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Everything posted by rip31st
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Here's some stuff I addressed today that's now handled: -All config errors removed  -Crews replaced with their ww2 counterparts, no more russian/marine tank/plane/gun crews that had ak47's and m16's The config errors bothered me a lot so a big releif - I figured them out on my own, although minor they were, still nobody likes to have pop-up messages on their screen while fighting even though all the vehicles are fully funtional. Next up...He-111...going into heavy work tonight!
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Oh yeah for yet another phase, I just got dumped on with a bunch of pacific theater aircraft and ships. I will also do that one before all is said and done. But not to put the cart way out in front of the horse, back to work on phase 1.
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Enigma I think mentioned the name "southy" once. I'm sure we will be talking in the future
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Phase 2 is taking shape: We have people coming forward we talked to that will be giving us content. Burner gave me about a gig's worth of his work to put into play. That's a ton of stuff. Burner being from OFP's Berlin mod. I'm not familiar with the mod, but looking through this stuff, it looks great. Another person that has offerered to donate their work is Johnsart. He has some very nice vehicles that will be added into the mix. Vilas again gives us a ton of help with his weapons and infantry. He's given me some very nice ww2 pistol and crew served weapons that will be added. There's much more... But that's all for later after we overcome the obstacles infront of us with the first phase.
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If you know what AI can do in vehicles, then one would assume they are a little too good. Adding the dispersion rate helped out a lot.
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Terrain grid size 2048x2048 Terrain cell size 75m Terrain size = 153600x153600 meters Satellite grid =480 Satellite segment =240 Texture layer texture size=75.0x75.0m All that = huge! If you don't binarize the map, it will crash. If you try for this size map, then you've got to stick to these numbers. I experimented for a month trying to get a map this big stable. Hopefully this will save you a hassle. Now make an eastern front map for me will ya? lol
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Two problemo's driving me nuts!
rip31st replied to rip31st's topic in ARMA : CONFIGS AND SCRIPTING (addons)
There ya go ^^... see first post. -
The dispersion rate, accuracy is down amongst the moveable's that normally would be considered statics. We actually tested that out a few days ago. We found that these new weapons were too accurate so we increased their dispersion rate.
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NEWS: The Beta unfortunately won't be ready for testing on Oct. 15th. It was a steep goal. I have to be honest and say that I wish it was ready, but it's not. Thinking aloud... -Some config errors to patch up ( nobody wants config errors appearing on their screen come game time ) -Not all first phase vehicles are ready to go yet. -Lancaster ready for the Allied side, But HE-111 not. -Bofors 40mm ready, but flak 38 not ready to go in for axis. -Axis have Tigers, Pershing not ready for Allies. -Allies have a sherman, but need a firefly to help balance things out. -Warfare mission is ported to the Normandy theater, but lots of tweaks are still needed to get the equipment and sides right. -Trucks, trucks, trucks...in warfare you need a repair, ammo and refuel truck. I've got to configure some opels and some allied trucks for those functions. -Some crew served weapons need to be added that I have sitting around. ( may or may not make first phase) -A couple non-moveable static weapons need to be made mobile. -A couple helmet texture and uniform textures need fixing. -The transistion from arma default crews on the vehicle configs to the more or less appropriate ww2 crews is continuing. -The ever so deadly flak 36 aka "the 88" isn't ready. -The howitzer on the allied side isn't ready either. So there it is in a nutshell. As soon as these hurdles are cleared, I will release phase 1. I gave away some surprises there if you look back through my notes above. I'm not setting a date as I have shot myself in the foot Maybe a Halloween treat. That's Oct. 31st for you non Americans. Back to the configs...
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Lancaster paint applied. Morning bomb run... two days left...
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Enter the HE-111 and Avro Lancaster: Added some custom WWII looking bombs. I hope to get them included in the BETA on the 15th. (Waiting on a paint job from a special someone) They will not have turrets for the time being.
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Speaking of static weapons like cannons. Did I fail to mention that the AT guns I'm building for this mod are all mobile. You can push or tow them.
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I had a capture the flag normandy beach style mission, airborne mission, and lots of model testing missions. I don't think I will be attempting to release those as several model "classes" haven change. They would produce lots of bugs and errors. I will probably redo some of them that were more popular during testing. One thing that has been asked of me the most is if I will create a Warfare style mission. The answer is...Yes I will try to get that done. I have some hurdles to overcome such as, well for one warfare is 3 sided. How do I compensate for the lack of a third party(RACS)? Where do I put starting positions? (the map is huge). What $ value to I place on equipment? Transportation is essential in this game so you have to have aircraft from the start. What is the overall objective? (take out a base? or capture a percentage of towns on the enemies turf?) THAT said it's warfare, not a realistic WW2 scenario. Another question people ask me is "are you going to make a mission just like WWIIOnline?" My answer to that is WWIIOnline is bascially a capture the flag game. Capture the flag games came long before the creation of WWIIOnline. So I suppose the answer is I will create similar gameplay. I can't obviously copy it down to the "T" for copyright reasons. But if you want some CTI campaign style mission like that, then I can do that. Many more towns will be added to the current map before I do that because of the distances you have to travel between towns. Nobody wants to drive to another town for 30 minutes when you could be fighting. -Will I have these done before Oct. 15th? The warfare style mission...probably. The other missions - probably not. One thing to keep in mind for those mission makers out there waiting to get their hands on the equipment. More equipment will be added later.
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Enigma gave me some textures for the Tiger 1. Check them out: Couple more things to do then it's release time...
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There is a deflection value. There is also a way to add values to specific components of the damage model. Hence the flat tires on the HMMV's. There are also ways to add the amount of damage a direct hit causes a model. The hedgerows my friend were localized. You won't find them everywhere. But where you do find them, you will find them difficult to get through - as infantry of course. It's been the philosophy from the start improvements in the condition of the map itself and models can/will be implemented, but not before feedback is received. OF course that all starts after Oct. 15th. That said don't keep pushing the cart way out infront of the horse. Let the beta fall where it may, then go from there. Lots of great ideas to think about. Here's something to chew on. In this mod, there will be gliders. Those gliders will carry troops, guns and equipment. Those gliders can be towed.
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Very good site. Just peeked at it breifly. Maybe we can use this data as a baseline and go from there. I was also directed towards a site today via PM that leads me to data on Allied shell types. All good info. Thanks!
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The problem with importing #1 is permissions. Just because it's there to download, doesn't mean you can use it. #2. It was made for OFP, not for ArmA. BIS has strict rules regarding the conversion of OFP material to ArmA. I'm not going there. #3. There are some in this community that choose not to share or help, and yes it is a shame. As you can see I'm very open about my work and have a policy that states anyone can use my work anywhere for any reason OR modify it. Some modders out there believe they are above the rest when it comes to snubbing their noses at lower quality work because theirs is better. That's fine, we don't care. It's too bad they are unwilling to be as open as I am. It's like a top secret project to them and they will only be sharing with the few they consider let using it. Otherwise this show would have been on the road already. But I'm trying my hardest to make this happen. It won't be perfect, there will be bugs, there will be performance issues with the equipment in respect to their real world stats and date. But that is what a beta is all about. We will find them and fix them PLUS were working on a ton of content that includes MANY...and I mean many more vehicles. Oh and maps.
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Shrub - Post a link to your data which will be considered. Faulk - That would be cool to have the firefly or even a cromwell. I do have a firefly in work & Cromwell. Only inf anti-tank is the bazooka atm so if you're willing to donate the PIAT I would be more then happy to put it in the mod. As for the brits, those have been in work for some time. I will see if I can get more info on them today.
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Does sherman include the firefly as in fail or is that a separate issue?
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OK well here's the revamped panther, thanks to Enigma's fine work. Just got done mapping it. enjoy!
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Continuing on with my modeling rampage, here's a Supermarine Spitfire mk XIV: Want to say thanks to Enigma for doing a great job on the textures!
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Yeah I just want to put emphasis on this. This is a beta at this stage. Nothing is final, everything is subject to change. And critisism is welcome. I agree, I'm not the artist here. But people are going to be working the textures so don't fret.
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Pak fits nicely into the R667 style bunker. Again the Pak 38 is moveable and not static, so you can move it just about anywhere you'd like to.
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Here, added a bit more of an angle on the rear, took the teeth off the rear wheel.
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Can you enlighten me?