Arma 3
1,485 ratings
Chernarus Redux
7
5
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Sound, Structure, Terrain
File Size
Posted
Updated
3,664.466 MB
Sep 4, 2017 @ 3:31pm
Jul 20 @ 11:15am
28 Change Notes ( view )

Subscribe to download
Chernarus Redux

Description


In the post-Soviet country of Chernarus. Several years has passed since the insurgency conflict and viral outbreak. The russian oriented country is now desolate and overgrown. The few that remain and inhabit the surrounding cities have chosen to bare arms and scavenge the land for supplies which is difficult to come by. Some may chose to believe Chernarus is hopeless, however there is a growing movement of survivors trying to take back the very cities they lost 26 years ago.

- Development Road Map[trello.com]
- Public Defect Tracker[trello.com]

Social & Communications
- Discord[discord.gg]
- Youtube Channel
- Twitter
- BI Forums - Chernarus Redux Thread[forums.bistudio.com]

Requirements
- CUP Core

Contributions
Bohemia Interactive
RussellOcean
Ronhill
ArmanIII
Evil Organ
Torndeco
BadBenson
LaNa
DankusMemeus
Haleks
Drinkings
And Many More

[www.paypal.com]


All donations will be funded straight back into the project for buying new models and textures, that we can then use on the map.



With this licence you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions:
Attribution - You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material).
Noncommercial - You may not use this material for any commercial purposes.
Arma Only - You may not convert or adapt this material to be used in other games than Arma.
Share Alike - If you adapt, or build upon this material, you may distribute the resulting material only under the same license.

Please Read Inserted Readme for More infomation
Popular Discussions View All (10)
140
Nov 23 @ 1:54am
PINNED: Bug Reports
Axios.exe
121
Nov 24 @ 6:05am
PINNED: Suggestions
Axios.exe
7
Oct 23 @ 3:23pm
PINNED: Server Promotion
Axios.exe
< >
707 Comments
TheDude  [author] Nov 23 @ 1:46am 
@Kelset,

As for the flashlight issue, we are aware of it and still looking for a better solution to support all light-emitting attachments and NVGs, when going down there.

It's a bit more complicated than it seems, to make it work flawlessly since Arma attachment flashlights work only during the night time and you need to provide solutions for both day and night.

Use NVGs and the custom modified flashlight created: > player addItem "CHR_flashlight"
Or go down there during night time to be able to use the vanilla attachments.
TheDude  [author] Nov 23 @ 1:46am 
Hey, @Kelset

AI pathfinding is not fixable since the objects used at Altar Bunker are not intended to be walked on in the first place. Arma AI pathfinding is very limited and it requires editing the model itself to be able to "fix" this. Unfortunately, we don't have the source models to be able to edit it as we want it to (most are from CUP Core).

What I can recommend is placing static things that will spice your experience down there. UGV (no fuel), static machine gunners, IEDs, anomalies, etc.

Kelset Nov 18 @ 8:17am 
@TheDude Awesome job with chernarus really, Loving this maps since years. Is by any chance the AI pathfinding fixed and available for the underground bunker? Last time I checked they couldn't navigate and flashlights didn't work as light sources underground.
RageFoxTV Oct 27 @ 8:36am 
@TheDude Thank you for your prompt reply. That shouldn't be a criticism for CHR. I love this apocalyptic map. Just wanted to know whether something is already planned in this direction. thanks for your regular updates and this wonderful map
TheDude  [author] Oct 24 @ 2:23am 
@DarkLink thanks man, we appreciate it.

@RageFoxTV, we are constantly looking for solutions on how to improve performance when working on new locations and tweaking older ones. Unfortunately , there is no magic button to press and optimize things, moreover dealing with how Arma handles things. Balancing things is the way to go. So no, no dedicated patches for addressing only performance. Tweaks here and there, will be added for sure. CHR is a heavy map I agree, but there are ways of optimizing things using tools provided to mission creators too. You can't expect to have the same performance  you've been having on vanilla maps without changing the settings. Balance things. ViewDistance, DynamicSimulation, SceneComplexity, etc...
TheDude  [author] Oct 24 @ 2:23am 
Hey all,

@random Techpriest , improvements of an existing towns are the priority right now, but new locations are definitely something that can be added in future updates. As for the non-apocalyptic clean version, no plans for that.

@EllmansWorld, can you send me the exact time and environment conditions you are using at your mission? Does it happen on mission start, right after Editor (SP or MP)? How about changing it during the mission via Zeus? Do you have custom weather scripts on? Please , provide more info, so I can reproduce it on my end.

RageFoxTV Oct 23 @ 3:20pm 
Performance Update planned?
DarkLink Oct 18 @ 10:49pm 
I just love this map. Can not get enough of it. Great works guys.
EllmansWorld Oct 8 @ 10:54am 
Why does it seem impossible to make it 100% dark Night time?
It's proper dark while in the editor but once you load in it's not dark at all.
XenithZero Sep 11 @ 5:50am 
@random Techpriest Yes, the map is still being worked on (I'm a contributor, I would know :P). The non-apoc version likely isn't planned until this version is finished, and will depend if the main dudes wanna shoot for a non-apoc version. Only time will tell for that department.