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Posts posted by tupolov
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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.
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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!
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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
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Hey Taro, appreciate the testing! If you feel inclined, it would be good to have issues reported on our GitHub rather than the forum here. That way we can track them and include them in our dev sprints.
Cheers! -
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
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We'll take a look at it. Thanks for the support and feedback!
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On 4/26/2018 at 11:43 PM, dreadpirate said:Great work. Congratulations to all involved.
Was this all built with ALIVE's ORBAT tool?
If so, how did you implement the randomisation?
Yes.
We added our own random tech. We followed a similar approach to BIS in this regard. This is all covered on the wiki on the CFP github. https://github.com/tupolov/cfp/wiki
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Vehicles will be added if we get donations from the community, we're not creating our own at this point.
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6 hours ago, damsous said:Its possible to get the previous version of Alive ? On this version the persistence is broken (Local or Cloud) only the player stat are recorded on Warroom the other thing (profile, object placed on the map....) are not saved.
Can you post your issue on our GitHub with your RPT for server and client? Thanks!
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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.
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Good suggestion, we will look into it!
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Spetsnaz Units coming soon...
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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-serverAcknowledgements 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!
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RESERVED
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Requires the latest version of CBA A3
Requires the latest version of Community Upgrade Project (Weapons, Units and Vehicles).
UPDATED 4th JAN 2019!"On behalf of the CFP team we are extremely excited to announce a new community mod designed to bring a rich and diverse set of factions to Arma 3! This ambitious project is off to a flying start with 30(!) new or enhanced factions, over 900 new custom items and support for ZEUS, VCOM, ACE3 and ALiVE. We're building factions using CUP as a base, as CUP includes a huge array of vehicles, weapons and equipment in use by today's aggressors. We specifically built the factions with mission making in mind, with a wide variety of groups (including static weapons) and support for mods such as ALiVE and VCOM. We're very thankful for the community donations of assets so far and we welcome the community in helping us to bring more factions to Arma 3!"
- Tupolov & AUTigerGrad (CFP Lead Developers)
CFP is a community project to provide Arma 3 with 100 new or enhanced real world factions/sub-factions involved in current and historical armed conflicts. CFP comes in two flavours - CFP and CFP Ultimate, only CFP requires Community Upgrade Project (CUP) while CFP Ultimate will require a number of community mods.
CFP offers not only enhanced vanilla CUP factions but also a huge number of new factions using CUP and community donated assets. CFP includes custom assets and textures in order to help expand whats possible with CUP.
CFP Ultimate will enhance base CFP factions (if running CFP) and introduces new factions using the most efficient combination of community gear, weapon and vehicle addons. CFP Ultimate will be announced soon(tm)!
Factions are delivered in a modular way, enabling groups to maintain their own tailored version of CFP by simply excluding any components they don't need, or those possibly in conflict with other mods.
CFP Features
- CFP plus CFP Ultimate provides 91 new factions! (excluding enhanced CUP factions)
- CFP introduces 59 new factions based on CUP + custom assets (including 9 new civilian factions)
- Replaces certain CUP factions with factions split by theater (i.e. Arid/Desert, Woodland/Jungle, Artic/Snow etc)
- Enhances certain CUP factions with additonal groups and loadouts (i.e. special forces)
- Includes AccuracyThruVolume's Iraq/Syria pack
- Includes SP Craig's gear pack
- Includes Siege-A's insignias and patches content
- Includes VanSchmoozin's vests and helmets content
- Includes 75th Rangers mod content, thanks to Hawaiian and co!
- Additional custom textures and assets donated by community members
- 900+ custom helmets, vests, uniforms, rucks and more
- Custom Supply Crates for each faction
- Randomization tech that provides variation of gear and equipment to appropriate units and vehicles resulting in hundreds of possible civilian, insurgent, PMC, clandestine operative and special forces units and vehicles.
- Standardizes faction and group configurations for the community
- Follows best practice configuration and implementation using CBA and ACE3 standards
- Full support for ZEUS, ALiVE, ACE3 and VCOM
- CFP Ultimate will enhance the CFP factions and introduces 32 new factions/sub-factions based on common community addons taking the total new or enhanced factions to over 100!
CFP Factions
CFP factions cover major current conflict zones such as Afghanistan, Iraq, Syria, Libya, Sudan, Philippines, Ukraine, South America and African states dealing with Boko Haram, Al-Shabaab and islamic insurgencies such as Nigeria, Kenya, Central African Republic, Somalia, Yemen and Mali. In addition, western regular forces and special forces are represented along with historical and current aggressors.
bold = Complete
OPFOR
- Abu Sayyaf - CPF_O_ABUSAYYAF
- Al-Qaeda - CFP_O_ALQAEDA
- Al-Qassam Brigades (Hamas) - CFP_O_HAMAS
- Al-Shabaab - CFP_O_ALSHABAAB
- Boko Haram (Nigeria) - CFP_O_BOKOHARAM
- Central African Rebels - CFP_O_CFRebels
- Chernarussian Red Star Movement (Winter) - CFP_O_CHDKZ_SNW
- Columbian FARC Rebels
- Hezbollah - CFP_O_HEZBOLLAH
- Houthis (Yemen) - CFP_O_ANSARALLAH
- IRA
- Iraqi Army (2003)
- Islamic Republic of Iran Army - CFP_O_IRARMY
- Islamic State - CFP_O_IS
- Libyan National Army
- Mali Islamic Rebels
- North Korea - CFP_O_NKARMY
- Russian Ground Forces - split into various theater specific factions including Special Operations Forces - CUP_O_RU, CFP_O_RUARMY_DES
- Russian National Guard (formerly MVD) - CFP_O_RUMVD
- Russian Navy
- Somali Rebels - CFP_O_SOREBEL
- South Thailand Insurgents
- Sudan Revolutionary Front - CFP_O_SDRebels
- Sudan People's Liberation Movement In Opposition - CFP_O_SSREBELS
- Syrian Air Force
- Syrian Arab Army - CFP_O_SYARMY
- Taliban Insurgents - CFP_O_TBAN
INDFOR
- Al-Nusra - CFP_I_ALNUSRA
- Afghani Militia
- Central African Republic Armed Forces
- Chechnya Militia
- Columbian Armed Forces
- Egyptian Armed Forces
- Free Syrian Army
- Islamic State - CFP_I_IS
- Myanmar Armed Forces
- PMC: Blackwater
- PMC: ION - split into various theater specific factions
- South Sudan People's Defense Force - CFP_I_SSARMY
- Sudan People's Liberation Movement North - CFP_I_SDRebels
- Tuareg Rebels - CFP_I_TUAREG
- Ulster Loyalist Paramilitaries (Ulster Volunteer Force)
- UNAMID (Niger, Chad, Cameroon etc)
- United Nations - split into various theater specific factions
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Western Ultra-nationalists / Terrorist - CFP_I_WestUltra
- Yemen Armed Forces
BLUFOR
- Afghan Police - CFP_B_AFGPOLICE
- Afghanistan Army - CFP_B_AFARMY
- Armed Forces of the Czech Republic - split into theater factions - CFP_B_CZARMY_WDL, CUP_B_CZ
- British Army - split into theater factions - CUP_B_GB, CFP_B_GBARMY_WDL
- Bundeswehr (KSK) - split into theater factions - CFP_B_DEARMY_WDL, CUP_B_GER
- Chernarus Defence Force (Winter) - CFP_B_CDF_SNW
- Iraqi Armed Forces - CFP_B_IQARMY
- Iraqi Police - CFP_B_IQPOLICE
- Israeli Defence Force - CFP_B_ILIDF
- Jordanian Armed Forces
- Kenyan Defence Forces - CFP_B_KEARMY
- Kurdish Peshmurga - CFP_B_PESH
- Libyan National Transitional Council / Government Forces
- Malian Government Forces - CFP_B_MLARMY
- Nigerian Armed Forces (Nigeria) - CFP_B_NEARMY
- Philippine Army
- Saudi Armed Forces
- Somali National Army
- Sudanese Armed Forces - CFP_B_SDARMY
- Sudanese Rapid Support Forces / Janjaweed - CFP_B_SDMILITIA
- Ugandan Defence Forces - CFP_B_UGARMY
- Ukraine Armed Forces
- US 75th Rangers - CFP_B_USRANGERS_WDL
- US Army - split into theater factions (Delta Force enhanced) - CUP_B_US_ARMY, CFP_B_USARMY_WDL
- US CIA (Middle East) - CFP_B_USCIA
- US CIA (South America)
- US Marine Corps - split into theater factions - CUP_B_USMC, CFP_B_USMC_DES
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US Navy SEALs - split into theater factions - CFP_B_USSEALS_WDL, CFP_B_USSEALS_DES
- YPG (Syrian Kurds) - CFP_B_YPG
CIVILIAN
- African (Christian) - CFP_C_AFRCHRISTIAN
- African (Muslim) - CFP_C_AFRISLAMIC
- Asian
- International Committee of the Red Cross
- Afghani/Pakistani - CFP_C_AFG
- Middle Eastern (Iraqi/Syrian/Libyan) - CFP_C_ME
- South American
Customizing load-outs for CFP units in 3D Editor (3DEN)
CFP uses technology to script and randomize loadouts of units - this provides a massive variety for the units you'll see on the battlefield. In order to customize the loadouts of units in 3DEN editor, you will first need to disable the scripted loadout and/or the randomization. To do this simply:- Right-Click the unit in 3D Editor (3DEN)
- Select Attributes
- Check the box Override ALiVE ORBAT Loadout and/or Disable CFP Randomization as needed.
Contributors
- Tupolov
- AUTigerGrad
- AccuracyThruVolume
- SuperOps
- Archduke
- SP Craig
- Dusin
- Simcardo
- VanSchmoozin
- Siege-A
- Hawaiian
For more information
Please come join us over at out GitHub page!
Download
You can download Community Factions Project mod from Github here or on Steam.
License
CFP is currently licensed under the Creative Commons No-Derivatives 4.0 License [CC-ND].
Known Issues
- None
FAQ
Q. Why use CUP and not RHS?A. CUP offers a huge array of vehicles, weapons and equipment that really covers many modern day forces. The progress CUP is making around quality and quantity has been significant and they continue to improve as they move closer to complete coverage of Arma 2 assets. CFP provides new and hopefully improved textures (and where necessary models) for each new faction. RHS, although a great quality mod, does not give us the quantity of assets needed. CUP is also more open for development purposes and we feel CFP is a great compliment to such a comprehensive piece of work. Finally, we had to take into consideration compatibility with Arma 3 and other mods, particularly around vehicle damage models etc.
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EPIC mod chaps! Congrats. Maybe chat to BIS about making this the next 3rd party DLC???
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You don't need anything else for the DB. The local option uses in built Arma 3 functionality to store the data - no external DB required.
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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 :)
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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!- 2
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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. ;)
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7 hours ago, sharpie7051 said:On on a side not since I won't be able to try the new release until mid October, was anything added this release to reinforce the air commander with planes and pilots?
Next release!
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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 ;)
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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
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
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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,
TupPS. Yes, release also doesn't mention HighHead's new ALIVE Military Air Component Commander Showcase mission.
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
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:
Other highlights for this release include:
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!