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PacUK

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Everything posted by PacUK

  1. Rather than spamming the forums with RPT files it might be better to use something like this: http://pastebin.com/ That way we won't have a page of of errors filling the forums! But yes RPT's can be very useful to us in some cases. Unfortunately after checking the mission myself and not having any CTD's I think the problem he was having related to loading other mods alongside I44 causing a conflict. On a side note we are looking for mission makers for the team, so if you feel like joining the war effort, I'll happily take any missions you do make for I44 as an application and if they're up to our standard (which is to say, they work... mostly :D ) you might find them sliding into future releases and being dragged into making more :D Also feel free to use our public forums at: http://ofp.gamepark.cz/invasion1944/public/ If you have suggestions as the types of missions you'd like to see the mod support in future. PvP seems to be the most in demand when I've popped into servers but let us know and we'll do what we can! (But please try and keep requests to things with can do with EXISTING island maps ;) ) Edit - and our public forum promptly goes down XD DOH!
  2. LOL, yeah our FsJ's are a bit old and didn't like the new animation for the mp40 hopefully we'll get a chance to update them so you don't get stretch armstrong arms ;)
  3. If you send me a copy of the mission I'd be happy to take a quick look over it see if I can spot any units that might be bugged and causing the problem. Also sometimes a mistake in the startup files (description.ext etc) can cause the game to crash or even fail to load.
  4. I think the pershing came into use in 1945 so maybe a touch late for the focus of the mod, but it never hurts to ask ;) Oh and with regards to hidden and dangerous missions - 1st campaign, final mission with the train was my favourite :D
  5. I think the general idea of the mortar sight in conjunction with the Artillery Module (as seen on D+1) the central blue line marks the center drop point of the rounds with the spread denoted by the two far lines either end. The further away the target the larger the drop area. A good way to see the effects is to practice on Utes along the runway that way you can see where your rounds drop.
  6. Respawning is mission dependant so I44 won't affect new missions you're making unless you base them off existing I44 missions AFAIK. Sounds like you might be using CO, in which Grenades and Satchel charges don't work due to a change in the way they work in CO/OA. I'm not too sure what you mean here, the medic shouldn't have a weapon by default and crosshairs should be dependant on the weapon.
  7. -OA Recoil Rules? Are you by any chance running the mod with Combined Ops/OA ? Current version of I44 does not yet support CO it will be implemented in a future patch. I'm pretty sure 3rd person crosshairs in the ARMA series of games has always been off, use the iron sights in first person! There are features from ACE we like and may implement in some way in the future for those reasons you mentioned but when and how we'll get around to them isn't yet clear. I personally never really thought a straight Domination conversion really would work for I44, the lack of transport choppers kinda limits travel range, unless someone gets reallly good at landing the C47 on Chernarus' hilly terrain ;) "real missions" I hope this doesn't mean my spending a year on developing D-Day wasn't wasted ;) Pretty sure that's not a class name from our mod, Beton may be right, did you try and load I44 AND 31st Normandy mods together? Tower? Gonna have to expand on that bug some more... This is the top of the Gunners adjustable sights you can see, we think it should be possible to make it so that only the gunner can see it but it may take some time to sort. As SFG posted, Dev Heaven has been up since release day, please submit all your bugs there as yes trawling 20 pages + of comments for bugs is a little awkward and time consuming ;)
  8. Heh you found the battleships! They were used for D-Day at the edge of draw distance so were kept super low detail facades so we could place a ton of em without much demand. OA support is in the works and will become the standard version for the mod, part of the reason for this release was so that you guys have something to play with while we transfer over to Combined Operations (standalone OA support isn't likely though sorry!). The weapons behaviour will be high on the list when we transfer over to CO as our current recoil doesn't really work with the in-built CO recoil. So the more feedback about what you like and don't like about the current setup will help us improve it for future releases. I believe that issue crept in when some major fixes went into the tanks concerning transparency and I think those two panzer IV's got slightly missed, its on our list :) Cheers to Havoc Company and all the other public servers for supporting the mod, had a blast earlier really nice to see the missions filled out finally!
  9. Thank you! A few people have mentioned this problem and I'm not too sure whats causing it myself, you could try checking your RPT file to see if there's anything specific at the end after a failed load of Omaha. You could try maybe lowering graphics settings and see if that has any affect, also depending on your system specs it may take 5 minutes or so to load omaha at the far end of the scale. If you're loading the editor is it night time? if its a moonless night its pretty much pitch black (I used setAperture on Aloft and OpTarbrush to get a brighter darkness). The only other things I can really think of are try downloading again perhaps the version you have didn't download correctly, and make sure you're using the recent patches to the mod. Good luck!
  10. Sure I'll give that a go right now! Edit : Let me know if this works http://www.filefront.com/17452038/I44-DAC-S-Fix.rar
  11. Yeah I dunno why but it just refuses to sign when I try to do, afaik its not actually used, you may get a couple errors of sounds not found (voices hear when AI give commands to DAC squads) but for the most part I replaced those with german/american voices so you may be able to just remove the file (and we may remove the file from the mod if it continues to cause issues). Its my first time dealing with key's personally so still learning my way with them. Damn! Might be nice reference though ;)
  12. With the large MG's you should find a dramatic drop in the recoil when prone, proper crew served/deployable weapons will be implemented hopefully at some point to alleviate the issue of using it at different heights. I think Macolik's also been working on something special in regards to the larger mg's! Yeah the round names can confuse me too i was hoping to include a section in the preview to identify these but was just a bit too short on time (it came to bug-fixing missions or the PDF). Maybe some kind German speaking soul will provide some descriptions... or spend some time on the firing range and in the editor familiarising yourself with the round types.
  13. Hey guys, seems my body let me get a couple hours sleep, I hope version 2.2 has been working for you all for the most part at least! -ARMA (which this was a mod for and has been converted from) didn't handle the sea too well, hopefully at some point we can put a bit more of a slant on the beach to give a better effect, but don't expect rolling waves up to the shingle anytime soon ;) -Never heard of a wading sherman, as far as I'm aware our DD's have just had the propellors removed and don't include the material skirting that was raised above the turret before beaching. But if you can provide some info on this I'm sure our modellers can get a handle on one or the other at some point (I still want a cloth skirt on the DD so they really can swim!) -Yeah this is a placeholder unit as is the allied howitzer, these will be replaced in the future with working artillery, for now they should be able to be used as off-screen artillery with the arty support module, like our mortars. Though I never got around to testing it very deeply myself. -Thats just me being ill-attentive and lazy trying to find a quicky plan to paste in the corner. The general idea of the document was to give new players a rough silohuette of the vehicles in the mod so they could identify them in the field. -No need to worry, but it does beg the question... when you gonna come an apply to join I44 so you can help with these issues? :D Glad you're enjoying what you have so far! -Yeah this wasn't something I was looking to fix last night but we'll put it onto the ole list of bugs to crush! (For now just use the Garand GL!) -Shoulda seen 'em when the turned black from small arms fire :D But yeah we got this and hopefully can fix in the future i believe its LOD issue... let us know how they look up close.... ;) -Thanks for the link b17 will be sure to get SFG to add it to the main list! -I dread to think how we'd do an effective scaleable cliff in ARMA2... here's a deal, I'll make it, if you go and make us a working climbable grappling hook? :D Really do appreciate the feedback all, please make full use of dev-heaven to report bugs we'll be able to track them better than on the forums here! Have a great weekend invading France! If you see me on any public servers, tell me to get back to bed and sleep... not that I will!
  14. Here's the patch v2.2 that should fix the black boxes on the affected sighted weapons and vehicles. This patch does NOT include the fixes from v2.1! http://www.filefront.com/17450847/I44_ArmA2_v2-2.rar Let us know if there are any further issues with the mod via out dev-heaven project site! http://dev-heaven.net/projects/inv44 Thanks for playing and keeping up with the patches, night all!
  15. Check this thread out: http://forums.bistudio.com/showthread.php?t=76731&highlight=respawn I think I used the same method Paras if you wanna de-pbo and check it out in the init.sqf file should point you in the right direction. Patch 2.2 is on its way, have uploaded to aa.info just waiting for it to hit the shelf, and they'll be a filefront link on the way shortly. Then some hard sleeping. Thanks for your support everyone, and again sorry for the patches hope they aren't as much of a chore for you guys as it is getting them out heh!
  16. NEU I REFUSE TO SLEEPS! oh and black box bug ^ I FIXED EEET (I also broke it with the hotfix... ain't I a ****) Testing now, will upload shortly.
  17. Just to let you all know, I've tracked the black box issue down, again my bad (my first time binarising anything this week... I failed hard... sorry!) I'm recompiling a few files and will release a quick patch ASAP so you can get back to enjoying those lovely lovely tanks!
  18. Ah I see the issue you're talking about... not sure where that's come from I'll look into it over the weekend.
  19. The beta patch is the LATEST patch for ARMA 2 (newer than 1.07) and solves the problem of the mod not working with 1.07...
  20. I think this should be solved in the hotfix (see my sig for link). If not let me know!
  21. Damn I thought all the testing on OpTarbrush I'd done had made me ninja-sneaky... need more practice!
  22. YUS! Also thanks Havoc Company! I jumped in for a second to give D-Day a good luck stroke, I hope it works... *finds a bush to hide in, just in case*
  23. Thanks for the responses everyone, we're all really glad to get this out to you, hope the fix clears up a few of the immediate issues and I hope to see you on the beach soon!... Right after I get some much needed sleep!
  24. Bangalores work exactly like satchels, the only difference is they are placed a little further away from you than satchels (a little way in front) so you can place them underneath objects (like barb wire). Simply just touch them off or set the timer on them to make 'em go boom. HOWEVER if you are running CO, all satchel type objects DO NOT WORK. This will be fixed when we move development over to CO. - http://www.armaholic.com/page.php?id=12466 - Armaholic mirror - link to hotfix in comments
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