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rip31st

31st Normandy mod for ArmA2: WW2

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Hmmm.... Is there a yoma link i can download it from? Or do i HAVE to download the zip file?

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;1628030']Any servers hosting the mod? Not going to DL it otherwise.

It's a beta without sigs, so there probably should be no servers running it unless they are doing testing.

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It's a beta without sigs, so there probably should be no servers running it unless they are doing testing.

When's testing? :o

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;1628506']When's testing? :o

When ever you test or someone else wants to :)

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So I downloaded the 31s't normandy mod and all the patches but when I start arma 2 it says Addon rip31st_normandy2 requires version 1.03 of application. Somehow some of the stuff from the mod is still there when i get on but it is really messed up and if i make one mistake it crashes. Someone please help!:eek:

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Have you downloaded ARMA2 patches? it needs to be patches to at least 1.03... The current patch is 1.05

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never mind i fugured it out i never fully downloaded the patch 1.05 but thank you for the help:)

Edited by mickinley

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ok so as you know i thought i fixed it by downoading the patch...well that gave me one more map and stopped it from having the error at the beginning but everything else it still the same. ex. if i put down an LCM3 and i preview the mission it crashes, if i use any of the us inf units and i preview the mission it crashes, if i try to put a group of any WW2 units instead of individual units it crashes, if i go to the empty list there are 2 rows that have no names, and last the american units speak RUSSIAN!!:mad: and thats all i have found for now am i gonna have to redownload the entire mod or something?:confused:

Edited by mickinley

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Nobody reads the thread to find out why

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what thread are you talking about:confused:

The thread about ACE 2. :rolleyes:

No, seriously, THIS thread of course. There is a search function if you do not wish to read all 100+ pages. It has been explained several times that the mod is only in beta stage right now. The groups don't work, just place individual units on the map. And also, place empty vehicles with the crew outside, otherwise the game might crash.

There are also other bugs, and this is to be expected until the release of the finished version. What we have now is intended for early testing for those who wish to do that, if you don't then wait for the finished version to be released.

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ok i understand do you know how i can start units in an empty landing craft because i want to make a d-day scene also do you know how to make the enemy units actually fight like normal ones cuz they dont start shooting until ur like 10 feet away if this is because it's beta thats ok with me just asking you know.

-Thank You:D

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I have not done a lot of testing, mostly checking out the infantry units. I've never noticed that the enemies don't attack, they have always acted normal for me as far as I can remember.

But I'm sure there are people that have done a lot more testing that can answer all your questions.

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is the mod now compatible with Ace2 or GL4 ?

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is the mod now compatible with Ace2 or GL4 ?

They work with it for me (with both mods), and the Seize Zones WW2 map requires ACE2+ACE2X to run at its full capabilities... So it should work.

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hey work with it for me (with both mods), and the Seize Zones WW2 map requires ACE2+ACE2X to run at its full capabilities... So it should work

worked the mod with CBA? i need WarFx for the mod the vanilla effects are so ugly :(

Greetz stephsen

Edited by stephsen

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hey work with it for me (with both mods), and the Seize Zones WW2 map requires ACE2+ACE2X to run at its full capabilities... So it should work

worked the mod with CBA? i need WarFx for the mod the vanilla effects are so ugly :(

Greetz stephsen

Yeah, I have about 10 mods running in compliance with 31st Normandy, and i have had no issues.

The list is

@CBA, @ACE2, @ACE2_X, @ACE2SM_X, @RUG_DSAI, @GL4, @ZeusAI_ACE, @LandTex, @VFAI, @VFFPS (and obviously @31stWW2)

Edited by bwc153

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Yeah, I have about 10 mods running in compliance with 31st Normandy, and i have had no issues.

The list is

@CBA, @ACE2, @ACE2_X, @ACE2SM_X, @RUG_DSAI, @GL4, @ZeusAI_ACE, @LandTex, @VFAI, @VFFPS (and obviously @31stWW2)

I'm not sure what all these mods are about and what they do. I'm only familiar with a couple of them simply because I don't have much time. BUT generally speaking a mod will only modify an existing class. The problem with the compatibilty with the 31st normandy mod and these other mods is most of them only modify the classes that exist with Vanilla ArmA2 such as m16 rifles, helicopters, tanks, sounds, land textures, etc. Whereas the 31st normandy mod has created its own set of new classes. These mods you list would have to have our classes listed in them and modified, but they don't. So essentially these mods do not do anything but load and possibly reside in memory taking up valuable system resources. I can see things like maybe @landTex modifying the basic terrain textures, but otherwise, like I said, most of them don't have our classes.

With compatibility and other mods with our mod. One of two things could eventually occur. One - The other mods could wait for an official release and take our classes and make their own versions of say like ACE WW2 for example, or we could eventually...and I emphasize again the lack of time on my hands to add components from these other mods that would be selected based on relevancy.

With the popularity of other mods, we have considered making them compatible, but it seems like upon a more indepth review we've done with things such as armor penetration. We've concluded that they just don't do enough in respect to what we would like, especially with WW2, so we've programmed our own. We have excellent programming skills within our mod group as you will find out with our official release.

Our mod with it's official release will be a very well rounded mod in many ways. You'll just have to wait and see what becomes of it, and from there make your requests.

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Yes i know they often don't effect the same thing, but some of those actually effect the WW2 things as well, such as GL4, VFAI, RUG_DSAI, and VFFPS. Not to mention Seize Zones WW2 uses a few features from ACE (such as invisible targets for bombers).

While they don't effect the WW2 weapons/vehicles, they do effect things like smoke effects, and AI... So it is a good idea to use them anyway, even if you don't plan on using modern units.

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I don't know that there's much in ACE et al that a WW2 mod would really benefit that much from if you have your own upgraded armour simulation. That said, I do suggest you look at fulfilling the config requirements to be ArmA2TS-capable for a top-notch radio comms simulation (and high-quality positional audio also).

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If your Mod could be compatible with In44 in their upcoming Mod or theirs could play with yours, that would be nice. At least many stuff could be supplemented for both.

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