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https://www.battlemetrics.com/servers/arma3/13795153
I have the same problem, you have to leave the .bikey in the keys folder and the private.bikey is for you and only you and don't give it to anyone else If you don't do this then the servers can't use the map because they can't verify the key
Yet one note about Svalbard. In description you call the map 500x500 km. Just noticed it's actually about 1700 km x ???? km. (Maybe 1700 x 1100?)
I didn't get the North - South distance, as the game crashed when I moved the editor cam to SW corner of the map. Lack of memory was reported by the system - that was what happened even if my rig is pretty heavy. So, now I'm wondering, what do actually mean by saying the map is 500x500? It seems to be a lot bigger.
For comparison Gossi desert map real dimensions are about 280 km x 180 km, while the area meant to be playable is about 80x80 km - and the map runs just fine. While being large, Gossi total area is only about 2,7 % of Svalbard with 1700x1100 km = 1 870 000 km2 area.
Maybe just making the "marginal" not so wide around the landmass could have save the area for the ground troops too. But... I understand your desire for a large, open sea around the land.
Ok, I believe you what becomes to divided version. While I mod myself too, I have no experience about map making. Too bad if dividing a larger map to pieces is not kind of a "cut and polish" type mission. Didn't know that.
However, now that you have gained experience about large maps, I still have something in my mind. If you are ever going to make something else for Arma3 but Svalbard, a pretty large empty ocean absolutely with no land at all could be used every now and then especially in SP campaigns dealing either with marine or paratrooper ops. 500x500 km would definitely be great, maybe accompanied with 250x250 for instance. There was once 100x100 km available, but that terrain has been dead and causing problems for a long time now.
All the best with Svalbard!
Last post, continuing the previous two messages for you. So, if you could consider the DIVIDED version for the ground ops with partially overlapping maps, could 4 maps be just enough for the game engine? If so, then I'd like to recommend map size to be for instance 275x275 km, instead of simple 250x250 km.
If 4 pcs of 275's would be still too much for the engine, I'd like to recommend 16 parts of 150x150 each. I'm quite sure that should be enough for the engine. Especially because the Svalbard is pretty much like a desert: limited amount of objects needed.
You have done a great job already. Don't give up, if you just have time to finish this and get also the Ground Ops work. In that case... really a map like no other. Thumbs up!
Continuing my previous post. I hope you are able to at least consider my proposal in the previous post about the Svalbard DIVIDED. Simply, because I think it would just a shame to restrict Svalbard more or less just for the Air Ops. I think Svalbard is too good just for that - if divided, possibilities are almost endless. Hall of Fame kind of map, definitely...
If you would like to consider divided version, two hints: 1.) Please, get following parts of the map to overlap each other. That way the player will be able to proceed from point A to point B in map 1, and then continue from point B to C in map 2 without immersion spoiling leaps between points. 2.) Try to keep overlapping areas free from infrastructure for obvious reasons. A building destructed during ops in map 1 should not be found fit and well in the map 2, when continuing the ops... You got the point....
Because I really appreciate your work with Svalbard, I have been thinking a work around for the walking issue. How about a solution, where there will be A) the full scale CORE-version of the map (500 x 500 km) for the Air Ops... but along with the full scale CORE-version also B) a divided version of the map for the Ground Ops?
In practice the Svalbard DIVIDED would be simply a map package of - for instance - 4 smaller scale maps presenting together the whole CORE-version. Each map being as large as possible for the game engine, you could have not only vast op-areas for the ground forces - but also minimize the amount of maps while offering the mission makers possibilities to build up large scale, long-running campaigns, where the player is required to proceed from map to map in order to accomplish the whole campaign.
Another message will follow...
I afraid "a fix" will be only "work around" for the walking problem. Hopefully the author will be both willing and able to fix the issue. He has already done a huge work with the map. Too bad if he can't make it to work.
While unrealistic, some kind of treeless summer tundra version in the future would probably make at least my day. And maybe even just a single and modest North-South road. Mission makers can put in everything else, basically.
But, the walking issue... Hopefully the author will be able to get this run properly. Maybe someone skilled could lend him a hand, if accepted.
Are u adding some details to existing towns, like streetlights etc.?
is it possible to add snow-textures like on chernarus winter?