View Full Version : "dry" south Sahrani"
McNools
Mar 23 2007, 13:22
http://img409.imageshack.us/img409/1522/titleah8.jpg (http://imageshack.us)
1.3 RELEASED!
Well, I have a hard time leaving projects unfinished, and I got a bit of a plan for retextured plants, so here's a new version, this time with an addon-pack for new plants and some minor changes http://forums.bistudio.com/oldsmileys/smile_o.gif
From the readme:
V.1.3 Changelog:
Replaced the intro-scene with an empty undistractive one.
Removed/lowered birds and insects.
Changed the texture of the grass
Changed the textures of the plants (not fully standalone, read the separate readme for the plants)
From the plants readme:
"To install the custom plants, you'll need to put the plants.pbo & the "plants.pbo.bi.bisign" in a MOD-folder of your choice (NOTE: It is extremely important that you do NOT replace the original plants.pbo with this one, since that will cause missing textures etc., also not that this might not be compatible with other mods that changes the plants.pbo). If you don't know how to create mod folders, check further down.
Having this .pbo in the mod folder will cause missing textures in all islands execpt for the Dry South Saharni map, the reason I did this is because the original file is over 400mb large, so I removed pretty much all textures my map doesn't use. I don't know of any other way to do this, so this is as good as it gets for now."
Known issues:
Except for the error messages and missing textures in other islands, nothing really, there are probably bugs, but I don't have time to test it.
Screenshots:
http://img176.imageshack.us/my.php?image=screen1zz2.jpg
http://img442.imageshack.us/my.php?image=screen2gz0.jpg
http://img403.imageshack.us/my.php?image=screen3bv4.jpg
Download Links for the main file (island and new grass):
Download from Rapidshare (http://rapidshare.com/files/31486354/McSaraLite1.3.rar.html)
Download from Armed-Assault-Zone.com (http://www.armed-assault-zone.com/downloads/details.php?file=255)
Download from ArmaHolic.com (http://www.armaholic.com/page.php?id=1006)
Download Links for the plants addon package:
Download from Rapidshare (http://rapidshare.com/files/31489438/McDryPlants.rar.html)
Download from ArmaHolic.com (http://www.armaholic.com/page.php?id=1279)
From Armed-Assault-Zone.com (http://www.armed-assault-zone.com/files/addons/Objects/McDryPlants.rar)
Nice one, would make a good campaign setting for the desert reskins that are coming out. http://forums.bistudio.com/oldsmileys/smile_o.gif
VictorTroska
Mar 23 2007, 14:52
^^ Yup,and some good old OFP Desert style ambush missions.
Also its almost lagg/glitchy free, i like it. GJ http://forums.bistudio.com/oldsmileys/smile_o.gif
redface
Mar 23 2007, 14:55
"McNools Pacific", those were the OFP days http://forums.bistudio.com/oldsmileys/biggrin_o.gif
very good idea to give us our deserts back
McNools
Mar 23 2007, 15:31
"McNools Pacific", those were the OFP days http://forums.bistudio.com/oldsmileys/biggrin_o.gif
very good idea to give us our deserts back
haha, http://forums.bistudio.com/oldsmileys/biggrin_o.gif I can't belive anyone actually remembers that island ^^
Thanks for all the comments guys!
william1
Mar 23 2007, 18:41
very interesting , downloading now , thanks !
Pillage
Mar 23 2007, 21:05
"McNools Pacific", those were the OFP days http://forums.bistudio.com/oldsmileys/biggrin_o.gif
very good idea to give us our deserts back
haha, http://forums.bistudio.com/oldsmileys/biggrin_o.gif I can't belive anyone actually remembers that island ^^
Are you kidding me "McNools Pacific" was great.
Thanks for this I didn't see the point of having Sahrani and Sahrani Lite. But this retex is great.
[APS]Gnat
Mar 24 2007, 00:32
Great, thanks McNools !
Bit of a shame it overwrites South Sahrani ...... would have been better if it was stand-alone.
McNools
Mar 24 2007, 10:01
Gnat @<hidden> Mar. 24 2007,02:32)]Great, thanks McNools !
Bit of a shame it overwrites South Sahrani ...... would have been better if it was stand-alone.
Yeah, I tried making it standalone but I couldn't get it to work http://forums.bistudio.com/oldsmileys/sad_o.gif
Anyone found any issues yet?
Not yet, but it looks and work great. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Mr Burns
Mar 24 2007, 20:34
Gnat @<hidden> Mar. 24 2007,02:32)]Great, thanks McNools !
Bit of a shame it overwrites South Sahrani ...... would have been better if it was stand-alone.
Yeah, I tried making it standalone but I couldn't get it to work http://forums.bistudio.com/oldsmileys/sad_o.gif
A possible way to get it standalone has been posted in our comments by ocramweb. I´ve not tested it but sounds good enough to give it a try.
http://armed-assault.net/news/sara-lite---dry.html
McNools
Mar 24 2007, 21:12
Gnat @<hidden> Mar. 24 2007,02:32)]Great, thanks McNools !
Bit of a shame it overwrites South Sahrani ...... would have been better if it was stand-alone.
Yeah, I tried making it standalone but I couldn't get it to work http://forums.bistudio.com/oldsmileys/sad_o.gif
A possible way to get it standalone has been posted in our comments by ocramweb. I´ve not tested it but sounds good enough to give it a try.
http://armed-assault.net/news/sara-lite---dry.html
Yeah, I tried that and it didn't work :/ I think it needs to be defined in the main config for ArmA or something :/ I haven't got enough time to try and make it work though.
ocramweb
Mar 28 2007, 23:39
Hi Guys.
'This file is not going to show ingame if ou have the original saralite demo file already in your Addons folder. So I suggest you unpack the pbo and change in config.cpp (unrapped from config.bin) all Saralite references to SaraliteDes and then rename saralite.wrp the same: SaraliteDes.wrp
repack your pbo and up you go saralite as 'Southern sahrani' appears along side 'Southern sarhani Des' (or whatever name you 've put up in the title of your cpp file) http://forums.bistudio.com/oldsmileys/wink_o.gif
by the way before repacking your SaraliteDes.pbo do not forget to delete config.bin and leave your unrapped config.cpp in it ! '
Sorry McNools i've put the above text where i dwnloaded the file because i couldn't get your email.
Did you replace all occurences of SaraLite ? the folder name too ?
http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
Here is what you should have as config.cpp:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class CfgPatches {
class SaraLiteDes {
units[] = {"SaraLiteDes"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CAData", "CABuildings", "CAMisc", "CAPlants", "CARoads", "CARocks"};
};
};
class DefaultLighting; // External class reference
class DefaultLighting_CA : DefaultLighting {};
class CfgWorlds {
class DefaultClutter {
scaleMin = 0.9;
scaleMax = 1.2;
};
class DefaultWorld; // External class reference
class CAWorld : DefaultWorld {
class Grid {};
};
class SaraLiteDes : CAWorld {
access = ReadOnlyVerified;
cutscenes[] = {"SaraLiteIntro1"};
description = "Southern Sahrani Des";
icon = "";
worldName = "\SaraLiteDes\SaraLiteDes.wrp";
pictureMap = "";
pictureShot = "";
plateFormat = "SA$ - #####";
plateLetters = ABCDEGHIKLMNOPRSTVXZ
.................cut..................
.......................................
class Local_SanTomas {
name = "San Tomas";
position[] = {4575.59, 750.173};
type = "NameLocal";
radiusA = 100;
radiusB = 100;
};
class Marine_BajoEstrecho {
name = "Bajo Estrecho";
position[] = {4551.54, 1356.36};
type = "NameMarine";
radiusA = 100;
radiusB = 100;
};
};
};
};
class CfgWorldList {
class SaraLiteDes {};
};
class CfgMissions {
class Cutscenes {
class SaraLiteIntro1 {
directory = "ca\IntroAnims\data\scenes\intro.Sara";
};
};
};
[/QUOTE]
Sorry i ommit on http://armed-assault.net/news/sara-lite---dry.html to mention that you need also to rename the folder SaraLiteDes before repacking as pbo?
So you have:
a folder [SaraLiteDes]
inside file config.cpp as above with all reference to SaraLite
replaced with SaraLiteDes
plus :...
description = "Southern Sahrani Des";
....
for the name to show in the editor the original was Southern Sahrani but you could put 'McNools Des Southern Sahrani'
instead http://forums.bistudio.com/oldsmileys/smile_o.gif
then you repack you folder SaraliteDes.pbo http://forums.bistudio.com/oldsmileys/yay.gif
Excuse my English, so McNools if you want to pop up on www.Team-Dst.com (http://Www.Team-Dst.com)
on our TeamSpeak, I will try to explain.:hm:
I did it and it works perfect,:mock:
McNools Thx for the Addon.
Mr Burns Thx for Ur Site
----------------------------------
=DST= OcramWeb
McNools
Mar 29 2007, 07:21
I'm pretty sure I did that, but I guess I missed something http://forums.bistudio.com/oldsmileys/biggrin_o.gif unfortunatly I don't have much time for modding at the moment, so if you wish to do it for me and release it as 1.1 and just add a little part in readme wich says you made it standalone it's okay by me. http://forums.bistudio.com/oldsmileys/smile_o.gif
wika_woo
Mar 29 2007, 23:05
Nice!..
Finally a new island! http://forums.bistudio.com/oldsmileys/whistle.gif
grabbin' it
ocramweb
Mar 30 2007, 04:56
ok McNools :
i'll make version 1.1, as a stand alone then,
i'll tweak a bit the effect of wind on left tall grass,
and reduce the number of trees, and take out leafs fx
as well as polen Fx to improove even more fps.
I'll also give bigger zoom on the map, for mission maker to place things easily on the right spot.
and i'll distibute it very very soon.
----------------------------------
=DST= OcramWeb
McNools
Mar 30 2007, 08:50
Sounds good http://forums.bistudio.com/oldsmileys/smile_o.gif just don't take all the credit for it http://forums.bistudio.com/oldsmileys/wink_o.gif
could you explain a bit more the process you used ?
McNools
Mar 30 2007, 09:05
could you explain a bit more the process you used ?
Well, I simply unPbo'd the file, found the detail textures for the terrain (those who show up close around the player), then I simply recolored and changed it a bit.
Then there was a long process of applying the texture to all the different parts of the "map"-textures, since those are the ones that show up farther away and on the map when you use "show textures". If I wouldn't have done this, everything would look green om the distance, but then when you get closer it would be brown, wich doesn't really look good.
So basicly I just took several tiles of the dry-grass texture and shrunk them together so it looked like they were seen from very high above, and I filled the map-textures with this and did some blending changes so that it only covered the green stuff.
I'm not good at explaining, but yeah, that's pretty much what I did.
Do you kmow how to remove the grass layer ? like some guys did for the no-grass sahrani ? For a Desert island, could be usefull...
HGuderian
Mar 30 2007, 12:01
Hi! A q: is there a way to change topos names in the street marks?
McNools
Mar 30 2007, 13:18
Do you kmow how to remove the grass layer ? like some guys did for the no-grass sahrani ? For a Desert island, could be usefull...
I think you can do it in the config.
ocramweb
Mar 30 2007, 15:57
Sounds good http://forums.bistudio.com/oldsmileys/smile_o.gif just don't take all the credit for it http://forums.bistudio.com/oldsmileys/wink_o.gif
No worries McNools,
it is MCNools Dry Sahrani
but perf tweaked by ocramweb.
The Island is done for a while now, but I need more testing
on frame rate, i already can increase my view dist, texture and effect quality up to where i couldn't without lagging before. (..i have to say i play with an Ati x600...)
/////////////////////////////////////////////////////////
EDITED:
The retextured McNools Dry Southern Sahrani
V1.1
tweaked by =DST= ocramweb
Is now a stand alone pbo working in game addons
folder with the original SaraLite in, and show up as
'Dry Southern Sahrani'
-Menu anim of island up and working
- few more texture swap
and have now for better Frame rate:
- fewer and shortened grass
- shortened flowers
- less trees per forest squares
- default grass replace with desert grass
- effect/anim from wind as been cut or greatly reduced on
vegetation
- Fx leafs,polen...cut
- Hawks are less shy http://forums.bistudio.com/oldsmileys/wink_o.gif
- flyes, mosquitos and bees now enjoy sunbathing
- improoved Zooming on Map for tighter placing
of object for mission builders (on spot at once...)
- Position Gride more precise too
DOWNLOAD :
SOON, having trouble with textures binary compilation i think. sorry
[/b]
http://forums.bistudio.com/oldsmileys/wink_o.gif
ocramweb
Mar 31 2007, 03:19
Hi! A q: is there a way to change topos names in the street marks?
unpack the pbo, unrap the config.bin to get config.cpp
once inside :
class Local_SanTomas {
name = "Put_the_name_you_whant"; http://forums.bistudio.com/oldsmileys/wink_o.gif
position[] = {4575.59, 750.173};
type = "NameLocal";
radiusA = 100;
radiusB = 100;
};
class Marine_BajoEstrecho {
name = "Put_the_name_you_whant"; http://forums.bistudio.com/oldsmileys/wink_o.gif
position[] = {4551.54, 1356.36};
type = "NameMarine";
radiusA = 100;
radiusB = 100;
};
and here you go, you can make you homeland .
------------------------
=DST= OcramWeb
Sounds good http://forums.bistudio.com/oldsmileys/smile_o.gif just don't take all the credit for it http://forums.bistudio.com/oldsmileys/wink_o.gif
No worries McNools,
it is MCNools Dry Sahrani
but perf tweaked by ocramweb.
The Island is done for a while now, but I need more testing
on frame rate, i already can increase my view dist, texture and effect quality up to where i couldn't without lagging before. (..i have to say i play with an Ati x600...)
/////////////////////////////////////////////////////////
EDITED:
The retextured McNools Dry Southern Sahrani
V1.1
tweaked by =DST= ocramweb
Is now a stand alone pbo working in game addons
folder with the original SaraLite in, and show up as
'Dry Southern Sahrani'
-Menu anim of island up and working
- few more texture swap
and have now for better Frame rate:
- fewer and shortened grass
- shortened flowers
- less trees per forest squares
- default grass replace with desert grass
- effect/anim from wind as been cut or greatly reduced on
vegetation
- Fx leafs,polen...cut
- Hawks are less shy http://forums.bistudio.com/oldsmileys/wink_o.gif
- flyes, mosquitos and bees now enjoy sunbathing
- improoved Zooming on Map for tighter placing
of object for mission builders (on spot at once...)
- Position Gride more precise too
McNools you can update your first post.
here it is for now: http://forums.bistudio.com/oldsmileys/goodnight.gif
Dry Southern Sahrani V1.1
DOWNLOAD :
- =DST= http Download (http://team.dst.free.fr/SaraLiteDry.rar)
obviously fell free to host it , mirrors are http://forums.bistudio.com/oldsmileys/welcome.gif http://forums.bistudio.com/oldsmileys/wink_o.gif
Sorry McNools, but your island is the original Sara Lite http://forums.bistudio.com/oldsmileys/huh.gif
Hi.
I just installed v1.1 and have no ground textures. Buildings, trees and such are normal but the ground is just plain white.
Textures, shading and filtering all set to normal. I dont have the original Saralite or dry saralite v1.0 installed, dunno if that makes a difference.
McNools
Mar 31 2007, 14:20
I'm going to try it out aswell and see if I have the same problem.
(I'll wait until I try it before I put the link in the first post, since it might need fixing)
Edit: Ah, as I suspected :/ it's white without the original in the addons folder, wich pretty much means it's still looking for the textures there, this could probably be changed with a hex-editor, I'll try it and see what I can manage. (good work on reducing the grass etc. though, looks nicer)
Edit again: Nope, dang, didn't get it working :/ the texture paths need to be changed somehow, but like I've stated before, I don't have much time to do this, I hope you can find a way OcramWeb :/. Anyway, anyone who's got the old version can download the new one and keep the old one in the addons folder if they want to play the new version with reduced grass. (if you have the original SaraLite.pbo from the demo in the addons folder, the textures will be the original green ones)
(also, OcramWeb, remember to put the readme in the .rar and not in the .pbo http://forums.bistudio.com/oldsmileys/wink_o.gif ) Good job though!
I obviously have the same issue, looking forward to a fix. Although the "winter" effect already looks cool, can't wait for new terrain themes now.
ocramweb
Mar 31 2007, 17:17
http://forums.bistudio.com/oldsmileys/notworthy.gif
Oooops, So sorry guys.
I forgot to check without the original island on.
I'll check what's up with the textures path in the rvmat
files, i had to change the 450 rvmat file probably made a mistake there...
http://forums.bistudio.com/oldsmileys/rofl.gif Let's say Winter island is already here....
Sorry for that again guys if you downloaded already,
At the momment it works but you need to have the org SaraLite.pbo in addons too for now.
i'll fix http://forums.bistudio.com/oldsmileys/pistols.gif Tomorrow the latest.
ocramweb
Mar 31 2007, 17:35
Sorry McNools, but your island is the original Sara Lite http://forums.bistudio.com/oldsmileys/huh.gif
Lol whatch the topic, as Visitor3 is not released yet,
changes can only be made on existing Island. http://forums.bistudio.com/oldsmileys/xmas_o.gif
McNools
Mar 31 2007, 17:43
Sorry McNools, but your island is the original Sara Lite http://forums.bistudio.com/oldsmileys/huh.gif
Lol whatch the topic, as Visitor3 is not released yet,
changes can only be made on existing Island. http://forums.bistudio.com/oldsmileys/xmas_o.gif
I think what he meant was that the textures were the same, wich is what happened when you had the original file from the demo in your addons folder too http://forums.bistudio.com/oldsmileys/wink_o.gif
Edit: Also, it seems that the forest-areas are still as dense as before, but it doesn't show on the map :/
ocramweb
Mar 31 2007, 18:15
http://forums.bistudio.com/oldsmileys/notworthy.gif
this is why i changed all the 450 rvmat file paths, to point to drysahrani.pbo file, your rvmat where pointing to the demo file.
I found the probleme in mine the path inside the rvmat files got shortened by two bits each path:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class TexGen2 {
};
class Stage2 : SaraLiteDry\data\travajih_mco.paa {
texGen[] = {};
};
class Stage3 : teDry\data\travajih_detail_nohq.paa {
texGen[] = {""};
};
class Stage4 : data\travajih_detail_co.paa {
texGen[] = {"", "¡"};
};
class Stage5 : isek_mco.paa {
texGen[] = {};
};
class Stage6 : etail_nohq.paa {
texGen[] = {""};
};
class Stage7 : co.paa {
texGen[] = {"", "u"};
}; [/QUOTE]
You see what i meant....
it is a binary trouble, i try to leave rvmat files un binarised
to see if it works.
-for the trees it works fine but it is a min per square , i swaped it to 0 tree min per square instead of 3, the maximum beeing computed by the pc itself, so you do have less trees in total on the map and not necessarly on the same spot.
wich is better for frame rate because of less computed objects, ...even if the eyes cannot really spot it.
http://forums.bistudio.com/oldsmileys/crazy_o.gif ....recompiling rvmat files now ....
HGuderian
Mar 31 2007, 19:26
Thaks ocramweb.
But I've meaning how to change the street signals. they remain with the original AA's village names.
Excuse my english
ocramweb
Mar 31 2007, 19:36
Yes they do, sorry i thought you asked for the street name on the map...
road signs are p3d object (found inside ca\sign\object_name.p3d) and if you want to change the name on them, as far as i now you 'll have to retexture them
or maybe make a roadsign addons where you could in the init line give the name,
http://forums.bistudio.com/oldsmileys/thumbs-up.gif would be nice .
Sorry McNools, but your island is the original Sara Lite http://forums.bistudio.com/oldsmileys/huh.gif
Lol whatch the topic, as Visitor3 is not released yet,
changes can only be made on existing Island. http://forums.bistudio.com/oldsmileys/xmas_o.gif
I think what he meant was that the textures were the same, wich is what happened when you had the original file from the demo in your addons folder too http://forums.bistudio.com/oldsmileys/wink_o.gif
Edit: Also, it seems that the forest-areas are still as dense as before, but it doesn't show on the map :/
You are right McNools.
If i put the original island from the demo in the addons folder, and the new sara lite dry 1.1 from ocramweb, the dry island has the same green textures from the original island, it is not dry at all.
And my original post was to ocramweb, not to McNools, my mistake.
ocramweb
Mar 31 2007, 21:10
Yeah you are right.
I ' ve been able to change all rvmat texture path references
to the good place now, did the 453 files.
but same thing, it looks like i ve made a winter island http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
? default world wins the match ... for now.
http://forums.bistudio.com/oldsmileys/help.gif
McNools
Mar 31 2007, 21:24
Yeah you are right.
I ' ve been able to change all rvmat texture path references
to the good place now, did the 453 files.
but same thing, it looks like i ve made a winter island http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
? default world wins the match ... for now.
http://forums.bistudio.com/oldsmileys/help.gif
Man, that sucks :/ Keep trying!, otherwise maybe you could mail someone from BIS and ask them?
ocramweb
Mar 31 2007, 21:35
http://forums.bistudio.com/oldsmileys/pistols.gif lol some to do with that config class... but I got an idea
I will win the match http://forums.bistudio.com/oldsmileys/goodnight.gif http://forums.bistudio.com/oldsmileys/rofl.gif
ocramweb
Apr 1 2007, 00:24
UPDATED RELEASE:
--------------------------------------
Yes! I won the round this time http://forums.bistudio.com/oldsmileys/yay.gif
Retextured Saralite from demo:
McNools Dry Southern Sahrani
perf tweaked and compiled by =DST= ocramweb
V1.1
Is now a Stand alone pbo working in game addons
folder with the original SaraLite in or not, and show up as
'Dry Southern Sahrani v1.1'
- Menu anim of island up and working
- more texture swap
better Frame rate:
- fewer and shortened grass
- shortened flowers
- less trees
- default grass replaced with desert grass
- effect/anim from wind as been cut or greatly reduced on
vegetation
- Fx leafs,polen...cut
- Hawks are less shy http://forums.bistudio.com/oldsmileys/wink_o.gif
- more wildLife
- improoved Zooming on Map for tighter placing
of object for missions builders (on spot at once...)
- Position Gride more precise too
Sorry to whom downloaded the 'winter island' .... first try..
for now:
McNools you can 'this time' update your first post http://forums.bistudio.com/oldsmileys/nener.gif
____
http://team.dst.free.fr/DrySaralitev1-1sm.png
http://team.dst.free.fr/DrySouthern2.png
Dry Southern Sahrani V1.1
DOWNLOAD :
- http:\\www.Team-Dst.com\ (http://team.dst.free.fr/McNools%20Dry%20Sahrani%20v1.1.exe) OcramWeb stand Alone McNoolsDrySahraniV1.1
obviously You will be free to host it , mirrors are http://forums.bistudio.com/oldsmileys/welcome.gif http://forums.bistudio.com/oldsmileys/wink_o.gif
I'll try it out just to be sure, then I'll add the link to the first page http://forums.bistudio.com/oldsmileys/smile_o.gif if anyone sends you any mirrors, just pm'n them to me.
Edit: Actually, the .exe doesn't work for me :/ can you put it up as a .zip or .rar?
Edit again: A kind gentleman from ArmAholic did it for me.
VictorTroska
Apr 1 2007, 08:54
Awesome news. Great job guys,downloading asap http://forums.bistudio.com/oldsmileys/notworthy.gif
Quote[/b] ]EN: remove SaraLiteDry.pbo and Place the files "McNSaraLiteDryite.pbo" and the "SaraLiteDry.bi.bisign" in your
...\ArmA\AddOns\ directory
Where can i find the "SaraLiteDry.bi.bisign" file? it is not in the .exe or .rar version.
Quote[/b] ]EN: remove SaraLiteDry.pbo and Place the files "McNSaraLiteDryite.pbo" and the "SaraLiteDry.bi.bisign" in your
...\ArmA\AddOns\ directory
Where can i find the "SaraLiteDry.bi.bisign" file? it is not in the .exe or .rar version.
It appears that ocramweb made a little error in the readme, you don't need that file, since it doesn't exist, so don't worry.
Edit: What it was supposed to say was that you should remove it along with the SaraLiteDry.pbo and then put the McNSaraLiteDryite.pbo in your addons folder.
ocramweb
Apr 1 2007, 14:53
Exactly, cut and past mistakes
remove SaraLiteDry.pbo and the "SaraLiteDry.bi.bisign" Place the files "McNSaraLiteDryite.pbo" in your
...\ArmA\AddOns\ directory
You do not need the sig file anymore on v1.1
I correct the misleading info in the readme.
Thanks for the feedback Anoik
Quote[/b] ]McNools Edit: Actually, the .exe doesn't work for me :/ can you put it up as a .zip or .rar?
Well i made it as a exe for people without rar, but if the exe doesn't work evrywhere might ZIP it instead... I do not understand how the exe can't work, well problem solved
I'll let the choice
Exactly, cut and past mistakes
remove SaraLiteDry.pbo and the "SaraLiteDry.bi.bisign" Place the files "McNSaraLiteDryite.pbo" in your
...\ArmA\AddOns\ directory
You do not need the sig file anymore on v1.1
I correct the misleading info in the readme.
Thanks for the feedback Anoik
Quote[/b] ]McNools Edit: Actually, the .exe doesn't work for me :/ can you put it up as a .zip or .rar?
Well i made it as a exe for people without rar, but if the exe doesn't work evrywhere might ZIP it instead... I do not understand how the exe can't work, well problem solved
I'll let the choice
Like I said, a guy from ArmaHolic put it in a .rar http://forums.bistudio.com/oldsmileys/smile_o.gif so it's downloadable in .rar format too on the frontpage. It's probably just my comp that's messing with me, but it's good to have a .rar version too.
ocramweb
Apr 1 2007, 15:54
That is what I understood, so i said i let the choice. Rar and exe.
Following your remark for the trees,with the less tree per square i also took out a class of tree from the island.
I was so happy to put viewdist up to 5400 and much more
and some hi settings,where my Radeon x600i was lagging before at 1200 on normal. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Ps:Happy I finally managed it. I had 453 solutions...lol
Sry for the readme, I always have to forget something.
Tell me what you think.
Yeah, I noticed there were less trees now http://forums.bistudio.com/oldsmileys/smile_o.gif
but yeah, it's always easy to make some small mistake.
Thanks mates, good job http://forums.bistudio.com/oldsmileys/wink_o.gif
i downloaded the RAR version and in the read me it says i need >>> "SaraLiteDry.bi.bisign" but was not inluded in the RAR http://forums.bistudio.com/oldsmileys/crazy_o.gif
william1
Apr 2 2007, 02:22
yes, it's a mistake in the readme , you don't need that file anymore but you have to delete it from your addons folder if you have it from the previous version http://forums.bistudio.com/oldsmileys/smile_o.gif
ocramweb
Apr 2 2007, 12:16
Exactly, cut and past mistakes:
Should have been :
<<'-remove SaraLiteDry.pbo and the "SaraLiteDry.bi.bisign" from ...\ArmA\AddOns\ directory and Place the files "McNSaraLiteDryite.pbo" in your ...\ArmA\AddOns\ directory'>>
You do not need the sig file anymore on v1.1
SaraLiteDry.bi.bisign belong to SaraLiteDry.pbo a non working
ver of v1.1 (actually the 'winter island'...) that was left online for a few hours
http://forums.bistudio.com/oldsmileys/smile_o.gif
if you made south you can do north too
if this addon gives better framerate, better game and graphic performance, than please do north, it will be very usefull http://forums.bistudio.com/oldsmileys/smile_o.gif
if you made south you can do north too
if this addon gives better framerate, better game and graphic performance, than please do north, it will be very usefull http://forums.bistudio.com/oldsmileys/smile_o.gif
Unfortunatly.. no, I can't :/ atleast I don't know how. This is just a simple retexture (and some reconfig now) of the map that came with the demo, wich is just the southern part of sahrani :/ when the tools are out someone could probably do a north-sahrani map, and it might be possible by reconfiguration or something, but I don't know.
ocramweb
Apr 2 2007, 13:27
if you made south you can do north too
if this addon gives better framerate, better game and graphic performance, than please do north, it will be very usefull http://forums.bistudio.com/oldsmileys/smile_o.gif
I can yes increase my viewdist a lot
because:
- there is less object to calculate ( took some trees out of the map, and that is not done in config)
- i downsized plants
- and I decreased or cut Wind effect on plants.
(you'll be able to do this in 1.06 in option cut grass i think)
- but now the north part if BIS is ok with it (South from demo was free), take some trees or plants out, is feasable it'll be hard work do, i had to decompile/edit/compile more than 460 files for south
north should make my fingers fall http://forums.bistudio.com/oldsmileys/wink_o.gif
and with Visitor3 it will take much less to do for the same.
so yes I can do North (witch has south anyway), might do it if tools doesn't turn up.
---------------------
=DST= OcramWeb
[APS]Gnat
Apr 3 2007, 03:46
Stand alone version! http://forums.bistudio.com/oldsmileys/notworthy.gif
Well done guys http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Just so you guys know, I'm currently working on making the "distance-textures" suit the ones who appear close to the player better (in other words, I'm fixing the farmland-looking areas etc.)
Just so you guys know, I'm currently working on making the "distance-textures" suit the ones who appear close to the player better (in other words, I'm fixing the farmland-looking areas etc.)
Nice to Read, Awaiting your release, can't wait to play on it http://forums.bistudio.com/oldsmileys/smile_o.gif
Just so you guys know, I'm currently working on making the "distance-textures" suit the ones who appear close to the player better (in other words, I'm fixing the farmland-looking areas etc.)
Nice to Read, Awaiting your release, can't wait to play on it http://forums.bistudio.com/oldsmileys/smile_o.gif
Right now I'm just waiting for an updated config from Ocramweb, and then I'll just test it a bit and try to eliminate any annoying bugs that might pop up (probably/hopefully won't though). Ocramweb seems a little busy though, so I don't know when it'll be.
Edit: Spoke to Ocramweb, he might have the new config sometime after tuesday http://forums.bistudio.com/oldsmileys/smile_o.gif stay tuned.
ocramweb
Apr 7 2007, 23:17
Ok, as I promise:
http://forums.bistudio.com/oldsmileys/pistols.gif after another big fight against restrictions.
. . . and a good chainsaw http://forums.bistudio.com/oldsmileys/wink_o.gif
http://www.team-dst.com/images/paperv2.jpg
Here is the first Bio News Paper made of the trees of Saralite
Gone to cut more trees,I'll be back
---------------------------------
=DST= OcramWeb
[APS]Gnat
Apr 8 2007, 03:16
LOL http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Haha http://forums.bistudio.com/oldsmileys/rofl.gif good one Ocramweb!
Send me the config when your'e done (you can send it over email, McNools@<hidden>) So I can put it in the island with updated textures and put it up at rapidshare http://forums.bistudio.com/oldsmileys/smile_o.gif
ocramweb
Apr 17 2007, 16:02
I'm back... and be kicking soon.
McNools
Apr 17 2007, 16:57
I'm back... and be kicking soon.
Awesome http://forums.bistudio.com/oldsmileys/smile_o.gif I was worried you had dissappeared or something :O
Aye, me too. Can't wait for the next version. http://forums.bistudio.com/oldsmileys/smile_o.gif
ocramweb
Apr 18 2007, 23:06
first forest
http://www.team-dst.com/images/olive2.png
http://www.team-dst.com/images/olive1.png
and after a nice holliday and a few Hex editing second forest:
http://www.team-dst.com/images/Saralitev1sm.png
http://www.team-dst.com/images/Saralitev2sm.png
hard work, I have been working like a dog, i wasn't sleeping like a log ... http://forums.bistudio.com/oldsmileys/rofl.gif
----------------------------
=DST= OcramWeb
inferno7312
Apr 19 2007, 01:35
great JOB. just want to know when that will be release. http://forums.bistudio.com/oldsmileys/tounge2.gif
McNools
Apr 19 2007, 08:41
Yeah, great job http://forums.bistudio.com/oldsmileys/biggrin_o.gif how do you do that? by hex-editing the .wrp? well, anyway, send it to me when your'e done http://forums.bistudio.com/oldsmileys/smile_o.gif I've done a little more work on the textures on the map etc. it looks great so far http://forums.bistudio.com/oldsmileys/smile_o.gif
ocramweb
Apr 22 2007, 12:04
It does take it's time !
http://www.team-dst.com/images/saralitev2 x1.png
http://www.team-dst.com/images/saralitev2 x2.png
...but I think it's worth it http://forums.bistudio.com/oldsmileys/inlove.gif
PS: I think I am around 65% of job done;to make Saralite Island look lot warmer, if anybody want to make a suncream addon...
-------------------------
=DST= Ocramweb
jerryhopper
Apr 22 2007, 12:20
Great stuff ocramweb! i cant wait!
i added a small story with info on SPA.
(http://arma.valuenet.nl/SahraniPressAgency/display-item.php?newsid=16)
McNools
Apr 22 2007, 12:53
Looks excellent mate http://forums.bistudio.com/oldsmileys/smile_o.gif
And jerryhopper, note that I'm the one who made all the textures for the island, Ocramweb reconfigured it, changed files etc. to make it standalone and to reduce the vegetation etc. http://forums.bistudio.com/oldsmileys/wink_o.gif (just looked a bit like in the thing you wrote that you thought Ocramweb made it all by himself)
(although the work Ocramweb has done, and is doing, has taken more time than the work I've done ;D also, I'm working abit more on the textures as we speak).
Oh, and ocram, maybe you could reduce the number of insects etc.? since it's a very dry climate, there should be too much insects.
bravo 6
Apr 25 2007, 14:27
i think this is nice.
Im testing it and its faster then the other version (southpart only with vegetation)
Would be nice to have all Island like this.
ocramweb
Apr 28 2007, 17:51
Looks excellent mate http://forums.bistudio.com/oldsmileys/smile_o.gif
And jerryhopper, note that I'm the one who made all the textures for the island, Ocramweb reconfigured it, changed files etc. to make it standalone and to reduce the vegetation etc. http://forums.bistudio.com/oldsmileys/wink_o.gif (just looked a bit like in the thing you wrote that you thought Ocramweb made it all by himself)
(although the work Ocramweb has done, and is doing, has taken more time than the work I've done ;D also, I'm working abit more on the textures as we speak).
Oh, and ocram, maybe you could reduce the number of insects etc.? since it's a very dry climate, there should be too much insects.
My mistake ! I shouldn't show my work on this topic,McNools I made your Dry Sahrani island work as a stand alone,made the anim, took out some trees from the map and reworked the configs,effect grass,wind...etc (20 hours of work) on Dry Southern Sahranie.and I gave you v1.1 on your island.
wich i shared with you with pleasure.
But I never said that I was also going to give you this one http://forums.bistudio.com/oldsmileys/wink_o.gif
What I do is a brand new Island, I have now more than 80 hours of works on it and it is not finished yet,no worries McNools I am not taking your textures at all, I do all the layer changes myself ... and as I am not stopping at taking trees out, I'll open a new subject soon, to push my island further and not misleading with yours. on my side 70 % of job done for now.
Regarding your request on taking out or diminishing the wildlife
on your Island,I ll do this for you soon, and post the link or mp it to you, so you can carry on with your texturing work for Dry southern sahrani and release your Island pretty soon I hope.
I think it is good to have different surrounding under arma waiting for the tools, so long life dry southern sahrani.
--------------------
=DST= OcramWeb
McNools
Apr 29 2007, 13:08
Ah, I see, well, I'm looking forward for your version. Still, I think you should have alerted me earlier that you were going solo.
Edit: Also, I released my final version on the first page.
Brilliant! Is there any chance of someone sticking a mirror up for v1.2? I'm having trouble trying to download it.
McNools
Apr 29 2007, 19:19
Daniel @<hidden> April 29 2007,20:47)]Brilliant! Is there any chance of someone sticking a mirror up for v1.2? I'm having trouble trying to download it.
There's a new mirror in the first post now http://forums.bistudio.com/oldsmileys/smile_o.gif
(or just click here: http://www.armaholic.com/page.php?id=1006 )
Cheers. http://forums.bistudio.com/oldsmileys/smile_o.gif
Mr Reality
Apr 29 2007, 19:45
Ahh good, another version of my most used island. Tonight i will test out your desert opfor vehicles on this most excellent terrain.
http://forums.bistudio.com/oldsmileys/thumbs-up.gif
ocramweb
Apr 29 2007, 22:16
Ah, I see, well, I'm looking forward for your version. Still, I think you should have alerted me earlier that you were going solo.
Edit: Also, I released my final version on the first page.
Well done.
Ok McNools as promise here is the requested Full config.cpp file just copy past, version forgotten updated and insects sold to a foreign country http://forums.bistudio.com/oldsmileys/wink_o.gif
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// config.bin - 19:50:11 03/29/07, generated in 0.23 seconds
// Generated by unRap v1.05 by Kegetys
// Separate rootclasses: Disabled, Automatic comments: Enabled
// Edited from original by =DST= OcramWeb grass size and anim tweak, less trees for best perf
#define ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3
class CfgPatches {
class McNSaraLiteDryite {
units[] = {"McNSaraLiteDryite"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CAData", "CABuildings", "CAMisc", "CAPlants", "CARoads", "CARocks"};
};
};
class DefaultLighting; // External class reference
class DefaultLighting_CA : DefaultLighting {};
class CfgWorlds {
class DefaultClutter {
scaleMin = 0.9;
scaleMax = 1.2;
};
class DefaultWorld; // External class reference
class CAWorld : DefaultWorld {
class Grid {};
};
class McNSaraLiteDryite : CAWorld {
access = ReadOnlyVerified;
cutscenes[] = {"McNSaraLiteDryiteIntro1"};
description = "Dry Southern Sahrani v1.2";
icon = "";
worldName = "\McNSaraLiteDryite\McNSaraLiteDryite.wrp";
pictureMap = "";
pictureShot = "";
plateFormat = "SA$ - #####";
plateLetters = ABCDEGHIKLMNOPRSTVXZ;
longitude = -40.02; // positive is east
latitude = -39.95; // positive is south
landGrid = 40;
class Grid : Grid {
offsetX = -4880;
offsetY = -7480;
class Zoom1 {
zoomMax = 0.35;
format = "XY";
formatX = "Aa";
formatY = "00";
stepX = 200;
stepY = 200;
};
class Zoom2 {
zoomMax = 1e+030;
format = "XY";
formatX = "A";
formatY = "0";
stepX = 2000;
stepY = 2000;
};
};
startTime = 14:30;
startDate = 07/06/2007;
startWeather = 0.1;
startFog = 0.0;
forecastWeather = 0.0;
forecastFog = 0.0;
seagullPos[] = {5120.0, 150.0, 5120.0};
ilsPosition[] = {4360, 7384, 141};
ilsDirection[] = {-1, 0.08, 0};
ilsTaxiOff[] = {4920, 7384, 5320, 7384, 5478, 7384, 5495, 7374, 5504, 7356, 5504, 7290, 5495, 7272, 5478, 7262, 4940, 7262};
ilsTaxiIn[] = {4940, 7262, 4391, 7262, 4374, 7272, 4365, 7290, 4365, 7356, 4374, 7374, 4391, 7384};
centerPosition[] = {5750, 6570, 300};
class ReplaceObjects {};
class Sounds {
sounds[] = {};
};
class Animation {
vehicles[] = {};
};
class Lighting : DefaultLighting {};
clutterGrid = 1.11;
clutterDist = 55;
noDetailDist = 40;
fullDetailDist = 5;
minTreesInForestSquare = 0;
minRocksInRockSquare = 1;
class clutter {
class GrassGeneral : DefaultClutter {
model = "ca\plants\clutter_grass_desert.p3d";
};
class GrassFlowers : GrassGeneral {
model = "ca\plants\clutter_grass_flowers.p3d";
};
class GrassLong : GrassGeneral {
model = "ca\plants\clutter_grass_desert.p3d";
affectedByWind = 0;
};
class GrassSevenbeauty : GrassGeneral {
model = "ca\plants\clutter_grass_sevenbaeuty.p3d";
affectedByWind = 0.2;
scaleMin = 0.3;
scaleMax = 0.5;
};
class GrassYellow : GrassGeneral {
model = "ca\plants\clutter_grass_yellow.p3d";
affectedByWind = 0;
scaleMin = 0.4;
scaleMax = 0.6;
};
class GrassDesert : GrassGeneral {
model = "ca\plants\clutter_grass_desert.p3d";
};
class ForestFern : GrassGeneral {
model = "ca\plants\clutter_forest_fern.p3d";
affectedByWind = 0;
scaleMin = 0.2;
scaleMax = 0.4;
};
class SmallRocks : GrassGeneral {
model = "ca\rocks\clutter_stone_small.p3d";
affectedByWind = 0;
scaleMin = 0.5;
scaleMax = 1.4;
};
class FlowersColor : GrassGeneral {
model = "ca\plants\clutter_smetanka.p3d";
};
class FlowersWhite : GrassGeneral {
model = "ca\plants\clutter_grass_desert.p3d";
};
class MushroomsHorcak : GrassGeneral {
model = "ca\plants\clutter_horcak.p3d";
affectedByWind = 0;
scaleMin = 0.65;
scaleMax = 0.85;
};
class MushroomsPrasivka : MushroomsHorcak {
model = "ca\plants\clutter_prasivky.p3d";
};
class MushroomsBabka : MushroomsHorcak {
model = "ca\plants\clutter_babka.p3d";
};
class MushroomsMuchomurka : MushroomsHorcak {
model = "ca\plants\clutter_muchomurka.p3d";
};
};
class Subdivision {
class Fractal {
rougness = 4;
maxRoad = 0.07;
maxTrack = 0.8;
maxSlopeFactor = 0.09;
};
class WhiteNoise {
rougness = 4;
maxRoad = 0.03;
maxTrack = 0.07;
maxSlopeFactor = 0.0040;
};
minY = 0.0;
minSlope = 0.04;
};
class Ambient {
class BigBirds {
radius = 250;
cost = "(1 - night) * ((1 + (1 * forest)) - (1 * sea))";
class Species {
class Hawk {
probability = 0;
cost = 1;
};
};
};
class Birds {
radius = 170;
cost = " (1 - night) * ((1 + (2 * sea)+ (1 * forest)) - (1 * rain))";
class Species {
class Seagull {
probability = 0;
cost = 1;
};
};
};
class BigInsects {
radius = 20;
cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
class Species {
class DragonFly {
probability = "0";
cost = 1;
};
class ButterFly {
probability = "0";
cost = 1;
};
};
};
class BigInsectsAquatic {
radius = 20;
cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";
class Species {
class DragonFly {
probability = 0;
cost = 1;
};
};
};
class WindClutter {
radius = 30;
cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";
class Species {
class FxWindGrass1 {
probability = "0.05 - 0.05 * hills - 0.1 * trees";
cost = 1;
};
class FxWindGrass2 {
probability = "0.05 - 0.05 * hills - 0.1 * trees";
cost = 1;
};
class FxWindRock1 {
probability = "0.8 * hills";
cost = 1;
};
class FxWindLeaf1 {
probability = "0 * trees";
cost = 1;
};
class FxWindLeaf2 {
probability = "0.01 * trees + 0.1";
cost = 1;
};
class FxWindLeaf3 {
probability = "0 * trees";
cost = 1;
};
};
};
class NoWindClutter {
radius = 15;
cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";
class Species {
class FxWindPollen1 {
probability = 0;
cost = 1;
};
};
};
class SmallInsects {
radius = 3;
cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
class Species {
class HouseFly {
probability = "0)";
cost = 1;
};
class HoneyBee {
probability = "0";
cost = 1;
};
class Mosquito {
probability = "0";
cost = 1;
};
};
};
class NightInsects {
radius = 3;
cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";
class Species {
class Mosquito {
probability = 0;
cost = 1;
};
};
};
};
class Names {
class Local_InfosModdeur {
name = "McNools & =DST= Dry Southern Sahrani v1.2";
position[] = {9172.83, 5800.48};
type = "VegetationVineyard";
radiusA = 300;
radiusB = 300;
};
};
};
};
class CfgWorldList {
class McNSaraLiteDryite {};
};
class CfgMissions {
class Cutscenes {
class McNSaraLiteDryiteIntro1 {
directory = "McNSaraLiteDryite\scenes\Intro.McNSaraLiteDryite";
};
};
};
[/QUOTE]
Update fast before too much mirrors get the first one.
I think your desert reskin vehicules are going to have more kilometers than the real ones...
----------------------
=DST= OcramWeb
McNools
Apr 29 2007, 23:07
Thanks but, I have no time updating it now :/ might put that in a later version, if there is one ever. But thanks.
I was thinking since ocramweb has released his sandy 'desert' version, you could perhaps make yours more african 'dry' bush similar to Ebuds Tonal Redux project for OFP. Tonal Redux was the best update to the best addon pack ever made for OFP in my opinion.
I'm dreaming of starting a map project myself. What software is there for map making to arma? Do I need several or just Visitor2?
Does anyone know any good step-by-step tutorials for map making?
I was thinking since ocramweb has released his sandy 'desert' version, you could perhaps make yours more african 'dry' bush similar to Ebuds Tonal Redux project for OFP. Tonal Redux was the best update to the best addon pack ever made for OFP in my opinion.
Well, I won't do much work for this no more, since I really don't have time for ArmA-modding, however, if there's a new version, the changes will be that the few dense forest-parts that are in the map will have been removed.
And BUNNY, this is just a retexture, map-editing isn't possible yes (as far as I know) so you'll just have to wait for the proper tools to be released, they will, eventually.
McNools
May 15 2007, 18:47
A new version is out, enjoy.
(on the first page)
MEDICUS
May 16 2007, 11:28
Very nice, McNools!
Love the new plants. http://forums.bistudio.com/oldsmileys/inlove.gif
Thx a lot,
MfG Medicus
andy-uk
May 16 2007, 12:10
i have an error come up every time i start the game. although it seems to work okay once i get past it.
it IS installed correctly btw.
command line - "-mod=ModWarSound;beta;Plants"
this is the error...
http://img444.imageshack.us/img444/4113/arma2007051613061025pe1.jpg
http://forums.bistudio.com/oldsmileys/smile_o.gif
McNools
May 16 2007, 12:23
i have an error come up every time i start the game. although it seems to work okay once i get past it.
it IS installed correctly btw.
command line - "-mod=ModWarSound;beta;Plants"
this is the error...
http://img444.imageshack.us/img444/4113/arma2007051613061025pe1.jpg
http://forums.bistudio.com/oldsmileys/smile_o.gif
Yeah I know, it's because the main-menu is loading the Rahmadi-island, wich is using textures I've removed http://forums.bistudio.com/oldsmileys/smile_o.gif so everyone should get that error.
Nice work, but to many errors in the *.rpt ... http://forums.bistudio.com/oldsmileys/whistle.gif
Please use for further releases this ODST.P3D instead of yours
http://a.kiel.us/odst.p3d (http://*.****.us/odst.p3d) (381 Byte) <Link deactivated>
The "ODST class" errors are history after this 2 minute work and the island gain some more frames too. http://forums.bistudio.com/oldsmileys/wink_o.gif
McNools
May 16 2007, 15:14
Nice work, but to many errors in the *.rpt ... http://forums.bistudio.com/oldsmileys/whistle.gif
Please use for further releases this ODST.P3D instead of yours
http://a.kiel.us/odst.p3d (381 Byte)
The "ODST class" errors are history after this 2 minute work and the island gain some more frames too. http://forums.bistudio.com/oldsmileys/wink_o.gif
hmm, actually, I don't even know what it does. http://forums.bistudio.com/oldsmileys/huh.gif
Do it and enjoy, i use a modified version (including the old City names) and it significant speed up the framerate.
I see ... also some citynames would be nice in the next versions like in the islands before. http://forums.bistudio.com/oldsmileys/whistle.gif
ocramweb
May 16 2007, 19:43
that is called stilling work from other people !
and I start to be fed up to see my work under other people's name,My files are not to be distributed or used outside of my addon. as written in the readme file of Saharalite v2.
ODST file is Ocram from DST not McNool.
my work to improove frame rate is Saharalite work
Moderator please take those links out.
He does not steal anything ... he fixed something and give it back !
No release of a new island and no new credits or something else.
Your thing does a lot of rpt entrys and this is not good for the performance
Not on clients and also not on servers
Sometimes i realy wonder why people do not use the rpt-entrys to check their work.
Both of you did a fine job and he would only be help you i think
McNools
May 16 2007, 21:02
that is called stilling work from other people !
and I start to be fed up to see my work under other people's name,My files are not to be distributed or used outside of my addon. as written in the readme file of Saharalite v2.
ODST file is Ocram from DST not McNool.
my work to improove frame rate is Saharalite work
Moderator please take those links out.
Well, I'm not going to use the file he posted anyway, since this is most likely the last version of this island.
Oh my god ... what a mess http://forums.bistudio.com/oldsmileys/confused_o.gif
I don't release anything of my improvements public !
Yes, i have changed some things only for private use and have hoped that the "Original stealed by the ArmA Demo brom BIS" can also can use this performance gain and also Bugfixing in the next version. http://forums.bistudio.com/oldsmileys/tounge2.gif
However, do what you want and think about the words posted here,
that was definatly the last enhancement i posted here for this project. http://forums.bistudio.com/oldsmileys/banghead.gif
JanMasterson
May 17 2007, 02:09
it may be cool if knowledgeable people like Ocramweb and Lester could explain what they did to share what they know rather than acting like childs ("It's mine! No, Mine!...") http://forums.bistudio.com/oldsmileys/wink_o.gif
Good job all http://forums.bistudio.com/oldsmileys/wink_o.gif
it may be cool if knowledgeable people like Ocramweb and Lester could explain what they did to share what they know rather than acting like childs ("It's mine! No, Mine!...") http://forums.bistudio.com/oldsmileys/wink_o.gif
Good job all http://forums.bistudio.com/oldsmileys/wink_o.gif
http://forums.bistudio.com/oldsmileys/wow_o.gif I haven't say this at any point, i only show a easy method to enhance this island to the author/coauthor/whatever
... but the answer for that was flameing, as i see http://forums.bistudio.com/oldsmileys/confused_o.gif
[APS]Gnat
May 17 2007, 12:06
Sorry, but those who hoard knowledge don't get any respect from me as "addon makers" ..... because thats the exact opposite of what made the OFP Community so great.
Viva la Share ! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
McNools
May 17 2007, 12:20
Gnat @<hidden> May 17 2007,14:06)]Sorry, but those who hoard knowledge don't get any respect from me as "addon makers" ..... because thats the exact opposite of what made the OFP Community so great.
Viva la Share ! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
I agree with you, I think everyone should share their knowledge freely, that's what makes a good community.
ocramweb
May 17 2007, 18:01
Oh my god ... what a mess http://forums.bistudio.com/oldsmileys/confused_o.gif
I don't release anything of my improvements public !
Yes, i have changed some things only for private use and have hoped that the "Original stealed by the ArmA Demo brom BIS" can also can use this performance gain and also Bugfixing in the next version. http://forums.bistudio.com/oldsmileys/tounge2.gif
However, do what you want and think about the words posted here,
that was definatly the last enhancement i posted here for this project. http://forums.bistudio.com/oldsmileys/banghead.gif
all i have to say is that Bis America's Army demo as not been published under EA games name !
so there is no raison for that to happen here.
and the demo island was not steeled, BIS was asked and said it was ok
now if you want a file from someone else i think the first thing to do is to ask the owner first, and then if he agreed, the second thing is not to take is name out of the files....
Respect regarding other people work is my only point here.
That is the only thing I have to say, agreed or not, that is the way I think it should work http://forums.bistudio.com/oldsmileys/wink_o.gif
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