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Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 02:46
by CAS_117
At risk of being sent to the gallows I would like to inform all interested that we are starting the first of the last few Combined Arms public beta tests this weekend.

Combined Arms Forums

You will need 0.86 to run Combined Arms (Available Friday).

Files :http://www.megaupload.com/?d=T5BGS2EV

Here is the installer:

Due to certain ppl's retardation, we will be starting the server on SUNDAY instead.

Schedule:

Saturday June 10th: CA Files + 0.86 Available

Sunday: Server will start promptly at 1 pm Eastern time US


The following has changed from our previous test:

Weapons Changes:

Credits to SolidKnight and Alex6714 for the TV guided weapons.

- Tried fixes for Laser Guided Weapons to improve reliability.
- Moved Radar on aircraft to face forward to ease use.
- Added TV mode for all bombs and missiles. Munitions are guided by clicking now.

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Pilot workload is much lower, and accuracy is much higher, as you can see in that screenshot.

Added IR view to the Javelin.

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Ok housekeeping done, here's the big changes:

Fully functional Carrier. Complete with Catapult and Arrestor Cables:

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How do I use them?

Primary Fire: Arm left catapult.

Secondary Fire: Arm Right catapult.

X Key: Arm Arrestor Cable.


Once the catapult is armed all the pilot has to do is throttle up. It will do the rest. ;)

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F-35 Lightning II

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*Stealth Properties: Will be difficult to detect from the front and side angles.

New Skins

Re-skinned the M1A2 Abrams.

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Re-skinned the F-18C

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All credit to [EEF]Burton for the paint jobs. :)

Maps:

We will be including 2 maps from Project Reality 0.86 into the current Combined Arms build. If they are at all successful then we will keep them.

These maps will be centered around offense vs defense. The attacking forces will have superior offensive firepower and mobility while the defensive team will have tough static defenses and defensive spawns.

The spawns we have included at each flag are destructible rally points, but will respawn in 5 minutes.

Muttrah City

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Muttrah City has a slight rearrangement in flags. The entire city is occupied by the MEC who have spent days setting up fortifications within the city. The key for the US is to suppress the enemy beach emplacements for the landing forces to get ashore, and the key for the MEC is to preserve their emplacements to cause as many casualties on the invasion force as possible.

*Note: The static ZIS-3 Cannons can be used for indirect fire.

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US forces:

2x AH-1Z
1x Attack huey
3x UH-1N
4x LAV-25
4x RHIB

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MEC Forces:

2x BMP-3
2x T-72M1M
6x Static Artillery guns
Numerous ZPU-4 AAA guns
Numerous HJ-8 ATGMs and static MGs
Vodniks and Trucks scattered around the city

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Seven Gates

7 Gates has also received a slight overhaul. The situation involves a US Army Armored platoon attempting to break through a series of Chinese bases. It is the same offense/defense layout as Muttrah. Chinese forces attempt to halt and contain the US advance, while American forces try to eliminate resistance. Air support is canceled due to deteriorating weather conditions.

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The Chinese will have access to an array of static weapons such as ATGMs and ZIS-3 Guns located on the opposite side of the river.

US Army Forces

2x M1A2
2x M2A2
2x Supply Trucks
2x HMMWV
2x Logistics trucks

PLA Forces

2x Logistic Trucks
2x WZ115 IFVs
2x Nangins
3x ZIS-3 Artillery
Assorted HJ-8s and HMGs

Weather effects

We are currently testing a rain effect. It has a few bugs so its very WIP. By Friday we will have made some changes in all likelyhood.



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Mapping edits are thanks to Sniper Dog.

Let me remind you once again that all of this stuff is WIP and subject to change. This being a beta test please help us find bugs by making a report in the bug section of the Combined Arms forums.

combinedarms.myfreeforum.org :: Bug Reports

Other than that please give feedback and questions.

combinedarms.myfreeforum.org :: Ideas and Complaints

Thanks for reading. See you there soldier! :d rillserg

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 02:52
by jag566
nice work
lol sweet :smile: that give me two thing to look forward too this friday

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:07
by 503
Holy ****. Rain. And Muttrah with MORE VIEW DISTANCE! Hopefully there is going to be a lot people so we can test out them assault maps. Then again, people are going to be attracted to AA3, Arma2, .86 and all those. Very very nice work though, CAS.

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:12
by Peeta
I've haven't been keeping up with CA, so excuse me for asking, but what engine did you use? If the BF2, then how did you get rights?

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:19
by PlatinumA1
Once again for people who are bound to state absurd opinions

Let me remind you once again that all of this stuff is WIP and subject to change. This being a beta test please help us find bugs by making a report in the bug section of the Combined Arms forums.
and at fighter...This is a addon/testing ground for PR....how did they obtain rights to do such work? Well I'm sure CAS or someone will respond soon to your question(s)

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:23
by LithiumFox
Technically all mods are done using the Python coding method, which is actually allowed by the BF2 EULA. =)

;) So in reality, anyone can go out and mod BF2 so long as they don't break the EULA, which is usually by modifying the EXE, or releasing the game's files in your own mod, like if the PR team was like "Hey, we'll completely modify the BF2 exe and put it in our game and release it!"


=) Which explains the actual PR.exe which is more of an addon side-by-side with the BF2.exe, which IS legal =)

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:25
by Peeta
LithiumFox wrote:Technically all mods are done using the Python coding method, which is actually allowed by the BF2 EULA. =)

;) So in reality, anyone can go out and mod BF2 so long as they don't break the EULA, which is usually by modifying the EXE. :lol:
Never mind, gotta keep in mind, there is an engine limitation...

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:26
by LithiumFox
because Fastropes are hardcoded into the BF2.exe. (which is illegal to edit.. > >)

We can really only edit what we can access via Python, doesn't mean you can access everything =(

Actually, most of what has been done was made via workarounds =)

Eg. Deployable Assets, Requestable Kits.

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:28
by Peeta
LithiumFox wrote:because Fastropes are hardcoded into the BF2.exe.

We can really only edit what we can access via Python, doesn't mean you can access everything =(

Actually, most of what has been done was made via workarounds =)

Eg. Deployable Assets, Requestable Kits.
kk, ty

(insert more characters here)

Well it definitely looks like an interesting thing to play, so I think I'll participate in this!

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:30
by LithiumFox
Fighter wrote:kk, ty

(insert more characters here)

Well it definitely looks like an interesting thing to play, so I think I'll participate in this!
I might also....

Sometimes i wonder what PR would be like today if CAS had still been around... :( I don't like this entire "addon-to-pr" thing....

:( I want some things in my damn pr itself...

^_^ Like that lift thing on the carrier. That's just badass.... XD

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:43
by CanuckCommander
I have a few questions, can you please take sometime to explain?

CAS, I don't quite understand the bomb system. What do you mean by clicking? So you just click once and the bomb will land where you click? Seems too easy if that is the case. I like the old system, it took some skill, but it wasn't impossible to hit your target.


Also, may I also say this I think on behalf a some ppl here. KAN I PLOX HAZ V1DEO OF C@TAPULTZ??? and maybe a landing jet. Lol preferably with top gun music?

Thx Nice Work!

Edit,

Almost forgot, how do the stealth properties work? I pressume it is a clever placement of the HEAT signature box on the jet.

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:49
by 503
CanuckCommander wrote:I have a few questions, can you please take sometime to explain?

CAS, I don't quite understand the bomb system. What do you mean by clicking? So you just click once and the bomb will land where you click? Seems too easy if that is the case. I like the old system, it took some skill, but it wasn't impossible to hit your target.


Also, may I also say this I think on behalf a some ppl here. KAN I PLOX HAZ V1DEO OF C@TAPULTZ??? and maybe a landing jet. Lol preferably with top gun music?

Thx Nice Work!

Edit,

Almost forgot, how do the stealth properties work? I pressume it is a clever placement of the HEAT signature box on the jet.
I believe he means like in vanilla where the gunship gunner fires the hellfires with TV guidance. It's basically like putting a camera in front of the missile your firing and on your screen, you are seeing with that camera and guiding it by clicking where you want it to go.

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:51
by J.Burton[EEF]
CAS being the lazy git that he is forgot to mention a fairly large addition which is;
- Gun stabilization for armor etc

I hope to see lots of you there on Saturday :)

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:53
by crazy11
Not everything is as hardcoded as you think.

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 03:54
by J.Burton[EEF]
503 wrote:I believe he means like in vanilla where the gunship gunner fires the hellfires with TV guidance. It's basically like putting a camera in front of the missile your firing and on your screen, you are seeing with that camera and guiding it by clicking where you want it to go.
I think I'm right in saying that although you will click to assign the missiles impact point, the view will not take the shape of a missile based "nose cam". Instead you will see the missile using the FLIR system located on the gunship and you will observe it's flight path changing.

EDIT: This is how I believe the Hellfire system will work.
http://www.youtube.com/watch?v=l5oxVWm-VDA Skip about 02:15 in

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 04:47
by Conman51
i really like the rain effect and muttrah.....OH OH IDEA!!!! MUTTRAH RAIN!!!!!!


srry cant go to it though....i dont have a working computer

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 04:58
by M_Striker
I may show up. I wanna get on the Muttrah defenses and see how effective they are. :P

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 05:29
by Qwerty1216
I'm really excited to try this, the new version of CA looks awesome.

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 05:45
by Solid Knight
The TV missile uses the vehicle's camera to target. It behaves much like wire-guided weapons (like the TOW launcher) except it doesn't follow the camera when it moves--so you can fire and forget. You click the spot you want the missile to go to and the missile will guide itself to that location. You can update the missile with a new location to go to by clicking on something else. It's the TV guided vBF2 missile except the camera doesn't move with the projectile and the cursor doesn't move independently of the camera.

The reason why I designed the missile was to overcome stabilization problems when using wire-guided weapons. Once you launch the missile the pilot is free to take evasive action. It's also good for taking out firebases, enemy infantry positions, and other self-designated targets.

Re: Combined Arms Beta Test 0.97: Saturday, 1 pm Eastern Standard Time

Posted: 2009-06-18 10:35
by xatu miller
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This.... Shows how i feel. :D :D :D


US Army Forces

2x M1A2
2x M2A2
2x Supply Trucks
2x HMMWV
2x Logistics trucks
Do you mean 2 m1a2s Abrams and 2 m2a2 Bradley?