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  Halo3 pack addons by waterhiro Addon release    
Waterhiro has submited to Armed Assault.info his Halo3 addons pack featuring Halo3 (Masterchief + Cobra) and Ninja (Shinobi) characters.

Included files:
OS_MINIGUN.pbo
halo3_cobra.pbo
halo3_master.pbo
ninja.pbo

Wheel mouse button is JUMP-Key.
and then Masterchief have a Ghost-mod(Stealth)

Original Ninja-addons'modellinig is KoBRaAndrey's modelling (I customed only.)
Original Halo3-addons'modellinig is 3dregenerator's modelling (I customed only.)

This addon is made for ArmA2-CO 1.59
This was tested in (1.59 ver) only.
Not fully tested in Multiplayer.


Edit : New Halo3 hotfixed version released:

- Include Intruder.
- Material change Ver

Included files:
OS_MINIGUN.pbo
halo3_cobra.pbo
halo3_cobraB.pbo
halo3_Ninja.pbo
halo3_master.pbo
halo3_intruder.pbo
ninja.pbo





  June 19th, 2011 - 10:25 By Old Bear   Comment (1)  

  Mig-15 version 2.1 released! Addon release    

Martin has informed us about Mig-15 Version 2.1 addon release.

I'm proud to say that the Mig-15 Version 2.1 has been released.

This addon is a very big update over the original version 2.0 fixing a lot of bus and adding a lot of new features such as new engine sounds and CAWS (voice warning system).

I would like to thank VictorFarbau and sv5000 who have put a lot of work in to updating this addon.

Change log (by VictorFarbau):

- New engine sounds (idle, full throttle, inside)
- CAWS added (voice warning system)
- added CAWS scripts in \mig15bis\scripts
- added new engine and CAWS sound files to \mig15bis\sound

Changes to config.cpp:

- added CAWS sounds in CfgRadio
- added engine sounds in sounds[]
- added init line of CAWS in EventHandler init

Change log (by sv5000):

- Fixed texture issue with cdf version
- Fixed config issue with Chedaki (ChDKZ) fighter bomber version.
- Renamed rockets to S-5, and added 1 more rocket to each pod to match Visual model
- Added 37mm cannon
- Added 23mm cannon





Source : BIS Forums
  June 19th, 2011 - 08:55 By Old Bear   Comment (0)  

  AGS Industrial and AGS buildings v1.4 released Addon release    
Snake Man PMC has informed us about AGS Industrial v1.4 and AGS buildings v1.4 releases on our Forums.

This is AGS Industrial Pack addon from OFP, now ported to work in ArmA 2. These models can be used from mission editor, or placed in WRP terrains directly.

These are the good old Agent Smith (AGS) buildings from OFP ported to ArmA and now ArmA 2. It includes merged textures, reduced section counts and optimized models. This is high performance building pack.

New features are separated config and signatures with v2 keys.

No addons required.








Source : Snake Man, PMC.
  June 18th, 2011 - 15:49 By Old Bear   Comment (0)  

  Experimental betas - Interpolating the future Official    

Ondřej Å paněl has posted an article about "Experimental betas" on the Developers Blog.

Wednesday, 15 June 2011 14:53 Written by Ondřej Å paněl

As mentioned on the forum, a few beta-patches released recently contain "highly experimental" features. Their most visible manifestation so far were various bugs, including severe ones, like substantial memory leaks, and a single line in the changelog:

[79670] Fixed: AI warping at distance in single-player.

It is therefore not unexpected some users started to wonder what is going on and what is this "new experimental technology" about.

The goals of the technology are as follows:
- fixing the old problem of far units "jumping"
- improving the frame-rate
- based on this technology even unit jumping seen in multi-player could be reduced

I will first describe what is the "new technology" about, and then how it will address the goals.

Interpolating visuals

Until now the link between the simulation and rendering was straightforward in our games: first the simulation has updated the world state, then the rendering has rendered it. This is quite a common architecture in games, it is simple, but it comes with some drawbacks:

- when the simulation of the objects in the game world is complex, increasing frame rate becomes very hard, as the simulation can be very hard to optimize

- when you reduce the frequency of simulation for some game objects to improve performance, the objects start jumping

- it is hard to make the rendering to run in parallel with simulation, as it is sharing the same data, resulting in either race conditions or a significant synchronization overhead

The solution to all of these problems in simple: make simulation independent on rendering, and interpolate results of simulation to have the onscreen motion smooth (this is well known approach in gaming industry, one good description can be found at Fix your timestep!). Some of you may ask now: if it is this simple, why took it so long to implement it in our games? As usual, it shows it is not as simple as it seems at first sight. If implemented naively, the result would be very ugly. As there are many units in our games and their simulation is quite complex, we want their timestep to be not something like 1/60 sec, but rather 1/10 sec or even more. While adding interpolation improves framerate, it also increases the latency, the increase being the timestep. The latency is already quite high because of multiple stages participating in the process (see Gamasutra articles Programming responsiveness and Measuring Responsiveness in Video Games), but increasing it 100 ms or more would result in a game with a high framerate, but very slugging controls. Fortunately, it seems there might be an other way.

Living in the future




The increased latency is primarily a problem for the player. Imagine we could simulate the player each frame, but the rest of the game would have the fixed time step. "Elementary, dear Watson?" Not that fast, dear Holmeses, we are not done yet. If done this way, the result would look nice, but you would be often unable to hit anything, as everything would be displayed on the screen on a position where it was 100 ms before, which in case of fast running soldier means about 50-70 cm away, enough to miss when shooting. The final solution we are implementing is similar, but a bit more elaborate. You can imagine it like all AI units are living in the future, but player interacting with "recent" state, which from their point of view is already "past" state. There are multiple corner cases to be solved with various possible combinations of "recent" and "future" objects interacting, but with some work it looks possible. And this is exactly what is the point of those "experimental" betas.

Current state

Recent versions already have interpolations fully working (you should never see a far units jumping in single-player), they have a player living "now", nearby units live "now" as well, and only distant units live "in the future". We did not allow the future for the nearby units yet, as there still some corner cases unsolved. Before we proceed to that, we want to make sure we have fixed all the major issues caused by the pure fact the changes were very extensive and deep in the core engine.

Future future

We hope that most of the issues with the future are solved now as of 81921 beta and we will soon be able to proceed into enabling this technology fully. This should hopefully improve the frame-rate on its own, but furthermore it will provide us a solid basis to make more of the rendering to run in parallel, and to improve the multi-player "jumping" issues as well.


  June 15th, 2011 - 21:32 By Old Bear   Comments (2)  

  TF141 Team - WIP Screenshots    
GalComT part of the TF141 Team released several new screenshots of their latest work on the BI Forums.

Its been a while since i have posted some updates, but here are a few updates. Our Team has received some reinforcement, 2 modelers and an Island constructor and there is quiet a lot on the to do list.

Here is the progress of the last week: More progress on the U1300L

Our new member brought a nice MAN 10t GL truck with them, which we are now working on getting it intoproper shape.

The light drone Aladin, allreadyfunctional ingame as an infantry based drone with a flight time of roughly 15minutes (for game play purposes)




  June 12th, 2011 - 21:10 By Marko112   Comment (1)  

  Cromwell Mk IV/V F - CSA38-45 Screenshots    
Petrtlach from Army of the Czecho-Slovakia Republic 1938-1945 released several new screenshots of their WIP Cromwell Mk IV/V F



Source : BI Forums
  June 12th, 2011 - 20:52 By Marko112   Comment (1)  

  Isla Duala v 1.95 released Addon release    



IceBreakr has released an updated Isla Duala v1.95 on the BI Forums.

Changelog v1.95
- removed dependency to CBA & MissileBox and added Myke's standalone ibr_missilebox for Viggen
- incorporated new African Foliage 1.24t2 by Berghoff (AI now doesn't have any advantage over human players)
- added two loading screens (intro, mission loader)
- added more border fence openings (for AI behaviour)
- fixed GPS grid accuracy
- added two small concrete parking spots for planes on scramble alert
- added new buildings to ibr_dtowns.pbo
- built a new town Numbo in central Afrene border region with several outposts and Army HQ
- added transport chopper: SA.342MT Gazelle (Molatian Airforce)
- added gunship choppers: Gazelle (CAS) 12,7mm+2xTOW and AS-350 Squirrel (CAS) 20mm+7xHydra
- fixed SU24 left engine glitch when starting mission in flying mode (tnx Wld427)
- fixed T-55 turn-out anims and made a new Molatian camo for it
- added Molatian Crewman, Molatian Commando and new Afrenian Rifleman (M16A2)
- fixed Molatian camo (more blending into Dualan desert, tnx Sahbazz)
- added more crossings over river, improved shores
- upgraded Molatian prison camp in central region
- added 4 soccer fields to biggest towns
- built a new school in Engor
- added bridges and new roadwork from mainland to NW and SW islands
- improved coastline
- improved zetaborn faction: new sounds, added spaceships & tanks
- Afrenian Viggens are stand-alone now (Tnx Myke!)
- Afrenian Viggens are compatible with vanilla Arma 2 now
- Zetaborn faction is compatible with vanilla Arma 2 now
- fixed Viggen gunpod, added new orange tracer ammo
- added armed Datsun jeeps to both sides in skins: army, black and police (only AFR side)
- fixed horizont on Squirrel chopper (tnx RKSL-Rock)
- fixed the missing Pinzgauer sound
- fixed the missing chopper voice name in radio protocol
- new V2 signatures for increased server security
- improved savannah ground texture (bump-map)
- added Molatian Army's Group: Infantry-SpecOps
- fixed soldier classes in Groups to default rifleman
- added a mod logo





Source : Armaholic
  June 12th, 2011 - 13:14 By Old Bear   Comment (1)  

  Co20 F-14 Tomcat Carrier Operations by ANZAC SAS Steve Mission release    
ANZAC SAS Steve has informed us about Co20 F-14 Tomcat Carrier Operations mission release on the BI Forums.

This time we would like to share with you a different version of our "Air War" Series MP Mission in the FPS friendly and Large 50x50klm "Necro" Terrain by "Coward_Heart".

This variation of the Air War missions utilizes the U.S.N. Nimitz Aircraft Carrier by "Jdog".
On deck is the Ikar Navy F-14 Tomcat addon.

This MP mission is based around teamwork between Airborne Strike units and Marine Force Recon units.The airborne units have numerous targets to destroy. SF units will assist in "lasing" some of the more diffficult targets for the airborne units such as ZU-23 AA guns that aircraft cant "lock on" to.

All feedback is welcome thru the "Co20 F-14 Tomcat Carrier Operations" thread on the Bis Forums.


Edit : Co20 F14 Carrier Operations mission updated
... new 1.1 released



  June 12th, 2011 - 12:19 By Old Bear   Comments (3)  

  Arma 3 Gameplay Videos Videos    


Jeffrey Sistermans from gaming.operationreality.org has released E3 Arma 3 Presentation Walkthrough YouTube videos on the BI Facebook pages.



Thanks also to Scanzee for the links :

E3 2011: Walkthrough (Cam) Part I HD
E3 2011: Walkthrough (Cam) Part II HD
E3 2011: Walkthrough (Cam) Part III HD

  June 11th, 2011 - 10:08 By Old Bear   Comments (5)  

  Satellite view (SATCOM) by Pixel Art Studio Addon release    
Chicago from Pixel Art Studio has released an updated Satellite view (SATCOM) v1.5 addons and scripts pack on the BI Forums.

It is long time what I released this addon on armaholic.com but now I decide to release it here for large spectrum of users. SATCOM is addon of satellite view for Operation Arrowhead, Combined Operations and ArmaA 2. The first addon of satellite view I already released for ArmaA 1 and the basis for new version is the same with a lot of improvements and new functions. Now you can use thermo mod view (FLIR), night mod view and it is SP, MP and ACE 2 compatible. Furthermore, OA version includes a SatCom Operator unit and SatCom terminal backpack.

v1.5
- added new packages (script versions)
- added SWAC module
- updated function for activation / deactivation of the SATCOM system
- updated manuals



Manuals:
http://www.pxs.armaholic.eu/satcom/Main.html
(the loading of this website can take longer time)








  June 10th, 2011 - 10:14 By Old Bear   Comment (0)  

  Take On Helicopters - E3 2011 Trailer Official    
A new "Take On Helicopters" trailer has been released on the official Take on site.

Bohemia Interactive, the award-winning independent Czech development studio, is proud to release a brand new teaser trailer for their upcoming helicopter game: Take On Helicopters.

This video teases just some of the new experiences, such as the real-time cockpit video display, mirrors (render-to-texture technology), the new interior and exterior animations, as well a whole host of environment updates and improvements.

Built upon over 10 years of experience, Take On Helicopters immerses players within beautifully rich landscapes and an authentic helicopter experience.

The complete helicopter experience is scheduled for release exclusively for PC in Q4 2011.




  June 10th, 2011 - 10:02 By Old Bear   Comments (2)  

  Arma 2 FREE announced Official    
Arma 2 FREE has been announced on the official ArmA2 web site. Coming June 2011.

Arma 2: Free (A2F) redefines the free-to-play battlefield with its truly unrivalled scale and gameplay possibilities. A2F serves up almost everything offered by the original Arma 2 - the '13th best PC game of all time', according to PC Gamer - minus the campaign, HD graphics and support for user-made addons and mods.

Create your own custom-built scenarios or deploy a massive selection of missions and game-modes made by others. No micro-transactions, no hidden costs, just the same epic terrain and huge variety of equipment! This is Arma 2 Free - virtual war without the training wheels.

Arma 2: Free to download, free to play, free to share, free to host, free to create... free to play redefined!

NO CREDIT CARD OR SENSITIVE PERSONAL DATA REQUIRED TO PLAY!



*available at additional cost

  June 9th, 2011 - 21:10 By Old Bear   Comments (4)  

  BI Tools 2.51 for Arma 2: Operation Arrowhead released Editing    

Maruk, BI CEO, has informed the community about the release of updated editing tools for Arma 2: Operation Arrowhead on the BI Forums.

Updated editing tools for Arma 2: Operation Arrowhead are available now as release candidate from http://community.bistudio.com/wiki/BI_Tools_2.5

The tool suite is consisting from:

Oxygen 2 Personal Edition for Arma II - model editing and animation package
Visitor 3 Personal Edition for Arma II - terrain and map editing
TexView 2 - texture convertor and viewer
BinPBO Personal Edition - packer
Sound Tools - sound and lipsync utilities
FSM Editor - tool to edit and compile fsms used in Arma 2
BinMake - conversion tool
Tools Drive - main working directory for tools with mandatory data files
FontToTga - utility to create fonts for Arma 2

Changelog:

O2 - some improvements and fixes, improved function Carve and Touch Face, OA compatible
V3 - no changes
FSM editor - no changes
Sound Tools - no changes
TexView2 - updated, minor changes (*_CAN.tga combatible), + added TexMerge
P Drive setup - added models of roads from roads_E, roads_PMC + updated DTA, Core, OA Buldozer.exe
BinPBO - new: creating textureHeaders.bin + updated Binarize. Filebank.
DSsignFile - updated,v2 signatures support
binMake - does not convert paa -> paa, just copy it.
FontToTga - added
(OA) Buldozer - FLIR preview [keys: N, F1, F2, F3, F5, F6, F7, F8]
Icon set and auto association for P3D,PAA,TGA,
Updated all uninstall.exe's


Edit : Updated to version 2.5.1
Setup will install newer C++ 2008 Redistributable Package (x86)



Source : Bistudio.com/wiki/
  June 8th, 2011 - 17:46 By Old Bear   Comment (1)  

  Arma 3 screenshots from E3 Screenshots    

A new set of Arma 3 E3 screenshots have been released on the BIS Facebook pages.




  June 8th, 2011 - 16:52 By Old Bear   Comments (7)  

  Seventeenth release of A&S ProMode (2011-06-07) Mission release    

Kju has informed us about the Seventeenth release of A&S ProMode (2011-06-07).

The smaller update mainly adds the ability for the admin to adjust the zone positions in the briefing phase when playing the random mode.
You can now easily adapt the zone positions before starting to play, if you are unhappy with the randomly generated result.

In the following video you can see how it is done:



A&S ProMode - Random Mode - Admin Adjustable Zones

From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

2011-06-07 changelog

# Added: Make it possible for the admin to adjust the zone positions during the briefing phase in the random mode.

# Changed: Make random vehicle generation for human players disabled by default.
# Changed: Adjust angle of spawned AI vehicles to the next target zone.
# Changed: Make AI pilots to selfkill when the eject in high heights.
# Changed: Automatically remove obsolete ammo crates and mashes at X-Ray.
# Changed: Add templates for Utes and Chernarus.

# Fixed: Random mode has issues when a new client JIPs.
# Fixed: Mission time display at mission start is broken with dayTime 0 AM.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2011-06-07) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!




Source : PvPscene
  June 8th, 2011 - 04:26 By Old Bear   Comment (0)  

  Arma 3 teaser trailer released Official    

Arma 3 teaser trailer released on Arma 3 official web site



  June 7th, 2011 - 17:04 By Old Bear   Comments (6)  

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