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icebreakr

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Everything posted by icebreakr

  1. icebreakr

    AlienZ Mod

    I have pinpointed the bug that limited the speed of tanks like CUP T-90s.... all working a-ok now. Updating mod today.
  2. ALIENZ MOD FOR ARMA 2 Version: v1.0 First Release: May 19, 2013 Well, we are all a bit tired of killing zombies, so here come the Alienz ;) some of you know these guys from old Isla Duala Full release, they were later removed from newer updates. They are now back with a stand-alone release, including BadBenson's outstanding work on new model. You probably know him from several other amazing things he did for armaverse community. Be sure to check out readme file for all the details, such as classnames ;) Mod features: - infantry alien units, Zetaborn faction under Independent side - two alien tanks - three alien spaceships Download mirrors (52.6MB): http://www.armaholic.com/page.php?id=20769
  3. I've been working on a SBP (Slovenian Black Panthers) special purpose training map loosely based on different regions in the world incorporating some of training sites. Size: 12800m x 12800m (144km2) Gridsize: 3.125m Satellite of 20K resolution. Map is based on several locations around the globe such as: - Winscosin 4 by 4 clicks area where some of American War battles took place - other areas from Texas, - special military training sector in ration 1:1 from Netherlands - Kazakstan, Uzbekistan and Ukraine sectors Despite a lot of areas are based on US geography, country is split into West and East divided by the river winding through the landscape. Buidlings are based on "Slavic" culture.
  4. icebreakr

    GF Fog Script - Mod

    Thank you! Edit: checked it, but its Weather script not fog one. Fog one did a layer of low laying fog for early morning missions.
  5. icebreakr

    GF Fog Script - Mod

    Does anyone have a copy of GF Fog script? Can't find it in the repository 😕
  6. Terrain has its own faction included. Maybe even two 😉 Eastern Yulakia is influenced largely by Russia so CUP/RHS Russian factions are recommended to use, maybe even Project RACS SLA faction would suit them well. Western Yulakia has Yulakian Army faction with assistance of the Western governments in terms of equipment, etc.
  7. Wansec_6 thank you so much! Release planned at the end of this month.
  8. honger: yeah, we are getting close 🙂 Trailer is in the making, we are adding last areas in. I am still looking for new patreons to speed up the terrain making: https://www.patreon.com/icebreakr (monthly donation + gifts) or Paypal (one time donation)
  9. Just one guy signed up for tonights' test of Yulakia 0.994 (Internal Build, not public)...
  10. Couple of screenshots from yesterday Internal Build MP test:
  11. 24 tasks remaining until we release the island to public. I would kindly ask you to *PLEASE* assist with https://www.patreon.com/icebreakr if you can as currently we are barely making just enough for PC electricity and running test server 😕
  12. Time to upgrade the PC 😉 We are doing another MP test this Thursday. We have reached internal v0.993. I am still hoping to get some new Patreons (https://www.patreon.com/icebreakr) in order to continue my island work for A3, otherwise this is probably be one of my last releases as I'll have to focus on income & commercial stuff instead. New WIP:
  13. Yeah, map is being populated on last couple of parts. Sadly, we've been all away for Xmas. Q1 it is 😄 haha
  14. Hey guys! Intro for all A3 newcomers "It's 2015 almost, mapmaking for such a popular game must be easy, right? Wrong :)" I'm from Slovenia (Europe) and I've been a level designer for other games/simulations for ~15 years now. Many of you know me & my work from Arma 2, a bit less from Armed Assault (Arma 1) and even smaller number of folks from OFP aka Operation Flashpoint: Cold War Crisis (original Bohemia's game released back in June 2001). I'm an avid mapmaker/addon-maker for this Community and I get a lot of requests to release some my "old" work from previous titles to the Arma 3. I'm also a C/O for SBP (Slovenian Black Panthers) team that gets to play at least once weekly (Thursdays). Team has a rich (and also turbulent) history since 2002. We absolutely love to be hand in hand with realism in mil-sim games, well .... with a hint of zombie/alien/dinosaur chase now and then to break up the monotony ;) If I'm to release my old maps to Arma 3 I better enhance them while in the process, right? Right :) After a very long wait for necessary tools by BI and that fiasco that actually holding back work and waiting on A3 that proved to be "alpha" or maybe early "beta" was, I gathered enough courage to get my hands dirty, overcome all new mapmaking problems and issues, to release some new stuff now that Altis is slowly "cooling down". As I've predicted, BIS in 1-year managed to release huge amount of patches, polish the A3 "sci-fi arcade shooter" into a well-polished "sandbox game" we've all wanted. You cannot imagine on how many issues I've come across with "new" tool Terrain Builder official tool, how many sleepless nights I've gone through banging my head, well upper one... just figuring out that bridge objects (BI original ones!) that I used on the maps in 2 previous titles worked, but were crashing A3 game to CTD now... But here I am, stubborn as always, finding a way ;) I would like to thank all the guys that helped me in the process: Bushlurker, Ben Rampling, Mikero, M1lkm8n, Hatchet, fabiano_celentano, jpauling1411, just to name a few! Also big thanks to Matt, Placebo, Dwarden, and some BI devs for pointing me in the right directions. And of course, all the people credited in my previous releases as stated in attached readme.txt files. First map to get released for A3 is... Island Panthera [full view] Couple of WIP Shots: It is my first project for armaverse game, a place where I live in RL. Of course, map has been severely scaled down in size, otherwise I would be still making it and not releasing it back in May 9th, 2010. Last version dates from Dec 27, 2012, v2.9 for Arma 2/OA game. To see the complete history or the map, see the old A2 topic. WHAT IS PANTHERA? Name Panthera itself comes from Slovenian history of "black panther" crest. Map itself is based on the real height data of Slovenia's Northwest part in Europe - named Gorenjska Region. "Gora" in Slovenian means mountain and Gorenjska region (represented in Panthera) certainly lives up to its name being home to most of Slovenia’s biggest mountains, including the highest of them all – Triglav (three heads) standing at an impressive 2,865 metres. The Julian Alps and the beautiful Triglav National Park are the main features of the region – offering not just outstanding scenery, but a wealth of plant and animal life and an abundance of outdoor activities. It is also home to the unforgettable lakes Bled and Bohinj. It is almost impossible to decide which one you prefer – Serene Bohinj and its majestic mountain setting or fairytale Bled with its seventeenth century church on an island overlooked by a castle perched on a rocky outcrop. FANTASY STORY TO GO ALONG WITH THE NEW ISLAND? Massive climate changes rocked the entire world and heavy ocean flooding left only numerous islands. Panthera is luckly one of them, but people didn't unite in this disaster - army is able to protect only major towns, villages form their own protection squads and neighbouring countries (in order to survive) invade the last island between newly formed sea. Armor is scarce, but several airports serve as an air bridge for more equipment and weapons... INTERESTING FACTS See here: * Gorenjska region is in fact NW part of Slovenia in Europe and in RL it isn't an island, of course. * due to heavy real-life vegetation and gameplay issues author' had to resize a sector of ~40x40 klicks (kilometers) down to 10km x 10km terrain, quite enough for a small infantry operation supported by light armor and choppers. Of course jets and heavy armor can be used too but it requires a lot of skill and tactics in such harsh terrain. Large mountains and deadly valleys can be tough even for the most experienced fighters. Roads are basically only way to travel around (except air transport), but dense vegetation and many chokepoints can be fatal for a single vehicle or even an armoured convoy, not to mention Panthera's terrain layout can be fatal even for an experienced pilot. Therefor recommended way of travel is tabbing a.k.a. by foot. * first plan has been to create an entire Slovenia (of course resized to ArmA), but too many details were lost on mountain ranges. Slovenia is very similiar to other European countries with vast forests, several rivers, lakes and lush vegetation. * real-life counterpart towns in the area had to be resized to small villages, couple of them listed here: Radovljica, Bled, Jesenice, Mojstrana, Kranjska Gora, Kobarid, Tolmin, Bohinjska Bela, etc. Map now features over than 60 settlements/places, of course much smaller than real life counterpart. * texture is based on 10240x10240 composite of various satellite images and photoshopped in couple of places. * there are four airports present: - Lesce (real one is cessna/soaring plane capable, but in-game runway is the sake of gameplay paved and much bigger, so fighters & transport planes can use it) - Bovec (real one, small for mainly helicopter operations or for very very daring pilots) - Arnoldstein (fake one, Arnoldstein doesn't have one in RL, but this one has been added for better gameplay and mission makers' ideas coming to life. It supplies Tarvisio on SW. Its also the biggest airport with a long runway. - Smugglers (another fake one, this one stands in the desert and locals use it for smuggling operations in and out of the island), supplies the Town of Skooma. * Almost everything exists in the real World. But there are couple of fictional (FAKE) areas added to improve gameplay. One of them is a desert part on the SouthEast and entire Northern Sector (Austrian Coast) is also fictional with tropical vegetation and small villages, not to forget a fictional racing track ;) * all roads are based on real-life data and cover all sectors of the map. * first try to explore the island by positioning your squad on one of the four airports and launch vehicle and air patrols from there. Don't forget to visit highest peak Triglav or a skijump in Planica (NW Valley) ;) Credits Created by: IceBreakr Contributors: PeterGrozni (ideas, feedback), Randy (normal mapping), SBP Team for extensive testing and valuable feedback, MAj Z. (Aljaz Tower object), Sgt.Ace/Atsche (A1-A2, Clutter & Plant configs), Kju (configs, help), Mikero (configs, awesome tools, help & support), Mondkalb (crowdstand at Arnoldstein Airport), Opteryx (protection wall), Bushlurker, Ian Banks (new roads), M1lkm8n (support), Hatchet (p3d help), fabiano_celentano (new weather, skies), Flossy, Nicholas Bell, Jakerod, Foxhound - thank you all for the contributions and support. Testers & bugreports: SBP Team, Monsieur, Sgt.Ace, Kol9yn, SmukY, Spidi, Sjaba & Team L.A.M.B.S. Special thanks: Bohemia Interactive for making of ArmA series. CHANGELOG 3.9 - massive improvement of lighting and satellite image of the map - 420000+ objects placed - brg_africa addon is no longer required, uses Apex vegetation instead - new snow road textures - new rock textures for summer and winter - new & improved vegetation on Winter version - new island Malis on North (Winter version only!) - fixed incorrect runway numbers - various smaller fixes - mirrored all fixes to Winter version of the island DOWNLOAD Release: v3.9 - Jan 12 2018 Required addons: CUP Terrains Core Download of latest v3.9 available at: 1. www.icebreakr.info. 2. Steam Workshop 3. Play WithSix
  15. Arma 3 script / tool that removes objects that share the same coordinates (3 decimal precision) no matter the scale or height. Sometimes you have objects randomly scaled on the map and they share the same point which causes all sorts of issues, mainly bad FPS drops. "Run object diagnostics" from Terrain Builder usually *does the trick*, but does not detect objects that have different size (scale) or height (even couple of centimeters). This is where this tool shines, it ignores height and scale and only looks for exact same x,y location of dupe objects and eliminates all but one instance. Install/Use: 1. Create new folder P:\RealDuper 2. Export problematic layer from the TB to duper.txt and save it in the same folder 3. Run python realduper.py and file output.txt will be created with all the dupes that share the same coordinates x,y (up to 3 decimal precision) while completely ignoring scale and height of the object. WARNING/NOTE: Be careful not to stack any walls or other objects on top of each other, use different layer name for 2nd, 3rd "floor" of objects as that is recommended anyway when you need to fix something later on. 4. Clear/delete old layer (make backup of course first) and import output.txt in the same empty layer to have cleaned up stuff ready. 5. Enjoy optimised Arma3 project 😉 Download: https://github.com/IceBreakr-SBP/realduper Script was kindly made for Arma3 Community by Origin/Wolk from our SBP Team /salute IceBreakr
  16. Thanks for the compliments. I rarely find time to study units and all. It is a lot of work and some things can bug you for days... it is very hard to do modding for this game, even once you know how to do it properly 😉 which is rarely... blind deal the blind in this "business" 😉 I hope to return to do some fixes. Join my Discord and try to report bugs (we have google sheets for that).
  17. FAP UNITS for A3 Latest version: 1.4 (Apr 1 2017) Here comes the FAP .... Foes & Allies Pack, of course <g> :) this addon features: Shots made by: scruffy. I. Factions for my released islands such as: Afrenian Army & Police Molatian Army & Armed Civilians ARL Lingor Rebels GAL Government Army of Lingor Cecanian Army (currently occupying Isla Abramia, in regular & winter camo) Abramian Rebel Alliance & Police (four tribes with 4 camos, trying to restore order on the same island + policemen that operate mainly from capitol of Yolandi) Red & Blue Gangs Alienz Zetaborn & Reptile II. Vehicles There are some vehicles present, but mainly A3 skinned ones: Antonov An-12 Cub (Military & Civil variants) Fennek recon vehicles for Afrenian army (Afrenian Leopard camo) Leopard 2A5 (Afrenian Leopard camo) Abramian Police car (working lights & siren as horn/LMB) Kamaz trucks for almost all factions etc. III. Weapons & Equipment AKM, AKMS and RPK rifles && 40mm Grenade launchers M16A2s/ AR-15s RPG-7 SVD Dragunov PKM M1911 Igla AA Steyr AUG A1 Gasmask SF-10 1 Kilo of Cocaine 1 Stack of Dollars List of classnames for Units: Available at -> http://www.icebreakr.info/fap/classnames.txt Contributors/Credits: - NZDFCrash (soldier model, weapons, configs, etc.) - Sahbazz (mags, configs, help, etc.) - TRYK xmosmos, zabb (Gasmask). - Kiory (head mask for Natives, coming with next version) - LordJarhead (sounds) - Rocket (Steyrs) - Kol9yN (Cocaine pack model) - RobertHammer (Grenade Launcher Hand Animation) - Bad Benson | alien model, scripts, energy weapons for Zetaborn faction - Ryan_D, Colonel26 | Aliens A1 Mod conversion for Alienz/Zetaborn Faction - Hitcher | Spaceships & Tanks Creations used for Alienz/Zetaborn faction - HcPookie | An-12 Cub Download Available here | 7zip archive 200MB Official Website http://www.icebreakr.info
  18. icebreakr

    Hand position on weapon

    Hey, zachgibson222 doesnt exist on Steam anymore. U have a discord or something? I need hand animations done for my alien weapons (Alienz mod) so any help appreciated!
  19. Alienz Standalone were updated to V2.0. Released with brand new weapons, tanks, flying saucers etc. Release trailer, a bit of a parody 😉 https://www.youtube.com/watch?v=PQjlspQa034 FAP Units will get the update too, also switching weapons to use CUP instead.
  20. icebreakr

    AlienZ Mod

    V2.0 for Arma3 released with brand new weapons, tanks, flying saucers etc. Release trailer, a bit of a parody 😉 https://www.youtube.com/watch?v=PQjlspQa034 New Screens: Download Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2052502998 (Standalone) It is also available in "FAP Units" and new "Fap in the Cup" mod.
  21. As you probably noticed, we are 15 days behind the schedule. Corona viruses, busy with releasing update to Alienz mod faction (Zetaborn), etc... hopefully we will be ready for Christmas miracle 😉
  22. Hey Max! Glad you resolved this... but when I use these classes on my units (Alienz Zetaborn) ACE damages stop working... and no wounds appear. Model is correctly configured, also memory values... any ideas what could be wrong?
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