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Binmod Release Thread

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I tried your mod, and all is fine (sounds, effects etc etc), you did a good job ;)

the only thing that I don't like very much, is the animations. maybe you could try Sanctuary's anims. :)

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Thank you! Some of those animations are indeed by Sanctuary. What animations didn't you like?

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Those are both Sanctuarys...

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The run animation isn't from WW4, but it is made by him. Should we implement it from WW4?

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yes :p Sanc's ww4 anims are the best; you should use them; this is my opinion, of course you are free to make what you want ;)

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Alright, we'll have a look at it.

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Aren't the WW4 anims tied to particular unit models? Would they work well with the stock BIS models?

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Aren't the WW4 anims tied to particular unit models? Would they work well with the stock BIS models?

Don't really know, still worth a try.

Edited by batis4

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They work excellent with stock units too.

STGN

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They work excellent with stock units too.

STGN

Good to know!

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Thank you JdB for ofpr.info mirror!

It has been a long time since the last update and because of the CWA release we have almost completed the Beta 0.9 version of Binmod.

Some of the new and remade features of the beta are:

- Effects & Features:

- New optics for most of the weapons (including M-series and AK-series) [ported from ArmA II in 2d]

- New realistic sounds for most of the weapons

- New blood effects (lagfree version of Snypir's OFPEC blood addon)

- New sonic crack system

- New particle & smoke system

- New explosion & fire effects

- New animations and animation configs

- New bullethit ground effects

- New ballistics & trajectory system for bullets (including wind & temperature variables)

- New dynamic sound system (including 3d positional environment sounds, gun and explosion echoes)

- New sky, stars, sun and moon

- New radio static and "over" sounds

- All CWA related bugs (expect "getMove") fixed

- Rucksacks, submachineguns and handguns can be stored in rucksack. Rucksacks are also working indoors

- Binmod is now multiplayer compatible

- AI may get in buildings to take cover when fleeing or injured

- AI may storm the building if enemies are inside

- AI behaviour enhanced drastically

- Player can drag bodies

- Unit exposed to heavy destruction can lead to bodypart decapitation gibs

- Heavy performance optimizations comparable to version 0.8

..and more not listed here.

- Available infantry units:

-US Army 2007 infantry (ACU)

-US Army 2003 infantry and airborne (Woodland, Desert and Arctic)

-US Army 1985 infantry (Woodland and Arctic)

-US Army 1991 infantry (Desert)

-US Army Rangers (Woodland and Desert)

-US Army Rangers '90s (Woodland and Desert)

-US Army Delta Force (Woodland and Desert)

-US Army Delta Force '90s (Woodland and Desert)

-US Army Marines (Woodland and Desert)

-RF Army 2007 infantry (Woodland)

-RF Army '90s/'03 motorized infantry (Woodland, Desert)

-RF Army '90s/'03 naval infantry (Woodland)

-RF OMON Anti-terrorist forces

-RF MVD and SOBR special forces

-USSR infantry '80s (Woodland)

-Insurgent units for all sides

-Middle-East Rebels for all sides

-Police forces for resistance side

- New available armor:

-US Army M1 (Woodland and Desert), M1A1 (Woodland and Desert, '85, '90s and '03), M1A2 (Woodland and Desert)

-US Army M60A1 (Woodland), M60A3 (Woodland)

-US Army M109 Paladin heavy artillery vehicle (Desert)

-US Army 5t Trucks (Woodland and Desert)

-RF Army T90 (Woodland), T72 and T80 (Woodland and Desert)

-RF Army BMP, BMP3 (Woodland and Desert)

-RF Army BMD-3 (Woodland and Desert)

-RF Army BTR-80 (Woodland)

-RF Army ZU-23 AA gun, NSV 12.7mm machinegun, AGS-17 launcher, ATGM Konkurs missile launcher

Edited by batis4

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yieah, mp compatable, 100% looking for that mate

Yes mate, the 0.9 will be multiplayer compatible.

We have set the goal of releasing 0.9 on December. If anybody wants to see this happen, please comment so you will make this more worth our while!

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Well I am looking forward to trying it:)

STGN

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Well guys, it's really ambitious project and it seems that you've done enormous amount of work already!

Looking forward to see Binmod 0.9!

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Is BINMOD 0.9 going to be compatible with OFP 1.96 as well?

I've been playing BINMOD with 1.96 so far without any problems, really.

Awesome mod next to WGL and WW4.

Edit - Oh, my bad, you meant the next version. D'oh. This is what I get for typing at 1:51 AM...

Disregard that.

Edited by Revan9190
Correcting myself as usual.

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Yes to all questions and thanks guys for your support, we will deliver an enjoyable experience to you all!

We will upload some preview material soon to YouTube, including the new awesome 3d enviroment sound system, sonic cracks, and a system similar to ArmA II's mod DSS (gunfire and explosion echoes etc.)

Edited by batis4

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We will upload some preview material soon to YouTube, including the new awesome 3d enviroment sound system, sonic cracks, and a system similar to ArmA II's mod DSS (gunfire and explosion echoes etc.)

Interesting, do you made that by script handling the distance of the player or it's retouching the sounds only?

Anyway, it keeps me a hyped, I was speaking with some friends and it would be fun to test the mod in MP with them :D

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Interesting, do you made that by script handling the distance of the player or it's retouching the sounds only?

Anyway, it keeps me a hyped, I was speaking with some friends and it would be fun to test the mod in MP with them :D

Both.

..and please, do play this in MP with your friends.

I'm uploading a brief battle video currently where you can hear the sound system and get a glimpse of it.

~edit: There you go.

H_vSNITiK9w

Edited by batis4
added youtube link

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Looks/sounds great. One thing that I've noticed, that I've always noticed in effects mods, is that the smoke of a fired weapon always seems too white (low transparency as well so it partially blocks the view), seems to linger longer, and the volume of smoke seems bigger than it is in reality.

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