Well, as in the title...
Link to get ArmoredBeasts 2.08 player packages:
http://www.red.orchestra.pl/plug.php?e=maps&mtype=fch&fl=A&page=1&part=mutator
But remember - if you are an average player, YOU DON'T NEED IT !
It's better to rely on automatic cache download in online games.
Only if you want to play/test AB on in practice mode, or put it on a server (or host an AB game on your comp) you need the package then.
Note that any previous version of AB up to 2.065 is simply not working today. And the 2.07 was never official release as it was not finished. So please do not use them anymore or better yet delete them, they ae not supported anymore.
2.08 is a slightly improved 2.07 with some new graphics, integrated EH-MG tracers by Evil Hobo, one new feature (realistic work of periscopic gunsights) and one problem workaround (for close range tank shell collision detection bug).
I decided to release the AB sources too (not a big deal) for this release, if someone is interested how the code looks like. It's somewhat dirty as it's ongoing project, but I added lot's of comments too. If anyone liked some idea and wanted to use it in his own work, he is welcomed to do this only please contact me first.
link to ArmoredBeasts 2.08 sources: http://www.red.orchestra.pl/page.php?id=430
A Credits file is included in the package with description of all 3rd party materials used in AB now. Thanks!
***********************************************************************************
The Readme:
In short - nothing new still. Beside new vehicles from RO update of course. But this is OFFICIAL release so a supported one
Some new textures, periscopic gunsights work in different way, few bugfixes/corrections
of little things, tank sights at last calibrated up to 3000-4000m.
New features and changes are planned in next versions.
Installation instructions:
Important !!!
Completly remove everything related to older AB versions from your RO installation.
***********************************************************************
So clean up your Sounds, StaticMeshes, Textures and System folders from
all files named like "ArmoredBeasts2_something" or "AB_something"
Nothing should crash if you don't clean up, inportant files would be overwritten, but
this is advised as some old files are obsolete now and better to be removed. Older AB
versions are not functional, anyway.
Then copy all new files to proper folders (i.e. system to system, textures to textures
ect.)
Information about using the .ini file and it's options, should be added here in near
(?) future...
************************************************************************************
End notes:
The new Russian and German gunsight textures took me few days to make, scale and test them all, most is not new - rather made from elements of stock RO textures by creative copy&paste&scale, but I tried to make them look more realistic and closer to real thing. New is only Su-76 PG-1 sight texture, the StugIII sight slightly corrected, also IS-2 sight looks quite different now as it's based on availble picture of TSh-17 sight. The aiming marks of TSh-16 and TSh-17 are standarised and shrinked to correct size (you can estimate distances with them now, if you know how . Two kinds of binocular textures - separate for Russians and Germans, both based on real photos and of course with correctly sized mil scales.
Maybe I release a pictures showing how to use various reticles for range estimation. In short - just like in real tanks .
Aiming marks are sized correctly in Su-76, StugIII, T-34/85, IS-2 and BT-7/45mm AT gun. I know no one really uses this, but I liked to make it correct. In German tank sights the aiming "triangles" are not sized correctly, they are still just same as in stock textures.
Note the new way of working for the Su-76 and StugIII sights. This is how they really worked. After adjusting range knob, the whole sisght rotated slightly and you got the correction for range, then you had to put the aiming mark on the target again . I hope you will enjoy it.
In tanks it worked in similar way - the difference was, that in tank telescopic sights only the aiming marks (and not the whole FOV) were moving up-down. As it's a bit more coding (and testing, plus making new textures for Russians!), a similar modification of tank sights (if it is to be realistic) is more serious task and will take me some time to complete, so it dropped from 2.08.
Now about new vehicles. All vehicles from official RO update of course are in there, just like in 2.07.
The AB versions of new StugIIIG and ISU-152 should be released soon too. If it happened that I can't do them, Shurek know how to make them too. Whe already had AB 2.07 versions of those vehicles working, but those were of previous betas, so now we have to make them again. Stug should be quick, the ISU-152 gunsight needs some work to tune so it can take a bit longer.
I know everyone would like to see vehicles/guns from new MinionWorks packs (betas) working with AB, but we have to wait for it yet. To make AB compatible versions I need to work with the package source code, which was not released for current beta (and I understand this decision). The sources should be available for next beta of MinionWorks vehicle packs and AB versions should be available soon after (if I'm not too busy).
*****
Things to do in next versions/updates:
More realistic German sights with moving aiming points, same for Russian sights (T-34/85 and IS-2)
Review of the tank shell damage and tank health values - some tanks seem too strong after previous ad-hoc tunning, mostly the Tiger takes somtime too many T-34 penetrations to be killed.
Some other ideas (like more kinds of tank ammo... I dont want to mess with HUD yet so 3 kinds of ammo at most)
Further investigation of the shell collision detection bug - it's partially handled now, but I need to know why it happens more often in AB than in stock game.
Things to fix soon/known issues:
- the exit point from PzIVH turret - the player can be "stuck" on exit sometimes and have to jump once or two to release itself
Regards
Ami
Link to get ArmoredBeasts 2.08 player packages:
http://www.red.orchestra.pl/plug.php?e=maps&mtype=fch&fl=A&page=1&part=mutator
But remember - if you are an average player, YOU DON'T NEED IT !
It's better to rely on automatic cache download in online games.
Only if you want to play/test AB on in practice mode, or put it on a server (or host an AB game on your comp) you need the package then.
Note that any previous version of AB up to 2.065 is simply not working today. And the 2.07 was never official release as it was not finished. So please do not use them anymore or better yet delete them, they ae not supported anymore.
2.08 is a slightly improved 2.07 with some new graphics, integrated EH-MG tracers by Evil Hobo, one new feature (realistic work of periscopic gunsights) and one problem workaround (for close range tank shell collision detection bug).
I decided to release the AB sources too (not a big deal) for this release, if someone is interested how the code looks like. It's somewhat dirty as it's ongoing project, but I added lot's of comments too. If anyone liked some idea and wanted to use it in his own work, he is welcomed to do this only please contact me first.
link to ArmoredBeasts 2.08 sources: http://www.red.orchestra.pl/page.php?id=430
A Credits file is included in the package with description of all 3rd party materials used in AB now. Thanks!
***********************************************************************************
The Readme:
In short - nothing new still. Beside new vehicles from RO update of course. But this is OFFICIAL release so a supported one
Some new textures, periscopic gunsights work in different way, few bugfixes/corrections
of little things, tank sights at last calibrated up to 3000-4000m.
New features and changes are planned in next versions.
Installation instructions:
Important !!!
Completly remove everything related to older AB versions from your RO installation.
***********************************************************************
So clean up your Sounds, StaticMeshes, Textures and System folders from
all files named like "ArmoredBeasts2_something" or "AB_something"
Nothing should crash if you don't clean up, inportant files would be overwritten, but
this is advised as some old files are obsolete now and better to be removed. Older AB
versions are not functional, anyway.
Then copy all new files to proper folders (i.e. system to system, textures to textures
ect.)
Information about using the .ini file and it's options, should be added here in near
(?) future...
************************************************************************************
End notes:
The new Russian and German gunsight textures took me few days to make, scale and test them all, most is not new - rather made from elements of stock RO textures by creative copy&paste&scale, but I tried to make them look more realistic and closer to real thing. New is only Su-76 PG-1 sight texture, the StugIII sight slightly corrected, also IS-2 sight looks quite different now as it's based on availble picture of TSh-17 sight. The aiming marks of TSh-16 and TSh-17 are standarised and shrinked to correct size (you can estimate distances with them now, if you know how . Two kinds of binocular textures - separate for Russians and Germans, both based on real photos and of course with correctly sized mil scales.
Maybe I release a pictures showing how to use various reticles for range estimation. In short - just like in real tanks .
Aiming marks are sized correctly in Su-76, StugIII, T-34/85, IS-2 and BT-7/45mm AT gun. I know no one really uses this, but I liked to make it correct. In German tank sights the aiming "triangles" are not sized correctly, they are still just same as in stock textures.
Note the new way of working for the Su-76 and StugIII sights. This is how they really worked. After adjusting range knob, the whole sisght rotated slightly and you got the correction for range, then you had to put the aiming mark on the target again . I hope you will enjoy it.
In tanks it worked in similar way - the difference was, that in tank telescopic sights only the aiming marks (and not the whole FOV) were moving up-down. As it's a bit more coding (and testing, plus making new textures for Russians!), a similar modification of tank sights (if it is to be realistic) is more serious task and will take me some time to complete, so it dropped from 2.08.
Now about new vehicles. All vehicles from official RO update of course are in there, just like in 2.07.
The AB versions of new StugIIIG and ISU-152 should be released soon too. If it happened that I can't do them, Shurek know how to make them too. Whe already had AB 2.07 versions of those vehicles working, but those were of previous betas, so now we have to make them again. Stug should be quick, the ISU-152 gunsight needs some work to tune so it can take a bit longer.
I know everyone would like to see vehicles/guns from new MinionWorks packs (betas) working with AB, but we have to wait for it yet. To make AB compatible versions I need to work with the package source code, which was not released for current beta (and I understand this decision). The sources should be available for next beta of MinionWorks vehicle packs and AB versions should be available soon after (if I'm not too busy).
*****
Things to do in next versions/updates:
More realistic German sights with moving aiming points, same for Russian sights (T-34/85 and IS-2)
Review of the tank shell damage and tank health values - some tanks seem too strong after previous ad-hoc tunning, mostly the Tiger takes somtime too many T-34 penetrations to be killed.
Some other ideas (like more kinds of tank ammo... I dont want to mess with HUD yet so 3 kinds of ammo at most)
Further investigation of the shell collision detection bug - it's partially handled now, but I need to know why it happens more often in AB than in stock game.
Things to fix soon/known issues:
- the exit point from PzIVH turret - the player can be "stuck" on exit sometimes and have to jump once or two to release itself
Regards
Ami
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