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The mapmaker Beton released a beta release of his Omaha-Beach Map on the BI Forums.
Hi Folks,
i´m happy to anounce the first Betarelease of my Omaha-Beach Map. I have been working on it for quite a while and i´m now at the point to release it to the public for testing before finishing it.
The map features the Omahabeach area at D-Day morning and should suit well for WWII scenarios. It is based on historical maps, google earth and of course a little bit of imagination. In the NE you will find a small island which should not be there but is supposed to be the base for invasion even if it might be a little far away(the boats are too slow ;o). There is also space for a small airport but that is not included yet.
You can find Villages, a working but not finished roadnet and a landscape inspired by the Normandy. An airport is still to come.. i´m open to suggestions where to place it. As i really like Warfare i would like to encourage Missionmakers to also make a warfaremission for this map but that is up to you of course. The strongpoints (Widerstandsnester) are not implemented yet because i dont have models that would do for that right now. Maybe ill find some time and the skills to help myself.
Rip31st was so kind to let me use some models from the 31st Normandy Mod and i want to thank Opteryx for letting me use his wheat which will be implemented in a later version.I also want to thank mapfact for releasing rocks where you can walk on. I also want to thank the community for answering questions and making tutorials etc. which helped me doing this map.
If i forgot anything or anyone ...tell me plz.
Along with the map you need to download my objects-pack. It consists mostly of retextured Bis-objects and some objects i made from scratch according to my limited abilities. The pack cotains some walls, Hoeckerlinien and other Obstacles and objects i made for my map .You may use these objects on your own maps and missions if you want.
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 Sickboy has released an A.C.E. Mod Patch 3 on the BI Forums.
1 week after the previous patch release, we are proud to present Patch 3 to you. Numerous bug fixes, feature adjustments and additions have made it into this Patch, see the Changelog link below.
Changelog: http://www.acemod.net/wiki/Changelog#v1.03
Update - 185MB (already have A.C.E. installed) You can update your Mod by running the included Updater (Windows Start Menu, or @ACE\Tools folder), or by downloading from below mirrors (In case you update with the updater, if you get a message about sixarma-updater.exe being in use, please close the black dos window, and click Retry)
Edit Feb. 16 2009,17:30:
A showstopper bug was found, and resolved.
Changelog: http://www.acemod.net/wiki/Changelog#v1.04
Update - 12MB (already have A.C.E. installed) You can update your Mod by running the included Updater (Windows Start Menu, or @ACE\Tools folder), or by downloading from below mirrors (In case you update with the updater, if you get a message about sixarma-updater.exe being in use, please close the black dos window, and click Retry)
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Killswitch has released an updated Extended Eventhandlers v1.93 addon by Solus&Killswitch on the BI Forums.
A new Extended Eventhandlers is ready - version 1.93 ... This one is the same as the one in the A.C.E. mod 1.03 patch and fixes the problem with "InitPost" event handlers not being executed on vehicles that are created after the mission starts. (See Create plane with script - all weapons show)
Changelog excerpt: ... 1.93 (Feb 16, 2009)
Fixed: empty vehicles created after the mission started did not get their InitPost handlers called...
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Datakill from the Studio Alpha website posted three new pictures of their VDV units and BTR-80.
Still a lot of work to to on the BTR, it will be released after the VDV units
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Nicholas Bell published couple days ago several new pictures of his work in progress Razani, North Waziristan Map on the BI Forums.
I'm about to the point of an initial release - thanks to Opteryx who is being very gracious in allowing me to use his excellent models. In fact, I'd say he's used some of his valuable time to make structures which fit this map. Don't know how to thank him enough.
Anyway, this is and still will be very much a work-in-progress. There will be: NO airfield NO Caves NO FOBs So when the time comes, there's no need to waste time or bandwidth if these are important to you.
There some Pashtun Kots (usually translated to "compounds") - and there will be MANY more of them all over the map. Some clustered in groups. Others scattered around on hilltops and secluded valleys. All based on my best analysis of Google Earth to reproduce what is actually there. But for now you'll have to settle for what is done. Doing my best to have something out by early next month. In the meantime, here are some views of recent work:
I really like the look of the Lost Brothers Mod Taliban. My thanks to Miles Teg.
As I previously stated, they really believe in "every man's home is his fortress". No wonder attack by Predator is preferred by the US and one reason why the Pakistani Army has had difficulties here.
Got to laugh, it's pretty apparent that one's wealth is displayed by the wall height of your Kot (up to 7 meters) and the number and height of your towers. The old "keeping up with the Jones' comes to mind, too The poor guys in the back country only have low walls and no towers.
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Dr_Eyeball has released an updated 1.3 version of Merlin, MP real time scenario editing and training system on the BI Forums.
This is a minor version update. There are no major changes to functionality. It's mainly a compatibility update for addons and terrains. Thanks to all for various reports and requests.
Version 1.3 Change Log:
Major changes: * display event handler compatibility with ACE and similar addons, plus ensuring it still works without any addon dependency (eg: a display EH addon). * Support for several more terrain addons: Afghan village, FDF_Isle1 (Podaga), Tatawin & upcoming Unsung mod. PM me if I've missed any major interesting islands. * Fixed hostage menu bug. (Was looking for 'captive' spelling.)
Minor changes: * Markers for Spawned AI were not disappearing (reported by b1sh0p). * Create standalone weapons and ammo via menu (Crates/IED->Advanced Class Creation->Find Weapons) * Simple Export data types button on Create dialog. Still WIP. Just a tool to export type names. Intended for crates only. * Grid ref coords (pos2grid.sqf) offset corrections for the extra terrains/islands. * Added ACE & Unsung addon crates/medic boxes to "Crates" menu * Added ACE Bandages to crates & soldiers if needed & ACE detected, otherwise uses old 'Use/Take field dressing' actions. * Client/server (LocalityInit.sqf) modified to recognise non-dedicated client/server. * Fixed Heli HUD to (usually) work with Mandoble scripts. * ICE Command Interface (still WIP) now includes the basic workings of a squad to squad comm's log & dialog (orders, requests & acknowledgements, including rejection). Arma 2 will already have a new command system, but I'm not sure if they've handled this sort of comm's yet. * Internal restructuring, plus some JIP changes.
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SMERSH has informed us about the release of new WIP screenshots featuring upcoming German heavy tank addon PzKpfw VI Tiger, Crew and Werhmacht infantry squad by SMERSH and SofD on the BI Forums.
The tank has 4 variants of camo: - Desert - Gray - Camouflage - Winter .... Crew: - Special created addon Crew
Bonus: - Special created Werhmacht infantry squad
Release date: Soon
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EddyD published two new pictures of his upcoming work in progress Aircraft Shelters parking on the BI Forums.
Hey all, I have working on the shelters parking make for one shelter , two shelters , tree shelters parkings and one open parking for big planes here are some wip pic
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Rip31st from the 31st Normandy Mod released three new pictures of their Rail Roads on the BI Forums.
Heres some rail road stuff in work ( there is literally hundreds of miles of rail). Some more scenery with new vegetation/clutter: You'd never know an ambush was waiting on either side of the road for you!
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Lennard has released a M249 pack addon on the BI Forums, this addon features 3 M249 versions, one with a rail, one with an acog and the third with an aimpoint
Today I release three different versions of the m249 I've made this morning. It's just a simple copy and paste addon but I think they're cool for some special forces or my RACS addon :p
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