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GalComT

CDLC Developer
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Everything posted by GalComT

  1. 08-08-2019 Global Mobilization v1.0.3192 Content Fixes: Added: DLC information to all Campaign missions Added: aiBurstTerminable = true to all Machine Gun type weapons firing modes Added: burstRangeMax to all Machine Gun type weapons firing modes Added: ZSU23 and FlakPz1 FCS setup Added: Additional 500 Rounds AP for ZSU 23-4 Changed: T140639 License plate numbers set through the GM functions can now also be obtained by using the getPlateNumber scripting command Changed: ZSU23 and FlakPz1 Main weapon split into AP and HE muzzle Changed: Animation display names adjustment for BMP-1 SP2 Changed: Cleanup of weapon modes Fixed: Adding missing gm_coutermeasure_expl sound file Fixed: Duplicate weapon for East german tank crew Fixed: Maljutka AI max range reduced from 5000m to 3000m Fixed: Mass of Grenades Fixed: Popup when switching to passenger seat in some vehicles Fixed: T140351 Unable to enter the rear compartment of the East german medical truck
  2. GalComT

    Global Mobilization - Changelog

    18-06-2019 Global Mobilization v1.0.3153 Content Fixes Added: 100m grid to 2D map of Weferlingen. Added: Adding animation for doors on 2t medical truck Added: Door step animation for door on 2t medical truck Added: East German Medic unit. Added: Empty License Plate preset Added: Zeus Game Mode East and West, summer and winter. Added: Civilian variants of 2t truck Added: Version number now visible in main menu (GM icon tooltip) Changed: Adding tracer ammunition to PKT on all east german vehicles Changed: Penetration values of all hand weapon ammunition adjusted Changed: Removing top 2 stretchers on the Medical Ural 375D Changed: 30 round magazines for 105mm L7 tobe used in campaign Changed: 762 ammo update part 1 Changed: Added gloves to danish winter uniform. Changed: Adding Vehicle in Vehicle capabilities for 10t mil gl truck Changed: Adjusting civilian 2t truck tires Changed: Adjusting FFV limits for cargo positions on M113 Changed: Adjusting Pzf84 Illum trigger time Changed: Adjusting viewlimits of BMP1 commander's turret Changed: AI-Assist in tank missions Changed: Attribute option to select License Plate type Changed: Border Fence Gate's resistance to vehicles Changed: Border Gates are now unlocked by default. (setVariable ["locked",True] to lock gate again) Changed: Concussion Grenade and Fragmentation Grenade to behave different Changed: DF7X40 and FeroD16 sizes. Changed: Doubled Air Raid Siren audible distance. Changed: Enemy distribution in "All Cats Are Grey by Night" Changed: Increased structural integrity of border fences. Changed: Increasing accuracy of P1 and PM (just a bit) Changed: Increasing MP2 rate of fire (just a bit) Changed: Lowered M35/53 Helmet's position on head. Changed: Missile Safari Coop mission - Some enemy AI paths redesigned. Changed: Moved eye memorypoint of P1 and PM further back Changed: Reducing Armor of TPz1 Changed: Reducing IndirectHit and indirectHitRange of the PKM API round Changed: Reducing IndirectHit damage and IndirectHitRange of HEAT rounds Changed: Reducing Supply range of support vehicles Changed: Reducing T55 rotation and elevation speed Changed: Removing Digital GPS and Crew Manifest (right and left display) from driver and all turrets Changed: Removing UN from T55 UN turret texture Changed: Rifle ammunition adjusted to better represent reality Changed: Setting KPz1 XSW Spotlight doors to open by default instead of closed Changed: Storing Turreted weapons now also works when player is under AI command Changed: Structural integrity of structures and small objects increased by 160%. Changed: TvT missions's respawn at MHQ Changed: Uniform-Updates are now fully local, no longer needlessly global. Fixed: Version Number only visible in local Development build Fixed: Floating branch on Summer picea 03 Fixed: Explosives and mines no longer have a muzzle to be switched into Fixed: Mirrored mirror on type 1200 Fixed: Adding exhaust effect to second exhaust pipe of Type 1200 Fixed: Adding medical capabilities to ACEI and ACEII containers Fixed: Adding missing placeable objects for Binoculars Fixed: Adding missing Repair ability to BPz2 Fixed: Adding showWindow = 0; to all Take and Store weapon useractions Fixed: Advanced Turret Eden editor turret double occupation issue Fixed: Ai Driving component Fixed: Bad PhysX Geometry Lod on railroad objects. Fixed: BMP1 commanders hands not following the optics when rotating Fixed: BMP1 gunner and commander get in animation issue Fixed: BMP1 Maljutka disappearing when gunner is turned out Fixed: BMP1 rear left foor opening the wrong way Fixed: Boardwall animations not working in lower lods on 2t truck Fixed: Boardwall animations not working in lower lods on 5t trucks and 10t truck Fixed: Borderfence when destroyed removes SM70 along with it. Fixed: BPz2 Commander Hands not following MG3 movements Fixed: BPz2 commander proxy position is too low Fixed: Branches and Tree Stump clutter objects now render correctly in foggy weather Fixed: Bridges had wrong Z-Bias. Fixed: Broken Nation Insignia in lower lods of BRDM2UM Fixed: BT11 and BT6 rooftop collision issues. Fixed: Bumpy bicycle ride (Thanks Lexx!) Fixed: Cargo animation issue for 3rd passenger on Post p601 Fixed: Church Door Opening wrong way Fixed: Commander RTT view not following the rotation on BMP1 Fixed: Damper compression on type 1200 Fixed: DDR Crew was unable to throw grenades or place mines. Fixed: DK infantry groups factionclass Fixed: Dozer blade named selections in lower lods and shadowlod Fixed: Driving behaviour of zsu234 to avoid locking up of tracks Fixed: Engine getting turned on when loader turret is moving Fixed: FlakPz1 Groups faction class fixed Fixed: Floating wooden boards in lower lods on Ural Transport and Ural Ammo Truck Fixed: Friendly AI "All Cats Are Grey by Night" not reacting to commands. Fixed: Grenades bounced off an invisible window glass on gm_euro_office_01 and _win Fixed: Hatch closing logic ignoring if the cargo seats Fixed: Indirect hit calculation Fixed: InitSpeed for MP2A1 magazines is configured too high Fixed: Issues with some weapons having laser range finders enabled Fixed: K125 Speedometer needle animation Fixed: Launcher + Binocular in IWP had wrong IK mode enabled. Fixed: M113 cargo would not seat back down correctly. Fixed: M113 Command Antenna Mast not animating Fixed: M35 Helmet Netting always visible on last lod. Fixed: Mass of PKM Fixed: MG3 belt not being present in 1st person view on KPz 1a1a1 Fixed: Minor terrain object placement adjustments. Fixed: Misaligned Geo Lod for big steel frame mining tower. Fixed: Missing author for GC insignia. Fixed: Missing Author for GE voices. Fixed: Missing shadow lod for optics holder on Pzf44 Fixed: Missing smokeshell effect classname Fixed: Misplaced exhaust smoke effect on the p601 Fixed: Misplaced particle effects on BPZ2 front machine gun Fixed: Badly positioned P1 pistol Fixed: Mixed up animation names in the customization dialog on the KPz1a1a1 and 1a1a2 Fixed: P1 and PM having cartridge ejection on the wrong side Fixed: Practice grenade no longer behaves like a normal grenade Fixed: Propellers on TPz not rotating to the back when in swimming Fixed: Rifle animation for when magazine is shot empty Fixed: Script error when undo button is used after replacing a gm vehicle with another gm vehicle Fixed: Second fuel pump indicator on the 5t fuel truck not having its indicator Fixed: Skeleton mismatch for winter DEST building. Thanks Dahlgren. Fixed: Smoother reload anims for MP2 and G3 when running. Fixed: Some bridges no longer slow down bikes. Fixed: T55 commander clipping through hull when turret is at 10 Fixed: Terrain issues with bridges Fixed: Terrain issues with rails Fixed: Terrain issues with rivers Fixed: Texture of 5t refuel truck fuel tank Fixed: Texture underside of FlkPz1 turret hatch Fixed: Towing hooks not being in ramp named selection on m113 versions Fixed: Turret Switching system no longer working after respawn Fixed: Unit remains prone when exiting LATGM and Fagot launchers Fixed: Weapon mass macro producing proper results Fixed: West German Field Cap had minor head-clipping. Fixed: Weird glass issues with East German grocery shop. Fixed: Winter church using wrong replace-damage model. Fixed: Winter Highway Bridges used non-winter textures. Fixed: Wrong flag for German voice in virtual arsenal. Fixed: Wrong getin/getOut position for TPz1 Fixed: Wrong isEmpty animation on PM pistol Fixed: Wrong number of doors displayed in 3Den for office_01. Fixed: Wrong proxy indexes for cargo position in fireGeometry and wreck lod for 2t truck Fixed: Wrong smoke effect direction on all mounted MG3 Fixed: Wrong speed indicator indication of URAL 375D Fixed: Wrong speed indicator indication of URAL 4320 Fixed: Wrong user action in stables building Campaign Fixes Fixed: Campaign "Never Say Never" : Return-To-Group Warning disabled for cutscene Fixed: Campaign "Republikflucht" - Added more equipment to military bases Fixed: Campaign "Republikflucht" - Carrying over persistent bridge damage Fixed: Campaign - No more Frozen AI units in Papenrode Fixed: Campaign - Player no longer has duplicate compass and watch Fixed: Campaign mission "All Cats" - Enemy Movement patterns Fixed: Campaign mission "All Cats" - Second Infantry Platoon no longer required to end mission Fixed: Campaign mission "First Impressions" - Black Screen bug after loading autosave. Fixed: Campaign mission "First Impressions" - Reworked M113 behaviour entirely. May that driver someday pass his driving test... Fixed: Campaign mission "No Smoke" - Extra Autosave at beginning.
  3. yes we are planning to expand GM, if that is going to be done through patching "Cold War Germany", additional DLCs, Free addons or a combination of the three is still no known at this point. But rest assured we are not done with GM just yet.
  4. You are absolutly correct scavenjer, this is indeed an error on our side, it is a 1A1A1
  5. It is time to make this Project "official", Global-Mobilization (GM) is a a joint venture of the former "GAF" Team (Maverick and Myself) and MBG (Mondkalb). The goal is to deliver a highly detailed environment for cold war combat in central Europe. This includes Aerial Vehicles, Characters, Ground Vehicles, Objects, Weapons and Terrains. GM is by no means intended to be a German Army Addon only, but will focus on the various nations that would have been involved in a 1980s conflict in central Europe. Due to its location in the center of Europe and the "would have been" front line of such a conflict, Germany, both east and west will form the Core of GM. Current Content for RC 1 Vehicles - Leopard 1a1a1 (+variants) - Leopard 1a3 (+variants) - BPz2A1 - Biber - Gepard A1 - MAN 5t gl (+variants) - MAN 10t gl - TPz Fuchs (+variants) - Iltis (+variants) - M113A1 (+variants) - BRDM2 (+variants) - Ural 4320 (+variants) Infantry - West German Army (+equipment) - East German Army (+equipment) Small Arms - G3 (+variants) - MG3 - P1 - P2A1 - Carl Gustaf - Various Handgrenades, Smokeshells and Flares Terrain - 20x20km Terrain of Area in Central Germany (Inner German Border) Misc - German Radio Protocol (8 Voices Studiorecorded) - ACRE SEM25/SEM35 Radio - Bridge Laying - Uniform/Vehicle Customization The Team - GalComT Western Vehicles, Small Arms, Configuration, Feature Design - Maverick Eastern Vehicles, Aerial Vehicles, Water Vehicles - Mondkalb Characters, Terrain, Configuration, Feature Design And last but not least The Pictures! (i know thats the only thing that realy matters) https://imgur.com/a/u3F7n Contact: - BIF Forum - Discord https://discord.gg/XbhfF37
  6. Global Mobilization : Demo Vehicle The Global Mobilization : Demo Vehicles purpose is to provide a representation of the visual quality of Global Mobilization content. The functionality integrated into the Global Mobilization : Demo Vehicle are limited to Arma III default functionalities. Authors The Global Mobilization Development Team GalComT Maverick Mondkalb Contact Information BIF Forum Discord: discord.gg/XbhfF37 Content of the Addon The Addon features a variant of the Mercedes Benz U1300L 2 ton truck, utilized by various military and civilian organizations. It is provided in 2 color variants, Altis Armed Forces (AAF) International Development & Aid Project (IDAP). It comes with various features High detail exterior model High detail interior model Virtual garage support 12 FFV positions Custom crew animations Removable cargo cover Swappable Textures Realistic PhysX configuration Light Support Group placeable in Eden Editor End-user License Agreement By Installing and/or using this addon, you agree to be bound by the terms of this EULA. This addon is licensed under the Arma Public License No Derivatives (APL-ND) https://imgur.com/a/kIvXR Steam Workshop Link Do not reupload the addon to any other location http://steamcommunity.com/sharedfiles/filedetails/?id=1284731930 Enjoy ;) Please leave your feedback in this thread
  7. At this point no additional demo assets are planned, we are pushing forward for the actual content to be in a releasable state
  8. GalComT

    Global Mobilization

    Dont worry, and be patient (its not gonna be 100 years), there is a lot of content (the status of that should also been visible in the first screenshot dump), and you have seen the quality benchmark (the unimog), we are not settling for less.
  9. GalComT

    Global Mobilization

    For now we will mainly focus on what we can cover with german made vehicles (as that is the primary focus), however who knows what will happen in the future ;)
  10. I have uploaded an update to the vehicle addressing some of the reported issues and adding a Nato (generic green matching the Nato vehicles in arma III) variant of the vehicle v 1.37 uploaded - adds Nato version (generic green matching Arma III Nato vehicles) - adds pedal animation - fixes mirror not working after getting out and back into the vehicle - fixes glass armor - moves center of mass 20cm higher - adjusts PX lod and geometry lod for better collision handling
  11. GalComT

    Global Mobilization

    We have decided to release a a small demo vehicle to show the level of detail we are aiming at with GM. It is a standalone addon which will not be part of the final gm addon. The Unimog U1300L for the AAF and the IDAP Head over to this thread for more information and Feedback. To Mods, please dont move this thread to addons completed, as we do not consider the demo vehicle being a part of this addon. Thank you.
  12. GalComT

    Global Mobilization

    Unfortunatly i doubt we will make french and brits (at this point), due to the fact that they are mainly relying on domestic military equipment, since the focus of GM is still the german armies (east and west), nations that heavily rely on german military equipment (danes, dutch, belgians etc), have a very high chance to make a large appearance as part of GM
  13. GalComT

    Global Mobilization

    As GM will also provide elements of other nations present in NORTHAG ( eg Belgian and Dutch forces), this might not remain a dream. Tho first step will most likely be LANDJUT (Danish, German)
  14. With the new possibilities Arma 3 is offering, formost RTT and PhysX, i have decided to suspend work on the Arma 2 OA version of the German Armed Forces mod and am now focusing on an Arma 3 Version. Some of the models i have made for the A2 version will be ported over (as they meet the quality i desire) others will have to be remade from scratch. But anyways less talking more pictures!
  15. GalComT

    German Armed Forces Mod

    GAF is Dead, Long live GM
  16. GalComT

    German Armed Forces Mod

    Yes, Yes we are dead, dead tired due to working so hard
  17. GalComT

    German Armed Forces Mod

    FirstPanic, please read carefully
  18. GalComT

    German Armed Forces Mod

    GAF has Moved on, please go this way, dont panic!
  19. After almost one year of Development we, the GAF Team are proud to present you our first public demo release. This demo release doesnt only contain German vehicles, but also German vehicles used by the Danish and the Dutch Armed forces, namely the Mercedes GD, the Unimog U1300L as well as the MAN 10t Truck (a total of 74 different vehicles) General Info Website: http://www.task-force-141.de/ support is given here and here in this thread Keys, Pbos, license and documenation included in the archive classnamelist This is to be considered a public Beta release, features are limited and some bugs are to be expected Credits: Download Links can be foud at: Here and at Armaholic Original 1st post
  20. GalComT

    German Armed Forces Mod

    As i have been getting a lot of request lately regarding the use and modification of GAF addons. Since i dont like to repeat myself i will make a puplic statement here (and in the GAF thread in the Arma2 section). - I am not granting permission to port any of the GAF addons/files into Arma3 - I am not granting permission to port any of the GAF addons/files into another game - I am not granting permission to use any of the GAF addons/files for other modifications/addons for Arma2 - I am not granting permission to use any of the GAF addons/files on a not free of charge to play server
  21. As i have been getting a lot of request lately regarding the use and modification of GAF addons. Since i dont like to repeat myself i will make a puplic statement here (and in the GAF thread in the Arma3 section). - I am not granting permission to port any of the GAF addons/files into Arma3 - I am not granting permission to port any of the GAF addons/files into another game - I am not granting permission to use any of the GAF addons/files for other modifications/addons for Arma2 - I am not granting permission to use any of the GAF addons/files on a not free of charge to play server
  22. GalComT

    German Armed Forces Mod

    hi phantom, I am very much still working on the GAF mod. Maverick and I have been working on it none stop, however we have decided not to show a lot of WIP shots anymore as that only leads to wild yelling and screaming (at least it has in the past). Ben@Arms is not and was never a member of the GAF Team, and i do not know where he got his information from that the development has stoped. I dont want to start another discussion here so please dont broadcast rumors and please dont discuss mod policy here (if you wish to do so you can send me a PM and we can dsicuss it in private). The only people who realy know what the status of GAF is, is Maverick and I :) feel free to PM us if you have any questions. cheers, GalComT
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