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Posts posted by aliascartoons
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@GunTer
Updates will be announced here as soon as we are ready to c
https://discord.com/channels/497907246165000206/497912398108426240
other communication channels will be updated with a delay sometimes depending on the availability of the team member.
These are the changes on short:
Fixed -
Memory leak for caves
Single player saving not functioning
CCTV station not displaying camera feed
Several terrain fixes and OOB's fixed.
Black light glitching
Destructible walls
Missing roadways to some object
Fixed double lab door
Uniform names
Missing property names
Randomized door reset when player joins-
Changed -
Light HP, Most lights can now be destroyed in one shot
Rework of all dynamic sound properties
Buffed Exo-suit damage resistance
Blinking lights animations
Some object optimisationsFramework:
Rewritten our entire SFX controller, New abilities and optimizations to help us streamline the creation and usability of SFX objects in the future <-- The cause of most of the delay
LimitViewDistance Rewrite-
Added -
Attributes:
Initial earthquake timer and repeated earthquake timer now customizable
Random inactive lights %Features:
Destructible windows on cars and windows
Miners hat lamp/no lamp
Ground texture floors
Missing property names
Flicker effect to light SFXObjects:
Ground texture tiles
Miners hat
New Rails
Pavements
Supports
Working Ladders
and of course further optimisations- 2
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On 3/6/2022 at 11:23 AM, Gunter Severloh said:Speaking of exploring, i came across that white circular elevator that actually works, so bringing me up to another level,
im wondering if there is such a function for the elevators in the other parts of the map, are these
work in progress or am i missing a switch somewhere?
We only covered 5% from what we have planned for the terrain so we used various compositions to block areas as that utility elevator which has a working version as well, but not used in the current version of the map
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15 hours ago, Alwarren said:It is intentional that my global settings get modified in my profile when I load a specific map??
hmm, that shouldn't happen on other maps than Cytech. I will check it out and see if is the same for me.
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12 hours ago, beno_83au said:[Official] Cytech Industries Showcase Mission by TropicalOasis. It's the first mission listed in the link you posted. Like I said I can still subscribe to it, but clicking on it to go to the mission's page in Steam gives me that permission error.
Honestly though, I was just able to access it from my phone, so maybe my PC was just not cooperating yesterday.
Edit: It's not private now, all's good.
That is not an official Cytech mission tho 🙂 I will speak with the author to slightly change the name to avoit confusion.
Tho should be accessible, i remember i had a look on it.- 1
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15 hours ago, Alwarren said:After I ran the mod my shadow distance in the settings was set to -1 😐
For better perfomance in nighttime we disabled shadows, so is intended.
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9 hours ago, beno_83au said:Hey @aliascartoons I'm getting a "The item is either marked as hidden or you do not have permission to view it." when I try to open the Official Showcase mission from TropicalOasis. I can still subscribe, just not view the mission's page.
What mission has that issue?
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9 hours ago, Leopard20 said:I'm not sure you guys even realize this, but your mod adds 150+ active scripts to the scheduler, all execVMed...oof
...we work on optimizations as we speak
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You can give the mod a go while playing these missions featuring Cytech
https://steamcommunity.com/sharedfiles/filedetails/?id=2764745587
Have fun!
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Quick Cytech overview in case you missed it.
And here it is a nice video going over the latest terrain mods.
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Most likely not, but we have plans for that.
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@Private Evans
Yes, is on the table, tho most likely will be optional and not built in in the Core mod, but don't quote me on that, hasn't been decided yet.
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Here we go. Was a long wait for everyone involved but now we have a release date for Cytech alpha version.
Will be a long way for this project to see the finish line so if you want to support this mod now would be a good time to:
* spread the word
* join our team if you like making compositions in Eden, make/port models, texturing, scripting etc
* become our Patreon https://www.patreon.com/CytechMod
As you may know the project is in early access stage, is still opened for video, art work, mission and/or mod makers with a history in this fields, preferably with items published on STEAM or other public channels.
You can apply for early access via https://discord.gg/bK8bDRCJuNFor everyone else the mod will be available as stated in the trailer.
I almost forgot, we have a website now, still WIP but will be one of the ways to keep you guys up to date
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In case you missed it, we have a YT channel now 🙂
With thise ocasion we invite mission makers and content creators to ask for early access via our Discord. If you have a history in content making for Arma do not hesitate to get in touch with us.
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We did some work on AI pathing, however for the first release i don't know if we gonna have time to implement the final version of AI pathing.
With this occasion i would like to officially welcome our new team members who worked hard on expanding our assests and compositions:
* C.Ritter - Modeling, texturing (https://www.youtube.com/channel/UCiULvHNGokE3sfVTx_XatUA)
* Clλckers - Level design (https://steamcommunity.com/profiles/76561198104468876)
* Jan - Level design, video editing (https://www.youtube.com/channel/UC9E0hIzlM--GPFWZ9FmS16g)
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😀 Thank you for sharing mate! Keep it up! 🏋️♂️
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22 hours ago, Private Evans said:Will travelling between the two maps also work in SP/COOP ?
Will work in MP/Coop switching servers. As for SP we will see what we can come up with.
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Just a reminder, if you are interested and passionate (or you have a friend who is) about
- terrain making/building
- 3D modeling and porting models to A3.
- Textures
- compositionsplease let me know(PM me or post it here)! This would speed up the process.
There is a lot of ground to cover and we want this project done ASAP as much as everyone else.Thank you!
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@Valken
CYTECH objects will be available in Eden.
We have several levels of randomness and all of them can be tweaked by server owners, mission makers or admin via options.
There are random lights effect: we have lights that go off randomly, we have SFX which will be randomly generated near lights.
Doors and gates have randomized states: open, closed, locked and we think of adding few other states to them tho is not a priority or something that we will necessarily implement.
Special effects scattered around map will be randomized off/on.
Random sounds, random events. but more about these in the future announcements.
You will also have the option to turn randomization, SFX etc OFF via mission editing or as server admin.
Going on several floor levels will be tricky for AI, we experiment with a 3 levels area but is something we have to see if is feasible in terms of performance.
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Dan came up with another video showcase, here it is in case you missed it. Enjoy!
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Thank you for sharing mate! Keep up the good work!
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Yeah bro, you can use any sounds you find in my scripts, i spent so many hours to find and edit them and will be a waste not to be used as much as possible.
Keep up the good work!
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Cazy awesome stuff as usual. Thank you for sharing mate!
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Some SFX tests done a while ago.
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CYTECH INDUSTRIES - [WIP] Underground Terrain
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
@Everyone
Please use this thread to post comments or ask questions, tthank you!