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  Czech Airforce v0.1 by TheSun Addon release    
TheSun has released a Czech Airforce v0.1 addon on the BI Forums.

Hello folks, I bring you the CzAF addon which for now contains just three reskins for original ArmA2 helicopters. I plan to add some more units later on when the time permits. First on to-do list is L-159.

Content:
- Mi-35
- Mi-35 Tiger meet camo
- Mi-17

Classes:
acr_mi35
acr_mi35_tiger
acr_mi17

Helicopters can be found under BLUFOR->ACR->AIR or EMPTY->AIR.
All of them use flares to counter AA missiles and czech pilots from OA.
Recomended to use with SABRE's retexed czech soldiers







  June 20th, 2011 - 10:13 By Old Bear   Comment (1)  

  Namalsk Crisis v1.10 released and ... reloaded Mission release    

sumrak has informed us about Namalsk Crisis v1.10 released. This update for Namalsk Crisis v1 brings in MP Cooperation mode.

I'm really glad to bring this new update for Namalsk Crisis!
It has been over month since release, I've tried to collect many reports from you guys (thanks for that!) and make the campaign better.
This update brings a lot of changed in the campaign missions, I hope, that I didn't forget on anything important.
Many talks were given to creature called bloodsucker, I've decided to change some things in this mutant, first and main change is in his appearance, he's now in his invisible mode partly visible because of his glowing red eyes, I know, it looks scary! Don't wait too long and don't give him any chance to touch you! There are also changes in scripts (mutants will no longer eat themselves if they are too far from any targets) and little changes are also in difficulty of bloodsucker mutant (see changelog).

But the main big addition in this update is the all new multiplayer version of Namalsk Crisis campaign!
Yeah, you've read it correctly!
You can gather your friends and play this online!
Most of the missions are designed for 2-player cooperation, but some missions are also available for 8 or also 10 players!
So, this update brings to the Namalsk Crisis Warfare [BE] mission another ~20 multiplayer missions!

Some notes about MP version of Namalsk Crisis campaign:
- This is a pure multiplayer version, it is not recommended to play in singleplayer
- It is necessary and very recommended to have in every mission occupied first playable unit (most of the missions depending on actions of this unit)
- Multiplayer version can be recognized in the campaign menu as Namalsk Crisis [MP] and the 'Host' button will be available (Singleplayer version can be recognized in the campaign menu as Namalsk Crisis [SP])
- You may loose your current saves with applying this update (sorry for that) - in case you are currently playing, use keys 'shift' plus '-' and type 'campaign' in mission selection menu - select mision where you ended and click on the 'restart' button. Thank you for your understanding!


Edit 20-06-2011 : Archive reloaded at sumrak request :

I've accidentally used OA function http://community.bistudio.com/wiki/setWaypointVisible I've always tried to avoid problems with backward compatibility, but I was just so excited, that I found command, that actually worked in my case.
I've removed this command and re-uploaded archive.







  June 20th, 2011 - 10:12 By Old Bear   Comment (0)  

  German Armed Forces Community    
GalComT from Task Force 141 has informed us about German Armed Forces Mod creation.

The Task Force 141 squad and the District Arma Team have decided to join forces to create addons portraying the Vehicles of the German Armed forces, and present you the German Armed Forces Mod


Our goal is to create realistic and usefull sea-,air- and groundvehicles currently used by the german armed forces, recently put out of service and vehicles which are to enter service in the near future.

Here are some screenshots of our most recent work in progress
A few ingame shots of the vehicles shown in last weeks wip report, the textures are getting near to their finale stage, config and animations are now the main focus for them.


Soldiers seen in the pictures are the BWmod Soldiers

In addition to that Maverick is currently working on the Gepard class missile-boat, to be more precise the S 72 "PUMA" P 6122

For more information visit us at www.task-force-141.de.vu


Source : GalComT
  June 19th, 2011 - 11:08 By Old Bear   Comment (0)  

  Co20 Air-War Over Takistan v1.4 released Mission release    

ANZAC SAS Steve has released an updated Co20 Air-War Over Takistan v1.4 mission by ANZAC SAS Steve and Ron on the BI Forums.

- Objective -
There is 1 main airbase and surrounding area to neutralize in order to make way for an infantry special forces unit to raid in 18 hours time.
We must destroy all airborne aircraft at the same time as taking down all anti-aircraft weapon systems.Once air-superiority has been achieved there are tank units deployed close to the Airbase that must be destroyed before the infantry Assault can proceed.Once most, if not all threats from the ground and the air have been neutralized there is fuel storage containers,hangers,a Radar Trailer,an HQ Buliding and parked aircraft to be destroyed for mission success.
Good luck airmen and women.

V1.4 Changelog

- Fixed quite a few things.
- Added warmer,Summer night look.





  June 19th, 2011 - 10:38 By Old Bear   Comment (0)  

  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 Španěl has posted an article about "Experimental betas" on the Developers Blog.

Wednesday, 15 June 2011 14:53 Written by Ondřej Španěl

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)  

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