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cifordayzserver

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Everything posted by cifordayzserver

  1. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    Can you confirm for sure that's the right file name? If so, it's a broken reference in cti_buildings, it should "ca\weapons\data\box_a_nohq.paa". If cti buildings isn't worked on anymore, I can save the existing file with that name, so that it does exist, but that is an incorrect file name afaik. It would be better for the reference to be corrected in the relevant model. **Edit Rocks/Roads done, just going through the plants that ThreeDots pushed, fixing a few minor issues. I'm going to take a break for a while, but this is a REALLY good spot to be in, I now have pretty much everything done besides the 5 major ones (Buildings, Buildings2, Structures, Structure_e, and Structures_pmc) A tiny bit more sorting and signing after that, and it's a complete package. I'm fairly sure the way I assembled the packages this time is correct, and should cause a LOT less headaches when trying to get the 5 biggies done.
  2. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    Been a while since I updated, so figured I'd check in. We've started getting the repo assembled, Threedots has pushed his finished vegetation to it, I have pushed a bunch of the artificial objects. I'm HOPING to have all the misc, signs, roads, and rocks up by the end of the day. That only leaves the buildings/structures. It's going FAIRLY well, the misc objects were in need of a fair amount of fixing so that one pbo took almost 3 hours to get packing properly... the rest have been going fast. So that should be done today, and if I get it done faster than expected, I will work on the buildings as well. lol, well, as I was typing this the remaining misc pbo's all packed fine (misc3 is still not finished, but shouldn't take more than a few more minutes). Signs are already done, rocks shouldn't take but a minute. So Hopefully I will get back to work on the buildings/structures pbo's then, it's just the dummy pbo's and island specific stuff, which I've already split out and doesn't need to be changed at all. So, HOPEFULLY we should have a working/testable build by next week? 2 weeks at most.
  3. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    ThreeDots, has finished up ALL the vegetation, he's released it as a standalone addon and will be sharing his work with CUP, will save me a TON of time. Check it out here: Don't forget to subscribe and like!
  4. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    No idea on anything MP related, there's nothing (afaik) in CUP, and 99pct certain in SMD Sahrani that could/should have any effect on MP. I don't have any means of testing this myself, and any time spent on it would be a distraction from getting the package together/released. He has joined the fight! This will be a GREAT addition, as I was desperately dreading the amount of time investment on reworking the vegetation. Thanks, I suppose I have to report it, as I don't want any issues later when I upload the same content under another name. I sort of don't mind AiA being on the workshop, it's actually convenient for mission makers and modders' alike. But obviously not ideal for it to be done by someone who has nothing to do with the original or approved derivative projects. I'm not sure when it will be pushed to stable, but it's alive and kicking on experimental! It might be something they're testing for the impending terrain release? or it might be something that was simple and will be pushed to the next update.. I dunno. Let's hope for the latter!
  5. Only seeing this now, honestly I have no idea, I don't have a dedicated server, and don't have any clue how to run one locally. I'd play with spawning them with a height set. Not much I can do/check if it's only happening in dedicated server unless anyone has any suggestions.
  6. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    So, it appears that the pond issues might be resolved too? I'm not 100 percent sure but it appears there is no more horizon glitch, they look a bit odd at some distances though, I haven't had time to check out if they have issues with players/vehicles. I've been getting really frustrated with how little time I have to dedicate to the project though, last week it was getting ready for, and going to a wedding, this weekend it's been my daughter doing plays' for school. I'm going to see if I can work in some time during the week in the evenings to start getting it done, but that's really going to be stretching things thin... it will depend heavily on how busy my work week is... we'll see. I think next weekend looks ok. I'm beginning to doubt my 8 week max estimate though. I'll have to go back and look when I laid that out. The plan is to use the SMD Sahrani .wrp file for all the object placement fixes and extra buildings, but maybe revert to the old grass blends? I can't use the original ground textures, as those are what seems to be making the AiA version look so bad. I'm not sure what the Sahrani "boat bug" is, I'll play around a bit on AiA Sahrani and see if I can figure out what's going on, but I wasn't aware of anything I'll search around a bit more too see if I can see what that is in reference to.
  7. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    Whelp, looks like Bohemia has a fix for the tiling issue. It's currently in the experimental build and works like a charm on ever terrain I've looked at. http://imgur.com/a/s0xkd Great work Devs!
  8. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    Yes, that's correct, but it also now requires a cfgvehicles, and I haven't gotten those working on Sahrani yet. The footstep sounds/dust and the wheel/rotor dust effects all come from a cfgvehicles array of the surfaces classes linked to the particular effect. I gave it several tries last time I was updating Sahrani, and could not get them working... it was very likely a typo or misplaced bracket or semi-colon or something, but until I get it working, I can't promise I will. It SHOULD be pretty easy to get it down, then iterate those changes to the other terrains. For the interior sounds, it does require the models have a material defined in the model, and in the terrain config, and the vehicle config. The way the system and a few other things have kind of made it a pain for anyone working on A2 terrains or previous. The sidewalks and roads for example are handled differently, so they previously working sound/surfaces for them no need to be done in an entirely different way. Doing it "properly" would require source files for all the terrains... I THINK I can get it working without changing the terrain, but am not 100 percent sure. For the tiling issues, this requires source files/rebuilding the terrain in Arma 3 Terrain Builder and then fiddling with the tiling settings until they work. It's tedious but do-able. HOWEVER, the source files are not currently available. I have requested permission from Bohemia and am hopeful they will eventually release them. In he meantime NeoArmageddon has a few ideas and has already worked out rebuilding some of the source, but it's not "there" yet. Reconstructed source would also have some issues and short falls that original files would not. So, that's something that's going to happen one way or the other eventually, but not immediately.
  9. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    So... I just took a look at how it's done in the A3 terrains... this is similar to one of the issues that I got stuck on with SMD_Sahrani_A3. I think I had it basically figured out, but never got the exact steps down pat. I will definitely look at it again after I have a initial release. I have a tendency to bounce between areas of focus to break up the monotony of working on the same thing for dozens of hours... so I will likely work on it as I'm integrating all the rest of the SMD and JBAD buildings for the 1st update after initial release. I'm definitely confused as to how the interior surfaces are defined, or where. The normal terrain surface textures were complicated enough, the interior give me the impression that those surface material names need to be included in the building objects, but I'm just not sure. I'll talk to M1lkm8n about it and check the Terrain/Model makers channels on skype and see if anyone has a better grip on it. It should be perfectly do-able, and I will ensure I find out if building edits are required prior to doing the first run through of all the objects to get them up to A3 standards. Here is likely the best place for the terrain updates, the weapons, units, and vehicles all have their own threads. There is no where to update this mod, as it's not been released yet, the weapons have had a release, and one update if I remember correctly. There's been a lot of energy spent on getting the development environments setup, repositories, and build server etc. That is mostly worked out now, and I'm fairly confident I should be able to get build-able source folders assembled faster now. We'll see for sure after tomorrow when I've had some time to spend some more time on it. There is a lot of work done on all fronts that needs to be organized, packed, tested, and released... but there's also a lot of work to be done. Weapons for example all need the Marksmen DLC updates, and that will be a large amount of work. There are lots of vehicles and units left to be done, but there are enough of both where I BELIEVE the plan is to get some test builds done, and then make releases. Hopefully in the next 1-2 months or so, there should be initial releases for CUP_Terrains, CUP_Vehicles, and "CUP_Infantry"? (not sure if the naming has been worked out for the units release). I might take the time this weekend to setup the Steam Account that all the CUP members will have credentials for so it can all be released/updated/maintained/followed in one central location. This should make it easy for players to follow the updates in one place, and keep their files up to date w/o having to check in here or Armaholic. Play With Six will also be supported with a central CUP account that all the devs can update and curate collections for easy use/update. So, as usual, a TON to do, not many folks working on it, and limited time! But it will get done.
  10. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    I'm fairly sure we have all the contributed models. I'll have a look this weekend. I got some progress done last Saturday, I'm still having issues though. I'll have to give rebuilding my source files a go as it was the same arduous process of removing unused rvmats from the mlods. Hopefully I'll have a bit of time for it this weekend but likely not too much as I have a wedding to go to.
  11. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    So, I had a chance to catch up with kju a bit this weekend, and it turns out that a lot of the reconstruction work I was/am doing was due to using the wrong source. He's pointed me in the right direction now, and I'm DL'ing all the files. It should speed along the process quite a bit. I had actually started manually re-constucting the configs and model.cfg's last night, but with this, I SHOULD be able to just copy/paste these over, and do some quick edits. All going well, my previously advised timeline should hold no problem. I would expect a release by mid June? but obviously can't make any promises. Also worthy of note, and not sure if I've announced it prior, CUP_Terrains will be uploaded to the Steam Workshop as well here, Armaholic, and Play With Six.
  12. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    Yeah, I will likely include SMD_Sahrani as Sahrani at this point, looking back to, and playing with the original files a bit, I'm having a difficult time making the original version look even close to as good as SMD, so I'm likely going to include that as is, or with the original grass/clutter blend, I'll have to see how it looks like that. So, the pond fix requires editing of the terrain, I'm fairly sure I'll need source files for that. I MIGHT be able to do it by modifying the wrp, but I'm not entirely sure yet. So, the modding tutorials I do are in my signature. and linked for your convenienceI haven't started the ones specific to upgrading objects yet. I'm trying to triage the work I have in front of me, as there is a ton to do in a very limited amount of time I have to dedicate. All my spare time for modding is currently spent trying to get the CUP_Terrains build together, tested, and released. Then I will swing back and start focusing on the buildings/objects again, I will do tutorials as I do the work. I almost stopped work on CUP Terrains to do a quick tutorial on setting up the terrain editing environment, but the tutorials take quite a bit of time and focus to write/record/edit/publish, so I figured it would be best to put that idea on the far off to do list. General Update - I've gotten nothing done, I've just had too much going on at work and home. The next few weekends aren't looking good either, and workdays, I can't really sit at/work at a computer after I've been doing it all day at work due to my back issues. I'm still thinking I can maintain the original estimate of 4-8 weeks, but time has been impossible to find lately. We will see.
  13. Congrats! Can't wait to check it out.
  14. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    No, I'm not redoing them, just getting rid of unused ones. The models I do have to go through one by one to change tune surface materials to the A3 ones and to add the physx lod. I try to address any other issues as I go through them but rvmats are not one of my areas of expertise. It's time consuming going through them one by one but it's needed to get the A3 functionalities working.
  15. cifordayzserver

    Community Upgrade Project - CUP_Terrains

    Sorry for the belated update, I've been updating a few things in SMD Sahrani, and working on getting together a working environment together for CUP Terrains. AiA backward compatibility I think is fine/do-able, kju mentioned it a few weeks ago, I'll check my skype. In the meantime I've been getting he working environment together and it's been a bit of a bear. I think I have a decent idea of the right workflow to get it all populated, and then it's just trudging through packing errors finding missing files or bad references and fixing them. I started to do the Buildings PBO tonight, and it went fairly well, but there were a LOT of files with bad references. I am working under the assumption that they're garbage for now, to get it packing. I have a packing build now, but it's clearly a few steps behind where the last AiA Buildings release was. So I'll either have to redo that myself, or contact kju. PBOProject is VERY picky when it builds a PBO, it checks all external references for all files you're packing... so, if something causes it to fail, you read the output, find the file, and figure out where the missing file or bad reference is. It's fairly straight forward, but time consuming. The problem with building from Bohemia's Sample Models, is, they include a fair amount of actual sample only content. So, there are RVmats for example that are not references by any models, or have pathing to files that do not exist. They serve to show how one would accomplish a certain goal, without providing a working model, only an example. Most pbo packers don't care what you put in them, you could use them to pack video files and email them, but PBOProject checks EVERYTHING... which is good, it results in a much cleaner package, OR makes you aware of previously unknown bugs. So, to say I have a packing build is a good step forward. As stated above, it's definitely a few steps behind where AiA is, but I should be able to fix that up quickly. Then onto the other majors, Buildings2, Structures, Structures_E, Structures_PMC, misc, misc2, misc3, misc_E, misc_baf, misc_acr. The rest, are fairly small, and in need of less config work, doing the full conversion to A3 will take some time, and likely happen one by one, after the initial release. I'm going to guess I should have a release-able build in 4-8 weeks?
  16. The bridges are a real bitch to do, I'd just be stabbing in the dark with adjusting them. I'm fairly sure I know of a way to fix them, but I'm going to give that a go in CUP, not SMD. I did not move that building in this update, I will check it out. The A3 update isn't packing right for some reason, I'm sure I just did something dumb when rebuilding it with the new building position info, but I'm not sure what, and also not sure I'll have the motivation to check it out this weekend. On a related note, during one of the first rebuilds, I hadn't put the SMD objects in my p drive... so I got a chance to see what Sahrani would look like with JUST the untouched Arma assets that are called from A2's CA folder, Both These, AND the SMD objects are already in AiA, so SMD_Sahrani_A3 actually has duplicates of dozens of buildings, veg, and objects when used with AiA: Corazol: Bagango: Paraiso: Literally every single one of the missing objects are in AiA, AND are in the current SMD_Sahrani_A3 package under different names/paths. Everything shown is something, that if I want to change now, I have to move into SMD namespace, alter, and then repath on the terrain itself, then rebuild the whole thing... With CUP, I can just open the model, and edit it, repack the model, and it's auto-updated on the terrain, and any other terrain that calls the same model.
  17. ++CURRENT VERSION: 1.6.0+++ ++Download/changelog available below++ M1lkm8n's SMD_Sahrani_A2 - Is a community project I started dedicated to improving Sahrani and it's native buildings. This project was made possible firstly by the gracious generosity and sharing spirit of Bohemia Interactive. Source files for the Sahrani Terrain from Armed Assault (Arma 1) were obtained via direct contact with Ota Vrťátko and Ivan Buchta prior to their inclusion in the revised Public Data Release. M1lkm8n began work immediately and has since painstakingly imported , configured, and improved every single object from Arma 1 that exists on Sahrani and is not available in the Arma 2 library. - Signs - All given proper fire lod material definitions for A2 - Vegetation - All model errors fixed - Walls, Gates, Fences - All model errors fixed, many functionality improvements - Buildings - All enterable and un-enterable buildings model errors fixed and DOZENS of interiors created After having created interiors for over 30 Arma 1 buildings, and correcting countless issues for existing enterable buildings, terrain objects, and placement errors, M1lkm8n has moved on to a completely new project for Arma 3. He and Smokedog are creating Jalalabad, Afghanistan from scratch for Arma 3. CHECK OUT THEIR PROJECT HERE M1lkm8n is still actively guiding me through the process of taking up the work myself, and I have since added 5 new enterable buildings, and animated several of the world assets (dumpsters, wells, and garbage cans) myself. With the same spirit of sharing knowledge and assets that has enabled this entire project from the beginning, I have recently begun a series of Intro to Modding in Arma tutorials. Further, M1lkm8n and I will be sharing ALL of our buildings with @CUP, and will provide source files upon request for any terrain makers who wish to use them on their terrains. Below are the "standard features" of the SMD Sahrani Terrain, and their buildings as implimented by M1lkm8n: - Normalized/corrected Resolution LODs (This ensures buildings, trees, and bushes do not "flicker" or "pop" visually as you approach them or move) - Individual shattering panes of glass (there is a limit in Arma 2 for 24 panes of glass, but there are only a few of the buildings that have more than that) - Corrected/Improved AI Pathing for buildings, sidewalks, retaining walls, and docks - ALICE/SILVIE module support (ALICE needs improvement) - NUM/NUM grid coordinates to ensure proper Artillary Computer function - Animated doors, shutters, and windows (with the exception of the very large buildings. SMD_Panelak, SMD_Panelak2, SMD_Panelak3, and SMD_Hotel) - Properly defined materials to ensure realistic interaction with weapons fire and players - Ground textures have been replaced with higher resolution textures (from cgtextures.com) and the blend has been customized by M1lkm8n - Grass and Clutter blends have been customized - Ocean has been recolored to a deep blue Further to above there are several buildings that have one or more of the following features: - multi stage animated destrcution with custom particle effects - Animated door breaching with multiple part doors - custom sound effects - "rollup" doors - interactive furniture or world objects Check out initial test of BOTH Door Breaching and Animated Building Destruction as shown HERE: v1.0 Note that the door comes apart with the .50mg fire, but not the walls. Tank rounds, Grenades, RPG's etc all destroy the walls of the one story opened building shown in the above video (both variants). This is just an initial test build, stay tuned for coming improvements to the building destruction, which we plan on integrating into as many buildings as possible. And Now for v1.1.0 note the particle effect created by Bad Benson, as well as the more robust model destruction by M1lkm8n: Check out the images available in full size on our Imgur Page ENJOY! Older Posts: ====== CREDITS ====== We have MANY people to thank for their help who are documented in further detail in the package. PLEASE consider donating to any one of these pillars of the community to help ensure future works, and keep the machine moving forward! ============= HUGE Thanks to: ============= Bohemia Interactive - Makers of some of the Most AMAZING Video Games in the World! We can't thank the following enough: - Ivan Buchta (Edge) - Ota Vrtatko - David Foltyn (Dwarden) CG Textures - PLEASE NOTE we have used textures from http://www.cgtextures.com/ they are a wonderful resource for non-commercial game textures Bohemia Interactive Forums - We can't thank the following members enough: - BadBenson - Bushlurker - Dslyecxi - Icewindo - kju[PVPSCENE] - Mikero - Mondkalb - Smookie - SnakeManPMC - W0lle - Wld427 - Vilas ========= Our Team: ========= ================ RECOMMENDED ADDONS ================ ============= DOWNLOAD LINKS ============= Issue Reporting: https://github.com/SMDDevs/smd_sahrani_a2/issues ========= CHANGELOG: ========= ====== License: ====== With the exception of textures sourced from cgtextures.com and the Vilas Units the entire package is shared under the APL-SA License. Terrain Artists wishing to use the buildings for their terrain work under their own OFPEC tag please contact myself or M1lkm8n directly and we will get you sorted out.
  18. You clearly have ZERO concept of what Arma projects are, or even what Arma is... Arma2OA isn't "finished"... and it's from 2009... Sahrani is from Arma 1, it's not like M1lkm8n and I made it... we've been working on it for 2 years. Opening buildings doesn't happen fast. If you have 20 models looking 100 percent perfect in 3dsMax, you have about 100hours of work in 02 to get them in game and working properly. You clearly aren't even comprehending what CUP is, or why I'm working on it, or how it will effect the long term development of Sahrani. I, nor M1lkm8n, nor any other modder, or even BI, owe you anything, so you should maybe get a grip on what should and shouldn't make you mad, or where you should direct that anger when it rises... I suggest taking anger management courses to better help you understand your emotions. Sahrani is one of the maps in AiA, so not sure how they can all be overplayed since a Veteran of gaming like yourself has never hosted or even played on it. :rolleyes: OR how you can be pissed that I'm not working on Sahrani when again, it's one of the maps in the terrain pack... +++ Back to reality... @1212PDMCDMPPM Land_smd_fuelstation_army Is the green military gas station with a ladder to the top of the tank. As, some of you may have seen in the A2 thread, I've been fixing some object placement issues surrounding the Panelak apartment buildings, and also did around 10-15 replacements of buildings that we have enter-able variants of. I'm currently rebuilding the terrain with that new object data. I MAY see if I can throw in some of the ocean floor updates to an update, but don't want to rush it too much, as the last time it created some blending errors and resulted in seabead textures on land which I don't want. I'll see how this build comes out, and go from there.
  19. Found 3 or 4 more 2 and 1 story istan buildings that could get replaced. I worked a bit on getting one of the gates that currently doesn't animate to animate, but it's pretty funny, there are 2 sections to the gate, 1 is branal the other is branar, branal is not in CA in Arma2 so it's in our package already, branar apparently IS in CA, so we're calling it from CA, it's something not worth doing right now in the old way of moving it from CA to SMD, I'm going to address it when I move the SMD stuff back into CA namespace for CUP. I deleted some steps that were from an old placeholder building, but that's about all I've found so far, I will play the new build a bit today, and then likely call it an update, UL it and release an update today/tonight. You can watch the entire mind numbingly boring process on twitch: http://www.twitch.tv/nonovurbizniz Warning, there are 20-40 minute chunks of watching pbo's pack lol. good fun for all. **EDIT** So, I went in game, found a few little silly placement issues, so I really went through pretty much all of the south and fixed LOTS of very small placement issues, and replaced a few more un-enterable versions for their enterable counterparts. I also replaced the bombed out Pub in Bangango with Milkm8n's and the used the other fancy house to replace the un-enterable fancy house in Pita as well... was just some low hanging fruit I figured I'd knock out while I was in there. Putting together the "final" test build now. **EDIT2** Found a few MORE to swap, and a random "Hotel" sign floating in the air that should have been against a building. Adjusted some of the sidewalks near some of the buildings I had adjusted. Not sure if I screwed them up when adjusting the buildings or if they were just a bit off to begin with?... they're better now, not perfect though. Uploads are complete: SMD_Sahrani_A2 - 1.6.5 SMD_Sahrani_A2_Lite - 1.6.5
  20. All Fixed up. I opened up Arma 1, and compared screen for screen for all the panelak placements in Bagango, Corazol, and Pita. I also fixed the Maly's in Pesto. I still have to comb through the bug reports/issue lists to see if anything else is off, but so far so good. Should have an update published this weekend. Corazol: These 2 rows were all pretty spot on, but I actually noticed exactly how they were aligned object to terrain in A1 and replicated that The 1 8 story in the foreground was actually 90degrees rotated wrong. The 2 4 floors in the foreground were setback off the curb, where they were abutted in A1, so I adjusted them accordingly. These 8 story ones were all pretty good as well, one might have been rotated wrong? Can't remember now: Bagango: The two facing eachother were not facing each other since they were swapped for the BI ones. and the 3rd one in the distance on the right was not there at all. I also aligned them a bit better. Wide shot with a better view of the 3rd 4 story that was missing in previous builds. Pesto: I will have a look through the issue lists and see if there are any more things I can/should get done before packing a final build tonight to release.
  21. For those I haven't put on an emotional roller coaster they can no longer suffer through, I fixed some placement issues, and added the missing panelak back to Bagango, I will go through all my notes and bug reports about placement issues and try to get all those sorted since I have my work environment set back up. If anyone has any unreported, building position problems, or suggestions
  22. Got it to work, it was the exthreads=0 entry not being in my buldozer launch path. I fixed the above building placement issues, and fixed the Panelaks in Bagango, even added the one that was missing. I also replaced 1 of the 2 istan2's that was still unenterable. There's still one more I know of that I'd like to replace, and I'll probably have a look through all my github issues, and the A2/A3 threads for any other placement issues so I can fix them all before I release an update.
  23. I tried to have a quick go at moving those buildings without any luck tonight. It's something with the initial setup of Visitor I forgot to do, I'll have to go back and read over some of the tutorials again... I might make one so I have a quick reference for myself in the future lol.
  24. ? The current version is working, that is the first placement issue that would effect game play that I've seen. The others are minor rotation, or in one case a missing building (panelak 4 story in Bagango). If you want to roll back to the last build where I haven't introduced any placement issues, you'd likely have to go back to 1.0? I'm not even sure. There are a few problems. 1. That building is actually 2 buildings, and I only made 1, so they had to be manually placed. 2. In default Sahrani, those buildings are used to make "compositions", So when I replaced them with opened versions there were DOZENS of buildings mixed together like you show. 3. The method I used to make, and place the Panelak's and the dum_istan_maly's was not ideal. 4. I was learning how to use Visitor when I did this, and accidentally moved some things by accident, which are basically impossible to find other than people reporting them. 5. I had to rebuild my PC, so I don't currently have everything setup so I can do placement fixes. 6. I'm trying to focus on getting the CUP Terrains' buildings and objects sorted out, so they will apply to all terrains. 7. I will have to re-map all the SMD buildings on SMD Sahrani A3 back to the way they were originally named, IE without the SMD_ prefix. 8. The CUP work plan is not directly backward compatible with A2, it will take a lot of work to get both projects back on the same path. I will see if I can get Visitor in A2 going, and fix that, but definitely can't promise anything.
  25. I will add it to the list, there are bunch of placement errors now. I'm not great at working with Visitor, I think I'm actually introducing them all to be honest. I am not 100 percent sure I even have my A2 P drive setup right so I can edit it, but I will try to get that together and sorted out. As I am working on CUP now, I might end up doing a backward release that will have the same effect on A2 terrains, IE, all the jbad/smd buildings on all the terrains. I'm not 100 percent sure I will though, we will see.
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