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LordJarhead announced patch 1.4.2 for his J.S.R.S. Soundmod on the BI forums.
Quote LordJarhead :
I can finally present the update for JSRS in version 1.4.2.
Changelog:
• Changed: Volume of all radomly played SFX sounds
• Changed: Increased volume of some stereo environment sounds
• Changed: Reworked all distance weapon sounds for more life like sounding
• Changed: Increased distance for distance weapon sounds
• Changed: Reworked the sounds of passing or moving through brunches
• Changed: Increased distance for distance helicopter sounds
• Changed: Deleted annoying dog and chicken sounds
• Added: Added an script entry for automatic vehicle spawning
• Added: Added new Script: dummy_vehicle.sqf
• Changed: The allowable distance for distancesounds was further restricted!
• Changed: The #particlesource will be deleted after the sound has been played
• Added: Soldier hit sounds, soldiers screaming and hurt sounds
• Added: Optional weapon sounds for testing. These are just to serve my own taste!
I will name all optional stuff I made for you to play with. I made it optional, since many people like the way JSRS is right now. So changing things the way I did will cause trouble for some. So thatswhy I make optional stuff in future. When things are so good and liked by most JSRS User, it will be implemented into the normal mod.
Since I had a change to get the hands on some awesome fieldrecordings, also some of them made by myself, I just wanted to use these samples to get some more realistic sounding inside a game situation. The following things are mostly changed to a more realistic soundfeeling in a combat situation. But I assure you that nothing sounds so real like it really does in reallife. So if you ever heard some of these guns, dont tell me they sounds this and that different, I know they do! We just cant make them sound as real as they do in reallife, so dont even compare them to it! I noticed that a lot while filming and hearing real weapons. A weapon sounds so much different when standing behind it, compared with standing in front of it! Just the change of perspective, even a few centimeters makes an audible difference!
These Rifles are getting changed maybe: AK47, AKM, AK74, AK74S, AK74GL, AK107, PKM, M240, M249, M4, M4A1, M4CCO, M4AIM, M4A3, G36A
Captain Bravo informed us he released this adversarial gamemode mission in the BI forums.
Quote Captain Bravo :
You have been following an arms dealer closely by monitoring his phone. Something went wrong with the arms deal last night where $10 million was supposed to exchange hands! Your task is to become richer! Take your squad behind enemy lines and recover the suit case that has the money! The suite case is in one of possible 3 locations but it has a signal device that emits sound signals that can be picked up within 1,000 meters. You will also have access to our scanners that will let you know if you are within 2,000 meters from the suitcase. Once picked up, the sound signal will stop. However that will trigger a hidden automatic GPS. So once you have the suite case others will be able to lock on and track the suite case via GPS! The other side are also monitoring the arms dealer and we imagine they have the same passion for $$$!! Beware, you are behind enemy lines, the enemy has patrols all over the area. So watch out for the other side but also for the locals who not fond of outsiders!
Written on 2012-01-28 by Big
strac_sapper released an updated version of his US Army Sappers on our forums.
Quote strac_sapper :
US Army sappers work in squad and team sized elements in cooperation with Armor and Infantry, and this addon creates the necessary units and groups for easy use in missions. A team of engineers is seen as a "force multiplier", able to increase the fighting ability of nearby units by doing specialized tasks as well as direct combat.
All of the members of a sapper unit are able to do normal infantry tasks, but more importantly every member also performed their specialized tasks. In every (good) unit this author was in, everyone in the unit worked including the squad leaders. The only exception was the MG and his assistant who would provide over-watch.
Also, in Takistan, there is need for EOD teams, highly trained sappers who specialize in dangerous removal of explosives among other tasks.
Changelog:
- signed pbo's and added key
- added Engineer Bradley Fighting Vehicles
- added namman2's MaxxPro MRAP in 6 variants
- added Sapper AR, AAR, HAT, AHAT
- added Sapper EBFV dismount squad
- small text and config fixes

Arma 2
Strac_sapper released an updated version of his RH SCAR H and M14 ACOG Replacement on our forums.
Quote strac_sapper :
This addon replaces the BIS Mk17 CCO and M14 Aimpoint with RH's excellent SCAR H ACOG and Mk14 mod 0 ACOG models from the Metal Gear Solid weapons pack for OA/CO. For the Mk17 it replaces both the normal and SD versions. If one has a powerful 7.62mm, why not put a ranged scope on it?
In game their names are: Mk17 ACOG, Mk17 ACOG SD, and Mk14 ACOG. The scripting names are of course unchanged.
Changelog:
- Signature and key added
spike21 informed us BIS released the updated beta patch build 88738 for Arma 2: Operation Arrowhead.
Leave your feedback about the patch in this topic on the BI forums.
You can check the beta patch changes, report issues and vote tickets at the ArmA II community issue tracker (CIT).
Please note: this patch is only for Arma 2: Operation Arrowhead!
Changes:
- Fixed: Frequent client/server crashes in MP (when merging multipacket messages)
- FXAAsharpen is now disabled for TI/NV views
How to stay up to date with the latest beta:
- danczer made a small application to follow new beta patch release. The current version is 1.12.
It offers some additional features which are handy when you want to follow the beta development.
You can find more info and download the application from here.
- Armatec has made an RSS Feed which will update every time a new build is released.
Make sure to check out the BI forums topic as some nice cool gadgets were made to work with this RSS.
- Sniperwolf572 made the armalog website. This web app is built on PHP and CodeIgniter and an optional Chrome extension which will keep you updated on the new beta builds. Also an RSS feed is available.
- Yapab made an email notifier, fill in the form and make sure to allow the email to come through so it does not end up in your spam box!
ETBSmorgan has submitted his latest coop mission for Arma 2: Combined Operations.
Quote ETBSmorgan :
We have been informed that they have a big Black Market Arms un the Chernarus. You and your teammates will be inserted behind the enemy lines in the night. Your mission is to take a computer and to destroy the black market.
Written on 2012-01-27 by Big
Giallustio released a new version of this coop mission in the BI forums.
Quote Giallustio :
The situation in Zargabad has quickly gotten worse, the city was under heavy attacks during the night by the rebel forces that at the end have conquered all the strategic points.
Our Intel was not able to discover who is in command of the rebel's troops but this is not our primary objective for now.
German troops, who were in charge of the city protection, sustained many casualties during the attack and were forced to withdraw south.
During the night attack in Zargabad, the rebel's forces have captured 4 KSK Teamleaders, they are held hostages in this area and we think they are going to be executed.

Arma 2
Written on 2012-01-27 by Big
dymo has submitted a new version of his Shaving Emita City co-op mission.
Quote dymo :
The mission is simple because you need to destroy a satelite and a factory then kill the hidden general and escape.
But the mission is hard to finish, there are lots of enemies everywhere, tanks, snipers, cords, etc, and you are only on food. But You have almost all weapons to choose from and 300 sec for your mate to revive you. After you die you can start from one or other side of town with same weapons you have. And you can heal you self and your mates everywhere.
Dslyecxi informed the community on the BI forums an updated version of the ShackTac Fireteam HUD by zx64 has been released.
Quote Dslyecxi :
Once upon a time, we had an idea to make something that would alleviate some of the issues in ArmA with regards to situational awareness. Our ShackTac Fireteam HUD is the solution we came up with, and while it is not completely finalized feature-wise, we think it's more than ready to be used by those who share similar views regarding gameplay's relationship with realism.
The ShackTac Fireteam HUD was designed to do the following:- Provide situational awareness on where your fireteam members are and what their orientation is. This is intended to represent both peripheral vision, as well as the extended awareness one has in reality. You only see your fireteam members relative to you - no terrain, no other players/units.
- Give you an always-visible way of seeing who your team members are
Changelog:
- This release introduces a cardinal direction compass integrated into the HUD. This can be toggled off through the fthud_usermenu (alt-shift-h) for those that don't want to use it. Also has the 'names only' option in the usermenu added.
waterUpload submitted an updated version of the District9 - Mechanic originally made by neoko2000.
Changelog:
- Ghost-Mod (transparent body)
- Enemy-Scan (Auto Attacking-Mod)
- Electric Shild
- RVmat changed
- Modeling changed

Arma 2
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