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Everything posted by PacUK
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Not having played IF I can't give any comparison myself, but only relate the feedback we've had from dedicated tank simmers testing the new system and they've largely been very impressed by the work over what they experienced in IF. So I really hope the community enjoy the changes and the enhanced realism this patch will bring to our armoured beasts! Animosity has gone through a number of sources to make sure these details are accounted for so you should be seeing accurate representations of both armour and ammo and their effects on each other. Nothing quite matches the feels when you hit a Panther square on the front from your Sherman and see it still chugging onwards with barely a dent. Numbers and tactics are going to be very important in tank warfare from now on, not just hitting your target and whittling down the armour regardless of location, direction, and ammo type as it has been in the past. As far as I know Mars has the base model for the M10 mostly ready but RL has been keeping him tied up so the last bunch of screenshot updates on our forum are about as far as it has come. I had hoped to incorporate it into the tank update with 2.64 but realistically you could be waiting a very long time. So tentatively putting it into 2.71's planned update. The JagdPanther main LOD is all done, it does however need all of its LOD's to be built, Macolik was in the process of doing this but again RL has taken away most of his dev time so when this will see the light of day is also up in the air so lumped into 2.71 as well for now. Not being an ACE player I really don't have a point of reference for this at all. We can't just use resources from other mods without permission also I'm not sure how historically accurate that compass would be. If we were to replace our compass it would have to be an accurate period piece, but as its merely a visual element its not been a high priority. If you'd like to produce the textures for it we'd be happy to incorporate them, but its really not a high priority for us right now with a wealth of other work waiting to be done. It may also have to do with gfx settings of interface size and your selected screen resolution. Again not something I'm familiar enough with to give advice on sorry! Onto 2.64, I've just finished production of our first 50v50 Battlegrounds on Neaville, it uses a similar layout to the current mission on the same map with some tweaked capture point positions, vehicle selections and a completely overhauled class inventory. I think the new weapon selections should make other classes a lot more desireable and useful a well as making a much more intense battlefield. If all goes well with tests on it today I'll probably look at making one or two more if there is time, or at least converting some existing missions such as Merderet over using the existing layout just with added players. I have avoided taking the easier (and much more boring route) of just allowing the whole map to be playable as it seemed like this would just increase travel time rather than more exciting large encounters which is the aim. It looks like a lot of fun so far though and thats just running around with AI so I'm really looking forward to seeing if we can actually get 100 people playing. For 2.7 this larger battlegrounds mission type will be a focus again, as we'll finally be able to use planes properly without the current balance issues Merderet (the only battleground with planes so far) as well as add them other maps, and hopefully covering more ground as we'll be able to use transport planes etc. We're also investigating a large scale persistant gametype for post 2.7 using MSO that we'll talk about more in the future! Thanks everyone for your continued support and patience, right now it looks like everything SHOULD be on track for this weekend so keep those digits crossed! Wewt post 1440 on page 144!
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That is the plan yes, but we all know what happens to plans in war!
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Doubt you'll be seeing many developments on that (battle)front, in terms of scaling, it would require quite an intensive code rewrite to implement and change the basic structure to allow for that, or to develop a new system from scratch with our active members just don't have the time or experience to do. Really wouldn't be worth the effort with only the occasional pvp server popping up right now. Would much rather persue more I44 feature based large scale coop operations now that we are settling into a stable state across the board with the upcoming patches. Still not too sure what could be done for smaller battlefronts other than to suggest editing some together yourselves. The system as is works in a very plug and play manner with pretty much 1 file and the mission itself that need to be altered the rest all works as standard as long as the required parts (flags, triggers, and playable units) are placed. If you do enjoy the gametype and want to see more I highly encourage taking a look and playing with making your own scenarios, if they play well send them over and we'll add them in!
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I doubt I'll be doing any smaller ones #'s wise, you can always turn off AI and play with less people possibly keeping everyone attacking only certain flags (e.g. you both cap the nearest flags on your side to the middle and fight over the center point). I can't really lessen the total number of players as that hard locks any server running the mission to that number of players. As we're trying to cater to the impressive response TvT gets when it does run we want to allow more players to join the fun. Now's the hard part of making the mission big enough for 100 but not too big it takes an hour to find anyone to actually kill!
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Ok all the planned fixes and features for 2.64 are in place, hopefully nothing new will crop up over the next couple of days during tests, should it be needed we'll fix those next week and the patch should be good to go by next weekend. Hoping to squeeze a larger battlegrounds mission out as well 50vs50 any preference on which map(s) you'd most like to see?
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Looks like we'll be slipping to next weekend, there's a couple tiny tweaks left to go in and I don't wanna rush past testing and miss something vital sorry for the slight delay!
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I hear you 100% there Topas, ultimately its a military mod so thats where the focus will be, few people are going to want to join the team to make a car, and purchasing them really isn't an option. We don't have any form of income to the mod and already have the cost of maintaing the websites in the past that anything else would be far too much of a stretch especially when its not even something exciting like a tank! In regards to sharing content we've had the same issues in that a lot of our contents original creators long since left or fell out of contact as is the way of internet development teams, so it can be very hard to share content that could bolster multiple mods but at least it gives us a nice diversity between products :) Again you're welcome to put them in contact with us, we are always in need of more people with an enthusiasm for the mod, but these days it really is lacking, and the playerbase is getting so limited I think we're mostly waiting to see what options ArmA3 opens up. Our main focus now is to polish the content we do have and make the most of it. We've still got a few units that are waiting to get into the game, a big plane overhaul to release, and a ton of ideas we'd love to try. But without people playing and supporting the mod we can only get so much done.
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Yeah we definitely didn't password any archive and I know armaholic did some repackaging so we really can't support the method as I'm not familiar with it myself. You can always use PwS though :D
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Check your \@I44\documentation folder the DAC readme will answer all those questions for you. Not sure I'll have time groups take a bit of time to put together but I'll see what I can do. Just be careful of your sources we've had a lot of trouble with sounds being sourced from TV shows and games etc, its also good to have several variations (iirc ArmA2 picks a sound from several available to play for the current magazine, rather than shot to shot :( ). Heh the numbers after the Pzf's name show their maximum range, you need to remember to give these older rockets a bit of an arc and even then they are very limited last ditch weapons! Unfortunately no we don't have any planned or in progress, while I'd love a couple wrecked and for use as resistance etc, its just not been a high priority for us. If someone wants to make one for us though, let me know!
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You already have access to the raw data, the base files (i44_base_v _w _m) that contain all the classnames and code for every unit. What we are suggesting is you unpack those files and script a way to retrieve the classname fields. Rather than hand placing every unit and having to extrac the information that way. A class list needs to be readable, hence every class needs to be listed under some sort of descriptive title or alongside its string name to be properly readable, some names do make sense, others will read as junk unless you already are very familiar with the unit types and variants. We can only provide the classlists already made. We do not have time to make lists for you to use, you can make those just as easily yourself and you have the time to spare as we don't. There's a number of classlists already available and any names you don't have can easily be retrieved by many methods so I'm really at a loss as to what we're expected to do here or with that info sorry Maven. The start and end stuff is gonna take seconds once you have the list no matter what, its the generation of the initial list thats time consuming and none of this helps retrieve them any quicker than placing them on a mission. Or just copying them from say the hundreds of DAC configs included with the missions already with the mod, or provided by other players. Back onto 2.64, hit a few snags seems a few units model.cfg have rolled back a bit and lost some basic fixes so I'm picking through the vehicles today in an effort to fix those which is of course leading me to other issues so there may be some small delay while I get these in order hopefully only a day or two though.
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Having hand placed every single unit during testing, I can tell you this is not the best way to produce a class list. As jiltedjock suggested, you're better off unpacking the base files where all the data is kept, and extracting the fields you want, probably with some formatting so you'd have the class names folowed by its display name for reference, not two seperate lists that you have to stick together by hand.
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You're very welcome to make one, but I'm afraid we've stopped producing them as it took hours of development time away to do by hand. Pretty sure there are tools to output the classtypes you're after that should now work with the mod since the last batch of fixes but its not something I have had any spare time to investigate, priority has been working on fixes rather than making a text file with information you can easily gather yourself. Really though we're not adding that many new clases these days, and most winter versions just have _winter at the end of the classname so pretty easy to work out what the Fsj's will be!
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You know the search button is really useful... https://dev-heaven.net/projects/inv44/wiki has two older classlists. Any units not on there that you want just place them in the editor, save as a mission and examine the .sqm file for the classnames. By the sounds of it though you're after names to plug into DAC configs in which case there's already a ton in the existing missions you can unpack and use in your own.
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It would definitely be a lot of fun to see! Unfortunately I really don't, but we have seen several communities setting up around I44 which is wonderful to see. Its just a shame we don't really have any public games day-to-day other than domination. We have tried to organise a few games ourselves, with the support of clans such as Kellys Heroes and 97thRR providing servers which have always been great fun. But time limitations mean we don't get to do these often as we're usually too busy with the next release to play too much ;) If you'd like to come on board and help make them, then by all means. But alas we are very limited in team members and those we do have aren't generally geared towards that type of work. I'd love to see the tanks behave a bit more sensibly, using their stronger armour to approach etc but wouldn't have a clue where to start with AI coding/scripting. There's actually a few missions like this, and while the locations are all preset (much like domination's cities) what units you'll encounter will always vary thanks to DAC. Paras is still by far my favourite mission in that respect. Again these are mission types we have thought about since I joined the team after the ArmA1 release, but with the work it took to produce the missions we do have, any ideas of creating larger more randomised missions were quickly lost when the missions got played once and then never touched again on a public server. We'd be happy to work with mission designers who want to help make these types of missions but so far there has been no real interest to do so, so I've focused my own efforts on bug fixing and content other than missions. You're very welcome to help us make some then! Having done a number of DAC based missions already both large and small scale, there really is little desire left in me personally to try anything more these days. At least for now. Last few bugs of 2.64 are being polished off now, hopefully everything will carry on going smooth as we roll through our MP tests. Thanks for all the support everyone and really look forward to getting this patch out and seeing how you all like the new additions and changes!
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Everytime I've seen it run on a server people have had a blast playing it, I absolutely love it and have never enjoyed PvP in ArmA2 so I would guess that aspect turns a lot of people off before even trying it. Its a real shame as Frizy and Faust did an absolutely stellar job of making a very fast game mode with familiar key points from battlefield while still keeping it firmly rooted in ArmA's tactical setting. Combined with the new tank damage system it promises to be a very interesting gametype that I hope gains some more popularity someday. On the note of domination, that's been discussed and discussed feel free to go back a bunch of pages to see the discussion, but I wouldn't expect the servers to be much different anytime soon. I think he meant Apocalypse's support of the terrains? Never seen that occur, they did used to be a little slow but I'm pretty sure that was fixed wtih the latest 1.3D versions released with the 2.63 patch. These are fully intended for use as player vs player the AI will never be quite as intelligent as it should be as their movement to flags is scripted by order to capture in (which for the newer ones I didn't get time to tweak so they occasionally go for very hard to reach capture points), but generally put up an interesting enough fight to help fill a server while real players join in. While I would love to have the time and people to develop more gametypes and largers coops and so on, the reality is a lot of our missions just don't get used on servers and haven't since their intial releases way back on 2.0 and 2.5, which is really frustrating as I spent many months developing missions and testing them solo (not every missions needs a full compliment of players, I think I completed all of them solo/leading an AI group). So there's no real drive to develop more these days. I'm hoping to add at least one mission for 2.64 just to help people familiarise themselves with the new systems but really I don't think there's going to be the time (or the motivation) and will probably end up just tweaking existing tank based missions instead (which people probably won't play because they tried it once when they first came out). Le sigh...
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The model is still around I think there may have been some small bits to finish off but the main issue was the main gun, as it was an artillery piece but doesn't have the range of movement required by ArmA's artillery systems (e.g. straight upwards) we couldn't link it in to work as intended and is limited to direct fire only. We had hoped to develop a new sytem but have been sorely lacking time and resources to do so. We are now more likely to add it without that system and just as a direct fire weapon that could be used to simulate artillery without actually doing so (e.g. like the FlaK's on the Brecourt mission, shooting for atmosphere not actually to land a round somewhere, or if it was to have a scripted round drop instead, as done wtih mortars on Paras and Nuts). What version it will be in is a bit undecided as its looking like we'll be releasing 2.64, then going straight to 2.7 so those of us active will be focusing on helping Gnat integrate, test, and ensure balance with the new tank damage system. So most things that you may have seen are likely to appear after that around 2.71. Really just depends on activity and time available to the team!
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I believe there's Apocalypse/Lost available here on our forums http://forum.invasion-1944.com/viewtopic.php?f=16&t=419 that might be what you're looking for.
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I think I44 will always remain a free mod for the size and scale of what we have, a commercial venture would be quite the risk. Iront Front have done okay but the pressure of developing a commercial product did seem to limit their vision compared to what they had originally planned as a mod. Due to funding and deadlines you wouldn't be able to create content for 10 years befor an actual release. By being a free mod it has allowed us to develop for several engines, and produce content which in some cases is still used now that was produced back for the original Operation Flashpoint (though that content is very much on its last legs now and is being phased out). As a mod we can't really use kickstarter or other funding methods, the only thing that really would be possible would be donations which is definitely something we'll consider if we do come to produce the A3 version, we want to but the amount of work it would take to just port the content we already have would be immense and require it to be basically a job, as was the case with the A2 port, its not a simple plug and play situation and we are still cleaning out bugs caused by the port. Regarding the installer, we did used to provide one, but that limited the mod to Windows users, and as a lot of servers use Linux it alienated a large portion of the crowd and still wasn't that helpfuly actually installing the mod. Play with Six does exactly that for us which is why we promote and push its use, it keeps things up to date without us having to provide mirrors or produce patch installation notes detailing where to install to and so on. Also every large patch (2.0, 2.5, 2.6) has been released as a standalone version rather than a patch, with smaller updates (2.61, 2.62 etc which still end up being a few hundred meg) paving the way before larger patches roll out again. In the past we held content back to release alongside patches and ultimately its a failing way to develop the mod. As for months we had maps and units ready that no one could use which can be very demotivating to the members who have spent time creating the content. The current system we have has been working great so far, it allows us to get content like the tank damage system into the game, without having to wait another 2 months while we work on the M10's view distlance level of detail models. To give you some idea of the release process, once the patched files are actually ready, it can take up to a week (sometimes longer) to actually release the files to the public. Most of that time is spent reinstalling the mod and patching ourselves to make sure they work. Testing online to ensure compatibility and nothing game-killing has snuck in. Developing documentation and patch notes. Preparing release pages for posts on several websites (often requiring different formats and layouts depending on the site and forum and code required). Final packaging with all documentation and files. Re-reinstalling and testing to ensure the product contains everything thats needed. Uploading the files which can take a pretty long time depending on who's around and has access to the files (the 2.0 update took me 11 hours, three times, and then had to be hotfixed, which led to around 48 hours of no sleep for me). Finally actually posting relelease pages with active links which then need to be updated and maintained as mirrors go live. Compare to a release on PwS, once files are final they are signed and tested, changelogs produced, and packed into a 7z which we send Sickboy (though soon we will be able to manage the files directly, allowing even smaller patches to go live much more often). The repository gets updated, users click the update button, and then are ready to play. It cuts down so much time on uploading documentation and testing for us, and makes installation and use a ton easier for the user without having the read step by step complex instructions (which many did not resulting in large posts re-explaining the same information). We still provide archive main releases and patches, but intend these for experienced users so can minimise documentation (which again is generally not read). If we were to make an installer as well, we couldn't abandon the archive versions, and wouldn't want to drop PwS so it would just be another method we'd have to document and test delaying releases further, when ultimately PwS already does that, and supports pretty much every mod available for the game. Seems like a no-brainer to me.
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We always do release patches for direct download, its just PwS is generally available first, both Armaholic and ModDB take time to authorise downloads whereas on Six the files become available as soon as they are up on their servers. We can't however provide multiple download options such as packed and patches, putting together a release package requires a lot of planning and testing, the documentation also needs to be specific to that version and cover several install options, all of which is minimised or removed when releasing on Six making our life a lot easier. Then of course all files need to be uploaded. With the mod weighing in at 3.5 GB thats a long time on my upstream rates. Thanks, we have considered making a donation page several times, ultimately I doubt we'd cover the cost of the web hosting though so we'll see... glad you're looking forward to the patch (2.64 ;)) remind your friends to give the mod a go!
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Hopefully not too long! We're trying to keep this patch small and focused on the damage system, its quite the game changer so I'm very excited to see the community's response, don't forget to pimp I44 to your tanker friends and soon any pilots too! Well the animation issue is something we're aware of but it seems to be an engine problem that we've had no joy placing on obvious issues with any models, generally it seems to be the american airborne based models (please note it helps to specify specific units when you encounter probels, we don't have time to re-check every class ;) ). Unless there's a modeller looking to come bugfix it for us its doubtful that we'll ever be able to fix that. The k98k issues I've not seen myself, and again with the numerous variants its hard to know if its a specific model problem, or if you're just lagging on an mp server, as the bolt action is scripted and not supported in the game engine directly. If you would like to report issues, please use Dev-Heaven as it allows us to track and fix issues that have been detailed by our users and testers. Glad you enjoyed the mod, and feel free to expand on why you enjoy it so much not just the bugs!
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It depends what happens during testing and if we discover any problems with the new scripts in multiplayer specifically, but the plan is to have it out for next weekend yes, but we can never know for sure what will happen.
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Thought everyone might like a peak at the changelog for 2.64 as it currently stands: - [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 Panther & Tiger gear change volume corrected. - [2.64] FIXED SdKfz234/2 Commander turned out view. - [2.64] FIXED Hetzer missing portrait. - [2.64] FIXED Sherman Wading tank mis-named DD. - [2.64] FIXED Ju52 missing sounds. - [2.64] FIXED Hetzer gunner sights. - [2.64] FIXED Neaville Winter distant green colour. - [2.64] FIXED Neaville foliage geometry's credit: Robster. - [2.64] FIXED G43 rear sight widened. - [2.64] FIXED Omaha_v2 and Neaville weather configs. - [2.64] FIXED Chernarus (and other maps) weather and sea issues. - [2.64] FIXED Panther distant texture, commander position, gunner sight foliage. 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 I wish we had time to do this for many of the models where a reskin is possible, its definitely closer to the expansions we would like to have instead of whole new countires. But still its a huge undertaking, just getting the 101st into Winter gear felt like a mod's worth of work in itself and that was with several members working on them at the same time. We've had a Dot 44 camo for the Waffen SS hanging about ready to go in game several times over, its even been in some screens but its just never made it fully into the mod as of yet. One day though I'm sure we'll squeeze it in! Again if there's something you really want to do (and can do it competently and to a decent level of quality) by all means sign up and help us produce it!
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D-Day was a subtitle of the 2.0 release that some sites/threads still list. We attempt to cover as much of the European theater as we can, from Omaha up to the Battle of the Bulge. We've never proclaimed the mod as covering the whole of WW2 nor would we want to try to do so. We'll cover what areas we can with the content we do produce, so expansion will always be localised to what content we have and can build upon to make the most of it. If we were to try to cover every front we would end up much like Iron Fronts D-Day DLC, with one tank and plane per side. In the ten years the mod's been in existance its covered a wide range of scenarios from Sicily to Holland with releases across OPF, ArmA, ArmA2, and now Combined Operations. If theres something you still want, help us make it, though we're still not tempted by the Russian Front, Iron Front and Red Orchestra 2 cover that plenty, and Hell in the Pacific have that part of the war covered, as well as September 1939, and Army of the Czecho-Slovakia republic 1938-1945 mods, there's little point in us all trying to produce the same content.
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That qustion is answered on page 1 of this thread surprisingly...
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Homer overhauled the optics a while ago but these days there's no one to do it so unless you'd like to volunteer yourself, there are no plans to do anything more at this time. Though on that note I think the panzer iv's sights are correct as they are but I'm no tank buff, either way this just puts more emphasis on working with your crew with the commander spotting the rounds landing and directing corrections to the gunner :)