nice! Amazing work! Can't wait to start playing tonight!
wow ! normandy! again ? )) everlasting source of inspiration
i know you just could not get past it - no matter how buggy landing missions are on this engine.
anyway forgive my sarcastic tune - ciongratulations with the release !
i wonder if ew can get some more detailed vehicle list and screenies ?
Congratulations, guys!
Also whait for detailed unit list.
Any mirrors?
WOW!!! THANKS FOR THIS GREAT WW2 MOD!!
Ahhh i've secretly been following the progress of this mod and.....FINALLLY A RELEASEEE
Good job for the release guys...
Joffre, if you read me I need to talk to you on MSN
Looks awesome! Downloading now
(Why the hell is my download speed fluctuating between 50kibs^-1 and 900kibs^-1!? Can't decide if it's going to take an hour or 5 minutes )
Got a wrong .rvmat message when I started the first mission of the campaign...
Oh finally got it DLed. I had same error message as Rewan. The first mission is looking great, but it eats huge ammount of fps (about 5-2). Gotta try it on the brother's PC (has better specs)
Oh,any new host for downloading link? I've spent six hours and still only got 31% finished. The speed is just below 10KB/s and sometimes is 1 or 2 kb/s.
Do you overwrite the content of addons\addons\ to addons\ folder?
http://s8b.directupload.net/file/d/1812/oz9civu5_jpg.htm
Error message Tiger fire
http://s11.directupload.net/file/d/1812/28tb7dpq_jpg.htm
And StuH 42
It's a great mod! I hope that maybe sometime other unities will follow:
Germany
- Panzerkampfwagen VI Ausf. B (Tiger II or King Tiger)
- Sd. Kfz. 186 Jagdtiger
- Jagdpanther
- Ferdinand/Elefant
- Nebelwerfer
- middle and heavy artillery
USA
- M26 Pershing
- M10 tank destroyer
- middle and heavy artillery
UK
- Churchill Mk IV
- Matilda
- Cromwell Mk VIII
- Crusader Mk VI
- Sherman Firefly
- 17pdr SP Achilles
- middle and heavy artillery
- motar
Continues in such a way! Am curious incredibly on other updates. It's compatible with Arma 2?
Panzerkampfwagen VI Ausf. B is ever in our mod
http://img37.imageshack.us/my.php?image=tigerii.jpg
There aren't going to be any new additions made in patch(es). The patch(es) will only contain fixes to problems. I've seen people posting their wishlists, and would like to say: Save yourselves the effort, they won't be looked at, and certainly not considered. Adding new content with the "global" release of ArmA2 so near is not worth the effort.
The mod is not usable in ArmA2 because we converted all of the models in the release to the ODOL-format for obvious reasons (to prevent theft & porting). "We" have only managed to get MLOD-format models to work in ArmA2 so far.
Let's dont ask too much. Now the current things are more than I thought to be inclulded. But for german MG man, whether you missed the MG tool kit attached or just don't make for that? In addition, maybe could get american crews in future.
Im suffering for a game crash why does it keep crashing for me?!
I did as you told (copy the addons into the sub folder ) havent updated to 1.08 tough (still downloading) but can that be the issue?
I have spotted some easter-eggs:
French Resistance fighters
Sten SMG
Bren LMG
Lee Enfield rifle
Flametrower (Found in the squads section only)
M10 tank file on the Addons folder
French civilians
Arhem island
Nice work guys i love this mod!
great job on the release guys,
very impressive.
I don't have any such error on the dusts stream,\
The only error i got last night was regarding the Pak40 rvmat(i think)
Will check later and Screen shot if no one else confirms.
Could someone please help me with my issues please?
Found some bugs:
1. Arhem always starts with messed up HDR with the default time/date settings. Takes a few seconds to get to normal lighting. Not a huge issue. (Didn't check with other time/date settings)
2. Flamethrower groups are included, but the units aren't finished.
3. Sporadic CTDs. I assume this is due to one of the new scripts. Don't know which.
4. Lots of vehicles don't have destroyed textures.
Concerning the injury system, is it really worthwhile? AI medics don't seem to be programmed to help incapacitated soldiers, meaning that they're effectively dead anyway. And I'll bet that given the choice players will just team switch if they get incapacitated. Seems to me to be a waste of system resources.
Strange, for myself I have seen Medics engage in trying to heal-up soldiers.
Here is picture of the PAK40 rvmat error:
http://img3.imageshack.us/img3/9390/errorikuva.jpg
This error happens when i add the Pak40 bunker on editor or when i play the first mission of the campaign.
LOL the first mission ate my computer for breakfast, turned down settings then was acceptable, i need some more RAM me thinks. Stunning work guys! really good fun so far!
I think there may have been some binarization errors in the final release, and I'd like to apologize for them (Quality Control was my lane, and I didn't check post-binarizing). And the buggy wounded script is also my lane, and whenever we get a patch out, it will include a toned-down version.
I'm surprised, tbh, by some of the errors being reported though. The RVMATs on the PaK should have been fixed unless an old version made it in by accident. The script error in the "dust trails", are y'all using the newest version? I do not have that error, although I can think of a possible cause (that script uses the OFP-style drop syntax, but it works fine for me). And I have no idea why the panzerfaust would cause a crash.
There are a few units (and weapons, and vehicles) that were "disabled" prior to release... as John explained, these were mostly my placeholders so I could try some code out. When I was still a student, I had time enough to code faster than I was getting addons (*sigh*, all that time, how I miss it...). I did not remove the files so that any missions that referenced them would not crash. I can't recall whether I "disabled" the resistance fighters, but again, you are looking at my handiwork, not an artist's. Those weapons were mostly me testing some British values in my config (that and I thought they'd be helpful for anyone trying to make an I44-Warfare mission... my attempt was abysmal!).
Some of the things folks have noticed are unfortunately limits placed by the engine. For instance, the mortars make you stare at the sky. Annoying as Hell, but that was a side effect of having the mortar actually function properly... the engine has you look along the barrel. The rifle grenades work like M203s, b/c the "mortar" feature of OFP doesn't work well in ArmA since the introduction of cfgMagazines. The weapon handling characteristics are all based on simplified geometries and formulas. This creates good results most of the time, but you will notice that full-caliber automatic weapons kick hard and don't turn quick. Go prone and things get nicer, at least recoilwise.
Since I am at my annual military training right now, please understand that the patch will be a few weeks at the earliest. But we will get one to you, and we will be back for ArmA2. Have fun in the editor, if nothing else. Oh, and our stuff looks quite nice on the CWR islands. If I get a chance, I may port some OFP missions to those islands, but no promises.
- Canukausiuka
The fixed mg42 posistions tripod/neast is f*cked too the unit/man is forced into the ground so only his head and tousho is above ground. It also makes it a pain in the ass for the player to shoot with it lol
Thank you for the above regarding your scripting work. Fully understand it's not an easy coding work for such a large Mod and only could work in freetime. Do appreciate all what've done really. By way, whether M10 tank destroyer was also disabled prior to the release?
Now I got two issues when playing it. One is unexpected crash from the game during play and the other is hard to control those rifles, especially for automatic ones, such as MG, BAR, Mp43,etc.. It seems the fire recoiling is very strong and almost couldn't shoot effectively to the enemy even in a not far distance. Sometimes, only after one or two shoots, then the following fire will let bullets fly to half-sky.
For animations, first impression is very similar to that of ACE Mod, but should be easier than play under ACE ( In ACE, would be very slow in moving when hold a MG and personally dont like that for degrading the gaming amusement ). All others are nice but just AI seems not very sensitive to engagment and sometimes always linger around the same place and dont move forward.
The errors in this version are acceptable , it remains an excellent job with beautiful textures.
Thank you.
(sorry for my bad english)
And american M1 carabine also.
I personally can't complain about the recoil or handling of the guns. It takes a little time getting used to but it works fine in game.
hi, i got a very annoying problem, i cant load a saved game. Everytime i want to continue my landing at omaha, it crashes into desktop. Its really annoying to start it all over again every time. Can someone help?
btw. My Arma is patch 1.14
Ty
would be nice to have a warfare or evo/domination for this mod!
Just played around with the Sherman for the first time. Stunning model, absolutly fantastic work.
ok seein' as some of you poor raw recruits to the U.S. army havin probs gettin on that beach there heres a few tips.
1.when you arrive o that hellish beach theres 2 mg bunkers,go right and take it out by switching to a bangalore guy.
blow a hole in the wire and "take out that mg bunker soldier"
from that position you can quite easily dispatch the other mortar bunker behind it,
take out the enemy sandbag positions working right up to the ruins,
if the other beach mg bunker is still firing take it out.
go back to that mortar bunker before there is a "rabbit" drive up to the big 88mm on the hill.
circumvent the wire and kill all enemy,including the 88mm gun crew.
make your way to the road out which leads inland and meet up with some G.I's there.
Job done,
more bugs found:
- the bazooka rounds are very weak
- when someone fires the bazooka it comes up with a script error .... (black box with text)
- the mg gunners are stuck in the ground, your only option is to aim for the head or their neck
Beside that it runs awsome! I dont get why anyone has flaws with the first mission, it runs like a virgin on my pc
Wow, how you managed to make the armor to deflect some projectiles?
Really very good sherman,Marss. For future release in ARMAII, will you make a 76mm long gun Sherman? By way, it seems could add more kits on this tank, such as sandbags, wheels in front of the armor, just giving more historical atmosphere in battle.
I installed this mod the other day after not having played Arma in almost 4 months, it was quite fun. I haven't played the campaign because my computer is horrible and can barely run Arma in the first place. One thing which is interesting but at the same time a little bit annoying is the wound system. For some reason the Medics don't want to heal me while I am rolling around on the ground and vice versa (when I am playing as a medic they won't heal people rolling around on the ground). Is there any way around this issue?
we are looking at updating this issue with a patch.for now youll have to "T" out to another player.
First and foremost, we would like to thank everyone that has expressed an interest in our mod, and has helped with, or responded to, the release in any way, including providing mirrors, posting feedback and reporting bugs.
Secondly, we'd like to inform the community about the road ahead a bit.
ArmA1
We plan to wrap up the work on the ArmA1 D-Day project after the release of the patch (1-3 weeks) we have planned. The patch will mainly contain bugfixes, and most importantly, will hopefully improve performance for most people. No new content will be added other than that which was planned already (new Sherman variants including the Firefly, and the M5A1 Stuart), with the exception of support trucks for the Americans to increase the multiplayer possibilities (German ones won't be added until ArmA2). After this we hope to move on to ArmA2.
ArmA2
For ArmA2, we do plan to port over the current ArmA1 content, and extend the map further into Normandy, but the D-Day project will not be expanded into Normandy in terms of extra content being added. Some missions, or even a campaign might be made, but other than that, the Normandy era is over.
We are planning a new project which will mainly be focused on MP as opposed to the SP focus we have had until now. The campaign will be designed for multiplayer Coop (but also playable in single player) with a dynamic storyline (i.e. secondary objectives), which will be at least partially fictionalized to suit gameplay requirements.
To create this campaign, we're looking for talented mission makers that are willing to dedicate themselves to the development of what we hope will be a unique taste of WW2. If you're interested, please register on http://ofp.gamepark.cz/invasion1944/public/index.php?topic=100.0, and apply!
Pictures can be found at http://www.armedassault.info/index.php?cat=news&id=2611&newlang=eng.
The last (as tests so far appear to indicate) release-candidate version of the 1.1 patch is currently undergoing tests on a dedicated server to improve multiplayer compatibility and track down any remaining critical issues (crashes, error messages). We hope to release the patch in 5-12 days time.
It's right dessision to continue supporting for Arma, i think.
Great Work Guys!
As said before, Landing Mission grills my graphics card (Radeon HD-2600 XT with 256 MB GRAM-DDR3) with lagging...and the recoil of the guns is like getting kicked by a donkey
As i got wounded by MG rolling on the floor I switched to Bangalore Soldier...when i triggered the weapon on the barbed wire I didn't see any texture change...where is the bomb? After some felt 1-2 seconds waiting for the detonation the game crashes to desktop
For the graphic lagging I will follow your guides to reduce quality to below zero
anyway...great work!
BTW. ArmA crashed also to desktop when I tried out the so called "armory"...just been curious what kind of vehicles you've had included...maybe it's about the scripting for the build-in "challenges" in the original off-mod game....
Hey, guys.
I have loaded and installed the Mod, i can choose the campaign, but if I press the "Start"-button, the screen freezes and i can only move the mouse. So i killed Arma with the Task-Manager, restart the Game and now i can choose between Itro and first Mission. if i choose the first Mission, same freeze again....
Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)