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sgt_savage

The Unsung Vietnam War Mod V 2.6 Release

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2.6 RELEASE WIP REPORT #1

OK just a quick update to let you all know that we are still alive and kicking. While work continues, sadly it appears that 2.6 won't be finished until 2014. So no Christmas present from us for all those patiently waiting sorry :(

Taking into consideration all the work still left to do on the updates and enhancements. Also, with Christmas coming up the its just not possible to get it out on time.

However, that being said the amount of new content and all the new enhancements will undoubtedly be worth the wait. And since this is our last release for Arma 2 we want make sure we fix all we can before we close off modding to this wonderful game.

So here we go :

Deman3 has been helping us out upgrading our outdated and low quality weapons, he has already made a new MAT49 and MAS36 !!

MAT-49

http://abload.de/img/13cuxl.png

MAS-36

http://abload.de/img/1_y3suj.png

Also Von Knudenberg has been making us some new radios for our GUI support system interface. The PRC-25 for the infantry RTO and PRC- 90 for downed pilots ;)

PRC-25

https://docs.google.com/file/d/0B2lGu4y2CuzBRDhKa01yZEZhajA/edit?usp=sharing&pli=1

PRC-90

https://drive.google.com/file/d/0B2lGu4y2CuzBOGduUU4yZjBMMVk/edit?usp=sharing

And for those who missed these in our other thread:

Pookies new f105 in D & F models

http://i162.photobucket.com/albums/t247/eggbeast/rearm-1_zpsef4978e0.jpg

New wip A4E -

Original model from our good friends at the Falklands Mod, special thanks to Foxtrop1

Rescaled and reshaped by HcPookie

Retexture by Brainbug

http://imageshack.us/a/img13/5295/pvhj.jpg

http://imageshack.us/a/img17/6392/7tis.jpg

http://imageshack.us/a/img820/3522/evgz.jpg

The E2-A Hawkeye

- Original model by the Operation Frenchpoint mod

- Remodelled to E2-A configuration by HC Pookie

- New textures by BrainBug

http://imageshack.us/a/img571/7928/tho2.jpg

http://imageshack.us/a/img22/7711/17o7.jpg (110 kB)

http://imageshack.us/a/img546/320/lt4o.jpg (350 kB)

The A7 Corsair II

- Model and textures by Aplion

- Colour corrections by BrainBug

http://imageshack.us/a/img191/1802/w425.jpg (245 kB)

http://imageshack.us/a/img41/5759/pb1y.jpg (316 kB)

Remodelled Ah1G by pookie with new Minigun and GL launcher combo, Also supporting Eggbeasts custom loadout mod.

http://s162.photobucket.com/user/eggbeast/media/cobra1_zpsd32a4ec3.jpg.html

And some bonus shots of Showmakers new island "Phu Bai" around the destroyed city ...

http://imageshack.us/a/img43/8850/fnje.jpg

http://imageshack.us/a/img845/3214/rfc1.jpg

http://imageshack.us/a/img23/8573/bscp.jpg

Edited by SGT_SAVAGE

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Glad you guys are still working on this. Arma 2 is still fun!

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Thanks Savage

looks very promising and don't worry Mod making needs his time, so no Christmas release is not the end of the world.

BTW I have following error popping up.

Error in expression <[_this select 0] spawn Uns_radio_FNC_AddVehicle;>

Error position: <Uns_radio_FNC_AddVehicle;>

Error Undefined variable in expression: uns_radio_fnc_addvehicle

When making missions I have always show script error enabled and I would like to know if you guys are aware about this an if it has been fixed in the meantime or will be fixed in the future.

Thanks to all the UNSUNG Team

cheers

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We are aware of the inherit errors with the radio.Columdrum is working on that project it should be resolved in 2.6.

Any errors the community comes across let us know and will try and fix them.

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I must admit this mod is a showcase example of cooperation between different modders and addon developers - Unsung, OFrP, Falklands mod, GITS, etc. all respectfully sharing content and giving credit where it is due. Gotta love it! :)

.. and since we are pushing back release this will be a perfect opportunity for me to get those nagging "time suck" issues hammered out! :cool:

I must admit there's quite a bit of content in this addon that has a high "cool" factor. Will be worth the wait! :D

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I must admit this mod is a showcase example of cooperation between different modders and addon developers - Unsung, OFrP, Falklands mod, GITS, etc. all respectfully sharing content and giving credit where it is due. Gotta love it! :)

.. and since we are pushing back release this will be a perfect opportunity for me to get those nagging "time suck" issues hammered out! :cool:

I must admit there's quite a bit of content in this addon that has a high "cool" factor. Will be worth the wait! :D

That's what makes this community so great. I gotta love the Unsung MOD. :inlove: Since I haven't and will not purchase ArmA III I think that the UNSUNG MOD deserves some more attention from my side. I started to recreate Operation Starlite -- August 1965. The only thing is I used Razoreniya as battle ground. I believe that I gonna finish this one of first.

cheers and thanks once again to all you guys contributing to the UNSUNG.

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You guys should get an Achievement Award for your hard work. I hope BIS has taken notice of this.

Same that guy, Dyslexia or what ever his name has never showcased your mod (or has he?).

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Von Kundenberg is in the process of do that :) I have seen some WIP concepts already and its looking really good

We just hope the community will vote for us in the next mod of the year awards ;) if there is one that is :P

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Your work is great! N1 Screenshots! Very detailed work! i can not see enough of this hot screens...

The move of the release into the next year shows the accuracy of your work and how everybody is working on a #1 Mod!

Keep on, I look forward to news out of the jungle!

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Von Kundenberg is in the process of do that :) I have seen some WIP concepts already and its looking really good

We just hope the community will vote for us in the next mod of the year awards ;) if there is one that is :P

Yeah he did some awesome stuff for CWR as well. You can count on my vote for sure. :D

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I'm waiting for good and new SP missions and campaigns - even with 2.5

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Not to give you guys with more work, But is there any chance that the Huey gunships could have the nose mounted 40mm machine guns, Because that is something I've been missing.

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Hmm will talk to the model guys ;) no promises yet though.

If it happens we will post a screen shot here so check back every now n then

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I assume you mean the M5 turret like this one? http://www.dontgivvafuq.com/misc/pics/nam/uh1/uh-1_ara_gunship_01.jpg

That one is a DEFINITE MAYBE! :)

No promises! We are fixing the existing issues on the gunships. Adding new things may happen, just not sure if it can be done. A shameless plug of my modification of Eggbeast's "Shell Ejection" scripts:

hailofbullets.jpg

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I have a question. Will you change some units classnames etc in next update? Im asking becose me and kommiekat want to make some missions for Unsung and changes like this can make problems in mission editing. If yes (you will change classnames for unitr/vehicles etc) its beter for us to wait for v2.6 if not i can start making missions right now. ;)

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I have a question. Will you change some units classnames etc in next update? Im asking becose me and kommiekat want to make some missions for Unsung and changes like this can make problems in mission editing. If yes (you will change classnames for unitr/vehicles etc) its beter for us to wait for v2.6 if not i can start making missions right now. ;)

Yes all our class names are getting a major overhaul due to our new content. So, all our old missions and those of the community will not work or be compatible with 2.6 :( It needed to be done unfortunately. However, it will make it a lot easier for mission makers in the future.

Will you make the M72 law single shot disposable ?

Yes, done already ;)

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Thats realy bad news. But i understand that you must do this. Good that i made only 1 mission. ;) I will wait for the update and then start the work again.

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Actually, it might be easy to fix this:

1. Open the old mission.sqm in notepad ++

2. Find/replace old names with new ones.

3. Save the SQM file.

4. Open the mission in the editor.

5. Save the mission.

That might be all you need to do...

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Actually, it might be easy to fix this:

1. Open the old mission.sqm in notepad ++

2. Find/replace old names with new ones.

3. Save the SQM file.

4. Open the mission in the editor.

5. Save the mission.

That might be all you need to do...

well it's still quite workload to do and it depends on how many missions you've already made. I do also perfectly understand this move. Anyways good to know because I was working already on new missions which will now be put on hold until the next release is done.

thanks for informing us . . . that will safe us some work and sweat afterwards. I mean it makes no sense at this point to keep working with the current release version 2.5.

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Guys I wish to retract the comment I made about the old missions not working with 2.6, apparently they still will. Eggbeast is working on that project and it's better he explain and answer your mission questions in relation to this...

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ok a note on the new classnames system:

Being a mission builder myself I'm not a fan of deleting classnames unless there is a compelling reason to do so. Colum has kept a close eye on us as we've remapped inheritances and vehicleclasses especially - much duplication has been removed and the whole mod simplified.

we have significantly revamped the following classes:

-vehiclename

- weapons

- mags

- ammo

- effects

for personal weapons, aircraft, helicopters, tracked, wheeled, ship and static weapon vehicles

additionally the playable/AI soldier units classnames have been completely overhauled to make mission makers lives much easier - they now follow the standard BIS nomenclature

the air bombs, missiles, racks and pods follow mykes proxy system and can be positioned freely across all aircraft - as a result a whole set of new classnames were created for these

many new aircraft variants have been produced with specific roles - these all have new classnames following a standard nomenclature developed by Eddie at PRACS and myke originally

HOWEVER,

all of the old stuff has been left intact and much will be set to scope 1 to keep things easy to use. We have deleted almost no classnames (may have made one or two errors but unlikely)

The upshot is that your old mission will run without any changes or with a few minor ones that can be done along the lines pook suggested.

BUT there are many new features in the new kit that will mean you are very likely to want to open and edit your old missions to bring in the new features/equipment.

We hope that you can fix any small problems arising at that time.

I'm developing four evolution missions - cao bang, lowlands, SEA and tigeria to release with the mod, with ALL of the new equipment and features in a ready-to-play sandbox. We hope this will help mission makers quickly getto grips with the new tech, especially the modules.

cheers

---------- Post added at 05:33 PM ---------- Previous post was at 05:19 PM ----------

Not to give you guys with more work, But is there any chance that the Huey gunships could have the nose mounted 40mm machine guns, Because that is something I've been missing.

2min in "like kick ... and butt!"

http://youtu.be/ZYlk-zzuuvc

10min in - flak jacket! darn i just spent ages making em

we are definitely on it!

I'd love to take RL Ermey out on our test range - he'd be slappin you on the back pook!

Edited by eggbeast

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ok a note on the new classnames system:

Being a mission builder myself I'm not a fan of deleting classnames unless there is a compelling reason to do so. Colum has kept a close eye on us as we've remapped inheritances and vehicleclasses especially - much duplication has been removed and the whole mod simplified.

we have significantly revamped the following classes:

-vehiclename

- weapons

- mags

- ammo

- effects

for personal weapons, aircraft, helicopters, tracked, wheeled, ship and static weapon vehicles

additionally the playable/AI soldier units classnames have been completely overhauled to make mission makers lives much easier - they now follow the standard BIS nomenclature

the air bombs, missiles, racks and pods follow mykes proxy system and can be positioned freely across all aircraft - as a result a whole set of new classnames were created for these

many new aircraft variants have been produced with specific roles - these all have new classnames following a standard nomenclature developed by Eddie at PRACS and myke originally

This is actually good news. Since most of us are not customizing the weapons layout with units, should not be a big problem.

@hcpookie

Could you please consider porting some of your Assault/Patrol ships from his addon?

Ships, Naval Mines, and Naval Objects

by

hcpookie

http://www.armaholic.com/page.php?id=16181

Opfor seriously needs some ships for this great MOD.

Some of them fit in nicely with Opfor. They are not technically superior to the US versions, but still realistic in the since that they are a bit rustic looking and have some fire power (front and back Turrets) and can fit in a about 7 guys.

I've even got the nifty NVA flag on the sides of these boats.

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