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  1. #1

    Binmod



    W.I.P

    Click here to watch Binmod's Teaser Trailer for the test version

    Binmod is a realism based mod by SJ-Studios. We are currently working on it and will work on with it for time to come.

    Binmod's main mission is to make the game more realistic and fun to play by adding/recreating multiple units, weapons, effects, sounds, etc. new features.

    Other main mission is to create an AI that is intelligent and human-like and taking it to the next level in OFP. We think that we accomplished that, and we are proud of it.

    Not to forget about LOTS of bug fixing, corrections and of course realism.

    Some features:

    Gameplay:

    AI:

    - ..act wiser in general.
    - ..use different kind of stances more better.
    - ..detects the enemy further than in original OFP. It's harder to notice the difference between an ally or enemy.
    - ..move and do things more frequently.
    - ..firefights now engage further (maximum infantry rifle range now 600 m, machineguns to 800 m, static up to 1km etc.)
    - ..aims better with different types of scopes.
    - ..automatic based weapon fire is now recreated. They don't accelerate the speed of fire. They shoot like humans.
    - ..can man buildings and use them as a cover.
    - ..teamwork is now a key factor. Groups can communicate with other groups.
    - ..use smokeshells for cover when they advance or when they are pinned down.
    - ..fleeing is recreated.
    - ..machinegunners use machineguns for self air defense.
    - ..can take machineguns and launchers and other group weapons from dead allies.
    - ..hearing is now decreased to a realistic state.
    - ..can call for artillery if artillery is available in the mission.
    - ..can now speak on their will. Over 1000 sounds added to their vocabulary. 4 different languages. English, Russian, Arabic, Finnish.
    - ..can use bandages when they are bleeding.
    - ..use realistic engagement types and orders based on real data.
    - ..reacts faster to different situations.
    - ..can bleed.

    Player:

    - ..can mount or dismount different sights.
    - ..use bandages or give them to teammates.
    - ..can hold breath when aiming.
    - ..fatigue is recreated.
    - ..can call for artillery if artillery is available in the mission.
    - ..can bleed.
    - ..can become deaf for a period of time. Tinnitus is also a factor.
    - ..can become unconscious.
    - New death cameras.

    Animations:

    - New AT anims.
    - New reloading anims.
    - Fixed many anims.
    - New aiming & stance anims.
    - New crouchmove anim.
    - New weaponwalk anim.
    - New sideway death anims.
    - More added death anims.

    Effects:

    - Recreated particle effects.
    - Recreated smoke effects.
    - Recreated fire effects.
    - New house burn effect.
    - New barrel explosion effect.
    - New fuel explosion effect.
    - New destruction effects.
    - Recreated gunsmoke effect.
    - Recreated armor particle effects.
    - Recreated aerial armor particle effects.
    - Choppers now smoke and burn when hit + rotorwash.
    - Empty ammo cartridges now don't disappear.
    - Particles now don't disappear.
    - Extended smoke and fire time.
    - Realistic tracers.
    - Ammo sonic crack system.
    - New bleeding effect.
    - New handgrenades with collision system.
    - New smokeshells which block AI visibility as well as yours.
    - Stringtable corrections.
    - Chopper dust added.
    - New water effects.

    Audio:

    - DSAI (Dynamic Sound AI) added. Over 1000 different sounds.
    - New explosion sounds completely recreated.
    - New weapon sounds.
    - New ricochet sounds completely recreated.
    - New bodyhit sounds completely recreated.
    - New bullet flyby sounds completely recreated.
    - New sonic crack sounds.
    - New effect sounds completely recreated.
    - New vehicle sounds.
    - New manhit sounds.
    - Recreated soldier movement sounds (gear, breathing).
    - Recreated footstep sounds.
    + more, more and more, bug fixes, units, vehicles, islands etc.

    Most of the audio from HiFi SFX for Armed Assault, thank you Mark and HiFi SFX team!

    All those features are already done and more to come! Ideas and suggestions are welcome!

    Stay tuned for the full list of features.
    All things are mainly based on real data.
    Binmod is not a graphical enhancement mod.

    Media:

    Videos:

    Tank destruction test
    DSAI test
    Chopper effects test
    A-10 Thunderbolt GAU-8 test
    Combat test

    Screenshots:

    Menu

    Thank you for your incovenience, any constructive critisism and anything with a good taste are more than welcome!

    About SJ-Studios:

    - SJ-Studios Team: Wiineri & Führer

    - SJ-Studios is a project studio ran by two people located in Finland.

    - We are currently making missions, mods, addons and campaigns for Operation Flashpoint: CWC and Resistance, and ArmA 2 + Operation Arrowhead.

    - We have been playing OFP since 2001, making missions and campaigns since 2004.

    - We have been making ArmA 2 missions and campaigns since 2009. The game was bought 2009.07.07.

    - The mod and addon making started in 2009.

    - Operation Arrowhead mission making started in 2010. It was bought after 2 days of it's release.

    - We are mainly focusing on Operation Flashpoint and it's mods, and own modding, of course.

    P.S We will likely take some hosting support.

    SJ-Studios - Führer
    Last edited by batis4; Nov 27 2011 at 13:35.

  2. #2
    looking forward to seeing updates on this

  3. #3
    Sergeant batis4's Avatar
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    Quote Originally Posted by Anguis View Post
    looking forward to seeing updates on this
    Thank you for keeping intrest on this, some media should be on the way.

  4. #4
    It's harder to notice the difference between an ally or enemy.
    I'm not sure if that is in mod's favour.

    They don't accelerate the speed of fire. They shoot like humans.
    What that is supposed to mean?

    - ..can flee in desperate situations.
    - ..machinegunners use machineguns for self air defense.
    Oh I though it was in original game.

    - ..use realistic engagement types and orders based on real data.
    How exactly?

    - ..can become unconscious.
    Again that's not really in game's favour.

    Particles now don't disappear.
    Specify.

    Looking forward to seeing updates on this, mein Führer.
    -------------

  5. #5
    Sergeant batis4's Avatar
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    Sorry for the misunderstandings Faguss.

    1. The noticement of the AI between ally and a friend in distance is now in realistic state. Officer's watch through their binoculars if it's an ally or an enemy and confirm their status.
    2. The automatic fire is recreated. In original OFP, they shooted their guns like there was some sort of a fire speed decreaser and increaser mounted in their guns.
    3. Yes they can flee, sorry, my bad.
    4. Look again tomorrow on this thread and I'll explain this, I'm not in the mood for writing long text pieces.
    5. ..
    6. In original OFP, the particles disappeared when they hit the land. Now they stay there.

    Thank you.
    Last edited by batis4; Jan 8 2011 at 21:34.

  6. #6
    Quote Originally Posted by batis4 View Post
    Binmod is a realism based mod
    - New barrel explosion effect.
    I hope it's just the red ballers that explode, otherwise it's not realistic.

  7. #7
    Sergeant batis4's Avatar
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    Rellikki, yes. The ones that contain those special types of liquids.

    There's an introduction for ya: http://www.youtube.com/watch?v=pwS6Bq3ruWA
    Last edited by batis4; Jan 8 2011 at 21:15.

  8. #8
    As Faguss stated, AI can flee in vanilla OFP. It's based a their moral factor, linked to their skill/rank and team casualty suffering (death or injuries). They even refuse to obey orders above a certain level of "dispair".

    WW1 ArmA:CWA Mod || Romans and Barbarians ArmA:CWA Mod
    Goodbye W0lle, we'll miss you

  9. #9
    Sergeant batis4's Avatar
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    Quote Originally Posted by ProfTournesol View Post
    As Faguss stated, AI can flee in vanilla OFP. It's based a their moral factor, linked to their skill/rank and team casualty suffering (death or injuries). They even refuse to obey orders above a certain level of "dispair".
    Sorry about that, my bad. It is made differently in Binmod though.

  10. #10
    Quote Originally Posted by batis4 View Post
    Sorry about that, my bad. It is made differently in Binmod though.
    That's nice, as it's nice to see a new modding team around here. It's not something that happens that often

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