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Sumrak

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  1. Hi everyone, after ~2 years, finally.. I want to share with you information about release - campaign called Namalsk Crisis along with [Nightstalkers] Shadow of Namalsk mod. Maybe you have already heard about this modification and maybe also you already tried some older version in ArmA 1 (but that was really only alpha release in compare to current version). Anyway, back to the campaign - with release of the version of Nightstalkers mod for the ArmA 1, I released also some kind of prologue for the campaign called Namalsk Crisis... NOW, in Arma II, I'm releasing a full version of this campaign along with full version of [Nightstalkers] Shadow of Namalsk. Campaign featuring 22 missions with a unique atmosphere, situations, scenes and excellent music! A part of this campaign is also reworked prologue from ArmA 1 version and if you were angry about how prologue ended in ArmA 1, don't worry, you are now able to find out more, what happened! Edit 17.06. 2011: Campaign is also playable now in cooperation mode! More information here or on the official website http://www.nightstalkers.cz! Edit 18.10. 2012: Huge update for Namalsk Crisis called "Pathfinder", check the bottom of this thread! Edit 20.12. 2012: Small update (2.3) for Namalsk Crisis Update 2 aka "Pathfinder" released! Check the bottom of this thread! Edit 5.7. 2012: Medium-sized update (2.4) for Namalsk Crisis Update 2 aka "Pathfinder" released! Check the bottom of this thread! Counter on the official website just stopped and that means.. (This campaign can be played in realtime! :-D) Tamika Maclemar just landed on Namalsk, trying find out, what happened! Join her and discover secrets of Namalsk! Fight in unique world's superpowers co-operation against evil corporation NAC! Map of this post Namalsk Crisis Description of Namalsk Crisis campaign Important notes for gameplay (please read) Screenshots Trailers [Nightstalkers] Shadow of Namalsk Description Namalsk Factions Editor modules Editor's depot Download Instructions Credits Download links [Arma 2: Namalsk Crisis] [sP/MP campaign for Arma II or Arma II CO] [Current status: Released] [Current version: 1.15.4] A lot of other nice screenshots from the gameplay http://www.nightstalkers.cz/en_nc_screens 0pYF3J6QHDw [Newest trailer for Namalsk Crisis] [Older trailer] Description Namalsk Crisis is a SP/MP campaign for Arma II or Arma II Combined Operations with over 22 missions. You will be a part of the conflict on the island called Namalsk. Namalsk become as a target for an unknown corporation called NAC (Namalsk corporation). After several months of researches on an unknow alien object, which they found on Namalsk, with a very dangerous experiments, armies of Russia and USA are trying to stop them. Unfortunately, they don't know with whom have honor. You are able to see the whole conflict from different sides and different people, for example members of private scientist and military group called Nightstalkers, special forces team of USMC, with leader Ryan Goben or also Russian specnaz attack group with leader Yevgeniy Pecharov! You will face different situations, missions have a very strong atmosphere with wisely chosen music and various sound and graphic effects. Situation is described in ingame diary notes and task descriptions and also, you can find a lot of information on the main website - http://www.nightstalkers.cz (factions, Namalsk history)! Campaign was created mostly under normal Arma II, anyway, you can play also under Combined Operations version (Arma II + Arma II OA). Campaign is fully depending on the content of the modification called [Nightstalkers] Shadow of Namalsk. So, campaign is released with this modification together in version v1.0, more informations about everything about this mod and its unique features, visit http://www.nightstalkers.cz/en_index_son.php or scroll down. If you are not a fan of singleplayer missions, I have news for you, "Update 1" aka "Namalsk Cooperation" is featuring the whole new dimension of Namalsk Crisis campaign - multiplayer version - More information on the official website http://www.nightstalkers.cz! Some notes about MP version of Namalsk Crisis campaign - This is a pure multiplayer version, it is not recommended to play in singleplayer - It is necessary and very recommended to have in every mission occupied first playable unit (most of the missions depending on actions of this unit) - Multiplayer version can be recognized in the campaign menu as Namalsk Crisis [MP] and the 'Host' button will be available (Singleplayer version can be recognized in the campaign menu as Namalsk Crisis [sP]) - The multiplayer version is still purely experimental and does not contain everything from SP version, keep in mind that the campaign was primarly developed for SP - Campaign does not support join in progress and it is not possible to load saved positions Along with campaign release is also included unique CTI SP/MP mission (based on Benny's excellent warfare mission), set on Namalsk, with edited sides and additional functions. This warfare mission featuring united forces of USA and Russian Federation, trying to stop NAC and their experiments and the NAC, which are trying to hold Namalsk and their researches with everything. For more detailed information about this wafare mission, continue here > http://www.nightstalkers.cz/en_nc_warfare. Tip! Through whole campaign, you will have a task to find highly classified enemy intel about what NAC actually doing on Namalsk and what's going at all there. Once you will found it, mission will print you access code into rpt file[/rul] or you will just need to remember it / copy it from diary note (there will be all instructions for using this access code + of course that intel). But because of amount of information there, I have managed to create a special section on the official website called NAC HQ, you will be able to use your code from mission / rpt log file and read all information without to be actually ingame, much better formatted. Campaign in few points - Compatible with classic Arma II and also Arma II CO - 4 prologue missions + 18 main missions - Playable in SP or MP (http://forums.bistudio.com/showpost.php?p=1958380&postcount=125) - Unique warfare mission focused on showing story from the campaign! - Atmospheric missions with wisely chosen music and sounds - Unique features, situations (such as escape from the A2 underground) and sound / graphics effects - Including non-linear features - Swift gameplay - Full background of story provided on http://www.nightstalkers.cz and continuing also in-game with diary notes and task description - Tremendous count of texts avaiable in English or Czech language (see below for more information about language) - Loading pictures for every mission (showed only in CO) - Playing from different persons, you can see the conflict from different sides - Unique factions, characters (for example private company Nightstalkers and Tamika Maclemar) Notes about gameplay * It is recommended to have music turned on during gameplay ˇ Read player's opinion on music in this campaign ˇ * It is also recommended to have post process effects at least on low * Autosaves are placed where it is needed * Campaign went through numerous of beta tests, missions should be without bugs * I have tried to make mission friendly as possible (without problems with AI) * Campaign have strings for all Arma II supported languages (if you have for example Polish version, you don't need to switch other language) * Because of an amount of texts in this 22 mission campaign, only English and Czech translation is available * It is recommended to not use much ESC key (http://dev-heaven.net/issues/14806) * Although campaign was partly developed in Arma II CO and also tested in CO, gameplay could be little different under Arma II classic or Arma II CO. [Nightstalkers] Shadow of Namalsk [modification for Arma II or Arma II CO] [Current status: Released] [Current version: 1.15.4] Description As you probably read about Namalsk Crisis campaign above, this modification is the key part of the Namalsk Crisis campaign. From the first ArmA 1 version, I have changed and added a lot of things to this modification. I have to admit, I never thought, that I will be able to create stuff like you can see in this modification. Because of its functions and content, this modification could also provide to Arma II S.T.A.L.K.E.R. fans basics for creating missions with S.T.A.L.K.E.R. atmosphere in Arma II. Modification was developed mainly in Arma II classic, so, some things are not changed - mainly because of not enough time and also because of compatibility in Arma II and Arma II CO. Modification in few points - Namalsk island in the newest version - Factions for Namalsk Crisis campaign - Editor modules (see below for more information) - Sound & music database for mission editing - Other necessary data for Namalsk Crisis campaign - Compatible with classic Arma II and also Arma II CO - Basic UI redefinition (changed mainly loading screens) › Namalsk island [v1.55] Popular Namalsk island , in the newest version! › Factions for Namalsk Crisis campaign NAC The main "bad guys", defending their researches and their device with stolen Russian vehicles and weapons. Pictures > http://www.nightstalkers.cz/en_son_screens Nightstalkers One of the playable factions in the Namalsk Crisis story, featuring bunch of the explorers interested in all sort of mysterious things and experienced in many fields. Private military company called Nightstalkers. 5 members - Tamika Maclemar , Michael Zaytsev, Peter Trepov, Alex Nuvikov and commander Maksim Solovyov. Mutants These strange creatures showed up from nowhere after NAC's experiments and you need to be ready, because they don't want to play with you! Including well known stupid zombies (using excellent anims by TeaCup - Thanks a lot!) and fast, deadly, invisible bloodsuckers (with 3 skins!). Pictures > http://www.nightstalkers.cz/en_son_screens Video > › Editor modules I have to say, this becomes through developing the most important part of this modification. There is available and ready for use 6 modules along with functions and scripts for units. All tested and compatible with multiplayer. I will describe these modules here in short, but if you are interested, you should check detailed section on official web - http://www.nightstalkers.cz/en_son_moduly . Effect: Namalsk default gray color Effect: Namalsk default color Effect: Namalsk cold color Type : Modules for chaging mission atmosphere. These modules are created for a better atmosphere in missions on Namalsk. You can choose from 3 types - cold, gray, default. For use, insert chosen module into your mission. AII Laboratory Type : Module for controlling the unique underground of the object AII. I think, you know what Namalsk is and also, that Namalsk is the first island, which have an underground object. With this module you are able to fill this underground with different kind of small objects and also, you are able to control underground light system. Blowout Type : Module for controlling discharges from an alien object on Namalsk This is one of the most complex and very mission-changing module. It can generate random discharges in your mission just putting module into your mission, you are able to use protection against it or also modify its strength! Have you ever tried, what impact will have an EMP in your mission ? This module is also offering single function (for not so dynamic missions). Mutants Type : Module for spawning and controlling mutants. One of the factions in this modification is the Mutant faction, these strange creatures showed up from nowhere after NAC's experiments and you need to be ready, because they don't want to play with you! This module is for a random spawning of mutants in your mission, you can turn it off whether you want and protect with easy method important persons in your mission against these creatures. Editor's depot On http://www.nightstalkers.cz/, I'm trying to describe everything, what you need to use functions of the [Nightstalkers] Shadow of Namalsk modification. Here are the most important section, which I will recommend you to check: Class names > http://www.nightstalkers.cz/en_nc_classnames , (Offline version here , included also in modification package) Modules description > http://www.nightstalkers.cz/en_son_moduly , (Offline version here , included also in modification package) Thanks to Apo (testing Namalsk in A1/A2, testing beta version of Namalsk Crisis) Benny (for his excellent warfare mission) Eawes (testing, paths for AI, translation, developer support) Crytek (rifle texture) Dokix2 (testing Namalsk in A2) Edge (testing pre-release version) Grub (testing pre-release version) GSC Gameworld (some textures, models and sounds) JTS (propagation, testing, coop missions) Kju (config optimalization, advices and bug report) Mikebart (grass texture) Pikus (some models of objects) Rsa Viper (mp testing, developer support) Saigos (photos for making Jalovisko village) SenChi (grass texture) TeaCup (awesome zombie animation) Aeious "BlackOuT" Killhound (testing, propagation) Eawes (dev support, master of paths pro AI, testing) DayZ (best way to test island :D) Vilas (huge help with texture and model fixing in 2.4) To all music creators > To all, who helped create Namalsk better with reports To guys on community forums and pages for support YOU for playing! and Bohemia Interactive for great game! Arma II STANDALONE (http://store.steampowered.com/app/33900/) Namalsk Crisis [v1.10.1] 675MB 7z archive armaholic.com (Thanks to Foxhound) nightstalkers.cz Arma II CO (http://store.steampowered.com/sub/4639/) Namalsk Crisis any to 2.4 [any/none -> v1.15.4] 708MB 7z archive nightstalkers.cz Namalsk Crisis 2.X to 2.4 [v1.15.x to v1.15.4] 288MB 7z archive nightstalkers.cz More information on http://www.nightstalkers.cz/en_index_nc.php?menu=en_nc_down. I really recommend to you to read everything here, mainly installation instructions, but also other important notes, thanks! Last few words, all stuff here was created mainly by 1 person in his free time. Enjoy! Sumrak, leader and creator of Namalsk Crisis campaign & Nightstalkers: Shadow of Namalsk modification sumrak<zavinac=at>nightstalkers.cz http://www.nightstalkers.cz http://twitter.com/#!/Sumr4k
  2. Sumrak

    Namalsk for Arma 3

    Congratulations to Lappihuan and the team! Thank you for making this happening, I am glad that there is now proper Namalsk in A3 available for everyone :) By the way, this is effectively fourth game/title Namalsk has been ported to (if you dont count Minecraft :P).
  3. Namalsk island A part of Nightstalkers: Shadow of Namalsk modification.. http://download.nightstalkers.cz/arma2/namalsk_v1.10.jpg (127 kB) What is Namalsk? Namalsk is a fictional island located in Bering Sea in Russian Federation. It is island with very complicated conditions for living. Island is covered mainly by coniferous forests and mountains on the south part are covered by permanent snow cover. Namalsk is hiding a lot of industrial objects., for example there is high transmitter Seraja in mountains, underground in object AII, big town Vorkuta and two harbors Tara and Lubjansk. You can read more about Namalsk history here and also here. What is Nightstalkers: Shadow of Namalsk? Namalsk is only the part of this modification, full modification, with campaign on Namalsk island and more features (more info here or here) will be released probably in Q1-Q2 2011. Namalsk is using models of buildings from this mod and probably these models will be in this period more tune-up (added for more objects paths for AI, etc.). I tried to minimize size of this release, so, don't await full versions of all pbo's, there are only things, which are needed for playing on Namalsk. Detailed description of Namalsk: Very detailed island Covered almost by new objects (buildings and smaller misc objects from Nightstalkers: Shadow of Namalsk modification) You can found on Namalsk big town Vorkuta, old hospital, small factories and villages, yard,2 harbors, mountains covered by snow, big agricultural object Jalovisko, UNDEGROUND object AII (since 1.10 patch new part!!), train tracks, deep forests and more and more .. SEE Screenshots below they tells more than words Since ArmA II, new island is near Namalsk, called Tara Since ArmA II, Completely NEW painted satellite mask with higher resolution. Since ArmA II, Enhaced quality of ground textures Since ArmA II, Enhaced performance on whole island Tweaked ArmA II trees for better performance on Namalsk You can see map here Here are screenshots from Namalsk in ArmA II Main menu with Namalsk Gray forest on north North army base In Jalovisko area, agricultural part In Jalovisko area #2, village part Swamp on north, near Vorkuta Afternoon sun in Vorkuta town Old yard on northen part Road from west point to Brensk, Seraja above West point From Nitija Mountains in clouds From Norinsk, Seraja (see container for NAC) View from Norinsk factory to Seraja and Ledjanajana Sun above Norinsk Namalsk mountains with Seraja peak and transmitter Sebjan coal mine with rail track Near Sebjan coal mine Sebjan factory Old hospital In object of old hospital NAC observation point on Tara island Underground of AII Underground of AII Underground of AII Underground of AII AI object Nitija AII object AII object AII object Details about 1.10 update.. New big patch for Namalsk island. Finally, after months of working on my mod (http://forums.bistudio.com/showthread.php?t=87625) i get some time also for island. Included couple of changes (particullary based on reports by community). For more details, please, see changelog below.. New patch also changing appearance of underground, which have now also next floor. Mission makers are able to use module, which can spawn approximately 100 misc objects into underground. New section on official website of the mod was also added - MODULES. Check http://www.nightstalkers.cz for more information about modules and their functions. What is AII Laboratory? AII object is a experimental object in ArmA II. It seems to be normal ground factory, but, under this factory is a 4 floor undeground. This object exist since ArmA 1, 0.45 version, but, in this patch (Namalsk ArmA II 1.10) is object upgraded and got his final apperance. Added new floor, which is also particullary flooded with water. (see screenshots) There are still problems, that underground isnt too dark in daylight, but, i tried to do with this something, so, underground is now darker and if you have turned shadows on, you get even better results. (Screenshots - at night with AII Module, underground lights turned on) AII Laboratory module Because was underground quite empty, i created module, which can spawn approximately 100 misc objects. With these objects are spawned lights also. (this is not a abandoned laboratory (according to Namalsk Crisis story)) Default state - lights off, but.. you can control lights with variables: * control variable ns_aii_l_status (0 = lights off, 1 = lights on) * lights intensity variable ns_aii_l_intensity (i recommend very small values = 0.01 - 0.05, 0 = off (dark), 1 = fully on (not recommended)) You don't have to put init of these variables into some inicialization. You can control them during mission. Maybe you will have problems with very strength glow, if you have postprocess details on maximum, try to set lower setting for postprocess. Small example, how to try this module: 1 2 3 Color schemes modules You can use them for changing color scheme in your mission. The only thing, which you need to get these modules working, is inserting module into your mission. From the last version, modules was improved and they are now with priority (def, defgray, cold <=> 1501, 1502, 1503) This release contains: Namalsk island, v1.10 Updated Nightstalkers data files (ns.pbo, ns2.pbo, ns_plants.pbo, ns_rocks.pbo,..) Part of ns_modules addon, improved color schemes and module for controlling uderground. All pbos signed with NST.bikey for safety use in MP This release needs: ArmA II (patches are optional, i think, it must work with all versions) (But, i recommend to you newest patch or beta patch.) Changelog: *Added: AII underground spawn module (spawns misc objects into undeground, you are also able to control lights there) *Added: Extended underground of AII object, now with other floors (see details with release) *Added: Added some objects to some locations, entrance to the AI and vehicle entrance to the AII object,.. *Added: New entrace in AII object into underground *Added: Destruction animation for railroad bridge *Added: Ambient sounds for Namalsk *Added: More penetration materials added onto parts of objects (glass, wood, iron..) *Changed: Changed to a better structure of Nightstalkers: Shadow of Namalsk mod, which is used by Namalsk *Changed: Walking on objects have now a proper sound based on type of material (wood, plates, etc..) *Changed: Namalsk is no longer default island *Changed: Namalsk config adapted for further ArmA II patches (new cloads parametres) *Changed: Rail-tunnels models reworked *Changed: AI object have now geometry and better roadway lod *Changed: Changed color of snow on satellite map (little) *Changed: Improved color filters for Namalsk, now also with priority (def, defgray, cold <=> 1501, 1502, 1503) *Fixed: Better bump maps for ground textures (particullary removes strange effect with old textures) *Fixed: Issues with not working property "damage = no" in models, fixed by destrType="DestructNo"; in cfg *Fixed: Tall grass model issue *Fixed: Strange white artifact in lowres lod in small spruce model *Fixed: AII underground is now darker and with shadows you get even better result *Fixed: Improved configs (Thanks to Kju) *Fixed: ArmA2.rpt related warnings to the Strange convex component *Fixed: ArmA2.rpt related warnings to (class=house) missing object class *Fixed: ArmA2.rpt related warnings to the updating base class *Fixed: ArmA2.rpt should be now without any other warnings *Fixed: Some object positions related issues (barrels in AII object, etc..) *Fixed: Some issues related to the roadways on some objects *Fixed: A lot of another tweaks in models (based on reports, thanks to reporters) *Issue: There is unfor. still triangular poly bug on low terrain detail, only solution is set to bigger terrain detail (normal settings is enough) Bugs: If you found bug (except triangular poly bug), please, PM me or contact me via email (sumrak@nightstalkers.cz)! Thanks. Thanks to: GSC Gameworld - some sounds, textures and objects (like Sebjan factory and mine) from S.T.A.L.K.E.R. game mikebart - texture for grass SenChi - Skybox textures and edited grass texture by mikebart Pikus - author of Chemical plant objects and wind powerplant Saigos - for making a photos as data for Jalovisko buildings models Apo - for testing Namalsk v1.0 Dokix2 - for testing version 1.10 ..and Bohemia Interactive for great game List of files included in namalsk_v1.10.7z @Namalsk.bat Keys\NST.bikey Nightstalkers\Addons\namalsk.pbo Nightstalkers\Addons\namalsk.pbo.NST.bisign Nightstalkers\Addons\ns.pbo Nightstalkers\Addons\ns.pbo.NST.bisign Nightstalkers\Addons\ns2.pbo Nightstalkers\Addons\ns2.pbo.NST.bisign Nightstalkers\Addons\ns_modules.pbo Nightstalkers\Addons\ns_modules.pbo.NST.bisign Nightstalkers\Addons\ns_music.pbo Nightstalkers\Addons\ns_music.pbo.NST.bisign Nightstalkers\Addons\ns_plants.pbo Nightstalkers\Addons\ns_plants.pbo.NST.bisign Nightstalkers\Addons\ns_rocks.pbo Nightstalkers\Addons\ns_rocks.pbo.NST.bisign Nightstalkers\Addons\ns_sounds.pbo Nightstalkers\Addons\ns_sounds.pbo.NST.bisign Installation: YOU DON'T NEED ANY PREVIOUS VERSION, PLEASE, DO CLEAN INSTALL (DELETE OLD INSTALLATION AND THEN EXTRACT THIS NEW VERSON) You can run ArmA II with Namalsk using @Namalsk.bat. Pbo's are located in Nightstalkers folder. Download: The current version of Namalsk is 1.55, released for Arma II: Combined Operations and it is available to download with Namalsk Crisis Update 2 aka "Pathfinder", please check this topic: http://forums.bistudio.com/showthread.php?t=118731! Hotfix for 1.10 version, 10MB, 7z *Fixed: Namalsk ambients sounds are now played only on Namalsk (local settings) http://www.nightstalkers.cz/down/index.php?soubor=namalsk_hotfix 1.10 version, 304MB, 7z (links for 1.10 & hotfix) Armaholic.com Namalsk v1.10 Armaholic.com hotfix Thanks to Foxhound (links for 1.10 & hotfix) Armedassault.info Thanks to Old Bear (links for 1.10 & hotfix) ePrison.de Namalsk v1.10 Thanks to Stavanger (links for 1.10 & hotfix) arma2base.de Namalsk v1.10 arma2base.de hotfix Thanks to Miller (hotfix included) Six Updater Network Thanks to Sickboy (hotfix included) nightstalkers.cz I hope, that you will enjoy Namalsk ;) Sumrak, mod leader and creator of Nightstalkers: Shadow of Namalsk mod sumrak@nightstalkers.cz http://www.nightstalkers.cz http://www.xfire.com/profile/sumr4k/
  4. Good to hear, thanks again! :)
  5. I have been trying to repro this situation many times in both mp and sp versions without any luck. Are you using newest possible version of Namalsk Crisis? Can you try it if it is happening in different order of completing the objectives?
  6. Thanks all! As always, thanks Foxhound! :) As for the ns website, I will make it more clear that you need to click on the actual box, not on that steam game link. Thanks :) Glad you like it. I will try my best in a3, but it wont be an easy task since these things take patience and A LOT of time, but I've learned a lot last years with a2 and nc, so the development cycle should be smoother :p Thanks, I'm glad its working, let me know if you have any more problems as you continue.
  7. Thanks, well, I am not done yet in here :P Namalsk Crisis version v1.15.4 (Update 2.4) This update is for users, who own Arma II Combined Operations. It comes with two packages, one is full (does not require any previous mod installations), second is update (requires 2.X updated modfiles). This update is focused on ironing things out, making the gameplay on Namalsk a lot better. Comes with a lot of MP fixes for coop campaign and 4 COOP missions by JTS. It also contains a lot of model and texture improvements made mainly by Vilas (Thanks for help mate!). Changelog: Added: 4 COOP missions by JTS (Escape part 1,2,3,4) Changed: "BrokenNVGoggles" no longer occupies NVG/Binoc slot Changed: Improved init phase on client-part of Blowout module Changed: "fn_dzn_breathfog" - speed of breathfog has been decreased (to prevent weird looking effect when wind is strong) Changed: "fn_dzn_snowfall" - no longer requires is in building check pre-compiled Changed: Lowered strength of ambient colour module effects (Effect: Namalsk cold color, Effect: Namalsk default gray color) Changed: Finalized the way mutants work in MP (everything should be correctly visible and broadcasted now - but again, it requires a functions manager for MP) Changed: Lowered zombie damage Changed: Several other little things in ns_modules.pbo Changed: Few minor details on sat texture for Namalsk Changed: Few minor details on surface texture for Namalsk (Tara island and some other locations have more grass now) Changed: Balance changes in different campaign missions Fixed: Several objects positions on Namalsk Fixed: A LOT of issues related to the custom models (geometries, shadows, textures), used by Namalsk, making them less exploitable, safer and better looking (Credits goes mainly to Vilas for help!) Fixed: An issue at the start of Blowout module (client-part) Fixed: An issue with "missing static object" for campaign mission 1,2,4,22a (SP and MP) (caused by waypoint attached to map object, which are constantly changed by map updates) Fixed: An issue with mission 5 (MP) not being playable (only intro-scene previously) Fixed: An issue with (not-game-breaking - appears only when ns_dayz present) mission dependency on ns_dayz addon in mission 6,7a,7b,8,10,22a (SP and MP) Fixed: Minor script issue when entering Vorkuta in 10th mission (MP) Fixed: Issues at the start of mission 12 and on Sabre point (MP) Fixed: Part of 12 mission has been redone for MP version to be more logical and enjoyable from 2-player perspective (MP) Fixed: Issues at the start of mission 13 (MP) Fixed: Data download from mission objective laptop should always work now (MP) Fixed: Issues at the start of mission 15, issue with AI often not following their waypoints and improved mission flow to support 2-player perspective (MP) Fixed: Init of mission 17 (MP) Fixed: False notification about player not following orders in mission 18 (MP) Fixed: Minor sync issues in mission 18,20,21,22a,22b (MP) Removed: Redundant data in ns_modules.pbo + Contains all previous changes from the previous 2.X updates, more info about them here http://download.nightstalkers.cz/ns2/nc_changelog.txt. List of files (nc_pathfinder4_full.7z): \@NC\Addons\namalsk.pbo \@NC\Addons\namalsk.pbo.NST.bisign \@NC\Addons\ns.pbo \@NC\Addons\ns.pbo.NST.bisign \@NC\Addons\ns2.pbo \@NC\Addons\ns2.pbo.NST.bisign \@NC\Addons\ns_anims.pbo \@NC\Addons\ns_anims.pbo.NST.bisign \@NC\Addons\ns_fraction.pbo \@NC\Addons\ns_fraction.pbo.NST.bisign \@NC\Addons\ns_missions.pbo \@NC\Addons\ns_missions.pbo.NST.bisign \@NC\Addons\ns_modules.pbo \@NC\Addons\ns_modules.pbo.NST.bisign \@NC\Addons\ns_music.pbo \@NC\Addons\ns_music.pbo.NST.bisign \@NC\Addons\ns_mutants.pbo \@NC\Addons\ns_mutants.pbo.NST.bisign \@NC\Addons\ns_plants.pbo \@NC\Addons\ns_plants.pbo.NST.bisign \@NC\Addons\ns_rocks.pbo \@NC\Addons\ns_rocks.pbo.NST.bisign \@NC\Addons\ns_sounds.pbo \@NC\Addons\ns_sounds.pbo.NST.bisign \@NC\Addons\ns_ui.pbo \@NC\Addons\ns_ui.pbo.NST.bisign \@NC\logo_arma2nc_ca.paa \@NC\mod.cpp \Keys\NST.bikey \MPMissions\01escape.namalsk.pbo \MPMissions\02escape.namalsk.pbo \MPMissions\03escape.namalsk.pbo \MPMissions\04escape.namalsk.pbo List of files (nc_pathfinder4_update.7z): \@NC\Addons\namalsk.pbo \@NC\Addons\namalsk.pbo.NST.bisign \@NC\Addons\ns.pbo \@NC\Addons\ns.pbo.NST.bisign \@NC\Addons\ns2.pbo \@NC\Addons\ns2.pbo.NST.bisign \@NC\Addons\ns_missions.pbo \@NC\Addons\ns_missions.pbo.NST.bisign \@NC\Addons\ns_modules.pbo \@NC\Addons\ns_modules.pbo.NST.bisign \@NC\logo_arma2nc_ca.paa \@NC\mod.cpp \MPMissions\01escape.namalsk.pbo \MPMissions\02escape.namalsk.pbo \MPMissions\03escape.namalsk.pbo \MPMissions\04escape.namalsk.pbo Installation: Extract content of the downloaded archive into your Arma II OA folder and confirm overwrite (if you are using update package). Launch Arma II OA with -mod=@NC parameter. Download: Namalsk Crisis, Update 2.4 [any/none to v1.15.4], 709MB, 7z archive nightstalkers.cz ftp Namalsk Crisis, Update 2.X -> 2.4 [v1.15.x to v1.15.4], 288MB, 7z archive nightstalkers.cz ftp Also, more info here http://www.nightstalkers.cz/en_index_nc.php?menu=en_nc_down - download section was redone completely so it will hopefully will be more clear about what you need to download etc. :) Enjoy! Sumrak, leader and creator of Namalsk Crisis campaign & Nightstalkers: Shadow of Namalsk modification sumrak@nightstalkers.cz http://www.nightstalkers.cz http://twitter.com/#!/Sumr4k
  8. Hello, thanks a lot! :) Welcome on forums! I will try to have better English in my next project + some voiceovers too - one of my keys goals, but I will have to keep in mind the amount of texts and radio messages, hopefully that wont be a problem since it will contain mini-campaign, definitely not large one as Namalsk Crisis, but it will be more complex though :) Thanks for the report, I will try to replay that mission again, but I was already testing that, I haven't got any issues in that mission in my tests, well, we will see. Oops :) yes, it is possible to tone down these effects, but only by editing the source files. Well I can take a look on that to see what the overall difference would be and if it would still reach desired effect. Hello, I think, you should not merge arma2 and arma2oa folders, you should put @NC folder into operation arrowhead steam folder and then run Combined Operations. Namalsk Crisis should appear in expansions submenu ingame and you should be enable this mod inside game itself (that is the easiest way of running some mod I guess). But I may be wrong, I dont have much experience with steam as I own normal retail. Also, download this - http://www.armaholic.com/page.php?id=14194 and then update with this http://www.nightstalkers.cz/down/index.php?soubor=nc_pathfinder_u3, first is full package for the newest big release and second is newest update for it, your version 1.00 & 1.10 is only in case you dont have OA (CO..). Hello, thanks :) I will try to have things sorted out, but as I said earlier, it will take some time in these days as I have too much things to work on and modding is unfortunately the minor thing to work on currently. I am not saying I am not doing anything, there are some thing prepared, but the progress is slow :| I would love to reveal (finally) the information and some pictures from my next project (arma3 project), but it is facing the same fate as Namalsk Crisis currently. Also, I've got some questions about the porting Namalsk Crisis into Arma 3, my final decision is that I won't be porting it into Arma 3, sorry, tbh, I'm tired of porting this again :D (ofp->arma1->arma2) and I feel that Namalsk Crisis fits well into Arma 2, my next project will have its own place in Arma 3 :)
  9. Oh, yes, the cutscenes (and not only them), lets say, the campaign is composed from missions with pretty different age, which does have some kind of impact from the design point of view and even story-wide impact, the whole campaign should be more consistent than it is now. But we have to deal with the way it is currently done, because changing this at this point would be not really the smartest idea, - Yes, this is something I would want to definitely improve with my next project and I would want to experiment even with the voice acting, because I think it is really missing there :/ I will remember you and if I will have some texts for my next bigger project, I will let you know :p I really appreciate any kind of help, which would make my English better.. we've been trying to improve it Namalsk Crisis, but it is really hard to do for that big amount of texts. - Thanks :D that's really nice to hear, well as I said earlier, I cannot wait when I will start with my next project (from the story and coming mini-campaign perspective) so much things I've learned with Namalsk Crisis, can't wait to apply all of this properly and not just building upon the older missions. Thanks for your points! :) I will be doing all I could possibly do to make my next bigger thing better! Yup, there are serveral reports, I know about this and I will try to solve everything as soon as possible. DayZ has little to no impact on this, its more like I don't have time because of work and last year in school, with my final year-work, its pretty intense last few months. Priorities are unfortunately somewhere else currently. Anyway, some good news also, Vilas has helped me with fixing & improving models on Namalsk (+ also prepared some bonus stuff). Be prepared, that next update for Namalsk Crisis will include them (so it will be a bit bigger). Unfortunately there is no ETA for it currently, refer to ↑
  10. - I may/may not remove them soon :D (we will see) - That will be because of changed surface mask, mainly on Tara island, there is a bit smaller grass density, I have this in mind and will try to do something with that. - You probably mean mainly my models (not stalker ones) - I am still trying to improve my modelling / graphics skills, but it is hard task to manage all the things around models (my priority was/is mainly to make them working correctly in the actual gameplay) This is doable through the island config - but that means it would be changed for all missions ever created on Namalsk => all missions could have different light conditions because of this change (can't do that at this stage). Of course, you dont have to own DayZMod to run Namalsk Crisis.
  11. Trust me, IF I would have enough time, the coop version would be playable just like singleplayer version. But the thing is, it is time consuming to test even singleplayer version. Testing and debugging coop is even more time consuming and requires other people involved (my brother). So that's why I called it as experimental from the release date of coop version. I will do my best to improve the status of coop version with the next point release (which will come with some model fixes too). I will continue to keep an eye on this thread and also try to find some time to improve things using beta builds (like the last one I've released few days ago).
  12. Ok, guys, newest build of ns_missions.pbo (with sp,mp campaign) is available here. The most game breaking issue with mission 4 (in coop version, sp is OK) should be fixed with this build. I will try to go through other things in coop campaign too, but I have little to no time to do that currently :(
  13. This is a known issue, I will prepare a quick fix for you guys. Nice :) Thanks, APSI device should be not available in these missions yet, that's why I am removing it everytime. I have already discovered the source of mission 4 problem and it will be fixed soon. It shouldnt be that hardcore :) Do you have any other mods active?
  14. Hey guys, sorry, I am kind of busy last few days. :( No problem ;) Well I think I managed to remove this weirdness by commenting one line of code, coop players were killing each other :eek: (well, okay, their scripts..) There will be definitely next update coming up within like 14 days or so. Until then, try to use campaign cheat in the campaign menu, so you can unlock next mission. They are not dependent on each other, so it should run fine. Thanks :) Yes, they are :p Last update is still 2.3 (http://forums.bistudio.com/showthread.php?118731-Arma-2-Namalsk-Crisis&p=2266622&viewfull=1#post2266622)
  15. Namalsk Crisis version v1.15.3 (Update 2.3) This update is for users, who owns Namalsk Crisis v1.15 (Update 2 aka "Pathfinder") This update supports last week's release, adding some enhancements to the Blowout module and same as the previous updates, improving the overall gameplay on Namalsk. For more information about previous updates, refer to http://forums.bistudio.com/showthread.php?118731-Arma-2-Namalsk-Crisis&p=2263836&viewfull=1#post2263836 and http://forums.bistudio.com/showthread.php?118731-Arma-2-Namalsk-Crisis&p=2247823&viewfull=1#post2247823. Changelog: Added: Players can now recognize EVR/Blowout by certain signals (post process effects, sound effects) even without the protection device (under 5 minutes before its begin, only module version!) Changed: EVR/Blowout module is now generating longer default periods between each EVR/Blowout sequences (not in dayz mode) Changed: Driving a car on grass surface should no longer be faster than on road Changed: Bloodsucker have now more health (health of bloodsucker was somehow compromised (lowered) during the last year of Arma II development) Fixed: Locality issues with 'dzn_fnc_breathfog' - breath fog script will now end properly when other unit (not player) is killed + contains changes from [url="http://forums.bistudio.com/showthread.php?118731-Arma-2-Namalsk-Crisis&p=2263836&viewfull=1#post2263836"]Update 2.2[/url] + contains changes from [url="http://forums.bistudio.com/showthread.php?118731-Arma-2-Namalsk-Crisis&p=2247823&viewfull=1#post2247823"]Update 2.1[/url] List of files: namalsk.pbo namalsk.pbo.NST.bisign ns_missions.pbo ns_missions.pbo.NST.bisign ns_modules.pbo ns_modules.pbo.NST.bisign ns_mutants.pbo ns_mutants.pbo.NST.bisign Installation: This update is for Namalsk Crisis v1.15 (Update 2 aka "Pathfinder"). This update contains all previous updates (2.1, 2.2), so again, you only need Namalsk Crisis v1.15 (Update 2 aka "Pathfinder") or any other 1.15.x version. Extract content of the downloaded archive nc_pathfinder_u3.7z, extract it into @NC\Addons\ and confirm the file overwrite. Download: Namalsk Crisis, Update 2.3 [to v1.15.3], 97MB, 7z archive nightstalkers.cz ftp Enjoy! Sumrak, leader and creator of Namalsk Crisis campaign & Nightstalkers: Shadow of Namalsk modification sumrak@nightstalkers.cz http://www.nightstalkers.cz http://twitter.com/#!/Sumr4k
  16. Dont forget to leave \Addons folder there (in @NC), anyway, the instructions are telling you, that you should download full package of Namalsk Crisis, Update 2 - Pathfinder, so just go http://www.armaholic.com/page.php?id=14194, download this and then download Update 2.2 here http://www.armaholic.com/page.php?id=1793. Yes, this can happen, its a part of nim weather mod, you can check it out in the full package here http://www.armaholic.com/page.php?id=7659 That shouldn't be that hard I think, anyway, I would love to rewrite those scripts completely from scratch, because I would make them a lot better this time, but there is little to no time for that, so I rather somehow improved the current.
  17. Yeah, but you can still continue with the next mission, failing secondary task does not means you have to revert the current mission. Information task is completable, location with documents exists :p
  18. Can you please check, if you have all the needed pbo files (reinstall the mod)? Also, do you have Arma 2 standalone, because since Namalsk Crisis Pathfinder (Update 2.0), only Arma 2 Combined Operations is supported. Hey, MP or SP version? Information are there, but you don't have to find them :P (if you set that task as an active one, you will receive a little help on map too).
  19. Be sure you have waitUntil{!isNil "bis_fnc_init"}; in init before calling / spawning any functions. (bis_fnc_init is functions manager init) a) Time is in seconds, it means for how long snow will fall with the specified density, if you don't specify time, it will use default like 3 seconds I believe b) You have to call breathfog script on every unit you want, you can do it for all units like if you want {[_x] spawn dzn_fnc_breathfog;} foreach AllUnits (should work somehow, but I just noticed there is a small mistake, so you may see dead bodies still with breath fog, damn :o :D). This will be fixed next time, if you would find this game breaking, I can provide you details / fixed code (basically variable change from player to _unit on two places).
  20. Well I just realized, why it shouldn't work :D Just tried it and you can control bloodsucker pretty much except you don't have that good skills at finding enemies :p And it is pretty confusing when you cant see your body :D ;)
  21. The looking range for target (500 meters) is hard-coded in control script, same as the invisibility / visibility range. So the only way is changing the script itself. (nst\ns_modules\mutants\script\) Mutant module should do more things than currently :D So I am afraid, you will need to script these things (it is not that hard though). I would probably create much more effective scripts in these days, but it is really hard to find proper time for something like that in these days, I was mainly focused in this update to improve the functionality of the current scripts. So they work fine in multiplayer. http://download.nightstalkers.cz/arma2/nc22_features.namalsk.7z
  22. Sorry, forgot one detail - to commit changes to the module & functions manual on the main site, so here you go - http://www.nightstalkers.cz/en_index_son.php?menu=en_son_moduly , you need to compile one function before using the snow itself. ;)
  23. http://www.nightstalkers.cz/en_index_dn.php?menu=en_dn_player thanks! ;)
  24. Thanks guys! Hopefully today too :)
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