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Uro last won the day on April 5 2014

Uro had the most liked content!

About Uro

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    Somewhere in the Atlantic

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  1. Turn off your ad-blocker on the forums, it works fine then. The layout is a horrible disorganised mess compared to the old forum however
  2. Uro

    Epoch 1.0.6

    Came across this thread and thought I'd shed some light on some of the questions & requests - These issues have been covered in various threads & github, but necroing old threads doesnt achieve anything :) The reason those previously suggested model packs were never included (no damage models) is because when those vehicles are destroyed on a server, the client & server FPS will tank after a while and can and usually does result in a server crash after annihilating the FPS down to a completely unplayable level. Plus you need an authors permission to include thier assets ;) Regarding including more terrains: Again, you require the authors permission to include thier assets within your mod, in fact these days most terrain authors insist on including a dependency on thier terrain if your using it within your mod/addon/mission file rather than including it inside your mod. Terrains, thier data and config files take up a large portion of any Arma mod,. DayZ-Epoch contains 2 terrains (Napf & Sauerland) + mission files for most of the Arma 2 CO terrains you get with the game anyway (Cherno etc). Models/Vehicles/Objects/Sounds, thier data and config files take up a large chunk of DayZ_Epoch mod too.. Some quick examples of some of file sizes of pbo's used in DZE: dayzero buildings = 30mb enterable warehouses = 30mb dayz mod vehicles/weapons/objects/character assets = ~170mb usec_ch53 = 30mb sauerland = 630mb napf = 447mb napf objects = 400+mb dayz_epoch & dayz_epoch_b (epoch assets) = 334mb The client code portion of DayZ_Epoch, even though it has hundreds of thousands of lines of code - has a tiny filesize in comparison: dayz_code = 7.5mb Anything that involves custom assets/content - whether that be sound packs, models of vehicles, weapons, skins and all the way down to cans of drink - will increase any mod's over all size massively compared to the code portion of the addon. :)
  3. Uro

    How to remove

    You cannot over-ride cfgWeapons without an additional client addon/mod, cfgWeapons is processed at initialisation of the game and therefore cannot be patched via a mission file. All of the mission-file patchable cfg* entries are listed on this page on the biki - https://community.bistudio.com/wiki/Description.ext
  4. Nice looking test terrain dude :) :D :D :D I find the BI Skype groups to bear the best fruit when im stuck on something, the terrain group has a bunch of helpful people onboard who think of the unthinkable ;)
  5. Because BE checks for updates and updates itself server-side when you run your server. A client also check for updates on joining any MP server - these BE updates are automatic, sometimes they require an Arma restart and usually follow a BE server update. It's all done without user intervention. Nothing to worry about :)
  6. Uro

    Map Icons

    difficulty = "Veteren"; // difficulty settings: veteran == NORMAL, mercenary == HARDCORE You have a typo there ^ :)
  7. It's also a cached list, so not a true "real-time" representation of server numbers or player counts. :)
  8. Surely it's better for EVERYONE when issues with an Arma3 patch and Epoch are fixed without hundreds of server owners having to do multiple updates as issues are fixed? Unless you and your playerbase prefer you updating your servers multiple times per night, with multiple restarts disrupting thier gameplay further....... No? thought not ;) AWOL pushed out the client files prior to the server files to test on a core group of unmodified servers to further test the hotfix before unleashing it to the general populous., Now you have the added benefit that all your players who have downloaded or pre-loaded the new version will be ready to play as soon as you have updated your server just one time.
  9. Uro

    Linux Performance

    I pulled this from Fred's ASM thread on BI forums regarding CPS:
  10. Someone already has sumrak's permission to port Namalsk to A3, they haven't released anything yet. OT: Since your so into terrains - going by your numerous posts about the topic on these forums and BI forums. Why not create your own? - Try a 5km x 5km Island to get started. Then you might appreciate just how much effort goes into one and then maybe you will halt your various insulting forays into terrain authors threads on BI Forums offering what you see as "constructive criticism" when it is nothing more than disrespectful comments, bad manners and trolling of content authors - most of whom give a TON of stuff back to the community for free off thier own backs as well as giving thier insight/assistance to other people working on Arma projects, again for free because they want to help educate others by sharing thier knowlege - something obviously you have no concept of. TLDR; Quit going into content authors threads and slating thier work when you have zero knowlege of content creation in Arma.
  11. It works fine for me :D They have to snap to a vertice on your polyline, they wont snap onto the line without a vertice being there :)
  12. Placing roads in TB is much simpler than in Vis3,. It's a bit fiddly to get setup - look in the terrain forum on BI Forums for more roads info. It's basically as simple as placing poly-lines where you want your roads - adding extra vertices where you require junctions and using the snap tool to connect your polylines to them,. Then select them all and set them up in the Database. Once your done export them as a shapefile,.. point your map config to the correct file for your roads, and setup your RoadsLib.cfg and wallah - it's almost too easy ;) :P NB - You need to setup proper roads + AIpathOffset's in your RoadsLib.cfg - Or else AI will not see your roads to follow them and the offset lets them know which side of the road to drive on ;) - If anyone uses your map for a mission involving AI, they will not work as intended as they have no "paths" to follow regarding the roads. NBB - When roads are placed clutter is automatically removed from the paths they take.
  13. Uro

    Marksman DLC?

    I do love these DLC threads that crop up every now and then,... DLC's enhance the game through expansion (extra vehicles/weapons/skins/features) and the platform updates that go hand in hand with the DLC's - expanding features of the game - everyone gets these. They also expand the abilities of modders through improvements in the game mechanics, extra code functions/commands, more config options, more features, more content, improvements to the overall engine - BIS do listen to the community and actively respond to issues/suggestions on the feedback tracker - again helping to improve and build upon the game itself. I'm sure everyone will be getting the expansion when it comes out - because it will incorporate a new terrain (who isnt bored of the Mediterranean yet?) and there will be more gripes about that im sure.. But nobody gripes about the free platform updates they get when every DLC/Expansion is released.. Without the development and purchase of the DLC's none of the cool stuff we have now would have been added to the game (FFV / Logistics / AFM - to name a few) - The DLC's help to fund the continued development and enhancement of Arma 3. The way that BIS are doing the DLC's now - optional - they aren't required to play on server's running DLC - compared to Arma 2 / Operation Arrowhead - where you could only play on those server's IF you have the expansion - is a fuckton better allowing ANYONE to play on ANY server. Overall it's a vast improvement to the way DLC/Expansions are handled in the Armaverse. And for those who dont support DLC's (I do see your point, even if I do not agree with them :) ) - you get the platform updates for FREE, with every DLC/Expansion that's developed - So how can DLC's be a bad thing? ;) Anyway, I'll leave you with this video from Dslyecxi - that is definately worth a watch all the way through - it crosses some serious points regarding DLC and Arma in general. http://www.youtube.com/watch?v=Fh3webkCo4Y
  14. Yeah Megasound has his head screwed on, as do Laxemann & JSRS, unfortunately BI do not when it comes to sound fidelity. Personally I'm awaiting Megasound to finalise his default soundpack replacement a little more,. maybe one day all the sound mod guys will bring thier skills together and make a mega-pack for Arma3 incorporating all the best bits from each mod - who knows - seems to be a lot of community collaboration efforts coming out now that MANW is done with...
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