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DarkGiver

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Posts posted by DarkGiver


  1. Thank you NordKindchen and others for the feedbacks.

    I'm actually working hard to fix most problems.

    Yes i received new sounds from Lord_Jarhead from JSRS, and they are awesome. They will be included in next version of course ;)

    Most animations will be redone, now with new Tools released by BIS for arma3 it's possible to have something correct.

    For the supressor, it works as intended with included Brügger & Thomet Rotex 5.56.

    The new version will include a P226 hand gun as bonus too and i will check for the muzzle flash...

    Stay tuned ! ;)


  2. Fantastic guns so far. My only gripe with the current ones is that they use the Arma 2 reload anims.

    You know what would be brilliant?

    If you could make the rear sights on some of the other variants actually rotate depending on the zeroing. Considering that the GL sight on Arma 3 guns changes its angle depending on the zeroing, wouldn't it theoretically be possible now? I don't really know if it's possible, but it sure would be neat.

    About the reload, it will be fixed in the next version... but there is still a few issues.. especially because the "unhide" feature doesn't works with current version of binarize tool.

    For the working rotating optics when zeroing.. sure i will try :) using the "zeroing" source...


  3. Well, apart the aftermarket parts, the handles in 552 vs the rest of the SG55x family serve different functions and are completely different. Looking at regular 552 and 553 handles, I can see no way they're interchangeable. See picture 8 here.

    Also, any idea if you're gonna enable the usage of R3F stuff at some point? They seem to have some nice stuff, plus their current pack only supports their own. Waiting for their updated release...

    Well... i like the 552 style charging handle.. and it's very handy on a cqb style version... so it will remains on the SB for now until i change my mind. I could include it on a classical sg552 version with classic irons and without RIS and yes.. original one are not interchangeable but compatible version exists as you can see:P

    Hmmm for R3F stuff especially optics, i can't do anything from my side. But i think they just need to make their optics compatible with all weapons simply by upgrading base CowsSlot and PointerSlot classes...


  4. Also, is the SG553-SB actually an SG552, since it's got the 552 charging handle?

    Well observed ;)

    As explained in the description :

    "The SG553 is an improved version of the SG552 and was released in 2009. Even though it mostly resembles the SG552, the SG553 has one key advantage, the recoil spring is now wrapped around the piston rod like in the SG 550/551 models, which address several reliability issues encountered in the SG552 and also allows the usage of the standard SG550/551 charging handle."

    The charging handle on the real one can be changed in a few seconds, it's like an accessorie, that's why i put the 552 style one ;)

    ---------- Post added at 11:03 ---------- Previous post was at 10:58 ----------

    hi dark,

    I see u have signed your addon which is a good thing I wish all authors did that,

    but when I download from armaholic the dg.BiKey is missing.

    just wanted to let u know that without the dg.Bikey the signature files are useless.

    ooooops... indeed.. forgot to put it in the archive :o

    Will do for the next version.. and for now you can grab it here


  5. ;2518649']

    [edit] Just tested and Loved it! The translucent mag works flwlessly' date=' thou I have a bug to report -> when you switch to GL, the mag reflects the status of the grenade launcher (If it is empty, you have an empty mag, if it has a 40 mike, you have a full mag, then if you switch firemodes back to rifle, it displays the right ammount of bullets of that said mag again), and the firemode selector is flawless too ;D

    [/quote']

    For the GL issue.. it's an arma3 engine relative issue.. can't do anything to fix it for now... GL will include reload animation as soon BIS enable it in game engine with proper animation "source"

    And about the classic iron optics, it will come back with the classical line.. especially on the old good swiss army sg550.

    Please add custom sounds. Tired of hearing MX's...

    It's actually a bit complicated to do/find a good fire sound... native arma3 sounds are awesome and i did'nt found the way to convert a3 .wss sound properly to customize them :(

    Woah! This was a positive surprise... been waiting on some for A3 for ages not, not that the selection for A2 was that great either.

    Any plans to create any other paint jobs than the plain SIG gray, I've always found that a bit... odd. Despite loving the rifle itself. Can't wait for the long and 7.62 versions! Also, any plans for 556R or similar (esp. the old proto pic that actually looked like a 551LB with AK mag and rails), for more punch?

    Yes black versions are planned. And for the others variants... no exotic version for now :) but why not in future...


  6. Introduction

    -----------

    The SG553 is an assault rifle manufactured by Swiss Arms AG (formerly SIG Arms AG) in Switzerland.

    The SG553 is an improved version of the SG552 and was released in 2009. Even though it mostly resembles the SG552, the SG553 has one key advantage, the recoil spring is now wrapped around the piston rod like in the SG 550/551 models, which address several reliability issues encountered in the SG552 and also allows the usage of the standard SG550/551 charging handle.

    A long barrel version of the SG553 known as the SG 553 LB incorporates a 347 mm (13.7 in) barrel with provision to fire rifle grenades and support a bayonet.

    The mod actually includes 3 variants of the SG553 SOW :

    SG553-SB : The short barrel version.

    SG553-LB : Long barrel version

    SG553-LB + 40mm GL : Long barrel version with 40mm grenade launcher.

    Also included, a Brügger & Thomet Rotex III QD Silencer !!! and a P226 handgun \(^o^)/

    The mod will include in future a wider range of SIG/SAN rifle, including classical SG550, SG551 and the new 7.62 SG751 SAPR.

    http://www.darkgiver.ch/arma3/dg_armory_promo.png (910 kB)

    Classnames:

    ----------

    SG553

    SG553_GL

    SG553_CQB

    SIG_P226

    SG553_Holo_pointer

    SG553_Hamr_pointer

    SG553_ACO_pointer

    SG553_ACO

    SG553_GL_ACO

    SG553_GL_ACO_pointer

    SG553_GL_Hamr_pointer

    SG553_CQB_Holo

    SG553_CQB_Holo_pointer

    30Rnd_56x45_GP90

    30Rnd_56x45SD_GP90

    30Rnd_56x45_GP90_Tracer_Yellow

    30Rnd_56x45_GP90_Armour_Piercing

    muzzle_snds_btrotex556

    Download :

    http://www.armaholic.com/page.php?id=22817


  7. Long time after Switzerland Mod for Arma I, i'm back with something new...

    Actually in release candidate state... soon available !

    http://www.darkgiver.ch/arma3/dg_armory_promo.png (910 kB)

    First release will include the SIG SG553 long barrel and short barrel version + grenade launcher version.

    In future the pack will include some more swiss guns like SG75x 7.62 family.. p22x hand guns and special sniper rifle !


  8. Yes.. the fass57 was planned in future version as "bonus" collector weapon with a few others like the K31.. but actually our priority is to release an updated version for the upcoming Arma 1.09 patch including new custom characters models, weapons enhancements, some fix and maybe a first custom working swm vehicle....

    But first we must solve our main problem : actually we have no more host for our website and our files (we were hosted by armed-assault.de...) and first we must find a solution. (finding a free host with 5gb space and unlimited traffic is really hard)

    But we will be back soon.. smile_o.gif we are not dead


  9. this is a brilliant mission i was just wondering are u going to bring

    out a version that maybe uses some addons such as the hind or

    the av8 with napalm and maybe some of the nice weapons people

    have released like the swiss army mod would give player more

    options  smile_o.gif

    A specific version of Evolution Blue V2 exist for Switzerland-Mod : SWM Evolution Blue (with authorisation of author of course). with all our weapons, soldiers, swiss army ranks, vehicles and a few enhancements. Check our official site for more informations.


  10. Quote[/b] ]I fouind a bug.(I think) The reflex crosshair shows up along with something that looks like a spotlight beam. I took a screen shot but I dont know how to put it on the forum. Should I email it to you so you can post it?

    It's not really a bug :P And what you're talking about is only visible in rare circumstance/light condition. It's the invisible alpha cone used to hide the reflex/aimpoint dot for realistic paralax effect.


  11. pr_v1.21_swm.jpg

    Download it Here

    CHANGES SINCE 1.2 :

    SWM_SwissArms

    -------------

    - FIXED: White crosshair visible with a few laser red dot weapons.

    - REQUEST: zoomin/out for ironsigh/relfex/aimpoint is back.

    SWM_Infantery

    -------------

    - FIXED: AAD MEDIC use wrong ammo for his pistol.

    - FIXED: Some error in the group team urban night team,(groups reworked).

    - FIXED: some grens use wrong NMap to.

    - FIXED: Group Face system doesn't works.

    - ENHANCED: the MPSD Recon,Assault TAZ was to Yello.

    - ENHANCED: redraw those pink flip-flops.all 3 civilians with flip-flops edited

    - ENHANCED: CH_CIVILIAN_1-3 face group added,(FUS_CAMO)

    SWM_VEHICLES

    ------------

    - ENHANCED: CH Sedan with dark windows now.

    - ENHANCED: a bit darker and optimized color, for Specop Humwv.

    - FIXED: sound loop for V8 better.that click is reduced to something.

    Missions

    --------

    - FIXED: Sierra -> Heli drop area changed, to avoid wounds on yours soldiers


  12. hey guys, i may have found a bug...

    when i have your mod running, if i board a mh6 or boat, my weapons are invisible....

    check it out.  when playing with any unit and you have this mod folder running, board a boat or mh6 and note the weaps are missing. then, try it w/out running the mod and note the weaps are there.

    That's not a bug.. but.. a feature smile_o.gif a temporary fix for a bigger bug.

    Try the version 1.1 of swiss weapons addon... take a weapon with aimpoint or reflex... and go inside a vehicle.. like a stryker... look around.. and you will understand why the weapons are not in hand of players when inside vehicles in SWM 1.2 wink_o.gif

    Maybe a radical method.. but that was the only way to fix that :

    swm_alpha_bug.jpg

    The problem is the "invisible alpha cone" used to hide the aimpoint red-dot/reflex chevron/eotech reticle when you dont aim. It cause a visual bug. And the invisible cone area also hide the inside of vehicles.

    So actually we must choose betwheen the realistic aimpoint/reflex with paralax effect without any bug or the ability to see the weapons in hand when you're inside vehicle...

    But if you want to disable this temp fix, simply unpbo the 1.2 swm_swissarms.pbo and in the config.cpp

    and remove those lines (or change the 1 in 0 ) :

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class All {

    hideWeaponsCargo = 1;

    };

    in "class CfgVehicles"


  13. Yes.. the exe is a standard install procedure, it looks the registry to find your Arma directory... ask you if the path is correct, show you the disclaimer, and install the mod in a /switzerland mod/ directory... after it adds an entry in the startup menu and create a shortcut and an standard uninstall. Nothing dangerous smile_o.gif

    But if you dont want any installer, from our website you can find the addons in separate archive... but without the missions and the custom main menu.


  14. it worked just wrong path in options...

    But now i couldn't see my model in the viewer just the viewer with numbers on top and nothing other.. but i've loaded my model correctly...

    what's wrong .. ? thx for help.

    Nice to see you on this forum again Picvert... you're back ? wink_o.gif


  15. Yes great mod!!!

    but...i got an 8MB arma.rpt!!

    only for you: some ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; wink_o.gif

    some more errors

    - "Key frame animation, no 'keyframe' property"

    - way to many of "Error while trying to generate ST for points"

    - Warning Message: '/' is not a value

    - Groups/Units that are not operational:

    ---> CH SF AAD Urban Night

    ---> CH FSCH KP17 Para's Team

    - Mission Guerilla - Tanks stop in front of this little village

    suggestions:

    + have look and make the arma.rpt clean!

    + CH SpecOp HMMWV and Pickup with camo net option

    + CH Piranha M2 with darker green in transport cabin

    + more CH civil stuff

    + redraw those pink flip-flops

    + include an radio to CH Sedan (flower power) with some 70's music

    + CH Sedan with dark windows

    + set gauges in Sedan funtional

    + make an campaign

    Yeah.. that's easy to say that.. but this mod was developped with old tools and most of the errors you listed are not really error but "warning". And are generated without any performance or other issue. But we are aware of them since a lot of time...

    Key Frame Animation error has no impact... and will be certainly fixed when the animation direcly included in p3d (that was impossible to do with old Oxygen)

    Error while trying to generate ST for points also have no performance impact and are only a stupid warning certainly because the use of the old Oxygen and the format of the 3d object i created. I will investigate but not important.

    Same for the other warning message related to the syntax we use (some condensed code on the same line to take less room because everything like anims, skeletons and so an are defined in the config.cpp).

    So... actually forget about the rpt. It has no performance impact. I hope to fix most of those problems with the news tools actually out. But the mod is in developpement since march 2007.. we didn't started with the release of oxygen2...

    Another thing, the green in pirahna is normal and is used as a "no clostophobic green" the same is used in sub-marine. It's not a camo green for decoration.

    For the others bugs.. we are working hard to fix them... and you can hope a 1.21 very soon. For the others features.. you will have to wait for the 1.3.

    Thank for your detailed feedback.

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