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Invasion 1944 v2.6 (CO)

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I'm not 100% on it but there were some issues with 2.61 that prevented an automated classlist being generated, Homer fixed all/most of those issues now though I believe so it should be do-able. But I don't know how to do it myself so until someone in the know can do it just have to make do for now. For specific units you can always just place them in a mission and check out the .sqm, most of our classnames are pretty straight-forward so you can probably guess them half the time.

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Guys i tried a couple of times to join your server but i always got a CBA error

Hmmm, I also get a "CBA UI helper" error that occurs during the I44 splashscreen and CTD's. I downloaded everything from PlayWith6 tho that appears to be in a whole new format and now downloads everything to Documents requiring a manual move as before everything went into my Steam/Arma2 folder. I don't get the error loading Arma2 so Im unsure whats the cause.

Mod looks great tho :o

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Hmmm, I also get a "CBA UI helper" error that occurs during the I44 splashscreen and CTD's. I downloaded everything from PlayWith6 tho that appears to be in a whole new format and now downloads everything to Documents requiring a manual move as before everything went into my Steam/Arma2 folder. I don't get the error loading Arma2 so Im unsure whats the cause.

Mod looks great tho :o

Just to let you know, you can change the path that PlaywithSix downloads the mods to in it's settings (click on the big ArmaII button), which will save you having to move them yourself.

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Just to let you know, you can change the path that PlaywithSix downloads the mods to in it's settings (click on the big ArmaII button), which will save you having to move them yourself.

Thanks! I did that and then got it to work by just enabling it in Arma Expansions checkbox -must have been that not all of the CBA folders were loading by just using the Inv44.exe -either way it works and it so far looks fricken splendid :)

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Yeah the EXE's are redundant now and could not be updated for this version, with CBA's core changes its yet another reason we moved all instructions for running the mod via Six, as the old EXE's were just there to support people who had trouble running the correct mod extensions.

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I know that most of the airplanes have not yet been fully looked at - so, should we post bugreports on them on devHeaven anyway or shall we wait until you have revised them?

Question on the Hetzer: The Hetzer can hardly elevate it's gun: bug or design?

Great mod, enjoying Neaville a lot, as well as all the other stuff in I44 :)

Cheers,

D.

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Any chances you guys can and/or will incorperate the modded map of Shmalfelden from Arma1? Ive put it with the CAA1 project folder. The map actually looks fairly well and works good with mission making on I44. Just curious. Chances are none of you guys created that more nor can get intouch with the person who did. Just a curiosity. :) What I mean by incorperating is maybe taking it and fixing it up a bit to fit with the Arma 2 engine. ;)

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I am also joining in on the praise for the Neaville map, its just beautiful. The colors are great, the fairly flat landscape with subtle hills are really realistic in contrast to other maps, great for armor.

The placement of trees/bushes/houses and so on is very realistic and perfect for concealment, and also allows great spotting possibilities.

I would love to see this map being expanded for future updates.

Me too! The Neaville map looks really great, and seems to be well designed for interesting missions.

One question though: I have got the impression that the bocage on Neaville is not viewblocking the AI. Did anyone else observe that?

In a simple mission I created all AI is firing away like hell, and the only human fool on the map (i.e. me) cannot not see any hostiles...

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I know that most of the airplanes have not yet been fully looked at - so, should we post bugreports on them on devHeaven anyway or shall we wait until you have revised them?

Gnat is overhauling all the planes for the aimed 2.7 release so most issues should be known but you're welcome to add issues on dev-heaven but definitely don't focus on them as a point of feedback as we're largely aware of the problems with them and most will be redundant once we roll Gnat's updates into a release version.

The Hetzer can hardly elevate it's gun: bug or design?

Not aware of any changes so I'm guessing its a by design limitation but not being a tank buff can't be certain of that. If anyone does know feel free to let us know (dev-heaven would be a great place to let us know and point to references etc).

Any chances you guys can and/or will incorperate the modded map of Shmalfelden from Arma1?

I don't know the map, and unless it was a part of I44 it makes it very tough to get hold of original authors + source files so I would doubt it would ever be included with the mod.

I have got the impression that the bocage on Neaville is not viewblocking the AI. Did anyone else observe that?

There were some issues with the foliage in earlier versions but I think Mikebart cleared those up for the most part. However foliage is very hard to test in this respect and it also depends on personal graphics settings, some of the newer ones in A2 1.62 make them seem a lot thicker which can really limit the players vision, while AI is only limited by the actual view geometry models which are generally smaller than the foliage item itself. Also the hedgerows are very unlike the classic hedgerows used on the northern part of the Omaha map which acted like walls and are instead single bushes closer together more often (though there are scatted hedgewalls which provide great cover points). Try taking cover behind the more sturdy looking bushes and tree trunks :)

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Just, whatever you do with the airplanes, FIX THE TYPHOON, PLEASE!

4x20mm that barely scratch a soft target, and radar-guided 60lb RP-3s make me cry :-P

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Any plans for adding the Whirbelwind or Ostwind Flakpanzers? Germans really need some good AA.

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Just played few missions on Neaville map. Wow, this map looks great :)

Ps: i think you should pack missions Path to Neaville part1,2,3 as a small mini campaign for your mod (maybe add small intro/outro but this is not so importent). All parts of this mission are great. I have great time wenn i played them.

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Just played few missions on Neaville map. Wow, this map looks great :)

Ps: i think you should pack missions Path to Neaville part1,2,3 as a small mini campaign for your mod (maybe add small intro/outro but this is not so importent). All parts of this mission are great. I have great time wenn i played them.

Seconded - this map is beautiful and those missions are very, very well done. McNools did an amazing job. This mod is top quality stuff.

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My neighbor and I are collecting research, maps, building architecture of the era, to build an Anzio map. Though some of the units that participated in those invasions aren't all 101st ABD, or the 29th, and the German armor may be off in color, the invasion did happen in 1944.

Speaking of that....PacUK, I've sent two PM's that you asked me to do....cheers!

Ah, Anzio sounds great! Hopefully we can get some Italian units to boot some day, if not I'm sure we'll make do :). Can't wait to hear updates on that, keep us posted!

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Hello!

I would like to begin with saying that I love I44 and I think its a wonderful mod and I love the detail..

However as selfish as this sounds could you please fix the view block for the vegetation used on neville?

its really a game breaker for me when playing coop and the AI will lie down behind a thick bush line and wipe you out, other than that its really a gorgeus map

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It would be nice if someone with more experience with models and view-LODS etc. could have a look at the MLODS for mikebarts vegetation (which are available on his site here: https://dev-heaven.net/projects/mb-veg) and see if they could make it work better I guess, and then get it to the I44-team so that they can switch out the models we're using, the only thing I can think of is if the LOD that blocks the view needs to be expanded even more or if it isn't working correctly for some reason, but I'm no modeller. :)

The problem is most likely the density of the vegetation, and that the AI can still see through the edges of it while the player cannot (at least not as good) if there is a bunch of bushes close to each other, which is often the case on Neaville.

Edited by McNools

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Hey MCN! that's not a big deal... but can we modify mikebart's model LODS ??? I've done some rvmats things with them but nothing else... if Mr. Bartlett agree I can tweak them to suit your requirements :D

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I'm sure that Icebreakr worked with Mikebart to get the vegetation working properly for Lingor - might be worth having a word with him?

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Indeed we can! the MLOD's are even on the page I linked to and he gave us permission to edit his files (I changed the textures etc.) for the mod, so all should be good in that aspect :)

(I'm gonna get in touch with him just to be sure though!)

Edited by McNools

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The game crash when I play I44 and with map Neaville. Any suggestions? I tested to turn off I44 and I dont get the same crashes.

Thank you!

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The game crash when I play I44 and with map Neaville. Any suggestions? I tested to turn off I44 and I dont get the same crashes.

Thank you!

Might want to have a look at your RPT file located in c/users/yourname/appdata/local/arma2oa

Should be a report on what's causing your crash mate.

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Sorry if this was already addressed by someone with the same issue, but I don't want to look through 93 pages of posts for something that might not be here. Could someone tell me what the default key for the new hud is (the hud for attaching bayonets)? I am almost certain that it's Tab, but nothing happens.

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Sorry if this was already addressed by someone with the same issue, but I don't want to look through 93 pages of posts for something that might not be here. Could someone tell me what the default key for the new hud is (the hud for attaching bayonets)? I am almost certain that it's Tab, but nothing happens.

It is TAB, but you can set a custom key by assigning a key to 'Use Action 17' in Custom Controls (see page 7 of the manual which should be in the Documentation folder of @I44).

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