Cold War Germany DLC

A-a-ron

Re: Cold War Germany DLC

Post by A-a-ron »

If you've gotten rid of the mod server (which we never knew) then we can replace it with this. So we have Vanilla and CDLC servers and we would toggle between the two like we were going to do for the mod server.
Regarding testing there was a "Mod Test Server" why can't we replace that with a CDLC test server and toggle between like we were gonna do with the mod server.
So we would only have two servers (Main & Test) like always but the ability from CO to change to which version for Vanilla and CDLC.

All active Razorbacks have voiced that they want to play the new content. Everyone understands that if we use this people who don't have it can't join. That would happen if we ever used the mod server, we would be locking some people out from playing with us.
As it stands all active Razorbacks are going to buy it and want to play, some of our regular pubs are on the same boat and so our the some TOUR members that have been playing with us (if i'm wrong the other can correct me). We wouldn't lose that many players by switching to CDLC for a few weeks, hey we might get a few more.

If this can be technically done then I say and on behalf of part of Razorbacks, we do it. If it can't be done because of a technical issue that can't be solved at this time then we'll look into other options.
BearBison
Clan Founder
Clan Founder
Posts: 1763
Joined: Mon Jan 22, 2007 12:00 am

Re: Cold War Germany DLC

Post by BearBison »

The mod server was removed only in that it hadn't been updated so no files exist, so once the updater was run the mods would have been installed.

The mod test server was just a change in the server launch command line to include the mod, so not possible to do the same as we had previously.

The CDLC is a different branch from what they have stated thus far which means it's not a change in CMD line but a completely different install, just like the beta branches so just changing a CMD line won't work.

I spent a good while over the last few weeks (before this thread was created), sorting out the files to be able to allow the server to be installed once requested and BIS release the required information to server owners. But it will be at the expense of the vanilla server initially until such times as we can find a way of allowing a switch over that won't affect the other games by requiring a mass download on each change etc.

All I've ever done in this thread was point out what is possible and cleared some misconceptions as to thinking CDLC is the same as DLC but it appears people seem to think you can't have it....
Which is only correct in so far as it hasn't been requested by the GC and the only reason it will be ready ASAP after release is I assumed you'd want it.
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Fisty_McMuffin

Re: Cold War Germany DLC

Post by Fisty_McMuffin »

Downloading now...

Just finished and it's only 20gb
BabylonCome

Re: Cold War Germany DLC

Post by BabylonCome »

I notice our server is green with the new DLC loaded but if I try to select a mission using the DLC content, there are no slots available to choose from. Is this because the server needs to be configured for the new DLC?
BearBison
Clan Founder
Clan Founder
Posts: 1763
Joined: Mon Jan 22, 2007 12:00 am

Re: Cold War Germany DLC

Post by BearBison »

The server needs to be moved to a completely separate branch which as of this morning still wasn't available.
Not looked today since not back home yet.
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BabylonCome

Re: Cold War Germany DLC

Post by BabylonCome »

Update for all...

Bear is currently trying to get the server sorted on the new DLC and Andy and myself have been working on some missions. I've managed to get 2 missions (a CO20 & a CO30) ready but they are currently untested on a dedi server. The CO30 is playable with about 15 players as it requires a Panzer tank crew plus 1 squad at the min and is based on the winter map (although testing locally resulted in some low FPS which I assume is because of the snow fall). The CO20 is a clear the town type mission and is playable with 10 or more players.

Once we have a server working, all missions will be tested and hopefully we can get to see what life was like with no scopes, no GPS, no map markers but with 7.62cal's...
Dale

Re: Cold War Germany DLC

Post by Dale »

18-06-2019

Global Mobilization v1.0.3153

Content Fixes
Added: 100m grid to 2D map of Weferlingen.
Added: Adding animation for doors on 2t medical truck
Added: Door step animation for door on 2t medical truck
Added: East German Medic unit.
Added: Empty License Plate preset
Added: Zeus Game Mode East and West, summer and winter.
Added: Civilian variants of 2t truck
Added: Version number now visible in main menu (GM icon tooltip)

Changed: Adding tracer ammunition to PKT on all east german vehicles
Changed: Penetration values of all hand weapon ammunition adjusted
Changed: Removing top 2 stretchers on the Medical Ural 375D
Changed: 30 round magazines for 105mm L7 tobe used in campaign
Changed: 762 ammo update part 1
Changed: Added gloves to danish winter uniform.
Changed: Adding Vehicle in Vehicle capabilities for 10t mil gl truck
Changed: Adjusting civilian 2t truck tires
Changed: Adjusting FFV limits for cargo positions on M113
Changed: Adjusting Pzf84 Illum trigger time
Changed: Adjusting viewlimits of BMP1 commander's turret
Changed: AI-Assist in tank missions
Changed: Attribute option to select License Plate type
Changed: Border Fence Gate's resistance to vehicles
Changed: Border Gates are now unlocked by default. (setVariable ["locked",True] to lock gate again)
Changed: Concussion Grenade and Fragmentation Grenade to behave different
Changed: DF7X40 and FeroD16 sizes.
Changed: Doubled Air Raid Siren audible distance.
Changed: Enemy distribution in "All Cats Are Grey by Night"
Changed: Increased structural integrity of border fences.
Changed: Increasing accuracy of P1 and PM (just a bit)
Changed: Increasing MP2 rate of fire (just a bit)
Changed: Lowered M35/53 Helmet's position on head.
Changed: Missile Safari Coop mission - Some enemy AI paths redesigned.
Changed: Moved eye memorypoint of P1 and PM further back
Changed: Reducing Armor of TPz1
Changed: Reducing IndirectHit and indirectHitRange of the PKM API round
Changed: Reducing IndirectHit damage and IndirectHitRange of HEAT rounds
Changed: Reducing Supply range of support vehicles
Changed: Reducing T55 rotation and elevation speed
Changed: Removing Digital GPS and Crew Manifest (right and left display) from driver and all turrets
Changed: Removing UN from T55 UN turret texture
Changed: Rifle ammunition adjusted to better represent reality
Changed: Setting KPz1 XSW Spotlight doors to open by default instead of closed
Changed: Storing Turreted weapons now also works when player is under AI command
Changed: Structural integrity of structures and small objects increased by 160%.
Changed: TvT missions's respawn at MHQ
Changed: Uniform-Updates are now fully local, no longer needlessly global.

Fixed: Version Number only visible in local Development build
Fixed: Floating branch on Summer picea 03
Fixed: Explosives and mines no longer have a muzzle to be switched into
Fixed: Mirrored mirror on type 1200
Fixed: Adding exhaust effect to second exhaust pipe of Type 1200
Fixed: Adding medical capabilities to ACEI and ACEII containers
Fixed: Adding missing placeable objects for Binoculars
Fixed: Adding missing Repair ability to BPz2
Fixed: Adding showWindow = 0; to all Take and Store weapon useractions
Fixed: Advanced Turret Eden editor turret double occupation issue
Fixed: Ai Driving component
Fixed: Bad PhysX Geometry Lod on railroad objects.
Fixed: BMP1 commanders hands not following the optics when rotating
Fixed: BMP1 gunner and commander get in animation issue
Fixed: BMP1 Maljutka disappearing when gunner is turned out
Fixed: BMP1 rear left foor opening the wrong way
Fixed: Boardwall animations not working in lower lods on 2t truck
Fixed: Boardwall animations not working in lower lods on 5t trucks and 10t truck
Fixed: Borderfence when destroyed removes SM70 along with it.
Fixed: BPz2 Commander Hands not following MG3 movements
Fixed: BPz2 commander proxy position is too low
Fixed: Branches and Tree Stump clutter objects now render correctly in foggy weather
Fixed: Bridges had wrong Z-Bias.
Fixed: Broken Nation Insignia in lower lods of BRDM2UM
Fixed: BT11 and BT6 rooftop collision issues.
Fixed: Bumpy bicycle ride (Thanks Lexx!)
Fixed: Cargo animation issue for 3rd passenger on Post p601
Fixed: Church Door Opening wrong way
Fixed: Commander RTT view not following the rotation on BMP1
Fixed: Damper compression on type 1200
Fixed: DDR Crew was unable to throw grenades or place mines.
Fixed: DK infantry groups factionclass
Fixed: Dozer blade named selections in lower lods and shadowlod
Fixed: Driving behaviour of zsu234 to avoid locking up of tracks
Fixed: Engine getting turned on when loader turret is moving
Fixed: FlakPz1 Groups faction class fixed
Fixed: Floating wooden boards in lower lods on Ural Transport and Ural Ammo Truck
Fixed: Friendly AI "All Cats Are Grey by Night" not reacting to commands.
Fixed: Grenades bounced off an invisible window glass on gm_euro_office_01 and _win
Fixed: Hatch closing logic ignoring if the cargo seats
Fixed: Indirect hit calculation
Fixed: InitSpeed for MP2A1 magazines is configured too high
Fixed: Issues with some weapons having laser range finders enabled
Fixed: K125 Speedometer needle animation
Fixed: Launcher + Binocular in IWP had wrong IK mode enabled.
Fixed: M113 cargo would not seat back down correctly.
Fixed: M113 Command Antenna Mast not animating
Fixed: M35 Helmet Netting always visible on last lod.
Fixed: Mass of PKM
Fixed: MG3 belt not being present in 1st person view on KPz 1a1a1
Fixed: Minor terrain object placement adjustments.
Fixed: Misaligned Geo Lod for big steel frame mining tower.
Fixed: Missing author for GC insignia.
Fixed: Missing Author for GE voices.
Fixed: Missing shadow lod for optics holder on Pzf44
Fixed: Missing smokeshell effect classname
Fixed: Misplaced exhaust smoke effect on the p601
Fixed: Misplaced particle effects on BPZ2 front machine gun
Fixed: Badly positioned P1 pistol
Fixed: Mixed up animation names in the customization dialog on the KPz1a1a1 and 1a1a2
Fixed: P1 and PM having cartridge ejection on the wrong side
Fixed: Practice grenade no longer behaves like a normal grenade
Fixed: Propellers on TPz not rotating to the back when in swimming
Fixed: Rifle animation for when magazine is shot empty
Fixed: Script error when undo button is used after replacing a gm vehicle with another gm vehicle
Fixed: Second fuel pump indicator on the 5t fuel truck not having its indicator
Fixed: Skeleton mismatch for winter DEST building. Thanks Dahlgren.
Fixed: Smoother reload anims for MP2 and G3 when running.
Fixed: Some bridges no longer slow down bikes.
Fixed: T55 commander clipping through hull when turret is at 10
Fixed: Terrain issues with bridges
Fixed: Terrain issues with rails
Fixed: Terrain issues with rivers
Fixed: Texture of 5t refuel truck fuel tank
Fixed: Texture underside of FlkPz1 turret hatch
Fixed: Towing hooks not being in ramp named selection on m113 versions
Fixed: Turret Switching system no longer working after respawn
Fixed: Unit remains prone when exiting LATGM and Fagot launchers
Fixed: Weapon mass macro producing proper results
Fixed: West German Field Cap had minor head-clipping.
Fixed: Weird glass issues with East German grocery shop.
Fixed: Winter church using wrong replace-damage model.
Fixed: Winter Highway Bridges used non-winter textures.
Fixed: Wrong flag for German voice in virtual arsenal.
Fixed: Wrong getin/getOut position for TPz1
Fixed: Wrong isEmpty animation on PM pistol
Fixed: Wrong number of doors displayed in 3Den for office_01.
Fixed: Wrong proxy indexes for cargo position in fireGeometry and wreck lod for 2t truck
Fixed: Wrong smoke effect direction on all mounted MG3
Fixed: Wrong speed indicator indication of URAL 375D
Fixed: Wrong speed indicator indication of URAL 4320
Fixed: Wrong user action in stables building

Campaign Fixes
Fixed: Campaign "Never Say Never" : Return-To-Group Warning disabled for cutscene
Fixed: Campaign "Republikflucht" - Added more equipment to military bases
Fixed: Campaign "Republikflucht" - Carrying over persistent bridge damage
Fixed: Campaign - No more Frozen AI units in Papenrode
Fixed: Campaign - Player no longer has duplicate compass and watch
Fixed: Campaign mission "All Cats" - Enemy Movement patterns
Fixed: Campaign mission "All Cats" - Second Infantry Platoon no longer required to end mission
Fixed: Campaign mission "First Impressions" - Black Screen bug after loading autosave.
Fixed: Campaign mission "First Impressions" - Reworked M113 behaviour entirely. May that driver someday pass his driving test...
Fixed: Campaign mission "No Smoke" - Extra Autosave at beginning.
Randy Andy

Re: Cold War Germany DLC

Post by Randy Andy »

all of these fixes.... so the quality test before release went well then..
BabylonCome

Re: Cold War Germany DLC

Post by BabylonCome »

Thanks for heads up... all updated ready for Friday...
Dave the Rave

Re: Cold War Germany DLC

Post by Dave the Rave »

i could have spent the money for this mod on some good drugs!! FWT

ps do like the map thoe
BabylonCome

Re: Cold War Germany DLC

Post by BabylonCome »

Dale

Re: Cold War Germany DLC

Post by Dale »

Another update today, 18.4GB!!

Version 1.1

https://steamcommunity.com/games/arma3/ ... 7734178329
BlueDragon

Re: Cold War Germany DLC

Post by BlueDragon »

yay! :angry-banghead:
BabylonCome

Re: Cold War Germany DLC

Post by BabylonCome »

14Gb for something we currently can't use...
Woop woop
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