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dimitri_harkov

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Everything posted by dimitri_harkov

  1. dimitri_harkov

    Hell in the Pacific MOD

    It's for ArmA 2 CO (so: yes, you need both). Cheers, D.
  2. Is seems you can only put a single RPG into the Soviet RPG backpack, while I somehow feel like it should hold three - bug or purpose? Great release, by the way - keep it up! :D Cheers, D.
  3. dimitri_harkov

    Arma 2:OA 1.60 Release Candidate

    Two recent beta-patch changes are missing from the 1.60 RC changelog: Just an oversight in the changelog or have the fixes not been included in the RC for any reason? In any case: big thanks to BIS for the continued support :) Cheers, D.
  4. dimitri_harkov

    JayArma2Lib

    Jaynus, could it be that JayArma2Lib has not yet been signed with v2 signatures? And if so, could we get an update, if it's not too much of a hassle? :) Cheers, D.
  5. dimitri_harkov

    ARMA 2: OA beta build 86705

    Strange problem with attached objects: TICKET Please test the repro on your machines, since it seems that it's not replicable on every computer. Cheers, D.
  6. dimitri_harkov

    ARMA 2: OA beta build 86652

    Yeah! Finally a working MP searchlight :) I'd also really like that to get fixed: http://dev-heaven.net/issues/17852 Shouldn't take more than 5 seconds, really - it's just a wrong pathname to a wrong texture. Cheers, D.
  7. dimitri_harkov

    GermA WIP tread

    Very nice! If you're in for old stuff, how about the Saurer APC? And of course the Kürassier would be nice :D Cheers, D.
  8. dimitri_harkov

    Hell in the Pacific MOD

    @Raptor 6 Actual: We have a working but still rather unfinished attack transport, as well as the following landing craft: LCM3, LCVP, LVTA2. Cheers, D.
  9. dimitri_harkov

    Hell in the Pacific MOD

    @Burns: Thanks for the pics! Yeah, the TvT was epic. @Topas: Indeed we were even commanded by a Sikh in the second mission :) Wax really did a great job on them. Cheers, D.
  10. dimitri_harkov

    Hell in the Pacific MOD

    Since we'll have a test session on Forgotten Hope Warzone again this Sunday, I will show off the two missions we will play again. The intention is to both provide you with information on what kind of missions could be in the release, but also as little preview on some new British stuff. FHW beta test session #14: Mission 1 - TvT: Taking Kohima Ridge Location: Kohima Ridge, Nagaland, British India Situation: The Japanese Forces attack the ridges of Kohima in an attempt to cut of the British forces at Imphal from supplies and reinforcements. The British Indian army has to defend the ridge at all costs. Tasks: Take and hold the three vital objectives on Kohima Ridge: The fortifications on Kohima Ridge South, the trenches at Kohima Ridge and the village of Kitsubozou. Map (click to enlarge): Blue area: UK deployment zone Red area: Japanese deployment zone Orange are: fight zone White circles: neutral objectives Notes: - A medium sized, straightforward TvT mission. Again, gameplay was more important than history here. Also, the current state of the WIP map dictated the mission area. - size: 3 vs 3 minimum, 15 vs 15 maximum - capture order: none - ticket bleed: on, when all objectives have been captured - tickes: on, IJA: 100 - US: 100 - kits: all except pilots; limited sniper access (2 per side) - capture minimum: a side needs at least 3 soldiers on an objective to capture it - revive: on - spawnwaves: on, 2 minute interval - shop: off - moving/mobile respawn: off Mission 2 - COOP 2.1 (Commonwealth Forces): Stemming the Tide Location: Kohima Ridge, Nagaland, British India Time: April 18th, 1944, 05:15 Weather: overcast, dense fog Situation: In early 1944, the Japanese Imperial Army started it's 'U-GO' Offensive on India. Soon, the British Indian IV. Corps was surrounded and besieged at Imphal. The 31th IJA Division was sent to Kohima Ridge, to take that vital spot on the Dimapur-Imphal road and so preventing the Allies from sending reinforcements and supplies to Imphal. Up until now, despite heavy losses on both sides, the Japanese could not take the Ridge - and they are running out of time, because Allied relief forces are on the way. Tasks: The 161st British Indian Infantry Brigade located at the stronghold of Kohima Ridge South has just one simple order: Hold the position until relief forces arrive. The British Army's 2nd Division meanwhile attacks the area from the south. It's orders are to take the crossroads south of Kohima Ridge, cross the river, establish a bridghead there and then move on to Kohima Ridge itself to break the siege. Map (click to enlarge): Blue area: UK deployment zone Red area: Japanese deployment zone Orange are: fight zone Red circles: enemy positions Blue circle: position of the beleaguered 161st Brigade Notes: - This is a special hybride COOP/TvP mission recently created at FHW. A single player is on the Japanese side, in command of an AI team, to provide some additional 'thrill' - all others are on the UK side. - At first, all players start on Kohima Ridge. Casualties respawn as part of the relief force. - The British attack direction is not historic because we had to use an area already finished on Mr Pedersen's excellent WIP Kohima Ridge map. - Appart from entertaining the participating players, the main aim of the mission was to test the new map and the new British assets, as well as a lot of tweaks and additions to the mission framework. - size: 4+ - capture order: Crossroads->Bridgehead->Kohima Ridge South - ticket bleed: off - tickes: off, unlimited respawn - kits: all except pilots and sniper kits - capture minimum: a side needs at least 3 soldiers on an objective to capture it - revive: on - spawnwaves: on, 2 minute interval - shop: off - moving/mobile respawn: on, Squad leaders may choose to respawn their squad at the Universal Carrier Ambulance, if it's alive. - several Jeeps, trucks, light tracked vehicles and a medium mortar are available. (link to German original thread on FHW) ------------- Feel free to post your thoughts on the missions! If you want to take part in our beta test sessions, you'd better join one of our betatester communities like Forgotten Hope Warzone (Germany) and Kellys Heroes (UK) - many thanks for helping us develop Hell in the Pacific! Or, if you have some skills to offer, why not join our modding team? We are always looking for new talented members. Contact us via hellinthepacific@hotmail.com. Cheers, D.
  11. Nice progress, but I think this: http://dev-heaven.net/issues/26407 needs to be fixed too. Cheers, D.
  12. dimitri_harkov

    Hell in the Pacific MOD

    In most parts of Tarawa's dense defences, they are pretty lost. AI only works well on the defense there. Peleliu is fine, except in the cave area in the high mountains. Other maps are fine too, but this may change as they get filled with objects ;) Cheers, D.
  13. We at FHW had a VERY nice long COOP/PvP-hybrid mission this sunday. Some pictures available here and here. A video is available here. It was awesome. Just two things: please remove that duplicate smokeshells from the uns_throw weapon - it causes an error message every frame and spammed our server.rpt to some 370 MB after one round, killing performance. Just use both the standard throw and the uns_throw weapons on your soldiers instead. Also, please move your grenade fix you call on unit init to an external script, 'cause it's sleep command won't work during init. This also spams the .rpts and of course the intended fix doesn't work too. Still: great mod, one of my favourites :D Cheers, D.
  14. dimitri_harkov

    Hell in the Pacific MOD

    :) How about some new shots of our latest Zero/Hellcat versions? Our Zero: now with drop tank and arrester hook (Model by Dessi - tweaked, unwrapped, textured, and configured by Waxbutter - additional configs & scripts by Dimitri - sounds by Waxbutter). Our Hellcat, also showing the arrester hook (Model & texture by Krätzer - additional textures & configuration by Waxbutter - additional cfg work and scripts by Dimitri - sounds by Waxbutter). Cheers, D.
  15. ~ 10 guys here had the same problem. Quickest fix: delete dsound.dll.
  16. dimitri_harkov

    Hell in the Pacific MOD

    No, as far as I am aware, there are no plans of including that island. land: no start: with severe limitations Well, if you think of it, it wouldn't be less funky if they spoke French or English (which they did, by the way, because we had a large contingent of English speaking testers too in that test). After all it's all, well, just not Japanese ;) Cheers, D.
  17. dimitri_harkov

    Hell in the Pacific MOD

    @Mr Burns: Haha, very nice chat screenhot! I wish I had seen this :D D.
  18. dimitri_harkov

    Hell in the Pacific MOD

    Yes. Loadouts so far: -Fighter with 4x 50 cal MG + 2x 20mm Cannons -Fighter bomber with 6x 50 cal MG + 2x 114kg bombs -Fighter bomber with 6x 50 cal MG + 6x rockets each in 4 different color schemes. Maybe we should add a fighter version with 6x 50 cal MG only too? (EDIT 2: done!) --- The carrier is 'fully interactable' as far as this is possible in the ArmA 2 engine. You can move it, you can walk on it, but you can not walk on it while it moves etc... At least it is possible to take off and land on it in a limited way while it moves. We have no finished model yet and I'm still working on some additional scripts, however. I doubt that we will release our current stand in model. So, my best guess is that we will have no carrier in the first release. But then, who knows... Cheers, D. --------- EDIT: also, here are 5 parts of video of Sunday's coop test mission on FHW, by [FHW]Pio: Part 3: <object width="420" height="315"><param name="movie" value="http://www.youtube.com/watch?v=UbRvzxLg8Hc&version=3&hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=UbRvzxLg8Hc&version=3&hl=de_DE" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object> Many thanks Pio!
  19. dimitri_harkov

    September 1939 Mod

    Nice Steyr - finally some Austrian quality stuff makes it into a WW2 mod :D VERY nice models and textures too! Keep it up & cheers, D.
  20. dimitri_harkov

    Hell in the Pacific MOD

    We thought maybe people are interested in what types of missions we are developing/testing for HiP. So, here we go: below you can see an overview of the two missions we will test on Forgotten Hope Warzone this Sunday: FHW beta test session #13: Mission 1 - TvT: Tarawa Trenches Location: Western Betio, Tarawa Atoll, Gilbert Islands, Pacific Ocean Situation: US forces have invaded Tarawa Betio. From their bridgehead at the north-western tip of the island, they try to take two important hills to the South of their position. The Japanese defenders had been pushed back to the South and try to re-take the ridge as well. Tasks: Take and hold the important objectives of Hill 107 (Cecilia Ridge) and Hill 106 (Hamburger Hill). Map (click to enlarge): Blue area: US deployment zone Red area: Japanese deployment zone Orange are: fight zone White circles: neutral objectives Notes: - A small, straightforward TvT mission. Gameplay was more important than history here, and to create an environment to test our latest melee system even more so. - size: 3 vs 3 minimum, 15 vs 15 maximum - capture order: none - ticket bleed: on, when all objectives have been captured - tickes: on, IJA: 80 - US: 60 - kits: all except AT and pilots; only IJA has limited sniper access - capture minimum: a side needs at least 3 soldiers on an objective to capture it - revive: on - spawnwaves: on, 2 minute interval - shop: off - moving/mobile respawn: off Mission 2 - COOP (IJA): Teitetsu Location: Radio station, North-East tip of Peleliu, Pacific Ocean Time: October 10th, 1944, 05:30 Weather: dense fog Situation: The battle of Peleliu is going on for a month now. Our glorious troops are the pride of the greater Japanese empire: despite their numerical and material superiority, the American invaders are still not anywhere close to capturing and securing the island. While we have not much clue on what is going on in other parts of Peleliu, our main forces in and around the caves and fortifications of Teitetsu (=horseshoe) mountain hold their positions like a rock. Our platoon had to guard and maintain the radio station in the flats to the north, but this position became untenable due to enemy naval and air bombardement. We will fight our way back to the main force now, taking important messages from high command with us. Tasks: Primary Objective: Get to or main force near the horseshoe and deliver the messages to the commander. Secondary Objective: If possible, destroy or disperse the US blocking force between our position and the main force at the horseshoe. Plan: 1) The whole platoon - included the wounded in their truck - moves out at 05:30 in the direction of Mount Kamilianlul 2) Destroy or bypass the US blocking force at the end of the Teitetsu valley 3) Deliver the message documents to the island commander at the horseshoe Map (click to enlarge): Blue area: US deployment zone Red area: Japanese deployment zone Orange are: fight zone Blue circles: enemy positions Red circle: Japanese main force Notes: - An FHW-type standard COOP mission that should last about 2 hours. It has a historical touch and also serves as a test for an expanded area of Peleliu, as well as the shop system and the melee module. - size: 4+ - capture order: US encirclement force needs to be 'captured' first - ticket bleed: off - tickes: off, unlimited respawn - kits: all except pilots, sniper kits need to be bought (see shop below) - capture minimum: a side needs at least 3 soldiers on an objective to capture it - revive: on - spawnwaves: on, 2 minute interval - shop: on, cash: $ 2000, items: Ha-Go tank ($ 400), TK tank ($ 200), ammo box ($ 50), mortar ammo box ($ 200), sniper kits ($ 400) - moving/mobile respawn: on, respawn at ambulance truck if it's alive (link to German original thread on FHW) ------------- Leave your thoughts on the missions here :) Of course, there are many other types of missions in the works too. If you want to take part in our beta test sessions, you'd better join one of our betatester communities like Forgotten Hope Warzone (Germany) and Kellys Heroes (UK) - many thanks for helping us develop Hell in the Pacific! Or, if you have some skills to offer, why not join our modding team? We are always looking for new talented members. Contact us via hellinthepacific@hotmail.com. Cheers, D.
  21. dimitri_harkov

    Hell in the Pacific MOD

    We should bow to our almighty map-maker Mr. Pedersen thrice a day, then it shall happen :)
  22. dimitri_harkov

    Hell in the Pacific MOD

    In my personal opinion, we already have enough of 'US force xy takes island xy from totally outnumbered Japanese force xy' scenarios. And by 1945 the war was already won by the Allies. I'd rather prefer islands/maps where the Japs are in the offensive or where both sides are in balance, or where both sides launched offensives (Wake, Midway, Guadalcanal, Burma, New Guinea, Philippines). Cheers, D.
  23. dimitri_harkov

    Hell in the Pacific MOD

    Indeed, there are some W.I.P pics showing it off over there ;) for example: 1 2 Enjoy!
  24. dimitri_harkov

    Hell in the Pacific MOD

    The marines had already got their ammo vests, now the Japanese mortar crews have got an appropriate transport option for their mortar rounds as well: two versions of the new Japanese mortar ammo box: Model & texture by Waxbutter - click for a high quality version --- Also, thanks to the guys at Invasion 1944, especially Macolik, we now have a melee system in HiP! Stab the enemies with your bayonet! I have adapted it a bit for our use, and it is available for the Arisaka, Garand and Carbine at the moment, with more to come. --- And finally, we have just set up a developer's blog at hellinthepacific.blogspot.com. Pay us a visit, maybe you can find the odd new W.I.P picture over there :) Cheers, D.
  25. dimitri_harkov

    British 'Bulldog' APC

    Yay, another nice one to play around with. Thanks for sharing! Cheers, D.
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