LJF has informed the community about the release of his Pазорения island on the BI Forums.
Разоренный which is Razoreniya, "ruin", a Soviet settled island near Madagascar, the name means ruin.
Description: 5.12 x 5.12 km
I wanted to go for the tropical[ish] Africa, so there's some near-jungle around as well as the typical savanna-type places.
There isn't a lot of settlement, though there is a ruined Soviet city in the west and scattered farms other small constructions about the place. This is partly due to taste and partly because I want mission makers to have plenty of room and not be locked into a set plan.
Sickboy has released an Advanced Combat Environment (A.C.E.) 2 - v1.0 stable version on the BI Forums.
It has been nearly 2 months, and a lot of successfully deployed updates, since the A.C.E. Advanced Combat Environment Mod, Beta 2 was released. We've made a lot of progress, and today would like to present our v1.0 Stable release to you.
We intend to keep updating our Mod following a set schedule. 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. This means the development will be ongoing, new improvements and additions will arrive as we go
A.C.E. for ArmA 2 is a full conversion mod and is based on A.C.E. for ArmA 1, which was based on WGL for OFP. The WGL and A.C.E 1 roots were "When realism matters". And with A.C.E. 2 it is no different. We try to keep a balance between realism and gameplay. We try not to sacrifice either in name of the other. We try to please as many as possible, but it is simply impossible to please all. Please feel free to give constructive feedback on our choices.
The Package
The A.C.E. Package for ArmA 2, at this time, consists out of 5 building blocks:
* CBA: Community Base Addons * ACE: Core * ACEX: eXtras * ACEX_PLA: Chinese Expansion, by Fromz * ACEX_SM: SoundMod (Overriding default ArmA sounds)
CBA and ACE are a requirement, while ACEX, ACEX_SM and ACEX_PLA are optional expansion packs. This way, we hope to support our users who have requested smaller mod size, and ability to concentrate on their type of units/vehicles/weapons for countries they like to play with/against.
I44_John of the [Invasion 1944] mod sent us the following preview of one of the missions that will be in the port of their D-Day project.
In the following two newsposts, we're going to be giving you a preview of two of our multiplayer missions that will be featured in the D-Day project port. The second mission to be previewed is "I44_TeamCoop_Verloren_8_12", but right now, it's time for Invasion! "Invasion" is a 1-32 player COOP mission created by Pac (mission-design and scripting) and SFG (music).
Your objective:
D-Day Omaha Beach, Easy Red Sector, players must breach the sea wall and secure a foothold on the beach. After clearing the beach defenses along the bluff, push inland and secure several towns defended by dug-in German infantry in well prepared positions to kick off the Allied advance into Normandy.
stubblehopper has informed us about the release of a new YouTube video featuring units of his upcoming Sharpe's Rifles mod.
Here's a preview of the South Essex Regiment, for the Sharpe's Rifles mod, I'll be doing a vid for every unit that appears in the mod. They are almost complete, just a few tweaks in terms of minor things like shoulder wings, and short sword for the drummers and so, but in terms of the models about 99% done anyways.
Rip31st has informed us about the release of a patch .99a for the 31st Normandy mod.
Version .99a Notes: Fixed players respawning in single player missions with modern weapons, added US 60mm mortar classes to each parent class of US infantry. Code provided in this readme addresses multiplayer issue of spawning/respawning without weapons.
Contains Units for ArmA2 converted from the PC game "S.T.A.L.K.E.R.: Shadow of Chernobyl" of GSC Gameworld with their permission (see credits).
Changes to the models were done in the following: -Created named selections for animating the units -Added blood textures -Added Several LODs -added models with ArmA2 heads
The units will animate in general ok, but as they're completely different models than stock ArmA2 and as a limit of my skills,the units will look funny from the side when kneeling and have stretching issues in some death positions. So, consider this a WIP release.
Marseille77 released a new updated version v1.2 of his Officers Pack on the BI Forums.
This addon contains 3 different Officers of the West German Army from the 1970's to the 2000's, 2 Policeman version of the GDR, 2 olympic Sportswoman (clothes style of Summer Olympic Games 1988 in Seoul), Makarov and West German Policeman.
Sled88 from the Conspiracies: Rising Dead Mod informed the community that addonmaker Icewindo has succesfully imported the Cleaners and Stalkers into ArmA 2.
We try to bring out all ideas about Swedish stuff that are possible in ArmA2. Soldiers, weapons and combat-vehicles, but also more random stuff like buildings, bunkers, camouflaged-nets, civilan stuff, and static objects that can be of interest for serious mission-editors. The only two demands we have on our content is that it should somehow be connected to Swedish military scenarios, and be of a certain quality to match the game.
This also means that we actually dont have any detailed plans of how the mod will end up and what it will contain. We will always be open for new and more ideas. In other words, there will always be something to work on!
-Modern graphic quality of the content-
Sure, good looking graphics isnt everything in a game, but it damn sure adds a massive touch of atmosphere and realism that we all want in our favourite games! All the content of SAM will be of good quality that matches the graphics of ArmA 2 (Some place-holders might occur though). This means that we will avoid porting stuff straight from OPF and ArmA1.
Instead we look for people who are willing to contribute with new or updated content, no matter if it's a simple retex of an ammo-box, or a whole new setup of soldier-models. All work and contributions are appreciated, encouraged and noted!
-Begin small, end epic-
Even if we're happy to recieve just about anything that is connected to Swedish stuff, we of course still have priorities. Right now at the beginning our focus is mainly to build up a complete and useful set of infantry with any gear they might use. As these things get finished, and we get more people working on the project, we will move focus to transports and simpler vehicles, and then heavy armored vehicles and air. Basicly it's all about finishing what you started, to avoid ending up with a mod that just contains a lot of unfinished stuff.
-Full support for ACE2-
One of the major reasons to why we started this project is because we wanted our Swedish units to use as much of the awesomeness of ACE2 as possible. In other words, ACE2 will be required to run SAM as it's intended to. We will do our best to keep SAM updated with the latest functionality of ACE2, and make sure they run smoothly together.
-Open development-
We will have as active communication with the community as possible on several different forums, and always seek feedback on the contents of SAM. Praise or hate us, just come with something informative so we can either improve or explain ourselves.
Experienced "war-junkies" with special requests or faults to point out are especially welcome to come with detailed feedback. Since ArmA2 is a "simulator", we want our stuff to be as realistic as possible to match the gameplay. We will show and inform about our latest work as often as possible, and what's being planned in the nearest future. Questions are answered and we will try to be as accurate as possible with future release-dates.
The Swedish ArmA2-clan SSG will however work as our main base for testing and discussions. If you dont speak swedish, then this is our international official thread for any related discussions. We will update both places with just about the same information.
Features in Beta1:
-Retextured SF soldiers with Swedish M90 and M90K camo -Retextured Sniper ghillie in green and desert camo -Retextured Pilot
-Brand new AK5C (Ironsight, Aimpoint, ACOG and M203) -AK4 -KSP90 -KSP90B -KSP58 -Weapons and Ammo boxes -Retextured C130J Hercules -Swedish flag
Gnat informed the community that he has released his Fast Sea Frame - FSF-1 on the BI Forums.
Features - Walkable decks - Lash down Choppers onto deck - 2 RHIBs attach and detach - Railings can be stepped over - Again, not what I would call ArmAII quality, but its the best I can do with time.
LASH CHOPPER TO DECK In the INIT Field of a Chopper over the deck of the FSF-1 (Ship named "FSF1")
this setposasl [getpos this select 0, getpos this select 1,8.7]; ux = [FSF1, this] execVM "\GNT_FSF\scr\FSFHeliLand.sqf";