rip31st 98 Posted January 12, 2009 WoW nice! I will have to put those in there too! Good job! We can add a lot of retards to the map Share this post Link to post Share on other sites
eble 3 Posted January 12, 2009 lol whoever thought a groyne would cuase so much fuss. We'll agree to disagree, I'm pretty sure tho the allies wouldn't have chosen a beach with docks? else why take there own along? It's your map you can be as creative as you like Southy Share this post Link to post Share on other sites
colligpip 0 Posted January 12, 2009 Hello. I live near slapton Beach in Devon that was used for the training for D-day. The beach there has no groynes so perhaps this is an indicator that the normandy one was groynless as well. :-) Share this post Link to post Share on other sites
UNN 0 Posted January 12, 2009 If you have a root around the site Old Bear posted, you find loads of pictures showing the sea defences here Share this post Link to post Share on other sites
Zippa 0 Posted January 12, 2009 k I´ve spend most of the evning last day to mess around with the mod. And I have some construtive critism: negative stuff: - Textures really needs alot of work! - the SS camo arent that accurate/same goes for the german paras - the flak 88 camo needs a overall re-work. - the sounds are horrobile on the allied side, ect. rip the dod sounds. positive stuff: + large selection of units/vehicles + a good wwII feeling I hope you will accecpt my feedback and meet it with positive mind. Share this post Link to post Share on other sites
Aqu 0 Posted January 12, 2009 Wow. Great pics of some old retards At least at the west end of the beach those lines clearly have been retards. I see two kind of those. One with horizontal planks and large gaps between them. Another one with vertical planks and very few if any gaps between. @zippa Many of those are OFP converts IIRC and 88 is one of those. They are quickly made so that you can have more stuff to play with than just one endlessly polished model in the first phase. Rip has done insane amount of work (the map and the WW2 warfare conversion to mention a few) and it is amazing that we have even this much in such a short time. EDIT: No. I'm sure Rip won't rip (excuse the pun) anything for which he dones't have a permission. Share this post Link to post Share on other sites
rip31st 98 Posted January 12, 2009 If you have a root around the site Old Bear posted, you find loads of pictures showing the sea defences here Its so hard to see in that picture what they are. Â It's really inconclusive at this point. Â I will give the benefit of the doubt. Â I will have to include both. Â It's a nice pic though, it will help out with the placement of the buildings. this photo reveals more...(docks and whatever they are called thingys) Another problem is...IS this Vierville-sur-mer or St Laurent-sur-mer. Â Two diff locations. Â Pic says the prior. Â And also the postage says 1915. Site claims 1939 Â Looks like Les Moulins in the pic. google map of the area Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted January 12, 2009 Another problem is...IS this Vierville-sur-mer or St Laurent-sur-mer. Â Two diff locations. Â Pic says the prior. Â And also the postage says 1915. Site claims 1939 Â Looks like Les Moulins in the pic. Vierville and St Laurent sur Mer are the same town (ie same zip code). From the picture label, it's clear that Vierville is (was?) the main town, compared to St Laurent sur Mer (french way, don't ask ). Also, if you look at this picture: http://vierville.free.fr/PhotosDocuments4/Cauvigny1939R.jpg Don't you think that the postcard is displaying the Cafe Le Gallois ? Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted January 12, 2009 I also just checked a stamp database and you're right: the postcard is dated from 1915. And I'm right about the Cafe: http://vierville.free.fr/6641-BoulevardOuest.html Share this post Link to post Share on other sites
Enigma85 2 Posted January 12, 2009 kI´ve spend most of the evning last day to mess around with the mod. And I have some construtive critism: negative stuff: - Textures really needs alot of work! - the SS camo arent that accurate/same goes for the german paras - the flak 88 camo needs a overall re-work. - the sounds are horrobile on the allied side, ect. rip the dod sounds. positive stuff: + large selection of units/vehicles + a good wwII feeling I hope you will accecpt my feedback and meet it with positive mind. yeah i will concur with the textures a lot were quick to get the beta released. ESPECIALLY the Pershing, every time i look at it it sort of hurts my eyes XD. at the minute having a few RL problems to deal with. but as soon as that's all done and dusted i'll be starting on the textures properly. the Pershing and Go242 will be completely redone. Tiger and Panther will be Tweaked a lot and polished. along with anything else that is needed. i very much doubt that these will achieve fruition before the next release. hopefully rip will trickle them out in quick fix patches. as and when they are done. the sounds are being redone, in fact i think they already have been redone. As for the 88 or any other OFP conversions. we have sought and received permission for all this content. and only took part in the conversion process. no new textures we're added. all of these addons has been added "as is" and will need extra permission to be altered and changed with new textures and such. Share this post Link to post Share on other sites
.kju 3244 Posted January 12, 2009 Rip31st good work with your project! I wanted to make a version for my vehicle DM. Yet i have bad news. Unfortunately you didn't use OFPEC tags. So I cannot filter for your classes. I know it will be quite some effort, yet please check this out: http://www.ofpec.com/tags/index.php Thanks and keep up! Share this post Link to post Share on other sites
rip31st 98 Posted January 13, 2009 Another problem is...IS this Vierville-sur-mer or St Laurent-sur-mer. Â Two diff locations. Â Pic says the prior. Â And also the postage says 1915. Site claims 1939 Â Looks like Les Moulins in the pic. Vierville and St Laurent sur Mer are the same town (ie same zip code). From the picture label, it's clear that Vierville is (was?) the main town, compared to St Laurent sur Mer (french way, don't ask ). Also, if you look at this picture: http://vierville.free.fr/PhotosDocuments4/Cauvigny1939R.jpg Don't you think that the postcard is displaying the Cafe Le Gallois ? I stand to correct you. Â Vierville-sur-mer and St Laurant-sure-mer are 1km apart and are two different towns. Â Also the draws that come down to the beach from the higher hills are similar, BUT NOT the same. Q - Not sure what you're trying to get at. Â All the vehicles in the mod have unique class namespace identifiers such as rip31st,aqu,johns, etc. Â Most of them also contain a bisign key. Â In the editor they are also filtered by class. Â I have no plans to re-class any of them. They shouldn't have any conflicts with other addons. Isn't OFPEC ( Operation Flashpoint Editing Center) anyway? Share this post Link to post Share on other sites
oldbear 390 Posted January 13, 2009 Of course Vierville and St Laurent are 2 different villages, but what is shown on this last post card is west end of "Boulevard de Cauvigny" going from Vierville to St Laurent. Here the "Boulevard" connects to the road coming from Vierville , now "Avenue de Bedford", probably showing the area where the "vertical wall across road 12' to 14' high" has been built. But after all it's your map and you can put any feature you wish on it ... If we are going to have this kind of discussion on every features of the map, I believe we must open a special section on ArmA-ArmA II and of course ArmA3 forums What will annoy me most will be lacking of a main feature like raised train tracks from Cherbourg to Carentan and Caen for in the flooded zones it was the only part above ground and a major way to move troops or like the Cherbourg Fortress. I order to enhance the map, I will also suggest to build the sand dunes row from Vauville to Siouville known as "dunes de Biville". Share this post Link to post Share on other sites
.kju 3244 Posted January 13, 2009 here is an example of the FFAA MOD: http://pastebin.com/f2c8b0e33 Please take 5 minutes of your time and read what OFPEC TAGs is all about. It is a community standard for OFP _and_ ArmA. You need to have your unique TAG for every new class in cfgWeapons, cfgAmmo, cfgMagazines, cfgVehicles. You can stay backwards compatible to your old classes this way: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class rip31st_NEW: tank { // your code }; class OLD: rip31st_NEW { scope = 1; // hide class from editor }; While you use TAGs at times, not always. Now for my mission I can only filter for one TAG at the same time. Well it's not that you have to. Yet its good practice to use one TAG for a MOD. Well you may say its an addon collection. Fine. Just saying it makes filtering in my mission harder. Share this post Link to post Share on other sites
Enigma85 2 Posted January 13, 2009 problems with tags in the mod is that not all content is ours. so not all can be tagged the same. as Rip said there are works from: Rip,John,Acu,Atomic,Burner,ATST, and many more. classing them all as one tag might cause problems in changing the original file for the author going against there wishes for conversion. anyways. What do you gain by just adding the tags? Share this post Link to post Share on other sites
.kju 3244 Posted January 13, 2009 well no tag at all is likely to cause conflicts with another addon/mod at some point. to have the same tag for an addon package/mod isn't required. it probably makes it easier for the end user and documentation. its not a big issue here as your work probably isnt mixed that often with non ww2 addons. anyway just to give you some more insights in configs. you can just make a new pbo and change another config from there. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class MY_Patching_Addon_For_Addon_X { units[] = {MY_Unit_X}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"Addon_X"}; }; }; class CfgVehicles { class Other_Unit_X_BaseClass; class Other_Unit_X: Other_Unit_X_BaseClass { scope = 1; // we hide the old class, yet maintain backwards compatibility for missions }; class MY_Unit_X: Other_Unit_X { scope = 2; // make unit with MY Tag shown in the editor // change other stuff }; }; Share this post Link to post Share on other sites
rip31st 98 Posted January 13, 2009 I understand what you're saying Q but it's probably not going to happen right now. It's a bit of work I don't have time for now. Share this post Link to post Share on other sites
.kju 3244 Posted January 13, 2009 Yeah no worries. Was meant more as an information. That said with regular expressions you can make the change probably in a few hours in one go: http://www.regular-expressions.info/ powergrep or notepad++ are tools to mass replace text with regex. Share this post Link to post Share on other sites
Aqu 0 Posted January 13, 2009 For the tags...I don't think it's a good idea to start replacing tags for stuff which has their own tags. Only for vehicles etc which do not have tags already, it would be worth adding a tag system. You probably break quite a bit stuff otherwise and it won't fix anything. I'm not quite sure what you are making, but I would probably make a list of vehicles I want to add to the mission. I have suggested already that rip should make a readme file (or similar) which lists all the class names (among other things) for vehicles, ammo, magazines and weapons at least. Share this post Link to post Share on other sites
.kju 3244 Posted January 13, 2009 Like I explained above. You don't have to replace tags. Instead you only add new ones in addition and change the inheritance tree a little. Share this post Link to post Share on other sites
rip31st 98 Posted January 13, 2009 Like I explained above. You don't have to replace tags. Instead you only add new ones in addition and change the inheritance tree a little. Â The biggest part of the equation is time. Which I don't have much of. Takes time not only to do the configs, but go into the models themselves and change their paths. Share this post Link to post Share on other sites
.kju 3244 Posted January 13, 2009 Well like I said, I am not saying you should change them all/now. Just keep this in mind for the future. That said config class name has no relation to model/texture path at all. Or what do you mean? Share this post Link to post Share on other sites
rip31st 98 Posted January 13, 2009 Well like I said, I am not saying you should change them all/now.Just keep this in mind for the future. That said config class name has no relation to model/texture path at all. Or what do you mean? For example: current model name: rip31st_pz4h.p3d resides in folder name space: rip31st_pz4h class name: 31stwc model class: pz4h proposed change to add OFPEC tag: model name: 31st_rip31st_pz4h.p3d folder name space: 31st_rip31st_pz4h model class: 31st_rip31st_pz4h -Config paths have to be changed -name class has to be changed -paths to textures inside model have to be changed Could take a while to do that to each and every model. Share this post Link to post Share on other sites
rip31st 98 Posted January 15, 2009 Little WIP update with pics: Nearly done with Vierville-Sur-Mer section of the beach. Â I did replace the docks with "retards/groins" whatever you want to call them. Â Worked off some older pre-war photography to get it right. Thanks to Aqu again for great work on the trenches,retards etc. Couple more days and I will have Omaha Beach done, then I can move on to another beach. Share this post Link to post Share on other sites
rip31st 98 Posted January 15, 2009 Real world: Mod map: Real world: Mod map: I know its not exact or even close, but hey its my best shot! Share this post Link to post Share on other sites