Goeth
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Everything posted by Goeth
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Well the topic title and description says it all. We inside FDF mod dev team decided to put this mod and our WW2 expansion on halt. Reasons behind this is our shrinking team and second most important reason is lost of motivation. We are sorry for those who eagerly waited for the WW2 expansion, the expansion was about 80% done when we decided to stop. Also we had 1.31 patch 95% ready but never got the motivation to test it or distribute it. Few words about future plans. As all Flashpoint fans are aware the new Armed Assault is coming soon, we at FDF dev team are also waiting for the new game to arrive and we are pretty sure that we continue our work when the game hits the shelves. Feel free to drop comments or questions here on this topic. Regards FDF mod dev team.
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FDF Podagorsk v1.1 released 26.5.2010 Finally here is the update for the Podagorsk. DOWNLOAD from Kegetys DOWNLOAD from armed-assault.de DOWNLOAD from arma2base.de DOWNLOAD from www.armaholic.com DOWNLOAD from www.armedassault.info DOWNLOAD from www.eprison.de ---------------------------------------- DOWNLOAD FDF key file for server admins ---------------------------------------- Checksum for the FDF_Podagorsk_v11.rar = DFD8848F2857DAD2B133BB5C92AFEE29 And that´s all folks, this is propably my last terrain related project. It sure has been interesting seven years. - 2003 Eastborder (Winter & Summer) - 2004 Maldevic (Autumn) - 2004 Al Maldajah (Desert) - 2005 Maldevic (Winter) - 2005 Rukajärvi (Winter & Summer) - 2008 Podaga - 2009 Podagorsk Thanks to everybody that helped in these years. Mainly FDF core team and Kyllikki. And last but not least thanks to everyone that downloaded these terrains, played on them, made missions and reported bugs, without you all these years would have been wasted. ps. Mirrors are highly appreciated.
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Hi there folks! Some of you might remember Sound of War sound mod for Arma II. I was wondering would there be any use for this mod in the Arma III? This time i would like to make it as modular as possible separating sounds of explosions, handheld guns, cannons, vehicles, launchers etc so people could just use the sounds which they like. So drop you´re opinion and let´s hear you out. Regards G
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I personally dont have the Arma III yet but that is soon to be fixed. So you mean you cant unpack the pbo´s yet and cant dig in to configs?. It would be really interesting to see whats new on the sound department.
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Sound of War v1.0 released 19.8.2009 DOWNLOAD Sound of War v1.0 DOWNLOAD from Kegetys DOWNLOAD from armed-assault.de DOWNLOAD from SW Depot SoW key file for server admins ps. If someone could provide mirror it would be appreciated. Thanks for the mirror Mr Burns
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Thanks for the mirrors and feedback guys, i added the mirrors on the first post. ---------- Post added at 07:37 PM ---------- Previous post was at 07:27 PM ---------- I´m afraid being part of that team is life lasting job:) Just to make clear i would like to say that i´m not leaving the community, just have to take a break.(huge project incoming soon;)) I added word "propably" for a reason, never say never.
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FDF Podagorsk v1.0 released 20.12.2009 As christmas approaches FDF mod team would like to give you this small present, so merry christmas to everyone and remember to behave. DOWNLOAD from Kegetys DOWNLOAD from Armed-Assault.de Thanks for the mirror Mr Burns DOWNLOAD from ArmA2Base.de Thanks Miller DOWNLOAD from Armaholic Thanks El nino Foxhound DOWNLOAD from assaultmissionstudio.de Thanks Imutep ---------------------------------------- DOWNLOAD FDF key file for server admins ---------------------------------------- Checksum for the FDF_Podagorsk_v10.rar = 468B7E4AFBAE96E14373597CD60B7838 ps. Mirrors are highly appreciated.
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Here´s list of bugs fixed so far. I´ll try to find solution to civ issues.
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Issues has been noted.
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ArmA2 1.05 Impressions - ALL Impressions/Videos/Screenies Here
Goeth replied to Dwarden's topic in ARMA 2 & OA - GENERAL
I really liked the minicampaign.:m: -
For those who have bad performance try the island without antialiasing, that might help alot.
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Thank you for the feedback and the critisism guys, everything is noted. And Nazul yes Benny Hill Show was popular in the Finland, can´t remeber was it late 80´s or early 90´s when it aired. I believe there is no such people on my generation that doesn´t know the show:p Besides comedy with beautiful girls equipped with big frontal attachments showing some skin, what´s not to like:D Okay enough with offtopic, carry on.
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Holy crap Burns, i missed that tactical tree:) Let´s see if that tree starts to bug people, i´ll update the whole package if that´s the case.
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Yes Xeno there is some entries in the rpt, couldn´t figure out how to solve them. I quess it´s not that bad, i hope ;)
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Yes that would be very nice.
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Does anyone know how to export object templates from visitors object panel to new empty projects panel? I´ll add picture here just to make sure you understand what panel/objects i mean. There is the usual add/browse and open function but i´m after a solution to export them all at once.
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Thank you very much kju. Answer was right in front of my eyes but didn´t see it, blindness is a bad thing :). Actually i´m planning on expanding podaga island and i need to convert it to bigger world, 10240 to 20480. I have to start new project and try to move all objects and textures to new project, since it seems that it´s impossible to change the size of old world after it´s saved for the first time.
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Boggler server key can be found from here: SoW key file for server admins GOE.bisign files are included in the exe, two of them. Thanks for the mirror dale0404, i added it in the first post.
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Hi folks I was just wondering has anyone tried to have 6 different ground textures on one texture grid and have it fully working? I´m personally having problems to make it work, it almost seems that 5 or 4 is the limit. Also bis seems to hit the limits on chernarus, you can find problems on grid 072 104 just near the village of Mogilevka. Some sort of confirmation would be appreciated since it´s rather annoying to try to make something work without knowing that is it even possible to have 6 different textures on one grid.
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No offence to Jedo but how in the gods name can you say that graphics look better in ofpdr2 than in ArmA II, i just don´t get it. Start comparing those two games, compare models, textures etc and you´ll see that A2 beats the crap out of ofpdr.
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Hi there folks. I´m still struggling with Podaga atm so i can´t promise date for the patch. JuggernautOfWar vehicle sounds are not altered in this mod at this point, so what you hear is vanilla A2 sounds when it comes to vehicle and same thing with minigun but i´ll definetly try to change it.
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Li0n there´s definetly 1.1 coming, i just can´t give exact date but yes it´s coming. And thank´s for the feedback everyone. First thing i need to do is to boost up the sounds since 1.04 patch lowered the volumes somehow.
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Okay i´m finally going to post this bug which has been in ArmA II from the beginning because it seems to get worst by patches. The bug is that engine drops off sounds and reduces rate of fire when you´re not seeing the unit that is firing. Example: AI has 9 bullets in his pk machinegun belt, (why 9 bullets, that´s the amount of ammo i could adjust via ammo slider in the editor.) Now put enemy soldier near the pk machinegunner, in range between 50-300m. Put yourself like 400m away from the shooter. AI should shoot the enemy with 8 round burst which is defined in the config. Now look at the soldier when he fires the enemy and you can hear that rate of fire sounds the way it should be and 8 rounds going of and one single shot when empties the belt. Now try the same thing but don´t look at the soldier, Now you hear maybe 6-8 rounds going of and the rate of fire sounds like it reduced to half what it should be. I Tested this a bit more and the problem mentioned is happening on the latest official patch and not on beta patch in which this problem is even more horrible. In beta patch you can look directly the soldier that is firing, and engine plays the sample only 1 time while it should play it 8 times. Bottom line, the soundBurst entry is broken or something related to bursts because these problems seems to happen only in weapons that shoot bursts that are meant for AI and are hidden from human players. ps. This was a bit messy post, i hope someone understand what i was trying to say.
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Soundburst seems to be broken in 1.04 also:nono:
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Would You like to see Mumble's LINK - 'open plugin' implemented into ARMA 2?
Goeth replied to Dwarden's topic in ARMA 2 & OA - SUGGESTIONS
Hell yeah!- 132 replies
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- multiplayer
- mumble
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(and 5 more)
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