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PacUK

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Everything posted by PacUK

  1. Yup, I have no idea what caused it, no changes were made, and no one who originally helped set it up is around anymore to help point me to fixing it, so thats just how it is now I'm afraid.
  2. They shouldn't be, Sickboy downloaded the archive I uploaded to Armaholics ftp and made it available via Six. Its possibe it was repackaged or made available in a repackaged archive as well as the original on Armahloc. Why are you having issues?
  3. Couple updates on the 50v50 TvT's, trimmed the scripts and fixed a few more issues, hopefully armored vehicles should now be locked to the correct sides with no cheeky exploits to get inside (though heavy lag might still allow it). Again two versions of Omaha as I have not been able to test whether the landing sequence is too much yet. http://dl.dropbox.com/u/13891788/I44_C%26H_Battleground_100_v104a.MCN_Neaville.pbo http://dl.dropbox.com/u/13891788/I44_C%26H_Battleground_100_v104c.I44_Omaha_v2.pbo - landing http://dl.dropbox.com/u/13891788/I44_C%26H_Battleground_100_v104d.I44_Omaha_v2.pbo - no landing
  4. Heh some vital viewing for tanker crews right there :D That vid just reminded me, Animosity added smoke rounds (with included viewblock for AI) to some tanks well worth remembering!
  5. Yes you need to place the Armor Penetration module for it to have any effect, otherwise tanks will explode left and right from minimal damage. We are considering making the module activated by default so it doesn't have to be placed, however sometimes you may not want or need the extra scripts running so for now it will remain an "optional but suggested" module :) Depends if you're using Six-Updater or Play withSix as they are two different applications that run on the same network. PwS being the more "user-friendly" one for inexperienced mod players. Consult their document and the settings and you should be able to see the default location but at a guess its the ArmA2 folder in your Documents folder.
  6. Yeah its part of the DAC config used on some missions. There's also a script version for non DAC soldiers floating about in there too. Unpack a couple of missions and you should find the files you're looking for, and check the DAC readme for details on enabling the shouts! Glad its working! Little something for the server ops, a trimmed down Battlegrounds 50v50 Omaha, it should be a lot less laggy, I've also included a version without the landing sequence if its still having problems. Would love to know how they run! http://dl.dropbox.com/u/13891788/I44_C%26H_Battleground_100_v104a.I44_Omaha_v2.pbo - landing http://dl.dropbox.com/u/13891788/I44_C%26H_Battleground_100_v104b.I44_Omaha_v2.pbo - no landing
  7. Hadn't noticed any problems, if its a custom mission you'll need to lay down the bolt action animations module. If its in existing missions is it all types of bolt action or just one specifically? Also are you sure you're loading CBA and in the correct order? Heh and thanks guys ;)
  8. Ugh can we please stop this discussion its back and forth and never goes anywhere. Both sides have valid points, yes we used Chernarus for missions when we only had the original Omaha, and yes you spent a long time converting Domination. The point Pedersen is trying to make is while 700 hours is a lot. So is a few years working everyday on nothing but this mod. So when mod makers put in that amount of work for it not to be used, it is pretty disrespectful of their work and highly discouraging as if no ones using the current content, why should they make more? As I've said before its great that there is a version of domination for I44, its a popular gametype and is fantastic for filling out servers with its range of gameplay options in one mission. But with over 50 other MP missions included in the mod, and more than a handful of maps covering both summer and winter seasons, its a real shame to see that as the ONLY mission which seems to be the case for many. I personally put in a solid month. from waking to sleeping of doing nothing but hand made hedgerows on Omaha v2 covering about half the map that previously went unused, and have still yet to see any missions other than the ones I produced use the areas even remotely despite the vastly different environment and have never seen it used in another mission, and have yet to see a server even run the missions that do publicly. Its not a rewarding experience to see the same map that's been available since A2's release knowing how much work went into our maps and missions and as a fellow mod-maker and especially as a map maker Pedersen can probably tell you the number of man hours that went into producing new maps, objects for them, and then missions around them, all unpaid, would probably be a shock to most. This thread is continuing to go off-topic, can we please turn it back to feedback from that actual release which is still rather lacking rather than arguing about 3rd party missions mods and applications. This is the I44 thread, not the PwS feedback topic or Domination mission topic. So please can we get back to talking how fucking cool those tanks are now and the great work Animosity put in getting the system from an arcade game into a damn tank sim. Astounding work mate!
  9. Yeah the amount of people joining the server with mis-matching mods and additional ones loaded, alongside everyone downloading the overly-stuffed mission was just too much. I'm gonna do my best to get this into a playable state, it will probably mean a bit more trimming than I'd like but I think it will be worth it after the early glimpse the other day which actually ran a lot better despite having more stuff going on, we did have a lot less players. Fingers crossed once its up and running a bit more stable we'll see it becoming a favourite!
  10. Sounds a bit odd, the largest explosion only happens in very rare cases I believe when the ammo/fuel is hit in a worse case scenario so you should only really see that with larger guns versus smaller tanks. 2.64 seems to be going well so far, got a chance to see the larger 50v50 actually in action and despite my international connection lag adding to the already pretty bad lag, it was fecking awesome! Thanks to everyone that played. I'll be making an effort to tweak both of the 100 player missions over the next couple of days to improve performance as much as possible so please do bear with it, its not something easily tested without players so the more we play it the better it will get!
  11. The 75 and firefly's really are worth their weight in gold now when it comes to tank vs tank battles especially the heavier German ones. Just don't expect the regular armed Sherman to pack quite the same punch though ;)
  12. You REALLY need to read the instructions for download and use. The EXE files have been redundant for quite a few versions, and are no longer needed. It uses a hardcoded system and was to help users to run the mod by loading CBA (which many... many... MANY people didn't/still don't load with the mod). It should not be in any of the up-to date installation or run instructions, I'll speak to Sickboy about removing those to just avoid the confusion. On the missions front, yes you have to move those folders, PwS cannot modify the default A2 directories including the missions folders so you must copy/move those files by hand (again described in the install instructions). Ok now imagine the same issue in reverse times by how many users of the mod we have, seriously the amount of time we used to have to dedicate to supporting peoples installs was tremendous. There was a time I spent more of my modding free time dealing with just that part of the community contact and when most of that is repasting install instructions we spent time writing out only to reword it again and again. We simply don't have the time, energy, people, or resources to do it these days, when 2.64 was pretty much a 2-3 man job tech support really isn't something we can afford to spend time on when there are systems in place that negate 90% of those issues arising in the first place. You obviously have never tried to release a mod of this size with several options. We did this with 2.0, both installer and archive versions were available, upload of the archive version alone to several websites took 11 hours per site. I then got to do it all over again with EXE installer versions several times. Our current PwS distribution minimises that to one single upload of an archive, in 2.64's case to Armaholics FTP which Sickboy can then access and place on the file repository. Once we actually have direct access we would be able to patch and hotfix any day or time it was needed. Having to release in these steady patch increments delays fixes and updates until its "worth" distributing with release posts, youtube vids, news site posts taking up an awful lot of extra time (or just not having time to do them at all). The reason for pushing Six (both Play with and Updater) is we will hopefully get to a point where files will be fixed or updated as they are needed and it just won't be possible to release an archive for each one. So while we may do public 'stable' releases every so often, the main distribution point will be Six networks as it just makes our lives endlessly easier. It is getting really old, and reminiscent of the domination debates. We're now 4 pages past release and there's barely any feedback on the fixes and additions from 2.64, more tech support, bug reports and arguments, none of which should really be here, we have public forums for off-topic and mod related talk, the BI topic really should be for discussion and feedback on the mod releases, its thoroughly disheartening to put all this effort in and not know how the patch has actually been recieved by the community, it really makes me want to crawl back into bed. So how about a bit more about how people are finding the patch, and less of the back and forths thanks!
  13. I think you took that a little wrong mate, my point is once you've repackaged it, its not in any format or configuration we have setup, so if people encounter problems, we cannot guide them through the process of your alternative downloads as we aren't familiar with how its been repackaged. Its hard enough to do with our own patch archives let alone one I've never seen or downloaded. Its great that you can provide a pre-patched full download of the mod, its not something we can do with each small (or not so small) patch. PwS eliminates any need for us to even have to support how install the mod as it does all that for the user which is ideal for inexperienced ArmA users, which since DayZ there is an awful lot more of.
  14. Best bet is to report it over on dev-heaven but looking at it I think its the same one we were experiencing very randomly and unable to find the actual cause. Though thinking about it now I think I may have an idea that the tank is registering infantry boarding as a hit when they collide with the model's geometry looking at that picture it seems a likely cause. Its actually the suggested location for mods from BI (though I don't think they ever told anyone). You can however easily change this directory, click the ArmA2 button at the top, then settings, then change the field next to Mods folder. Nothing is forced, you just didn't read the manual ;)
  15. I'm pretty sure the Six-Updater network carries I44 too so there is that option for those that don't like PwS's interface, but again please if you have issues with the software, use their support feature! I guarantee they will do their best to help and get it working for you. Archive releases are terribly slow and nearly impossible for us to support (especially once sites like Armaholic repackage them to 'ease' download confusion). Ultimately you can always use it as a download tool only and delete everything but the mod files. We still have users on our forums asking questions only to find out their are using ancient versions of the mod all the way back to 2.0 because they struggle with direct downloads and latest versions, PwS eliminates all of that for us and the end user.
  16. Invasion 1944 v2.64 Released! V2.64 Changelog- - [2.64] NEW Tank damage system overhaul by Animosity242. - [2.64] NEW Doctor, and AT units added to Resistance, all units given backpacks. - [2.64] NEW Panzerfaust 100 units added to German Factions. - [2.64] NEW Fallschirmjager winter faction added to Germans. - [2.64] FIXED Universal Carrier now takes damage. - [2.64] FIXED Churchill front hatches added, commander view. - [2.64] FIXED Panzer IV exploding on its own/small arms fire. - [2.64] FIXED Panther & Tiger gear change volume corrected. - [2.64] FIXED Panther distant texture, commander position, gunner sight foliage. - [2.64] FIXED SdKfz234/2 Commander turned out view. - [2.64] FIXED Hetzer missing portrait. - [2.64] FIXED Hetzer gunner sights. - [2.64] FIXED Sherman Wading tank mis-named DD. - [2.64] FIXED Halftrack and Ju52 missing sounds. - [2.64] FIXED Fallschirmjager texture appearing too bright. - [2.64] FIXED G43 rear sight widened. - [2.64] FIXED Backblast smoke reduced (should decrease lag and slow fps). - [2.64] FIXED Slightest of tweaks to Thompson recoil. - [2.64] FIXED Neaville Winter distant green colour. - [2.64] FIXED Neaville foliage geometry's credit: Robster. - [2.64] FIXED Omaha_v2 and Neaville weather configs. - [2.64] FIXED Chernarus (and other maps) weather and sea issues. MP Missions: [NEW] I44_C&H_Battleground_100_v103D.MCN_Neaville - Expanded 50v50 player Neaville mission. I44_C&H_Battleground_100_v104b.I44_Omaha_v2 - D-Day Invasion 50v50 beta (still a WIP), works slightly different read the briefing for information! [uPDATED] All 1.03D Battlegrounds updated with the following: -New class loadouts -Fixed vehicle respawn when damaged/abandoned -Added unit markers (both sides) visible in Recruit/Regular difficulty modes -Couple other odd tweaks and fixes that should improve gameplay Armor damage overhaul: The new Tank Damage system incorporates a level of realistic armor penetration features not seen before in a first-person game. Research stems from countless historical manuals, modern research books, and historical accounts. Features Include: Calculations for: Armor Thickness Armor Slope Shot Placement Impact Obliquity (Shots that impact at angles other than straight on, including rounded gun mantlets) Shell Type (AP, APC, APCBC, APCBCHE, HEAT (shaped-charge), HE, APCR) Shatter Gap Armor Quality Cast Armor Face-Hardened Armor Flawed Armor Behind Armor Effects are also calculated for shell types, caliber, and velocity. Effects Include: Crew Wounding based on shot placement Gun Damage Track Damage Engine Damage/Fire Crew Compartment Fires -Download and Installation- Click the button below for instructions on how to download and install Invasion 1944 using Play withSix: Archive versions available soon on Armaholic and ModDB.
  17. I just wish there were a couple of more episodes, would have loved it if they had spent an episode in each of the tanks they had used and expanding a bit more on the others in use, some info on the hobart funnies would have been great to see! Great show though I recommend it to all! 2.64 is all packed up and ready to go, just getting it onto filehosts and such now so it should be with you all pretty shortly, keep an eye out!
  18. Probably a slip but you won't have to wait for 2.7 for the tank improvements, they're coming in 2.64 which if all goes well should be out in the next day or so, get your tank crews ready!
  19. Not silly, it is something that's always kinda nagged at me, unfortunately interface stuff was never something we knew how to fiddle early on, and once we knew how just one of those things we never had time to change. Hopefully one day, if anyone wants to do the gfx for them, or just provide some decent references to the pieces used back them, we can see about it for 2.7 :) Well my main concern is ArmA2 likes to fuck with groups, changing the leader when they died or became incapacitated with our wounding system, thats why I went for such group specific setup. Plus that I suck at scripting :D Originally I had planned to have it do several checks before setting the position, checking the group of the unit, that the preset unit leader was alive, and that the user wasn't also the unit requesting the teleport. When I failed miserably at that I went for a much simpler check as it was all I could get to work. Thanks for the variation its always great to look at how others would do it!
  20. Cool video! The voiceover had me give a little chuckle, we might have to poke you for some voiceover work sometime heh! Great stuff! Now onto a little business, any bright scripters out there that can spare a few minutes to a amateur like myself, I've been trying to incorporate a very simple teleporter script for group members to jump to their squad leaders position by using an action attached to a flag. I think I have it working, but don't actually have anyway to test it multiplayer, so if someone could give it a quick look over and let me know I'd appreciate it, before I slip it into this rather epic D-Day 50vs50 Battlegrounds, you can view the script here: http://pastebin.com/hJv84KfU any feedback or improvements are welcome, again this is super basic scripting level so feel free to point and laugh! Onto some lovely pics, well not that lovely as I had my gfx at normal gameplay settings, not super prettified but here's a quick glimpse at the new Battlegrounds I am attempting: The map covers most of Omaha with Rangers landing at the D-3 draw (hopefully the landing sequence will work, and give the Germans time to man the defences!): WN68 overlooking the beach must be captured by the Germans to prevent American Armor from making it off the beach: St Laurent holds the key to the route inland for the Americans, with WN67 to the north east its also a last chance for the Germans to keep the Americans on the beach: The crossroads east of Colleville must be taken by the Americans so supplies and reinforcements and push on the large town of Cabourg and prevent German Armor pushing up from the South: Colleville's church holds a commanding view over the nearby terrain, allowing either side to direct mortar fire on approaching enemy forces: A small group of US Airborne hold the town of Cabourg against overwhelming forces until Armor from the beaches arrive to secure the area. This Battleground has a few special features, such as the squad leader teleport to support its use of most of the map, armoured units can only be used by units of the same side (though soft vehicles and static weapons are fair game), certain german static weapons (primarily the beach defences) can be knocked out permanently and do not respawn, US Airborne start in control of Cabourg but cannot use any armored vehicles including ones from their own side (free to use soft vehicles and statics however). One of the main differences is both sides forces start off scattered across the map, with the Rangers (currently pending script tests) landing ashore and 101st inland the Germans must use their established footholds and strongpoints to their advantage. It looks to be a really exciting spin on Battlegrounds and I hope the new improvements will make it even more fun to play. Fingers crossed everything goes as planned and we should have things out to you all this weekend.
  21. Heh yes Animosity242, not some angry fella sat in the corner shouting and cursing at me to work :D Some of you might have made it onto the 82nd's server yesterday, we were giving the new 50v50 Battlegrounds mission template a run and it looks to be great fun. I'm adding in some final balance fixes that should help a lot, thanks to everyone who was on! On the 2.64 front I found a few more little bugs that I've fixed up so the release is now looking pretty tight. If all goes smoothly I should have time to fix the current battlegrounds with a few new fixes and improvements used on the 50v50 template, and if there's any time after that I'll be looking at doing more 100 player missions across the other maps (Neaville is currently the only one). Looks promising that we'll release this weekend though!
  22. Well all it was is the flamethrower effect which still exists, but I was trying to get Animosity to make it a very rare chance thing. So maybe we'll sneak it in somewhere again. Yeah highly recommend it, a very good watch. Part of the problem is the old system was a bit bugged, nearly every tank was insta-cooking off and setting a lot more people on fire than was generally intended. The feature was always just a cool little bit Macolik added after his flamethrower work. But the way tanks are knocked out now is very different and has quite a few stages so a lot of the time the tanks been disabled not destoryed or blowing up which sends the crew running away. We'll see what happens in the long run. Just finished the 100 player battleground tests, tracked down a lot of little bugs that I need to go back and refix in the standard ones that should keep me busy today. My plan is to overhaul all classes and tweak a couple more pieces. I've noticed a lot of confusion as to who's who while playing with certain classes that I want to try and address too, by using more distinctly different units on the missions. Also the old marker system is finally working which displays all units on the map so you can actually see where the fight is and enemies massing for attacks and such that should prove to make for a much tighter experience with less blind wandering and people getting lost on unfamiliar terrain. As always I'll be looking to get feedback on these so if people don't like some of the changes its very easy to roll most of them back. But so far playing solo at least it seems like a huge improvement! The main change has been the class list, I noticed a lot of units such as medics and engineers went unused. So I've switched the guns about a bit and added a couple more fun ones to make things a bit more varied where possible: Sniper - K98k/Springfield, added extra mags for full ammo Soldier - G43/Garand, added extra mags for full ammo AT - G43/Carbine, 3 rockets, removed rifle grenades MG - MG42/30 cal, maps using us airborne will now use A6 with stock/bipod Medic - Mp40/Thompson, smoke grenades Engineer - Mp43/BAR, satchel + mines (/bangalores for d-day) Soldiers will still form the core units with their long range accurate rifles, and grenades for clearing out areas. AT soldiers now have enough ammo to actively engage tanks before rearming with a better chance at defending themselves but not sustain a firefight with their limited rifle ammo. MG's are still vital support able to lay down heavy suppression (causing visual and physical effects on players and AI). Medics now make for great squad leaders and support units able to both engage and cover units during an attack with their smoke and automatic weapons who can then reinforce and heal players. Engineers now make ideal defensive units with much more firepower they are ideally suited to holding flags or setting up ambushes around vital points. While snipers now carry enough ammo not to have to abandon good positions too quickly to rearm. If the gametype continues to be popular there are still features that we'd love to see implemented but again its only worth our time doing this work if the players want and use these maps and the active servers support them! I've had a blast everytime I've had an opportunity to play the current ones and the new classes changes have really added a lot. It would be awesome to see 100 players running about battling for control in I44 so I hope it goes down well. Currently there's just one map featured, a slightly expanded version of the current Neaville with different capture positions the make a better use of the maps features and landscape. I'm hoping I'll have time to add another for this release but if time gets a bit too short you guys will at least have its template to use to create more. Anyway enough rambling I really should get back to work on this release!
  23. I believe so but then I've always seen the rounds bouncing all over the place, but I'm pretty sure this is something Animosity took into account with sloped armour/angle of fire etc. I think he has removed the burning tank crew running from the wreck for realism purposes though as by the time fires build the crew is either long since out of the vehicle, or already dead and burning inside it.
  24. Nice one that worked cheers, doubt I'll have time to squeeze it in for 2.64 but deffo something we can sort for 2.7 no worries looks simple enough!
  25. Checked out the link for the files and just got a bunch of popup adds and fake downloader.exe's if someone can pass on the info/script/textures required for this I'll check it out for 2.7.
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