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DirtySanchez

October 24, 2016, 07:29:58 PM
Humanitarian Posts: 932 Humanity: +1337/-420
In light of a new day and plenty of DRARMA, ive decided to go public with much of my work
Starting off is the Open Chernarus Project. Enterable buildings were created but never made to work within Arma 3.
I took said models and cleaned up the folder structure and am still working to fix the remaining issues.
If anyone would like to start messing around, fixing or whatever let me know we can push the fixes live.

OCP with search n replace PBO
http://steamcommunity.com/sharedfiles/filedetails/?id=786777307
OCP + JBAD requirements with both building types in Search n Replace PBO
http://steamcommunity.com/sharedfiles/filedetails/?id=786865959

Supporting Threads:
Bohemia Forums
https://forums.bistudio.com/topic/196608-alpha-open-chernarus-project/
ExileMod
http://www.exilemod.com/topic/19143-open-chernarus-project-alpha-release/#comment-134017


If you are interested in helping fix some of the errors within the P3D's or configs please speak up.
If you have any buildings enterable you would like to submit for addition into the OCP, definately speak up!
« Last Edit: March 31, 2017, 11:59:11 PM by DirtySanchez »


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Re: [RELEASE]Open Chernarus Project Alpha

DirtySanchez Reply 1 October 29, 2016, 11:17:56 PM

New update pushed this evening to steam for both versions of the OCP.

UPDATE NOTES:

[FIXED] Original Source UserActions had Open Door and Close Door reversed on some of the houses.
[RAISED] Original armor setting was equal to 100. new value is equal to 1000.
[CLEANUP] Started cleaning up of configs
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Re: [RELEASE]Open Chernarus Project Alpha

DirtySanchez Reply 2 November 05, 2016, 02:53:32 PM

Update released with new key(ATTN OWNERS/HOSTERS)

[Added] MultiMap / MultiMod support for Chernarus and napf / JBAD
[Fixed] Surface and Penetration and Texture PopUp errors
[Fixed] All ca\data paths in models adjusted to compatible arma 3 a3\data_f paths

GAME ON!!!

-sTanG
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Re: [RELEASE]Open Chernarus Project Alpha

DirtySanchez Reply 3 November 07, 2016, 10:13:24 AM

If you are interested in adding new maps to the searchNreplace, use this script in your editor debug and then copy the info from your client RPT file.

Code: [Select]
Storage = [];
_checkBldgArray = ["Land_HouseV_1L2","Land_HouseV_1t","Land_HouseV_2I","Land_HouseV_2L","Land_HouseV_2T1","Land_HouseV_2T2","Land_HouseV_3I1","Land_HouseV_3I2","Land_HouseV_3I3","Land_HouseV_3I4","Land_a_stationhouse","Land_SS_hangar","Land_Mil_House","Land_Mil_Barracks","Land_Mil_ControlTower","Land_Mil_Guardhouse","Land_Mil_Barracks_L"];
{
_bldgObjects = nearestObjects [(getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition")), [_x], 20000];
_countBldgs = count(_bldgObjects);
Storage pushback [_x,_countBldgs];
}forEach _checkBldgArray;
diag_log str (Storage);
hint str (Storage);
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Re: [RELEASE]Open Chernarus Project Alpha

DirtySanchez Reply 4 November 19, 2016, 12:06:17 PM

OCP will see an update today with many more fixes.

[FIXED]House 3I1 - glass from back door did not move with opening of door
[FIXED]Config errors - all 12 original configs were missing entries
[FIXED]Ruins - all Houses were pointing to incorrect location of ruins models
[FIXED]Models.cfg - 2 of these had an extra comma at the end of the selections

Todays fixes now make the OCP compatible for terrain makers to use with their own terrains.
Todays fixes also put us much closer to being done with correcting all the issues with Arguments original work.

Again, Thanks to everyone for all their help and posts and well Community Spirit!
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Re: [RELEASE]Open Chernarus Project Alpha

DirtySanchez Reply 5 November 27, 2016, 12:36:24 AM

Another week another UPDATE!!!!!

ChangeLog:

11/26/2016
[FIXED] 3 houses still had reversed Open and Close
[FIXED] Bulletproof textures in fire geometry on 2 buildings (THX LOLKIJ)
[FIXED] Ladders were added to all buildings, only several needed it, removed from remainder (THX LOLKIJ)
[FIXED] LOLKIJ provide a new model for the 3I1 building fixing height issues (ROCKING LOLKIJ!!)
[UPDATED] NiiRoZz provided optimized searchNreplace script. Modified for current work and added (THX NiiRoZz)

Thanks Lolkij and NiiRoZz for their contributions  :p
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Re: [RELEASE]Open Chernarus Project Alpha

DirtySanchez Reply 6 January 10, 2017, 04:40:57 PM

Open Chernarus Project and its counterpart Open Chernarus Project w/JBAD have both been updated.

[REMOVED] Map Name limitation for the searchNreplace pbo
[ADDED] Building type check for more than 0. 

Wtih this change the mod now will work on all maps and if appropriate it will replace the original buildings.
This still includes the check for JBAD and replaces those buildings as well.
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