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- - Revised missing faces and LODs from rampart (it now stops bullets!).
- - BRDM2 drivers aren't invulnerable anymore (you can shoot them through windshield)
- - Toyota with MG drivers aren't invulnerable anymore (you can shoot them through windshield). This is actually something I was working on days ago but haven't finished yet. Texture names need to be shortened, etc etc. Also, only blue cars by now.
- - VDV in DF now use rpg 26 instead of rpg 22
- - Tweaks to vehicle configs (BTR, BRDM2...)
- - probably other stuff I can't remember
- - Lowered ricochet sound levels
- - Fixed position of VALs and SD Grozas. Previously they were too above from hands, too ahead or both. Actually, this happens with a lot of vanilla WW4 weapons. Only fixing the EXT exclusive models.
- - Tweaked and/or added missing fire LODs to the Arma forts.
- - Operators renamed to Commandos
- - Updated unit icons. SOF instead of SF. RFL instead of OP.
- - Renamed US Army/Special Forces to US Army/SOF
- - Renamed US Army/Ranger to US Army/SOF/Rangers
- - Specop units no longer act as medics
- - New medic classes for all the specop branches that lacked one
- - New auto rifleman and assistand AR for all specop branches that lacked one
- - G36 mercs now use the scoped version by default
- - Groza PSO and PSO SD removed from switch sight script
- - DCU rangers now use Rangers Body Armor texture (were using RBA values already)
- - Less commandos for commandos. Commandos renamed to Rifleman. Radiotelephone Operators aren't Radiotelephone Commandos anymore.
- - SOF classes removed from self heal script except for SOF medics (otherwise it plays the animation, but doesn't heal)
- - Updated rest of base healer classes to new standard in ismedic function
- - Desert BDU rangers don't wear woodland camo face paint anymore (heh)
- - Further rename of SOF units for east
- - New russian rucksack classes renamed (ruckRusPartizan instead of rusPartizan, etc so, ruck+<name of ruck>)
- - AN94 in double tap mode now uses burst 5.45 ammo definitions (previously was using single shot ammo def)
- - Tweaked distances of 5.45 burst ammo
- - Sensitivity of all units increased to be able to "see" up to 800m
- - Camo values of units with some sort of camo lowered (so, camo increased)
- - Changed side of top parent infantry classes to 4 (neutral). It was previously 3 (civilian)
- - New effect on hit for all infantry units. AI and players: skill lowered for the duration of the effect (a couple seconds, usually), unit spins slightly and movement momentarily halted. Players only: screen flashes and sounds are briefly muted. Strength and duration of the effect tied to the damage dealt to the unit.
- - Further editing of LODs of existing imported A2 forts and barricades. I _think_ it should be all for the LODs thing. It was mostly modifying fire and view LODs so AI could spot enemies inside or behind it, and you could be able to shoot when inside them without problems. Only tweaks left should be focused on models and textures (missing faces, etc).
- - Imported and adapted models from Arma 2 (tweaked LODs, models, deleted and added missing parameters, etc etc -lots of boring stuff):
- * Sea containers. Created green and tan versions
- * Hay bale
- * Czech hedgehog
- * Beach umbrella (changed UV wrapping to green/red texture area)
- * Junk pile
- * East tent
- - Imported and adapted models from Arma 1:
- * Ruined 2 floor building. Enterable and also navigable by AI
- - Tweaks to inf cfg: definitions and accuracy settings for base hpps
- - Added roadways and paths to most existing camonets to prevent AI clipping through it
- - Further tweaks to the existing camonets, inlcuding fixing the large camo net geometry
- - Merged "bis watchtower fix" into ext objects w. Tweaked it a bit more.
- - Imported and adapted models from Arma 2:
- * West tent (added path LOD so AI units don't clip through it when traversing it)
- - Cleaned "MLODs & textures" folder: moved contents of Arma Ports to subfolders in more appropriate ones (weapons, vehicles).
- - Imported and adapated from Arma 2:
- * Wall stone in woodland and desert versions
- - T-72B and M1A2 enabled again. M1A2 renamed to M1A2SEP TUSK
- - New model for T-72B, tweaked from the original BIS model to add ERA armor boxes to the sides, front and turret
- - New model for M1A2, tweaked from the original BIS model to add ERA armor boxes to the sides, CROWS and slat armor covering the engine
- - fixed dexterity of M40, SR-25 and AKS-74
- - fixed dispersion of "normal" M16A1 mag
- - fixed number of rounds in Beretta and Glock mags.
- - Finished models for T-72B and M1A2 woodland
- - New desert models of those tanks now available. T-72B uses new custom textures (couldn't decompress Apoc's t72 pbo properly, and his textures are a bit too dirty for my taste anyway).
- - T-72A (W) now uses imported and adapted Arma 2 model
- - New T-90 (W) tank for east, using imported and adapted Arma 2 model
- - Imported and edited Arma 1 and 2 models:
- * T-72 in desert variant (custom texture, needs further tweaking)
- * M1A1 in woodland and desert
- * M1A2SEP TUSK in woodland and desert
- * (WIP, but mostly done) UH-60M Black Hawk
- * (WIP) New sound for M134 minigun
- - Halved size of the latest Arma port textures. Better performance, but worse quality (obviously)
- - Removed some models from ww4ext_veh (the ones where the new Arma models are being used instead)
- - Further tweaks to latest ported Arma tanks: smoothing surfaces, texture lighting, etc
- - New desert variants for: BMP-1, T-72A and T-90
- - New T-90S (export) classes
- - AH-60L Black Hawk totally ported (helos are a pain to port)
- - AH-6 Little Bird ported from A1
- - MH-6 Little Bird ported from A1
- - All existing vehicles, save the M113 (which I have yet to revise), have binarized models and materials configured
- - Other tweaks and changes to vehicle configs
- - Mi24 ported from A2
- - Mi8T ported from A1
- - AH6 now has black paint job (same as MH6)
- - Restructured the whole vehwpns pbo. It's now similar to the magazines one, although reestucturing is not as deep. Should be easier to navigate and understand what's what now
- - Revised most air vehicle weapons (there must be some left).
- - Revised animations of several vehicles (mostly gatling gun spin)
- - Buffed armor values of some air vehicles.
- - Revised sound levels of engines for all vehicles. Now all should be homogenized, as they are assigned through defines.
- - Upped engagmenet range and sensitivity values for air vehicles. Still dependant on viewdistance, but they should be able to engage from far away with missiles and such.
- - Revised GAU8 values and damage.
- - New set of scripts that emulate the T90 Shtora anti-missile system. It's able to deviate missiles shot directly and those with the assistance of a laser designator (had to use some tricks for that feature to work).
- - Added further material definitions, including those for WW4 vehicles that weren't added yet
- - LAV-25 ported from A2
- - (WIP) Moving and revising configs from extraveh_cfg to veh_cfg pbo.
- - (WIP) Further tweaking of materials. All non-Res OFP objects should be covered now, as well as Everon and WW4 textures (inf and wpns). Textures from other islands and res object still need to be added.
- - Binarized all the EXT weapon models and some other vehicles
- - Further textures added to material pbos
- - More vehicles moved from extraveh_cfg to veh_cfg
- - Object cfgs restructured. Now it's all in a single cfg and each object type separated
- - Binarized and added textures to material pbos
- - Zil top LODs removed. Now mid LODs are the top ones (that brings face count from about 9k to about 5k)
- - Revised BTR models. Previously they had lots of faces set to smooth instad of sharp due to ODOL conversion
- - TOW HMMWVs in green and desert versions, with ITOW and TOW-2A variants each
- - Ported T-55 from A2, available in woodland and desert camo
- - BRDM-2 desert
- - Added export classes for BRDM2
- - Reduced engagement range of vehicle HMGs (anti-infantry weapons)
- - Moved further vehicles to veh_cfg
- - Each BDU branch has now unique models (they don't share the same one anymore). This is done to reduce amount of hidden selections, which caused performance problems (slight stutters)
- - Moved BTR80 models to their own folder
- - Enabled and/or added Laser Designator units for spetsnaz
- - Spec op team leaders and officers for all sides able to heal again. Being group leaders they shouldn't be affected by the forced autoheal glitch. I think it's safe to enable it for them.
- - Revised contrast of several ported vehicle textures
- - Added and reassigned models for the T72. Now soviet/russian use different patterns than export and res
- - Moved further vehicles from extraveh_cfg to veh_cfg
- - Removed pbos and p3ds for models that now use Arma port versions
- - BMP3 and BMD now use original VIT models with texture paths updated. This was done to avoid the glitchy lighting due to corruption caused by ODOL explorer
- - Added more OFP Res objects to ext's objects cfg (buildings, vegetation, and other misc objects)
- - Fixed missing shadows from most middle east units
- - Mi35 now has own model and texture
- - Revised first LOD of T55. Down to around 3k faces from 4k. Also fixed missing shadow
- - Revised engagement, rate of fire and dispersion of vehicle HMGs. I might end up removing the "commander's MG" altogether from all vehicles.
- - Updated MCAR engine to latest version (they just updated it a few days ago, weird coincidence)
- - More EXT vehicle textures added to materials cfg
- - Removed exorcist-like cargo head turning from all EXT vehicles
- - Export versions for Urals
- - BMP and M113 ambulances adapted to EXT. Models resized
- - Removed tripod MGs first person zoom. Now fixed zoom equal to max zoom for infantry
- - Revised armor values of air vehicles. Had to lower them so BIS AA launchers (stinger, etc) can bring them down
- - Added Fire Geo LOD to A2 stone walls and adjusted them to work the same as the rest of A2 ports.
- - Moved mosquito sound effects from Tropical to main EXT
- - Revised weapon and mag loadout for all vehicles (those placed in the vehicles' "cargo area")
- - Fixed not being able to use weapons grabbed from BMP and BMP2s
- - Rewritten flares and countermeasures scripts to improve performance and some infinte loop scenariosDesert BDU rangers now wear helmet and goggles
- BDU rangers now use armor values of RBA without helmet and camo values of SF instead of recon
- New buildings from OFP: watchtowers, old hangar, fuel and repair station. The two latter can actually refuel and repair
- Desert BDU rangers now wear helmet and goggles
- BDU rangers now use armor values of RBA without helmet and camo values of SF instead of recon
- New buildings from OFP: watchtowers, old hangar, fuel and repair station. The two latter can actually refuel and repair
- Ported A-10 from A1
- Revised Shtora script. It was too slow reacting after the tweaks made to support MCAR.
- NA units currently use a test model, featuring desert gear over the previous faded BDU-like fatigues. This will eventually be reverted.* restructured mags and ammo (they're now sorted by caliber, not role)
- * mags and weapons are now inheriting more values from base class
- * SR-25 is now real semi-auto
- * supersonic suppressed mags use proper initSpeed values
- * HD mags for G36, M16A1 AR and pistols
- * added EXT-compatible BI weapons: CZ-75, Remington 700, G3
- * pistols, Uzi, Steyr and G36 reworked
- * dexterity of AKS-74 set to rifle (was carbine)
- * most popular magazine sets are now set as defines
- * changed names of muzzles in GL-equipped weapons
- * 5.56 WLR and 5.45 ELR mags can't be used in 7.62 weapons
- * M21 uses BI zoom and zeroing settings (to simulate ART scope)
- * M14 EBR uses sniper reticle (zoom and zeroing left as is)
- Still to do:
- * change recoil of AN-94 "double-trouble" mode (forgot about it)
- * add EXT-compatible Ingram and CZ Scorpion (was too lazy)
- * restructurisation of rocket launchers (probably after release - too much hassle for now)
- Revised and updated EXT mags and ammo for MAP rucksacks
- Revised and updated EXT mags and ammo types for AI rucksack scripts
- Fixed CTD and other issues in AI rucksack scripts
- Fixed CTD in persistent faces script. This feature is currently forced for testing purposes.
- Testing new approach to mag assignment for units in units cfg (can be seen on DCU and NA units)
- UH60 MG now defaults to new ported model
- WW4EXT_AKABGP25 muzzle now 545AMuzzle (it uses different mag than other 545)
- WW4EXT_AKSUGP25SD muzzle now 545SDMuzzle
- WW4EXT_AUG3AimM203 muzzles now 556Muzzle and M203Muzzle (this one wasn't updated)
- WW4EXT_M4M203SD and WW4EXT_M16A4M203SD muzzle now 556SDMuzzle
- 762Muzzle divided in 762EMuzzle and 762WMuzzle (they actually use different mags)
- Deleted all files and references regarding EXT Laser Target (it was a test and it's unused)
- Removed further references for the M21 from the zeroing scripts
- Removed zeroing.hpp as it's not actually needed (it's defined in dialogs pbo)
- Updated rucksack scripts to reflect the latest changes to magazines pbo
- Magazine definitions are now separated based on the type of mag instead of which weapons use them
- Updated all weapons with new mag definitions
- Reassigned mags all around. Generally more restrictive than before to make more apparent the differences of each rifle, while keeping as much backwards compatibility as possible. Changes include G36 and SIG only using the G36 (556EU) mags
- Rucksack scripts updated accordingly
- M16A2 rifles now support non-burst 556 ammo again (units such as BDU rangers use auto ammo)
- Grenadier (flare) units able to shoot flares again (forgot to update the muzzle names)
- Corpse used in the MAP rucksack system is now persistent (previously a new one was created every time a unit used the rucksack, which caused noticeable stuttering)
- Rucksack mags now correctly poisitioned when dropped inside buildings
- Revised the ruck scripts for performance
- Units can now be excluded and included from the persistent faces scripts
- Persistent script for a given group can be stopped by excluding the whole group
- Changed default EXT material settings to low contrast (as that will be used as default and release is getting closer)
- New test for suppression system, started when a unit is hit (and doesn't die). Currently requires placing the corresponding side spawner unit on the editorAN-94 double burst mode recoil changed to M16 burst recoil (though I don't see any particular difference in-game - in config it is indeed lower)
- Added EXT-compatible Ingram MAC-11/9 and CZ Sa vz.68 Skorpion - both handguns but using MP5 "rifle slot" mags
- M16s (all variants) use only single-burst mags - no fun switch for them
- As a bonus: WW4EXT icon I made some time ago to easily find EXT among other mod's shortcuts on my desktop. It looks ugly (I was trying to recreate lettering from WW4 background credit cutscene).Magazines for US and USMC units now assigned via defnitions
- Revised all the US and USMC units (but not groups) and reorganized pre UCP ones into "Cold War US" category
- Further revision of US and USMC units
- Added medic classes to FORECON units
- Magazines for mercs and NA units now assigned via definitions
- Fixed ammo assingment for M4 Acog rifles
- WW4EXT_GW556_30mag and WW4EXT_GW556_30HDmag renamed to WW4EXT_W556_30BAmag and WW4EXT_W556_30BAHDmag respectively, to keep consistence with the other 556 mag names. All the units, weapons and scripts referencing these mags have been updated.
- Fixed class names for desert res mercs (they ended in R when they shouldn't, so now it's WW4EXT_DMERCRifleman instead for WW4EXT_DMERCRiflemanR)
- NA configs divided now in desert and woodland and respective groups created.
- Fixed not being able to properly deploy 556BA (old G36) ruck mags
- US and soviet/rus grenadiers now use grenade vests (this was done days ago but forgot to report, rus/sov still need to be updated tho)
- Increased AI dispersion and reduced rate of fire for AI for AK47 and RPK47 mags
- Applied missing ROF and AI dispersion values to the magazines that lacked it (it actually only was a bunch that had those missing, but precisely the first mag I checked was one of those, which led me to believe that all were lacking them)
- AI dispersion coef have been diversified all around. Single, Burst/Double and Auto modes have now different values.
- changed naming convention of squad weapons
- EXT weapons for EXT Civ Cops (Scorpion and CZ-75) and EXT BIS Guerilla Hunter (Remington)
- partially revamped National Army (new models and textures).ZU-23 and BMD-3 moved from extra_veh_cfg to veh_cfg
- ZU-23-2 cannot longer lock targets, ZU-23M1 does
- ZU-23M1 now actually crewed by a russian unit (prev was also soviet)
- All BDU, DBDU and specop night, KLMK and VDV afghan, as well as the related groups, models and textures moved to new WW4EXT_CW_DEV folder
- Revised naming convention for all EXT groups
- Loadout definitions now separated into hpps by main ammo typenew uniform textures with webbing/harness
- higher quality beret texture from WW4 Modder's Resources
- infantry models redone so webbing will look nice on lapels/collars - model borrowed from Afghan VDVNew WEST vehicle definitions for Cold War module. It includes a mix of old BIS versions and new ones crewed by BDU units. It mixes US and USMC vehicles.
- Removed BIS vehicles from main veh cfg (now they are in CW)
- Disabled and redirected vehicles that would be too old for the modern US army. Left those who don't have a modern equivalent
- Desert version of M60 was missing for USMC
- Desert Vulcan lacked a proper config (although the model itself needs to have some texture names shortened, there's a lot of white textures in that model)
- Moved ZSU desert from extra veh cfg to veh cfg, and added mat definitions for it
- Final (is it? or maybe again something missing?) version of modern NA Rifle inf.
- Most units have rucksacks now (ALICE model)
- Some missing units added (heavy AT, marksman, team-leader)
- cfgPatches updated.New EAST vehicle definitions for Cold War module.
- Removed EAST BIS vehicles from main veh cfg (now they are in CW)
- Added Russian army versions of most EAST BIS vehiclesAssigned desert NA crew and pilots to desert export vehicles
- New export versions for BMP3 and BTR80
- Added missing base definitions to basicdefinitions.hpp, still missing a couple
- Revised and restructured vehicle cfgPatches for main and CW. Moved all of them to a single class. Left the rest empty to keep compatibility with previous versions
- Changed to uppercase all vehicle class names for main and CW
- Removed (W) tag from vehicles that don't have a desert version for main and CW
- Revised armor values of BMP3
- BIS infantry replacements moved to CW module, for now
- Shoulder pads and collar added to NA desert unit model again (krzy, it'd be better if you use the new model from now on, to avoid problems like this in the future)
- New custom motpilot model. Mot pilot now uses it
- New MOT pilot helo classClass scope for all legacy vehicles and units changed from private (0) to protected (1), so obsolete units don't crash OFP anymore (this was an oversight of mine that I kept repeating endlessly)
- Moved woodland GRU and VDV Recon (flecktarn) to CW moduleVDV Recon moved back to main EXTFixed hatch rotation for commander in M1A2 TUSK. Now only the CROWS turret rotates
- Groups can now be set up by using definitions. Included are definitions for the most common group counts and layouts. Those defintions can be easily edited and expanded. Multicam rifle and Strycker mechanized inf groups already set up using this method as an example.
- Revised loadouts and created definitions for motor, VDV and spetsnaz units, for main and CW
- Spetsnaz riflemen now should have correct ruck ammo
- NA groups made, compliant with groupdefinitions.hppRevised and optimized a bit script that spawns spawner dynamically
- Spawn invisible target script no longer needs a manually placed spawner unit in the editor in order to work. This script is used, among other things in the suppression system used on the hit EH.
- Units will now launch smoke grenades in the direction of the attacker and have a 20% chance of not throwing one at allLoadouts of all inf units defined through definitions now, for main and CW
- BIS vehicles for Res renamed to Guerilla/Vehicles
- Increased ROF of automatic mode for rifles and reduced their engagement preferred distance to about 60-50m (from 100-50m)
- groupdefinitions.hpp allows for changing group side
- some new group definitions (mainly for Ins convoys).
- NA Commando models, textures and config
- definitions.hpp updated with ARMOR_IBABODY
- cfgPatches.hpp updated with NA SF classnames.Fixed "hole" in Stryker left side (turned out that with all the copy/pasting done when trying to fix the Strykers I forgot to copy a couple polygons that should fill that gap)
- Fixed position of Stryker's driver (for some reason they were lower than I remembered, had to elevate them a bit)
- Stryker moved from extraveh to veh cfg. New class names. Redirected old ones.
- Added missing Stryker textures to EXT mat def cfg
- Added desert driver, crew and pilots to custom faces script for vehicles (so they are automatically detected and afghan faces applied for vehicles piloted by those units)
- Faces for vehicles no longer need the persistent faces logic present in order to apply the custom faces. The logic must be placed only if you want to keep them after reloads (although right now it's always on due to testing, might as well leave it on for release, opinions on this?)
- Converted all custom faces from jpg to paa to improve performance (remember that stuttering in the BDU units? Well, it turns out the culprit weren't the hidden selections, but the damn jgp faces. JPG=bad performance)
- Revised vehicle scripts (WIP) and deleted unused ones
- Added Supercobra engine start sound to new Viper helo
- Added again explosion effects to vehicle GL weapons. It kills performance, but otherwise it looks silly and it's impossible to tell where it's hitting.
- Moved Zils from extraveh to veh cfg. Class names changed. Created redirects.Toyotas moved to veh cfg. Extra veh cfg pbo and folder deleted.
- Slight facelift for the Toyotas (wink, wink)
- Removed RUS suffix from class names of BRT80, T72, T80 and Mi24. Added _CW suffix to CW versions instead
- New EXT version of invisible targets. Low infantry targets now have the same cost of a rifleman. Targets are identified now as "Soldier" in verbal orders. Armor targets still WIP
- Reduced time for an invisible target to stay on a suppression area from 30 to 15s. The targets are now of type "low" instead of "high"
- Revised and updated class names for vehicle and crew for CAS and Transport support scripts
- Added export versions to all tripod MGs
- Added base definitions to the related hpp for Zils and Toyotas
- BIS replacements for west and east removed, as well as their groups. Only left redirects to BDU and MOTK units, respectively.
- BIS replacements for Guerrilla units moved to "Cold War Guerrilla" category.
- Revised mag loadout for CW guer
- Groups for CW Guer now use same structure as rest of guerrilla units
- Moved Guerrilla Vehicles to CW, now crewed by CW guerrillas. Desert variants disabled by now (redirects).
- Finished EXT version of invisible tgts for armor and IR
- Objects, fortifications and Creative Commons music now are part of main EXT. Extras folder is not needed anymore.
- Ongoing revision of existing EXT missions to be compliant with v1 (Montignac Assault, Bad Exfil, National Assault, Take the red car, etc)
- "WW4 EXT/US Army/SOF/Vehicles" category renamed to "WW4 EXT/US/SOF/Vehicles"Armor for CW guer set to None (same as rest of CW units)updated groupdefinitions.hpp (a little rearrangement)
- NA driver with helmet
- NA SF Commando with LAW
- groups for NA SF
- updated cfgpatches.hpp (missing NA SF spotter).New green beret texture for normal NA (to differentiate them from SF in desert variant)
- New equipment texture for NA SF
- New models for NA SF
- Updated CfgModels.hpp and /indy/(desert.hpp/woodland.hpp).
- Revised and normalized engine sounds for vehicles, firing sounds for infantry and vehicle weapons and bullet cracks and other sound effects. All now set through definitions.
- Fixed missing texture assignment in the model of watchtower (cabin)
- All hats for woodland mercs now use BDU pattern
- Disabled debug mode for AI scripts
- New burst sounds for M60 and M240
- Revised NA SF models:
- Reshaped "lollipop" hood (you used the hood used for units with helmets, which is gigantic to avoid clipping. This new version is tight and cool, and I actually might use it for the US arctic sniper)
- Shemagh for 1st LOD now uses that of the desert merc (I tweaked that by added faces to the inside part of the shemag that's visible when you look over them)
- Rotated head bandana so it doesn't clip with goggles
- Added a new selection: shemagh top (so units can use only the collar part)
- More visual variations given to key SF units, such as sq leaders, snipers, etc
- Desert SF now uses black civilian rucksack (it fits better with their black vest - I totally didn't steal this idea from Apoc :P- and the plain colored molles are simply awefully textured, I know)
- Inside sounds for vehicles normalized, now set via definitions
- Fixed path to dusty wind script
- Arctic:
- Created material definitions for all models (excluded the M1,M113,BMP2 and T55 for now)
- Binarized infantry models
- Revised loadouts for infantry of all sides
- New inf classes, including: grenadier (flares), SF medics, SF autoriflemen (just for East)...
- Disabled vehicles and units that didn't fit the Cold War era (now redirect)
- Created arctic textures for the ported T-72. This was just a proof of concept. I don't think it's worth replacing the rest with ports, among other things, due to the difference in side between similar modles (Kegetys BMP and M113s are vanilla size, so gigantic, while a ported BMP2 would be way smaller, etc)
- Syncing now: a little more desaturated variant of NA beret. I've made an error, and it's in .pac instead of .paa, but source files (including .xcf) are included.
- updated groupdefinitions.hpp (groups for VDV)
- groups for RU Motor, SpetsNaz and VDV compliant with new model.
- Revised vehicle HMGs. Most have now two burst modes, one for just AA roles and the other for mixed ones (anti-inf, AA, etc)
- Destruction script not started through EH any more. Switched back to vanilla WW4 method so they work in MP without extra tinkering. The scripts themselves have been revamped, though.
- MCAR vehicles (HMMWV TOW) now use WW4-like destruction effects instead of MCAR ones (no more random grenade popping after destruction)
- Updated addon requeriments of all ARctic to CW ones
- Moved arctic vehicles to single class in cfgpatches
- Moved legacy sovietinf and WW4EXT_RPL from CW module to main one (just to make sure noone will have problems with this)
- Dozens of other minor and not so minor changes here and there
- Added missing textures for Mi-2 to EXT materials
- Mi-2 config revised and updated to be compliant with v1 standards
- Mi-2 Res is now available for all sides
- Removed WW4_EXT3P_DEV. Use WW4_EXT3P_DEV1 for testing the Mi-2.
- updated groups for _inf_cfg (compliant with definitions)
- updated gropus for _cw_inf_cfg.
- OPGWC walls added to EXT objects
- Added BAS island mats to OFP mat cfg (WIP) (I had to do this to take the screenshots in Marcomio's CAT Afghan)
- Revised all Zulu's EXT missions to make them compliant with v1.0 (I know he won't do it or will do it too late :P, and it was also quite a lot of work, even knowing what to change)
- Added missing cfg entries for ladders and doors to Res apartment buildings_cw_inf_cfg:config.cpp modified (groups' tree naming convention)
- Soviet Motor groups included once again just in case (it's the same like the one from earlier update, but that was put in wrong folder)._arctic_inf_cfg:config.cpp modified (see above)
- groupdefinitions.hpp updated
- groups compliant with definitions for all sides/factions.
- Throw smoke and suppression now toggleable via logics
- Revised the whole EXT settings system: instead of having a separate global variable for each setting (bullet cracks, rucksacs, etc) now there's just a single one that tracks them all.
- Moved "jet flyby sound" logic to Unit logics.
- "Enable all" is now the default logic (the one at top). Launchers haven't caused problems from a few versions now.
- Increased armor values (actually, structure armor) of all helos. I don't think I'll buff the AA launchersGroups revised:Fixed missing semicolon at the end of DCU, missplaced quotation in afghan VDV
- Insurgent vehicles separated in desert and woodland. Only woodland has Zil groups now
- New vehicle groups centered around Toyotas for NA, in desert and woodland
- Updated all vehicle classes to new v1 onesRevised LOD distances for all camonets and forts. Now progression is 0.5,1,2,3 aproximately
- Created config and material definitions for the new arctic camo nets
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