#Zargabad
1 messages · Page 1 of 1 (latest)
At the moment the location is WIP, but there is very little time left before publication.
Nice work man, now we can truly enjoy the unpleasantness of urban combat.
Looks insane man, gotta try that out soon, well done 🔥
Map Legend
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Nice, seeing this makes me wonder if Uzbin Valley is being remade behind the scenes
Would you consider doing what KIOK did and uploading the current state labeled as a WIP for people to look around till it’s done?
I personally think it’s better to do the same thing as the takistan map, wait until it’s fully baked, iron out any bugs after release and and give people the full picture from day 1
we will publish it this week, this is the first time we are developing a landscape, that is why we chose a small location, that is why everything took almost 7 days.
Can’t wait! Our server will definitely run off drop
The terrain looks good from what I've seen so far, one question, what's up with the takistan dependency?
Our community has found some issues, we will release updates soon.
Well I'm in love with the map, definitely like I remember. I'm more impressed with the performance too. Runs very well especially in the city, which I honestly was more worried for
Hello! Is the map playable yet?
Yes, it's on the workshop
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Сервер на котором я играю - PODVAL (Иве...
a lil something i found
Thanks for the feedback! We've fixed the issue, and the update will be included in the next release.
Has this been updated to 1.6
It worked when I checked.
Reason I ask is most custom maps had to regenerate navmesh
I've never used bots, but if you're interested in these degenerate units, I can generate them again.
Greatly appreciated. We are a PVE/PVP milsim so we host events using both. And with this and Takistan both on Reforger we have been working on a remake of Operation Arrowhead for a campaign for our guys.
I'm a little tired of modding right now, I can give you access to the repository, if you do everything, I'll upload the update.
I can help with the Navmesh. Our team already released public fixes for Anizay and Takistan.
Another note, as a IRL pilot, the runway numbers for 00 should actually be 36. Also, the numbers are backwards. 18 should be on the north end (when landing south you are heading 180, and 36 should be on the south end (for landing north). If you have a repo and we could do a PR, things we would be happy to fix. As a big Arma2 player, great work getting this into Reforger btw
The problem is that we've deployed our own private GitLab, and it's already been impossible to create a merge request because you can't get an account there. Let me try making the repository readable when I'm at the device. Let's try this.
If you can honestly gen the navmesh again yourself, that'd probably be the easiest btw.
I could, but there are a few "buts"...
- I only have my phone and glasses in my hands.
- I'm so tired of wasting my time after the latest BIS build that it should work without any changes. This isn't serious anymore; let the game die already; it's not worthy of continued existence in this world.
Anyway, I'll go home and see what happens.
Sent a friend request in case you're open for a chat. Had an idea to share here.
Your privacy settings prevent me from adding you as a friend.
Sent you a request
resend please
Looks great
Is this up for 1.6
No, not at the moment, and I’m losing hope
Its fixed
The navmesh is not working. I have a mission set up, and the AI is not going anywhere. Only in vehicles
Thats weirds they work for me atl least in local GM
Yes, weird. I’ll try to see if it’s my fault, but the AI on foot doesn’t recognize the waypoints.
How's this terrain going?
Is it in a playable state?
Since some months now
Cool. I shall make a mission on this map for our commmunity then force the admins to add it to the modpack
Having the same issue, did you find a fix/cause?
No, it’s by map zones. In some areas everything works fine; in others the AI ignores the waypoints and only follows them if it’s in a vehicle.
Exactly the same issue I’m having, weird that only vehicles respond to orders?
I suppose the issue is in the soldiers’ navmesh, which must have some kind of error.
I did it myself, it’s so easy. Check this video https://youtu.be/e70wcQcI5-c?si=719TUGyhWx4vqLq8
A video showing how to generate a Navmesh from within the Arma Reforger Tools (Workbench).
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1.0.7 - navmesh updated
?
New version crash me. 1.0.6 works but 1.0.7 crash
hm, press this btn?
I do it, the warning doesn’t show up again, but it stays frozen at 93 percent. If I downgrade to the previous version, it works perfectly.”
Yes, the problem is confirmed, very strange. Everything is broken again. I'll revert the changes tomorrow, I don't understand what's wrong.
Maybe the AI_World prefab? (don't really know couldn't check ur update for now).
Honestly, I don't know, and I don't want to spend a lot of time on it. I don't even want to study it.
1.0.8 - revert version to 1.6
Does anyone know what could be the reason why the game crashes after generating navMash?
- If you can fix this, I can give you access to the repository, add you to the list of collaborators, update, etc.
I haven't had the time to sort this out properly lately.
Leave it as it is; the map is beautiful and works perfectly. For PvE, the editor can generate its own navmesh—if I did it, any editor can. Or you can even make a mod with just the navmeshes and that’s it, as has been done on many other maps.
I can take a look this weekend if you want
Do you still need someone to try generate the navmesh for you?
I gave @wise prairie access to the repository, maybe I should have asked him if he had any progress.
The problem is that I generated it, but after that, the game crashed when I launched it.
So using the new navmesh causes a crash.
Does this occur with simply that navmesh in the file structure or have you got a placed an AI world on the map with the navmesh in that?
Ask the other guy if he's made any progress. Otherwise I'm happy to look at it.
get this water area on just the paper map for some reason
08:26:29.579 ENTITY : Create entity @"ENTITY:4611686018427387906" ('SCR_AIWorld') at <5060.279785 7.819000 4466.622070>
08:26:29.579 PATHFINDING : Navmesh Init 'Soldiers'
08:26:29.579 PATHFINDING(E): Unable to open navmesh file ".NavData/soldier/navData_0.ntile"!
08:26:29.579 PATHFINDING(E): Not able to load data.
08:26:29.581 PATHFINDING : Navmesh Init 'BTRlike'
08:26:29.581 PATHFINDING(E): Unable to open navmesh file ".NavData/btrlike/navData_0.ntile"!
08:26:29.581 PATHFINDING(E): Not able to load data.
08:26:29.582 PATHFINDING : Navmesh Init 'LowRes'
08:26:29.582 PATHFINDING(E): Unable to open navmesh file ".NavData/lowres/navData_0.ntile"!
08:26:29.582 PATHFINDING(E): Not able to load data.
These were navmesh generated on my end, seems something is present in the world that is causing any generated navmesh to not be useable
If you are using some kind of WEGenerator it can cause this at times. I had to delete whole areas that were generated and place another bee prefab and re do the areas.
Or maybe this part of your map is below sea level?
Any further idea?
I think we fixed it by generating the map image again. @ivory jay , Integrity's dev team is still open to help on the project if needed btw.
I can't send you a private message due to privacy settings.
Try now
Hey Drongo I made a video on your map if it’s ok to show it off here?
I'm not a Discord moderator, so I can't answer this question.
That’s fair I was asking sense u are the op and I will say I love the map u made great work
Then please don't, because when I have the strength and I come to read the feedback, it will be easier for me to look for messages about what needs to be done to fix the problems.
Alr 🫡
@ivory jay , any chance we could look to remove Takistan as a dependency so its just ATC? This would reduce download size a good bit. Not sure what specific Taki asset, but figured we could get it put into Zargabad directly?
In Takistan, I used modified materials from houses, stones, and sand.
What if we could just incorporate those into Zargabad directly? Aren't the houses all ATC assets as well?
This was originally planned, but the number of prefabs is greater than I would like and I was waiting for the author of Takistan to become available.
Who currently has it? I know LightFun had sadly passed.
Maybe its @rich hollow ?
I practically have permission from LightnFan to continue working on Takistan. In the last update, a couple of my friends and I added objects to the oil fields. We also updated the NavMesh.
The problem here isn't that "we need to take some assets from Takistan," but that this work needs to be done, and I don't have time for it right now. I'm busy with other projects, including work.
If there are repos and all, the Integrity Gaming Studios is happy to pitch in and get some Pull Requests submitted
Have a friend request still pending with you btw if you want to DM though.
i have only ZIP format, but I can upload it to our repository.
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