#Chernarus

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winged bronze
ebon jungle
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Man Chernarus with AI driving will be sweet

visual mason
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ai can already drive on chernarus on experimental

dusty niche
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Are you adding a conflict layer in the next update? I am going to make a PvE version. But makes more sense for me to wait till after the dust settles from your next update and the stable branch changes if that's the case

barren spoke
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i have no plans to add a conflict layer if people wants to make a conflict mission they are free todo so, there is a base world free from Gamemaster and Combat ops to make that.

ebon jungle
visual mason
ebon jungle
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Do AI drive right?

visual mason
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yes i got an ai to drive from one part of the map to the other and he made it all the way

ebon jungle
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Sweet

barren spoke
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thats wierd seeing as i don't have generated that part of the navmesh yet.

visual mason
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i think as long as the waypoint is accessible by roads, he'll drive there
meaning the car and the waypoint have to be on roads that are connected to each other

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probably just built into the game and not map-specific

swift bolt
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@barren spoke when will you release updates to chernarus ?

barren spoke
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When the update is ready.

winged bronze
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We were running 128 players on the current version last night, was super fun btw. Let me know if you need to stress test the new version. Rizz

winged bronze
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also spotted this:

RESOURCES (W): Maximum number (32) of simultaneous clutter models reached!
    Approx. terrain block location [59, 170], offending model: 'Assets/Clutter/Vegetation/Debris/Leaves/c_fallen_leaves_01.xob'
RESOURCES (W): Maximum number (32) of simultaneous clutter models reached!
    Approx. terrain block location [59, 170], offending model: 'Assets/Clutter/Vegetation/Debris/Leaves/c_fallen_leaves_01.xob'
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in here or near here? shrug

barren spoke
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that error pops up alot all around the map, unfortantly not much i can do about that

winged bronze
winged bronze
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Also @barren spoke, forgot to mention, you should double check your manager list I noticed a few missing ones, destruction, projectile sounds etc

barren spoke
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Already fixed on my own build.

winged bronze
winged bronze
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btw I would suggest clearing out the custom settings in the addon.gproj file

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I know they are under the PC config but I have a feeling they are causing xbox players to crash

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I would just remove all this IMO

winged bronze
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I think some of the client crashing is coming from the errors that get flooded when you have the map open and zoomed in

winged bronze
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pepelaff2 dangerous power pole

winged bronze
winged bronze
winged bronze
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I assume this river is just too big for one shape to handle

visual mason
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oh no better push the update out sooner rather than later so u can fix this error!!!!!

barren spoke
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Currently looking into it,

winged bronze
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also def make sure to fix any errors like this:

ENTITY    (E): Door action not set for @"ENTITY:2707879" ('GenericEntity') at <3028.478516 209.191299 12616.366211>
 ENTITY       : Create entity @"ENTITY:2707982" ('SCR_DestructibleEntity') at <3565.637939 220.240997 12569.835938>
  ENTITY    (E): Destructible SCR_DestructibleEntityClass doesn't have a initial and final phase!
 ENTITY       : Create entity @"ENTITY:2707983" ('SCR_DestructibleEntity') at <3566.610107 220.240997 12564.834961>
  ENTITY    (E): Destructible SCR_DestructibleEntityClass doesn't have a initial and final phase!
 ENTITY       : Create entity @"ENTITY:2707984" ('SCR_DestructibleEntity') at <3567.109863 220.240997 12562.263672>
  ENTITY    (E): Destructible SCR_DestructibleEntityClass doesn't have a initial and final phase!
 ENTITY       : Create entity @"ENTITY:2710048" ('Building') at <3714.000977 191.167999 12975.881836>
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they can cause client crashes from the RPL

winged bronze
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Also if you remove all the RPLComponents from the buildings (you dont need them on the main structures), you'll see a big uplift in performance as well. If a building has a rpl component on it, every single prop inside it will be rendered to all clients instead of being culled

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these tables should just be a genericentity, for some reason in some of your buildings they are setup as scr_destructibleentity but they arent configured for that so they will just cause RPL errors

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also the entire railway track is covered in RPL components, you dont need these at all on something like that, its just a performance killer. This is sending your map through the roof with RPL components lol.

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140k RPL components is insane for one map, I think thats over double everon

barren spoke
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the tables never got converted when bohemia changed them for some stupid reason.

winged bronze
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ah that would explain it, I was wondering why the base ones were fixed but not the ones in your map

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I mean the good news is, theres a ton of headroom here for some major optimisation ๐Ÿ˜„

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and the map already runs well IMO, at least on a PC, so will be interesting to see how much can be gained

barren spoke
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rails i have already removed the rpl componets on, so that is fixed atleast.

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right now i am trying to narrow down the UTM error, it's caused by a building, but the thing is i don't know what building is causing it, been spending half a day now just redoing most of the UTM on the buildings, to try to fix it, but no luck yet.

winged bronze
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I think I saw that one, isnt it a window on top of the roof of the factory?

barren spoke
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would be nice of the error to say which one is causing the problem meowsweats, its not that one that is generic error due i had a material still stuck on it, that i removed later on.

barren spoke
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yes, but that is not the one causing the error spam on mapentity.

winged bronze
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  RESOURCES    : GetResourceObject @"{A58C77F368041F45}Assets/Props/BuildingStuff/Windows/Window Top Factory/WindowtopFactory.xob"
   RESOURCES (E): Wrong GUID/name for resource @"{81DB014CB979EAF3}WindowTop_Factory.gamemat" in property "UTM_Frame"
   RESOURCES    : GetResourceObject @"{81DB014CB979EAF3}WindowTop_Factory.gamemat"
    RESOURCES (E): Failed to open
   RESOURCES (E): Wrong GUID/name for resource @"{81DB014CB979EAF3}WindowTop_Factory.gamemat" in property "UTM_Frame_Fire"
   RESOURCES    : GetResourceObject @"{81DB014CB979EAF3}WindowTop_Factory.gamemat"
    RESOURCES (E): Failed to open
winged bronze
barren spoke
winged bronze
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can you show me the error because I already got the map ent to stop spewing errors thats why Im wondering

barren spoke
winged bronze
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ya those are still map errors cos you can see the GUI category, did you regenerate the topology file after fixing the rivers?

barren spoke
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yep

winged bronze
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one of the rivers is still busted, if you move your map to the left side and zoom in, look carefully for any of them disappearing

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might be this one if you already did the 5000m one up top

barren spoke
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ah well that fixed it, thanks. "crying inside of half a day wasted on something so little"

winged bronze
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whilst you're testing turn off generate hills on your geo_2d export or else it will take forever to debug this

winged bronze
barren spoke
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meh my brain when it says UTM it means something with my modeling, but then again i should have thought that someone else would have reported that error on other maps at this point

winged bronze
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silver lining is at least its fixed now and the map isnt bricked ha hope

barren spoke
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would be better if bohemia told that issue was with that object and such

winged bronze
barren spoke
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on the plus side i did alot of optimizing to the collision models ๐Ÿฅน

winged bronze
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some floating trees spotted here (red circle next to the blue patch)

barren spoke
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Already fixed on devbuild

visual mason
barren spoke
winged bronze
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looks like navmeshes from 1.1 are broken in 1.2, if you try to use them all the clients joining the server will get a JIP error rip

icy reef
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Honestly cant wait to see how chernarus looks in ArmA5 in 2034

worthy jungle
barren spoke
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if i am not finished by 2034 then i go for plan B ๐Ÿ˜‰

barren spoke
sharp sandal
icy reef
dusty niche
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I managed to get my conflict PvE/PvP layer into a playable state. Unfortunate the new update caused so many issues. I will eagerly, yet patiently await the new map update so I can begin working on it again.

Just a question though, in the next update will the playable area be expanded to include more of the east or south of the map?

barren spoke
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the update is more or less alot of bug fixes. new buildings, fixing and changing the already play area to match how it looked in dayz. an Update Combat ops game mode, and a Performance update " if frog willing " and of course green mountain

dusty niche
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Nice! Keen to see how the areas look with the new touches. May the great frog be kind to us all

visual mason
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idea: wouldnt it be cool if multiple people worked on different towns? example, someone before had worked on that town south of green mountain, it would be nice if you could copy-paste that town into the official mod version (if thats possible) and you could do finishing touches. it would make this map be finished a lot quicker. even if they are done with some of the vanilla buildings, the towns would still be nice as placeholders

barren spoke
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no.

winged bronze
unreal elm
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I have a question for OP, how did you create the terrain itself?, was it all replicated by hand or did you import it from arma 2?

barren spoke
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Arma2, + an fanmade heightmap from the forums merged together. and then resized up and changed cellsize.

winged bronze
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@barren spoke this bug broke my brain ngl lmao

barren spoke
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door inception ๐Ÿ˜‰

winged bronze
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its one mesh so im really fucking confused

barren spoke
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most likely that happend when i changed all the stuff around, but i am very certain that is already fixed on the dev branch

winged bronze
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I actually think its some kind of replication bug, theres only one set of doors in the prefab. A new one for me. Server loaded the door twice basically.

barren spoke
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huh thats a new one

winged bronze
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Ive seen some weird shit in 1.2 already dont worry pepelaff2

jagged elbow
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Sorry, is the map updated for 1.2's navmesh updates?

barren spoke
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no not yet

visual mason
winged bronze
winged bronze
winged bronze
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๐Ÿ˜ฎ

thin pine
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Yo been playing on your map for a few days, solid show man. I know this takes a long time to create, especially attempting to do a one for one replication. Question any idea when the coastline might be updated?

thin pine
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lol got ya

barren spoke
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The Performance update, Fixed A lot of errors, Fixed issues with Combat ops, Changed some areas to match more closely to DayZ, Added New custom Buildings.
Generate New Navmeshes,
Added Green mountain
Added Custom Loadouts for Combat ops.
Changed all Castle Models for A2 version but updated version

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I might have forgotten some issue but just msg here and i will fix it

restive trout
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Would be the BuildingPack also be updated?

barren spoke
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yes,

winged bronze
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Godzilla

winged bronze
barren spoke
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i knew i forgot something

winged bronze
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also I noticed some random buildings in your occluder layer, not the end of the world but figured you might wanna know

barren spoke
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yea i forgot to move them but it shouldn't be any issue.

winged bronze
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so many occluders peepoSheesh

barren spoke
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hotfix for the addon is going up est like 30 + mins, due to bohemias workshop meowsweats

winged bronze
icy reef
worthy jungle
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hyped

barren spoke
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Hotfix upp for the change that i forgot

winged bronze
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@barren spoke is it intended that these snowbreakers are prefab generators? they are throwing errors

 ENTITY       : Create entity @"ENTITY:749759" ('PrefabGeneratorEntity') at <5044.537109 476.691010 15021.155273>
  SCRIPT    (W): A Generator is not a direct child of a shape at <5044.537109, 476.691010, 15021.155273>
 ENTITY       : Create entity @"ENTITY:749762" ('PrefabGeneratorEntity') at <5037.226074 476.691010 15024.803711>
  SCRIPT    (W): A Generator is not a direct child of a shape at <5037.226074, 476.691010, 15024.803711>
 ENTITY       : Create entity @"ENTITY:749765" ('PrefabGeneratorEntity') at <5031.479980 476.691010 15027.213867>
  SCRIPT    (W): A Generator is not a direct child of a shape at <5031.479980, 476.691010, 15027.213867>
 ENTITY       : Create entity @"ENTITY:749768" ('PrefabGeneratorEntity') at <5024.710938 476.691010 15030.366211>
  SCRIPT    (W): A Generator is not a direct child of a shape at <5024.710938, 476.691010, 15030.366211>
barren spoke
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yea, i just forgot to detach them, but they are just trying the error once and not again so its fine, but i am working on hotfixes for some, hopefully out tommorow

winged bronze
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25k view distance hits different peepoSheesh

meager widget
ebon jungle
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Does the tower have collision now?

barren spoke
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yes

ebon jungle
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Cool

dusty niche
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Hells yeah! Can't wait to dig in and see the changes

worthy jungle
meager widget
restive trout
barren spoke
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#hotfix 2
Fixed errors, update lods for some prop assets in school. Updated Navmeshes

winged bronze
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Add this one onto your list of future fixes:

Open Powerline_Railway01.et with a text editor and delete the hit zone block from the SCR_DestructionFractalComponent, it doesnt exist any more and I dont think it can be fixed in the Workbench itself, maybe if you resave it or delete the component

   "Additional hit zones" {
    ScriptedHitZone Default {
     HZDefault 1
    }
   }
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Also it doesnt seem to like your topology file:

WORLD        : WORLD        : Entities load '$ChernarusReforged:worlds/ChernarusReforged/ChernarusReforged.ent'
WORLD        : Entities load '$ChernarusReforged:worlds/ChernarusReforged/ChernarusReforged.ent'
 WORLD        : Entity layer load @"$ChernarusReforged:worlds/ChernarusReforged/ChernarusReforged_Layers/default.layer"
  RESOURCES (E): Wrong GUID for resource @"{49C8C4AFA2F5D9E1}Images/UI/Map/ChernarusReforged.topo" in property "Map Geometry Data"
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should be {A22EDD7F7B1F23D1}Images/UI/Map/ChernarusReforged.topo

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you can edit with text file or set it to no value and then repoint it to the file, the GUID change for some reason or other

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There still one bench inside Barrack_L_v2.et that is throwing an error:

ENTITY (E): Destructible SCR_DestructibleEntityClass doesn't have a initial and final phase!

Should be the BenchSchool throwing the error

And the TableOld_01_brown is throwing similar error inside the 5_Floor_Appartment.et

barren spoke
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Hotfixed pushed should fix those issues now,

winged bronze
winged bronze
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magic tree on my marker

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theres a few in this area

barren spoke
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Hotfix
Fixed on Terrain - Floaters, Added abit of details to some areas, added New streetlamps, Added New industrial Lamp, Added new Bleachers to Ski Area. Fixed the roads abit up there too.
Combat ops - Added New mission at the ski area

ebon jungle
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Sweet

visual mason
winged bronze
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Wrong GUID on the topology file again for some reason

 WORLD        : Entity layer load @"$ChernarusReforged:worlds/ChernarusReforged/ChernarusReforged_Layers/default.layer"
  RESOURCES (E): Wrong GUID for resource @"{49C8C4AFA2F5D9E1}Images/UI/Map/ChernarusReforged.topo" in property "Map Geometry Data"
barren spoke
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i am really starting to hate this engine, if you fix one error two things pops up

zealous yarrow
winged bronze
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you dont need to delete the old one if that is what you were doing, same with the 2d geo, just generate the tga file then right click and import it, once its imported once it should auto update each time you generate

barren spoke
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trust me i delete them and reimport the new one just for safety but it just keeps happening.

winged bronze
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if you delete them the meta file will be destroyed and then the new one will be given a new unique GUID, which means the map ent will have to be updated again

barren spoke
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considering it takes like 40-50 mins just to generate its just annyoing,
but i relink them with the new guid so it shouldnt be a problem

winged bronze
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yeah for some reason they generate the whole topology file in memory first before saving

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so if you dont have enough ram you literally cant generate your topology for a large map unless you turn off hill generation

barren spoke
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I am good for ram I got 128gb . but it seems like its not using up alot now a days its just using 10 gb

winged bronze
barren spoke
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i am currently doing it

winged bronze
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oh maybe they fixed it in 1.2, I havent tried recently

barren spoke
winged bronze
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I managed to hit 50gb+ before so it does seem like they fixed something

barren spoke
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yea but it takes about 1 hour for me it seems like

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so there is still alot of improvning needing to be made there

barren spoke
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Hotfix - Fixed Guid error, Added Garage Shed, Added Double Streetlamp
Terrain Added the military camp near the dam Added som detail novosbor farm area, Added Military Camp near Staroye. and Added some details to some other Areas

visual mason
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this streetlight lights up too small of an area

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i dont think this bathroom door should have a window

barren spoke
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meh, some people do have it like that.

visual mason
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oh ok, that is completely foreign to me

barren spoke
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some homes here in sweden that i been to have it like that don't know why, maybe we swedes are just ๐Ÿ˜ˆ

visual mason
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haha, ok

coral fable
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The Germans have the poop shelf in their toilets, the Swedes have the bathroom door window. Such is life

vagrant drum
restive trout
# coral fable The Germans have the poop shelf in their toilets, the Swedes have the bathroom d...

Only a minority in germany install in a new home toilettes with poop shelfs (<10%). My thoughts to the window: Besides that this maybe is a thing in a country, the assets in the game should designed common as much as possible. And for the argument that is a "environmental story": Nothing in the building can explain that (wait, maybe a letter is laying around were the landlord is responding negative to a request of the flat tenant that he won't change the window for some reason).
My compromise would be: blinded glass in the door windows.

restive trout
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Hi @barren spoke,
one question: Were in the building pack can I find the street lights that are shown in the picture from Some Sangheili or are they vanilla?
#1081693797504782406 message

barren spoke
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Thats vanilla its a Powerpole with a lamp attached to it

visual mason
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wait thats vanilla?? whoops

barren spoke
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well its vanilla with a light just attached to it

visual mason
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oh ok

barren spoke
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Hotfix going up soonish - about 40 mins
Terrain - Fixed floating objects found near a military stop,
Objects - Changed Lignting posisiton for double streetlamps to a better Angle. Changed Industrial light so you can shoot out the lamp on it, Added New Fence models, Fixed missing Firegeo on Leftdoor of shed Garage

barren spoke
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Publish failed, don't know why, will test again

barren spoke
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nop still fails so no patch today

rustic sand
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Workshop is broken since yesterday

rustic sand
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Workshop fixed ๐Ÿ˜‰

rustic sand
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IDK if it's related to the map but we've got this message in our logs:

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PATHFINDING(W): Failed to create instance of custom link! Tile: [157, 545], link_idx: 4

PATHFINDING(W): Failed to create instance of custom link! Tile: [157, 545], link_idx: 4

winged bronze
rustic sand
#

Damn!

meager widget
ornate jasper
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Is a Reforger issue, Not map.

barren spoke
sand mortar
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nwaf looking good

ebon jungle
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Oh damn new bunkers

barren spoke
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Hotfix finally got uploaded,
Terrain - Fixed floating objects found near a military stop,
Objects - Changed Lightning position for double streetlamps to a better Angle. Changed Industrial light so you can shoot out the lamp on it, Added New Fence models, Fixed missing Firegeo on Leftdoor of shed Garage
Added Concrete Bunker,

zealous yarrow
winged bronze
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There is an asset that is in ChernarusReforged and WolfsBuildingPack that seems to have a high chance of crashing the client when they are connecting, sadly the logs are super vague and I cant seem to find the specific issue.

You can recreate for yourself by hosting a dedicated server on the map and connect/disconnect a few times. I can also recreate the issue on Eastern Europe that makes use of a few building pack prefabs such as the 5 floor apartment.

My other theory is that the issue stems from this new render bug that @timber blaze has referenced a few times else where.

KekStressed

barren spoke
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I have spotted a gpu error pop up that just goes haywire and spams the logs with over 400k errors. But that is sadly on bi

sand mortar
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Will we get any teasers on whats being worked on next?

barren spoke
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oh a small teaser, just to be a little nice

ebon jungle
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Oh hell yeah

visual mason
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its great that these buildings are gonna have full interiors unlike arma 2 and even dayz, where the interiors dont make any sense at all (example, chimneys on exterior but no fireplace inside, locked doors that would lead into a very small or weirdly shaped room)

ornate jasper
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Please, keep updating this map!

barren spoke
#

I am

winged bronze
barren spoke
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yea i think the 1.2 patch might have bugged something up on the main game itself ๐Ÿ˜ญ

winged bronze
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theres some issues but Bohemia is aware and working on them prayge

barren spoke
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Indoor Layout of the cabin building, Still got to put up curtains and of course make doors

coarse arrow
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Cabin my beloved

sharp sandal
cobalt jacinth
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as opposed to their arma 2/3 counterparts, lol

barren spoke
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well to the best abilitity it is as most of the houses in a2/a3 wasn't made for interiors in mind so a lot of them have windows and doors placed to extremtly thin walls and such

rain pebble
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I've wanted to write for a long time, if you need me, I'd be happy to help build the castles in Cernarus.

slate sandal
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Iโ€™m sorry if this has been asked. On GM Iโ€™m unable to have the session save so every time we add a mod and have to flip the server we lose everything placed. Am I missing something or is this normal on the map itself @barren spoke

barren spoke
barren spoke
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hotfix up, added 2 new buildings, Fixed floating stuff

slate sandal
ebon jungle
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Seems the bulk if not all custom buildings don't have interior sound

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Is this a known thing?

winged bronze
#

A few material errors to add to the list salute

{BF1CDF16153FCDB7}Prefabs/Props/Structures/Doors/Door_Armory.et

RESOURCES (E): Can't remap 'Assets/Houses/Military/Barrack Armory/Armory_door.xob' material from 'Cowshed_01_Door' to 'Assets/Structures/BuildingsParts/Doors/Data/Cowshed_01_Door_Wolf.emat'. Source material do not exist

{58471E0A4946FD84}Prefabs/Props/Structures/Doors/DoorLeft_ShedGarage.et

RESOURCES (E): Can't remap 'Assets/Houses/Town/Sheds/Shed Garage/Leftdoor_GarageShed.xob' material from 'Cowshed_01_Door' to 'Assets/Structures/BuildingsParts/Doors/Data/Cowshed_01_Door_Wolf.emat'. Source material do not exist

{ADD4CDCFEAC5E8BE}Prefabs/Props/Structures/Doors/LeftSchoolDoor.et

RESOURCES (E): Can't remap 'Assets/Props/BuildingStuff/Doors/SchoolDoor/LeftSchoolDoor.xob' material from 'Door_Mat' to 'Assets/Props/BuildingStuff/Doors/Barn Large Door/Data/Door_Mat_Left.emat'. Source material do not exist

{BCF4F3411D3B2075}Prefabs/Props/Military/Bunkers/Bunker_Tower.et

 RESOURCES (E): Can't remap 'Assets/Props/Military/Bunkers/GuardTower_Bunker.xob' material from 'Sandbags_01_Bunker' to 'Assets/Props/Military/Sandbags/Data/Sandbag_01_Burlap.emat'. Source material do not exist
 RESOURCES (E): Can't remap 'Assets/Props/Military/Bunkers/GuardTower_Bunker.xob' material from 'Sandbags_01_MLOD' to 'Assets/Props/Military/Sandbags/Data/Sandbags_01_Burlap_MLOD.emat'. Source material do not exist
visual mason
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pole in the road

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theres also another one further down the road to the west

barren spoke
sharp sandal
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Will you also update the building pack?

barren spoke
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yes

rustic sand
#

Colision issue with this sheed. When we go under with vehicle, the sheed go down

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Pole in road

rustic sand
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At Novaya, wall on the main road (east side)

regal sluice
barren spoke
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i have the school setup with portals and probes still nothing.

regal sluice
#

I have an example building somewhere that works correctly.

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If I can't find it I'll make a new one.

visual mason
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footpath/sidewalk could go further back from the road here (town name visible in pic)

zealous yarrow
visual mason
visual mason
#

outhouse in barn

barren spoke
#

oh yea i kinda forgot to say the thumbs up means that i fixed the issue on the dev build. so you guy know that i aint ignoring the feedback ๐Ÿ™‚

visual mason
#

haha ok, thanks for letting us know

barren spoke
#

Update up with fixes for all those stuff, + some changes to collision of models lightportals added for some buildings occlosions added for some, and some detail added. also changed the navmeses a bit and cleared up the folders to make everything look cleaner.

winged bronze
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  ENTITY       : Init entity @"ENTITY:2469" ('GenericEntity','Assets/Structures/BuildingsParts/Doors/Door_HouseAddon_Shed_E/Door_HouseAddon_Shed_E_L_EXT_COV_01.xob') at <5915.875000 279.981750 10127.518555>
   MATERIAL  (E): Object 'Assets/Structures/Agriculture/CowshedBarnLarge/LargeBarn.xob': Light portal doesn't have MatLightPortal material assigned!
visual mason
#

floating object + dirt tire tracks on concrete looks a bit weird (especially considering the tracks sink into the concrete), dunno if its like that in dayz

barren spoke
#

this is how it looked like in dayz

visual mason
#

yeah the dayz version makes more sense because its just dirt and the tire tracks arent digging into the ground

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so yeah i suggest using a different dirt road if u can

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also i have an idea: make the military checkpoints on the roads like a template thing, like how in gamemaster on everon/arland you can see all these small, medium and large circles for placing military tents and stuff around the map. maybe have those circles in place for those checkpoints for gamemasters/mission makers who dont want to dodge a whole bunch of hesco walls everytime they drive down a certain road

barren spoke
#

i might do that later at some point but currently that will take so long as i need to create new prefabs with that composition so you can place them down. but i will keep the suggestion in mind for a later point

visual mason
#

ok, cool

visual mason
olive bramble
#

How close would you say a costal town and a route from the coast going inland, to meet the current completed towns, would be to being done?

visual mason
#

pic 1 and 2: tip - it looks much cooler having dirt roads seam into different directions when theres a T-junction like how it looks in pic 2.
pic 3: there is a lot of grass on the concrete roads in the military area in the north west corner of the terrain
pic 6: most if not all of the electrical poles are half floating off the ground in at least the area of the previous pic. not sure if that is like real life

#

im also curious as to why this area hasnt been filled with houses yet, since its so far in the 'populated' zone. not trying to be impatient, just curious if u forgot or something lel

barren spoke
#

I haven forgotten about it, just needs alot of buildings made that fit alot better then the vanilla ones, Grass on the concrete is not much i can do about due to how to engine spawns the grass per texture, eletric poles i don't know why the spawn like that seeing thats how bohemia set them up

visual mason
#

oh ok

visual mason
visual mason
#

lots of trees and bushes around this area that are floating

#

reflectors are sunk too much in the ground here

visual mason
#

I made a map highlighting too-narrow roads (you try doing logi runs on these roads while staying in your lane, youโ€™ll know what I mean) (You can also tell by just placing two trucks next to each other in each lane) if you ever change your mind about widening them

#

i hope i dont seem like im micromanaging this terrain. just wanna help make this map be the best it can be

visual mason
#

these two reflectors should be deleted as there is no room for them

visual mason
#

floating rocks

#

picnic tables are too close together for customers to navigate around them

#

just slightly growing out of the road

#

i think you should experiment with the brick/cobblestone/whatever ground texture as seen in pic 2, it might make places such as pic 1 look better

visual mason
barren spoke
#

Update
Fixed the issues that was brought up,
Added a New building an Workers Barrack
Changed the texture of the large cowshedbarn.
Changed Collision model for CastleTower.

barren spoke
#

pushing another update due to a floating object i found.

restive trout
#

Because it would streamline your update workflow:

  • you can add models to the pack although you have started your terrain mod in the workbench
  • the terrain would be smaller over time by shifting the models/references to the building pack over time (of course it would stay the same size over both mods)
  • you only have to update the building pack for models and not both right now
barren spoke
#

I made that decision at the start that i never wanted to force people to download two mods just to be able to play the map

unreal elm
#

Good idea man, are you working on the house block buildings?

barren spoke
#

i am currently working on the villages houses first

visual mason
#

possibly one of the biggest bugs i have ever found (im running out of things to point out)

ebon jungle
#

That's true

visual mason
#

fallen tree in the ground

#

quite a sharp incline next to the dam

#

no idea what the water is doing here...though i gather u havent completed the stream here yet

winged bronze
#

these green tents have arsenal boxes inside them that are functional, not sure if intended or not. If you want to disable them just turn off every component in here except MeshObject and RigidBody on the AmmoBoxArsenal generic entities

lethal anchor
worthy jungle
flint imp
toxic ermine
#

is driving enabled?

barren spoke
#

yes

zenith rivet
#

not sure if you have seen this one yet

zenith rivet
visual mason
#

opinion: with fallen trees on dirt roads, since this version of chernarus isnt set after an apocalypse, i think people would be moving them out of the way. and its also slightly annoying having to dodge them sometimes

#

also im not a big fan of wrecked vehicles on roads, i think the only instance of this is on the road north of the airfield. wrecks on roads should definitely be something placed by mission makers or game masters, otherwise people arent gonna like driving through it

visual mason
#

im sure u would have come across this eventually

#

locations of underground trees on roads

quartz quarry
#

Its not possible to run this map without a dependency, unless you remove the items yourself.

#

If it is a dependency for this map, then yes, it is necessary for this map to run.

#

That mod includes large apartment buildings and I believe some Arma 2 assets used in DayZ's Chernarus (which are used here).

#

Idk if it has dependencies, thats why I'm saying "If it is a dependency", then it matters.

sharp sandal
#

It used to have the Building Pack as a dependency but it doesn't anymore since the buildings have been integrated, so you can run it fine without

visual mason
mint wind
#

Need someone like you in my town to report potholes

barren spoke
restive trout
#

Hi, I would ask if there is an update for the building pack in the near future?

barren spoke
#

Don't know yet i need to get my new parts for PC first seeing as my cpu decide to kill itself over the weekend but those should arrive sometime next week

winged bronze
#

what CPU was it?

barren spoke
#

I9 13900k

#

intel has even said there is alot of problems with the 13 gen mine had problems from day one it survived about a year. Never going back to intel now its going to be amd ryzen 7 7800X3D

winged bronze
#

ah yeah, I had a feeling you were gonna say 13th or 14th gen. you might be able to RMA it honestly with all the drama going on

barren spoke
#

Yea thats the plan then sell it off a bios patch is comming in August but I dont want the Hassle with it anymore

barren spoke
#

and we are back in business

lone crag
#

Can't wait for the coast to be done.

visual mason
#

i cant weight to see what those 3-4 storey apartment blocks look like (the ones that line the streets of chernogorsk)

lone crag
#

That's what I'm saying. I've noticed buildings have full interiors unlike arma2 and Dayz. If he's doing full interiors for these buildings, I think it will be awesome. Even if it isn't full interior it will be crazy seeing it all in the new engine.

timid sierra
#

Hello, this is a really good map. I created a Chernarus layer in Conflict, but I'm having issues with Xbox players experiencing FPS drops or getting kicked out. Is anyone else facing this issue on their Conflict servers?

meager widget
visual mason
lone crag
visual mason
#

something thatll make the map look cooler and neater - filling in the outer corners of intersections/t-junctions with concrete/tarmac so that cars can turn without driving off the road

visual mason
#

driving around eastern chernarus in autumn is such a vibe

open kernel
sweet stag
open kernel
solid cedar
#

@barren spoke FYI I am making a PVE conflict version of your map, but there is a glitch in 1.2 that removes the ending bracket of your default.layer file. Can you open the default.layer file of your base map and add an ending "}" please? It messes with the camera in Building mode and Armavision

#

sorry I think it's specifically one of the world entity's in the default.layer

winged bronze
#

Oh thatโ€™s why the building mode camera has been so buggy? Hmmge good to know

barren spoke
#

Yea will do that when I get home. Hotfix is eta tommorow still got a building to finish

copper laurel
open kernel
copper laurel
#

on conflict it causes crashes

open kernel
barren spoke
#

pushed an update, fixed several issues, i gotta take a look at the missing bracket where it exactly suppose to be,
New update addes the rural store building
And fixed the missing navmesh on Combat ops.

visual mason
visual mason
#

found in the attic of the brown rural building

keen ocean
#

I love chernarus, something about that autumn vibe gives my brain happy feels

barren spoke
#

Oh no the first birds has been found

visual mason
#

the 'first' huh...

worthy jungle
#

dedicating my life to finding pigeons

barren spoke
#

I am more suprised you found that one first

wanton shale
#

seems that new red buildings have different color on distant LODs

barren spoke
#

Yea that would be mlod just a temporaly building until i finish the real one

rich marten
winged bronze
#

Need to run Validate tool btw

  • Two houses overlapping
  • A few different props under the world
#

also you got a few tents in default layer but you prob spotted those already

barren spoke
#

ah yep, i have been working on fixing the sounds for all the buildings currently got about 80 % working now, the other thing i do that before the next hotfix

winged bronze
#

from one of our players:

Chernarus map; Vavilovo administration building, the ladder at the back of the building seems to be unusable

wanton shale
#

dam probably could use RoadNetworkBridgeComponent so the AI could pass it
it's just an array of relative vectors and pretty easy to setup ๐Ÿธ

barren spoke
#

They already can do that ๐Ÿ™‚ atleast in my latest tests they just drove over the dams, without needing to have the roadnetworkbridgecomponet, but it has been added just incase

hasty shuttle
#

near Novaya Petrovka

ember dock
#

Hey I can't download your map for some reason off of a server and even the workshop

barren spoke
#

thats a workshop error nothing i can do about that.

ember dock
#

I was going to try to wipe my mods but idk if that will fix it

#

It did

rich marten
#

@barren spoke , out of curiosity, how did you go about bringing the base terrain of Chernarus into the world editor?

barren spoke
#

Arma2, + an fanmade heightmap from the forums merged together. and then resized up and changed cellsize. And please don't ping me at 5 in the morning

rich marten
rich marten
barren spoke
#

working on updating the supermarket model currently,

ebon jungle
#

Ooh looks nice

solid edge
#

That looks way better! Nice one

haughty yoke
barren spoke
#

the new exterior is completed

barren spoke
#

I wouldn't know seeing as I can seem to watch that clip blobdoggoshruggoogly

winged bronze
#

wasnt my video, let me reupload, damn you discord imp_angry

barren spoke
#

ah oh yea i fixed that in a build but that will be comming in an update soonish

barren spoke
ornate jasper
#

I can only nut so much dude.

nocturne sentinel
barren spoke
#

becuse its early morning in that picture.

visual mason
stark pasture
barren spoke
#

i don't think its the 1.1 lightning update that might be causing the darker shadows it might be the placement of the probe, as bohemia place their probe in an rather open area and I like to place them near a forrested area.

nocturne sentinel
stark pasture
#

Env probe should be located in most neutral area on the map. F.e in the field

pseudo smelt
#

Commenting to keep updated!

regal sluice
#

For future reference there is a follow button at the top right.

barren spoke
winged bronze
#

did you ever try the autumn mod btw? it works really well, nice way to change things up for each season

barren spoke
#

yep when i play escapist or pve mode on chearnarus i play with that mod on and its make it looks more like the chernarus i am used to from arma 2 ๐Ÿ™‚

meager widget
#

Good old Arma 2 Chernarus

wanton shale
#

akschually it's more like DayZ Chernarus, at very least topologically, - expanded north, panel buildings near cherno, tisy milbase etc ๐Ÿค“
btw, there were some pretty neat variants of Cherno in A3, I liked Podagorsk and Utes crossover

copper laurel
wanton shale
restive trout
rain horizon
#

@barren spoke is there any reason why my server wouldn't be loading the latest save while using your map? I'm trying to keep my combat outposts persistent but it seems the scenario does not allow for that.

If it's easy to change, I would really appreciate it. If it's gonna be a pain in the ass, don't go out of your way. I know we're all busy with real life.

barren spoke
#

no clue why it wouldn't be loading the latest save,

#

as there nothing I do to setup that, atleast that I am aware of

sand mortar
#

there is, let me try find it

barren spoke
#

ah ok

rain horizon
#

thanks hartley!

barren spoke
#

two new buildings

thin pine
barren spoke
#

No

thin pine
#

Gotcha bud no worries, loving the new content man keep it up

rain horizon
timber blaze
rain horizon
#

alright thanks

worthy jungle
barren spoke
#

yes

worthy jungle
nocturne sentinel
coral fable
#

Does anyone else have the issue on this map where they will occasionally lose all audio and eventually be dashboarded after that? Im on a seriers S so its entirely possible thats the issue

nova rose
#

Me like this map

latent depot
pseudo smelt
latent depot
open kernel
stark pasture
#

Hi, could you please create your own MapEntity instead of overriding vanilla one in world? In RHS we use this as map identificator for our GPS systems, and unfortunately we cant detect changes made in world.

barren spoke
#

yea i can do that for the next update

barren spoke
#

Update " the fixing interior Sound "
Updated several models to fix interior sounds
Added some new Props and buildings
also created my own Mapentity
Fixed flying stuff
fixed some other stuff "- I honestly can't remember anymore -"
Changed the area of tri kresta to look better.
Changed the Appartment Building to an better performance one and Better interior one. a ladder will come soon for the roof becuse i forgot it keksad

winged bronze
#

I think you might have blown up the workshop pepelaffpoint

barren spoke
#

oh well i might as well upload the missing ladder when the workshop is down Devilish

#

oh nevermind its completly down now

barren spoke
#

Update " Adding the missing Ladder "
added the missing ladder for rooftop acceses.

visual mason
#

also the new update makes bacons weather mod not work with this terrain anymore :(

winged bronze
#

I assume maybe theres a custom weather state file because of the current world editor bug where the default weather is cloudy in the editor

#

(this one is fixed in Reforger 1.2.1 so we wont need the custom state files any more thank god)

barren spoke
#

most likely, i will remove that when the new patch comes out.

barren spoke
#

Update
intergrated the latest version of the buildingpack
Changed the timeandweathermanager
Fixed powerpole on the road

winged bronze
#

@barren spoke I think there were some trees under the world btw, do you know how to run the valid checks in world editor?

barren spoke
#

yep, entites - Valdiate entities

visual mason
#

the other railbridge to the east is also like that

visual mason
#

found another sunken bridge

barren spoke
#

Must have missed then when I was going my fixing for the building pack

winged bronze
#

the tilted over truck pepelaff2

visual mason
#

yeah i was trying to get a trains pov and then i took a tumble

visual mason
barren spoke
#

na, same model just forgott about some.

visual mason
#

ah ok

visual mason
#

floating rubble

visual mason
#

bushes/trees on road

fading ivy
#

Are there still issues with this map on Xbox?

sand mortar
rain horizon
sand mortar
#

im fine on my end

visual mason
#

strange nature anomaly

visual mason
#

i havent seen this on everon before, but on certain forest floor textures, the ground becomes very shiny at certain angles when wet. im not sure if this is a chernarus problem

winged bronze
#

did we ever figure out why camera stuff is broken on this map specifically? conflict build mode etc

barren spoke
#

don't think so

visual mason
#

the road around here could use some leveling/smoothing

visual mason
#

the glass clearing doesnt match the road texture position

visual mason
#

so cosy!

ornate jasper
visual mason
#

two bumps on the road that need smoothing out

visual mason
#

i hate to be too nitpicky here, but when u start replacing vanilla buildings with dayz buildings, novaya petrovka could use a bit of a facelift; some of the sidewalks and roads are untidy and unaligned with each other. vybor's sidewalks are done better

visual mason
#

some things to point out in vybor:

  • upside down sign
  • pedestrian crossing sign without pedestrian crossing
  • half a pedestrian crossing
  • a lot of the seats/benches in the town are unaligned with their surroundings, they might be like that in dayz but thats because apocalypse and stuff
barren spoke
#

benches being unaligned with their surroundings is normal even in a non apocalypse world.

visual mason
#

just looks pretty untidy
like dont most cities in eastern europe favour symmetry and order in their public architecture
especially since the chernarussian style is pretty old and orderly
also like if theyre going to go to the effort of bolting down a bench to the ground they may as well align it to make it look neater
idk, feel free to educate me on this subject

barren spoke
#

these benches are not bolted to the ground, benches that are bolted to the ground has a bolt next to the bottom and these clearly don't have that.

visual mason
#

oh lol

#

i honestly thought that public benches in most cities would be bolted to the ground to stop vandalism and theft and such

barren spoke
#

depends on the city, in the city i live in they are never bolted to the ground only at busstops

visual mason
#

oh ok. perhaps look into ukrainian/eastern european public architecture or something, it could be different

visual mason
#

pics of the benches in vybor in dayz... they look pretty aligned to me

barren spoke
#

Yes as that is benches bolted to the ground.

visual mason
#

if i understand what your saying - the vanilla benches are aligned in everon too right? if there are no bolts on them i guess thats an oversight by bi

another argument is that if they're not bolted, council workers/street cleaners come overnight or w/e and align them...idk

barren spoke
#

those it really matter if the benches are alinged no, will i change them most likely no, as i got bigger stuff to worry about.

visual mason
#

kk

#

just aesthetics i guess

sand mortar
#

it aont that deep bro

ebon jungle
sand mortar
#

exactly

visual mason
#

possibly caused by car crash

strong chasm
#

you are COOKIN here wolf, are you planning on any changes to the parts of the map you've completed?
(I'm making some missions and I'm scared a building might run away)

barren spoke
#

all buildings will change, but at a slow pace.

runic hill
#

Apropos, do you plan on changing the layout of Chernogorsk? The original was not very realistic as far as city planning goes

barren spoke
#

no plans for that

visual mason
runic hill
#

Very much agree, Iโ€™ll gonna try draw and make it atleast a bit more realistic without changing up a whole lot

visual mason
#

gate clips when open

barren spoke
#

Update 1.0.41

Various improvements Fixes to buildings being to low into the ground, fixes to several bridges being placed too low, Changed models and textures for Barn Large and Barn Small, New model for Ticketbooth, Textures and model improvement for busstop Roof model.
added occlussions to several models for performance improvments

Fixed Combat ops Spawn point that was inside a HayPile.

visual mason
visual mason
strong chasm
#

the tester (he's testin')

visual mason
visual mason
#

since i really enjoy bug finding on this terrain for some reason, im gonna be going through the footpaths looking for anomalies such as foliage in the way

thin pine
#

Bro you must have a ton of time on your hands

visual mason
#

i do

solemn stone
#

All of these is whatโ€™s stopping bro from finishing the towns. Damn

visual mason
#

it would only take a few seconds to move them out of the way for each one

#

and once its done its done

grave notch
#

senro ID?

grave notch
#

Love the work so far!! Did an amazing job cang wait till it's done gonna be dope flying around cherno and doing ops in cherno

visual mason
visual mason
#

also side note, if u drive big chungus's modded motorbike through the footpaths of chernarus its pretty fun

cold eagle
#

Defending This Map as a CDF unit is gonna be hella fun but is the coast finished yet?

barren spoke
#

no

cold eagle
ornate jasper
#

Hows the Progress on This map Coming Along? I Imagine your getitng quite burnt out wolf? I mean Chernarus is a big Task

barren spoke
#

its progressing at a slow pace, gonna be awhile for the next update due to me wanting to finish the village building models first

visual mason
#

u gonna do all the village houses before next update?

barren spoke
#

thats the plan. but its going to take a long while

visual mason
#

dayum, i cant weight

glad shore
visual mason
#

floating sandbags and chairs here

winged bronze
#
 WORLD        : Subscene load @"{2AADAC83A44E425A}worlds/ChernarusReforged/ChernarusReforged.ent"
  WORLD        : Entity layer load @"worlds/ChernarusReforged/ChernarusReforged_Layers/default.layer"
   RESOURCES    : GetResourceObject @"{C373D5359D9F2644}Prefabs/Structures/Agriculture/Barn Large.et"
    WORLD        : Entity prefab load @"{C373D5359D9F2644}Prefabs/Structures/Agriculture/Barn Large.et"
     RESOURCES    : GetResourceObject @"{41A59B40B4A00391}Prefabs/Props/Structures/Doors/Barn_Large_Doors.et"
      WORLD        : Entity prefab load @"{41A59B40B4A00391}Prefabs/Props/Structures/Doors/Barn_Large_Doors.et"
       RESOURCES    : GetResourceObject @"{B74BE44BA4CFA698}Prefabs/Props/Structures/Doors/BarnDoorLeft.et"
        WORLD        : Entity prefab load @"{B74BE44BA4CFA698}Prefabs/Props/Structures/Doors/BarnDoorLeft.et"
         RESOURCES (E): Wrong GUID/name for resource @"{FD1CEC4A73F74E6E}Assets/Props/BuildingStuff/Doors/Barn Large Door/Data/Door_Mat_Left.emat" in property "AssignedMaterial"

Barn door error

winged bronze
#

any idea how out of date WolfsBuildingPackexp is? any chance there could be an update if you have time?

barren spoke
#

its extremly out of date, i have noticed there is an issue with interior sounds, could be just that exp needs it to be reimported but, seeing as the patch should be close to release i rather hold off on updating the exp building pack

visual mason
#

this stream has been left grassy for a bit here, not sure if intentional

#

also looks like the stream's pebble bed has been moved to the side here, as you can see it where the tress are and grass where the stream is

#

there are a few more spots like that near the military base to the east

visual mason
#

pic 1: grass in the stream here
pic 2 and 3: dunno if its normal to build power pole tower things on water
pic 4 and 5: water has an invisible gap here

runic hill
#

@barren spoke can you upload chernarus to exp please

visual mason
#

chernarus works fine on exp on my end

runic hill
#

Ah I just assumed it didnโ€™t my apologies

runic hill
barren spoke
#

you will need to download it on the non exp arma reforger and then you can launch it on the exp version

runic hill
#

Thanks

burnt thistle
#

Not sure, the workshop item might be corrupted.

BACKEND   (E): Fragmentizer: Final CRC of file '$profile:../addons/ChernarusReforged_5A56FA0AC53F8C80//data001.pak' do not match

Edit: Nvm completely reinstalling the server executable fixed it

runic hill
visual mason
#

ai seems fine to me. have u disabled other mods or tried it on everon?

runic hill
visual mason
#

oh ok

swift bolt
#

@barren spoke question because I'm going to start creating livonia and can you tell me how I can flip the terez 1 to 1 like on the original map?

granite bough
#

are you allowed to do livonia? i thought arma 2 maps are public but arma 3 maps are locked down

indigo bear
worthy jungle
#

hi @barren spoke, do you have a patreon or kofi?

barren spoke
#

no

meager widget
#

I am noticing the AI walking into fences. Does the navmesh require an update?

burnt thistle
#

Yes, since there were changes done to navmeshes in 1.2.1 and Chernarus wasn't updated yet.

meager widget
#

@Wolf Do you have an ETA on when you will update the Navemesh? All good if it isn't for a while, just running a campaign on Chernarus atm.

runic hill
#

@barren spoke

meager widget
#

I purposely didn't tag him, so not to disturb him if he is away far Christmas or doing something with his family

barren spoke
#

yes, please stop tagging me in the middle of the night. as iIhave my phone on full volume due to my work. and its going to be a little while before I update the navmesh, as I need to wait for 1.3 due to me starting to setup building destruction.

visual mason
#

cant u set discord to 'do not disturb' when u sleep? idk i havent tried it before

wise quiver
winged bronze
#

btw we had some members asking if you have a donation page or anything setup Wolf for all the work you do for the community

barren spoke
#

No, i don't like taking donations.

winged bronze
visual mason
#

with outside terrain tool now released, will u be integrating it into chernorus like soon or do we have to wait until like next year

sharp sandal
visual mason
#

look in the enf_showcases for a thread called outside terrain tool, wolf has shown interest in it

sharp sandal
visual mason
#

nah the modders have to make the game for bohemia it seems

hexed jolt
#

No, this is still less work than what the real devs do. It's an insane amount of work to make these base games and to make them moddable even...

barren spoke
#

Outside terrain was added last night. But will be on the next updated that is still not known when it will be pushed.

barren spoke
#

I will leave it as it was in dayz

hasty shuttle
#

I hope this is an easy transfer into arma 4, or all reforger mods in general ig

cerulean garden
barren spoke
#

What is it with the road ? Also do you have wolfsbuildingpack if that on deactivate it.

barren spoke
#

It does. In dayz its same its a small dirt walkpatch connecting them.

mighty shore
#

Any plans later on to make factions to go along with the map?, CDF, ChDKZ etc.

barren spoke
#

No plans for that. But there is mods for that already

mighty shore
#

Understandable, Iโ€™m still sad over CDF being removed from TF

marsh condor
#

Sorry for asking this, but is there any plans to finilize the Chernarus map? I was flying around and noticed that the south coast and also east coast are very empty. Any time line for that?

runic hill
cerulean garden
worthy jungle
#

Will the buildings youve been posting in showroom (and the other custom ones from the building pack) be compatibile with destruction come 1.3? New buildings look amazing btw, best modded buildings ive seen.

barren spoke
#

the apartment building is fully setup for the new system but some buildings arent done yet, and will have to wait until i am finished with all the village buildings.

lusty willow
#

I haven't checked in on this map in a few months, but ran it again this morning and man is it coming along nicely. Awesome work, thus far...

worthy jungle
#

im ready to level all the apartment buildings, never wanted to clear them anyways prayge_a

cerulean garden
barren spoke
#

๐Ÿ˜ฆ

cerulean garden
#

Shhh you saw nothing

worthy jungle
#

hate to break it to you but if i take 1 shot from a single apartment building at cherno im leveling them

visual mason
#

dayz comparison

#

dayz's window frames arent too bright

swift oxide
#

Hi Wolf, got some hazards to aircraft over Pulkovo.

visual mason
#

wow nice find

visual mason
visual mason
#

i need it

winged bronze
#

It seems that players can use doors to vault which allows them to teleport between floors in custom buildings like apartments.

Are you using custom doors? If so, is there a way to prevent vaulting on them? Or could it be an issue with the floor colliders missing something?

https://cdn.discordapp.com/attachments/1345219554942652468/1345300687700885545/Arma_Reforger_-_2025-03-01_02-39-12.mp4?ex=67c40c66&is=67c2bae6&hm=8ac1f56bbf9effda897025c35ffcf887ae1c9383ba6dd4fa6adc1299fb38d237&

barren spoke
#

fixed it sort of when increasing the thickness of the ceilings colliders

winged bronze
#

I wonder if theres a minimum size that bohemia uses for the collider

barren spoke
#

well there is uncommen and commen thickness but my colliders are thicker then that, that I know.

arctic chasm
#

Anyone have the code for the game master scenario?

small vale
#

Do u mean scenario id?

arctic chasm
#

Yes

small vale
#

Il find it one sec

#

{0862C3A42B5B5F64}Missions/GM_ChernarusReforged.conf

hexed jolt
#

You can find those on the workshop page

barren spoke
#

Gorka looking better and better with more and more new buildings.

worthy jungle
barren spoke
#

A new screenshot for you all with those new cabin buildings + used tilw used for papermap

radiant girder
#

๐Ÿ‘

ornate jasper
winged bronze
barren spoke
#

also fixed that pesky Camera bug when in building mode,

visual mason
#

may i ask if this is all coming in an update when 1.3 hits?

worthy jungle
#

๐Ÿฅบ

barren spoke
#

I Have a plan for an update for 1.3 that fixes alot of things adds alot of new things and such but the bigger update for all new buildings will take longer.

misty forge
#

That Til map is dope AF

visual mason
mighty shore
#

Will NWAF be updated to become more similar to that of which is currently in DayZ?

visual mason
granite bough
#

old NWAF best NWAF

visual mason
#

he did actually make it like that at the beginning of this mod

mighty shore
#

I would mind seeing old NWAF back

#

Itโ€™s fits the vibe of the CDF a little better

visual mason
#

yeah i feel like dayz's has too much stuff in it

mighty shore
#

To be honest tho, I donโ€™t really mind what we get itโ€™s not our map, we didnโ€™t work so long making it. I support whatever choice is made

toxic tulip
#

I'm just waiting for the coastal cities to do civ extracts (zombies duh)

visual mason
#

if u look at the 'tilw' map posted above u can see that the trees now go all the way to the coast, except for the north eastern part of the map. that map doesnt show buildings on it so i guess we'll just have to see whats in store for us perhaps tomorrow

toxic tulip
#

Skalisity my beloved

granite bough
toxic tulip
#

It's........it's beautiful

barren spoke
#

just to curv the hype, just becuse i finished skalisity the island and krutoy cap dosn't mean alot of stuff is finished at the coast.

barren spoke
ebon jungle
#

So what's being added in this update?

barren spoke
#

some updated areas, bug fixes, navmesh updated, Mapentity layout, New models for buildings and such.

runic hill
#

What areas have been updated?

barren spoke
#

most of them, seeing as many new village buildings has been added, same with the replacement of the railways with a newer one.

marsh condor
#

is the east cost still empty?

ebon jungle
#

Seems as though the mod isn't working? Trying to see if this is an issue on my end, redownloading it now.

barren spoke
#

there is a single test building in kabanino curretly that I am trying to upload a small patch to remove but seeing as the workshop is well ๐Ÿ’ฉ, its getting removed as soon as possible so no need to say anything about it.

ebon jungle
#

Oh could that be causing crashes?

barren spoke
#

nop, seeing as i have been playing on it for a while on in SP, i would recommend deleting the folder and redownloading it fully,

ebon jungle
#

Yeah doing that now

marsh condor
#

I have some download issue of Chernarus on my server.... ID: 5A56FA0AC53F8C80

BACKEND : Addon Download started 5A56FA0AC53F8C80 - ChernarusReforged
BACKEND : Downloading 5A56FA0AC53F8C80 version 1.0.43
BACKEND (E): Fragmentizer: Can't read fragment file SHA: '7daa21b2aec6143dad4f380e69277176302dccaafd2fe35b49d9f6e9094d20a4b7e9d3d98f42249e5144adee3badcb800f09ae4f1f6944ff630cdf36e7782e73'
BACKEND (E): Fragmentizer: Request error 1/11627 SHA: '7daa21b2aec6143dad4f380e69277176302dccaafd2fe35b49d9f6e9094d20a4b7e9d3d98f42249e5144adee3badcb800f09ae4f1f6944ff630cdf36e7782e73'
BACKEND (E): Fragmentizer: Retrying download from fragment 1/11627
BACKEND (E): Fragmentizer: Can't read fragment file SHA: '7daa21b2aec6143dad4f380e69277176302dccaafd2fe35b49d9f6e9094d20a4b7e9d3d98f42249e5144adee3badcb800f09ae4f1f6944ff630cdf36e7782e73'
BACKEND (E): Fragmentizer: Request error 1/11627 SHA: '7daa21b2aec6143dad4f380e69277176302dccaafd2fe35b49d9f6e9094d20a4b7e9d3d98f42249e5144adee3badcb800f09ae4f1f6944ff630cdf36e7782e73'
BACKEND (E): Fragmentizer: Can't read fragment file SHA: '7daa21b2aec6143dad4f380e69277176302dccaafd2fe35b49d9f6e9094d20a4b7e9d3d98f42249e5144adee3badcb800f09ae4f1f6944ff630cdf36e7782e73'
BACKEND (E): Fragmentizer: Request error 1/11627 SHA: '7daa21b2aec6143dad4f380e69277176302dccaafd2fe35b49d9f6e9094d20a4b7e9d3d98f42249e5144adee3badcb800f09ae4f1f6944ff630cdf36e7782e73'
BACKEND (E): Fragmentizer: Retrying download from fragment 1/11627
BACKEND (E): Fragmentizer: Retrying download from fragment 1/11627

barren spoke
#

it got nothing to do with me, as its most likely the workshop that is borked again.

visual mason
#

u gotta delete it then redownload entire thing

#

btw i remember u saying u added the outside terrain tool to chernarus, is it in the current build?

barren spoke
#

nop decide against it as it added to much strain to even my computer

visual mason
#

ah ok

pliant monolith
#

ty wolf for your good work!

visual mason
#

yeah this update is amazing, good job!!!!!!!!!

thin pine
#

Is the coastline done? That map is fire!

visual mason
#

for the coastline towns he's only placed the custom buildings down rather than vanilla buildings, so the villages are like 1/3 done

timid kraken
#

s

worthy jungle
#

seeing cherno update brings me happiness

worthy jungle
#

New desktop background ๐Ÿฅน

ebon jungle
#

I cannot get chernarus to work, for some reason it always crashes to home. Idk if it's a workshop issue or what, but I've reinstalled it, reinstalled the game, restarted the game, deleted all other mods, and just about anything I think I can do

graceful thistle
ebon jungle
#

It's an Xbox, wondering if this is just poor luck or if the map just doesn't work now for xbox

mighty shore
#

I tried to open too and it crashed

#

Iโ€™m on Xbox aswell, could be a platform thing

granite bough
#

wolf you've outdone yourself. all these classic dayz houses but without any doors blocked off, so fucking cool

mighty shore
#

I wish to witness itโ€™s beauty

toxic tulip
#

Same

ornate jasper
#

I Can not save GM Missions on Chernarus? They simply just dont show up under load?

visual mason
barren spoke
#

the last picture is just a car on the side of the road nothing else,

visual mason
#

i thought it was slightly in the way for vehicles traveling in that lane

barren spoke
#

yea i am not going to move that just becuse its slightly onto the main road like that .

visual mason
#

kk

toxic tulip
#

Chernarus still will not work for Xbox, completely crashes to home

visual mason
#

have u contacted microsoft to tell them to make a better console next time?

unreal elm
visual mason
#

wouldnt that have less objects on it than cherno coz its a desert?

#

i mean the only reason i can think of why it no longer works on xbox is because theres more stuff on the map now, its still the same size but with heaps more trees

#

could be something else tho, im no modder or dev

#

could also be a optimization problem for BI to solve

ornate jasper
#

Getting an issue where saved GM projects dont show up?

barren spoke
#

no clue for that one, gotta take a look at it

toxic tulip
#

Is there any known fix for us Xbox players or is it a sit and wait (not to sound impatient I think this will be an amazing update and I can't wait to see what you've done to my favorite map)

barren spoke
#

no known fixes as of yet.

toxic tulip
#

Alright

#

I just want to larp evacing civvies as the zeds swarm cherno (DayZ type shi)

fallen stratus
#

@barren spoke are you planning to base it off the DayZ version or the Arma 2 version?

toxic tulip
visual mason
barren spoke
#

All the above was fixed in todays hotfix

hexed jolt
#

Is the height map being fixed? That's awesome. Chernarus has had height map problems in every rendition so far!

barren spoke
#

Updated to hopefully finnaly fix the Save and load function for gamemaster.

fallen stratus
#

@barren spoke What all was added in the new update?

visual mason
#

how to experience the ultimate chernarus:

  • download 25km view distance mod and ww2_bicycle mod
  • start local gm match and spawn ur self with a bike on a random hiking trail
  • start pedalling on the trail and get blown away by the scenery
ebon jungle
#

Any idea what is causing this to just crash reforger on xbox?

visual mason
#

there were some dudes on another thread who were saying xbox can't handle as much as pc can atm. im pretty sure for chernarus its because there are more objects in this build than before

ebon jungle
#

Weird because a friend of mine has been able to run gulfcoast just fine and iirc that's nearly as big and I have also heard of zimnitrita running fine. Maybe it's the buildings? But idk how that would be the cause

visual mason
#

isnt chernarus like heaps bigger than those 2 maps tho

stable sorrel
#

Not even close

ebon jungle
#

Iirc chernarus is like 200 something kmยฒ and gulfcoast I believe was like 150~ and zimnitrita was also around Chernarus' size

stable sorrel
#

This chernarus is about the size of arland iirc

ebon jungle
#

What?

visual mason
#

yeah nah

#

alright im checking out the sizes of those two maps

stable sorrel
visual mason
#

ok so cherno is 15x15 while zimnitria is 16.3x16.3 and gulfcoast is 15.3x15.3

ebon jungle
#

That means like what's done, also pretty sure that may be old because last I played on cherno it took like forever to go anywhere which is not the case on Arland

stable sorrel
visual mason
#

yeah that description hasnt been updated since he first uploaded the map

stable sorrel
#

Damn

ebon jungle
visual mason
#

yeah maybe

stable sorrel
#

Maybe the destruction has an impact?

ebon jungle
#

Probably something somewhere that's supposed to be a \ but is a / instead

visual mason
#

frick i just found out my hiking trail bug reports havent been fixed... :( my precious hiking trails :((((
oh well, hopefully one day

barren spoke
#

my theory is not the custom buildings, as they take almost the same amount of Memory as the vanilla buildings or sometimes even less. + you would be having the same issues on zimitra then

barren spoke
visual mason
#

ok ill go thru them and ill mark on a map where the ones u missed still are

visual mason
#

Red โ€“ bush, tree, rock or powerline obstructing hiking trail or dirt road
Blue โ€“ ground texture has unnatural line in it/has unsmooth texture transition
Pink โ€“ floating trees/bushes
Green โ€“ object clipping into another
Black โ€“ chairs and sandbags are now in the ground
Yellow โ€“ can see under the water texture here/water texture doesnโ€™t meet land

worthy jungle
#

update just dropped how have you covered the entire map pepeW

visual mason
#

i did that months ago over the course of a week or something

#

i just went back and checked and compared the old bug reports with the current map

fallen stratus
#

@barren spoke Will you add the grave crosses around the different areas in Chernarus? The ones that are put there in honor of the players who have perished IRL.

barren spoke
#

no

ebon jungle
#

New patch?

visual mason
#

wolf went and fixed the bugs as shown on the map โค๏ธ โค๏ธ โค๏ธ โค๏ธ

#

those two seats at that petrol station bus stop are still in the ground tho, sandbags are fine

#

a few more hiking trail obstructions from the newly added forests

vernal nexus
#

Hey wolf love the work you've put in! Just wanted to say that there maybe be an issue with a collider of a specific house when it came to A.I spawning in it. (under the stairs) The brickbuilding01 or something along those lines. Here is a few images of the culprit.

#

I tried rebuilding navmeshes over it but issue still persist. Much love ๐Ÿซฐ!

marsh condor
#

Okay, chernarus loading started working for me ๐Ÿ™‚

barren spoke
#

hmm, could have been the workshop not fully downloading bigger files fully.

mighty shore
#

I still canโ€™t use it in private gm, but it works fine on a server

snow hull
#

Any plans for correct doors and windows size for new buildings? It will be so sad if doors stay the way they are now

#

As I recall Bis has size standardization. You can look it up on wiki

#

Also some of the buildings have weird shading in the doorsways

barren spoke
#

i already know about the standarization, but no, i have a limited space to work with. and i can't make it bigger then it is on some buildings.

snow hull
#

What do you mean by limited space?

barren spoke
#

if you take a look at how big the building are you will understand,.

restive trout
#

Hi, I would love to see the GM scenario spelled "Game Master <big Minus thing> Chernarus" like the vanilla GMs. This would calm down my inner Monk.

barren spoke
#

just for that i am going to name it Game Master // Chernarus derpWolf

worthy jungle
#

the doors actually seem more accurate to real life than the bi ones. vanilla houses are too big

glad ravine
worthy jungle
#

i find it as a negative but okie.

#

once all the areas are converted to wolfs buildings it will look normal tho

worthy jungle
#

so thats nice

visual mason
#

if u want i can take some comparison screenshots of both versions of the buildings in arma 3 (the buildings from livonia and the ones from cup)

#

heres an example

barren spoke
#

it's a noot point, I made it how I wanted it to be done, taking into account of making everything enterable.

visual mason
#

:(

stark pasture
vernal nexus
#

Another case where A.I spawn inside of a building incorrectly: Here is the exact location.

visual mason
mighty shore
#

I donโ€™t get it, I downloaded every update, I reinstalled it so many times but no matter what I do, I canโ€™t open it in private GM T-T what have I done to deserve this!?.

visual mason
#

can you open it in conflict or on a wcs server for example?

mighty shore
#

If I put it on my friends server I can use it there

visual mason
#

oh thats strange, i thought this whole time it was a hardware issue

mighty shore
#

I mean so do I, Iโ€™m on Xbox, whenever I try to load chernaurs in private GM I get kicked back to the Xbox Home Screen

visual mason
#

i mean it could be a hardware issue because like people have said its only happening on eggs box but why only on GM mode? i dunno man, maybe it could be funner exploring chernarus on a public wcs server after waiting in a 50 person queue

mighty shore
#

Welp, Iโ€™ll just keep trying, after each update. Iโ€™m sure itโ€™ll work eventually

mighty shore
#

Also when I put in on a server, it works fine for 30-40 minutes then ther server stops, not restarts, stops.

vernal nexus
barren spoke
#

i have tried fixing it even placing a large block as a collider in that space but nothing seems to work..

mighty shore
barren spoke
#

nop.

mighty shore
#

;-;

vernal nexus
#

Thanks for the attempt any ways! If you do somehow figure it out later, Iโ€™ll pop in every now or so and will post more afterwards.

vernal nexus
visual mason
#

first pic: the water in this stream flows uphill a lot
second pic: uncleared dirt road here
fifth pic: creek bed is not where the actual creek is

regal orbit
#

cool

vernal nexus
#

are these specific walls destructible?

#

attempted to ram it down with a vehicle but the wall got explosive hands

barren spoke
#

Those walls are vanilla, so they should be destructible

ebon jungle
#

Sorry to repeat and if I am annoying I can stop, but is there any clue what causes this not to work with xbox?

barren spoke
#

no clue.

hexed jolt
#

2 charges take down the walls, when it comes to explosives, 2 is one and one is none

hexed jolt
#

Reforger sapper rulebook๐Ÿ˜…

vernal nexus
#

I see, Iโ€™ll ram it again!

vagrant drum
visual mason
#

middle pics: this is a nitpick but there is a lot of clipping going on in this power station. perhaps u could make the thingies alligned parralel with the fences (i know they are not in dayz), or maybe make the compound perimeter larger to fit them in. unless u r gonna port/make the arma 2/dayz version of these objects (which are probably smaller and would fit)

barren spoke
#

and this is not helmand.

visual mason
#

floating rocks and bushes. for park benches and tables, i reckon they should be on flattened ground. would u like me to report places where park tables and benches appear on uneven ground?

#

when i say flattened ground i mean parralel with sea level

barren spoke
#

No

vernal nexus
graceful thistle
toxic tulip
#

I just wish us console players could play it, wolf cooked a little too hard ๐Ÿ˜‚

#

It looks amazing tho

mighty shore
#

I donโ€™t get the issue, like i canโ€™t use it in private gm, but it works on my server

visual mason
#

yeah u just gotta wait an hour in a 50 person queue on those 2 servers that play this map

ebon jungle
#

Wait chernarus works in servers for console? Or am I misreading?

mighty shore
#

Yes it does, or at least in my experience. Iโ€™m on Xbox and I can use it if itโ€™s on a server

forest mauve
swift bolt
#

@barren spoke can you tell me how you made the texture base for your map?

barren spoke
swift bolt
#

thanks

mighty shore
swift bolt
#

@barren spoke I have two questions
can you do something about the problem with starting chernorus on the console

and where did you get the picture of the map that you put on the terrain

barren spoke
#

No and found it online was an old dayztv interactiv map that has been scaled up. And please you don't need to ping me for random questions.

worthy jungle
#

lmao

toxic tulip
#

At least he apologized

hexed jolt
#

Elfin is a good man he was just a little lost. It is 1989 and he is just about to go through the big divorce in Eastern Europe๐Ÿ˜…

mighty shore
#

What have all these small updates been for??.

barren spoke
#

fixing stuff widing roads, and regenerate navmeshes.

mighty shore
#

still no idea with the Xbox thing.. ;-; probably stupid of me to ask

barren spoke
#

nop, and i never will, have any clue about the xbox thing. don't own one don't have anything that i can base it upon.

mighty shore
#

Iโ€™m sorry.. my apologies

#

I wish it would give some sort of error code or something, so itโ€™s not just a complete mystery. but no..

barren spoke
#

you could always make a feedback on the bi bug stuff that some maps won't launch on the Xbox-S or what ever its called nowdays. blobdoggoshruggoogly

mighty shore
#

Well thatโ€™s the thing, it only seems to happen on chernarus. Atleast in my case, and I donโ€™t think itโ€™s mod size as it worked fine before update 1.3 (Reforger update).

barren spoke
#

well when the 1.3 launched i also launched a big update, plus what also needs to tanken into account is that alot of things takes more memory now due to the destructions effects.

mighty shore
#

that could make sense, that would also explain why it works for Xbox on servers.

#

because Iโ€™d assume the server handles the memory, but when in private gm itโ€™d just be the console.

#

Again, Iโ€™m sorry for bothering you with this, I know you have more important stuff to do, I just love Chernarus

barren spoke
#

no no, its fine, but unfortunately its nothing I can do about it, or well I could just remove all the trees ๐Ÿ˜‰

fallen quest
#

De-forested chernarus ๐Ÿ˜†

mighty shore
visual mason
#

widing roads

#

heck yeah

visual mason
visual mason
#

omg i love these new wider roads! theyre so smooth and nice to drive on

visual mason
#

first pic: these are slightly floating
last pic: pustoshka has quite a few poles on the main road

#

last pic: there is another large incline on the other side of the road so i think u may have sunk the entire road here by accident

#

last pic: gorkas grass hasnt been receded from the widened road yet

#

thank u so much for making this map!! it is so much better than everon in my opinion

worthy jungle
#

everon too dense cherno has lore, vibes and open field combat

visual mason
#

for me everon looks too fake, like every field, forest and town are exactly the same and are too evenly spread apart. cherno has more scale to it and more variety in its landscape

visual mason
visual mason
#

hello sir. nitpicking again, im pretty sure these lights were yellow/orange in arma 2 rather than white, as seen here in the arma 3 cup mod

barren spoke
#

not going to change it.

visual mason
#

oh ok

visual mason
#

some forest floors are now devoid of vegetation :(

barren spoke
#

Known bug works in wb dosnt ingame don't know how to fix it currently

visual mason
#

noticed u have sort of fixed the issue above by changing the effected forest floors to pink flowers. i went and asked the dudes on enfusion_terrain and someone said "As I had understand it it happens when asphalt is in the same grid" in reference to the forest floor foliage disappearing. dunno if that means anything to you

barren spoke
#

No. That wouldnt make sens then the new one wouldnt even work.

restive trout
# barren spoke No. That wouldnt make sens then the new one wouldnt even work.

The thing is if you change your street preference and activate/deactivate "Adjust Height Map" can brake the block border by chance. So mostly this happens in the near of streets. The FAQ have a fix for that:
https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc/edit?tab=t.0#heading=h.qewil4g6939

barren spoke
#

here is the thing in the Workbench it showed the grass while ingame after published it didn't. and when i changed to the heather ones it worked fine so most likely the error sits somewhere inside my own custom plant mat stuff.

delicate fiber
#

just a design question,why did you start from the inland going out instead of from the coast in

barren spoke
#

becuse the coasts has a shit ton of towns...

delicate fiber
proud socket
proud socket
#

Thanks sir๐Ÿ˜ฎโ€๐Ÿ’จone Bug i let on the left side ๐Ÿซฉ

visual mason
quiet viper
#

DayZ mod Arma 2-> DayZ (Now we get 1 hat and 1 jacket per year) -> DayZ mod nextgen Arma Reforger notlikemeow

restive trout
sand mortar
restive trout
sand mortar
restive trout
sand mortar
#

somehow trying to explain to you one of the most simple things ever apparently

#

he is saying how the arma 2 dayz mod pioneered on chernarus, then moved to standalone dayz on chernarus and now how we can have dayz on arma on chernarus. its not that complex to understand my guy

restive trout
sand mortar
#

right because when im thirsty i speculate water will make me not thirsty? you cant speculate over facts?

#

he is saying the cycle the dayz mod and more specifically chernarus in relation to it has been through. there is no other way you can take that unless you are an a tier weirdo

toxic tulip
#

Bro I had a stroke trying to understand you two, I'm just wanting to experience this map on xbox

mighty shore
#

or atleast thats how it was last i checked

wanton shale
#

Seems that there are missing navmeshes due to rename from Navmesh_Soldier.nmn (and BTR and lowres) to Chernarus_Soldier.nmn - navmesh configs still references the old, now-nonexistent Navmesh_*.nmn file
at very least it affects game master world - AI units seems to be passive and no longer know how to navigate the game world besides basic movement

visual mason
#

2 bunkers in one

elder agate
#

I know it is well documented that Chernarus doesn't work on Xbox for local sessions, but I have seen a few recent posts in this thread saying it works fine on a hosted server. That doesn't seem to be the case on my GTX server running Chernarus. My Xbox players crash basically immediately. Have any other communities experienced this? I'm guessing things changed after 1.3 or another mod I have is causing Xbox players to have issues. Any suggestions or shared experiences would be helpful!

shadow basalt
#

ov

visual mason
visual mason
#

last 2 pics: amount of power poles is too dense until it gets to the top of green mountain

#

also im wondering if the train lines are gonna be straightened at any point; they look very squiggly right now. im assuming its because ur using railway generator

barren spoke
#

most likely not going to straighten them at this point. and about those power poles I couldn't care less about them being to dense but if I change something about density they will end up on the road. also not going to do an update for a while now. will be focusing on buildings again.

visual mason
#

this is extremely gamebreaking and i dont know how easy this would be to fix but ill mention it anyways, the reflectors on the sides of the roads are facing the wrong way; the red side should be facing incoming traffic (red on the right side and white on the left side of the road)

barren spoke
#

stop, just stop its not gamebreaking.......

visual mason
#

but i saw it and it broke my game

barren spoke
#

I don't care.......

cunning tide
#

This whole thread is just him doing this

pliant monolith
visual mason
#

it wasnt meant to be taken literally, more like sarcasm

mighty shore
#

just be glad its not one of the bushes that have an invisible brick wall inside them

cerulean garden
#

When opening the map with no other mods, it immediately crashes the game (series S, so i can't give a crashlog), when I join the map on servers I lose all audio and crash within a couple minutes

elder agate
cerulean garden
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The thing that frustrates me about it is that there are much more complex maps that work fine - as far as I can tell the map has a memory leak issue for xbox. I mean hell, chernarus as a map already exists on console dayz in a less optimized engine

hexed jolt
#

DayZ is much more optimised..

green salmon
#

Wolf you are doing a fantastic job! Love your work, try not to get burnt out from the chat. They just don't understand the hundreds to thousands of hrs that go into this stuff.

visual mason
#

u say that as if we dont also appreciate his work

pliant monolith
granite bough
#

dumpster blocking shed door

peak finch
#

Flying bushes and stones

fallen quest
#

Always will be the best map mod made for reforger ๐Ÿ’ฏ

prisma thorn
#

Seems to be an issue with Chernarus on Xbox. Game instantly crashes once you try to play the map.

elder agate
ebon jungle
#

There's a mod that makes it work but AI doesn't work on that

#

So I think the issue may be making AI work on such a big area

restive trout
#

Hi, I saw that there was an update. It seems the hospital has become some love. Would give my two cents(I know it is in early stage): Nice job with the furniture. ๐Ÿ™‚ I miss rooms for the stuff: restroom, bath, locker for cleaning tools(could be the place under the stairs) etc.
And maybe there is no need for this heating lamp on every bed.

visual mason
#

something i also noticed with the hospital is that theres no emergency exit at the bottom of the stairs. a door like that would also be good for ambulances wheeling people into the elevator

wise quiver
#

Hi Wolf. I'd like to thank you again for the really great job that you do for players and modders.
I'm really impressed by your work on super textures on Chernarus. It's simply amazing.

inland path
#

@barren spoke i noticed your doors do not inherit from the base door in reforger({F1793FE006FDF888}Prefabs/Structures/BuildingParts/Doors/Door_Base.et). Therefore any door mods do not take effect on your buildings.

Ace should be adding a door mod in a few weeks that modifies these doors. It'd been amazing if this effected chernarus doors as well ๐Ÿ™‚

inland path
#

If this is on github i can make a pr as well

meager widget
#

I haven't played Chernarus in a while. How is it for Xbox players these days?

mighty shore
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last i checked, it doesn't work for some people, including myself, and no one knows why. but from what i've seen, its coming together great

snow hull
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Love this view

visual mason
#

gman sighting

leaden canyon
#

Am i being tistic?

#

What happened?

gaunt stratus
agile sand
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banned, rip

marsh condor
#

Nooooo ๐Ÿ˜ฆ

strong chasm
#

Are you shitting me lmao

worthy jungle
#

if it was banned like that why wouldnt other mods like chernarus be taken down?

mighty shore
#

is he still in the discord?

sand mortar
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yes

barren spoke
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Yes, i am in a meeting so no time too look up this odd Ban of my building pack

devout sun
#

How Kill lot of maps - lesson 1 ๐Ÿ™‚

grave notch
thin pine
#

Yea why the heck your shit get banned

mighty shore
#

just be patient, he'll tell us when he knows and has time

ornate jasper
#

Wait what? Why did this get banned?

mighty shore
#

we don't know

rancid quiver
#

Its been unbanned

ornate jasper
#

What happened

hasty shuttle
lethal anchor
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@ornate jasper @hasty shuttle he explained it above. BI banned it due to his models looking like theirs from Arma 2 and 3 but he was able to prove he made the models he had so they unbanned it

shell parrot
timid vessel
#

Did the mod get deleted by the author or by BI itself?

mighty shore
#

no way, what, it didn't did it?

rugged relic
#

the author is no longer on this discord?

mighty shore
#

nope

rugged relic
#

hopefully he got hired by BI

ember scroll
mighty shore
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did he know it was ripped from DayZ?, i thought he used the A2 version not ChernarusPlus

ember scroll
#

I assume so, I doubt this is something you can do on accident. Maybe he thought it would be tolerated because it's allowed for the A2 version.

mighty shore
#

i suppose. an unfortunate loss, it was such a good map

#

hopefully we see someone make it again

unreal elm
#

At least the assets for the map are still allowed.

ebon jungle
wanton shale
#

I always assumed that Chernarus Reforged is the same as CUP Terrains 2.0 - Chernarus for Arma 3 - they share same or very similar height map, but actual terrain was rebuilt from scratch with no assets from DayZ. Curious why Cherno for Reforger was nuked but CUP Terrains 2.0 still there.
Unless height map was ripped from DayZ Standalone, I don't see a reason removing the terrain from workshop only on similarity basis.

regal sluice
#

He ripped the hightmap from DayZ SA

#

The other mods you mentioned used data in the Licensed Data Packs to recreate Chernarus

wanton shale
lapis prism
#

bohemia took long enough lol

mighty shore
#

Is the any way we could get that version ported into Reforger?, I assume it'd be possible just hard. I don't think anyone would do it.

regal sluice
#

If you think they started from a flat terrain and recreated Chernarus from nothing, you're definitely mistaken.

regal sluice
regal sluice
ebon jungle
regal sluice
#

The only way for him to have the exact same heightmap as DayZ SA Chernarus is if he ripped it.

#

They did start with real world height data btw, but the game(s) version of that data has been heavily altered.

#

IRl, there is no coast, that terrain is completely inland. Edit: There is actually a coast, oof. I forgot there's a river.