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BISIM Developer
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About mondkalb

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    Master Sergeant


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    Too cool to tell...

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  1. Heya, I used https://community.bistudio.com/wiki/setDriveOnPath during the campaign to get all sorts of vehicles across the border in exactly the way I want them.
  2. Drewski's video is a blatant and deliberate misrepresentation of GM just to get clicks. The Devildog video is somewhat fairer, but again a lack of knowledge about the topic and setting is used to paint GM in a bad light. I understand however why these youtubers needs to do this, as their job and career as well income depend on such content. After all "paid mod" is a very easy target. Ultimately I wish them the best and that they develop solid followup careers that do not rely in the future on such misrepresentations.
  3. @maxl30 I have added it to our list of things. It's easy to do so I think there's a good chance for it. 🙂 @LoneGunner1974 The audio is in German, subtitles are available in English and German currently.
  4. mondkalb

    Arma 3 - Creator DLC Discussion

    @a_killer_wombat Very good point! I've added that to the list of things to fix. Thanks!
  5. mondkalb

    Problem with the campaign

    Hello, do you see the campaign in the full overview? Click on "Singleplayer" in the main menu, then navigate to the "Campaigns" entry. A new page appears that shows a full overview like this. If "State Scarlet" is not listed there, then GM is not activated. You can activate it via the Arma 3 launcher's DLC tab.
  6. mondkalb

    MP missions on dedicated server

    Just add gm; to your -mod= list for the server startup.
  7. Hello. - The campaign issue is already known and logged on our internal trigger. - You're not meant to fire the ATGM at full speed. 😄 - Dedicated Server repository seems to be locked for some reason. It is being looked at already.
  8. Hello CUP team, please investigate your class tank_f inheritance. Loading CUP Vehicles and its required dependencies removes parameters from class "tank_f" >> "sounds" >> "engine". Likely some class forward-reference without proper load-order does this by accident. The .rpt is sadly a bit unhelpful: Updating base class Sounds->, by CUP\TrackedVehicles\CUP_TrackedVehicles_T34\config.bin/CfgVehicles/Tank_F/Sounds/ (original CUP\TrackedVehicles\CUP_TrackedVehicles_T34\config.bin) It is not specific to the T-34. That T-34 addon simply happens to be the first in the load-order that touches on Tank_F after some other addon accidentally changed its parent. I wasn't able to locate which addon within CUP does this. The config path "CfgVehicles" >> "Tank_F" >> "Sounds" >> "Engine" is a completely empty class when starting Arma 3 like this: "-mod=G:\Steam\steamapps\common\Arma 3\!Workshop\@CBA_A3;G:\Steam\steamapps\common\Arma 3\!Workshop\@CUP Weapons;G:\Steam\steamapps\common\Arma 3\!Workshop\@CUP Units;G:\Steam\steamapps\common\Arma 3\!Workshop\@CUP Vehicles" Starting without any mods keeps that class's content intact. Starting with just @CBA_A3 also keeps that class in tact. Obviously messing with such high level base classes is not a good idea. 🙂 EDIT: As requested, ticket created: https://dev.cup-arma3.org/T3275
  9. Quick update from us. We have released the texture templates for all our vehicles, along with documentation on how to use it and their advanced functions. https://community.bistudio.com/wiki/Global_Mobilization_Insignia_(Vehicles) https://community.bistudio.com/wiki/Global_Mobilization_Retexturing
  10. mondkalb


    Don't worry! We'll release some more details about the re-texturing of GM content this weekend. You can already read up on how to make use of our insignia system and adding your own here. I can say already that some example re textures for GM to AAF are prepared and will be available for regular use on the Steam Workshop shortly after the DLC becomes available on the steam store. 👍 Edit: @ghoulishPeach There is a dedicated Discord set up with the topic "Arma Cold Warriors" where a bunch of cold war related projects gather and exchange research knowledge and technical help. I think your project would be a good fit there. Invitation to that discord is of course open to everyone: https://discord.gg/VhdaJu5
  11. mondkalb

    Arma 3 - Creator DLC Discussion

    Heya @stburr91, perhaps I can provide some background information on this that explains it further. GM is at heart a project that GalComT and I always wanted to make, just out of pure personal interest. This particular theme and topic always interested us, and the enitre Arma series is the perfect platform for a game in such setting. As you may remember, the first title in the game's series was in fact set in the Cold War ("Arma - Cold War Assault", released in 2001 as "Operation Flashpoint") and is what got us into this game series. The Arma engine in all its iterations is still in its core a game about vehicle vs. vehicle combat with infantry support on a grander scale, the defining scenario of military action during the Cold War in Europe. Because the engine is so incredibly versatile - it served as the petri-dish for two major game trends in the past decade (Zombie Survival and Battle Royale) - we took it on as the base for our hobby project and set off to convert it into a setting that we were interested in the most. One thing led to another, in fact it heavily shaped both our professional careers, and we landed today in a position where we could partner with Bohemia. This meant pushing our dream project even farther than otherwise possible. The decision to make a Cold War Arma 3 project was purely ours out of personal interest. Once presented to BI they agreed with the potential the project and we offered with it, and enabled us to get to where we are now.
  12. Heya, on the terrain you can expect a new soundset of ambient life, but no new physical creatures.
  13. Thanks everyone! @Dedmen's picture is impressively accurate! @nettrucker Indeed, OFP's CWC was a major influence, so it was pretty special for us to be able to do our own entry in that era and setting. There are a few nods to the original CWC missions in our Campaign. One very obvious you'll see right away in the first mission. 🙂
  14. mondkalb

    Arma 3 - Creator DLC Discussion

    Citation needed. Our VA sheet has eight listed and paid voice actors. Granted, two of those are GalComT and me. Edit: Before everyone gets their panic modes activated about this. I've spent two years in theatre before moving to Prague, so this matter is not fully amateur-work, either. 😉
  15. Heya 1. We're looking forward to providing all the modding resources needed, including sample addons and configs as well as all the texture masks and templates needed. 2. Custom missions, of course! Also custom terrains. For that we provide stand-in objects to allow packing of your custom terrain that makes use of GM assets. (Similar to how the APEX assets were handled at release). No plans to have them integrated into other DLCs. No new UI, Huds or any locking. Full regular Arma 3 experience as you know it. 3. Object shadows? Not sure what you mean exactly with that. The satmap is 100% synthetic and no shadows have been baked in. Perhaps you mean the footprints of buildings. They are of course correctly transferred onto the satmap. AO maps, of course.