, we should have the rest of the files next week to start the map editing, and then the buildings shortly after so we can open them up. We're VERY honored to have been given this opportunity!
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