#Chernarus
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Man Chernarus with AI driving will be sweet
ai can already drive on chernarus on experimental
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
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.
Chernarus is on experimental?
Ok good to know thanks
its the same version as stable, but it works on experimental fine
Do AI drive right?
yes i got an ai to drive from one part of the map to the other and he made it all the way
Sweet
thats wierd seeing as i don't have generated that part of the navmesh yet.
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
probably just built into the game and not map-specific
@barren spoke when will you release updates to chernarus ?
When the update is ready.
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. 
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'
in here or near here? 
that error pops up alot all around the map, unfortantly not much i can do about that
Also @barren spoke, forgot to mention, you should double check your manager list I noticed a few missing ones, destruction, projectile sounds etc
Already fixed on my own build.

btw I would suggest clearing out the custom settings in the addon.gproj file
I know they are under the PC config but I have a feeling they are causing xbox players to crash
I would just remove all this IMO
I think some of the client crashing is coming from the errors that get flooded when you have the map open and zoomed in
dangerous power pole
probably related to some kind of vector being too large or something
I found the issue that is crashing the clients, there is something wrong with the topology file, specifically the water bodies. You can see the rivers on the far left disappearing when you zoom in and thats when the errors start spamming the console @barren spoke
I assume this river is just too big for one shape to handle
oh no better push the update out sooner rather than later so u can fix this error!!!!!
Currently looking into it,
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>
they can cause client crashes from the RPL
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
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
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.
140k RPL components is insane for one map, I think thats over double everon
the tables never got converted when bohemia changed them for some stupid reason.
ah that would explain it, I was wondering why the base ones were fixed but not the ones in your map
I mean the good news is, theres a ton of headroom here for some major optimisation ๐
and the map already runs well IMO, at least on a PC, so will be interesting to see how much can be gained
rails i have already removed the rpl componets on, so that is fixed atleast.
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.
I think I saw that one, isnt it a window on top of the roof of the factory?
would be nice of the error to say which one is causing the problem
, its not that one that is generic error due i had a material still stuck on it, that i removed later on.
is it this one?
yes, but that is not the one causing the error spam on mapentity.
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
the 2d paper map? that error is caused by the river splines on the fair left side of the map
no its not, i have already fixed that, an UTM error is and error with an collision object on an Building or prop asset.
can you show me the error because I already got the map ent to stop spewing errors thats why Im wondering
ya those are still map errors cos you can see the GUI category, did you regenerate the topology file after fixing the rivers?
yep
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
might be this one if you already did the 5000m one up top
ah well that fixed it, thanks. "crying inside of half a day wasted on something so little"
whilst you're testing turn off generate hills on your geo_2d export or else it will take forever to debug this
sorry I should have mentioned there were multiple rivers triggering the error 
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
yeah the GUI category at the start is a big giveaway for this error, technically you're thinking on the right track but its the shapes being used on the 2d paper map in this instance
silver lining is at least its fixed now and the map isnt bricked ha 
would be better if bohemia told that issue was with that object and such
yeah 100%, I was basically in the dark trying to figure it out too
on the plus side i did alot of optimizing to the collision models ๐ฅน
some floating trees spotted here (red circle next to the blue patch)
Already fixed on devbuild
https://discord.com/channels/105462288051380224/1254931598013497474 i made a whole bunch of roadtrip timelapses of several versions of chernarus in arma 3 and dayz if anyones interested. i plan on doing one for this version when the next update comes out
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
They were going to need to be rebuilt anyway. Im sure wolf will get to them when possible.
Honestly cant wait to see how chernarus looks in ArmA5 in 2034
2034? wishful thinking.
if i am not finished by 2034 then i go for plan B ๐

Bardak Distellery in Vybor?
Oh that wasn't a dig at you lmao. The work you've done on the buildings alone is great and Chernarus is a huge service to the community.
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?
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
Nice! Keen to see how the areas look with the new touches. May the great frog be kind to us all
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
no.

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?
Arma2, + an fanmade heightmap from the forums merged together. and then resized up and changed cellsize.
@barren spoke this bug broke my brain ngl lmao
door inception ๐
its one mesh so im really fucking confused
most likely that happend when i changed all the stuff around, but i am very certain that is already fixed on the dev branch
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.
huh thats a new one
Ive seen some weird shit in 1.2 already dont worry 
Sorry, is the map updated for 1.2's navmesh updates?
no not yet
.
another deadly road trap 
๐ฎ
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?
lol got ya
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
I might have forgotten some issue but just msg here and i will fix it
Would be the BuildingPack also be updated?
yes,
Godzilla
btw you're still forcing various settings in your addon file, is that intended? if not just go into your workbench addons folder and open addon.gproj with a text editor you can replace the contents with this:
GameProject {
ID "ChernarusReforged"
GUID "5A56FA0AC53F8C80"
TITLE "ChernarusReforged"
Dependencies {
"58D0FB3206B6F859"
}
}
i knew i forgot something
also I noticed some random buildings in your occluder layer, not the end of the world but figured you might wanna know
yea i forgot to move them but it shouldn't be any issue.
so many occluders 
hotfix for the addon is going up est like 30 + mins, due to bohemias workshop 
so many workshop errors these days, also whenver you get an error it doesnt auto increment the version number so you gotta do it manually
hoooolllllyy shiittt
so pretty 
Friday ๐
hyped
Hotfix upp for the change that i forgot
@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>
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
25k view distance hits different 
Are you playing like that or just looking around. It looks amazing though ๐
Does the tower have collision now?
yes
Cool
Hells yeah! Can't wait to dig in and see the changes
the 25k vd mod surprisingly doesnt hit performance much. I've got an okish specs and fps really isnt hurt, plenty of fights in sp with like -5 fps tops. In mp, i havent messed with it much but i dont think it hurts there either. So you can take in the sights while fucking up the russkies with no problem. ๐
Nice, might have to have a look.
Viewing much more far doesn't impact because the LODs kicking much earlier in for vegetation and terrain.
Play a real game mode like conflict with a lot of players and the server has to do a lot of stuff.
#hotfix 2
Fixed errors, update lods for some prop assets in school. Updated Navmeshes
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
}
}
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"
should be {A22EDD7F7B1F23D1}Images/UI/Map/ChernarusReforged.topo
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
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
Hotfixed pushed should fix those issues now,

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
Sweet
nice! great to have new additions in such a small time (relative). i hope this keeps up!
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"
i am really starting to hate this engine, if you fix one error two things pops up
Usually happens with any sort of development lol
when you generate an updated topology file, it should just override the old one and keep the same GUID, so not sure why it keeps changing
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
trust me i delete them and reimport the new one just for safety but it just keeps happening.
well thats your issue, you dont need to delete them
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
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
yeah for some reason they generate the whole topology file in memory first before saving
so if you dont have enough ram you literally cant generate your topology for a large map unless you turn off hill generation
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
watch your ram next time you generate the topology file, you'll laugh
i am currently doing it
oh maybe they fixed it in 1.2, I havent tried recently
I managed to hit 50gb+ before so it does seem like they fixed something
yea but it takes about 1 hour for me it seems like
so there is still alot of improvning needing to be made there
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
this streetlight lights up too small of an area
i dont think this bathroom door should have a window
meh, some people do have it like that.
oh ok, that is completely foreign to me
some homes here in sweden that i been to have it like that don't know why, maybe we swedes are just ๐
haha, ok
The Germans have the poop shelf in their toilets, the Swedes have the bathroom door window. Such is life
Yea it crashes my workbench when trying to generate the 2D map.
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.
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
Thats vanilla its a Powerpole with a lamp attached to it
wait thats vanilla?? whoops
well its vanilla with a light just attached to it
oh ok
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
Publish failed, don't know why, will test again
nop still fails so no patch today
Workshop is broken since yesterday
Workshop fixed ๐
IDK if it's related to the map but we've got this message in our logs:
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
and its broken again ๐
Damn!
This is seen on Everon as well. Pretty sure its a Reforger issue.
Is a Reforger issue, Not map.
nwaf looking good
Oh damn new bunkers
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,
Those wooden fences look MIGHTY big
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.

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
Will we get any teasers on whats being worked on next?
oh a small teaser, just to be a little nice
Oh hell yeah
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)
Please, keep updating this map!
I am
@barren spoke you can ignore this, issue was not related to the map itself
yea i think the 1.2 patch might have bugged something up on the main game itself ๐ญ
theres some issues but Bohemia is aware and working on them 
Indoor Layout of the cabin building, Still got to put up curtains and of course make doors
Cabin my beloved
Okay this is already a million times better than any attempt I have made so far
im guessing the buildings will have full interioirs?
as opposed to their arma 2/3 counterparts, lol
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
I've wanted to write for a long time, if you need me, I'd be happy to help build the castles in Cernarus.
Iโm sorry if this has been asked. On GM Iโm 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
Thanks for the offer but I don't think I need help in that as I still need to make the big castle on the prison island and that is a long time away before i get there,
hotfix up, added 2 new buildings, Fixed floating stuff
don't know about that one.
Thanks brother ๐
Seems the bulk if not all custom buildings don't have interior sound
Is this a known thing?
A few material errors to add to the list 
{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
known but seeing as bohemia gives no information in their wiki on how to make interior sounds work i hit a bit of a wall with that
Will you also update the building pack?
yes
Ahh I see
Colision issue with this sheed. When we go under with vehicle, the sheed go down
Pole in road
Probes and Portals. Been in the wiki for like 2 years.
i have the school setup with portals and probes still nothing.
I have an example building somewhere that works correctly.
If I can't find it I'll make a new one.
footpath/sidewalk could go further back from the road here (town name visible in pic)
agreed. Think of the bicyclists
outhouse in barn
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 ๐
haha ok, thanks for letting us know
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.
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!
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
this is how it looked like in dayz
yeah the dayz version makes more sense because its just dirt and the tire tracks arent digging into the ground
so yeah i suggest using a different dirt road if u can
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
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
ok, cool
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?
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
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
oh ok
very far away.
lots of trees and bushes around this area that are floating
reflectors are sunk too much in the ground here
I made a map highlighting too-narrow roads (you try doing logi runs on these roads while staying in your lane, youโll 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
these two reflectors should be deleted as there is no room for them
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
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.
pushing another update due to a floating object i found.
Hi Wolf, Idk if this is already answered but I'm curious why your terrain is not using the "WolfsBuildingPack" as a dependency.
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
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
Good idea man, are you working on the house block buildings?
i am currently working on the villages houses first
possibly one of the biggest bugs i have ever found (im running out of things to point out)
That's true
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
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
Map, gorgeous. So perfect I could kiss you
do it
Do it or no balls ๐
is driving enabled?
yes
not sure if you have seen this one yet
same house
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
im sure u would have come across this eventually
locations of underground trees on roads
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.
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
Need someone like you in my town to report potholes
It never did it has always been intergrated in the mod
Hi, I would ask if there is an update for the building pack in the near future?
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
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
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
Yea thats the plan then sell it off a bios patch is comming in August but I dont want the Hassle with it anymore
and we are back in business
Can't wait for the coast to be done.
i cant weight to see what those 3-4 storey apartment blocks look like (the ones that line the streets of chernogorsk)
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.
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?
Had this previously. I just think that the Xbox can't support these larger maps.
It can support large maps fine, but xbox is preset to the highest graphics quality and I realized a lot of people don't change it because they don't realize. So they crash a lot more often and have slower frame rates.
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
driving around eastern chernarus in autumn is such a vibe
Not only that but a lot of xbox players are on series S. The bigger maps runs fine on the X. Its just the S that really struggles
I'm on a Series S and don't have any issues
What maps have you played on so far? Some guys in my milsim have series S and they seem to have trouble on bigger maps like gulfcoast island
@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
Oh thatโs why the building mode camera has been so buggy?
good to know
Yea will do that when I get home. Hotfix is eta tommorow still got a building to finish
gulfcoast is too big for console to run well
I think its mostly the series S cause im on series x and it runs fine for me.
on conflict it causes crashes
Could be that the game mode probably needs updating. I noticed some maps are taking theirs off to fix the game modes.
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.
found in the attic of the brown rural building
I love chernarus, something about that autumn vibe gives my brain happy feels
Oh no the first birds has been found
the 'first' huh...
dedicating my life to finding pigeons
I am more suprised you found that one first
seems that new red buildings have different color on distant LODs
Yea that would be mlod just a temporaly building until i finish the real one
There are a lot of things that affect this more than map size tbh, it's typically more the mission scripts and custom assets that will impact their own performance.
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
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
from one of our players:
Chernarus map; Vavilovo administration building, the ladder at the back of the building seems to be unusable
dam probably could use RoadNetworkBridgeComponent so the AI could pass it
it's just an array of relative vectors and pretty easy to setup ๐ธ
They already can do that ๐ atleast in my latest tests they just drove over the dams, without needing to have the roadnetworkbridgecomponet, but it has been added just incase
near Novaya Petrovka
Real
Hey I can't download your map for some reason off of a server and even the workshop
thats a workshop error nothing i can do about that.
@barren spoke , out of curiosity, how did you go about bringing the base terrain of Chernarus into the world editor?
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
My apologizes, didn't realize the time, opposite for me at the moment.
Very clever. The heightmap was the biggest thing I had my mine on.
working on updating the supermarket model currently,
Ooh looks nice
That looks way better! Nice one
dayz vibes heavy with this one
the new exterior is completed
https://cdn.discordapp.com/attachments/1270175926667182151/1270177026967470196/ladder.mp4?ex=66c92989&is=66c7d809&hm=fedb9b96ba1e00243f5a3b4dbee73af81df26994ef6a781fcc1fa19390b963c8& not sure if this one was already flagged or not
I wouldn't know seeing as I can seem to watch that clip 
wasnt my video, let me reupload, damn you discord 
ah oh yea i fixed that in a build but that will be comming in an update soonish
I can only nut so much dude.
why is everything so dark?
becuse its early morning in that picture.
you can thank 1.1's lighting update for that
why vanilla maps are not affected by this?
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.
then u maybe should try to replace it for better lightning?
Env probe should be located in most neutral area on the map. F.e in the field
Commenting to keep updated!
For future reference there is a follow button at the top right.
looks great 
did you ever try the autumn mod btw? it works really well, nice way to change things up for each season
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 ๐
Good old Arma 2 Chernarus
akschually it's more like DayZ Chernarus, at very least topologically, - expanded north, panel buildings near cherno, tisy milbase etc ๐ค
btw, there were some pretty neat variants of Cherno in A3, I liked Podagorsk and Utes crossover
whats top right on the right map
honestly, don't know, seems that it's just custom terrain from cherno 2035
Post the picture and don't have a mod update is torture. 
@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.
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
there is, let me try find it
ah ok
thanks hartley!
two new buildings
Question have you started working on the coast? Havenโt played your map in a while
No
Gotcha bud no worries, loving the new content man keep it up
@timber blaze you got any idea what they should be looking for?
not off the top of my head, arland and everon works so compare with those
alright thanks
is this tri kresta?
yes

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
Me like this map
Yes, itโs happens to me other people too and Iโve also lose textures of buildings seeing through them looking at other people. It maybe a Xbox thing but idk ๐คทโโ๏ธ
It is, we had Hella issues with all our xbox guys being unable to stay in for longer than like 10 minutes
Weird thing is too that Iโll be at 50-60fps then outta nowhere things start to disappear ๐ซ lol but Iโll re-log and it go back to normal
Yeah same here. I want to put this on my public side of the server but xbox users cant handle it well
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.
yea i can do that for the next update
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 
oh well i might as well upload the missing ladder when the workshop is down 
oh nevermind its completly down now
Update " Adding the missing Ladder "
added the missing ladder for rooftop acceses.
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)
most likely, i will remove that when the new patch comes out.
Update
intergrated the latest version of the buildingpack
Changed the timeandweathermanager
Fixed powerpole on the road
@barren spoke I think there were some trees under the world btw, do you know how to run the valid checks in world editor?
yep, entites - Valdiate entities
found another sunken bridge
Must have missed then when I was going my fixing for the building pack
the tilted over truck 
yeah i was trying to get a trains pov and then i took a tumble
there are other rail bridges that are not sunk, tho it could be because they are different models, idk
na, same model just forgott about some.
ah ok
floating rubble
bushes/trees on road
Are there still issues with this map on Xbox?
i never knew there was issues
i tried to use it, and everybody in my group on xbox was crashing constantly.
im fine on my end
strange nature anomaly
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
did we ever figure out why camera stuff is broken on this map specifically? conflict build mode etc
don't think so
the road around here could use some leveling/smoothing
so cosy!
i can even smell it
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
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
benches being unaligned with their surroundings is normal even in a non apocalypse world.
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
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.
oh lol
i honestly thought that public benches in most cities would be bolted to the ground to stop vandalism and theft and such
depends on the city, in the city i live in they are never bolted to the ground only at busstops
oh ok. perhaps look into ukrainian/eastern european public architecture or something, it could be different
pics of the benches in vybor in dayz... they look pretty aligned to me
Yes as that is benches bolted to the ground.
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
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.
it aont that deep bro
One of the benches in this first photo is flipped
exactly
possibly caused by car crash
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)
all buildings will change, but at a slow pace.
Apropos, do you plan on changing the layout of Chernogorsk? The original was not very realistic as far as city planning goes
no plans for that
speaking of which id love to see an actual city planners take on chernarus. i wish bi would hire one for added authenticity, that would be cool
Very much agree, Iโll gonna try draw and make it atleast a bit more realistic without changing up a whole lot
gate clips when open
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.
the tester (he's testin')
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
Bro you must have a ton of time on your hands
All of these is whatโs stopping bro from finishing the towns. Damn
it would only take a few seconds to move them out of the way for each one
and once its done its done
senro ID?
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
i cant wait until they add a 128 player server that uses this map where i have ping under 300...i miss playing this map in multiplayer :(
also side note, if u drive big chungus's modded motorbike through the footpaths of chernarus its pretty fun
Defending This Map as a CDF unit is gonna be hella fun but is the coast finished yet?
no
Fair enough the maps beautiful from what it looks like
Hows the Progress on This map Coming Along? I Imagine your getitng quite burnt out wolf? I mean Chernarus is a big Task
its progressing at a slow pace, gonna be awhile for the next update due to me wanting to finish the village building models first
u gonna do all the village houses before next update?
thats the plan. but its going to take a long while
dayum, i cant weight
floating sandbags and chairs here
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
any idea how out of date WolfsBuildingPackexp is? any chance there could be an update if you have time?
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
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
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
@barren spoke can you upload chernarus to exp please
chernarus works fine on exp on my end
Ah I just assumed it didnโt my apologies
is it called something else? can't find it
you will need to download it on the non exp arma reforger and then you can launch it on the exp version
Thanks
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
navmesh broken on exp, AI doesnt follow orders
ai seems fine to me. have u disabled other mods or tried it on everon?
works fine on other maps with all my mods
oh ok
@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?
are you allowed to do livonia? i thought arma 2 maps are public but arma 3 maps are locked down
Technically you can recreate it if you don't use the game files for it. It's based on a real place and you can just download the height data of that location
hi @barren spoke, do you have a patreon or kofi?
no
I am noticing the AI walking into fences. Does the navmesh require an update?
Yes, since there were changes done to navmeshes in 1.2.1 and Chernarus wasn't updated yet.
Thanks
@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.
@barren spoke
I purposely didn't tag him, so not to disturb him if he is away far Christmas or doing something with his family
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.
cant u set discord to 'do not disturb' when u sleep? idk i havent tried it before
You're some kind of hero, man ๐
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
No, i don't like taking donations.
https://www.youtube.com/watch?v=2mR1KqnTUfU&t=31s Jackfrags playing on Cherno 
ARMA Reforger is incredible. Long Range Sniping today on WCS Mod with @OperatorDrewski and @Tomographic What a blast! Tried Wasteland too. Leave a LIKE and a comment, thanks for watching.
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
What's that about an outside terrain tool?
look in the enf_showcases for a thread called outside terrain tool, wolf has shown interest in it
Ah, ok. I was hoping for an official solution, but this is cool too
nah the modders have to make the game for bohemia it seems
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...
Outside terrain was added last night. But will be on the next updated that is still not known when it will be pushed.
I will leave it as it was in dayz
I hope this is an easy transfer into arma 4, or all reforger mods in general ig
I can't wait to ambush soviets in gorka while hueys land in novodmitrovsk and btrs storm VMC
What is it with the road ? Also do you have wolfsbuildingpack if that on deactivate it.
It does. In dayz its same its a small dirt walkpatch connecting them.
Any plans later on to make factions to go along with the map?, CDF, ChDKZ etc.
No plans for that. But there is mods for that already
Understandable, Iโm still sad over CDF being removed from TF
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?
Gonna make a cdf mod one of these days, canโt find a good camo so far
Yes, it's slow going since he's trying to make it like the dayz chenarus map almost exactly.
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.
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.
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...
im ready to level all the apartment buildings, never wanted to clear them anyways 
If i could blow up the apartments above balota in dayz they'd never be there LMAO
๐ฆ
Shhh you saw nothing
hate to break it to you but if i take 1 shot from a single apartment building at cherno im leveling them
Hi Wolf, got some hazards to aircraft over Pulkovo.
wow nice find
ref franรงais hehe
floating
i need it
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://tenor.com/view/cat-smacking-other-cat-cat-cat-smack-cat-swat-gif-10347810988835752163 bad players always looking to cheat
fixed it sort of when increasing the thickness of the ceilings colliders
I wonder if theres a minimum size that bohemia uses for the collider
well there is uncommen and commen thickness but my colliders are thicker then that, that I know.
Anyone have the code for the game master scenario?
Do u mean scenario id?
Yes
You can find those on the workshop page
Gorka looking better and better with more and more new buildings.

This is beautiful
A new screenshot for you all with those new cabin buildings + used tilw used for papermap
๐
Wow Great work! Glad to see the Maps really coming along
also fixed that pesky Camera bug when in building mode,
may i ask if this is all coming in an update when 1.3 hits?
๐ฅบ
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.
That Til map is dope AF
Will NWAF be updated to become more similar to that of which is currently in DayZ?
im hoping he gets round to that after he's done the rest of the map, i really dont like how theres all these tree lined taxiways in an airport
old NWAF best NWAF
he did actually make it like that at the beginning of this mod
yeah i feel like dayz's has too much stuff in it
To be honest tho, I donโt really mind what we get itโs not our map, we didnโt work so long making it. I support whatever choice is made
I'm just waiting for the coastal cities to do civ extracts (zombies duh)
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
Skalisity my beloved
he showed some skalisty previews in #enf_showroom
It's........it's beautiful
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.
I agree
So what's being added in this update?
some updated areas, bug fixes, navmesh updated, Mapentity layout, New models for buildings and such.
What areas have been updated?
most of them, seeing as many new village buildings has been added, same with the replacement of the railways with a newer one.
is the east cost still empty?
Seems as though the mod isn't working? Trying to see if this is an issue on my end, redownloading it now.
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 ๐ฉ, its getting removed as soon as possible so no need to say anything about it.
Oh could that be causing crashes?
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,
Yeah doing that now
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
it got nothing to do with me, as its most likely the workshop that is borked again.
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?
nop decide against it as it added to much strain to even my computer
ah ok
ty wolf for your good work!
yeah this update is amazing, good job!!!!!!!!!
Is the coastline done? That map is fire!
for the coastline towns he's only placed the custom buildings down rather than vanilla buildings, so the villages are like 1/3 done
s
seeing cherno update brings me happiness
New desktop background ๐ฅน
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
Your pc is just bad, sorry, its terminal 
It's an Xbox, wondering if this is just poor luck or if the map just doesn't work now for xbox
Ah
wolf you've outdone yourself. all these classic dayz houses but without any doors blocked off, so fucking cool
I wish to witness itโs beauty
Same
I Can not save GM Missions on Chernarus? They simply just dont show up under load?
the last picture is just a car on the side of the road nothing else,
i thought it was slightly in the way for vehicles traveling in that lane
yea i am not going to move that just becuse its slightly onto the main road like that .
kk
Chernarus still will not work for Xbox, completely crashes to home
have u contacted microsoft to tell them to make a better console next time?
The Xbox can handle zimnitria, and the Gobi desert terrain.
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
Getting an issue where saved GM projects dont show up?
no clue for that one, gotta take a look at it
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)
no known fixes as of yet.
Alright
I just want to larp evacing civvies as the zeds swarm cherno (DayZ type shi)
@barren spoke are you planning to base it off the DayZ version or the Arma 2 version?
To the best of my knowledge it's kinda DayZ + some A2 features
All the above was fixed in todays hotfix
Is the height map being fixed? That's awesome. Chernarus has had height map problems in every rendition so far!
Updated to hopefully finnaly fix the Save and load function for gamemaster.
@barren spoke What all was added in the new update?
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
Any idea what is causing this to just crash reforger on xbox?
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
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
isnt chernarus like heaps bigger than those 2 maps tho
Not even close
Iirc chernarus is like 200 something kmยฒ and gulfcoast I believe was like 150~ and zimnitrita was also around Chernarus' size
This chernarus is about the size of arland iirc
What?
ok so cherno is 15x15 while zimnitria is 16.3x16.3 and gulfcoast is 15.3x15.3
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
Fair enough, I havenโt played with the mod in a while lol
yeah that description hasnt been updated since he first uploaded the map
Damn
My theory is that it's to do with custom buildings.
yeah maybe
Maybe the destruction has an impact?
Probably something somewhere that's supposed to be a \ but is a / instead
frick i just found out my hiking trail bug reports havent been fixed... :( my precious hiking trails :((((
oh well, hopefully one day
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
could you perhaps send a photo again, must have missed it then. takes a bit of time to find them all. as it seems BI borked some stuff again with detection of roads when placing down forrests
ok ill go thru them and ill mark on a map where the ones u missed still are
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 doesnโt meet land
update just dropped how have you covered the entire map 
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
@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.
no
New patch?
wolf went and fixed the bugs as shown on the map โค๏ธ โค๏ธ โค๏ธ โค๏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
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 ๐ซฐ!
Okay, chernarus loading started working for me ๐
hmm, could have been the workshop not fully downloading bigger files fully.
I still canโt use it in private gm, but it works fine on a server
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
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.
What do you mean by limited space?
if you take a look at how big the building are you will understand,.
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.
just for that i am going to name it Game Master // Chernarus 
the doors actually seem more accurate to real life than the bi ones. vanilla houses are too big
An example of prioritising gameplay over realism.
i find it as a negative but okie.
once all the areas are converted to wolfs buildings it will look normal tho
so thats nice
didnt dayz make some of the doors bigger tho (the current door sizes are from arma 2)
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
it's a noot point, I made it how I wanted it to be done, taking into account of making everything enterable.
:(
well, there is more things to account than making door enterable, stuff like 3pp view. I dont see it being a huuuge problem, but pretty sure adjusting existing meshes to incorporate bigger doorways is possible
Another case where A.I spawn inside of a building incorrectly: Here is the exact location.
I donโt get it, I downloaded every update, I reinstalled it so many times but no matter what I do, I canโt open it in private GM T-T what have I done to deserve this!?.
can you open it in conflict or on a wcs server for example?
If I put it on my friends server I can use it there
oh thats strange, i thought this whole time it was a hardware issue
I mean so do I, Iโm on Xbox, whenever I try to load chernaurs in private GM I get kicked back to the Xbox Home Screen
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
Welp, Iโll just keep trying, after each update. Iโm sure itโll work eventually
Also when I put in on a server, it works fine for 30-40 minutes then ther server stops, not restarts, stops.
just curious, should I keep posting these type of cases? Found a few but dont wanna post if unnecessary
i have tried fixing it even placing a large block as a collider in that space but nothing seems to work..
Do you have any idea what might be causing my issue trying to open the map in private gm?โฆ
nop.
;-;
Thanks for the attempt any ways! If you do somehow figure it out later, Iโll pop in every now or so and will post more afterwards.
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
cool
are these specific walls destructible?
attempted to ram it down with a vehicle but the wall got explosive hands
Those walls are vanilla, so they should be destructible
Sorry to repeat and if I am annoying I can stop, but is there any clue what causes this not to work with xbox?
no clue.
2 charges take down the walls, when it comes to explosives, 2 is one and one is none
Reforger sapper rulebook๐
I see, Iโll ram it again!
The maps too big basically for Xbox
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)
and this is not helmand.
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
No
Something something buerocracy
I just wish us console players could play it, wolf cooked a little too hard ๐
It looks amazing tho
I donโt get the issue, like i canโt use it in private gm, but it works on my server
yeah u just gotta wait an hour in a 50 person queue on those 2 servers that play this map
Wait chernarus works in servers for console? Or am I misreading?
Yes it does, or at least in my experience. Iโm on Xbox and I can use it if itโs on a server
Donโt know why but using this mod makes the map work on Xbox https://reforger.armaplatform.com/workshop/60A71453A85F2B32
@barren spoke can you tell me how you made the texture base for your map?
https://polyhaven.com/texturesi got mine from here then setup them up like they are suppose to by following the charts on the wiki.
thanks
Weirdly this did work. Thanks!
Update, this did work, but for some reason AI donโt work while using it. I can use the map but not AI
@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
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.
okay sorry
lmao
At least he apologized
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 Europe๐
What have all these small updates been for??.
fixing stuff widing roads, and regenerate navmeshes.
still no idea with the Xbox thing.. ;-; probably stupid of me to ask
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.
Iโm sorry.. my apologies
I wish it would give some sort of error code or something, so itโs not just a complete mystery. but no..
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. 
Well thatโs the thing, it only seems to happen on chernarus. Atleast in my case, and I donโt think itโs mod size as it worked fine before update 1.3 (Reforger update).
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.
that could make sense, that would also explain why it works for Xbox on servers.
because Iโd assume the server handles the memory, but when in private gm itโd just be the console.
Again, Iโm sorry for bothering you with this, I know you have more important stuff to do, I just love Chernarus
no no, its fine, but unfortunately its nothing I can do about it, or well I could just remove all the trees ๐
De-forested chernarus ๐
Oh hell no, we shall wait to see if it is a memory issue and bohemia can fix. Maybe thereโs a way to reduce it.
if u dont remember wolf i made this map last year
omg i love these new wider roads! theyre so smooth and nice to drive on
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
everon too dense cherno has lore, vibes and open field combat
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
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
not going to change it.
oh ok
some forest floors are now devoid of vegetation :(
Known bug works in wb dosnt ingame don't know how to fix it currently
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
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
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 3 How can I add dependencies? 4 Why do vehicles not drive smoothly on my terrain? 5...
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.
just a design question,why did you start from the inland going out instead of from the coast in
becuse the coasts has a shit ton of towns...
alr
Mister Wolf is this now a normal Bug?
@proud socket
Thanks sir๐ฎโ๐จone Bug i let on the left side ๐ซฉ
DayZ mod Arma 2-> DayZ (Now we get 1 hat and 1 jacket per year) -> DayZ mod nextgen Arma Reforger 
I'm confused. What do you want to say? First, this here is for the terrain mod of chernarus, not a dayz mod. Second, you compare a mod with a commercial stand alone title and then with a mod again.
? he is explaining the cycle chernarus has been through?
Again: Chernarus is not Dayz.
what are yapping about
What are you getting yourself into?
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
You are speculating about someone else's opinion. And this opinion is questionable in terms of the content of this thread.
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
Bro I had a stroke trying to understand you two, I'm just wanting to experience this map on xbox
https://reforger.armaplatform.com/workshop/60A71453A85F2B32-ChernarusReforged-8615 if you use this, it'll load, but AI will be broken
or atleast thats how it was last i checked
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
2 bunkers in one
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!
ov
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
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.
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)
stop, just stop its not gamebreaking.......
but i saw it and it broke my game
I don't care.......
This whole thread is just him doing this
extremly game breaking is a bit too much ๐ , but i respect your hustle
it wasnt meant to be taken literally, more like sarcasm
just be glad its not one of the bushes that have an invisible brick wall inside them
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
This is known. The map does not work on Series S. Series X supposedly can play it on a dedicated server, but in my experience that isn't true either. Dev has no plans to optimize for console due to the unfortunate truth that Xbox hardware is outdated.
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
DayZ is much more optimised..
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.
u say that as if we dont also appreciate his work
This
apparently feedback is hate now lol
dumpster blocking shed door
Always will be the best map mod made for reforger ๐ฏ
Seems to be an issue with Chernarus on Xbox. Game instantly crashes once you try to play the map.
This is known. The map does not work on Series S. Series X supposedly can play it on a dedicated server, but in my experience that isn't true either. Dev has no plans to optimize for console due to the unfortunate truth that Xbox hardware is outdated.
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
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. ๐ 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.
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
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.
@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 ๐
If this is on github i can make a pr as well
I haven't played Chernarus in a while. How is it for Xbox players these days?
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
Love this view
gman sighting
well
banned, rip
Nooooo ๐ฆ
Are you shitting me lmao
if it was banned like that why wouldnt other mods like chernarus be taken down?
is he still in the discord?
yes
Yes, i am in a meeting so no time too look up this odd Ban of my building pack
How Kill lot of maps - lesson 1 ๐
60% of the maps gone...
Yea why the heck your shit get banned
just be patient, he'll tell us when he knows and has time
Wait what? Why did this get banned?
we don't know
Its been unbanned
What happened
probably a mistake with a similar ID or something
@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
thanks
Did the mod get deleted by the author or by BI itself?
no way, what, it didn't did it?
the author is no longer on this discord?
nope
hopefully he got hired by BI
did he know it was ripped from DayZ?, i thought he used the A2 version not ChernarusPlus
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.
i suppose. an unfortunate loss, it was such a good map
hopefully we see someone make it again
At least the assets for the map are still allowed.
Such a stupid reason to do this
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.
He ripped the hightmap from DayZ SA
The other mods you mentioned used data in the Licensed Data Packs to recreate Chernarus
CUP Terrains - Maps 2.0 ( https://steamcommunity.com/sharedfiles/filedetails/?id=1981964169 ) is the updated version of Chernarus (not from A2 and licensed data pack) with layout similar to DayZ SA (Tisy milbase, cities on the north etc)
Guess CUP essentially recreated it from scratch to not violate the BI license
bohemia took long enough lol
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.
They used the terrain from the Licensed Data Packs and then altered it.
If you think they started from a flat terrain and recreated Chernarus from nothing, you're definitely mistaken.
Stupid to punish someone who rips content from another game and uses it for a mod?
Porting maps from the licensed data packs is pretty straightforward. I even wrote some custom tools to help with the process. The "hard part" is recreating all the assets.
Forgive me if I am mistaken isn't a heightmap literally just terrain data taken from a place?
The data in this case isn't what's important, what's important is how he got the data. If you made a "Russia" map and all of a sudden i'm making one that is identical, how do you think I got the data?
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.

