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Everything posted by PacUK
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Yeah nothing in ArmA2 really 'stops' light, much like the searchlights which will put a beam across the map even behind blocking terrain. For the light to really work it would need to be part of the internal model only to prevent the leaks as just a light source entity attached to plane currently does. For now just have to make do though I'm afraid.
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Currently I only know of the one we used in Aloft that Macolik developed, its about as good as it gets for a mission based script, in the future we might be able to add something into the model itself so maybe for 2.7 ;)
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Yeah, that's the issue then, use the ranging keys (pgup and pgdn by default) as we implemented a new more realistic system than the old step by step allowing a gradually change in range as in real life. We just haven't got around to disabling the action menu options for it. We're not currently looking for beta testers but all users are encouraged to report issues on dev-heaven as it makes our life a lot easier defining what has to addressed in the next patch. Yes I think we include about 50 missions or so split between SP and MP, most MP ones can also be played solo (I had to when making them heh). You do however have to move them to the right location, details are on our download page http://www.invasion-1944.com/download-i44/. Last time I checked on PwS there were about 48 listed if you're using the ingame browser try filtering for '44' and other terms to find them. The release page I posted is still awaiting authentication so I'm not quite sure what the delay is, hopefully we can get it up on ModDB soon, but again it takes a while, for now Play with Six and Six Updater are the only sources I know of.
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Gunter are you using the range keys, or the mousewheel action menu to rotate the sights? IIRC using the mousewheel option became buggy when we implemented using the ranging keys (same as if ranging a rifle).
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I would imagine its a bug, if you can report it on Dev-Heaven we can try to address it in a future patch, for now, just avoid using it.
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Files are live on Six-Updater, and Play withSix (button below for those that want it). Armaholic upload is done just waiting for the news page and download to activate, hope everything goes smoothly! Click the button below for instructions on how to download and install Invasion 1944 using Play withSix:
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I think Animosity has most if not all of the code thoroughly locked down now, we are hoping to get a couple of tanks in though if possible and maybe a few other little pieces that will take up most of the time. So no real ETA on it yet but pretty soon. Sorry though we have no plans to incorporate a Russian faction, there's plenty of other mods and games covering it to better effect than we could. We would much rather focus efforts on expanding and balancing the sides we have currently and expanding more locally than a different front of the war. Hopefully won't be too far from the truth if at all possible heh, does depend on how busy everyone is and there is/will be some downtime going on. If you guys are playing TvT do you use Battlegrounds much? I'd really like to see it on a server or two with full teams with the new enhancements from 2.63 some of the new missions are really small areas primarily infantry combat that look to be pretty intense with two full teams :) Hope you guys keep enjoying the mod! Everything on 2.63 is all set to go now, I am literally just waiting to upload it and it should be on Six in a while, hopefully I didn't break anything along the way the guys have done some great work recently so I hope everyone on the team and all you players have a nice restful holiday season! Should have that early Xmas present for you to unwrap soon enough!
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Wewt 2.63 is now all packed up, just going through final tests to make sure everything is in its right place and nothing major has been overlooked. Its not a huge patch, but hopefully the mission updates and new map will prove popular enough to get some servers running Battlegrounds so we can all celebrate the holidays ducked in a trench ;) Should be available sometime in the next 24 hours will keep you guys posted! Changelog below: - [2.63] FIXED Hanomag missing sound. - [2.63] FIXED Trucks missing sound. - [2.63] FIXED Lee Enfield Bayonet turning into K98k. - [2.63] FIXED External view on PzII, added cargo spots. - [2.63] FIXED Cargo bugs on PzIV. - [2.63] FIXED PzIV (S) damage from small-arms fixed. - [2.63] CHANGED Added variable to enable medic class in missions (e.g. battleground) on non-medic units. Syntax: unitname setVariable ["I44_BG_Healer",false,true]; (enables healing on a unit), unitname setVariable ["I44_BG_Healer",true,true]; (enables full medic class medical kits do not deplete when used), unitname setVariable ["I44_BG_Healer",false,false]; (unit healing disabled). - [2.63] NEW Added weights to all weapons, items and magazines. Code: I44_weight = ## - [2.63] NEW Set grenade deflecting to 0; this makes them actually not jump around once they hit the ground. - [2.63] NEW Added Canuk's grenade spin script. - [2.63] NEW Satchel model for throwable explosives. - [2.63] NEW Neaville Winter, new snowed version of map by McNools. SP Missions: I44_SP_Landing_v2.I44_Omaha_v2.pbo - 144 Groups error fixed (included again to ensure its correct version). MP Missions: [NEW] I44_coop_Misdrop_1-20.MCN_Neaville - new mission from McNools, large scale JIP Co-op across Neaville. I44_C&H_Battleground_v103D.I44_Merderet_v2 I44_C&H_Battleground_v103D.MCN_Neaville_Winter [uPDATED] i44_coop_hill93_1-30_v1-1.MCN_Neaville - fixed 'Officer' unit, now vulnerable to damage. I44_C&H_Battleground_Col_v103D.I44_Omaha_v2 I44_C&H_Battleground_Omh_v103D.I44_Omaha_v2 I44_C&H_Battleground_v103D.Chernarus I44_C&H_Battleground_v103D.I44_Merderet I44_C&H_Battleground_v103D.I44_merderet_winter I44_C&H_Battleground_v103D.MCN_Neaville I44_C&H_Battleground_v103D.plr_bulge All Battlegrounds now include our wounding system available via the User Interface, TPW Suppression and Line of Sight scripts (currently using script version 3.04 due to some issues with more recent versions, will update/integrate better in future, if needed they can simply be disabled by altering the init.sqf and commenting out or removing the two script calls). Capture positions rebalanced with re-arm points at each flag. Each side now has 5 groups of 5 units in an effort to improve teamplay, groups currently preset, will add custom groups if there is a deman for it). Generally these versions are more focused for PvP games and its suggested you turn AI off, as they don't function ideally with the environments on certain maps (bridges), and the player wounding system but should provide nice filler for smaller groups or even Players vs AI on one side. Some other small fixes and tweaks, any feedback on these versions would be appreciated over on our public forums or BI topic.
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Play withSix does have a support system I would recommend using if you are having trouble as they will most likely be able to answer those kind of issues (or fix them if there are specific issues).
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Just a small update, most of the patch is ready, I unfortunately don't have time to stick it all together and get it out as I'm about to leave for a wedding so I'll be gone until friday, but things are looking good for a weekend release of 2.63 :) Catch you guys in a few days!
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Not sure if I'll have time, will see what I can do. I'm hoping to get the patch out around tuesday before I go away for a couple of days otherwise everything should be all set for an early xmas present, so you can all hunker down in some hedgerows on winter Neaville and sing carols together!
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The comms are still there, its radios that were removed from certain units, you can add it back with this addweapon "itemradio";
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I'm sure there will be an archive version available via our moddb page, though it can take a while to get uploaded/go active as well as Armaholic etc so you shouldn't have to worry it just means we don't have to do so much work documenting it, and those in the know can just download and install with the classic methods. Just thought I would explain some of the changes I'm making in 'Battlegrounds', these are aimed primarily at Player vs Player but still support (quite dumb) AI to fill any gaps. First each team is now split into five squads of five, these are currently preset future versions we hope to incorporate a Battlefield kind of squad system at some (much) later date, so its a lot easier to stay with a squad and work together with the fireteam hud. The other main addition is the wounding system which we always intended for PvP is finally in, giving more use to medics and making firefights a lot more interesting (as well as wounded bait type opportunities for snipers ;) ). Alongside incorporation of TPW Suppression and supply points at each capture (as well as vehicles across larger maps not just at the main spawn area) the fighting should be even more intense than before. If these go down well with the community we'll look at expanding the options and adding in a few more features in future releases.
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The upcoming 2.63 and future 2.64 updates will both be patches primarily distributed through Play withSix currently 2.63 is weighing in at about 135MB so not too big of a download.
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Work on 2.63 has resumed on my end at a reduced pace, but I'm hoping to get things out before Xmas if at all possible, still got a couple of battlegrounds to finish up and one new one for the winter version of Neaville to produce. Animosity's work on the new tank penetration code and effects is coming along very nicely, we're hoping this should be good to go for 2.64 patch and hopefully we can squeeze in one or two new tanks to go alongside. Here's a short video showing the new burning effect he's been working on:
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Ah, well the Typhoon should be ingame already, but yes it will be included in the 2.7 overhaul, the goal of Gnat's patch is to bring all the planes onto one level field using the same damage models and special effects expanding on the work already done by CSJ and Yac for The_Few, and the work by Yac on newer I44 exclusive planes. Your English is just fine, but a few full stops and paragraphs would help make it easier to read ;) As mentioned above, the next big planned update is 2.7 which will mainly focus on improving the air combat and balancing it in general as well as a few other additions (hopefully some Anti Aircraft updates, units etc). While Holland has been an area we'd love to cover, we really don't have the numbers to produce a full mods worth of content these days so are really focusing on fine tuning and adding smaller single units and maps rather than collate them into one large project that can take months to release. Our recent patches have all been planned to be small and often grow very quickly delaying the release of units that might have been ready for a while to release a 'pack'. What you may see is smaller content releases with bug fixes and smaller releases as and when things are ready. Then if we come to ArmA3 we'd be more likely to look at starting a new total project in for example Holland and focusing production of new assets on that if there's still the desire to do so. Really the best way I can say to get the things you want in I44, is to learn how to produce them and come help us make them!
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I doubt we'll include the ME-410 prior to the actual release of 2.7, as the work Yac's done has gone straight to Gnat for implementation in the new system and right now the only screenshot I personally have is the one posted. Animosity has been doing some very cool stuff but we are still limited by what ArmA2's engine can handle. So while it won't match up to the most accurate damage models out there, it will be a far sight more realistic than our current system which pretty much plays a few simple math tricks depending on each units overall armour rating, the new system should take into account a lot more real world info such as directional armour thickness but it is still very early days. Keep an eye out on our forums for more news and previews!
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It all depends what config you're looking for, the I44_base_ files generally contain most config information.
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Just thought I'd pimp Hell in the Pacific's beta release over here: http://forums.bistudio.com/showthread.php?143150-Hell-in-the-Pacific-0-5-beta-release for all you ww2 enthusiasts that need a change of scene!
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Hell in the Pacific 0.5 beta release
PacUK replied to Waxbutter's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great to see it out in the wild guys, fantastic work ;) -
Sorry no that's mostly just me being a busy/lazy bugger. A couple files got away from me and I just haven't got around to putting everything together in a final patch. Been trying to get back into the swing of things but it'll probably be another week or so, apologies for that. As the vickers doesn't have a hand held version like the 30cal or MG42 it still gets put together like the normal static weapons as Gunter said. It can be a lil fiddly without the green popup text to notice this though. Basically when one bag is on the floor and you're carrying the other part of the gun (shouldn't matter which) as a backpack, look at the pack on the floor and 'Assemble' from the mousewheel menu. Other interactions should still work with out interface (loading ammo, moving etc). Ah we hadn't spotted this issue, might be worth pasting an issue for it over on dev-heaven so it doesn't slip our minds. If possible I'll get hold of prowler for the source files and try and push out a fix in a later release. Thanks Jakerod for the suggested fix! Personally I think its a bit of a wasted opportunity when there were so many other Russian front conflicts they could have covered especially when we already have such an expansive free mod available covering D-Day since the release of ArmA2, but it does explain why 1944 was chosen as the year for the title of their original game. Now onto some more interesting news, progress is still steadily being made by Gnat on the plane overhaul (2.7) and Yac has recently furnished him with a lovely Messerschmitt ME410 to add to the German arsenal so all you fly-boys can get your bombing rocks off, screenshot provided below. Back on the ground our newest team member Animosity242 has been working on some real tank penetration code with some enhanced effects we hope to be rolling into a patch sometime before 2.7 if we can get the time to implement it across all the vehicles, I've included a very easly preview video that Animosity posted over on our public forums. Be sure to visit them for up to the minute updates and community news, mission releases, and public server listings. Finally I'd also like to point everyone over to the upcoming public beta of Hell in the Pacific the guys have done a fantastic job getting this done and I can't wait to see you guys over in some warmer waters soon!
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There are groups setup, we just don't have them for every faction/uniform variation. Believe they are in one of the classlists on Dev-Heaven.
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I don't think Dimitri was suggesting disabling the addon itself. But rather disable it on a per mission basis. Otherwise you'd have to alter your installation etc to remove the files from your versions I would of thought. Instead by adding a small variable in say your missions init you could disable the HUD same as it would be done manually, for all users before the mission starts. Not sure what the code would be for this off hand, but as users are able to turn it off, the server should be able to do it automatically for all players if you want to force it off. The reason we included the HUD is it provides a huge enhancement to teamplay, especially on public servers. At the time it was implemented most servers for I44 did not allow other mods to be run alongside so instead we included it directly, which then gives the users to choice of disabling it if they don't like what it adds, but as mod authors, we wanted the feature included, so we did. In our opinion the advantages of having it included, outweighed having it as 3rd party addon.
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That could either be a graphics card/chipset/driver issue along the lines of the helmets that appear transparent on some older ATI cards, or it could an issue with the textures/model itself. Without a bit more specific information couldn't really say, best bet would be to screenshot any occurances you do witness and post an issue on dev-heaven so we can address it.
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Glad to hear it mate, generally if you're up-to-date everything should be fine, seems like a very outdated Java was the culprit for letting it sneak by. Hope no one else has had any further issues!