Jump to content

theevancat

Member
  • Content Count

    1102
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by theevancat

  1. Comrade this is simply a feature of the new high speed underwater drive. Our engineers will take a look at it, however.
  2. Alright, fellas, here's the final 1.6 release on Steam! Because I heard that there have been problems with Armaholic and PWS, for now Steam is the only way to download this mod. If anyone knows the status of other hosts I can make a version for them as well. But as it is, here is the new update! http://steamcommunity.com/sharedfiles/filedetails/?id=441854566 Changelog: 1.6.0 (02/01/18) > Added K-22 Zanbur drone. > Added Zamak (MLRS) artillery truck. > Added An-212M Ruk cargo plane. > Added green hex versions of vehicles not in Apex (Zamak, Abda, etc.) > Added Apex assets to the Iranian side in brown hex. > Added naval version of the Shahan. > Added plates and armor to the Hamel vest. > Added command loadouts of the Azad and Hamel vests (non functional at the moment.) > Added roundels to UAVs. > Changed editor classification of Taru containers. > Changed Iranian flag textures. > Changed soft covers from patrol caps to baseball caps (like the Iranian military.) > Changed CUCV drivers to light soldiers. > Changed texture on CSAT LSV to be brighter. > Changed "Shar ASV" to "Shir ASV" to better the Persian translation. > Improved Keftar weighting and handling. > Improved Shahan to Jets DLC functionality (ejection seat, tailhook, camera, and dynamic loadout.) > Removed CSAT Balaclava (quality issues.) > Removed UTS-15 mod compatibility (not supported anymore.) > Removed Xeno Taru Pod Mod compatibility. > Fixed Shahan wheels PhysX. > Fixed ballistic protection issues. > Fixed Recon engineer backpacks. > Fixed pilot helmets. > Fixed Taru loadmaster showing as vanilla. > Fixed K40 drone's dynamic loadout. > Fixed helicopter dynamic loadouts. > Fixed transparent Zamak interior. > Fixed damage material errors.
  3. Okay, so here's the news. The update, now christened 1.6, is almost ready. I've got most of what I want to do out of it, and I'm ironing out bugs. I want to try and get it out within a week, but life happens (TM) so please don't hold me to too many close deadlines. Anyways, I have a few more screenshots now that I've been testing out my photography skills. Feel free to add your input to this, and let me know your thoughts! Once again, I should have a final product out soon. Don't worry, I'm not out of the game yet.
  4. Okay folks, just a quick message from the wonderful land of the Tajiks to prove that I am not dead. I've come close a couple of times, but that's just because I'm 20 and I make questionable choices. I will still be home in December but unlikely to get the project rolling back until January. Right now the situation has me like, squatting on a cot in the storage room. No way I can hook up my machine until I get a permanent room in January. I have made mod progress, though (mostly through outsourcing.) PolyG is fixing some bugs that popped up here and there, while Night515 has generously given me the source for his ported MLRS system. Both of these men are the man. Go check out their mods. I am making some adjustments to it, because I discovered that I still have Blender here and can set up a model and write a config to speed up the process when I get home. I got you with a big, rough tease that's not at all dressed up (but I know you still like it that way.) Still a lot more work to be done on it, but the principle remains the same. It's a truck-based mobile MLRS. Also, I figure I'll tease you again with some previously unreleased pictures: What? You mean the thing named "Carrier" ("Hamel") in the Persian language wasn't actually a plate carrier? Yeah, I fixed that. I have a list I'm working through (I promise), but barring anything whacky I'll get this updated and back online. I know it's a little behind the curve, and I feel like an old dude trying to keep up relevancy with the cool new things (TM) that kids are playing with these days. But whatever. You haven't gotten rid of me yet.
  5. Alright, quick update from the field. I have been in Tajikistan for about a week and I won't be getting back until December. Development didn't continue when I was in America in late August since I wasn't able to get set up to transfer the data from my desktop (which is now locked in a locker 6500 miles away from me) to my laptop. As such, when I get back, I'm gonna have some catching up to do with two DLCs and probably a whole bunch of other junk. As for @jarrad96, feel free to shoot up an ALiVE PBO. Once I get back I can integrate it fully into the mod so it's all in one place and there doesn't have to be a wonky workaround that has to be separately downloaded. @Nichols, I've been out of the loop for a pretty long time and don't know about any of these newfangled replacement packs. I tried to keep the replacements limited to just the units, which are replaced with new uniforms. Therefore, if something else tries to replace the vanilla CSAT uniform, then there's two addons trying to replace the uniform and weird stuff happens. I don't touch any of the weapons in my mod, so that should be okay. Thanks for your guys' patience with me. I know this isn't really shiny and new and gets more outdated by the week, but I'm trying to get it all sorted once I have time.
  6. Alright, so I've been working on an update for a little bit but I'm away from my data (yay Army stuff) and will be until August. Of course, knowing me, I will then have a little bit of time with the data to fix stuff and try my very hardest to push something out. At the end of August, I will be taking another break to go live in the country of Tajikistan for a few months (I'm actually a CSAT spy I'm studying Persian there.) Once again, I will be unavailable until December. I'm trying to work out something to see if the mod can be at least maintained during that period, in case an update comes out and breaks stuff. As of right now, I'm not 100% content with the state of a lot of the assets and I just want to polish, polish, and polish some more... But if I did that, nothing would get done. Priorities for now are trying to get things up to speed with the newer updates, because I want to cling onto some hope for gameplay relevance. This means I have to fix some bugs that are bothering me, and probably try and update to Jets DLC standards. I hope you guys are understanding that, if you see a rough-looking transport plane flying around, I want to try and get to it eventually! As always, let me know if there are any bugs. I keep a list and I try to hulksmash them, I promise. Thanks for all your support, folks, and keep fighting the NATO aggressors doing your good things!
  7. theevancat

    Type 22 Manta UGV

    This is pretty cool and creative! Definitely gonna try it out when I get the opportunity.
  8. I'm more of an Air Assault guy myself, but I guess Airborne is pretty cool too. The An-212M Ruk (the Persian spelling of the legendary Roc bird) can carry 50 troops or up to two vehicles. Stand by for a deployment to an airfield near you. Thanks to [Dust]Sabre for the models and permissions! He has a ton of other awesome work for the game, it's all cool stuff.
  9. theevancat

    Jet DLC?

    That CSAT jet thooooooooo. This is awesome.
  10. A little status report after this weekend: Someone in NATO clicked on a phishing link or something, because CSAT might have stolen some schematics and started producing their own K22 Zanbur drone. This evens out the drone field for the Iranians. It is also with great sadness that I report the death of the SCUD truck port. I found it to be too small to realistically do anything I wanted (carry a vehicle system like the American HET, be an MLRS/SAM platform, etc.) and too much of a giant pain in the ass to implement. I will continue the search for good, quality vehicles to add to the CSAT motor pool and fill the blanks (cough, cough, MLRS) that exist in the force.
  11. I'll definitely take a look into this. A current status report from me: I've been getting slammed with work once again and I've been so out of the game that the PhysX on the Ghatar has been just a real inconvenience. As much as I'd like to have it working, it never does. So I've been hung up on that and progressing very slowly. All in all, the next big thing should be the Apex content, but I'm not sure if or when that'll come out for us to retexture and use. That way I can start crewing vehicles with CMP guys and hopefully have that NATO drone helicopter in Iranian colors. Otherwise, keep the bug reports flowing in so I can tackle them.
  12. theevancat

    PhysX Vehicle Flips

    So I've been working on importing a vehicle and it's been a while, so working through the PhysX has been a pain. So far what my vehicle is doing is balancing on its last wheel while spinning in a circle. Whenever I push down on the gas, it starts to literally fly away. http://images.akamai.steamusercontent.com/ugc/180542744134931985/A25BBC5E00B4104D24BA6113181A9F08C112A927/ I've taken a look at my PhysX boundaries and definitions in the memory, landcontact, and geometryphys LODs but have no idea why it's acting this strange. I hypothesize it's because of a PhysX issue with the model but I'm not sure what that issue would be.
  13. theevancat

    PhysX Vehicle Flips

    Just got around to looking at it and it's got around 13000. It's the similar value as what I had on a Vodnik, just bumped up a bit. I've double checked all the properties and memory points and it's still bouncing up and down on its back right side in a circle.
  14. theevancat

    PhysX Vehicle Flips

    Everything seems to be in place. What the vehicle does now is jump up in the air and then flip over onto its side.
  15. A couple of good notes: This is the Ghatar Heavy Equipment Transporter at the earliest stages... Expect to see the Ghatar carrying a whole host of items like an MLRS unit, command posts, radar equipment, and other mission/flavor items. It also carries stuff. A lot of stuff. http://images.akamai.steamusercontent.com/ugc/180542744130832849/9624F956F495841FCD02BA364719D928D21586A4/ Stay tuned for more.
  16. theevancat

    War Plan Blue (W.P.B)

    They're my designated trash pockets. Either that or they're for a spitter.
  17. So far, here's a little bit of the work in progress: CSAT leaders are being equipped with integrated GPS/tactical battlefield networked devices at the squad level and above. These are modeled after the current US Army "Nett Warrior" program to use something like a smartphone to combine together a few different tactical functions. As of right now, the device is a wrist-mounted smartphone and smart glasses combo that does nothing but look cool. http://images.akamai.steamusercontent.com/ugc/183919649197759572/C00FD3381C85869AFFBD214A51578C372EB4C7F7/ In more mundane news, I'm going through and fixing some loadouts that got broken, like how missile specialists are way too over encumbered since the fatigue update and pilots have no bullets for their SMGs. The armor has also been fixed, thanks to Ghost!
  18. I have been looking into it and figured it was something to do with the CMP units inheriting from the regular CSAT folks. Thanks for the config, that certainly makes it easier for me to find stuff! It's definitely gonna be fixed in the next update.
  19. theevancat

    Eurofighter Typhoon AWS

    Just to piggyback on this, Dezkit released his source files a while back and that's where this all came from. I've done some modifications on it, however. Hopefully this clears up the questions about the original source of the MiG!
  20. theevancat

    Arabic codename for the 'Eastwind Device'

    So CSAT is ostensibly Iran and they speak Persian (so Farsi), which is a little bit different from Arabic. Different letters in the alphabet, different grammar, different words (although a lot of Persian words are Arabic and you can tell from the spelling, but that's a whole 'nother can of worms), stuff like that. Anyways, some words that I feel could be helpful: Earthquake: "zelzeleh" - زلزله Machine/Device: "dastgah" - دستگاه Experiment/Test: "Azmaish" - آزمایش Putting the words together for a compound noun would be easy... You use something called an "ezafe" (اضافه) that's a connector on the end of the base word, then the descriptor. This is an "eh" sound (or a "yeh" sound if the first word ends with an "ee" or "eh/ah" or something.) In English, something like "earthquake machine" would look like "machine of earthquake." In Persian, it is "dastgaah-yeh zelzeleh." If this is too literal, let me know and I can probably find some more names... Iran liked to name their campaigns things like "Operation Kaman 99" or "Operation Sultan 10", with a noun and a number, so that could be an idea as well. If there's any questions about grammar and spelling/romanization, let me know as well!
  21. Apparently the way the RV engine works has been that they sacrifice graphical power (the overt stuff that you're talking about) for more performance under the hood, so to speak. So yes, the graphics are a bit sterile, but the mechanics of the game are pretty intense when it gets down to it. I've seen some of the work done by BI on the new renderer (well, the Enfusion engine in general) that they're putting in for DayZ that's most likely going to be used for future BI products. They've made really good progress on a lot of those things that you've listed. Even without a new renderer, they've made some good progress on graphical and audio immersion in the last few updates. I've got confidence in the future that a lot of these issues are gonna be addressed.
  22. The CSAT uniform shouldn't have armor, since it's supposed to be straight fatigues. If it has armor it might stem from the fact that it takes properties from the standard OPFOR uniform, which obviously has the armor on it. I'll take a look into it, though.
  23. theevancat

    Where would BIS have to go next, to top the Tanoa map?

    Africa has a lot of operations going on nowadays and has quite a few different biomes. There are gleaming coasts, thick jungles, and endless deserts. There's a lot in terms of resources going on there as well, what with China looking to expand their footprint there to compete with the West. I could realistically see it as a potential theater.
  24. theevancat

    Vehicles too bright and neat?

    I assume that could work kinda like the damage material... it's applied automatically over the regular texture when the vehicle gets damaged or destroyed. Similar concept here, just have a dirty material apply over vehicles once they do things like drive off road for a while. Not sure how they'd define all that in the config, but I suppose it could technically be feasible.
  25. So obviously that last post was a tease. This is the real thing. I'm back from my absence now that I've got my work and life under control. It's been a long year and a half and I've been struggling under the pressures of West Point cadet shenanigans, military training in the summer, and a nuclear engineering degree keeping me more than busy. I've also got family and girlfriend obligations to attend to before I can even think of sitting down for an hour and playing video games. However, with my increase in class at the academy comes new privileges: I have my gaming rig up and ready for future Arma and future work on the mod, so expect to see updates come in the future! For now, the focus comes on fixes and improvements to existing assets that honestly kind of look and handle like trash (the Keftar, for one.) But at the end of the day, releasing this update feels like I'm coming home again. Merry Christmas, and here comes the new update! A lot of work went into what's mostly a fixer-upper following a year's worth of pounding by updates. More importantly, it's a sign that I'm gonna continue developing for the mod. A lot went into the Eden editor that I had to figure out, as well as some changes to the game that broke some stuff like the hats and the vehicle proxy paths and whatnot. I'd like to give thanks to my buddy PolyG for keeping it under control during my absence, he did a lot to keep the mod running even through all of the big changes that BI have made in the game. As for future updates, I want to do a comprehensive language fix for the mod... The Military Academy makes every cadet take a foreign language and, funnily enough, put me in the Persian language program. Now that I actually understand the alphabet and words and things like that, I want to take the time to properly Romanize the Persian language words that I picked to describe the assets. This might mess with some of the classnames, so consider this a warning order for mission makers! Also in the playbook is bringing the Apex assets to the Iranian side... the VTOL, fast-attack vehicle, and robot helicopter all are going to become incorporated into the arsenal. Further "professionalization" is in the books, like small little UI things that make the mod look slicker and more quality-focused. And, like I said, asset cleanup and beautification makes the existing models and textures look better. We're back in business. Anyways, enough rambling. Here's the release. As always, let me know if there are problems: Dropbox link: https://www.dropbox.com/s/9dsg7rysjmd650s/CSAT Modification Project v1.5.4.zip?dl=0 Changelog : 1.5.4 (12/25/16) > Rose from the dead. > Spread Christmas cheer to all on the nice list. > Added black RPG-42s. > Added unarmed and medical Marid APCs. > Fixed Iranian flag texture on vests. > Fixed retextures on headgear not showing up. > Fixed ItemInfo.Scope error on startup. > Fixed Keftar AFM: it should be faster and more agile as intended. > Fixed various errors involving texture paths. > Fixed texture errors on Abda turrets. > Fixed damage proxy paths on the Abda. > Updated factions to 3D editor category standards. > Incorporated PolyG's bugfixes (listed below): > Updated ballistic protection to updated standard. > Updated Abda PhysX. > Updated Abda PIP. Edit: Here's the PWS link.
×