What do you think about this? Was it a good idea or do you think that was a useless step? We're looking forward to your opinion at comments and we can't wait for your "likes"!
Bushlurker has released the 1st Edition of his Bush's Geotypical Microterrains - A Beginners Guide on the BI Forums. This 42 pages .Pdf guide is coming with the Afghan Valley Source Files needed to follow the walkthrough on the way to build own map. This Guide is a must have, along with Sgt Ace's Tutorial for all having island /terrain making projects.
Finally, as promised quite some time ago , here's the first of my "microterrain" Source File packages, plus a fairly detailed Beginners Guide... (42 page/18,000 word pdf file with clickable main index).
This guide is primarily designed to accompany the Bush's Geotypical Microterrains series of source files packages. As such, it's not really a complete, from-scratch, teach-you-everything-you'll-ever-need-to-know-about-terrainmaking tutorial. There is a "beginners" section which, after some initial install and setup instructions, directs you to Sgt Ace's Tutorial - thereafter, the rest of this guide is more like a mechanics manual - the simple mechanics of getting basic terrain structures working and in-game are discussed in some detail... the files you need, what they are, what they do and where to put them.
This MOD simulates Japan Self-Defense-Forces. jsdf_ace2_config adds 'some elements for ACE2' to this MOD. Also this pbo replaces backpacks with 'backpacks for ACE2'. If you don't use ace2, remove "@JSDFMod_ACE" directory.
1.30 changelog from 1.28
NEW FEATURE -(JSDF_Wep) Type06 Rifle Grenade(JSDF_M_RG_22_APAV) for type89/64 Rifles -(JSDF_VehA) Type90 TK -(JSDF_VehA) Type89 FV -(JSDF_Man) Balaclava texture(jsdf_Face01_camob to jsdf_Face09_camob) BUG FIXD -(ACE2) XEH(3.1.0) syntax probrem -(ACE2) LAV's minimi magazine reloadtime is zero CHANGED -(JSDF_AirH) CH47's heavier geometry -(ACE2) LAV's minimi uses "ACE_200Rnd_556x45_T_M249"
Edit : fixed JSDF MOD 1.31 released
I'm sorry, 1.30 have serious bug with ACE2, And I updated 1.31. ----------------1.31 changelog from 1.28--------------------- BUG FIXD - (ACE2) ACE2 config isn't include config(binalized miss) CHANGED - (JSDF_VehA) Type89 FV is hide (because this causes arma2 crush)
Desrat has released a FSM Support Systems v 1.0 script pack on the BI Forums.
I know there's multiple air support and artillery scripts around at the moment but whilst investigating the possibilities of what FSM has to offer I decided to make an all in one solution that combines the various options into one package.
The example missions (one for A2 one for OA) uses the communication menu to call in the support (default space bar - communication) and is split into 4 different sub menus ...
... Only 1 support mission can be executed at any given time (so cant have CAS and artillery firing at the same time for example) and the mission designer can impose limits on how may times both fixed wing, rotor wing and artillery can be called (air drops are part of fixed wing), from within "Support\SupInit.sqf"
The ammo drop includes the ability to add custom code so you can use your own loadouts.
I've done my best to ensure multiplayer compatibility and haven't found any game breaking issues thus far.
Meatball0311 has informed us about F/A-18 Super Hornet : mar_2MAW_V1.8 addon release on the BI Forums.
UPDATE mar_2MAW_V1.8 (with a special thanks to Mandoble)
FIXED: Damper now works perfectly!! FIXED: Lift envelope was off (plane took off by itself at like 150 km/hr) IMPROVED: HUD IMPROVED: Afterburner flame FIXED: Chernarus lag (tested with 5 F/A-18 vers 5 SU-34, only lagged once and that was during an explosion) ADDED: Extended_Eventhandler (CBA Required) ADDED: Two more US Navy fighters ADDED: New MFD 3 with startup ADDED: Indicator Lights with startup REWORKED: The whole addon, rewrote scripts from .sqs to .sqf, removed scripts, renamed classnames of aircraft, renamed addon to MAR tag. (A big thanks goes out to Franze and the ones that helped him with the original F/A-18.) FIXED: AI landing gear issue (still havent had a chance to check them landing) FIXED: LOD issue REVERTED: Back to vanilla ArmA II useraction Gear Up/Gear Down STARTED: Working on new added bonuses with Mandoble. SPECIAL THANKS: USMC (#2)[GLT]MYKE, (#3)F2F_BHO, (#4)FRANZE, (#5)MANDOBLE, / US Navy (00)JDOG in appreciation for helping me your names are on each of those numbered planes and along with a special WSO!!!
Mike Sharkey from PC.Gamespy.com has released a new about Project Reality - ArmA 2 Mod - release.
You haven't played ARMA 2 until you've played Project Reality: ARMA 2. The modding team behind Project Reality: Battlefield 2 is back, adding their signature level of realism to Bohemia Interactive's tactical shooter, and the v0.1 beta is ready for download.
Designed for ARMA 2: Combined Operations, the Project Reality mod tweaks the game's existing weapons and vehicles to more closely mirror their real-life counterparts. But that's just the tip of the iceberg. Project Reality: ARMA 2 overhauls the game's user interface, adds new game modes and visual effects, enhances sounds, music, and environments, includes various new vehicles and weapons, and more.
Check the trailer:
"After countless hours of development, thousands of code changes and an intensive testing period, we are pleased to announce the general availability of the Project Reality: ARMA 2 v0.1 beta modification," the design team states. "We have strived to change as many aspects of the game as possible to create the most realistic, team oriented, online gaming experience available on the PC."
The Project Reality designers stress that the PR: ARMA 2 mod is a beta build, and they are seeking feedback from players to ensure the concept of the mod is sound before adding more features.
=KCT=Blackmamba has released an updated Faysh khabur beta 03 terrain on the BI Forums. BAF and PMC needed.
Situated in Iraq’s far north, the province of Dahuk is famous for its snowy winters. The border crossing near the town of Zakho is Iraq’s primary border crossing with Turkey. dahuk has also a border gate with Syria known as the Faysh Khabur border gate. (not shown in terrain) The main trading route from Iraq to Turkey runs through Dahuk, this could bring economic gain as cross-border trade increases. Some villages were destroyed or evacuated since 1988 due to insecurity and other problems like poverty and loss of essential resource, for these reasons people migrated from their villages to sub-district centres, living in public buildings or sharing houses with other families. In general, roads are in good condition except some far located villages that are hard to access, especially in winter. The economic situation in the district center is good, but poverty prevails in sub-districts and villages and people depend on low agricultural income.
The terrain is based on actual hight and satalite data. and depicts the southern part of dahuk and its main trade route with turkije. Its a pretty deserted area with some small village's, two bigger towns. At the moment there is a border crossing but like most of the urban area's it needs to be finnished. Things might change in the future, except all location's stays like it is now. most villages are placed pretty much where they would be in real life some are changed in to industrial area's and Underground factory's, cause i couldnt find the objects needed for the specific locations. The terrain lends itself perfectly for longrange sniper mission's, escape and evade wich would be a hell of a challenge, convoy missions,tank battle's etc etc. The terrain is divided in two, the river Tigris is crossing the entire map. There are two bridges to cross it but u can find your way trough shallow water. Make use of amvibious vehicles for troop transport, or u might travel with arma airlines.
RavenDK has released an updated DDAM Julkat v 1.0 ACE version addon on the BI forums.
Danish Army M1045A2 Julkat aka Hedgehog + crew.
Version 1.0 Changes: Fixed steerigwheel bug Added Light Scout + Medic Added Aimpoint for the .50 cal (hit zoom in key to change from Aimpoint to Elcan)
Meatball0311 has informed us about F/A-18 Super Hornet : mar_2MAW_V1.7 addon release on the BI Forums.
UPDATE mar_2MAW_V1.7
REMOVED: F/A-18F marker FIXED: Engage Afterburner action IMPROVED: I really like the new textures (Thanks F2F_BHO and tromac) IMPROVED: The afterburner flame SPECIAL THANKS: USMC (#2)[GLT]MYKE, (#3)F2F_BHO, (#4)FRANZE, (#5)MANDOBLE, / US Navy (00)JDOG in appreciation for helping me your names are on each of those numbered planes and along with a special WSO!!! FINISHED: Startup sequence for MFD 1, MFD 2 (I have more plans for them in the future) CHANGED: HUD color FIXED: takeoff speed actually it is now around 175! FIXED: Can use player profile face with pilot FIXED: Canopy angle to high when open, Bottom of canopy should almost pass through top of WSO seat. DID THE BEST THAT I CAN AT THIS MOMENT ON THE DAMPERS...THEY STILL NOT THE BEST BUT I FEEL IN TIME THEY WILL BE ADDED: No. 1 Squadron of the Royal Austrailian Air Force (Textures done wonderfully by tromac!!) IMPLEMENTED: hiddenselections on the planes so the file will stay small and faster.. WIP: the cockpit might have some black areas that should have textures.. i know about that and actually am planning on redoing the cockpit. will be on later update. CORRECTED LAND CONTACT POINT: plane was hovering a little should be good now. FIXED: Nosegear wheel tread is gray instead of "sticky flat" black. FIXED: * Gun Port should be metalic and differ darker than surrounding pain scheme. ADDED: Royal Australian Air Force No. 1 Squadron (had to have some Aussie's in this mod) (Thanks to tromac for the Aussie textures!!)
This MOD simulates Japan Self-Defense-Forces. jsdf_ace2_config adds 'some elements for ACE2' to this MOD. Also this pbo replaces backpacks with 'backpacks for ACE2'. If you don't use ace2, remove "@JSDFMod_ACE" directory.
1.28 changelog from 1.27 (NEW FEATURE) (JSDF_Man) JGSDF_Engineer (ACE2) "@JSDFMod_ACE" folder and logo (etc) jsdf_marker by Strato (ACE2) JSDF_W_MG_MINIMI_static for LAV(recoil reduced) (BUG FIXD) (JSDF_VehA) wrong cfgpatches syntax (JSDF_Air) 767 elevator's direction (ACE2) Type96 WAPC's smoke launcher effect (CHANGED) (JSDF_Wep) type89 CQB eye's position (JSDF_Wep) type89 rifle's dotsize (JSDF_Veh) kawasaki KLX 250's wheel won't invisible (ACE2) tough Wheel's hit point
Martin has informed us about Taviana island release on the BI forums.
Hello everyone,
The long awaited moment is finally here!
Taviana (Officialy: Tavianska Socialističiskaja Respublika - TSR– The Socialist Republic of Taviana) is an island country situated in the Baltic Sea approximately 120km off the coast of Lithuania or Kaliningrad. It has a population of approximately 1 500 000 inhabitants of who 90% are ethnic Slavs called “Rustaki”, Russians or Poles and 10% ethnic Lithuanians. The capital and second largest city of the republic is Sabina which is located on the Southern coast of lake Umag, has a population of approximately 150 000 and has the republics main international airport.
Changes in Upgrade ++: - RVmat material Changed - Body Texture and ETC.. Changed - More Detail + More Accuracy Turret and Hull, Basket Shapes. - Added Logo(Fuji Armor School)--Type10. - Added Logo(TRDI)--TKX.
If you want a MBT's Kneekling(The Left, The Right, The Front,The Backward..),, Just select kneeling mod.. then, push the wheel mouse bouton
You can find this addon in JGSDF and JGSDF_BLUFOR
Edit : TKX-Type10 Fixed version release
Changes in fixed version Typo correction Fixed some Texture errors
J-Guid has released his A.C.M. (Advanced Chat Mod) addon on the BI Forums.
I present to you the ACM (Advanced Chat Mod or Admin Channels Moderation) Many servers and communities play with ACRE, Sometimes when the players are far from each other, Rather than something to communicate over the radio, they begin use the chat. This is a very spoiled game atmosphere and strong sense of destroying radio chatter. Seeing this, I wondered whether you can block chat for players that would use only an ACRE? We made this mod special for ACRE mod and for that would give server admins the ability to control the chat channels
Gazzara visited the Bohemia Interactive Studio's where Ivan Buchta talked about the development process of ArmA 3. The article covers the research that was done on Lemnos ( including some picures) and various other aspects of game-development research like the field-trip to a hungarian manufacturer to get the ballistics and firing sounds recorded.
“We are a Studio of big ambitions and like to produce games that other Publishers would look at as impossible” Ivan reveals to Gazarra over lunch with a demeanour that is down to earth, realistic yet passionate about the game he is helping to produce.
Bohemia Studio’s Arma division, operates out of the beautiful city of Brno, in the south of the Czech Republic and acts like a Behemoth from the outside, hitting heavy with Arma II, a military sim so steeped in operational realism that you would think the studio had 100 staff working tirelessly on the project.....