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tupolov

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  1. RFX0nkZ.jpg

     

    ALiVEmod.com


    The next generation dynamic persistent mission addon for ArmA3

     

    Release 1.10.1

     

    Civilian Overhaul and more!
    This release sees a massive overhaul of the Ambient Civilian functionality, making the streets, towns and battlefields of Arma even more ALiVE than before... If you haven't tried ALiVE Ambient Civilians, now is the time to try it out! Check out the 2 minute set up video here.

     

    Thanks to community feedback and testing we noticed that Ambient Civilians and to some extent civilian insurgencies were not working as intended. Not only have we fixed those issues but we've massively improved the ambient civilian population functionality. This includes:

    • Ambient Civilians now dynamically spawn and despawn around players in small or large urban areas to create a true feeling that villages and towns are ALiVE.
    • An additional layer of ambient civilians (crowds) now spawn and despawn from buildings around players, creating large numbers of civilians in built up areas.
    • Ambient Civilians and crowds will carry on with daily life, moving between buildings, visiting mosques, churches, shops, observing local forces and starting noisy crowds.
    • Civilians can now throw objects when they are upset or hostile.
    • Civilian crowds will cheer and boo with appropriate animations.  Thanks to IndeedPete for Arma 2 animations.
    • Civilians will now flee for cover if armed factions start shooting. Ambient civilians may scream in terror during combat.
    • Civilians will be more active during the day and less so at night.
    • More civilians will take journeys, turn on lights, play music and be more active.
    • BUT WAIT! There's more... thanks to AUTigerGrad and TPW we've added faction specific environment sounds too. When you enter villages and towns you will hear faction appropriate sounds of daily life.
    • Ambient civilian sounds are currently available for CUP and CFP African and Middle-East civilian factions as well as vanilla Arma 3 civilian factions.
    • A custom building sound system has been implemented, initially supporting call to prayer from minarets and mosques. This system can be extended to support any building type.
    • Number of civilians spawned from buildings, spawn radius and spawn limiter can be configured from the Ambient Civilian Population module.
    • Finally, rumour has it that Spyder's Civilian Interaction functionality is being ported into ALiVE to work with the updated Ambient Civilians...

    Other highlights for this release include:

    • Added support for the Global Mobilization terrain! Thanks to the GM team for their support!
    • Added support for the Kujari terrain.
    • Added the ability to define multiple items for access to Combat Support.
    • We have fixed an issue where ammo crates could not be unloaded from vehicles when called in via Player Resupply.
    • We have also fixed an issue where additional units were spawned in certain vehicles with gunners.
    • Fixed an issue where Independent sides were not treated equally
    • Removed blacklisted vehicles from roadblocks
    • Notification about ALiVE persistent markers only shows once now.

    See full commit history on Github

     

    Download


    Grab the latest version from ALiVEmod.com
    Also available from PlayWithSix, ArmAholic and Steam (Usually within 24 hours of this post)

     

    Please note that as with all updates, if you have an issue loading a mission made with a previous version of ALiVE, delete and replace the modules in that mission.

     

    Known Issues & Support
    Existing bugs are listed on Github here. Feel free to submit bugs (with vanilla repros please) or discuss any issues or ideas on our forum at http://alivemod.com/forum/.

     

    Manual
    Please refer to the ALiVE Wiki. All the info you need is there. If anything is missing or unclear, please let us know.

     

    Are you using Linux?
    ALiVE is fully supported on a Linux Dedicated Server (as well as Windows). In fact the ALiVE Official Server for testing is running Ubuntu. Here are some tips on getting ALiVE running smoothly on Linux and integrated with War Room - http://www.alivemod.com/forum/1916-setting-up-linux- dedi-server

     

    Acknowledgements and Thanks
    Particular thanks to all those on our support forum who have worked closely with us to identify bugs, provide logs and generally help us improve ALiVE. Your assistance is valuable and your dedication to ALiVE makes it all worth the effort!

    Have fun!

    • Like 10
    • Thanks 3

  2. 1 hour ago, zagor64bz said:

    Sorry for the question...but is the absurd controversy about VanSchmoozin's content effect this mod , since ( if I'm correct)  there is some of his content here as well?

     

    On a side note, is very sad to see all that dedication and hard work wasted for some silly comments/accusations. All my support to his talented awesome work.

     

     

     

    We’re looking at it. AFAIK we are not impacted here. 

    • Like 2

  3. 5 hours ago, Nablatidis said:

    Hello,

    The US Army (Jungle / Woodland) units keep reverting back to the old desert CUP models.

     

    Also, is there a reason why the US army groups don't contain any medics? Is this how it is IRL?

    We’re still working on upgrading the CUP US Army faction, however, it should be using our new uniform model and textures - let us know what you see, it may be a bug.

     

    Again, we used the Arma 2/CUP group definitions, which indeed did not include a medic. We will fix in the next release.

     

    Thanks for the feedback!

    • Like 2

  4. cfp_picture_black.png

    Version-0.3.7-blue.svg?style=flat-square Released!

     

    Another Hotfix

    We're releasing version 0.3.7 to address a bug with the custom voice protocol for Islamic State and to complete the clean up of CZ forces after the recent CUPdate. Keep in mind CFP is still in "Early Access" and we expect there to be minor quality/bug issues until we get to v1.0.

     

    Release Highlights

    • Fixed Islamic State speaker bug
    • Added new Olive Green Texture for the RG-31
    • Adjusted CZ armed forces after CUPdate

    See full commit history on Github

     

    Download on Steam or from our Github

    • Like 5
    • Thanks 2

  5. cfp_picture_black.png

       Version-0.3.6-blue.svg?style=flat-square Released!

     

    Hotfix

    We're releasing version v0.3.6 to address a small bug introduced with the recent update to CUP. Keep in mind CFP is still in "Early Access" and we expect there to be minor quality/bug issues until we get to v1.0. Still you lucky buggers also get the fruits of the last weeks labor, that include:

     

    Release Highlights

    • Fixed bug on main menu due to recent CUPdate
    • Added Western Ultranationalists (based on 3 Percenters)
    • Updated Russian Desert Spetsnaz with upgraded assets
    • Improved Russian Desert uniforms and loadouts
    • Added German Fennek to Bundeswehr Desert faction
    • Added varios Crye uniforms and Opscore Helmets
    • Reduced US Army Delta loadouts
    • Added FAKs to combatants, added Medikits to medics
    • Added medic icons

    See full commit history on Github

     

    Download on Steam or from our Github

    • Like 9
    • Thanks 1

  6. 19 hours ago, Husker-71 said:

    Hi, long time user of Orbat here. Really appreciate the work that has gone into Alive and particularly Orbat!

     

    After the recent Arma 3 update I suddenly am unable to use Orbat . When I go in and create a new unit I am suddenly unable to edit the load out. When I hit edit load out it appears to begin loading but never ever loads. I have left it for an hour and it still did not load. I have taken the most recent  Alive update hoping that would fix the issue (FYI this also seems to affect older versions of Alive ) but sadly it did not. I can open and edit units in arsenal in editor etc but for some strange reason not in Orbat....Any help is appreciated.

    Can you post your RPT on the issues page on the ALiVE GitHub? 

     

    CFP are using Orbat Creator without issue.

     

    Previous versions of ALiVE are available on GitHub.


  7. RFX0nkZ.jpg


    ALiVEmod.com
    The next generation dynamic persistent mission addon for ArmA3
    Release 1.6.1

    logo.png

    A New Chapter
    Firstly, we're very excited to announce that ArmaHosts have kindly offered to host the ALiVE War Room! This means cloud saving, AAR and stats are all back in action and War Room functionality has returned to normal! A massive thank you to Justin and the crew at ArmaHosts! With the server migration we removed game saves prior to April 6th, all stats and events/AAR remain.

     

    As the Arma 3 roadmap sees its final DLC ship, the ALiVE team are now very much moving into maintenance mode. Expect only minor updates to address any major bugs or issues as the Arma 3 platform is updated. Of course the ALiVE codebase is now completely open source so if anyone contributes fixes, new features, optimizations we will absolutely ensure these get released.

     

    For this release we have lots of bug fixes, new map indexes (for IFA thanks to HeroesandVillainsOS!) and we're announcing support for the Community Factions Project! We wanted to ensure that factions in CFP can operate in ALiVE and have access to supplies, logistics, civilian weapons etc. We have also updated Orbat Creator with additional functionality that makes it easier for the CFP team (and anyone else!) to create factions in Arma 3.

     

    Release Highlights
    Civilian Population - Added support for CUP Takistani civilians and CFP civilian factions
    Military Logistics - Added support for CFP factions
    Orbat Creator - Ability to auto generate faction crate configs, auto generate faction preview images (use Virtual Reality map), support for disabling ORBAT loadouts in 3DEN. Minor fixes.
    Map Indexes - Added: 10 IFA winter maps, Chernarus Redux Updated: Isla Duala
    Various - Performance and crash fixes
        
    See full commit history on Github


    Download
    Grab the latest version from ALiVEmod.com
    Also available from PlayWithSix, ArmAholic and Steam (Usually within 24 hours of this post)

     

    Please note that as with all updates, if you have an issue loading a mission made with a previous version of ALiVE, delete and replace the modules in that mission.

     

    Known Issues & Support
    Existing bugs are listed on Github here. Feel free to submit bugs (with vanilla repros please) or discuss any issues or ideas on our forum at http://alivemod.com/forum/.

     

    Manual
    Please refer to the ALiVE Wiki. All the info you need is there. If anything is missing or unclear, please let us know.

     

    Are you using Linux?
    ALiVE is fully supported on a Linux Dedicated Server (as well as Windows). In fact the ALiVE Official Server for testing is running Ubuntu. Here are some tips on getting ALiVE running smoothly on Linux and integrated with War Room - http://www.alivemod.com/forum/1916-setting-up-linux- dedi-server

     

    Acknowledgements and Thanks
    Particular thanks to all those on our support forum who have worked closely with us to identify bugs, provide logs and generally help us improve ALiVE. Your assistance is valuable and your dedication to ALiVE makes it all worth the effort!

     

    Have fun!

    • Like 8
    • Thanks 5

  8. 58 minutes ago, code34 said:

     

    I do not want to put your word in doubt, but just a quick search in google into the old archive of mso team

    http://www.aef-hq.com.au/aef4/archive/index.php/t-40690.html

     

    it seems you know at least one : war in takistan :) just for memory WC1 was build in 2007.

     

    I think you have your wires crossed. This isn't an archive of the old MSO team. The forum had no official link to MSO other than some AEF members were contributing to or playtesting MSO.  Wolffy advertised MSO with the AEF clan on their forum and some random guest mentioned WIT in response to his post - it wasn't anyone we knew and I doubt anyone paid attention to it. In fact, Wolffy doesn't even respond to the WIT comment, just the question about public server hosting. Not to get into an argument, but I'd never heard of WIT and it never came up in any discussion during MSO or ALiVE's development. Maybe Wolffy and Rommel had heard of it, but it was never mentioned to me. 

    Not even sure why this point is important to you. People have been creating dynamic, milsim missions for OFP/Arma since at least 2002 - and many more years before that with other military sims. I doubt anyone can claim credit for the concept of dynamic/persistent missions in Arma, and I'm scratching my head as to why you would try to in this thread.

     

    Gemini certainly doesn't have to give any credit to MSO/ALiVE even if this was part of his motivation. Congrats again on the release :)

    • Like 2

  9. On 13/10/2017 at 8:20 AM, code34 said:

    Thoses systems were born from warcontext engine that i developed totaly on sqf on arma1 and improve to arma2 on several missions (warcontext, WIT, liberate island, etc.) that give some ideas to autors of MSO/ALIVE/PO that want to build their own and different systems.

     

    Sorry @code34 but never heard of your warcontext engine and I've been developing MSO/ALiVE since 2009/2010 (maybe before my time!) Not to take anything away from what you developed! No doubt missions take inspiration from lots of different game modes/missions etc. Dynamic missions etc have been around since the OFP days. Falcon 4.0 dynamic campaigns being one of the early inspirations for many in MSO/ALiVE dev team.


    Congrats @Gemini on your new mission!

    • Like 2

  10. 39 minutes ago, tourist said:

    @DEVS: how should I set the IED Module in the current version if I have an assymetric OPFOR and want the "old" coincidence between the area under their control and the appearance of the IED's? 

     

    This is probably a better question for our forums.


    However, to answer your question you should sync the IED module to your Asymmetric AI Commander module to ensure that areas either being targeted or controlled by enemy forces have IED's and suicide bombers.

     

    You should be aware that when syncing IED module with your Asymmetric AI Commander, the IED threat level is ignored. OPCOM will decide where and how many IEDs to place separately. So IED module TAOR and Blacklist are ignored too.

     

    I don't believe Asymmetric AI Commanders use VBIEDs yet... but when they do, they will be epic. ;)

     

    • Like 3

  11. Also to add, there's a few good nuggets in this release.

     

    For those of you that wanted more IEDs, we changed the way IEDs are placed by insurgents. Expect more objectives targeted by Asymmetric Warfare commanders to include IEDs or roadblocks (and take advantage of the new roadblock removal mechanism along the way). 

     

    We fixed a reasonably common MP save issue where player data was not properly saved or restored, for those of you affected by this, it should be fixed now.

     

    Using autogenerated tasks with ATO, will provide players with a pretty cool stream of air tasking orders, all linked to the actual efforts of the MACC. Highhead's showcase mission does a splendid job of well erm showcasing this! Its a lot of fun to grab a jet and get tasked to go destroy vehicles, infantry, buildings, runways or intercept enemy aircraft.

     

    We also improved OPCOM logic in a number of areas check out the change log for (unreleased) version 1.3.7. https://github.com/ALiVEOS/ALiVE.OS/releases

     

    Anyway, we really hope you enjoy this release and we are always happy to hear nice feedback and obviously bug reports ;)

     

     

    • Like 8

  12. 15 hours ago, Hamakaze said:

    So we may see a even deeper emphasis on caring for the civilian population? I remember seeing some suggestions to that effect in relation to the Laws of War DLC on the ALiVE Forum and found the suggestions of features that would encourage avoiding heavy combat around civilian areas and delivering humanitarian aid very interesting and it would probably change quite a few player attitudes to the civilian population :satisfied:

     

    Yes, you can envision possibilities around using the IDAP faction or delivering medical/food aid to towns as a way of reducing civilian hostility to BLUFOR. Of course OPFOR will likely continue their evil ways, expect to see the use of cluster ammunition where appropriate, mine fields etc.

     

    https://github.com/ALiVEOS/ALiVE.OS/issues/425

     

    • Like 6

  13. You should note that we also updated the logic behind civilian hostility to armed forces.

     

    Detonating IED's in villages/towns will increase civilian hostility... always best to disarm them.

    Disarming IEDs will of course decrease civilian hostility.

    Destroying buildings in villages/towns will increase civilian hostility as does killing civilians etc.

     

    Civilian hostility has a bigger role in asymmetric warfare with ALiVE where civs can decide to join insurgent forces or provide you with intelligence on them.

     

    Given the Laws of War, expect more of this in future releases.

     

    Cheers,


    Tup

     

    PS. Yes, release also doesn't mention HighHead's new ALIVE Military Air Component Commander Showcase mission.

    • Like 8
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