-
Content Count
908 -
Joined
-
Last visited
-
Medals
Everything posted by PacUK
-
Just a very quick brief bit of news about 2.62, we're slowly making some progress and hopefully should have a new patch out for you guys pretty soon (hopefully sometime in the next couple weeks), other than general fixes and tweaks to the interface/function we'll also be adding a few new replacement models (Panzer II, Panther, M1 Garand, Panzerfausts), as well as a new set of British Winter wear troops, its hoped we'll be doing more of as we progress towards 2.7 and the plane overhaul Gnat's been working hard on in his little corner. I'll try and put together some media for everyone to see a bit later today!
-
First off I'm almost 100% sure the planes can all be rearmed as I've done it myself several times on various missions without extra scripting. It could be possible that the B17 won't reload its bombs due to it not actually carrying single bombs, and its single 'bomb' activates the script which drops the load. But as mentioned plenty of times now, planes are being overhauled for 2.7 as many aren't originally from I44 sources (see the Few mod). Depends what kind of distance you're shooting from, pistols don't have much of a range and really are only there as a last resort in close combat. Its possible however the actual memory points for a specific units iron sight aim positions are off (not the weapon itself) so when using it as a certain class they can appear misaligned (its a bug the crept in on some units though I think most have now been fixed). If you find the latter is the case please report the issue with details of which unit specifically you've found the issue on.
-
Sounds odd, at a guess could be behaviour from the AI mod you are running, or it could be an issue with our Armor module, as tanks are rarely destroyed straight away, do you know if the infantry also manned the interior spots? Or were just catching a ride on the outside despite crew spots being empty? Be interesting to see what you find out thanks for checking it out. I think PR's advantage is it has a limited selection of servers concentrating the PVP playerbase, as anyone can run an I44 server things can get a bit diluted either by choice (some prefer low numbers / coop only) or by location (playing on a local area server for lower pings). There's a few dedicated tournaments opening up but not everyone wants to sign up for new websites/forums etc. We had hoped to run a few more 'official' events but with development taking up most of our time we haven't been able to do any since 2.6's release. However any servers running public events or trying to gather players for larger (especially TvT) sessions are more than welcome to let us know and we'll do our best to publicise them on our forums (which you should be free to browse without signing up). Expanding the TvT system we have from Battlegrounds will be an ongoing process, Frizy and Faust did a great job with them and I'd love to see them played more regularly with large numbers, I've already chatted with Pedersen about things he'd like to see added to them, and we do welcome further suggestions. Work on 2.62 is going at a steady rate, we're hoping to include a few new units and replacement models, more of which you'll also be seeing in future patches as our artists roll them out. You can monitor our progress over on our WIP forums, and via our Dev-Heaven page.
-
Can't say I've ever seen this, are you sure you don't have a conflicting script or module which is setting the weather effects which has over-ridden the settings you've set in the ingame editor? For example my missions using the modified F2 template often have a parameter option for the weather, making the base settings in the editor redundant. Again something I haven't had problems with but not something we've tested extensively as planes were not a focus and are being overhauled for 2.7.
-
Yeah thats the same problem we've had trying to fix it, if anyone has any ideas feel free to suggest something either here on dev-heaven as to what could be causing it!
-
Not sure which Flak you mean (36, 38 or Vierling) but all of them should be in our temporary classlist available here. Eventually yes, but there was only so much time available, snow versions take time to reskin well, and until then standard versions work just fine.
-
As long as they aren't crashing the game it shouldn't be anything to really worry about. Feel free to report them in detail on Dev-Heaven though and we can see about fixing them.
-
Not sure but I think you may have got eegore and InstaGoats issues mixed up there Jedra, but I would also suggest using Six Updater as it really does remove all of the hassle of downloading, installing and running mods! This is usually due to running standalone Operation Arrowhead or ArmA2, you need to ensure you're running it as Combined Operations there's several forum posts scattered about on how to do this. But as Jedra said, Six Updater will do it for you so probably the easiest way to fix things. No, the 2.6 release EXE's have some incompatibility issues with 32bit OS's that I believe are responsible for this issue. 2.61's patch included new EXE's which fix this problem.
-
Macolik's just posted a few more shots of the new Panther model ingame over on our public forums!
-
From an intensive research session (see looked up on wikipedia) it seems only 5 Panthers were actually used in the offensive this way, so its a lot of modelling resources to apply for a very tiny addition that wouldn't see much use, not to mention be hugely unfair in things like TvT, and innacurate as they never did make it behind enemy lines and engaged with standard units rendering the disguise pointless, and more than likely removed before the combat that they did encounter to avoid being engaged by the own side. So its unlikely you'll see the unit used in that way, or the flip-side of using captured vehicles repainted in the other sides colours/insignia anytime soon. But we haven't completely ruled it out... yet.
-
Oh of course, too used to calling it just a Hetzer, again though I don't recall having any issues with the unit engaging stuff, I would expect it to vary on what its up against as well, its always possible an issue could lie with the target rather than the unit itself, but if the issue persists report it over on DH and we'll fix it asap. Regarding destruction/wreck models, a lot of units don't have one, and the few that do are only using a darker texture overlay, there's only a few rare units that have a special model, this is a matter of time available, or lack thereof to actually modify the models.
-
I've had no problems with AT guns firing on tanks at most ranges, if you are having issues, please give DETAILED decriptions when you post on Dev-Heaven and we can see what we can do about it. Jagdpanzer- We don't have one ingame right now so this has me very confused as to what you might be playing.
-
There's a few WIP updates over on our public forums showing some video and renders of the new content we'll be rolling out in future releases of Invasion 1944.
-
Hopefully 2.61 is working out well for everyone, we'll already cracking on with 2.62 that'll probably take a bit longer to come out unless some urgent issues require attention, but hopefully not too long of a wait! ] Please report any issues to our Dev-Heaven list not to the forums, we can assign, track, and crush bugs that are reported there, those listed here in the forum will likely be missed. Also please provide DETAILS, (Faction, Class, Unit, Weapon, Ammo, Item etc) a general description of "some" of "grenades" can be a bit lacking (we have a lot of both) and make a bug impossible to trace if its a very unit/item specific issue, and other similar items exist (e.g. which factions binoculars, and what same problem). This is something we're looking to implement at some stage, we've had a few models in production hopefully some will release with 2.7's air update we'll just have to see how kind time is to our development team. Its possible, but requires the model which is the main development time sink, we only have a couple of guys doing models and a lot of things requested let alone the things we want to do ourselves. Priority is usually given to what the modeller actually wants to make though. If you are an experienced modeller and want to work on something specific for us, please do get in touch and let us know!
-
Yes 2.61 is recommended for Servers and Clients alike.
-
Great stuff thanks Major_Shepard!
-
I don't know how many times I can really say this. There was never any intention of balancing the three various types of planes we have (ours, the fews, yac's) that have been added over time for 2.6. We have a huge plane overhaul coming for 2.7. While I can appreciate a lot of the comments/complaints, don't expect them to be addressed for a while yet, and while thats a lovely wealth of information, its likely to get lost in these forums. Your best bet would be to make these notes over on Dev-Heaven so we can track them when we do come to work on the planes again. Not entirely sure what you're referring to here, when certain modules aren't placed some sections of the GUI are automatically disabled (e.g. no Wounding module means that part of the GUI will be greyed out etc). The actual main GUI itself should always be available though as some features work without the need for modules to be placed in the mission. With 44 missions included in the mod its a little hard to know which missions you're talking about (and whether its SP or MP). As we've said a few times Gnat has been working on overhauling the plane systems based on the work done by the guys from the Few, once those features are established (I believe he's using his FW190 as the test bed) we'll then be looking at applying them across the others. The tentative release for this will be 2.7, but we may roll out certain planes as they get done to help test the new features in MP etc.
-
I've never personally been able to open an incomplete 7z using 7zip, it'll come up with an error so as you have the mod installed, and working in sp, its a pretty safe bet to say your download worked. Again if we have time we will post it but there's a lot of other things on every members plate so don't hold your breath for it.
-
Please read the guide PDF file, it details the use of all these features. I did respond in one of my previous 'Answers' post and asked what the problem with your download was, we haven't released an md5, if we get time we will but if a 7z download has failed its unlikely you'll be able to open it at all so personally I don't know what use the file will be. Meanwhile we're a little busy working on the mod so lone requests from one user doesn't get very high on the priority to do list. I would imagine when Sickboy gets a chance to do it, its a very small patch and easy to apply though so if you're desperate just download and install it yourself.
-
First off, expect ACE to have a huge number of clashes, the mod is NOT designed to be run with it. Second the windows key is not assigned to hand signals. Check the guide PDF you'll see that the custom user actions 17 (user interface) and 18 (hand signals) are used by default and can be rebound. Windows key was used in 2.5, if v2.6 is still using it, its likely you patched you 2.5 install with 2.6 which will cause a number of problems as 2.6 is NOT a patch and should NOT be installed over a previous version.
-
Hey everyone, now the forums here are back online for everyone we should be releasing 2.61 a bit later today with a number of tweaks and fixes to some of the larger issues that popped up after the main release, keep your eyes peeled for that, we'll post a new reply as well as modify the initial post so it should be nice and easy to find. Now onto questions! Honestly its been so long since that change of sound was made, I really can't be too sure, again as its a plane it'll be overhauled at some point for "2.7" so its not something we were too worried about at this point. I'm not sure how to do this myself, is there a problem with your download that you're trying to locate, or is it just an OCD need to be sure? ;) There's a number of no respawn missions available with the mod, those that use norrin revive can also be set to no revives for those that prefer no respawn, however missions were generally made with public servers in mind and a lack of revive generally means no one will play them on a public server. Norrin and respawn settings can both be easily modified out of missions if your group want to play any mission a particular way. Unfortunately we can't please everyone and even with 44 missions I'm still getting told there aren't enough included with the mod (yet often make no effort to make any themselves). As mentioned above, its to enable public servers to actually function, non-respawn mission with no JIP are a bit problematic for a game with so much emphasis on multiplayer ;) DAC really doesn't require a full class list, all the unit names you'll need can be gathered by yourself by placing those units in a mission and examining the .sqm file for the names. You can also unpack existing I44 missions that use DAC, there are setups for German, American, and British spawns, as well as custom sound setups for each. Again if you take time yourselves, you can easily modify any of those missions to be have no respawn or revive, we simply do not have time to redevelop every mission to suit every type of gameplay possible, therefore we provided a vast range of different types of missions, as well as the ability to customise the settings for those that do use norrins revive. At some point we will be removing norrin in place of our own system more heavily focused on the wounding module features, and avoiding the extra scripts needed for norrin. You'll have to ask Macolik and Homer about exactly what the Armor module does in regards to angle/direction. But in terms of testing, the Sherman isn't exactly an ideal vehicle to choose as pretty much all the german tanks will eat it alive in a couple shots, thats probably why the Brits named it after the lighters "Ronson", which "Lights up the first time, every time!" ;) Also bare in mind this is the first run at the module, it will be developed further over time and there's a lot to take into account that ArmA2 simply does not handle at all in its own damage system.
-
I would expect it to bring up a lot of errors if you try, the fixed 2.6 version should be out in a couple of days so you might just wanna wait for now.
-
You might be able to, I would guess you would need all of the addon files the maps make use of and as there's a lot of inter-dependencies between files it might be easier just to run the mod :) So far we haven't released a new class list as we're looking for a way of having one we can easily add to and detail any I44 specific features units may have. There is a spreadsheet posted a few pages back with basic unit class names listed though that should cover anything you need to know.
-
They shouldn't be doing it anymore than any other AI (we've not changed anything to make them do it), unless you're talking about certain AI on certain missions which are scripted to use binoculars (there's a couple of those on D-Day). The reson you haven't been able to remove the binos is because we have our own 1944 sets depending on what unit will depend on what set they carry, off hand the americans use: I44_Binocular_M3 Though I have a feeling germans still use the standard set, not something I've tracked for a while.
-
No this means all the old arma2 methods of artillery probably won't work and only OA methods will at a guess, having never had much time to explore either I can't say what that means, as we're busy working on the mod we don't get much time to experiment with the millions of scripting possibilities available in ArmA. All that was done is removed the old un-usable mortar system, and replaced with the OA one which can actually be aimed by a real person which given our MP focus was the main aspect we focused on. OA's backpack created weapon system is very limited in what it can do but reasonably easy to setup. However as there were many other things we wanted to do with CSW weapons (and more still to come) a custom system was necessary, to allow things like reloading, moving, or turning weapons (as 1944 weapons have limited turning circles on the tripods etc). The original camo in the words of our historical advisor Rebus, was "Fantasy". It never existed and was based off the Heer camo patterns. The new one is based on the actual camo used at the time in Normandy. The original is not available due to its inaccuracy (I had originally intended to keep both but as it was wrong there seemed little point). All users are free to unpack any missions and make use of the content, but its always good to credit the original authors if possible ;) Aloft uses a reasonably standard para drop script, the only time I've really seen it fail is when users manually eject from a vehicle (as the script can tell a player in the parachute to eject).