Page 45 of 47 FirstFirst ... 3541424344454647 LastLast
Results 441 to 450 of 464

Thread: Namalsk island, v1.10

  1. #441
    First Lieutenant CameronMcDonald's Avatar
    Join Date
    Oct 10 2005
    Location
    Sydney, Australia.
    Posts
    5,553
    Looking forward to the next release of this mad island.

    Everyone tempted to post another inane/useless/whogivesatoss topic in the A3 forum - here.

  2. #442
    Excellent.

    Within my gaming community we've been playing something of a campaign on Namalsk. We're about to start our third mission this month. The updates look VERY welcome and will certainly make a flavourful island only better!

    -k
    ARMA 2 Mission packs:LITE Coop mission package + LIMA coop mission package (ACE + ACRE) + More ACE + ACRE missions. + Aliabad coop Mission Package+ Fireforce Takistan NEW
    ARMA 3 Mission packs:Fourplay Coop Mission Pack NEW
    Kill things, break stuff. Repeat as necessary.

  3. #443
    Sumrak I love your Island. It's very atmospheric.

    Did you fix problems with ambient sounds on other islands if Namalsk was turned on?

    I'm modifiying your Poterya Pulsa (Pulse Loss or Losing Pulse in english), added saving system, respawn, JIP support, dynamic weather, a bit more staff were added etc). For me it is like visit card of Namalsk Island.

    Spoiler:
    Last edited by Prodavec; May 6 2011 at 05:56.

  4. #444
    Staff Sergeant Sumrak's Avatar
    Join Date
    Jun 8 2007
    Location
    Turnov, Czech Republic
    Posts
    263
    Author of the Thread
    Thanks all

    Prodavec: Yes, it has been fixed almost immediately after release
    There are links in this topic for hotfix alone (http://www.armaholic.com/page.php?id=10598) but also for re-uploaded version with hotfix (check first post)


    And here is one really important quote from the official website!
    Extra message now! Namalsk Crisis campaign, Nightstalkers Shadow of Namalsk modification and Namalsk v1.11, coming up in one package 10.05.2011!

  5. #445
    Master Gunnery Sergeant Wiggum's Avatar
    Join Date
    Jun 17 2009
    Location
    Germany
    Posts
    1,138

    Thumbs up

    The greatest news ever...

  6. #446
    I'm getting massive graphical bugs where anything underground is 90% of the time 97% transparent Comp in sig, latest A2 patch as of post date. Running ACE2.

    edit/ Looking directly onto the floor does not produce this. Not sure if it's me or the island? My specs can be found my sig.. Latest AMD drivers as of post date.

    edit2/ Some screenshots if it helps

    http://dl.dropbox.com/u/17840900/arm...2-44-30-81.png
    http://dl.dropbox.com/u/17840900/arm...2-45-06-41.png
    http://dl.dropbox.com/u/17840900/arm...2-44-48-22.png
    Last edited by Ish; May 9 2011 at 10:46.

  7. #447
    Staff Sergeant Sumrak's Avatar
    Join Date
    Jun 8 2007
    Location
    Turnov, Czech Republic
    Posts
    263
    Author of the Thread
    Quote Originally Posted by Ish View Post
    I'm getting massive graphical bugs where anything underground is 90% of the time 97% transparent Comp in sig, latest A2 patch as of post date. Running ACE2.

    edit/ Looking directly onto the floor does not produce this. Not sure if it's me or the island? My specs can be found my sig.. Latest AMD drivers as of post date.

    edit2/ Some screenshots if it helps

    http://dl.dropbox.com/u/17840900/arm...2-44-30-81.png
    http://dl.dropbox.com/u/17840900/arm...2-45-06-41.png
    http://dl.dropbox.com/u/17840900/arm...2-44-48-22.png
    Thanks for report, It's because of really basic material I'm using there (on 90%), I have no idea why it is doing this I know about it, I already tried to fix it somehow, but, I was not successfull :/ And I don't want to remove this material completely, because it is doing its job well, underground is because of it much darker.
    For now, solution is turning AA off (it seems, that this issue appearing since atoc update), I have to say, that I don't have this issue even with AA turned on (on my old 8600M GT).

    Anyone else having problems with underground with AA turned on?

  8. #448

    Great Island

    Great addon! I do however have problems with hand placed mutants on this map as they won't chase you. They simply stand still with the occasional walking animation while still in place.

  9. #449
    Hi Sumrak - we've been playing Namalsk Crisis and loving it - you have made an incredibly atmospheric island and mission. We have run into a couple of bugs though that I wanted to mention:

    1. On respawns or reloads the player who isn't hosting and is playing Peter (i.e. not Tamilka) get played the full intro piece for the level again no matter where you are, and with no way to skip it we are often killed in the 30 seconds or so that the intro is playing. Also for some reason on mission 6 when we respawned Peter and Tamilka appeared 5m in the air and were instantly injured. Also because you respawn exactly where you died you tend to die again immediately (especially as the intro is playing and you are unable to move). This makes it almost impossible to play with more than one player
    2. (This might be intentional) At the beginning of each mission we lose the custom equipment we have recovered and are reset back to starting equipment, though injuries are persistent.

    Other than that, we are loving the missions!
    Last edited by slerbal; Jun 24 2012 at 14:55. Reason: added in correct character names for clarification

  10. #450
    Could you add a fix so that Namalsk ambient sounds are only played on namalsk? Pretty annoying to hear all those windy noises when playing on another island.

    e.g
    Code:
    if (toLower(worldName) == "namalsk") then {
    //play ambient sounds
    };

Page 45 of 47 FirstFirst ... 3541424344454647 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •