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Invasion 1944 Alpha Relased

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If you haven't got it working yet, just hold off for a few days... we'll rerelease w/ the proper campaign smile_o.gif

Is there any danger of it coming with an idiot proof installer?

whistle.gif

Also is there anything to say about the units reportedly not being compatible with other community ww2 stuff? I was wanting to ride to the rescue in an alternative reality xxx corp dash, with some Brit shermans I've knocked up. (I've not actually tried the mod yet, waiting for the new version).

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Marfy was never really part of the team, he did do alot of tanks, but they are all unfinished, have no resolution lods or interiours and are pretty much static objects (not freely available to the team). He never cooperated on Phase 1, he just allowed us to use his work if it suited our needs. We haven't heard from him in ages.

So the team only got to work on the Panther not the other tanks ?

To (further) clarify:

We had no manpower to finish his far from complete tanks. We therefore decided only to do a couple of tanks that were crucial to the Oosterbeek/Arnhem area (Panther and Tiger in the SS and heavy tank battalions mainly).

Marfy gave alot of his tanks to Marcel, but what was he supposed to do with them, finish off 15+ tanks on his own? Because of that he chose to work on more important things like the British airborne soldiermodel and the weaponlods. Most of Marfy's tanks didn't even play a significant role in Market Garden. The only tanks that might have been worth working on are the Panzer III and IV.

And no, we do not have the manpower to finish them off now either.

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I don't know how to make an installer, so barring some very simple utilities being provided to me, it's probably just going to be a .rar of the mod folder. If you need help w/ mod folders, read up on the FAQ, and search for "mod folder".

And to clarify on compatibility: no attempt was made to make our units compatible with existing addons. However, we welcome anyone to adapt our armor and damage system to their addons. smile_o.gif

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Quote[/b] ] Can I get access to the standard low height grass in the editor? (tried all the ones in the 'environment' tab but all 1.5m+ high) Or is this grass hard coded/complied into the Osterbrook map? Little help here please...

can anyone help me? would love to add some of the grasses etc to the Hell's Circus maps (just in the editor for my own use, not release). All I have in the environment file are 8 or so vegetation squares. any advice appreciated.

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I downloaded the Alpha (i tried the demo back a few years ago) and was pretty impressed. This MOD had/has huge potential.

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I thought that Christmas was next month xmas_o.gif ! I believe now that every MOD I've ever tracked has been released in some form or other.  Thank you I44 MOD Team for all the hard work that has been put in. Some flaws are there to be seen by all, and others that aren't. I hope that some, if not all, will be able to continue working on this MOD for ArmA. I'll be tracking it if I get wind of it smile_o.gif .

Now comes the advice of just an average community member.

1.) If you work on a MOD/Team release the addons when completed. There will always be someone smart, smart as, or smarter to make the campaigns  that make the addons stand out. This will ensure that the work load on your team is limited in producing just the high quality addons that you can obviously make. This is probably the biggest downfall to every MOD that doesn't release their work/addons when finished. Let me explain. When you finish 1 or 2 addons...release them, and take a break then move on to the next project...this way the community can start making missions, and then when enough addons are out the mission makers can make the big campaigns that will make all the hard work come together to make everyone happy. Doing this will help everyone in the MOD/Team have a little break in between addons, and the campaigns can be updated on a more regular basis as new addons come out, or new features/bugs are fixed on the released addons. They will even be able to join a MP game with their new creations  biggrin_o.gif ...

2.) Work together, and don't blame others for having to wait for something. If you have to wait, make something else while waiting. This goes back to 1.)

That said, you guys have put together a really fun alpha version!!!! You all should be proud of what skills you all have! I can't make models...yet lol (ya right) I would give almost anything to be able to understand how to make something to contribute to the community as you all have done. I can make islands, but what good is that if you can't populate it with good buildings, static objects, and foilage. I salute you all and wish you all well. Hope to see more work form all of you in the future on the I44 MOD, or as single works by each individual who helped in the creation of I44.

Take Care I44 Team!!!

Salute ~

P.S.

The OFP community is the best one around, and it has been around for years....We work together...We play together. Cheers!!

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Ok, i finally worked it out, seems my older version of winace wasn't working correctly so i used winrar and all is well.

I'm amazed at the quality of the units and I'm also pleasantly surprised that i have experienced no lag on the island as well. This has to be the best "alpha" release i have ever seen.

To all involved in creating this mod, from this fan, it was worth the wait!

notworthy.gif

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Quote[/b] ] Can I get access to the standard low height grass in the editor? (tried all the ones in the 'environment' tab but all 1.5m+ high) Or is this grass hard coded/complied into the Osterbrook map? Little help here please...

can anyone help me? would love to add some of the grasses etc to the Hell's Circus maps (just in the editor for my own use, not release). All I have in the environment file are 8 or so vegetation squares. any advice appreciated.

Sorry, must have missed that.

The grass is placed on the map by WRPEdit (or similar program). It would have lagged even far more if we had placed it on the map in the mission editor.

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even in its currant state Inv 44 is a top notch mod.

Thank you very much for this.

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Been waiting for this a long time, since the demo, and it was well worth it. Great job.

One question...this happens with a lot of weapons, including the PIAT and BREN:

clippingox4.jpg

Is this a bug or is something screwy with my setup? I also find a lot of the weapons are always held up to eye view, or really high in first person mode, blocking most of the right side of the screen. I'm running inv44 in its own mod folder with no other mods.

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Is this a bug or is something screwy with my setup?

It is an alpha build. There are supposed to be plenty of flaws.

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Is this a bug or is something screwy with my setup?

It is an alpha build. There are supposed to be plenty of flaws.

I'm aware of that. I'm just asking if OTHER people have this problem or if it's just me. icon_rolleyes.gif

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It's a "feature" that has some side-effects, like being able to look through a part of the weapon in 1st person view.

The weapon sticking through the head may be something due to the file being older, I haven't had that in the newer build which is set for release....sometime in the future.

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Is this a bug or is something screwy with my setup?

It is an alpha build. There are supposed to be plenty of flaws.

I'm aware of that. I'm just asking if OTHER people have this problem or if it's just me.  icon_rolleyes.gif

Sorry about that. I read somewhere earlier that the animations weren't fully completed. Even on the stage they are in, they were great.

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The animation you see was designed for the rifles, IIRC. We had wanted to do individual weapon anims (as seen in some screens), but w/ OFP that's not really possible. So w/ some weapons (PIAT, MGs, etc), the anim doesn't line up quite right.

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Does ArmA support different animations for different weapons? *wink*

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Ok all, a quick update. I have the most current version of the Alpha which i am adding some more voice packs (i still need to edit them as some have 1 file for an entire category) that i had received and the finished campaign. Its going to be a few more days as i have limited time to get all this done but each day i get a little more of it done. Anything that will be left to do by Thursday will be finished then as its a holiday and i am off from work with no plans that day.

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just tryed to dl this and well all links to this dont work it stops in the middle errr plz some one put up an dl link plz would love to play this mod looks vary nicely done smile_o.gif

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Thank you for your winter! Would you please also fix the bug of mixed texture problem of Panzercrew's faces? i think it's important.

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just tryed to dl this and well all links to this dont work it stops in the middle errr plz some one put up an dl link plz would love to play this mod looks vary nicely done smile_o.gif

We could put up more mirrors, but I suspect it is not the mirrors crapping out, as much as it is something on your side preventing you from completing the download. If the files would have been corrupt, then everyone so far would have reported the same problem you are having.

Try to disable downloadmanagers and ensure you have enough free space on your disc (at least 3 times the amount of the file you are trying to download) and try again.

@ Faces and all other bugs: as said before, we do not have the knowledge or manpower to fix anything beyond white textures (wrong texturepath) or missions that don't work as they're supposed to.

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I gotta say i am enjoying the campaign so far. Fighting in open fields is much more hairraising then i had suspected. The AI has the advantage as they can see you lying down in the grass when you can't see them. So long as you keep moving you won't be a sitting duck. Also u gotta love that vickers mg, although tough to aim, it totally kicks butt.

Nice work guys!

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