#Everon Xtra

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sterile glade
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Subworld of Everon

Everon Xtra:
{3C493CDC45BE95D1}Missions/GMEveronXtra.conf

Added:

Fortifications at Airfield.
Small base south of Airfield (with helipad).
Small Prison at 072- 077.
Prison at Ile-Aux-Pins.
Lonely church at Ile-Aux-Saules.
Ghosttown (or as my friends call it: Pivo Town) roughly at 057- 103 and 058 -102.
Trenches and Castle added at The Scythe.
Castle added at Isle D'Argent.
Castle added at Ore Ridge.
Castle added East of Black Lake.
Castle Added at Calvary Hill.
Castle Added in Morton.
Part of Castle added by Cave at 087 - 015.
Part of Caste added by Semi Cave at 119-021.
Fortress "Evil Villain lair" at La Roue.
Comms centre (2 parts) at Western Heights.
Small FOB added by MSR at Green Valley.
Xtra trenches added in area by St-Pierre's Pass.
Added fortifications at Military Base South of Levie.
Added Fortifications ar Military base North of Gravette.
Xtra Containers at Container field Saint-Pierre Harbour.

Minimal fortifications added for Military sites: Schooner's End and Fishermens Bay.
Checkpoint at bridge 058 - 044.
Checkpoint at 062 - 058.
Checkpoint at 065- 065.
Bunch of bunkers spread all over Everon (mostly by houses in remote places).

Latest changes:

^ IIX mod vanished from Enfusion (i still got the folder and mod though < not sure how to fix this, and i can't unpublish a mod if i can't enter the IIX project (adding existing project don't make the IIX project appear either))
^ Clean whole generation of navmesh soldier/lowres (reduced size of file from 1GB to 335mb)
^ Walls At Military Base at Levie have been improved.
^ Added police station and couple shops and buildings at Levie.
^ Prison on Island Ile-Aux-Pins has been improved.

https://cdn.discordapp.com/attachments/1114625194443690034/1115360730414334124/Jetra.jpg

inner bloom
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@pseudo nexus

fervent tiger
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awesome job is it on the workshop now?

soft hollow
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@burnt night

sterile glade
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I tried to build so that Gamemasters still have room to build in and around the Xtra locations.

burnt night
soft hollow
fervent tiger
sterile glade
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(Will be added next update (today or tomorrow))

Prison at the Island of Ile-Aux-Pins :
Removed the ugly double pole barbwire on request.
Added an extra wall around the prison cells, with 2 entry gates + guardhouses, and barbwire on the walls.
(a lot easier now to contain your prisoners)

sterile glade
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Removed bunker on parade square Military base Levie (by request, cobblestones were ugly)
Added 2 bunkers outside of Military Base Levie.

Changed the colours of concrete/Camo bunkers on locations: Comms Centre has Camo bunkers, Military sites + airfield all have the Grey concrete bunkers now.

sterile glade
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FOB north of Durras got a facelift (still WIP)

sterile glade
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Couple Xtra buildings on West side of Levie (Shops, Bar , Hotel, Police Station, 2 houses)

sterile glade
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Mod Updated 🏕️

sterile glade
hazy girder
soft hollow
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Not exactly
It's an area for storing and processing wood, all the newly chopped trees around the Base

hazy girder
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Well learn something everyday

sterile glade
sterile glade
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Concrete watchtower added to FuelBunker, overlooking Westcoast and Military Site.

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👨‍🏭
Added Semi Rocky walls at Villain Lair.
Worked a bit on the interior/inside of the Villain Lair.
Added streetlamps on Xtra Locations.

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Mod is updated and published

covert spruce
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the map is awesome mate

sterile glade
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Working on 👨‍🏭 lightning for helipads and runway in villain lair. (much brighter now)

Added a "fallen forest" to cover up the new trench systems at the Scythe a bit more.

fleet matrix
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Does this map also come with a modded map to show new locations and stuff?

sterile glade
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I do get an error in the log that states i have duplicate Mapentity's.

And the problem there is, i can't delete the one that in the Everon World.

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So i'm thinking i will just delete my mapentity, and stick with the default one. (which for example won't show the "ghostown buildings on the map" )
But atleast we have our forests back.

ancient current
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correct you cannot alter the vanilla layer

sterile glade
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Mod Updated : Mapentity deleted - Vanilla map activated.

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Also the whole navmesh has been regenerated (soldier + lowres)

undone mirage
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@hardy willow

ancient current
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scenario id is {99E0AA1C4795232A}Missions/EveronIIX.conf btw

river anchor
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I cannot seem to get either one to work in our servers. Out of curiosity do you use Nitrado or GTX?

sterile glade
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Correct id

Everon Xtra:
{3C493CDC45BE95D1}Missions/GMEveronXtra.conf

sterile glade
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Tested both mods on our server. Not working.

Unfortunately i have to work today and tomorrow. So i have no time to fix this.

Monday i can take at a look this mess i made, and hopefully fix it.

sterile glade
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(The add-on mod EveronIIX is broken, and for some reason it won't load the project in anymore in my workbench.
I don't know how to unpublish it 🤦‍♂️ )

1 succesful test completed : 👍 Everon Xtra mod is Republished ✅

sterile glade
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🏌️‍♂️

sterile glade
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  • Dependencies added (wolfpack and appartment)

Added couple buildings (Montignac, Levie, Military site North)
Pathfinding: Navmesh (soldier/lowres) both genererated.

Mod Tested succesfully and republished. ✅

sterile glade
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The barrios are getting an overhaul. Making more space between the buildings and dressing the space up a bit.

slender lance
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nice idea

sterile glade
# slender lance nice idea

I was sort of done with modding. I didn't really know what was possible with this engine and with the vanilla Everon. But modders like you inspired me, with your original ideas, and showing how much more is possible with this engine. So now i build on this map a little bit every week 🙂

Your Facility on Dead Everon is looking very nice 👨‍🔧

soft hollow
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Wholesome

round river
slender lance
slender lance
soft hollow
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Ill gladly make you one if you want one

sterile glade
# slender lance how much data in MB/GB did it took you for regenerating the whole island navmesh...

The soldier navmesh is 684 mb and the lowres navmesh is 219 mb

*but keep in mind that i hope that i set this up correctly. What i did is : Generating the Soldier navmesh first , and i save it as a whole navmesh. I save it in it's own folder in mydocuments/mygames/Areforgerworkbench/addons/..
I restart workbench, and then i generated the navmesh on lowres, and i save the generated in it's own folder.

sterile glade
# soft hollow You want a Conflict Scenario for your map?

Hi owl 🙂

Couple of months ago i was building on Everon Xtra with the idea that someone might want to make a conflict of my version of everon.
But last couple of months i decided to build on some of the Conflict composition Areas, because our community only uses the map on Gamemaster mode.
So i'm not sure if Everon Xtra can be compatible with Conflict mode.

soft hollow
sterile glade
soft hollow
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I can draft up an entirely new Conflict map for you, separate from the Vanilla one, for other people to use outside of Game Master

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Like so

sterile glade
soft hollow
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Gotcha, thank you

late bolt
soft hollow
sterile glade
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Next update will be around the 22nd of August.

I will remove all dependencies (so all the apartment buildings) (reason = Servers have too much stress trying to render in the buildings + the walls are clipping + AI can see through the walls and shoot through the walls)

I will add New trench and bunker systems near the military site by the Airfield. (first part of the trench system is already on the current build of the Everon Xtra mod.)

burnt night
sterile glade
# burnt night How bad does the server stress on this? I was thinking about adding them to mine

It depends on how big your project is, but it can't hurt try test it for yourself. Setting it up and placing your first building takes only 30 minutes max.

I've added the Dependencies on Arland Xtra also. The map is small and i just build a bunch of those apartment buildings on it. Still some framedrops inside the apartment buildings, and when driving past them. But nothing major.

Everon Xtra however, i've build so much already on top of the Vanilla Everon, that we can notice a drop in FPS on the server before and after i added the building dependencies.
Also although the delayed building rendering was already present, it got a lot worse when adding those Dependencies.

Now i do need to note. I do not know for sure if the Apartment rtx mod or wolf building Pack (the white apartment building) is the culprit. I just decided to remove them both, and save myself some building space for the new trenches.

I really want to keep building on Everon Xtra. Building more Trenches and Bunkers. Therefor i have chosen to Remove the dependencies from my mod.

slender lance
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If you would let me add something, i noticed that there is some "bugs" related to a high number of prefab added under one small location
These bugs make a game master experience much unstable as it may disconnect players or just freeze them over
These buildings for exemple have so many prefabs in them that i may think its linked to that
Of course for the average computer/server i guess this is true and maybe for stronger and more adapted hardware it may not be a problem

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However just to let you know, i noticed similar problems on locations where i placed 100's prefabs
So i guess its not the guilt of a particular mod, wich is logical bc a building prefab mod with normal texture shoudnt cause that

ancient current
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don't mix up server fps with your fps guys

ancient current
river anchor
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Anyone else having trouble restarting their server with this installed?

sterile glade
sterile glade
# ancient current all the interior stuff in vanilla houses in cities are prefabs so it's not that ...

I'm trying to duplicate some Memory warnings i had when Generating the Navmesh. But currently i'm just building and not doing pathfinding. I'm waiting until next week, That's when i Generate a whole new navmesh and will update and republish the Everon Xtra mod. If i get the same memory warnings, i will send you the logs/screenshots. It might be the reason for the extended "rendering" of buildings.

I say extended, because the buildings also sometimes don't render when playing on the vanilla Everon. (although i always play Vanilla Everon with other mods)

sterile glade
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Alright 👨‍🔧 So i tried to make some trench systems, and added couple of "experimental" bunkers.

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Everon Xtra is updated and rePublished. Tests were all succesfull.

round river
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perfect

sterile glade
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New trenches added by Military site at GALLOWS HILL:

Added concretetrenches across the road from the main Entrance Military base (in the small forest area).
Added couple more trenches to the north of that (added a ruined house on that location on the hill, overlooking Saint Philippe).
Added couple of trenches to the North of Military site.
Added a bunch of concrete bunkers to strenghten the defensive wall surrounding the Military site.
Added a big military office building in the middle of the Military site, with it's own wall and viewingplateau.

sterile glade
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Updated and Republised mod.

Navmesh updated (for the new trenches).

Villain lair:
Road to lair got a new pavement.
Added a selfmade bunker on the hill overlooking the lair.
Added stairs from lair to bunker.

Added 1 new trench, with new style of ground. (at Gallows Way Military site, south of entrance)

(there will be one new trench that is in fase 1 of bulding stage. Not finished. Also using the new ground style.)

open dune
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For some reason I get an error for what I believe is a mod confliction. I’ll send over the tomorrow during the day sometime.

sterile glade
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Our community plays on Everon Xtra a lot. We add a lot of mods. And have a bunch of different modlists. All tested and working.

open dune
sterile glade
hazy girder
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Smash

sterile glade
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Everon Xtra has been updated and Republished ✅

Added grass areas to the trenches.
Added new Trench system north of the Military site (gallows hill).
Removed the ugly bridge at the Villain Lair. Added a paved road + a bunker on the hill overlooking the Lair.

hazy girder
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I want a map that is literally trenches with a few towns in between maybe a town thats in ruin

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The trenches in those photos made me just yeah

ashen musk
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@sterile glade 😭✝️✨ can’t wait to see this come back bro

icy stone
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Now big is map?

sterile glade
sterile glade
sterile glade
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Everon Xtra Updated and published for 1.0

Test successful on our server ✅

  • Ai pathfinding redone (new soldier Navmesh generated)

  • Added some furniture at Fort Whiskey (Added secret stuff also, good luck finding it) + added lights.

  • Added some furniture at Bonvue Building (west of Redon) + Added lights + Building foundations updated. (almost finished)

  • Added some names on the map for Castle locations etc. (Now you know what they are actually called in my mind).

Ps The update was rushed though. And i already noticed that i made a mistake with the names in GM mode. Some of them are now objects that can be deleted by GM < Working on fixing that.

  • Edit : Fixed
ashen musk
sterile glade
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Something really bad happened to my last world save. Because of it more then 50% of all my creations on XTRA are gone.

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I'm not going to rebuild it all.

I can maybe load an old saved world. But it will be without the newly created secret underground bunkers that i made.

Maybe i can save some prefabs and start a new better looking Xtra ?

I don't know at this moment. Still sort of processing on how i lost 50% of the stuff....

sterile glade
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I check the old save:

I will need to fix a lot of floating trees (i think this is caused by Bohemia's 1.0 update)

It wasn't that old, the old save does not contain the 3rd underground bunker. And there is no furniture in the 2 other bunkers.

So all in all, not too much has been lost.

The castle at Morton however, is gone ? No idea how.
The overwatch bunker on the hill by Military base Levie is also gone...

I'm beginning to think it's because i copy pasted resources, and when deleting the source, everything gets deleted.
And because i'm building on the other side of the map, i just don't notice that i make the mistake.

IDK something like that probably wrecked my Mod.

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Agenda :

Fixing the last part of the floating trees.
** i Need to learn ** how to transfer the new bunkers to the old world save.
Will need to regenerate the whole navmesh again.

sterile glade
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Republished OLD saved world from 2 weeks ago. Tested it on server (only 1 player test). Looks to be working.

_

2 underground bunkers foundations intact. But no furniture etc. That is all lost.
The 3rd latest underground bunker is totally lost.

sterile glade
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Republished Xtra for a 2nd time. Found a save with the underground bunkers mostly intact. Copy/pasted them to the new save.

Testing now. (*edit Tested : It's good ✅ . But ofcourse i didn't do the Navmesh yet on those altered locations)

If it works, then i will not update anymore.
Maybe check tomorrow if i can add some lights in the tunnels, because i wasn't able to copy the lights.

sterile glade
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EVERON XTRA - HUGE UPDATE INFO

For the past months i have been building:

  • Underground bunker and tunnel system at 3 SECRET locations.
    ||..at Highstone (south of Tyrone).
    ..at Spruce Hill (North of Quarry)
    ..at unnamed forest (south of Richmond, SE of Le Moule)||

  • An new Airport/AirfieldBase, ||with concealed bunker|| (Sout east side of Everon)

  • I have build a tunnel system inside Fort Whiskey + secret escape ladders + Extra bunker on top of the hill.
    Lights have been added, but this technic is new to me, so still learning how to perfect it.
    (Biggest problem is that light can sometimes shine through the walls).

  • Wolfs Building Pack added as Dependency.
    Multiple apartment buildings added.
    New Military area added at Military site Gallows hill (where i placed all those trenches).
    School added. (Between Meaux and St. Philippe)
    Supermarket Added. (Levie)
    Cowshed's added + 2 new barns (By farm West of Etoupe)

*Added Terracore apartment buildings at Regina & Nouveau Meaux

Thanks to :

Tactical Toxic (TerraCore)
Wolf (Wolfs Building Pack Mod)

sterile glade
naive jewel
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You should make it how you had it before with a bunch of apartments in montignac and Levie I don’t know why you got rid of that version of the map but that was the most perfect map I have ever seen now you can barly find any apartments with this newest update and the map just looks like it did before with a few small changes

sterile glade
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Apartment buildings replaced with other mod with apartment buildings.
(the previous mod "Eastern european Assets" have too low frames for Xbox users when enetering the buildings or driving past it.)

This is just a fast solution, i will work on these locations more in the future.

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Already on the island, But UNDER CONSTRUCTION, this pretty big project i will upload in stages. The first stage is now completed.

Aim of the project is to build Beach defences for a Beach assault mission on a large scale.

gentle nacelle
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Is there a Conflict mission for this map?

sterile glade
gentle nacelle
autumn sinew
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Is this stable after 1.2?

true scaffold
strange monolith
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Wolfs building pack just had an update. Everything is floating now

rustic jewel
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Yes, it really needs fix 😄

sterile glade
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Took me about 3 hours, but i think i got them all.

ExA Xtra + Everon Xtra both updated and republished

(Navmesh was done couple of weeks ago, not sure if an updated generated navmesh is needed for those floating buildings. Will update Navmesh after every BI anyways )

  • Added couple of Wolf's new Buildings&Bunkers on Everon Xtra
rustic jewel
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Thanks! I have small request.. can you remove 10k view distance? Is that possible? 🙈 My group of friends have low budget pc and there is problem with that map like low FPS 😅

sterile glade
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Will look at it next time.

(i don't have enough information on the effects on fps since Reforger and mods got updated. I need some time to test this on my server. We got some Xbox players in our community, i usually ask them about their experience and fps, and then work with that in mind )

celest badger
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I highly suggest a navmeh regen if you use the appartment buildings. Seeing as they changed in size and height

sterile glade
ornate shoal
# sterile glade Copy that. Will do a regen then.

Am I reading that this has AI and you can use it as you would with a Conflict scenario, even though it reads as GM? My apologies if this is mentioned further up the thread. If so, I will definitely be using this on our server. Looks awesome! I think I may have overlooked this jewel reading the GM in Scenarios.

sterile glade
ornate shoal
sterile glade
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Update :

Everon Xtra > Navmeshes regenerated + viewdistance back to 5k max 500m min.

ExA Xtra > Navmeshes regenerated

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( 👨‍🔧 i have not tested this on a server yet. Tomorrow i will test them to see if the mods actually work 😇 )

rustic jewel
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thanks a lot!

vivid quest
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@sterile glade I sent a message asking for permission to use this map for a game mode.

vivid quest
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Can you possibly make a non game mode version for other usage?

vivid quest
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@sterile glade

sterile glade
vivid quest
sterile glade
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Everon Xtra has been updated.

Temporary / waiting for feedback on :

  • Added one Cave at East side of Margarets Mount.
  • Extended an existing Vanilla Cave also East of Margarets Mount.

Other Updates :
Removed the Chernarus Tower at Western Heights. (Doesn't suit Everon, the Tower belongs in Chernarus 🙂 )
Moved the Bardos Bunker away from LaRoue, in to the ocean on West side.
Removed sandbag outpost north of Durras : I was never happy with that location.

  • Added Crater Mod
  • Added KOH Tower mod

Town of Etoupe (WIP) :

  • Added bunch of destroyed buildings
  • Added Wolfs Garages
  • Added ruined Church + some Castle Ruins
  • Added some small trenches at Church Ruin.

Farm west of Etoupe :

  • Added 3 new Farm Areas using Wolfs buildings.

  • Landfill is now a Radio Station Compound.

  • More buildings added near Landfill

  • Castle at Isle D'Argent is extended towards the Cave system connecting both.

  • Both Prisons (Karen Pins and G7) got some added walls in the compounds, to make escaping more difficult.

  • Military Site North of Gravette got better outer walls, and added couple buildings.

  • Comms station at Western Heights got a Facelift, Changed colour of walls (less saturation), added buildings.

  • Castle Alaric got improved indoor floors and walls + lighting probe added.

  • Chateau de Corail got some castle towers and an Arch infront of the bridge now.

  • Trenches at Perelle Bay and north of it got some updates + some defenses and a little bunker position with a heliPad on the small islands.

  • Regina got more apartment buildings

At the moment i am getting some error messages on the Ceiling lights that i placed.
I don't know what this means :

ENTITY : Create entity @"ENTITY:2305843009213825032" ('LightEntity') at <11769.408203 4.955544 2406.070801>
ENGINE (E): Trying to set invalid texture Common/Textures/Light_profiles/StreetLamp_01_Mask.edds as cube texture

sterile glade
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  • apparently switching the lightEntity from spot to > point creates the error
autumn holly
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Hello , i recently added this mod to my milsim server for you next “deployment” but when i tried to host a op today with only 13 people it kept crashing people’s games and lagging . Do you know why this might be as would really like to use the map but can’t if it will keep doing it ?

hexed orchid
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Is this mod like dead now, I hope it’s not😔

true scaffold
vocal zenith
true scaffold
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im playing it rn

vocal zenith
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"Dead" doesnt mean not working, "Dead" means not being worked on