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miketim

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Posts posted by miketim


  1. I think those white radar domes in the map kind of break up the whole feel of it, maybe try using some water towers and some industrial stuff instead of those big white radar domes, I feel like they take away from the "custom" feeling of the map and give me Altis flashbacks :(

    Also, there is some like,,, one of those research dome housing things,(http://steamcommunity.com/sharedfiles/filedetails/?id=356750045) its surrounded by sugarcane so I actually think it looks pretty good, but what is it supposed to be? It sort of looks like some agribusiness thing, maybe if you took one of those big white warehouses, but the version missing walls and just sunk the floor into the earth, and filled the inside of the building with sugarcane plants it would look cool, and have like a pipe running through or something. (just a suggestion) (also I liked those little portable research buildings you put there, really made it feel like some shady agriculture facility i just walked in. (ps : place a rusty old guardtower there maybe?)

    Some bugs:

    Also, the scale on some buildings is off:

    http://steamcommunity.com/sharedfiles/filedetails/?id=356747369

    That building ^ is way too big.

    You can clip through the phone booth,

    http://steamcommunity.com/sharedfiles/filedetails/?id=356747991

    It appears to have no physics at all.

    This building:

    http://steamcommunity.com/sharedfiles/filedetails/?id=356748994

    Is floating, its hard to see, but trust me it is :)

    These sunflowers are fullbright/no shadows or anything ( at least, seems to be...):

    http://steamcommunity.com/sharedfiles/filedetails/?id=356749247

    On this "research dome" ... it appears to be clipped into another one or something???:

    http://steamcommunity.com/sharedfiles/filedetails/?id=356749590

    To me it looks like its clipping with another similar model here... not sure if its just the model or what.

    Great job on the map, good to hear its being worked on. Awesome work!

    Also ps: I think this island is really cool and will be hugely successful, you should do the full island chain like you said you considered :cool:


  2. It seems like the Cossak Cape map in VTN currently is an old version of your map Dead Kennedy, with that airfield and the brown grass, but I think that the pictures you are showing is a more finished version, so he mustve uploaded your old one , since the one in the mod seems like the one from the earlier WIP screenshots.

    It is defenitley not an early version of beketov though, that much is clear.


  3. Alduric, may want to "revise the wording of your post".... (Quoting Abraham Lincoln , not my words :cool:)

    Nobody is allowed to use any DayZ standalone stuff in a3, so hypothetically if you were to mention that, in theory, you may want to consider not doing so.

    Also a illegally ported version of a V3s is useless when you can just use the arma 2 one from something like All In Arma standalone, or CUP vehicles once its released.


  4. I went on pws and dled the mods you said : "@CBA_A3,@IF,@LIB_DLC_1_lite,@IFA3SA,@ifa3m,@IFA3"

    except, @IF was not there, but besides that I have the rest... And it works now,as opposed to before I had some broken shit (with only the IFA3 mod itself), but im getting a bunch of random low res textures and stuff.... as if its some missing dlc like in arma 2, where you had low quality pmc textures... Did I do something wrong with this installation?


  5. Farma... nice :)

    You should throw a few patches of a2 weed plants in the map somewhere lol

    Good to hear you did something with those lamps, i noticed only some worked.

    Also, excuse me for ignorance, but I thought SMD had more types of enterable buildings?( like some of those apartment ones) are they not all worked in or something, or am I totally just wrong and not remembering right?


  6. BI isnt going to charge for bugfixes... clearly their method is paid content, free features for DLC...

    Also, as per "but real fixes in game performance/mechanics need to come from BI. "

    .... Where else would they come from?

    Perfomance fixes (at least the few we get): all come from BI

    Mechanics: Also coming from BI (sling load, ffv)


  7. Ok, so i am attempting to make that compatiblity mag patch between RHS and CUP

    So, I figure the only entry I have to change is the magazines[]; one

    So far I did this: just for one gun

    //////////////////////////////////////////////////////
    // RHS - CUP : Compatiblity Patch .01 by MikeTim/////
    ////////////////////////////////////////////////////
    #define _ARMA_
    class CfgWeapons
    {
    class CUP_arifle_M16_Base: Rifle_Base_f
    {
    magazines[] = {"CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_G36","CUP_30Rnd_TE1_Red_Tracer_556x45_G36","CUP_30Rnd_TE1_Green_Tracer_556x45_G36","CUP_30Rnd_TE1_Yellow_Tracer_556x45_G36","CUP_100Rnd_556x45_BetaCMag","CUP_100Rnd_TE1_Red_Tracer_556x45_BetaCMag","CUP_100Rnd_TE1_Green_Tracer_556x45_BetaCMag","CUP_100Rnd_TE1_Yellow_Tracer_556x45_BetaCMag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Yellow","CUP_20Rnd_556x45_Stanag,rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red","rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Green","rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Yellow"};
    }
    }
    
    

    Pastebin: http://pastebin.com/2XHLckzd

    Is that the correct way that I should be doing this?? I thought I might need more in this file or something, I never do configs :confused:

    Thanks :cool:


  8. OH OK... thank you so much... .I do some java coding so my brain was like, rationalizing this a different way.

    After thinking about this the same way I thought about some INI thing once.... now I understand thank you.

    And yes I heard that += operator was bugged in the SQF, I will have to stay away from it then.

    Thanks, my brain just ascended to a new level of function right there, I suddenly made a mental connection between the configs and some other stuff I did once :)


  9. I believe you can use AllInArma for the same "effective" purpose since it has the maps too, but all in arma terrain pack are the maps in a standalone dedicated fashion, im not sure if SMD sahrani may use some files or data specifically from all in arma TP tho... because all in arma tp had some extra implementations of smd stuff (or at least was planned to) ... so it may make a difference.

    Cifordayzserver can tell you the right answer to this though, I am not sure.

    Also, @andersson

    Thanks, since OFP i always thought it was a requirement...(I thought they made it different in arma 3 for some reason) hmm, armaholic how to install mods sticky accidental brainwashing I guess :D

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