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Posted: 2008-05-03 22:36
by Scot
bloody hell, caves?? didnt find them!
Posted: 2008-05-03 22:40
by Raniak
Hmph, the caves seem a little out of the way, they are nice but if the map is AAS I don't see anyone going in them unless the is a flag in them. Would also be nice if there was a cave system going across the mountain.
Posted: 2008-05-03 23:05
by CodeRedFox
Waaah_Wah wrote:Congratz with the promotion to a DEV
Thank you. Hope to bring my talents to the party.
krekc wrote:Good job on the caves, maybe drop a few rugs on the ground inside them or light a wee fire? make them looked lived in? could only find 2 lots of caves as well are there more?
Raniak wrote:Hmph, the caves seem a little out of the way, they are nice but if the map is AAS I don't see anyone going in them unless the is a flag in them. Would also be nice if there was a cave system going across the mountain.
Yeah, the caves are in a beta stage, wasent even sure they would work
The cave will play a bigger part as soon as I can confirm you can spawn with in them. Also I tried the Whole mountain cave approach, doesn't work very well!
Posted: 2008-05-03 23:41
by Polka
Nice map, great work Fox

Posted: 2008-05-03 23:43
by DeltaFart
man I haven't played it yet, but Id love to try it out
Posted: 2008-05-03 23:58
by crazy11
Congrats on getting DEV and I love the map.
Posted: 2008-05-04 02:32
by CodeRedFox
The daily fix update :
Gameplay :
+ All CP have been fixed (Flags removed, times and order)
+ CP Group Guidelines updated
+ JDAM removed pre PR guild lines
+ All AA's replaced with RPG's
+ All Spawned weapons now lay flat on ground

+ Vehicles spawn time fix pre PR guild lines
+ Bunkers added to both Mainbase and Outpost
Map / Visuals :
Floating objects found and fixed
UK Outpost updated to a UK look
UK Outpost no longer a Flag, spawned as a bunker
Check and fixed most of the crops heights (this may take a bit longer)
All building are temp'd until further notice.
If anyone has advice on roads let me know, I'm having the hardest time getting them lay flat.
*Also to all the modders that have ask or requested that I add this map to there sub-mod. I'm glad your liking my work, but until I can get one map out I feel like I should stay with the basic first. If and when this map becomes apart of PR I will gladly talk to you about the idea of making Sub Mod version and/or a whole new map just for you!
Posted: 2008-05-04 17:13
by CodeRedFox
Jonny wrote:I think the main should be surrounded by hesco too, it may be just the same as the other maps but it makes it feel secure.
Originally it was but on such a small map it didnt looks right. Plus I replaced the old base with this one which looks allot like UK bases in North Afghanistan.
Jonny wrote:
Hedgerows:
Its not a PR thing, you just need a bush with a collision mesh
Which would require me to re-build/recreate the PR mesh. I'll take a look at some options.
Jonny wrote:
Caves:
Is there any way you could put a cave system beneath one of the larger mountain settlements?
Thats an idea, I'll put it in the idea pile
Also I think ether you graphics are set really low or you have a video card issues
Roads :
http://i242.photobucket.com/albums/f.../screen085.jpg
http://i242.photobucket.com/albums/f.../screen083.jpg
http://i242.photobucket.com/albums/f.../screen087.jpg
You dont have any roads here. Bad install?
And a few other screen shots you posted have odd parts messed up.
Posted: 2008-05-04 17:24
by paco
If your cave static had a massive solid top section, couldn't you then make a gap in the mountain and let the cave fill the gap? That way the caves would seem to go through the mountain and lead to the other side. The top section of the cave is just so the entrance ends up lower on the side of the mountain.
Maybe you tried this already and I'm missing something. I don't do modelling or mapping.
Posted: 2008-05-04 17:58
by CodeRedFox
That does work, but I've seen massive objects turn on and off when they get to a certain size.
The object will dissaper when it get close to the edge of the viewers screen then you see the players running around inside :-p
Posted: 2008-05-04 18:17
by Hans Martin Slayer
congrats on the promotion buddie! really looking forward to your work man.
If anyone has advice on roads let me know, I'm having the hardest time getting them lay flat.
only thing i can suggest is to use the smooth tool. disabling the raise function and using a very small brush strenght might help you there.
also hit the create final road button to snap em onto the ground, but i'm sure you know that anyways..
apart from that it's looking very sweet so far, great job!
just a little thing, i agree with some other comments that the mountains look
a little too greenish. changing even more parts of the mountains overgrowth to look more like desert-style (some dead trees, as well as the 'tree branches') might be a worth to play a bit around with?
just my taste of course.

Posted: 2008-05-04 19:33
by Zimmer
A congratulation is in its place then for [R-Dev] promotion looking forward to see your work.
Posted: 2008-05-05 06:14
by CodeRedFox
FYI to those that might want to use the poppies fields that came with my last download. Just be aware they dont work right, lighting problems and random crashes.
ON a side note, good news, spawning with in the cave works just fine!
Posted: 2008-05-05 19:47
by paco
If your cave had a tall solid top section, would you be able to make a gap in the mountain and then fill it with the cave? That way the caves would be a way through to the other side. The tall top section is just so the entrance ends up lower on the mountain side. The outer cave texture would have to match the mountain, I think.
I don't know anything about making custom statics. Just brainstorming with my pizza here.
Posted: 2008-05-05 21:28
by CodeRedFox
Your idea does in fact work, its just a HUGE static which can cause clipping issues. My original beta cave I made didnt this, but have a bunch of issues
But from what I have read most caves in Afghanistan don't go through the mountains.
Its a great concept, ,maybe the next map.
Posted: 2008-05-05 22:40
by CodeRedFox
Announcement :
First let me thank you all for the testing and comments, really...you've all added something to make this map better and playable.
The map will now go into closed testing within the R-Con and R-Dev teams. No further changes will be made that can be show to the community without having to pass through the R-DEV team.
All older version have been taken down and will have to be found on the black market
Again thank you all and hopefully heres to a 0.8 release
[R-DEV]coderedfox
Posted: 2008-05-05 22:45
by DeltaFart
Sweet
Posted: 2008-05-05 23:01
by =Romagnolo=
Awesome
