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Callaghan

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Posts posted by Callaghan


  1. Great idea, polished execution. Now how about we see some competetive missions in the Armoury? (which reminds me, drop that US english pretty please, lets use the non-degenerate form in European games) A killhouse where 2 fireteams can compete for the best time would make this feature more attractive to the serious team and realism players.


  2. Excellent work with the campaign, that should go without saying. The new models are very nice and the aa-12 is possibly the first shotgun worth using in the series. My only concern is that you guys (BIS) get the impression that a larger part of your market want development focus on the SP aspect, when in fact I think it is just a small percentage that make a lot of noise about that part of the game. I appreciate that the SP campaign, missions and general polishing make it easier for new players to get into the series, but i'm sure the general fanbase would rather see more resources going to innovation and optimisation for the engine, as well as opening up new coding and scripting features to keep the game evolving.


  3. Until we get a dedicated server running (need a majority vote in my group which I can't get without a weapon rest feature and functioning explosives), we often host small coops (most nights now, including later tonight) under a temp server named 7-75th Rangers Invasion 1944 I44 Mod - keep an eye open for this if the other servers are empty. I customised some maps so that they include working explosives for now, such as the excellent 'Paras' mission, and we're always looking for new people to play with. I also have custom dogfight and tank battle maps for PvP. It will be up most nights around 10pm GMT which I think is 7-8 hours ahead of PST. Watch this space.


  4. Good to hear those things are being addressed. Especially the weapon resting - it is the one major complaint of people in my squad that are used to having that luxury. It is pretty much essential for any automatic weapon in this mod used anywhere other than prone. Another suggestion for balancing/equivalents - the allies desperately need a decent AA weapon, i'm guessing a BOFORS would be perfect but something that could at least match the single 20mm the germans have.

    In terms of audio I would suggest lowering the output volume of the German soldiers shouting and, if you have an audio guy, add a very subtle amount of outdoor style reverb - they sound too contained right now, the audio doesn't decay properly as it should. Also, the aircraft should be audible from a greater distance, I often couldn't hear a plane coming directly towards me till it was less than 500m away.


  5. Excellent work guys, you really put some love into it and it shows. I'm sure this has been asked but any ETA on when the ordnance and explosives will work? Also is there any way to rest a weapon? The keybindings doesn't offer any hints. I am almost scared to say lol that I run this with ACE sometimes purely for the weapon resting feature, would highly recommend incorporating something similiar if it already isnt included.

    One more thing, did you adjust the AI behaviour? They seem somewhat dumbed down in that I don't die anywhere near as much! Gotta say I love the way the armour has been implemented, great models, sounds and the slow turrets and driving really make them feel like steel hulks. I'm sure I had some bugs to mention but now I forget...

    Ah yes, I am aware of the engine limitation but is there a way to make it so that all aircraft weapons can be fired at the same time? As would be realistic on the BF109 when you need a certain kill - all cannnons should be able to fire together, is it possible to add an extra weapon/muzzle that acts as all the others combined or just force-fires the others?

    P.S. Are there any plans to improve/add to the aircraft range? Namely something British beyond a placeholder? A spitfire XIV or something would no doubt please a lot of people. Also I think a german transport is needed and the Stuka would certainly add to the mission making posibilities.


  6. Can we get some kind of ETA on the fix that BI will be providing for use on the Steam platform? As far as I know it is not in any way the responsibility of Steam, as much as it would have been decent and reasonable for them to do so, it is Steam we are talking about. They have no interest in supporting the customer after they make a sale.

    ---------- Post added at 03:08 AM ---------- Previous post was at 03:05 AM ----------

    For windows 7 users remember that Arma 2 (DVD) normally installs to your regular program files, where Steam OA installs to 'Program Files (x86)'. Make sure you note this difference when editing the batch .cmd file.


  7. I just wanted to say thank you BIS, for being the only developer out there that made the game so many of us were waiting for, before we even knew it was going to exist. Thanks for not forgetting to keep a little art and beauty in everything you have made, and not simply sold 'another game' that we would have gotten bored of in hours. BIS is one of a kind, and I remain a loyal customer simply for that reason. That you have made a milsim that no other can compare with is just icing on the cake. Oh and thanks for putting up with perhaps the most demanding primadona community in the gaming industry, we are real bastards sometimes yet you always pull through. Thats all.


  8. Ok, so I know this has come up before, but what should be working quite simply isn't. The idea is this, I have two Civillians, grouped to a non-existent OPFOR leader, they are meant to move to a waypoint and place a Stachel, run away and then detonate. The ONLY way I have managed to get this to work, is if I use addWeapon "pipebomb" as well as the addMagazine "pipebomb", but this is no solution, as it creates a scope error on the dedicated servers.

    This is really getting to me, as it makes no sense whatsoever. The addMagazine command adds the Satchels, I have checked their gear to make sure. Even if I use the selectWeapon command before the Fire command they still refuse to plant them without using the game-killing addWeapon work around. It is as if they are unable to select the satchel charge to use it. Please help!

    Thanks in advance.


  9. How do I add sounds to the 'Trigger' sounds menu? The voice and environment groups are not localised. Also, that script doesn't work for me, just doesn't play the sounds for some reason, even though they work when played by the triggers. I basically want to have 3 different ambient sounds looping, coming from different sources so you hear a different mix depending on where you are standing. Anyone know a solution? None of this seems to work.


  10. Hey work looks great, when's the release? Joking lol.

    Someone may have said this already and you have probably already considered it but it seems to me a very (if not absolutely crucial to the long term success of this mod) important to make this ACE compatible, or at least make an ACE config available.

    ACE adds many features such as weapon stabilisation and AI fixes that would simply be too much work to recreate for each mod. The more universitality (word?) in the ArmA community the better, mod teams have been insular for too long and everyone loses out as a result. ACE is by far the most comprehensive and successful mod yet for ArmA 2 and provides a fantastic fundament for any mod to include. 31st Normandy mod is not ACE compatible and for that reason alone will not be the breakthrough WW2 mod. On the subject of 31st, will we be able to use TRoc's tanks with Inv44? I remember back in OFp/Arma certain items from the Lib41-45 mod could not be used with others, meaning that many mission editors (who in their entirity wish to be able to use all of the WW2 mods together) would simply try it and leave it in favour of more compatible mods.

    Then again, this has probably already been thought through and decided on. If it is the case that the Inv44 team has already decided not to make an ACE config, I beg of you to reconsider, it would be a massive shame to lose out on such an opportunity after having put so many hundreds of hours work into addons for the sake of not investing a few hours more.

    I'd be happy to help with 'configging', if it is a question of manpower.


  11. I agree that we [mission makers] need some ambient/environmental/situational sound packs, sound is definitely something overlooked in this game, and apparently not enough people appreciate how integral it is to immersion. We need some good loops including:

    1. Crowd loops at various volumes and styles

    -Hushed crowd

    -Small crowd normal volume

    -Large crowd normal volume

    -Small crowd/mob angry

    -Large crowd/mob angry

    -Large crowd protest/demonstration

    -Small panic

    -Large panic

    -Carnival crowd loop

    -Carnival music loop

    -Market merchant shouts

    -Mosque prayer loops

    -Ambient drumming loops

    -Mourning crowd

    2. Environmental fx to be used alongside.

    -Police sirens

    -Car alarms

    -House/Shop alarms

    -School playground ambient loop

    -Traffic sound loops, horns + engines etc.

    -Ambient combat loops

    -Distant arty fire fx, to be played from firing source, very bassy and audible for miles.

    -'Allah Akbar' shout

    -Various screams

    -Various misc US soldier fx for trigger use 'Get some' etc.

    3. Environment/Nature Effects.

    -Day/Night time loops for various theatres i.e. Tropics, wetlands, drylands, cities, desert, farm/village (clucking hens, market sounds etc)

    -Various wind fx loops i.e. mild, medium, strong, hurricane.

    -Animal sounds for use with Arma2s included wildlife.

    Many editors come up with fine ideas that are often supported by enough vehicle/unit/map addons but there is a definite shortage of sounds. Sure it is possible to make them without much experience but a comprehensive pack would invite many editors to go that extra step with their mission and I think we would all benefit - these are not restricted to a particular era or theatre in the same way most other addons are.


  12. We have an Dedicated Server for 31stwwa2. Would be nice to have some more maps. You can post them in our forum: http://www.fh-warzone.de/wbb3/index.php?page=Thread&threadID=863 or send them by pm.

    Greetings

    Will do, will make some final tweaks either tonight or tomorrow and spread them round. So far I have a 20v20 on Hurtgenwald 101st vs Waffen SS and also 20v20 same map but eastern front style tank combat.


  13. I thought it was implemented correctly, I assume that 90% of people simply don't know how to command the AI correctly, instead of making major changes to a system so many people are probably used to, why not add a tutorial mission that covers all aspects of AI command. Perhaps I assume incorrectly, but the AI should only use bounding overwatch when in Danger or Stealth modes. Perhaps a whole new command set should be added to control speed as in the editor, where slow would signify bounding in both stealth and danger, normal would use bounding only in stealth and fast would remove bounding altogether but they would still use cover and prone as normal in those modes.


  14. In making my PvP maps I have noticed some significant things.

    1. Using the regular AAS scripts, I am able to make all the Vilas units I have tried so far to spawn and respawn no problem, as well as the 101st airborne. However, whenever I try using those nice looking SS units (about halfway down, available in plain, camo, peecamo etc) they break Norrins respawn.

    2. Many of the sights are not calibrated correctly, especially (probably exclusively) on vehicles, most noticably theFew Stuka and the German Pak 50mm.

    Does anyone have a dedicated server running this mod? I would like to give someone these PvP maps so that more people can enjoy and test them.

    ---------- Post added at 11:36 PM ---------- Previous post was at 11:35 PM ----------

    I do of course respect every modder's right to work when, on what and with whomever they like but I can't help imagining what might be achieved if all of the WW2 teams could find enough common ground to jointly assemble a unified set of assets. Each team might still distinguish themselves in the campaigns they create but imagine the best of 31st Normandy + Invasion 44 + Liberation 1941-1945 + The FEW all rolled into one consistent download! Of course we might eventually be able to mix and match components ourselves but we'd likely always be plagued with distribution and compatibility issues.

    Well it's a nice day-dream. :)

    That would be an Arma wet dream, I have no idea why people havent cooperated in this way, i'm guessing personal and artistic disagreements.


  15. Be advised guys I've noticed it doing wonky things, possibly with other mods.

    For example, the M136 carried by a regular USMC guy now has unlimited rockets. I suspect this has something to do with ACE.

    Lol well there is absolutely no reason why you would need any modern equipement available in this. And yes it seems it does not work well with ACE, I found out the hard way, or CBA, or GL4, so just run this mod alone or with FX packs and it will work at its best.

    ---------- Post added at 09:55 PM ---------- Previous post was at 09:45 PM ----------

    DUKW and some some other have lot of white only because they are untextured in 0.99 version. Those parts which are not white are textured only because those were borrowed from CCKW (DUKW was based on CCKW).

    Balancing:

    I'm against setting values unrealealisticly for just balancing. We don't have to balance Panzerfaust with Panzerschreck. They have realistic penetration and range, that's it. If you want to balance something, you can set weapon and unit availability in missions.

    Ballistics:

    I have put effort that stuff should fly like in real life (mostly what comes to range).

    I also agree completely, thats why I feel all units and equipment should be realistic and it is up to the mission maker to balance it, if fairness is even wanted at all. Bear in mind the arma engine however, it does not care about the content of the vehicle, no holes are punched and all that matters is that the maximum potential damage that the weapon can do in rl is the damage that is represented in game, as this is then reduced depending on where you hit the vehicle. I appreciate though that if a single rocket were able to completely destroy the SdKfz then it wouldnt be any prefferable to say, a kubelwagen, in MP at least. At the very least it should cause critical damage to where the people inside have the chance to bail before it burns/explodes.


  16. Even though this isn't compatable with ACE, I haven't had many problems using this mod with ACE. Neither of them change each other or make one majorly different do they?

    ACE makes major changes to ballistics, use it and it will ruin the mod as weapons will not shoot straight and rockets go straight into the ground. Count me as a config volunteer but I can't go at it alone so any other ACE fans that want to help make this compatible?

    One of the things we wanted to achieve is balance, which we are working on.

    I see that, and it is also the job of mission makers to take what there is and balance it in the mission. You will see that once I upload the AAS map I have been working on (probably later tonight) where the 101st have the advantage of mortars and howitzers and instead the Germans have a Stug and armed halftracks. Seeing as only the Russians and Germans have any worthwhile armour so far, I will be making a Kursk type PvP match, probably also for upload tonight. Will hopefully be hosted on both the 1st ID and 10th SFG servers by the end of the week.

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