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scorch_052

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Posts posted by scorch_052


  1. Unfortunately, Zero is no longer a member of the development team for Operation: TREBUCHET, or Article 2 Studios as a whole for that matter. He has informed us that he wishes to leave the project and seeks to remove his assets wholly from the mod. It is our understanding that this occurred due to a conflict of interest between his working with our team and the developers of the Sins of the Prophets mod for Sins of a Solar Empire, whom collaborated with him on and contributed a number of assets to his own mod, Operation: HOMEFRONT. These developers are working on their own ArmA 3 mod, also set in the Halo universe, and presumably wish to use these assets in their own mod. They threatened Zero with revocation of his right to use some of their assets in Operation: HOMEFRONT if he did not comply. 

     

    So, what does this all mean for you, the player? Well, best case scenario, almost nothing major. We are currently working to recreate almost every asset we will lose with this departure and have made good progress on most of them, but still have some to go. We will try to provide updates on these asset replacements along with standard new content. Our goal is to minimize the impact this will have on development of new content, but we will unfortunately have to make some short-term sacrifices to fill the gaps left behind.

     

    Most of the assets have already been assigned to developers or are already being worked on, with some even being complete as of now. Some of them, unfortunately will not be as high of a priority for us and we will have to evaluate their overall worth relative to the general gameplay of the mod. Two examples thus far are the Longsword and the Frigates. It is unlikely we will recreate these assets at this point in time simply due to the fact that they don't provide a significant addition to the overall gameplay we feel and the amount of effort required for their proper implementation is not justified by the benefit. However, for the many undoubtedly disappointed in this news, know that we are actively working on alternatives to both of these assets that should fit the gameplay and scope of ArmA better, while still providing the same level of quality you've come to expect from us.

     

    While this is a disappointing setback for us, we are determined to provide even better content and quality, all we ask is a little patience and understanding as we work to overcome this. 
    For specifics, the following is a list of all assets that were created by Zero and will need to be replaced:

    MA5A, MA5B, and MA5C Assault Rifles
    M7 SMG
    M6G and M6C Handguns
    M41 SSR Rocket Launcher
    M9 Frag and M2 Smoke Grenades
    Emergency Flare
    GA-TL1 Longsword
    Charon and Paris-Class Frigates and Interior Objects
    Traffic Cone
    Portable Generator
    Resupply Pod

    (Precise classnames and object titles will provided in the near future to help everyone try to adjust accordingly)

    • Sad 3

  2. We've just released a complete overhaul of the First Contact expansion for Operation: TREBUCHET. For those unfamiliar, this mod aims to bring the Covenant into ArmA 3 as well as possible. Currently, it is slim on content, with only Elites filling the roster at the moment, but the goal is to build it up over time alongside the main mod. You can check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=1572627279

    • Like 3
    • Thanks 1

  3. It's been fairly quiet on here we know, but just wanted to pop in and mention that we got featured in a Halo Waypoint Community Update (see: It's Not a Catapult). You can check it out here

     

    As for news on development, the next update is very close to being complete. We're still working to ensure all the bugs and issues introduced with the latest Tanks DLC are squashed first. Expect a release before the end of May. In the meantime, here's some images of some of the new texture overhaul work and new unsc trooper gear you'll be seeing in the coming update.

     

    Dbwox57VwAAgy8J.jpg

     

    Dbwo41qUwAAwpFX.jpg

     

    Dbwo59fU8AE8vdP.jpg

     

    Dbwo_yqUQAApkGM.jpg

     

    • Like 5

  4. On 1/17/2018 at 9:27 AM, Private Evans said:

    Since the beginning one of my favourites...one thing thouhg... the city map props could use some pathfinding for AI. Right now the city map can not be used in SP using AI team mates and enemies, which is a pity.

    Could you provide specific examples? While building pathways are still on the to-do list, they should still work and move fine outside. We did set up pathing on the sidewalks and everything.


  5. On 10/12/2017 at 1:17 PM, coffeeshock said:

    The bullet counter on the HUD decreases column by column rather than row by row like in all previous games.

    Shorter overall length.

    Also the ejected shells fly too far/fast.

    Unfortunately the way the ammocounter works makes it impossible for us to implement this properly.

    This has been noted, but due to the way the rifles were modelled, decreasing the length would require remodelling to some degree. Not a hard no, but definitely not something we plan on addressing in the immediate future.

    Not much we can do about this unfortunately as this is just the standard particle effect that ArmA uses for all its spent casings.

     

    Thanks for the feedback


  6. Hey guys,

     

    So, I'm working on implementing a series of custom sidewalks for a mod, as well as a few other similar modular pieces like hallways and doors. I've tried using a very simple Paths LOD for the sidewalks, but the AI still don't cooperate. As it stands if an AI is on a sidewalk he just stand there and not move, and if they're on normal terrain they won't cross the sidewalks at all. Is there a way to make them just ignore it entirely or set up a proper way for AI to navigate it.

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