Hey all, Well we are still moving forward time for a bit of an update and some eye candy to keep you interested.
Campaign/Missions The mission guys are continuing work on the campaign we can now reveal is called : Operation Copperhead
You are Captain Jack Campbell from the special forces southern highlands command bought in to take charge of Camp Oscar. Survive numerous VC attacks on the SF base and surrounding villages while you retrain the local CIDG forces and build relations with the local populous. Go on recon, rescue and support missions following a progressive original storyline. However, watch out for the hardened NVA forces also entering the AO they will try to oust you to take control of this strategic area as they move down from the north. It's up to you and a specialised team to turn the tide and keep your AO under US control.
Sounds We have also remixed all our weapon sounds to match as closely as possible to the real thing. However , it still gives you that punchy feeling like you actually holding the gun in your hand. Also we are expanding the sound side of things to take you deeper and immerse you in jungle operations of Vietnam. Now you will actually hear the VC and the screams for help from your wounded team mates, plus a few other surprises.
Configs While the config wars continue, Columdrum is winning the battle. However he could use some help there is a lot of little fiddly fixes to be made to get the mod in top shape.
Models As you can see YAC has been hard at work updating and re texturing our weapons. Here's a few WIP pics so far
Islands Also,new maps in the works . Guess where this one is? Thanks to the kind donation by Geloxo and Frosty Bowman we have 2 new islands under construction.
Zip informed us that Liberation 1944 released a series of high quality screenshots of their upcoming PC game "Iron Front - Liberation 1944", the game will run on the Arma II engine and is set for release Q3 or Q4 this year.
This fall, Deep Silver and X1 Software send fans of tactical gameplay and shooters back to 1944 in "Iron Front – Liberation 1944". The location? Southern Poland during the Soviet Offensive in the summer of that year, when the infantry and tank units of the Red Army and the Wehrmacht engaged in fierce combat. "Iron Front – Liberation 1944" is based on the engine of ARMA II Operation Arrowhead by Bohemia Interactive.
The player takes on the role of a Russian or German infantryman, using teamwork, tactical skill and authentic war machines to battle for victory. The German campaign focuses on slowing the advance of the Soviet troops, while the Soviet campaign is all about breaking through the enemy's resistance. However, the player does not have to do all this on foot: Using their computers, tacticians will control tanks, including the famous German battle tank Panzerkampfwagen VI or "Königstiger" and the Russian Stalin tank JS2, or fighter planes such as the Focke Wulf 190 and dive bombers like the Stuka or the Petlyakov PE-2.
Online is where the battle really heats up in "Iron Front – Liberation 1944": Players can either complete missions cooperatively or compete with each other in special multiplayer modes such as "Capture the Flag" or "Attack and Defense". "Iron Front – Liberation 1944" also includes an extensive mission editor, enabling players to intuitively create their own missions and share them with their friends online, thus guaranteeing that there will never be a shortage of new missions.
"Iron Front – Liberation 1944" is due to be released exclusively for the PC in the fourth quarter of 2011
Work is still ongoing on the Updater 2.3 Milestone. The first beta is planned for next week, but everything is already available for your testing through auto-self-update!
The following features / changes have been implemented since the previous Updater 2.3 WIP Report:
* Several internal bug fixes and improvements * Improved performance (more planned for 2.4 and 2.5) * Introduced new startup parameter --execute and --execute=action1,action2,action3 *Prepared individual username and password support for repositories *Prepared support for sub-foldered mods on custom-repos, like e.g expansion/beta * Mission downloading moved to the end of the Six Updater Console update process. *Improved gamespy server information fetching and processing. *Small UI cleanups, improvements and alignments (lots more planned for 2.4 and 2.5) - Datagrid buttons moved to top - Added more tooltips and improved descriptions - Maximize Window if detected resolution is smaller dan default window size - Preset and Mod tooltips in the Treeview updated with more information like modfolder location, default preset profile, action and server, etc. *Further improved datagrid filtering - Prepared Hidden Mods filter - Datagrid count boxes now show filtered_count/total_count when filters are active - Search filter textboxes now contain descriptions when empty *Server Browser improvements: - Servers list can be filtered on 'EqualVersion' (game version) - Servers list is now default filtered for recent servers (responded in past day) - Servers list and Mods list will now show Red names when incompatible game versions detected - Server mods are now properly filtered for default mods, incl mod strings like "ArmA 2" etc are properly converted - Favorite servers are no longer removed on clean-up. - Server admins can override server name through zsync server.yml - UTF-8 support for server name from zsync server.yml, as well as individual fetch updated server info from gamespy. (Gamespy master data is still ASCII)
Sickboy informed us with a WIP report for the upcoming v1.7 version.
With ACE 1.6 stable released some days ago, we're working hard on v1.7.
Fifth edition of small WIP Roundups - containing note worthy changes that do not warrant seperate blog entries. These changes are included in the next Ongoing Development update.
• Optimized ACE eventhandlers and initialization • Optimized CBA eventhandlers and initialization (+XEH) • XEH Support for addons that use native eventhandlers/are XEH incompatible. Fixed XEH bugs with 1.55, new Extended_FiredBIS_Eventhandlers to support new native fired eh parameters; http://dev-heaven.net/projects/cca/wiki/Extended_Eventhandlers#New-in-303-Extended_FiredBIS_Eventhandlers-and-support-for-addons-that-do-not-support-XEH•Improved XEH Respawn handler • Fixed UAV Hellfires uncontrollable. They are now fired LOAL, and lock on your own laser-dot or that of someone else (so you can use external designator too) • Fixed: Backwards compat for some missions • Fixed: Saclos guidance of Tunguska. • Added: Ability to flip ATV-on-side/back • Added; Exchange magazines between vehicle weapons and player weapons (e.g M240_veh, and M240 for player, M2, and M2 CSWDM, MK19, AGS30, PK, M249, DSHKM etc) • Added: Explosion fx for players, knock out etc. •Added Swimming Fix, based on RG's TrueMods • Added: Many 3rd party missions for ACE • Moved: All missions from store\mpmissions.tar into acex_missions and acex_usnavy_missions (CO missions) • http://ace.dev-heaven.net/wagn/Introduction • Buckshot ammo for shotguns returns • Rifles with GL have different recoil
First edition of small WIP Roundups - containing note worthy changes that do not warrant seperate blog entries.
These changes are included in the next Ongoing Development update. * Added RobertHammer M16A2's and Mk12's. - #14095 * Drastically Improved PostInit initialization on dedicated servers. - #14132 * Fixed Helicopter Pilot Manual Fire Control; Missiles can now be controlled by Pilots! - #14138 * Improved Compass glare - #14115 * Optimized Missile Guidance for Saclos and Hellfire (again). - #13677
The following changes already exist in the latest available version, but are worthy to note non the less; * Added dragging of Weapon/Ammo crates. * Added Quick Weapon Selection feature! * Full Compatibility to ACE 1.3 for ArmA2 through optional installable A2 Backwards Compatibility Addon! - #11874 * Improved PostInit initialization behavior on clients; faster, shorter, less disruptive! - #14008 * Massively expanded the amount of Weapon/Magazine boxes available. For every faction. Including Ordnance and Launcher boxes. Old boxes are deprecated and thus hidden from editor. - #13687 * XEH Support for new Fired EventHandler "Magazine" and "Projectile" parameters -albeit they are reversed within XEH! - #14068
In response to the question, what edition of ACE Mod ACE Team recommends to use: ACE Stable or Ongoing Development, we have the following to say: We surely recommend the Ongoing Development over the Stable releases for a few reasons: * Contains latest fixes * Contains latest features * Improves the Mod's development cycle and raises the quality - due to a much more vibrant eco-system; request/report vs response (fixes/additions); We simply can gain feedback and reports sooner, as well as react quickly on them. Additionally, the ongoing development gets hotfixed asap, incase of immediate/serious issues, which I believe hasn't been too disruptive since moving to the weekly schedule. Although our team perhaps would prefer even daily builds, the weekly schedule seems to keep us on our toes enough :). Also, in general we schedule large sized updates at or before the Stable releases. With the recent switch to OA, incl restructuring of the mod, this has perhaps happened more frequent.
On a side note, we do have basic internal testing (partially automated) but feel that the complexity and size simply means wide-spread testing is almost a necessity and certainly more useful.
With the monthly stable releases, reports/feedback is easily dated, and development stagnates due to having to wait weeks, perhaps a month, until new feedback/reports about current changes.
You might wonder why we provide the Stable releases then It basically comes down to popular demand, and the server hosts which do not allow 'beta' software (or mods) to be used. Besides providing a casual means of distribution (7z's hosted on websites).
Lastly I would like to add that the Mod's quality largely depends on the active reporting of bugs and feedback on our tracker; Bug Reporting - we can only welcome more .
sbsmac has released an updated version 2.1 of his great ArmA2 FPS analyser on the BI-Forums.
ArmaFPSAnalyser is a tool that can show you the performance of your game based on some specially-instrumented mission files. In addition, the scripts are available to allow you to create your own benchmark missions. The screenshot below gives you an idea of the kind of information the tool provides - in this example performance across three different kinds of location (city, coast and forest) is being compared. (In this case you can see quite clearly that performance of the 1.05 patch is poorer in city locations than elsewhere.)
Recta DP informed the community on the BI Forums about preview which has been written on the German site krawall.de. So if you want to read it in English language, you can use Google Translate. With the preview you can see several in-game screenshots in gallery.
tpM informed us that the A.C.E. Mod is coming to ArmA 2! Public Beta release is planned for the week of 7 December!
A.C.E. Mod for ArmA 2, Official Announcement! It has been nearly 1 year, since the A.C.E. Advanced Combat Environment Mod, for ArmA 1, was released.
Since that release, we have been constantly working on our Mod, to improve it, expand it, and fix the things we could. In the meantime, ArmA 2 has been released for about 6 months, and our attention has been on the mod for ArmA 2, for at least that long.
Today we would like to announce our plans for a Public Release. As with ACE1, we have decided to start with a Public Beta Release, planned for the week of 7 December. We intend to keep updating our Mod on a daily basis in this Public Beta stage.
We do this to get as much feedback and bug reports as possible, as soon as possible, and provide everyone the latest code to test.
Then before the end of the year, we hope to deliver a few promised, finalized features, and fix immediate issues that are found.
CptArmA2 released a simple, yet effective tool called ArmA 2 Lancher on the BIS Forums. This little program eases your ArmA 2 startup and enables you to choose which Addon folder you'd like to fire up.
* Start ArmA II with command line parameters, e.g. -nosplash or -winxp * Save choosen parameters etc. for next launch * Choose mods found in ArmA II directory (directories beginning with @) * Start ArmA II directly into multiplayer einvironment to host a game * Directly join a running multiplayer game * New or further command line parameters are supported * Tooltips with short descriptions * ArmA II Launcher can be minimized to tray * The ArmA II Launcher can be placed everywhere, arma2.exe can be located * Autostart with OS start * Check if ArmA II is already running to prevent several instances * Creation of desktop shortcut * Control process priority of arma2.exe * Start TrackIR automatically with ArmA II * Start FreeTrack automatically with ArmA II * Add additional mods without “@” in the beginning * Set the priority of the mods * ServerBrowser to enter IP and port