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Everything posted by koffeinflummi
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BWMod for Arma III Introduction The BWMod team's goal is to supply the Arma 3 community with a set of vehicles, weapons and equipment to be used in 2020 by the German Army, like the IdZ system and vehicles currently being introduced, such as the IFV Puma. We are not associated with the BWMod for OFP and the earlier Arma games, but since the team around that mod abandoned the project, we will continue where they left of and equip players with high-quality vehicles and weapons. Features Vehicles MBT Leopard 2A6M IFV Puma AH Tiger Weapons P8 MP7 (by Schmung and The_Tub) P2A1 G36 / G36K IdZ ES (Both with optional AG40 underslung grenade launcher) G36 with Bipod and Beta-C mag G28 Standard & Patrol G27 (With optional AG40 grenade launcher) G38 / G38K / G38C (All except C with optional AG40 underslung grenade launcher) G82 (M107) MG4 MG5 RGW90 Panzerfaust 3 Fliegerfaust II (Stinger) DM51A1 frag grenade DM25 & DM32 smoke grenades Attachments RSA-S Aimpoint MicroT1 ZO4x30 Shortdot 3-20x50 6-24x72 attachable NSV600 night vision addon (ZO4x30, 3-20x50) attachable NSV80 night vision addon (6-24x72) attachable NSA80 night vision addon (PzF 3) attachable IRV600 thermal vision addon (ZO4x30) LLM01 with switchable laser/light modes Gear Crewman uniform IdZ Vest in various configurations OpsCore FAST helmet Crewman KSK helmet M92 Helmet Berets for a variety of units Tactical Glasses in 3 colors Kestrel Vector IV B Nite Navipad For a more detailed view of the available content, take a look at this page (German). Team Project Lead: Hamburger SV 3D - Artists: KoffeinFlummi, Ghost, Tonic, Jan, Sören, Hawkins, Kickapoo, Pleasure, Frankyman 2D - Artists: Hamburger SV, Tonic, Snorri Import & Configs: KoffeinFlummi, commy2, Ir0n1E, marcbook Scripting: commy2 Download The download link can be found here: http://www.bwmod.de/index.php/inhalt/download The BWMod requires CBA to function properly. Source Code / Bugtracker The source code of the BWMod is public, with the execption of models, textures and sounds. You can find the current code and the bugtracker here: https://git.koffeinflummi.de/bwmod-team/bwa3-public Media Screenshots Videos IFV Puma: http://www.youtube.com/watch?v=6iLF-TSAN9s G36: http://www.youtube.com/watch?v=gbC_kzOPAsM G28: http://www.youtube.com/watch?v=vVW9OVn8_6A MG4: http://www.youtube.com/watch?v=wlEGJp1LY8A G82, Vector & Kestrel: https://www.youtube.com/watch?v=LNLrJU47ZmQ G27, IRV 600 & Navipad: https://www.youtube.com/watch?v=dKjGn5KvpUE MG5: https://www.youtube.com/watch?v=0--kEhVBOi4 Changelogs v1.4 v1.3.4 v1.3.3 v1.3.2 v1.3.1 v1.3 v1.2.2 v1.2.1 v1.2 v1.1.2 v1.1.1 v1.1 Contact If you have any questions, suggestions or other feedback, feel free to either PM me here or post on our forums at: http://www.bwmod.de (German) Facebook Page: https://www.facebook.com/BwMod License
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Version 1.5.1 of the Bundeswehr mod Changelog: Download: http://bwmod.de/index.php/inhalt/download License:
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Version 1.4.1 of the Bundeswehr mod Changelog: Download: http://bwmod.de/index.php/inhalt/download License:
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Hey Guise, presenting you my first ever ArmA mod (:o), the H&K USP pistol, both the 9 mm and .45 versions. Both are compatible with the vanilla scopes, flashlight and silencers, the 9 mm version using the vanilla one, and the .45 using a custom one. Both versions have custom magazines with the correct bullet counts. The mod includes a box with both weapons, magazines and attachments. Please tell me what you think, and how I can improve this. Screenshots Download H&K USP 9 mm Pistol [ALPHA] v1.2 v1.2: https://mega.co.nz/#!I58lERwR!LOAF_jal22Ew5pP7jwKipnH5Hx9J9K-udYV_6LIPJIg Older Versions: Info Classnames: USP 9mm: "Flummi_USP_9mm" USP Tan 9mm: "Flummi_USP_9mm_tan" USP .45: "Flummi_USP_45" USP Tan .45: "Flummi_USP_45_tan" 15Rnd 9mmx19 magazine: "Flummi_15Rnd_9x19" 12Rnd .45 ACP magazine: "Flummi_12Rnd_45ACP" .45 Silencer: "Flummi_snds_45" Compatible Magazines: USP 9mm: 15Rnd 9x19mm Parabellum mags USP .45: 12Rnd .45 ACP mags Compatible Attachments: Muzzle: 9 mm/.45 silencer Top: All vanilla scopes Side: Flashlight Changelog v1.2 Changed suppressor classname to align with BIS standards ("snds") Updated UV maps & textures Added ability to equip optics using a new rail mount Added tan versions for both calibers Fixed position of light source for equipped flashlight Added signature/Key v1.1 Added .45 version Added ability to equip flashlights Added custom magazines for both 9 mm and .45 versions (.45 does do more damage) Known Issues none at the moment ToDo all done :p Credits oliie, for making kick-ass custom sounds Thanks Kiory123, for his SA80 addon and his livestream, that motivated me to do this in the first place, and was an amazing help Mondkalb's Addon Tutorial, for obvious reasons Plumpen, Jokerle and LoASWE, for helping with testing BIS, for being awesome The various people in the forum posts I googled for help
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Version 1.4 of the Bundeswehr mod Changelog: Download: http://bwmod.de/index.php/inhalt/download License:
- 1073 replies
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Version 1.3.4 of the Bundeswehr mod Changelog: Download: http://bwmod.de/index.php/inhalt/download Note: Please update your CBA installation before using this update. License:
- 1073 replies
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A few updates: - Windows is now supported - Lots of fixes (duh) - Armake can now generate keypairs and sign PBOs If you want to try it, download binaries here: https://github.com/KoffeinFlummi/armake/releases
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armake is an open-source, cross-platform C implementation of the Arma modding tools for packing and binarizing PBOs. It is developed completely from scratch, meaning that it does not require the official tools, Steam or any other software. At the moment, it is still work-in-progress. As Linux is the main development environment, most things don't work on Windows yet. The main focus at the moment is P3D conversion (MLOD -> ODOL) and RTMs. Config rapification and PBO packing is already done. So if you're looking for something to build your mod that consists only of scripts and configs on Linux, here you go. Why you would want to use this: Runs on Linux, enabling the use of services like Travis A proper command line interface makes building automizable, whether it be for makefiles, nightly builds or continuous integration Does not require a P-drive for absolute includes Detailed and adjustable warnings and errors Open-source, free and portable - allowing you to package it with your project Caveats: Doesn't work properly on Windows yet Doesn't do terrains RTMs and complex P3Ds are not binarized correctly yet Heavily work-in-progress - things might fall apart Repo: https://github.com/KoffeinFlummi/armake
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Version 1.3.3 of the Bundeswehr mod Changelog: Download: http://bwmod.de/index.php/inhalt/download License:
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Version 1.3.2 of the Bundeswehr mod Changelog: Download: http://bwmod.de/index.php/inhalt/download License:
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Version 1.3.1 of the Bundeswehr mod Changelog: Download: http://bwmod.de/index.php/inhalt/download License:
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Version 1.3 of the Bundeswehr mod Changelog: Download: http://bwmod.de/index.php/inhalt/download License:
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Version 1.2.2 of the Bundeswehr mod Changelog: Download: http://bwmod.de/index.php/inhalt/download License:
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Version 1.2.1 of the Bundeswehr mod Changelog: Download: http://bwmod.de/index.php/inhalt/download If you've already installed v1.2, there's a patch available that can be copied over the existing installation. This reduces the download size to 9 MiB. License:
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Version 1.2 of the Bundeswehr mod Changelog: Download: http://bwmod.de/index.php/inhalt/download License: Source Code / Bugtracker A reminder that we open-source everything but the assets of the BWMod. So if you want to help out with configs, scripts and stringtables, go here: https://git.koffeinflummi.de/bwmod-team/bwa3-public
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ACE3 - A collaborative merger between AGM, CSE, and ACE
koffeinflummi replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
He wrote that he would rather not have these features, so I told him that he can remove them if he wants. No one is being bashed, and no one is pissed off. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
koffeinflummi replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Couple of things: 1. The Merkava does not belong to the US ingame, it belongs to the more generic NATO faction. 2. Feel free to make a pull request to change the name of the (A|M)H-(6|9). 3. If you do not like a feature, feel free to remove the PBO or maintain a fork, but do not ask us to remove them for everyone. As said above, remove the PBO. Set the Medic Level to 0 (Disabled) in the Medical Module. You could make your own ones... Again, just because you do not like them doesn't mean that we will remove them for everyone. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
koffeinflummi replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
http://ace3mod.com/wiki/missionmaker/modules.html#2.1-medical-settings -
"Opening up Arma 3 to paid user-made content" - How?
koffeinflummi replied to gammadust's topic in ARMA 3 - GENERAL
Your main point seems to be that modders would need higher quality standards if they want to get paid. How is that not a good thing? -
"Opening up Arma 3 to paid user-made content" - How?
koffeinflummi replied to gammadust's topic in ARMA 3 - GENERAL
Wow. "Get a job!". Wooooow. After catching up on this thread, I am extremely disappointed by the amount of entitlement and blatant selfishness on display here. While there were no doubt gigantic issues with the way this was implemented, the reaction of the "community" (as Brumbek pointed out, most of that backlash came from mod users, not authors...) was just a kneejerk clusterfuck that bulldozed the whole thing and ruined it for everyone. Apparently Bethesda did not want any curation, which is horribly stupid. You could probably also argue that a 45% cut is a bit much for the developer. It was also a stupid idea to blindside the majority of mod authors (apparently only a dozen people or so got told before hand) and not clearly communicate rules like "no donation links in workshop posts" beforehand. However, this could have been a great opportunity for gaming in general. The simple fact that a developer can make money with modding support itself would have very interesting implications; If EA/DICE realized this, and released modding tools for the next Battlefield, I might be convinced to pick that up again. As Brumbek pointed out in TB's video, this got people back into modding (this is not just speculation, it did.) and while most modders will probably not be able to make a living from modding alone, even some slight income can help pay the bills and motivate you to keep going. Sure, there's abuse, but we've had people ripping models and uploading them to TurboSquid for ages. That's why we need good curation (again, this was handled badly by Bethesda). Additionally, people seemed to freak out about stuff like MP compatibility without even waiting for how BI - if at all - would implement this. I would be surprised if they were not at least considering to apply their DLC model to paid mods as well. But instead of remaining level-headed, people immediately went ape-shit and predicted the "destruction of the community". The same way using Steam for Arma 3 "destroyed the community". And the way A3's DLC worked. And the MANW contest. So now we have a botched experiment, no data to make meaningfull conclusions from, and - probably most disappointing - we have seen the attitude people seem to have towards the people making their games more enjoyable. People have left modding before because they could not afford it. Telling people that they do not deserve to make money to support doing what they love is just terribly cuntish, and stupid phrases like "If you want to get money, you should get a job in the gaming industry" or "It's a hobby, you shouldn't get paid for it" show a blatant misunderstanding of the way the world works. Maybe if all the people that "are fine with donations, but would never pay for mods" would actually donate something to the people making their games worth playing, we'd have a few more modders around ... -
ACE3 - A collaborative merger between AGM, CSE, and ACE
koffeinflummi replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just create an additional link: mklink /D "[Arma 3 development installation folder]\z\ace" "[location of the ACE3 project]" That should do it. The rest should behave as usual. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
koffeinflummi replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Please share your RPT file. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
koffeinflummi replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
For open source development having a low barrier of entry for contributors is essential, a lot of people already own GitHub accounts, and is allows for easy forking even with little Git experience. You can also view the remaining tasks for a milestone on GitHub: https://github.com/acemod/ACE3/milestones/3.0.0 -
ACE3 - A collaborative merger between AGM, CSE, and ACE
koffeinflummi replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
What makes you think that we removed bleeding? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
koffeinflummi replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Everything is explained in here: http://ace3mod.com/wiki/development/setting-up-the-development-environment.html