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Thread: Looking for a pic of the map in Operation Arrowhead

  1. #11
    Oh, I thought I was the only one Sadly it appears that it will not be fixed for Chernarus or Utes. It's easy to do with simple addon, but unless done officially using it will only create additional confusion.
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

  2. #12
    Quote Originally Posted by CarlGustaffa View Post
    Oh, I thought I was the only one Sadly it appears that it will not be fixed for Chernarus or Utes. It's easy to do with simple addon, but unless done officially using it will only create additional confusion.
    Ok that sucks...

    Like bad...

    Hopefully there is world config value to tell which is which, otherwise my ruler and stuff and a lot of code is going to be horribly broken and not be fixable!

  3. #13
    Zagrabad

    ^click for larger^


  4. #14
    @NouberNou: For ACE, wouldn't be hard to fix at all. "At all" meaning that my fix could probably break some things, I have really no understanding of this whole mysterious addon thing. But ACE should be fully confident in implementing something that works 100%.
    Ref pbo in ticket: http://dev-heaven.net/issues/9092
    Rejected ticket showing why it is important: http://dev-heaven.net/issues/8504

  5. #15
    Quote Originally Posted by CarlGustaffa View Post
    @NouberNou: For ACE, wouldn't be hard to fix at all. "At all" meaning that my fix could probably break some things, I have really no understanding of this whole mysterious addon thing. But ACE should be fully confident in implementing something that works 100%.
    Ref pbo in ticket: http://dev-heaven.net/issues/9092
    Rejected ticket showing why it is important: http://dev-heaven.net/issues/8504
    Your fix is good, but there is still the annoying part that the numbers start so high.

    Also I hope they did fix the issue with the numbers being on the line and them jumping one increment (1000, 100, etc) meters when you zoomed in to where they changed...

  6. #16
    Lol, just change the numbers Personally I never liked a map starting at 000000. The only possible reason to have it would be to aid the map maker, possibly. You can find such maps, but for obvious reasons I don't expect them to be many Check the supplied reference images in the ticket:
    Hawaii - horizontal zero grid crossing in the center of the map.
    JCOVE Lite - well outside of any zero crossings.
    When flipping y-axis the correct way, that increment issue won't happen.

    To get 000 at "world bottom start", use the following values for offsetY:
    Utes: 5000
    Chernarus: 14000

    For worlds that inherits from CAWorld/DefaultWorld (?) without defining it, we should probably skip trying to use "world start" since we don't know the size of the world, and use a relatively high number, i.e. 50000 for offsetY. That should be enough for most islands to avoid zero crossings. If 50000 is used on Chernarus, it will start at the bottom at 360 and increase to 500 at the top end (just for reference).
    Last edited by CarlGustaffa; Jun 26 2010 at 07:12.

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