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Sangin update
Posted: 2019-04-01 16:53
by Dr Rank
April 1st now aside, I'm genuinely hoping it's actually more like months rather than years. About to have a 2nd child so that’s going to put a bit of a spanner in the works but I’m starting to see the end in sight.
Updated minimap
Compound detail work:
All done!
Posted: 2019-04-01 17:52
by Wicca
I smell... April fools. But I want this map so bad !
Posted: 2019-04-01 23:36
by UncleSmek
Seriously, All I ever wanted was to play this fucking map and you pull this shit yet another april fools? I am so fucking hurt right now, all I want to do is to play this fucking map as a british and mil sim the fucking shit out of it
Posted: 2019-04-01 23:41
by UncleSmek
You have to understand Dr rank that this is going to be THE best map ever made PR.
Posted: 2019-04-02 00:40
by Dr Rank
Sorry dude, updated the post, I’m finally getting towards the end of development with it now so I figured I could get away with a cheeky 1st April post...
The map won’t be to everyone’s taste, some won’t like the scale, amount of concealment etc etc, but hopefully some people will enjoy playing on it. It has taken a huge chunk of my life to make, and Rhino’s too with all the work he’s put into the thousands of custom objects among other things to help me get it made.
As it’s getting closer to completion I’ll try to keep you guys a little more updated on progress.
Posted: 2019-04-02 06:31
by mectus11
Map looks amazing, best of luck with your 2nd kid.
Posted: 2019-04-02 06:35
by Danielj15
pretty stars
Posted: 2019-04-02 13:16
by solidfire93
looks like that map(Musa Qala) that R-DEV Max made but bigger... looks nice
Posted: 2019-04-02 17:01
by Rabbit
Looks great, just hope the hills on the sides of the valley get some love in terms of looks.
Posted: 2019-04-03 14:41
by Dr Rank
Thanks guys. Yeah, I’ve tweaked some of the hills, they’re based on refs but I’ll take another look later. However, that’ll probably be either close to or post release as I just want to get it out the door.
Posted: 2019-04-04 20:52
by Rabbit
I hope they get some sort of love because that area via minimap gives it the look that its flat, obviously tiled texture.
Posted: 2019-04-07 19:16
by WeeGeez
Whats the memory requirements like? FOB/Airfield looks quite static intensive
Posted: 2019-04-07 22:48
by Dr Rank
WeeGeez;bt11068 wrote:Whats the memory requirements like? FOB/Airfield looks quite static intensive
Seems to run fine on PCs with 8GB RAM. The Airfield uses lots of grouped statics, reducing the number of draw calls, so it runs fine. The FOB isn't that static intensive, I've not noticed any performance issues. I've done a lot of optimisation over the years so fingers crossed there shouldn't be any/many performance issues. I know South East area is a little intensive so I've done a lot of optimisation there already. I haven't done a big test in a while, should be doing one in a few months so we'll see how it goes then.
Posted: 2019-04-23 05:27
by fenriz9000
Im not sure but what for so many objects in airport area? it looks like a point for noncapturing flag so I doubt that it will have much reason for such details..
Posted: 2019-04-23 12:21
by Dr Rank
fenriz9000;bt11071 wrote:Im not sure but what for so many objects in airport area? it looks like a point for noncapturing flag so I doubt that it will have much reason for such details..
Immersion. Realism. Oh and and a little bit of taking things too far... Rhino offered to make the runway, I spoke to Gaz and UK_Force about the layout, Rhino also made me some high poly tents as well as the low poly versions for the stuff in the surrounding terrain.
I went all in with this map, Rhino went all in with me making thousands of statics. It’s been a labour of love and frustration for many years. Not long left to wait.
Posted: 2019-05-17 01:42
by WeeGeez
It was more a concern for players with lower spec rigs. classic pr maps were made by devs with 4gb rigs, imparting a conservative element, thus all ran relatively fluidly on max settings. then came 8/16gb ram configs and 2gb+ video cards, devs went wild, calling for extra refinement on maps made with such rigs, which could otherwise have been averted had more attention been paid to the 'limits' observed on classics.
What would help here is an agreement re: upper limit determined by the community to be set in stone, for future modders to abide - otherwise requirements again may 'creep up' in the distant future, however long should the mod last, really crazy maps may arise worst case then.
It's an old game and ought to run blazing on todays mid range gear like bf2 does, or some classic PR maps (qwai river) however newer maps have become more demanding - fun no less - but still intensive. I'm not saying sangin is bad, theres proabably worser offenders out there.
The tents R overkill though. You should test on a 4gig rig for those who would appreciate it....
Braw map either way
out of everything I've itched to play this for ages. I was a bit gutted when I witnessed beta footage uploaded on youtube ..... from 2014 lol...........
Posted: 2019-05-31 12:47
by UncleSmek
*lurking in this thread excited*
Posted: 2019-07-25 03:10
by UncleSmek
Please make AAS.
Posted: 2019-07-25 03:18
by UncleSmek
and include it in 1.6 pls
Posted: 2019-10-15 10:45
by Dr Rank
Sorry for the lack of updates, the little man has taken up most of my time since May, but I'm back on it again, all the objects have been put in the last compounds, just need to do sort the terrain and undergrowth in them now.
Once these last compounds are done I'm going to throw a few more details into the compounds on the East, shouldn't take long as it's just putting in the odd additional object here and there. I'll put up another proper update once the compounds are all done.