Charlatan Posted October 27, 2013 Report Share Posted October 27, 2013 Ghost of Chernarus A map pack specifically made for Epoch Hello guys and girls. I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones. Features: Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances etc. More alternative versions tailored to your personal wishes, just post em here =) Current Progress: - Traders - Trader City Klen Enhancement: - 100% (+Optimization ! ) (+Alternative Versions ! ) Trader City Stary Enhancement: - 100% (+Optimization ! ) (+Alternative Versions ! ) Trader City Bash Enhancement: - 100% (+Optimization ! ) (+Alternative Versions ! ) Northeast Aircraft Dealer Overhaul "The Boneyard" - 100% (+Optimization ! ) (+Alternative Versions ! ) Bandit Trader Overhaul "Cutthroat's Corner" - 100% (+Optimization ! ) Hero Trader Overhaul "Last Home" - 100% - Landmarks - Willow Lake Castle Ruin: 100% (+Optimization ! ) "The Unburied" Battlefield Remnants: 100% (+Optimization ! ) (+Alternative Versions ! ) - Structure Improvements - Zelenogorsk - Rehabilitation Center & Warehouses: 100% Grishino - Construction Sites : 100% Files: Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf FAQ: OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13" Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them. The Readme file included in the download has instructions on page 2 how to remove the error message ! You can play without any problems despite getting the error message, btw. How do I install this? I suggest using the server.pbo, the Readme file has installation instructions ! Do I need to change/add the traders manually? No, the traders and their market stalls all remain unchanged. Does the Castle in Klen disappear? No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots. Permissions/Credits: As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;) Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team! Rythron, macdog, JohnyMST and 27 others 30 Link to comment Share on other sites More sharing options...
Robinajax Posted October 27, 2013 Report Share Posted October 27, 2013 Damm this look aweeeesoooome!!! I do hope that there isn't 'free loot' at the traders though, I saw some tents. Don't like that when I give players godmode in trader zones! Keep up the good work, can't wait to try this out!! Link to comment Share on other sites More sharing options...
Charlatan Posted October 27, 2013 Author Report Share Posted October 27, 2013 All buildings I placed are the kind without loot and without zombies. The heli wrecks and statics are all locked. The Mortars and DSHkM turrets spawn broken and cannot be used or dismantled. Some of this is already tested and bug-free, if you wanna try it out already, email me to [email protected] ^_^ Link to comment Share on other sites More sharing options...
marsjee Posted October 27, 2013 Report Share Posted October 27, 2013 Looks cool. Keep up the good work ! AnthonyJr 1 Link to comment Share on other sites More sharing options...
Charlatan Posted October 27, 2013 Author Report Share Posted October 27, 2013 Whew, I didn't expect this many emails. I'll add a download link to the post in a bit for those who want this "beta" version ;) Link to comment Share on other sites More sharing options...
Axle Posted October 27, 2013 Report Share Posted October 27, 2013 The only problem I see is that you have so many objects once you get past 7 people ingame it will just cause issues. But I do like the look/theme. Link to comment Share on other sites More sharing options...
Charlatan Posted October 27, 2013 Author Report Share Posted October 27, 2013 I'd like to prevent causing issues. What problem with large object counts do you mean? In an earlier version i noticed heavy problems, but ever since I defined all objects as _bldObj instead of _vehicle in the SQFs and deleted further useless data in the arma-made SQFs, all visible trouble disappeared. We were testing this for two weeks on a Nitrado server, player count varying between 5 and 24, maps one by one, the server load, serverside FPS and player FPS were always the same. On an active server, with a very inquisitive server admin who spent most of his freetime only checking for errors, performance issues and improvements, nobody noticed anything after 2 weeks. Thats good enough for me =) Link to comment Share on other sites More sharing options...
ranoko Posted October 27, 2013 Report Share Posted October 27, 2013 wow man this looks sweet! Good work : )) look forward to release! Link to comment Share on other sites More sharing options...
Davosteel Posted October 27, 2013 Report Share Posted October 27, 2013 Amazing man! Link to comment Share on other sites More sharing options...
Pathfinder Posted October 27, 2013 Report Share Posted October 27, 2013 This is amazing can not wait for this to be released. Link to comment Share on other sites More sharing options...
karamell Posted October 27, 2013 Report Share Posted October 27, 2013 this looks awsome cant wait to have it on the server Link to comment Share on other sites More sharing options...
Charlatan Posted October 28, 2013 Author Report Share Posted October 28, 2013 I have added the download link of the WIP version! Unfortunately the editor files (.biedi) are not included. The original .sqf files Arma2 creates from the .biedi are full of problems in DayZ. I spent more than 7 hours optimizing these .sqf files by hand, to remove these problems. Known Issues of this release: => "The Unburied" Battlefield: The large amount of Zombies causes a lagspike at first arrival, thus Zombie spawns were removed. An alternative file WITH spawns is still included for the brave. => "The Boneyard" Northeast Airfield: The Searchlights are locked for now, since they cannot be used. Link to comment Share on other sites More sharing options...
Revoplay Posted October 28, 2013 Report Share Posted October 28, 2013 Are the Traders working without any changes? Link to comment Share on other sites More sharing options...
Charlatan Posted October 28, 2013 Author Report Share Posted October 28, 2013 Yes the traders themselves remain unchanged. Link to comment Share on other sites More sharing options...
Charlatan Posted October 29, 2013 Author Report Share Posted October 29, 2013 Dear Epoch Staff, in my next update for my custom maps i'd like to use some wooden floors and cinderblock walls. I kindly ask for your permission to do so :) Link to comment Share on other sites More sharing options...
JohnyMST Posted October 29, 2013 Report Share Posted October 29, 2013 Will try to add Klen today and provide feedback after. Nice work! Link to comment Share on other sites More sharing options...
BigCountry Posted October 29, 2013 Report Share Posted October 29, 2013 +1 Link to comment Share on other sites More sharing options...
Robinajax Posted October 29, 2013 Report Share Posted October 29, 2013 If I add the trader city enhancements, do I have to delete the default mission.sqf with all the trader buildings in it? Link to comment Share on other sites More sharing options...
Charlatan Posted October 29, 2013 Author Report Share Posted October 29, 2013 No, don't delete your mission.sqf. You can add these smaller .sqf files in any place of the pbo, and let the init.sqf start them. A little description how to do this is included in GOC.rar => Readme.txt Else you can also PM me with questions :) Link to comment Share on other sites More sharing options...
Revoplay Posted October 29, 2013 Report Share Posted October 29, 2013 Ok, but we must remove the castle as example in/on klen and add maybee add the traders manualy Link to comment Share on other sites More sharing options...
Robinajax Posted October 29, 2013 Report Share Posted October 29, 2013 But the castle at Klen won't disappear if you don't remove it right? Link to comment Share on other sites More sharing options...
Charlatan Posted October 30, 2013 Author Report Share Posted October 30, 2013 @ Revoplay For my maps, you don't have to remove the castle or manually add traders. The trader NPCs and their market stalls are not changed. The castle in Klen also remains! I guess the Klen screenshot is a bit confusing since the castle is not shown there. I will update these screenshots in the future. @ Robinajax Nothing of the original Epoch Map is removed or changed. The traders still stand in the exact same spot, the castle is simply not visible in my preview pictures. I will fix these in time :) Revoplay 1 Link to comment Share on other sites More sharing options...
Revoplay Posted October 30, 2013 Report Share Posted October 30, 2013 Ahh ok, so you build your map additions around the excisting trader stuff :) Charlatan 1 Link to comment Share on other sites More sharing options...
Revoplay Posted October 30, 2013 Report Share Posted October 30, 2013 I tested the new Locations and they are realy awsome. Good Good work. Two Notes: The Barack at the NE Airfield doesnt spawn loot. Do you want this so? And at Klen in the Tent with the Chest/Boxes. They are flowting in the air ;) Charlatan 1 Link to comment Share on other sites More sharing options...
Revoplay Posted October 30, 2013 Report Share Posted October 30, 2013 Additional If you want that the Barrack at the NE Airfield spawn loot change the following Find _bldObj = createVehicle ["MAP_Mil_Barracks_i", [12025.563, 12621.837], [], 0, "CAN_COLLIDE"]; Replace with _bldObj = createVehicle ["Land_Mil_Barracks_i", [12025.563, 12621.837], [], 0, "CAN_COLLIDE"]; Charlatan 1 Link to comment Share on other sites More sharing options...
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