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TeRp

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Everything posted by TeRp

  1. Hey lads. There's been some news over at our homepage, including a couple of screenshots. Since our homepage is still german only, here's a short summary and all the screenshots: Infantry: More images: 01 | 02 Latest version features revised textures by Snorri, as well as detail maps. metalchris also finished the model, all lods are done, it's just a bit of fine tuning left. The Infantry is due for release soon, and that's not a 'BIS soon'. LKW 5t mil gl: Some of you might remember our MAN truck pack for OFP. Well here's a completely new version made by our newest addition to the team, frankyman. It's still in beta state, as it has a dozens of bugs and needs some finishing touches. Screenshots feature a repair and refuel variant of the truck, but there will be more in the release. However, it's unsure at this point if we're going to do 10t and 7t trucks, too. More images: 01 | 02 | 03 Feedback appreciated. Cheers, TeRp //edit: links fixed, thx MEDICUS.
  2. Version 1.7 released on 05/30/10! Download link below! Hey there. We've just released version 1.7 of our mod, which now includes the Wiesel 2 Ozelot. The latest version includes most of our addons in NATO and desert camo, as well as ISAF markings and is now fully ACE-compatible. However Extended Eventhandlers are now required for the mod to work. There is also a bunch of missions by various authors included, check the readme for a full list of all missions and required addons. Key Features: - includes various personal weapons in use with the German Bundeswehr - includes various character models: squadleader, rifleman, tank crew, ... - includes various wheeled vehicles: MAN 5t truck variants ,TPz Fuchs 1A6, Fuchs BAT, ... - includes various tracked vehicles: Wiesel 2 Ozelot (new), SPz Marder 1A5, Leopard 2A6, ... - includes UH-1D transport helicopter - includes most vehicles in NATO camo and desert camo and with ISAF markings - supports both XEH & ACE (beta) (new) - seperate ACE config available (new) - customizable tactical signs - customizable license plates - customizable rank patches - customizable tank ids - new script effects: screen shakes when high powered weapons are fired nearby - new script effects: unique vehicle smoke screen - new script effects: Panzerfaust 3 backblast - numerous missions, including coopevent missions used during the betaphase of our addons Now enjoy our addons and have a nice day. P.S.: We know there are some errors on the Marder 1A5 (e.g. invisible crew), but we've decided to release it in it's current state as it is still playable. We will fix these bugs once our team finds more time to spend on the mod. Download v1.7 Config for use with A.C.E.2
  3. There won't be any update, sorry. We've lost almost all interest in ArmA 2 for various reasons I am not going to elaborate here. However, someone released some kind of "BW-Compilation" which includes config updates for BWMod. Just use this one and you'll be fine. Just don't expect any BWMod release until ArmA is in a much better shape ;)
  4. How is an ATI Radeon X300 up to date? It's from 2004!
  5. I was wondering if you guys had any insight on when a new (non-beta) release of Teamspeak including that NOFMOD-thingy will be available? I've seen from your repository the a new version of ACRE has already been finished for quite some time now, and since our last coop gaming night fell victim to many TS crashes, I'm waiting for the new versions of both ACRE and TS3. :)
  6. During our last coopevent we had some very bad problems with ACRE, it constantly crashed for 75% of the players. Bugtracker Ticket was already made: ticket Also, the headset position feature is great, however it is reset to default after respawn for every radio. Looking forward to a new version, which will hopefully be around soon. ;) Cheers, TeRp //edith: oh, a volume setting for the 343 would be nice, too. I couldn't find one and it is really loud, I can't hear anything else as soon as someone starts transmitting over it.
  7. TeRp

    Command to chek server load?

    #monitor INTERVALINSECONDS
  8. Well there'll be some update some time. But at the moment, nobody is really that into ArmA anymore.
  9. TeRp

    How to enjoy ArmAII to the fullest

    Play Dragon Rising for 5 minutes, then fire up ArmA.
  10. http://community.bistudio.com/wiki/this
  11. Hey lads. I've run into some trouble with animations on one of our personal weapons, the P2A1 flare gun: I'm trying to implement a reload animation for the weapon, and it's working fine in o2, but not ingame. First a screenshot from o2, the animation is working just fine in o2/bulldozer: http://img843.imageshack.us/img843/8717/funzend.jpg However, ingame the animation is screwed up: http://img714.imageshack.us/img714/7923/55232582.jpg As you can see, the barrel moves upwards, detaching itself from the weapon. I have absolutely no idea why that happens... Here's the model config: http://pastebin.com/0rJybQDs If tried different solutions (different names for selection and the animation, and so on), but didn't have any success. So, if anyone has any idea what's wrong or if I have to do something special with weapon animations, please let me know. Thanks in advance, TeRp
  12. Thanks T_D, but it didn't work either. Since I still have no clue what is going wrong ingame (no rpt errors, no nothing), I have removed the animation. It's no the best solution, but the only working solution so far. ;)
  13. Thanks for the help, but that didn't help. I've fiddled with the model.cfg a lot, tried different animation types (e.g. rotation and rotationZ) and even different selection names for both the axis and the animated selection of all kinds... Still, I have no idea as to why it doesn't work. I guess I'll have to remove the animation completely.
  14. We've done that already, and we've added a little "Bw" as prefix to all our vehicle classes so they can easily be distinguished from any other vehicle class (e.g. BIS or mods). The smoke screens were made by our team. I'm in contact to Xeno almost each day, but he hasn't asked about the smoke screens yet. Well, partly. All upcoming weapons are build to be as modular as possible. That way, there will be a lot of variants in the upcoming releases, and since we already had the RSA-S it's not that much work to copy & paste it on the G3A3. ;)
  15. Dont miss the this time, please.It's just annoying, just like the bushes that make your character jump...
  16. We had a little game yesterday evening and after like an hour helping all the guys to get it running we had an awesome game thanks to your addon. Keep up the good work!
  17. We're currently working on the Thermal Maps, the update will take a little longer. It'll also remove the splash screens / loadscreens for now as well, however the mod will now require OA to work.
  18. The turret needs to have a weapon. I don't know why, it's just another sick engine limitation without any valid reason. :rolleyes: Just use FakeWeapon / FakeMagazin if necessary.
  19. thermalMode defines which thermal vision modes can be used. There are at least 6, though I haven't tried all of them yet. 0: Black and White, White = Hot 1: Black and White, Black = Hot 2: Green and White, White = Hot 3: Green and Black, Black = Hot 4: Red 5: Red Example: If you want your tank to have Black and White with White = Hot and Green and White with White being hot, you'd use: thermalMode[]={0,2}.
  20. You could download BWMod and stand next to a Leopard or a Marder. The screen will be shaking when they start firing. I think ACE included it in one of there latest releases, too. It's not really that hard to implement, it's a simple script which is based on the screen shake used in the ArmA II minicampaign. Definitely a nice feature, but already possible in ArmA II without major changes. ;)
  21. TeRp

    New Beta Build 71141 up!

    I CtD'ed earlier with this beta when I tried to play a custom sound in vehicle chat while not in a vehicle. I thought this bug was fixed, but I might be wrong. :)
  22. Metalchris already stated that he's not going to redo the animations, as animations are a pain in the arse in o2. If anybody want's to volunteer, just let us know. :D
  23. That was said for ArmA II as well. Remember how that worked out?
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