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PacUK

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Everything posted by PacUK

  1. 1 & 2 ) Afraid not, none of the units were designed with support of those features and to add them now would be an overwhelmingly huge tasks to cover all models without even starting on the vehicles, there's also no appropriate place to position them that would fit historically. It is something we're considering for A3.
  2. Excuse the radio silence since release, been taking some downtime after that last crazy non-stop rush of patches. Feedbacks been relatively quiet so hopefully that means it mostly worked :D While the high poly version of the model is pretty far along, that still leaves a lot of work to be done before its actually workable ingame. It very doubtful we'll be seeing it in for ArmA2 at this stage though if at all possible we will squeeze it in. It will DEFINITELY be in the A3 version whatever the case :) Gnat's been a bit busy with moving house so 2.7 has suffered a bit of a delay as he is the sole developer working on it. With the last patch released though most content in I44 is pretty much final so when ready all active hands will be there to help get the content into I44 fully and released to you guys. But as ever it'll be when its ready and we can't guarantee when that will be unfortunately.
  3. I would guess that's because most tank crews carry only pistols and therefore limited to pistol animations and stances.
  4. Yes there will be a few new units as shown in the promo's. The Jagdpanzer isn't a WIP production model but a model a member had, hence the sudden fully textured model screenshots that appeared, however no one has had time to produce the necessary LOD's so its unlikely this unit will get in game. The M10 however is something that has been developed in house, we had hoped to include it in 2.66 but it just was not ready. If at all possible it will be slipped into 2.7 though.
  5. Yes but don't forget we're not porting I44 straight to A3. A lot of the content just does not hold up in the new engine so a lot of that needs to be built from scratch, which will take months of work so that when A3 is in a mature state, the mod will be as well. Rather than waiting a year or two after its official stable release for a version to be ready. There's also the stack of little features that are easily overlooked that a core part of the I44 experience that need to be ported, or re-developed to work with A3's new systems, such as weapon handling, new inventory systems, and the new features like underwater that we want to take full advantage of. The best way to do that is get in at the ground level. There's still a ton of stuff to come with 2.7's overhaul that should leave everyone with a very expansive mod to play with, with both the planes on a higher level of simulation than any game out there, there's actually very little for us to do, and nothing to stop the community from producing no end of missions to support the longevity of the mod beyond its development or addition of extra units to maintain interest.
  6. No 2.6(x) will not be the final version. 2.7 is the planned final large patch which will be implementing the work Gnat's been doing overhauling all our planes into one balanced system. But we had hoped to have time to develop some other features and units which would accompany this but with A3's release we've decided to instead use the time and resources it would take to work on the A3 version instead so as not to further delay 2.7's release or require future patches if there are problems. I44's seen every release from OFP to A3 now so we're very familiar with the development cycles. The A1 version was released right as A2 came out and went largely unplayed so a lot of work that went into it was just wasted. The A2 version came out right as the OA expansion was released which required yet another dedicated version, so we've always been playing catch-up until the most recent versions. Since then we've been able to stay on top of development and doing our very best to get releases out as soon as physically possible, whereas before we had some aim for a final product that would be released. We've had much better success with building upon our ready and released content, that's something we want to continue with A3. By starting work now we're invovled with the development of A3 as well so we can really focus on features and where possible get the support we need from BI which helps us produce better gameplay systems. We haven't moved into full production but we are starting our modellers working on projects so that we do have content that is suitable to bring into A3. While the work you have seen so far done by Macolik at importing our US troops is mostly a test-bed for the process of both porting content, as well as learning how things work in A3. Ultimately though A2 is a dwindling community, people will always move to the more modern product, and yes while some will revisit old games for whatever reason, the amount of time and effort that goes into the work really isn't worth it to support the few users still playing. While as mod makers we're also tired of the engine its limitations and the new engine opens up a realm of development opportunities to expand our own skillsets that it really is the only sensible option to us. So yes there will be a "final" A2 version of I44 at some point. We don't know when that will be, or what version number until its released and has been out long enough that we're satisfied its stable to call it a day and move the entire team over A3 to work in earnest on that version of the mod whatever that ends up being :)
  7. Unfortunately all your suggestions will not be able to be addressed within ArmA2, the amount of time and resources it would take to produce alternative models, and textures, and then configurations, just won't be possible at this stage of development. Since the release of A3 we've had to abandon some plans for expanding the A2 version as player numbers dwindle it just doesn't become effective to produce that much new content for an older engine. So while I would love to spend a week or two on the simpler issues like the SS crews, realistically its just not likely to happen. Hope you continue to enjoy what we do have ingame though!
  8. Basically... no. The Arty system in A2 does not support the lower angles of fire that these tanks used so they cannot use the artillery computer (despite the aiming working, you are never able to fire due to the low angle of fire and minimum range), for the FO module to work the unit must be artillery compatible. So unfortunately without an entirely new scripted system (which we won't be doing for A2 at least) direct fire is the only real way we can have the weapon work. This was the reason for the units delay in getting released as we had hoped to find some workaround, but none has so it was better to release the vehicle so it can at least be used as an objective if not direct support as it would have been. Many of the vehicles went through several development stages in real life from manual to mechanical turret rotation, this makes it hard to get a clear picture of what the rotation speeds were. Also many were tied into the revving engine, whereby higher revolutions allowed for a faster turn. We do strive to match the real characteristics of all items, but we also only have so much time and man power, so we can't examine every source of information available to compare and contrast various models specific characteristics, so if there are things that are wrong, please by all means report them on Dev-Heaven with DETAILED descriptions saying which models are wrong and why, and what should be done to correct them. Saying 'some' could mean the one tank you tested, or every single tank and armored car in the entire mod, or somewhere in between. We appreciate all feedback but if you really want something done please put a bit of effort in to describe what and why. We'd be more than happy to match these characteristics, as was done with all tanks top speeds this last patch. Thanks for everyones continuing support, I hope 2.666 hotfix 2 has solved those few nasty issues that had crept in and you now all get to enjoy the rather over-stuffed update :)
  9. Invasion 1944 v2.666 Hotfix 2! V2.666 Changelog- - [2.666] FIXED Armor module was not working correctly - [2.666] FIXED New Willy's Jeep model 30cal not turning - [2.666] FIXED Neaville tree geometry - [2.666] FIXED Cromwell missing ammo - [2.666] FIXED Easy Red 1-64 debugging and landing -Download and Installation- Click the button below for instructions on how to download and install Invasion 1944 using Play withSix: Archive versions available on Armaholic and ModDB.
  10. Ok I think we have nearly everything fixed now code and model wise. I'll be running some final tests over the next 24 hours or so and hopefully have everything in this last 'hotfix' packed up and ready for release to get you guys all back on track for the weekend! Thanks again for your patience and support!
  11. a) The boats should set off about 1 minute after mission start but the script processing leading up to that activation will depend on the speed and load of the server hosting. I didn't have any problems with the boat starting on our hosted dedicated server. Not saying they are perfect scripts (far from it) but I didn't encounter any problem with the boats not starting in my last tests so they *should* work. Will go over it again with the next patch to ensure it works. Basically you are waiting for DAC to spawn all units and waypoints, the boats won't start until that is complete (otherwise you can enter areas that won't trigger and therefore sit idle for the rest of the mission) and that is entirely dependant on the servers speed. b) Bear in mind that landing script has been through about 20 revisions over what 2-3 years+, so they should be getting off the boats as smoothly as is possible by now, and have yet to see an improvement on it. What the AI will NOT do is go further than the barbwire along the shingle. They have no way to blow holes in it (that would require more scripting and put even more of a load on the server) and again as this is COOP really they should all be players, the few waypoints AI do have is just to get them clear of the actual landing area. Even with holes in the wire AI struggles to navigate past it, often they'll end up walking through the objects. c) Players generally run straight for the vehicles, on this map that makes them instantly become the priority target for all weapons pointed towards the beach, they also make it very easy to circle around defenses going up the beach to where AI isn't active yet or just isn't present. The beach in real life was literally littered with mines with more inland, also those obstacles on the beach would in reality also be mined and had to have routes cleared off the beach before armor could even be landed safely. It was going to be an objective to clear routes which would spawn vehicless if players managed it but this is a pretty heavy script to put in place so I wanted to ensure the mission was stable with 64 players before adding even more to lag the mission out. d) The squad size was limited by the original use of the F2 template setup most of which was abandoned for this update by which point all 64 units had been setup with squad dependant initialisations so its a good couple of hours work rejigging all that to work again if units are reallocated to different squad setups. The zombie AI really is not a concern for me, the mission isn't intended for a handful of players it was meant for full servers that usually only run Domination due to the lack of high number player missions so was only really intended for full or almost full player slots. Trying to script it for both solo/low number play as well as large numbers is just too much work when I'm also the only person doing bugfixes on the mod itself during production :) e)Not sure a larger squad would really change this too much other than making more players dependant on one person, who could quite possibly be an idiot (high chances of that on a public server). f) Servers generally aren't run by an admin 100% of the time, as they are required to disable AI slots, this really would only end up in having more dumb AI sat around getting in the way, and sharpshooting enemies from the beach giving the players less to do. As said before it would also require many more enemies on the map increasing the load exponentially with each added player. As I would have no way to test this without doing it publicly and then probably still struggle to find that number of people playing the mod at the same time, the effort really isn't worth the headaches and development time for me personally. Ambient sounds again would need to be of such quality that you don't notice the loop and the script didn't interfere and reacted accordingly to the players positions. As thats not what the mission was about I prefer not to expend the resources on a minor detail that for the most part has no real impact on the gameplay other than to soften the rather empty soundscape. If this were a commerical game and my only job was to do this mission I could expend the time on these little details. But with the pile of work I already have to do these smaller features just have to be sacrificed for there to be any new missions at all. Hope that clears up the answers some :) Edit: Just thought I'd add really appreciate the extensive feedback on it, the mission is by no means final in my eyes I'd love to do more if time allows or see what others can do with it as a base to work from. Will be trying to test a few bits today once all the other bits of the hotfix are ready so can hopefully patch it a little bit here and there ;)
  12. a) are you sure you waited long enough? I didn't have time to produce new intros and the boats start on a delay b) the mp missions aren't really designed for the AI, a2's AI isn't the brightest at navigating its hard enough getting them off the boat :D c) either side? bit confused what misison you mean, COOP Easy Red? There are some light armored cars inland but there were no actual tanks on the german side in that area of france in the early days of the invasion. While the american forces had trouble getting their armour onto the beach as far as my research has revealed only a handful of tanks made it ashore while the sea-wall defenses were still active and intact, and those that did make landfall, fewer made it off the beach itself. So I kept the focus on this as an all out infantry engagement, pushing cooperation and making use of the varied weapon loadouts to combat the various defences. d) again AI navigation isn't something we can do much about even with detailed pathing they still get lost and stuck e) open to debate on this, as it requires the squad leader it really depends how good your squad leader is, if they are rushing out in front etc its not very useful, while a good SL means people can instantly get back into the fight without having to walk up half a mile of empty already cleared beach to catch up to people who are still pushing forward. f) its limited to 64 for one reason, to keep it runing at 45 FPS! More players means more of a load, but also it requires more enemies to engage, without them it becomes far too easy, so more active enemy AI increases the load even further, to which things can quickly spiral out of control. As I don't have 63 playtesters to jump on a server anytime I made any kind of change, so just had to estimate how a server would handle things with a full player complement. -Extra sound effects: I left out canned ambient sounds as a test, I had them on the old version and they not only added to the system load but they also grind after a while if they aren't long enough. Having heard the ones we have for the best part of a few years I really couldn't abide hearing the same gunshots in the distance, instead favouring the actual sounds of the units fighting, as there are now friendly DAC spawns landing it gives the player more of a signal of where the fighting is going on. -Debug: small oversight I'll try and address this in the quickee hotfix I did make mention of this somewhere already, but yes, due to some issues with the model and an upcoming replacement model it was switched out unfortunately Babylonjoke's replacement 30 cal wasn't ready in time for the patch so it got stuck in placeholder conditions. Should see it replaced in 2.7 if not before. Thanks all for your feedback, apologies for the small bugs that snuck in, truly infuriating for me after packing and uploading a GB patch to see they'd crept in. Should have a small patch out shortly to address these very soon.
  13. Looks like we'll be pumping out another small patch in the next couple of days to tidy up the few odd bugs so please be sure to report anything you can on dev-heaven, this will purely be a small sharp bug-fix. In the meantime did anyone try Easy-Red yet? Curious to see what people think of the new defences on Omaha :D
  14. Please report issues like these on Dev-Heaven so we can track and fix them. I believe it was the camo tiger texture that was updated by Snorri. The tiger (see ALL tanks) tracks aren't something we can do too much about that I'm aware of and definitely not something for ArmA2 at this late stage of the game. In reality it would be digging that terrain up out of the ground which isn't exactly something the engine can handle. The script error with the Armor module is fixed with the 2.666 hotfix.
  15. Just a note to say I forgot to make mention of the brand new willy's jeep in 2.66(6) now I'm off to spoon my brain back into my earhole from whence it has leaked.
  16. Invasion 1944 v2.666 Hotfix! V2.666 Changelog- - [2.666] FIXED Armor module debugging visible -Download and Installation- Click the button below for instructions on how to download and install Invasion 1944 using Play withSix: Archive versions available on Armaholic and ModDB.
  17. Invasion 1944 v2.66 Released! V2.66 Changelog- - [2.66] NEW Parachute module for automated removal (No module = no parachutes on ground, Module = parachutes on ground, default is to disappear after 5 minutes, Module w/ init line "I44_parachute_life = XXX;" - parachute on ground, disappears after XXX seconds, Module w/ init line "I44_parachute_life = -1"; - parachute on ground, does not disappear - [2.66] NEW 2D/3D scope switching for all 3D scope enabled rifles - [2.66] NEW SdKfz 124 Wespe added to GE Heer - Armor - [2.66] NEW Tiger textures - [2.66] NEW Bunker + Trench objects on Omaha_v2 - [2.66] NEW Omaha_v2 Updated with WN stations and more roads - [2.66] NEW Construction system overhauled (increased build time, proper foxhole available) - [2.66] NEW Construction engineer value added (I44_BG_builder true/false enables non-engineer classed units to build heavy items) - [2.66] NEW MG42 Bipod for tobruk bunkers added - [2.66] NEW German General added to GE Heer faction - [2.66] NEW Pak40 Pintle Casemate static added (for placement inside bunkers, limited 60 degree turning arc) - [2.66] NEW New rounds for Sherman and M1 AT guns (such as Canister shot) - [2.66] NEW ANTI-TURNOVER TANK v1.0, By Miguel Rodriguez (mgllgm@hotmail.com - Murcielago_ESP) added to Armor Module - [2.66] NEW Hull turn towards enemy script for Arma 2 by schaefsky added to Armor Module - [2.66] FIXED Various animation source missing errors - [2.66] FIXED Transparent helmets + gear - [2.66] FIXED Panther hull turning transparent in smoke - [2.66] FIXED Sherman Firefly turned out rotation - [2.66] FIXED Churchill fire geometry - [2.66] FIXED Mines not damaging armored vehicles - [2.66] FIXED Tank max speeds - [2.66] FIXED Tanks damage reverting to full when hit - [2.66] FIXED Mortar roadway area reduced - [2.66] FIXED Parachute far LOD color - [2.66] FIXED Static objects (bunkers, foxholes, trenches) improved geometry + pathways - [2.66] FIXED AI base skill levels improved - [2.66] FIXED Many classnames corrected/added for map objects - [2.66] FIXED Many tank geometry's fixed - [2.66] FIXED Belgian Gates (element C's) no longer produce house rubble when destroyed MP Missions: [NEW] I44_COOP_Easy_Red_1-64_v2-66.I44_Omaha_v2 - Brand new 64 player Co-op, players are tasked with capturing and clearing the WN stations along Easy Red Beach on D-Day. Should see much better performance than previous D-Day missions! [uPDATED] All Battlegrounds C&H updated to v2.66 with the following changes: -TPW Suppression updated to latest release -Teleport to squad leader available from ALL flags -Construction added, assault and engineer classes have shovels which can be used for building defensive objects, only engineers can build sandbags and hedgehogs -Rebalanced vehicle selection on all maps -Removed crew check due to performance issues, vehicle spawn locations adjusted -Markers should now only appear on Recruit/Regular difficulty modes -Diary updated with accurate information and tips on gameplay -Weapon loadouts overhauled for better balance and mix of equipment -Lots of performance improvements for scripts should see much better server FPS NOTE: Two versions of the 100 player C&H Omaha Invasion mission included, v2.66a with landing sequence, and v2.66b with Rangers starting on the beach. Version 2.66a is the intended version, but in case landing sequence degrades performance v2.66b has been included. KNOWN ISSUES: Older missions set on Omaha beach may not function correctly/at all with the updated map, use old missions at your own risk! -Download and Installation- Click the button below for instructions on how to download and install Invasion 1944 using Play withSix: Archive versions available on Armaholic and soon on ModDB. Invasion 1944 v2.666 Hotfix! V2.666 Changelog- - [2.666] FIXED Armor module debugging visible -Download and Installation- v2.666 Hotfix on Armaholic.
  18. Most likely an outdated version of CBA that doesn't work with the latest patches, or possible (but unlikely) you haven't put the wounding module down...
  19. Then there is probably an issue with the script you are using the is conflicting with it or has a mistake in it. The HUD is pretty widely used and not aware of any problems like that so suggest you check their thread for similar issues as we don't make it we just use it :)
  20. That would be the fireteam hud at a guess http://forums.bistudio.com/showthread.php?96791-ShackTac-Fireteam-HUD-%28STHUD%29
  21. Some very small slight delays with 2.66, trying to squeeze as much as possible in without delaying the release too much has been tough, trying to get everything not related to the 2.7 overhaul done and dusted. Think we're almost there, just making some last ditch efforts to get Mars1911's new (actually quite old but never ingame) Willy's MB model in, as well as the much displayed Wespe from Vex-Man, texture by Snorri, and animations by Macolik. Regarding the Gliders, I really can't say, we've had no involvement in Gnat's overhaul so we're just as eager to see what he's made possible with the new units, especially Yac's new gliders as you all are!
  22. Depending on the distance from an explosion units will either be killed outright or knocked unconcious, if the latter then yeah they'll wake back up after a few seconds same as a player would. Its ideal for suppression though allowing you to move in and clear out anyone left after a strike.
  23. Looks like the last of the 2.66 fixes are in place, so a couple of days testing and barring any issues sneaking in should see a release very soon, will keep you posted.
  24. You obviously have never engaged with the I44 crowd argument then heh, little details go a long way (both good and bad). Also we can't include A2 buildings without permission from BI to distribute their content from A2 ported into A3. No matter which location we choose we are gonna have to produce a lot of content, but minimising that by using the current settings allows us to use many other things such as the plants and foliage, textures, and older styled buildings which don't show the modern side of things.
  25. You really haven't explained the problem at all well for us to be able to find a way to fix the issue you are having. To be honest at this point I would just say uninstall, and reinstall from scratch because you've obviously done something very wrong not following the install instructions (or rather following too many different ones unrelated to you download method). ALL the information you need is right here: http://www.invasion-1944.com/download-i44/ Do you mean AI directed or Player directed? For AI directed theres our Forward Observer model, check the I44 PDF menu for details on its use. For player directed any A2 script should work if you change the appropriate classnames.
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