Fields of War (FoW) formerly known as 31st Normandy mod released three screenshots of their latest work.
Hi all,
From the Fields of War ( FoW ) community based mod group. Formerly known as 31st Normandy mod. We've changed our name as Normandy does not apply to all in which this mod encompasses. This mod has grown beyond the bounds of Normandy. It's huge! It's gained the attention of not just our community, but as you will see soon, many outside entities.
Besides our upcoming release "Fields of War: Normandy 1.00", we plan to have subsequent releases that cover the entirety of World War Two, from the first shots fired to Fatman falling on Nagasaki. This means based on Arma2's current game engine in it's vanilla state, there will be many releases, Fields of War: Normandy 1.00 being our next.
The Normandy 1.00 release features a tremendous amount of content that is completely independant of other mods released by the ArmA community including professionally recorded sounds, highly quality textures, Most likely Armed Assault's largest gaming theater with additional maps, a ton of WW2 equipment, customized foilage, terrain, a ton of scripting, the list goes on and on.
It nearly replaces everything with it's own custom effects, etc. So my pre-apologies for a very large download. We don't want to isolate ourselves by indicating our independance from relying upon other already developed featured this community has presented. What's done is done, why make everything the same? Otherwise it would be the same old boring thing everytime a mod came out.
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This means our classes will not be affected by other mods and we will not go out of our way to make them compatible them. Were not being snooty about it, we just done have the time as everything in our mod was given by our mod team members valuable personal time. Our models have their own damage system. We use a completely independant penetration calculation table that includes data based on specification of their real world counterparts. We tried to make those factors as real as possible given ArmA2 game engine limitation.
Our infantry will not work with stock ArmA2, other weapons from other mods. We have our own ammo, magazine, throw classes, and tracers. We have our own explosion effects and optics. Most of our Armor has interiors.
The release of "FoW : Normandy 1.00" will be soon. Don't bother asking when, as it comes when it's done. Online multiplayer testing will be completed by various groups that stepped forward to donate their time to volunteer to help work out most of the bugs prior to the release to prevent a multitude of "Oh crap! We forgot that patches." That hamper other mods in this community that turn off our player base. We plan to take our time and be thorough.
The status of our mod group continues to expand with multi-theater coverage. Pretty soon will will open up a public website with links to our privately held development forums. We communicate daily, come out with new content daily for upcoming releases. So work is very much in progress every day You can see our Pacific Theater is very much involved in the WIP state.
This new forum thread we've opened mainly highlights our name change and upcoming releases. We hope we gain community input as we love to cater to everyone and involve you - the player base. Our mod is not a competition for the best mod out there. We are well aware of all mods out there. We choose to follow our own path. We will not brag we are the best, or stay hidden from the public for vast amounts of time because we feel our work is superior to others.
BUT...I will say our mod group has done a fantastic job!
From our mod group Fields of War, Happy Thanksgiving! We give thanks to our families which allow us time and have great patience to create fun for everyone.
- German Signs from 1938 - 1971 - FRG Signd 1971 - 1992 - GDR Signs 1977 - 1990 - German signs since 1992 - German EU border sign - GDR border post - FRG border sign - Leadpost of West Germany - Plastic roadcone
- Mailboxes added for German Empire and GDR - New flags for German Empire inside - Flag markers added (found in the editor in markers section - Phoneboxes for GDR/FRG/German Empire added
Stiltman and ExplosiveAids released their ExA HMMWV Pack v1.0 for ArmA 2: Combined Ops on the BI Forums.
This is a Cooperation between ExplosiveAids (ExA) and Stiltman (STI). The addon is a port of ExA Hummers for Arma 1, and spiced up a bit for use in Arma 2.
Ive then added more features, like animated gun, destroyable wheels, arma 2 shaders. The models are based on the Arma 1 sample models.
The reason for Extended eventhandlers is because i added a small ID/Logo on the M2 hmmwv gunshield that might appear on it since it does not appear every time, but it should also be possible to add your own with setobjecttexture command.
Also ive made this addon with A2: Combined Ops (also tested with ACE2), so i can not say if it works for anyone not having it, but im pretty sure it works with A2 at least. i did not add any Thermal textures and stuff for this release so it would be more friendly for A2 only users, hopefully.
Features:
- Turret shield (with fire geometry) - Bull-bars - Orange ID panels - Jerry Can mounts - Smoke launcher mount (non-functional) - Razorwire coils - Spare wheel (on the M2 variant) - Rear bumper - Exterior kit bags - Random straps (just for extra detail) - Destroyable wheels - ID tag on M2
Michal Harangozó from Bohemia Interactive Studios has informed us about Arma 2: Private Military Company launch trailer release.
They aren't Tier 1; this isn't special ops. They are contractors; this is Private Military Company.
Marek Spanel, comments: “This new trailer shows our focus on a more story and character-driven narrative for the Arma 2: PMC campaign. Our cast includes characters from various nations, which the voice acting represents; creating a very interesting blend of accents. By watching the trailer players will get a good taste of the intense atmosphere in this latest add-on.â€
Rhodesy77 informed the community on the BI Forums that he has released his Jungle Special Forces for Island Lingor.
Hey all, started these on Tuesday and am now at a release point. In short they are some special forces for lingor, they are going to be a part of a bigger mod that i am working on in my spare time between other projects, but i thought id release them now to give people something to use on lingor.
Since ive only worked on them for 3 days they are bound to have bugs and lil problems. the textures are fairly simple as i will go back and rework them in the future.
Since i'm slack as i put 6 hours straight into the mod this morning to get it released, ill just have the Readme here for the other details.
This is just a small AddOn. With Stiltman's help, I redesigned the three standard HMMWVs to look a bit more used and realistic. If you like them, stay tuned because Stiltman will be releasing the ArmA2 conversion in a few days.
As you can see from the pics below, I've made the following extras: - Turret shield (with fire geometry) - Bull-bars - Orange ID panels - Jerry Can mounts - Smoke launcher mount (non-functional) - Razorwire coils - Spare wheel (on the M2 variant) - Rear bumper - Exterior kit bags - Random straps (just for extra detail)
Changes Strykers pack: - Added two new Strykers: Medical Evacuation Vehicle (MEV) and Commander's Vehicle (CV) - Fixed the issue with the floating steering wheel. - Changed the texture of the ventilation box. - Made the SLAT armour slightly wider (it was too narrow before). - Improved the SLAT armour LODs (they're more efficient and better-looking now). - Improved the high detail SLAT armour model (added the tow cable gate at the front). - Added bump/normal maps to the spare wheel, canvas rolls and green bustle pack. - Slightly improved the shadow LOD (the spare wheel now casts a shadow). - Repositioned the spare wheel straps on some of the Strykers to fit properly.
included: - new, nicer textures on many plants - signed pbo`s - serverkey
and new summer-satmap for Chernarus
The intention behind this addon is to give the community a basis of summervegetation to use on chernarus or on custom islands so there is a quasi standard used by the map or missiondesigners which is accepted by hopefully many servers.
At the moment this addon replaces the complete vegetation of chernarus with a green summervegetation . As you notice the satmap may need some adjustments ( done in v1.0), so if anybody is able and willing to contribute this would be great.
There will be an addonversion for addonmakers out very soon.
-Martin- released several more new screenshots of his upcoming Taviana Island for ArmA 2 on the BI Forums.
Because I know this community, two screen shots aren't enough so here is the rest as I promised. Please don't mind white/floating buildings etc... this is still WIP.
I also apologise but I wont be ale to release the island by the end of this month because I still have tom buildings to place and convert from OFP, but I definitely promises the BETA will be out in December.
This is my memorial for James "Planck" McNicoll, who passed away a while back, may he rest in peace., for all those of you who knew him I hope you appreciate this. This is still WIP, the soldiers will be holding spheres in their other hand. (first pic)
Did anyone ever see an Eastern European country without a statue of Lenin? Finally finished the national museum, it looks nice just like in OFP. What's a big city or island without a bank? I'm surprised BIS didn't make something like this on Chernarus
Our teammember Old Bear informed the community on our forums that he is working on a new map called Yapal.
Here is a new small map for PvP or TvT purpose. It's a CO terrain ...5 km x5 km with a town in the middle with a lot of industrial areas along a East/West railways track and a North/South road, military bases in the North and in the South and 4 villages in the terrain "corners".
Build as a "test-map" after some epic battle on Shapur with ADO Clan team mates for I was a bit frustrated by the somewhat void surroundings.
Afterwards the terrain has been left aside and used only as testing grounds for my own personal tools tests and in order to prepare the larger upcoming Sbrodjistan map.
But after having worked ... too many hours on this terrain, the idea came to release it as it is. ...At the moment a v.01alpha is tested among my fellows team mates.
At the moment, my main concern is about FPS level for the map is probably featuring too much open objects from the ArmA2 and ArmA2:OA. As soon as I found the nice balance, I will release it publicly.
Beside the release of Island Lingor, IceBreakr made also available Charon Predator addon and Charon crocodile addon on his website. Booth addons are still in alpha and beta status atm.
[i]The Predator addon features the following predators and vehicles: - The Predator Elder - The Predator Hunter - The Predator Soldier - The Predator Youngling - The Predator Landing craft
IceBreakr has released his great new Island Lingor 1.0 on the BI-Forums.
This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~5 months were spent on research and creation of this world.
Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 5-6 months of hard work) possible to enjoy.
We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Jade Groove on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective.
Another inspiration is making of this map is a board game by a genius Stefan Dorra named Amazonas, that I just love. Board game features a nice amazon river and many villages to occupy. Hopefully Lingor scenery is a bit similiar with the river setting. But its much more - explore and I'm sure you will get nice ideas for missions.
Heartpoint of an island is a big town on East named Maruko. Its a town ruled by a dictator that lives in his mansion compound in center of town. It features an army base and a large airport for all kinds of operations. Town is surrounded by jungle on W and South. Road then leads throught it to South and West. Its the main paved road that connects the whole island. Amazon-like river splits the somewhat urban part on North and totally rural on South. South is also the home of ARL rebels. In the West you'll find numerous smaller towns that GAL (Government Army of Lingor) protects due to economic and strategic importance.
Rivers banks are not steep as in many of my older maps and mangrove vegetation covers most of the banks. Only few places are suitable for ship landing, but smaller boats are the main transportation device around here anyway.
Jungles have foot-path trails and couple of farms are situated under thick canopy trees. Not all of the jungle is thick as farmers cut it down, so pilots are able to touch down on many clearings and drop off/pickup troops close to the enemy positions.
There are no bridges due to AI bugs (they can't handle well the crossings), but couple of shallow passings enable you to cross the river. At least where there is no rain when rivers like to flood.
Sovietzug has sent us his BF1944 MP Gameplay Utes mission. Invasion 44 Mod is needed as well as hotfixes.
To ArmA2 @I44 mod I modified the Battlefield2 mission to play with I44 units. Weapons, units, ammobox, menu and vehicles are changed to play with I44 mod. But the names of axis units are in russian :( And a civil neutral copter is used to parachutes ;) The island is Utes and it was impossible to use WWII aircratf to parachutes, sorry. Perhaps in a future !