-
Content Count
908 -
Joined
-
Last visited
-
Medals
Everything posted by PacUK
-
Nope, the delays have been producing the documentation and trying to find filehosts, and updating releases posts in preperation for the release itself and the countless other points that require certain users to be online, its not that easy to publish a 1.5GB patch online :)
-
Sorry guys, don't wait up o.O
-
Depends on the exact error message its kicking out, but yes most likely the don't have I44 installed (or at least the correct version). This is another issue Play with Six helps solve as it automatically downloads and installs any mods needed for any given server that it supports (for example I44 servers running ACRE).
-
It would end up being the "classic I didn't read the install instructions and now need help fixing my install" issues all previous ones have been. Play with Six makes things infinitely easier for everyone involved. Having to produce, test, document, upload, and distribute any release is a huge time sink in which all development halts for the release except for fixing critical bugs. So no I doubt we'll ever release a pack like that. The only time I would ever expect to see a full patch woul be a full version increment such as 2.7 but even then I'd still push a Play with Six download over a direct archive download, its just a lot easier and quicker for us to get the mod out to everyone and for everyone to get it installed painlessly and running straight away.
-
There will be a 7z patch for 2.61 install, but no full 2.62 release, as this is available using Six without us having to publish a whole new release with updated documentation etc, which ultimately would delay us further. Looks like everything is in good shape so hopefully see a release sometime this evening GMT.
-
Six will automatically download the latest CBA version when you download a mod that uses it, so it should download alongside I44 when you come to update :)
-
Just a word of warning, we'll be prioritising Play withSix as our main distribution method. Supporting manual installs is taking up far too much time (and even our team members are struggling with it) so if you are not already I HIGHLY recommend downloading and familiarising yourself with Six's interface, it really will make your life SO much easier. We will probably still provide an archive version for manual install but as you really require an up-to-date CBA, and the only way I know how to get hold of that these days is via Six, its more there as a backup download source. Download Play withSix
-
As I'm using 1.62 I can't fully confirm it does anymore, and there were a few issues with 1.60 that were fixed in subesquent beta patches regarding I44 bits and pieces so there may be a few glitches you wouldn't otherwise have. But I would guess it still works for the most part, though the suppression scripts in the new missions require a certain beta to function so that will throw up some errors. Two if you count Merderet v2 ;) Neaville has quickly become a favourite though looking forward to see what everyone does with McNools' work! Fingers crossed everything will go smoothly here on out, its a fairly large update (around 1.55GB, total mod size now around 3.41GB) so there's a lot to check in the final moments but things are looking fairly solid so far! Oh and in regards to missing destruction models, unfortunately yeah some models don't have them setup, ideally each would have something setup but with our new Armor system we have started to develop some bits and pieces that will eventually form the foundation for more interesting and realistic damage and destruction, we just don't have the time to implement everything we'd like to but with luck we'll get round to them one day!
-
Hopefully we can clear 2.62 in a few final tests today, so we should be looking to release it pretty soon unless we find anything that slipped through the net that we have to fix, here's the current changelog for the release, it may change slightly. The only piece that's slipped back to 2.63 has been the Wespe as we're looking at some way of making it work with an artillery system so unfortunately that isn't going to be in this release. Changelog 2.62 ============== - New: Panzerfaust 60 and 30 models by Kraetzer - New: panzerfaust sound - New: Backblast smoke from AT launchers - New: British winter infantry - New: Panther G model with various additions to crew anims, random appearence etc. - New: Improved melee scripts, attaching bayonet automatically engages bayonet charge mode now (Shift+1/2 no longer required) - New: Tank interior sounds - New: PanzerII model - New: Flying debris on explosions - New: Sounds overhaul for vehicles, weapons, explosions and sonic cracks - New: Main menu appearance and loading screen - New: Neaville map by McNools - New: Merderet_V2 map with various improvements, new locations and fixes - New: Lee Enfield rifle model replaced (credits: BI) - New: Luftwaffe Pilots by Yac - New: Tank HUD - Added: M1 Garand, Carbines, and M1919A4/6 updated models and textures by Yac - Added: New M1A1 Thompson model by Babylonjoke - Added: New G43 model by Macolik and Yac - Added: New PzIV_D model by Vex_Man and Macolik - Added: swapped out colt model with BI's colt - Added: Machinegunner M1919A6's to all US Airborne factions - Added: Multiple sights to Thompson, M1 Garand+M7 Grenade launcher, SMLE No. 4 scoped, press optics key (/ on Numpad by default) to switch optics - Fixed: multiple ground parachute models in mp - Fixed: fixed NVG skeleton selection (glasses position) on Airborne units. - Fixed: ViewLOD on german camo infantry (head was visible) - Fixed: Errors in churchill geo LOD - Fixed: Tracks not moving on winter Tiger VI (porsche) - Fixed: Various improvements to weapon resting scripts made - Fixed: Weapon resting in vehicles - Fixed: weapon rest icon sticking on after death - Fixed: modified merderet winter intro in hopes of preventing "man inside of man" bug - Fixed: Tank cannon smoke overhauled - Fixed: M4 Shermans suspension fixed - Fixed: M4 Sherman slightly corrected geometry lod - Fixed: New sight for Sherman periscopes (all positions except for gunner). - Fixed: Cleaned up cromwell/churchill gun sight - Fixed: wheat clutter object - Fixed: merderet_V1 uv error fixed, wheat fixed, texture mask improved. (v1 and v2) - Fixed: merderet_winter texture mask improved, floating building & uv error fixed, - Fixed: I44_man_g_winter fixed proxy positions (iron sights now work correctly) - Fixed: corrected engineer base classes (wrong model) - Fixed: added 250rnd mags for mg42, 30cal, vickers to crates, all faction backpacks rebalanced - Fixed: lee-enfield bayonet not attachable - Fixed: PzKpfwIV_G - corrected Fire Geometry - Fixed: radio backpacks (now carry primary ammo + grenades) - Fixed: all backpack contents overhauled - Fixed: fixed FTHUD for both merderet_v1 and _v2 - Fixed: several issues with Armor module corrected Missions: ========= The following new and updated missions make use of the TPWC AI Suppression and LOS scripts by TPW && -Coulum- && fabrizio_T && Ollem (http://forums.bistudio.com/showthread.php?136304-TPWC-AI-suppression-system). New Single Player Missions: ---------------------------- Neaville: -Path to Neaville parts 1, 2, and 3 by McNools -Meatgrinder by Macolik New Multi-player Missions: -------------------------- Neaville: -Path to Neaville part 1 by McNools -Hill 93 by McNools -Trial By Fire by Pac -Operation Murkz By Murkz Omaha_V2: -Hedgerow by Pac Merderet_Winter: -Bridging the Gap by Pac -Panther Pack by Macolik UPDATED Multi-player Missions: ------------------------------ Omaha_V2: -Brecourt By Pac Merderet_Winter: -The Ambush by Macolik Merderet_V2: -Crossing Pont by Pac (converted from Merderet)
-
Sounds like a very interesting project Mikey, feel free to post over on our forums if you're looking for specific information, or feedback and ideas, and of course eventually posting the mission/campaign. You may also want to check out Beton's WW2 era Hürtgenwald maps http://www.armaholic.com/page.php?id=8635 http://www.armaholic.com/page.php?id=9567 and addons if you want to expand beyond our existing maps without having to avoid more modern structures present in some other maps.
-
With 2.62's update Homer's done a lot of cleaning up which should allow us to finally automate a full classlist but for now there are a few floating about which can be found over on our Dev-Heaven site here. I've checked the version of I44 on that link, and its the 2.0 release for vanilla ArmA2, NOT combined operations. So I would HIGHLY discourage anyone using that site as a source of reliable information, best bet if you have a question about the mod ask in here or over on our public forums. In regards to your script, I'm not sure if its possible to load modules mid mission, or whether certain modules have to be created on mission startup. As FO modules will generally return an error if placed with no FO units sync'd it may not be possible to create it on the fly. Iuka might be able to provide a bit more information I'll try and point him this way next time he's around (as he's currently deployed) but as he made the module he can probably shed a lot more light on it.
-
Yeah looking at that site, which has nothing to do with us so no idea about the class list, it looks like they've made their own version of I44 from our files, which is... well... odd. But anyway the module classname should be: I44_Module_ForwardObservers Ahh teach me to get distracted and not refresh, Mac beat me to it!
-
We're looking at using the suppression system in some of the missions included in the v2.62 release of I44, and with the talk of static weapon suppression I thought I'd weigh in, as we've got a lot of static MG's and open type weapons, but understand the issue of vehicles being suppressed (wouldn't make much sense for a Tiger to get suppressed by a Garand going full auto etc) I had a few ideas that would be relevant in our situation at least: -A customisable array for static weapons (and possibly vehicles) that mission makers or addon makes could easily add unit class names too (similar to DAC's allowed list of vehicles for AI to man) that could be suppressed, possibly requiring a slightly higher value to be affected, once suppressed the AI could disembark and go prone seeking cover. Following on from this you could also have several types of definition e.g. Static Open (placed static MG), Static Cover (placed static weapon with cover e.g. sandbags or bunker), Open Vehicles, Closed Vehicles. -The last two options above are obviously for vehicles, open ones such as a car or truck where crews can be targetted and affected by fire when suppressed could either speed up or move to disembark and take cover. While closed or armoured vehicles crews could turn in if under fire if already turned out, so for example an exposed tank commander directing the tank could be suppressed to turning in (which in our case would prevent them using the MG's on top of the vehicle that due to the old school tech, could not be fired from inside, and also limiting view/effectiveness of the vehicle with the commaners limited view). As these options would be very specific to missions and mods I would suggest making them open optionable variables rather than hardcoded with small arms and infantry just to provide further options rather than base functionality to the mod. Anyway just loving the system as it is, with I44 especially it has produced some really exciting gameplay and adds something that really was missing from the game, great work guys and thanks for the tremendous work from all those involved in developing and supporting this great addition to ArmA2!
-
Please report issues to Dev-Heaven rather than here, and also reference if you are placing things (such as the Armor penetration module) which may be affecting it or other mods alongside ours.
-
We're hoping to expand the AA weapons alongside the aircraft enhancement for 2.7 so its still a while off yet, Mars1911 did make a start on a quad 50cal though so we hope to have that in for 2.7 at least. I don't think we ever publiscised any of the renders though so here's a quick peak:
-
Here's a couple shots of the new US M1 Garand, Carbine, and M191A4 that Yac's been working on for 2.62:
-
Yeah its definitely something we will address hopefully when we have some time but also the units to make use of it. The real focus of 2.62 has become overhauling the armor systems which should please a lot of tank fans as well as stabalising and improving the playability of the game overall, the results so far look really promising which will pave the way for more features in later versions, and of course the very impressive aircraft overhauls coming from Gnat with 2.7, hopefully between now and then we'll find an update to squeeze in arty as a focus!
-
There are no immediate plans for an M26 Pershing as they didn't come into service until 1945 and saw very little action from what I remember of our research, the M18 Hellcat is a more likely option. Either way 2.62 is far too close for release to really expect any more new units to make it in (the jagd for example probably won't make it into 2.62) let alone one that would be created from scratch, models take a long time to produce and texture and configure into the game engine. We do currently have an M10 in production, shots of its progress are available on our public forum.
-
Well firstly the lefh is still a WIP model wise hence no work has been done to code it in as we don't know when the model will be ready for use. Our main issue with artillery is that other than mortars, the arty system in A2 really isn't suitable for the era weapons, as they are mostly low angle fire and A2's system that we use for the mortars is a high angle firing system. Then there's the matter of range, really the minimum distance these types of artillery were used in real life are larger than the entire map of say Omaha so having accurate firing tables would probably render most useless. We are still considering holding back the Wespe as right now it just functions like any other tank and will not be able to be used as proper artillery as we do not have the coders/scripters to develop a whole new system for them, neither are there any we could directly import to make the work easier. So we're looking at developing a completely new firing system for what is essentially one unit, which is a major waste of resources. As for developing arty for the allies, then we're looking at new models which require some modellers with nothing to do, another thing we a vastly undermanned on. So overall no there are no plans to expand 2.62 artillery systems, personally I think the tank hud and other bits should be more than enough to keep you all busy, and the mortars available provide more than enough long range support as it stands, and if you really wanted you can always use A2 artillery as stand in, at the ranges they would be used its not like you'll be encountering them visually anyway. We do of course hope to have something in place in future but what will be possible always depends on resources available (time, people, and other demands of the project) so we cannot make any promises sorry!
-
Actually, its a hell of a lot of work. The models required (to be accurate which is what we like our work to be) are more than just reskins, let alone the config work beyond texturing and modelling. The earlier period of the war also means a lot of various changes to other equipment (earlier rifles etc), sandy vehicles etc, it really amounts to a lot of content and basically a mod's worth of changes, texturing and so on. If we do come to do Africa, we'd want to do it very right.
-
I think showscripterrors was added to our .exe but homer would need to confirm that. You should be able to run via shortcut or with a launcher fine, the exe is intended to just make life easier for those who are unfamiliar with running ArmA2 mods as many people had problems before with a lot not running CBA etc. Try something along the lines of: "C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\arma2oa.exe" -mod=@CBA;@CBA_A2;@CBA_OA;@i44 -nosplash -cpuCount=4 -maxmem=2047 -world=empty -winxp
-
I believe they (BI) added the ability for fixed wing aircraft to have turrets whereas before only ground vehicles and choppers could have them.
-
We still have a few OFP-era members here and there, but we all appreciate long time players regardless of when we joined the mod, thanks for the continued support everyone! Right now its only for British Commandos, the customisation of the model requires a certain setup which isn't present on all units, and due to the rebuilding required on certain models to make the variety possible, we can't guarantee which factions eventually will be available, it mostly depends on time, as our campaign design focuses on small Commando operations we'll be holding them as the focus for now. We focus a lot of our development on the multiplayer side of things, and the concept of the campaign is for Co-op play, developing it for both SP and MP can often require far more development time and testing so I think our main goal will be to get it working for MP and with luck it MAY work in SP too but I can't guarantee anything. No, we tried it a while back and holding the model like that causes too much warping of our models (the left shouder has to move too far forward in relation to the rest of the animations) which is why back when we first implemented the animations we used the same holding positions as the other Sten after seeing the results and not being very happy with them. 2.62 continues to go well, everyday we're seeing another part of it reach a releaseable state and we really hope to have something out to you all in the next few weeks. Right now we're putting the last polishes on scripts and systems, fixing as many of the bugs that have crept in as possible, and finishing up the missions (and even starting work on new ones while theres time) so there's some new ready made content for everyone to play the moment the mod hits the servers. Keep an eye out here and on our public forum for new news, media and release information, thanks everyone for your support!
-
Heh yeah 2.62 has grown beyond our initial plans quite dramatically, a lot of what was originally intended for 2.63 has slipped into it though but we are always looking to focus our future plans. The biggest of which is 2.7 with Gnat's work on overhauling our plane systems and bringing them all into a compatible and stable state with a lot more features that should really improve the air war. Until then we'll continue to work on improving the systems we have in place such as the new enhancements we've got coming for tanking which we think you'll all really enjoy, and hopefully make a few tank sim players very happy to see some more depth and enjoyment out of a player crewed tank in multiplayer. New scripts and enhancements to ArmA2 are constantly coming out so we hope we can take full advantage of that with 2.62 and future versions still to come.
-
Couple new screenshots from 2.62: