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dead kennedy

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Everything posted by dead kennedy

  1. We proudly present to you an announcement of Veteran mod for ArmaIII, the participant of MakeArmaNotWar competition in “Total modification†nomination. Veteran mod (or VTN) is a modern battlefield that includes real life gear, equipment and armaments in the real life environment. Best way to fight. The shortest way to the victory. We prepared a few pages of infographics to introduce our new friends to the mod and answer most frequent questions of our loyal followers. Watch out for the news, new ingame screenshots and videos going to be published very soon. Follow us on Twitter - https://twitter.com/VeteranMOD Bookmark our webpage - http://patriot-games.ru/ (international version comming soon) Check out new screenshots on Steam - http://steamcommunity.com/profiles/76561198054048424/screenshots/ Vote us @ MakeArmaNotWar
  2. Hi everyone. Made a multi- shader and a simple object to test the subj with a @mondkalb, tutorial (step-by-step). The mask map: The rvmat: https://pastebin.com/Gc8qEwFf Everything looks okay while the source of the mask map defined to UVset0 (uvSource="tex"). But obviously I can't use it this way, I have to place the mask map to the UV1 (second channel) instead, and this is the problem: All the layers messed up, it seems the Buldozer simply does'nt see a mask map in the UV1. I sure the content of the UV0 and UV1 are absolutelly identical (tried both copy UV0 to UV1 and export a fbx with double channels). So I (barely) sure the mask map is within the proper bounds. Rescaling and moving the UV feautures in the UV0 leads to ridiculous results: Need a help, pease 😱Absolutelly wasted with this stuff.
  3. Beketov Current version: 0.9b, October 2016 Location: Central Russia Type of the landscape: rural Map size: 20x20 km (400 km^2) Number of 3d-objects: ~1,5 million Number of settlements: > 50 Suitable for: individual, squad, platoon or company simulation Steam subscribe link - http://steamcommunity.com/sharedfiles/filedetails/?id=743968516 Armaholic page link - http://www.armaholic.com/page.php?id=31454 Addons needed: CUP Terrains - Core I. Map description. Geography. Beketov district is a part of Uisk region. Beketov urban-type settlement is located 75km away from Uisk and 340 km to the East from the Moscow. History. Sobakino village of Uisk province is mentioned in documents since the second half of XVII century. It belonged to Dergunov-Sobakins landlords. In the middle of XIX century, the village became the state-owned property and acquired the status of a district center. In 1935 the village of Sobakino was renamed in Beketov village. It was named after one of the activists of Bolsheviks party. A few of collective farms (kolhozes) were formed right away in that new Beketov district. Population. Population — 10255 citizens (according to 2010 population census). Of these, the urban population - 5428 people, villagers — 4827 people. The ethnic composition of population — 95% Russians, 4% Tatars, 1% — else. Economy. The economy of the district is mostly formed of agriculture, forestry and service sectors. The largest enterprise — Beketov chapelnik factory which is on the brink of bankruptcy since 1993. There are also operating a few open joint stock companies (OJSC) «Krasnoselskiy elevator», «Studenetsky distillery» and private enterprise of Gevorkyan S. G. Culture, education and health service. The cultural objects are represented by «Vperyod!» ("Forward!") cinema theater (Beketov urban-type settlement), the house of culture of Krasnye seltsy village and lots of churches. There are Cathedral In the Name of Entry into Jerusalem (Beketov urban-type settlement), Church of the Kazan Icon of the Mother of God (Krasnye seltsy village), Church of All Saints (Karavayky village) among them. Also, there is a ruined Armanihinsk church there (Armaniha village) and Dergunov-Sobakins farmstead which is preserved to our days. Educational institutions are represented by 11 schools and 1 professional lyceum. There are 5 libraries, 11 smaller health centers, and Beketov Central Hospital. II. Authors and gratitude. Authors: Dead_Kennedy, SenChi (landscape, forest, most of Beketov urban-type settlement). Gratitudes: The author is grateful to everyone who helped to create the island - 3D-objects artists, technical problems solutions assistants: Mikebart, das Camper, argument, Shelestov, udaloy, Yanot and other good people. III. Known bugs and shortcomings. Keep in mind that this is Beta-version and there are a few errors on the map. - Some of the fences are rising up when destroyed. This bug is there because of there's no way to add a line in geometry lod because the object is in ODOL format. Link to the object: beketov_ob\Pale_Wood2_5.p3d - Geometry problems with road police post building (vtn_bdg_post_md), postal office building (vtn_bdg_postoffice). - No moon at night. - River fords are marked as roads on the map (left as is for the testing purpose). Shortcomings. - The necessity to change the color of river water to green-brown. - On the territory of Beketov urban-type settlement, there are a few large buildings with no local infrastructure. - The necessity of an airstrip. - The necessity to darken/lighten parts of satellite map according to heights map. - The necessity of cemeteries. - The necessity of electrical infrastructure improvement — adding of tranformator and power lines in some settlements and factories. Additional 3D-objects needed. - Standart building of a common village house of culture. - Standart school building of bricks or concrete panels. - New administration building with an interior. - New building of a road police post. - Tombstones, flower beds and fences for the cemetery. The author would gladly accept any help in fixing those bugs and shortcomings. Also, I'm looking for a person who would shoot a nice promotional video for the Beketov map. ============= UPDATE 0.9b CHANGE REPORT NEW: A penitentiary colony in Dubenki. NEW: A dairy factory in Beketov. NEW: Wheeled vehicles speed is now depends on the type of terrain. NEW: A couple of new school buildings in Beketov. FIXED: Some geometry issues around Beketov. FIXED: Some geometry issues in the central industrial area near Kozlovo. FIXED: Some geometry issues in Limonovo. FIXED: Many roads around the map. And some other minor fixes reported by the community. ========= VERSION 0.89b CHANGE REPORT FIXED: compatibility with dedicated servers (some missed bisigns added); FIXED: some minor bugs reported by fingolfin, shurka and others; FIXED: removed unnecessary dependency of the "CUP Terrains - Maps", only the "CUP Terrains - Core" is enough now.
  4. dead kennedy

    Contact Expansion Feedback

    So, July 25'th is here. Any chance we get an unencrypted pbo's with the Livonian map stuff to improve our islands?
  5. dead kennedy

    ARMA III Contact - Custom Alien Behaviour

    Oh gosh. Did you add these sounds manually or they're hardcoded in UFO's movement? As far as I dug it up in the Editor the smaller UFO is made as the UAV and - in theory - may be controlled by some unit. But how do you made this jerky movement? Is there a BIS_fnc or smnthng? Can you share your code here?
  6. dead kennedy

    Contact Expansion Feedback

    Are the Livonian map assets will be available to map creators? Just found out they are *.ebo-s and mikero tools can do nothing with them.
  7. dead kennedy

    Arma 3 DLC - CONTACT

    Nope, thanks.
  8. dead kennedy

    Arma 3 DLC - CONTACT

    >> If you pre-order Arma 3 Contact before the official release date, you can start testing the new terrain as of right now << Bought the DLC, launched the game but see no Livonian map. What did i do wrong?
  9. I don't hope this will be a Sam Fisher's set, but some very basic stuff would be nice. I don't like rambo-style stealth missions with 1 superpowered GI Joe executing a whole camp of bad guys at night. Nope, I just want to build a relatively realistic recon task, just to find out the hostile strongpoints, HQ's, reserves, u.s.w. and report to alied command with no rush and unwanted noise. But it still require some minimum of gear to show that's not a usual infantrymen but scouts. I have already found the relatively fair way to make a recce guys, but still need at least NV-scopes and supressors, just because they had it ILR: UPD: and still have some questions about GM's game mechanics. For example, how to force the AI to use a searhlight on a vehicle, how to unfold the antenna on a BTR-60PU MHQ. Maybe it's need to make a FAQ or something.
  10. Hi, mondkalb, thank you for the great job again. Do you plan to add some stuff for stealth missions in a nearest future? Such as sound supressors, NVG's, scopes? AFAIK Soviet recon units in Germany was widelly supplyed at least with 7,62 mm PBS-1 silencers and NSPU-1 NV-scopes. NV-googles was relatively rare, but there was no lack of (obsolete and awfull) NV-scopes and NV-binoculars in recon units. Not completelly sure about NVA, but think a German AK's was compatible with this stuff. I feel a huge buzz to make a reconnaissance mission, but afraid there's no such posibility at this moment without at least minimum of appropriate gear. Mayb do you have some public roadmap or trello, for example? To let us know what kind of the content you plan to add and what not. Thank you.
  11. Not sure, but something like this is in Mariental IMHO.
  12. Hi, guys! Thank you for the awesome DLC, and I glad to present you a new SP-misson. "Reunion 1983", SP: "East German tank company breaking trough the borderline in a large scale combined operation. Take the role of a tank company commander and lead the company of 12 vehicles with HighCommand system to reunite the Germany right now under the fair, socialist order, the collective regime of peace and love." Screenshots, a link to subscribe and a full description is in the mission's topic. P. S. Thank you, nettrucker, for your help with the voice acting!
  13. "Reunion 1983", SP East German tank company breaking trough the borderline in a large scale combined operation. Take the role of a tank company commander and lead the company of 12 vehicles with HighCommand system to reunite the Germany right now under the fair, socialist order, the collective regime of peace and love. Subscribe on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1747514280 Key features: Feel the atmosphere of the Cold war gets realy hot, inspired by such movies as "Threads" (1984) and "Doctor Strangelove" (1964); Good old OFP-style intro and outro cutscenes, narrative brieffing and a voice action; Approximately 45-60 minutes of gameplay; Do not pay attention to the casualties, comrade commander! There is thousands of volunteers claiming in the place of each dead conscript! No mods at all, only an official "Global Mobilization" DLC. Be advised, this is a SINGLE player mission, the Steam probably marks it as a MP one because of use of the teamswitch. Also pay attention that this is a very large mission, so in some moments it can require additional system resources. If you like large-scaled single missions and wanna to see more, then take a second to rate "Reunion 1983" and add it to your favorites! Don't forget to subscribe also "The Iron Cowboy" - the large scale mission about the NATO tank company on Altis; And "The Iron Scimitar" - the similiar CSAT tank company action on Malden.
  14. Okay. There is 2 role for pure Deutsch too. And 1 role is for the psyop officer reading propaganda on the battlefield, so i want he feel more "stasi".
  15. Hi everyone. I'm looking for 2 German male voices too. And it's would be brilliant if 1 of them have/can simulate the East-German accent. PM if yo're interrested in.
  16. Hello, guys. Is there a chance to find here a German voice actor? For the SP-mission. Mabe even with "sächsisch or thüringisch"? :-))) Thank you.
  17. Is there any kind of guide or a wikia about GM's features? For example, how to use a Siren module (gm_moduleSiren), how to turn the searchlight by scripting commands e t. c.
  18. dead kennedy

    Terrain Processor

    That's why. 1. http://ssmaker.ru/db9c1287.jpg 2. http://ssmaker.ru/0b0ec830.jpg 3. http://ssmaker.ru/37f0d573.jpg Does anybody else encounter such dumb crash in the latest version of TP? Literally can't create any task nor open an old project. It was ok about a few months ago, but the new version is not usable at all.
  19. dead kennedy

    [SP] The Iron Scimitar

    "The Iron Scimitar", SP Subscribe on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1616111219 Take the role of a CSAT tank company leader (amir) in a large combined operation against a NATO forces on Malden. Command the whole company of 9 vehicles with HighCommand system, use the artillery support, mines and recon units to reach the victory. Key features: - Under your command is 9 powerfull T-140 and two JTAC specialists to provide recon and arty support. - Approximately 45-60 minutes of gameplay. - Enemy WILL try to outflank you and call in an arty support against your units. So, be carefull and don't forget to eliminate forward observers before it's too late. More screenshots on Steam, you are wellcome! :) Don't forget to subscribe also The Iron Cowboy. Similiar mission of the NATO tank company on Altis. Be advise, this is a SINGLE player mission, the Steam probably marks it as a MP one because of use of the teamswitch v. 1.1 Changelog: - ADDED: OFP-style outro cutscene; - ADDED: the enemy now provides a MLRS-strike when "frustrated" by player's action; - CHANGED: the location of the final objective now be revealed only when the 1-st and the 2-nd objectives are completed; - CHANGED: Player's and friendly tankmen geal loadout; - CHANGED: the number of enemy manpad ATGMs significally reduced; - CHANGED: hostile armoured vehicles has been covered better and covered by the camonet in come cases. - CHANGED: hostile infantry units now tries to find cover at their positions; - CHANGED: subordinated tankmen now will not leave their vehicles, even immobilized; - CHANGED: JTAC's SUV moved nearby their initial position; - FIXED: objective 2 may end before friendly forces reach the village; - FIXED: enemy armoured reinforcements coming too early; - FIXED: some needless debug triggers has been removed; - FIXED: the C4-trap in the village now works; v. 1.2 Changelog: - NEW: logistic setction now has the ammo truck. - NEW: there will be a point of rearm / repair near the objective "Mansur" when the player capture "Mansur" and friendly mechinfantry arrives. - NEW: a small hint in the brieffing about the HighCommand interface.
  20. dead kennedy

    [SP] The Iron Scimitar

    The mission has been updated, the changelog is above. If you like this scenario, please rate it on Steam! Thank you for the support! :-)
  21. dead kennedy

    Beketov map, central Russia, 20x20 km

    In this version I added some shading to the sat texture. It depends on the heightmap and the landmass errosion. It should not affect a ground combat experience, but the land now looks little less poor from the aerial vehicle.
  22. dead kennedy

    Beketov map, central Russia, 20x20 km

    There were some bugs and i'm sure they were critical. Now the most of bugs are defeated with a little help of the community, and i finally added some more details to the map.
  23. dead kennedy

    Beketov map, central Russia, 20x20 km

    Beketov, Russia (Бекетовский район) UPDATE 1.0 http://steamcommunity.com/sharedfiles/filedetails/?id=743968516 CHANGE REPORT NEW: Concrete airstrip in the West. NEW: Many inprovements and details in every settlement around the whole map. NEW: Many groups of several trees and shrubs around the whole map to provide a better hideout for the infantry. NEW: Many new field roads. NEW: A dozen of farms, general stores, storages and other non-residental structures around the map. NEW: Several natural POIs and viewpoints around the map. NEW: Some loading texts. CHANGED (test): Birch trees has been replaced to birches from the ACR DLC. CHANGED: More detailed landscape texture (the satmap). CHANGED: More streetlights around the whole map. FIXED: Wooden fences now crashes properly. FIXED: A "WorldSize" parameter in the config now returns a real size of the map. FIXED: Most of minor bugs that caused unwanted entries in the arma3.rpt FIXED: Many minor bugs with buildings, trees in the middle of the roads, etc. FIXED: A "factory2" building now causes no error at the mission start. FIXED: More accurate placing of the village names on the map.
  24. dead kennedy

    Beketov map, central Russia, 20x20 km

    It's not a viable idea since there is no proper winter units and vehicles. But this is a right thought!
  25. dead kennedy

    Beketov map, central Russia, 20x20 km

    Just uploaded a new build to steam. UPDATE 0.9b CHANGE REPORT NEW: A penitentiary colony in Dubenki. NEW: A dairy factory in Beketov. NEW: Wheeled vehicles speed is now depends on the type of terrain. NEW: A couple of new school buildings in Beketov. FIXED: Some geometry issues around Beketov. FIXED: Some geometry issues in the central industrial area near Kozlovo. FIXED: Some geometry issues in Limonovo. FIXED: Many roads around the map. And some other minor fixes reported by the community.
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