Oops really? Never heard of such an issue before. I better create new keys for 1.16 which will be released shortly after the next ArmA 3 patch. :) Sorry for the trouble.
updated: A2 to A3 objects: sandbag (corner), bargate2, mash, black barrel, green barrel, red barrel, barrels on pallet, sandbag corner, sandbag round corner, barrack
updated: compositions have been equipped with some A2 objects
updated: glt_version_check.pbo applied to new pbo file glt_objects_a2
updated: GLT Core stringtable.xml
updated: stratis missions GLT 01: Meet the Spartans, GLT 02: Take Girna, GLT 03: Airstation Mike, GLT 04: Operation Delphi
updated: altis missions GLT 01: Men in Fleck, GLT 02: Fog of War
updated: Victoria Divina camo beret texture has been reworked
updated: GLT headgear textures have been reworked
updated: GLT backpack textures have been reworked
updated: GLT uniform textures have been reworked
updated: GLT underwear textures have been reworked
updated: GLT vest textures have been reworked
updated: GLT vests have been set up with new armor values
- -
Known issues:
Error message popup while opening vehicle cargo space (occuring since A3 1.10)
the VAS configuration is causing RPT errors because of dead classnames, I need more time to identify the dead ones
weapon selection in the briefing is not working because BIS disabled the feature again
The download link in the 1st post of this thread has been updated!
This post was edited by Legislator (2014-06-04 16:55, ago)
GLT Mod 1.17 will introduce the new faction Nea Dimokratia. It's a pro-CSAT militia which claims the capital of Altis for themselves. Technically a lot of classnames and textures have been removed or reworked. Lots of bugs have been fixed, some sadly only by taking out VAS and BTC revive. All missions are now equipped with BTKs first aid and cargo loadout script, as well as with Bohemia Interactives respawn template.
Changelog
changed: altis missions: missions have been renamed
changed: classes of "dirty vests" have been removed, textures have been merged with "clean vests"
changed: GLT teamleader, squadleader, marksman and teamleader are now equipped with a rangemaster
changed: GLT backpack "dirty" config has been removed
disabled: RPT error File glt_units_men\scripts\random_uniform_combat.sqf, line 87 (feature has been disabled)
fixed: missing MG4 magazine in GLT_fnc_Crate
fixed: error messages in BTKs cargo loadout and first aid scripts
GLT Mod 1.18 will introduce a fix for the respawn template of BIS that had been introduced with the latest A3 patch. However it will also feature a lot of Tropentarn units of the German Liberation Taskforce, some vehicles for the Nea Dimokratia militia and a lot of other stuff.,
Changelog
changed: Leopard 2A6 now is called Leopard 2A8
changed: GLT Oshkosh JLTV driver is a medic now
fixed: several issues in Leopard 2A8 showcase
fixed: old texture on one of the GLT HEMTT trucks
fixed: config error of GLT supply box
fixed: missing stringtable of GLT_Backpack_HMG_Support
fixed: rangefinder and binocular were lost after respawn
new: Nea Dimokratia VW Crafter (red + black)
new: Nea Dimokratia red beret
new: Nea Dimokratia red and black SUV
new: GLT Tropentarn uniforms
new: GLT Tropentarn helmets
new: GLT Tropentarn backpacks
new: GLT Tropentarn vests
new: GLT Tropentarn infantry
new: GLT Tropentarn static weapons
new: GLT KSK backpacks
new: GLT KSK uniform
new: GLT KSK units
new: civilian with black overall
new: black overall
new: GLT Respawn Template Fix
new: GLT Showcase: A-10 X2
new: loadout "glt_weapons_tropentarn" and "glt_weapons_ksk" for GLT_fnc_Crate
new: GLT Editor CleanUp - new vehicle class "Structures_Sports"
new: Dynamic Civilian Life v 1.1 (DCL) by Nicolas BOITEUX has been integrated
updated: all Stratis and Altis missions with respawnOnStart = 0 parameter
Known issues:
weapon selection in the briefing is not working because BIS disabled the feature again
there might be a conflict when using AiA with GLT Mod
The download link in the 1st post of this thread has been updated!
GLT Mod 1.19 includes some bugfixes. In a radical move I changed a lot of file paths and splitted things into different PBO files. Anyone who used GLT stuff before has to adapt the previously created missions for it now. This update also includes some new units, two new showcases and a lot of new inventory items.
Changelog
changed: reworked inventory items of glt_items.pbo
changed: complete change of content handling with changes in file paths and cfgPatches classnames
changed: most config.cpp have been binarized
changed: special weapon boxes can now contain more weapons and ammunition
fixed: RPT errors with missing sounds / reworked config of BTKs first aid script
new: Nea Dimokratia MH-9
new: Nea Dimokratia flag marker
new: GLT Showcase: Nea Dimokratia
new: GLT Showcase: KSK
new: unlocked ArmA 3 poor clothes
new: CSAT scientist
new: LGS Fennek ambulance
new: lots of new inventory items
new: survivor and bandit civilians
new: civilian backpacks
updated: various new stringtable entries
updated: GLT Showcase A-10X2
updated: GLT Editor Cleanup: a few vehicle class changes
updated: lots of new vehicles have been added to BTKs cargo script
updated: AK-47 and AKM have been added to "ndk_weapons" of GLT_fnc_Crate
Known issues:
weapon selection in the briefing is not working because BIS disabled the feature again
there might be a conflict when using AiA with GLT Mod
Now I'm reworking my composition files in order to address to trouble with AiA. Basicly I will put my A2 ports on the scrap heap and introduce the optional GLT Mod Extended which will focus on content from AiA as a requirement.
The download link in the 1st post of this thread has been updated!
GLT Mod 1.20 includes a lot of bugfixes and introduces the compatibility to All in Arma! I also took advantage on the BW Mod update and included the new content in my missions. This update includes one new showcase featuring the GLT Paratroopers!
Changelog
changed: cfgMagazines of food and mechanical items has been removed
changed: jerrycans are now available in cfgVehicles and cfgWeapons as well
changed: medic items have been moved from TransportMagazines to TransportItems on the medic backpacks
changed: composition versions in missions will be loaded according to All in Arma being loaded or not
changed: CSAT Ghilie soldiers now use their own ghilie suit
fixed: rvmat path issue with GLT_Vest_Light1_Tropentarn
fixed: GLT Karakal 1A5 Tropentarn displayname
fixed: A3 and All in Arma compatible compositions have been created
fixed: issue with random GLT Overall texture
fixed: wrong signature file for glt_items_backpacks_glt_ksk.pbo
new: many new inventory items
new: edited Leopard of BWA3
new: GLT Showcase Paratroopers
removed: all Arma 2 object ports (glt_objects_a2.pbo and ca.pbo)
update: BTK First Aid small script changes
update: new BW mod weapons are available in GLT_fnc_Crate;
update: new civilians have been added to Nicolas BOITEUX civilian spawn script
update: GLT 04: Operation Delphi
update: GLT 12: Kill Farm
update: GLT 18: Men in Fleck
update: GLT 19: Fog of War
update: GLT 20: Winter is coming
update: GLT 21: Back in Fleck
update: GLT Showcase A-10X2
update: GLT Showcase Leopard 2A8
update: many new vehicles have been added to BTKs cargo loadout script
Known issues:
weapon selection in the briefing is not working because BIS disabled the feature again
GLT Mod 1.21 is upgrading all missions with a new AI skill array. The goal is to optimize the AI to be clever without having instant headshot-kills. This version also includes new content, bugfixes and some improvements.
Changelog
changed: author of Puma and Leopard 2A6M
changed: various priorities in cfgFactionClasses
changed: GLT_Item_Map_Assault is now a real inventory item, not a magazine anymore
fixed: stringtable issue with LGS Fennek ambulance (Tropentarn)
fixed: GLT Mini UAV could not be disassembled when using a tropentarn backpack
fixed: Ion Inc. teamleader is equipped with M203 grenades now
fixed: US and CSAT Ghillie appear without clothes
new: bandit overall
new: bandit basecaps
new: survivor clothes
new: tools inventory items
new: GLT Medibox by [GLT]Turrican
new: GLT AI Skill Array has been defined in the glt_core.pbo
GLT Mod 1.22 is containing some ports from Arma 2 now, mostly small stuff. The biggest credit goes to TheDog88, author of the ARP 2 objects mod, who provided me his 3D files and textures. I upgraded them with new textures and an item config for the inventory. My original goal was to port over some A2 vehicles as well (starting with the Dingo), but I ran into lots of problems and I'm not skilled enough to solve it. Besides there are more talented modders out there who are currently taking care of it.
Changelog
changed: some config tweaks of air units
changed: modelsides[] = {3, 2, 1, 0} for all men units
changed: GLT based fun civilians have been moved to vehicleclass MenFun
changed: GLT Paratroopers now use the new GLT parachutes
changed: GLT_fnc_Crate now uses the new GLT parachutes and Massis nightvision goggles
changed: GLT civilians now use a camouflage value of 1.2
changed: GLT soldiers now use a camouflage value of 0.9, snipers 0.6 and lite soldiers 1.0
changed: GLT KSK soldiers now use a camouflage value of 0.8
changed: Neo Dimokratia soldiers now use a camouflage value of 1.0 and guards 1.1
changed: Ion Inc. units now use a camouflage value of 1.0 and 1.1
changed: Victoria Divina units now use a camouflage value of 0.9
changed: arma 3 medic backpacks now contain GLT medic items