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Author: Sumrak
Author Website: http://www.nightstalkers.cz Requirements: No addons required Version: 1.10 Signed: Yes, server key included Short description: Namalsk is fictional island, located in Bering Strait |
Description: A part of Nightstalkers: Shadow of Namalsk modification.. What is Namalsk? Namalsk is fictional island, located in Bering Strait. It is island with hard conditions for life, island is covered by needle-leaved trees, with high mountains covered by perma snow blanket. On Namalsk are located lot of different objects, for example there is high transmitter Seraja in mountains, underground in object AII, big town Vorkuta and two harbors Tara and Lubjansk. What is Nightstalkers: Shadow of Namalsk? Namalsk is only the part of this modification, full modification, with campaign on Namalsk island and more features (more info http://forums.bistudio.com/showthread.php?p=1452834#post1452834 or http://www.nightstalkers.cz) will be released probably in summer 2010. Namalsk is using models of buildings from this mod and probably these models will be in this period more tune-up (added for more objects paths for AI, etc.). I tried to minimize size of this release, so, don't await full versions of all pbo's, there are only things, which are needed for playing on Namalsk. Features: - Very detailed island - Covered almost by new objects (buildings and smaller misc objects from "http://www.nightstalkers.cz" Nightstalkers: Shadow of Namalsk modification) - You can found on Namalsk big town Vorkuta, old hospital, small factories and villages, yard,2 harbors, mountains covered by snow, big agricultural object Jalovisko, UNDEGROUND object AII (since 1.10 patch new part!!), train tracks, deep forests and more and more.. SEE Screenshots below they tells more than words - Since ArmA II, new island is near Namalsk, called Tara - Since ArmA II, Completely NEW painted satellite mask with higher resolution. - Since ArmA II, Enhaced quality of ground textures - Since ArmA II, Enhaced performance on whole island - Tweaked ArmA II trees for better performance on Namalsk - You can see map here Installation: As we always recommend use modfolders. Check our FAQ for a clear explanation. For the missions extract the .pbo file(s) to your ArmA2\MPMissions folder. Included .pbo files: namalsk.pbo ns.pbo ns2.pbo ns_modules.pbo ns_music.pbo ns_plants.pbo ns_rocks.pbo ns_sounds.pbo Media: Video by Wastelander: Additional info: What is AII Laboratory? AII object is a experimental object in ArmA II. It seems to be normal ground factory, but, under this factory is a 4 floor undeground. This object exist since ArmA 1, 0.45 version, but, in this patch (Namalsk ArmA II 1.10) is object upgraded and got his final apperance. Added new floor, which is also particullary flooded with water. (see screenshots) There are still problems, that underground isnt too dark in daylight, but, i tried to do with this something, so, underground is now darker and if you have turned shadows on, you get even better results. http://download.nightstalkers.cz/arma2/110_release_AIImodule6.jpg http://download.nightstalkers.cz/arma2/110_release_AIImodule8.jpg http://download.nightstalkers.cz/arma2/110_release_AIImodule9.jpg (Screenshots - at night with AII Module, underground lights turned on) AII Laboratory module:: Because was underground quite empty, i created module, which can spawn approximately 100 misc objects. With these objects are spawned lights also. (this is not a abandoned laboratory (according to Namalsk Crisis story)) Default state - lights off, but.. you can control lights with variables: * control variable ns_aii_l_status (0 = lights off, 1 = lights on) * lights intensity variable ns_aii_l_intensity (i recommend very small values = 0.01 - 0.05, 0 = off (dark), 1 = fully on (not recommended)) You don't have to put init of these variables into some inicialization. You can control them during mission. Maybe you will have problems with very strength glow, if you have postprocess details on maximum, try to set lower setting for postprocess. Small example, how to try this module: http://download.nightstalkers.cz/arma2/110_release_AIImodule1.jpg http://download.nightstalkers.cz/arma2/110_release_AIImodule2.jpg http://download.nightstalkers.cz/arma2/110_release_AIImodule3.jpg Color schemes modules:: You can use them for changing color scheme in your mission. The only thing, which you need to get these modules working, is inserting module into your mission. From the last version, modules was improved and they are now with priority (def, defgray, cold <=> 1501, 1502, 1503) Known issues: There is unfor. still triangular poly bug on low terrain detail (engine bug), only solution is set to bigger terrain detail (normal settings is enough) Credits & Thanks: GSC Gameworld - some sounds, textures and objects (like Sebjan factory and mine) from S.T.A.L.K.E.R. game mikebart - texture for grass SenChi - Skybox textures and edited grass texture by mikebart Pikus - author of Chemical plant objects and wind powerplant Saigos - for making a photos as data for Jalovisko buildings models Apo - for testing Namalsk v1.0 Dokix2 - for testing version 1.10 ..and Bohemia Interactive for great game Changelog: v1.10 *Added: AII underground spawn module (spawns misc objects into undeground, you are also able to control lights there) *Added: Extended underground of AII object, now with other floors (see details with release) *Added: Added some objects to some locations, entrance to the AI and vehicle entrance to the AII object,.. *Added: New entrace in AII object into underground *Added: Destruction animation for railroad bridge *Added: Ambient sounds for Namalsk (global settings, local for island was buggy) *Added: More penetration materials added onto parts of objects (glass, wood, iron..) *Changed: Changed to a better structure of Nightstalkers: Shadow of Namalsk mod, which is used by Namalsk *Changed: Walking on objects have now a proper sound based on type of material (wood, plates, etc..) *Changed: Namalsk is no longer default island *Changed: Namalsk config adapted for further ArmA II patches (new cloads parametres) *Changed: Rail-tunnels models reworked *Changed: AI object have now geometry and better roadway lod *Changed: Changed color of snow on satellite map (little) *Changed: Improved color filters for Namalsk, now also with priority (def, defgray, cold <=> 1501, 1502, 1503) *Fixed: Better bump maps for ground textures (particullary removes strange effect with old textures) *Fixed: Issues with not working property "damage = no" in models, fixed by destrType="DestructNo"; in cfg *Fixed: Tall grass model issue *Fixed: Strange white artifact in lowres lod in small spruce model *Fixed: AII underground is now darker and with shadows you get even better result *Fixed: Improved configs (Thanks to Kju) *Fixed: ArmA2.rpt related warnings to the Strange convex component *Fixed: ArmA2.rpt related warnings to (class=house) missing object class *Fixed: ArmA2.rpt related warnings to the updating base class *Fixed: ArmA2.rpt should be now without any other warnings *Fixed: Some object positions related issues (barrels in AII object, etc..) *Fixed: Some issues related to the roadways on some objects *Fixed: A lot of another tweaks in models (based on reports, thanks to reporters) Forum topic: - BI forums
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I double clicked on @Namalsk.bat and the game now automatically loads Namaska no matter what in the intro screen. That was fine for a while, but now how do I UNDO this? Do I have to delete something?
Please help!
Im making a Mission with this Island!! Woop Woop!lol:D:D:D:D:D
:p
@18 aree!
Great freaking map
Ok Any one managed to get this and the MP Maps to load on a deadicated server as i have rented one and i can not get any of the maps to load shame as i love this map
Thanks for this. I've been running Razor's Evolution Revive on this island and it is fantastic. If you ever see a server running Nightstalkers Evolution Gold, that's your island running evolution.
Yeah!!! Finally you have released it! Now, I hope this time you finish the god blessed lab Sumrak... Do not put another sign saying "IF you want more: Buy ArmA 3" LOL
You have done that with ArmA 1 man, and it aint gonna have any fun in ArmA 2...
The AII object, is actually a town/area.

Here, hopefully this can help you! Its pretty much south of the island.
thanks sumrak.

nah he doesn't need to work for codemasters, he works for us, for free, too!
I bought OPF2 and I'm a bit disappoint..
It runs ok on my pc. But the map is very detailed and thats good. And this can also be used for winter campaing. Good job on this one.
Grass are top!! little village worker are very good, nice stalker or zombie map, i start my episode two of campaign on.

thanks a lot, it's very good work. i think you can work to codemaster for OFP2 dlc, they need pro
cant find the underground wat is AII object is it in the editor can someone give me an idiots guide been up and down the map still cant find it, great map though good work.
Hi, thanks all,
as i said, i make some experiments with grass and i will see, if will be some changes in performance
axffox:
Underground area is located in AII object, entrance is a ladder in building, located in center of AII object.
Hey is there a underground area? heh i was looking forward to go into the mines....
My FPS is usually about 40 FPS,on very high (everything but anti aliasing, cus its broken hehe) and 7000 view distance, I've got about the same setup as funnyguy, but just a bit faster, but it seems to run a lot better. maybe a driver issue? hmm.
Core i7 920 @ 4.2 GHz
2x EVGA GTX 275s
6GB DDR3-1,600MHz RAM CAS8
Total comments : 21, on page: 15