(Update 2.4 included, changes:) Added: 4 COOP missions by JTS (Escape part 1,2,3,4) Changed: "BrokenNVGoggles" no longer occupies NVG/Binoc slot Changed: Improved init phase on client-part of Blowout module Changed: "fn_dzn_breathfog" - speed of breathfog has been decreased (to prevent weird looking effect when wind is strong) Changed: "fn_dzn_snowfall" - no longer requires is in building check pre-compiled Changed: Lowered strength of ambient colour module effects (Effect: Namalsk cold color, Effect: Namalsk default gray color) Changed: Finalized the way mutants work in MP (everything should be correctly visible and broadcasted now - but again, it requires a functions manager for MP) Changed: Lowered zombie damage Changed: Several other little things in ns_modules.pbo Changed: Few minor details on sat texture for Namalsk Changed: Few minor details on surface texture for Namalsk (Tara island and some other locations have more grass now) Changed: Balance changes in different campaign missions Fixed: Several objects positions on Namalsk Fixed: A LOT of issues related to the custom models (geometries, shadows, textures), used by Namalsk, making them less exploitable, safer and better looking (Credits goes mainly to Vilas for help!) Fixed: An issue at the start of Blowout module (client-part) Fixed: An issue with "missing static object" for campaign mission 1,2,4,22a (SP and MP) (caused by waypoint attached to map object, which are constantly changed by map updates) Fixed: An issue with mission 5 (MP) not being playable (only intro-scene previously) Fixed: An issue with (not-game-breaking - appears only when ns_dayz present) mission dependency on ns_dayz addon in mission 6,7a,7b,8,10,22a (SP and MP) Fixed: Minor script issue when entering Vorkuta in 10th mission (MP) Fixed: Issues at the start of mission 12 and on Sabre point (MP) Fixed: Part of 12 mission has been redone for MP version to be more logical and enjoyable from 2-player perspective (MP) Fixed: Issues at the start of mission 13 (MP) Fixed: Data download from mission objective laptop should always work now (MP) Fixed: Issues at the start of mission 15, issue with AI often not following their waypoints and improved mission flow to support 2-player perspective (MP) Fixed: Init of mission 17 (MP) Fixed: False notification about player not following orders in mission 18 (MP) Fixed: Minor sync issues in mission 18,20,21,22a,22b (MP) Removed: Redundant data in ns_modules.pbo (Update 2.3 included, changes:) Added: Players can now recognize EVR/Blowout by certain signals (post process effects, sound effects) even without the protection device (under 5 minutes before its begin, only module version!) Changed: EVR/Blowout module is now generating longer default periods between each EVR/Blowout sequences (not in dayz mode) Changed: Driving a car on grass surface should no longer be faster than on road Changed: Bloodsucker have now more health (health of bloodsucker was somehow compromised (lowered) during the last year of Arma II development) Fixed: Locality issues with 'dzn_fnc_breathfog' - breath fog script will now end properly when other unit (not player) is killed (Update 2.2 included, changes:) Added: Several detailed objects Added: C130J wreck site on the western mountain ridge Added: snowfall function for Namalsk - 'dzn_fnc_snowfall' (requires function manager module) Added: breath fog function for Namalsk - 'dzn_fnc_breathfog' (requires function manager module) Improved: Mutant scripts for multiplayer (multiplayer requires functions manager) Improved: Blowout module behaviour and code (you can now take cover against blowout in buildings) Improved: Mutants should not have problems with hitting you (tweaked min attack range) Improved: Namalsk Crisis campaign, mission #12, mission now waits a bit longer for players to run take the cover in Sebjan mine Improved: Namalsk Crisis campaign, mission #07, task return to base radar can be now completed (had no impact on the gameplay) Changed: Lowered a bit volume of the ambient sounds on Namalsk (please note that there is still bug present in arma II, which changes the sound volume randomly when doing alt+tab) Changed: Object AII & Object AI names changed to Object A2 & Object A1 (so we dont hear people saying object everyone/everything) Changed: Several variable types, names and dependencies Fixed: Several objects collisions and terrain spikes on Namalsk (Update 2.1 included, changes:) Fixed some spelling errors in the campaign texts Fixed 'bad link to a static object' in mission 01a,01b and 03 Fixed issue in mission 15, where the mission flow was not properly started because of commented line of code Fixed issue in mission 16, where camera.sqs script appeared at the start of the mission Fixed issue in mission 16 and 18, when player was able to choose alternate identity Fixed & changed several objects positions on Namalsk island (Update 2 included, changes:) Fixed some spelling errors in the campaign texts Improved behavior of some campaign scripts Changed respawn type in the coop version of campaign to BIRD In the coop version of campaign, some operations were moved only on server (previously was sometimes something twice) In the coop version of campaign, tasks & diary notes are now added and operational on the both sides (previsously was just on the main character) Some situations in the coop version of the campaign are scripted now a bit differently than in its SP version (to support better mission flow) Upgraded all mission objects and scripts for the newest version of Namalsk Changed the basic structure of AII underground laboratory module AII underground laboratory module now turn off ambient sounds when entering Firestation, supermarket and other smaller details added into Vorkuta WIP building in Vorkuta upgraded to Arma II WIP building Enhanced some locations from the logical point of view Added more holes in fences or normal fence models replaced with the broken ones Enhanced the transition to snow, added more variety Added new base around the Seraja transmitter Added new base under Nitija mountain Brensk village changed completely Brensk railway station area made a bit bigger with more details Added warehouse object near Alakit Added more details on the whole island Added sandpit model and used in Vorkuta Some objects on Namalsk were still in its Arma 1 version, this was changed and I can say that Namalsk is really the Arma II island The custom railway models replaced with Arma II models + railway track on the bridge model modified to fit the new railway models Fixed some flickering issues on the objects Fixed swimming issues above the ponds / lakes Fixed wrong or bad looking mapping on some objects White dots, partially seen on the distant lods (while AA on) of the vegetation models are finally gone Upgraded most of the used rvmat to the supershaders to support per pixel lights Default super shader material (nst\ns\default.rvmat) added to the faces without any material so lights are working there too Changed most of the normal maps to be fainter and better looking Removed most of the specular maps Some objects enhanced to be better looking A lot of geometries was redone with a lot of more details Fixed some player -> objects collisions (problems with walking through doors etc.) Added more penetration materials to the geometries Added paths for AI to the all possible objects and created positions for AI Changed brightness of the artifical ground objects above AII underground Added roadway textures (=sounds) on even more objects (sound of the surface you walking on) Fixed shadow lod issue on the hut_old02.p3d, moved into ns2 addon to arma1 folder under new name hut_old01.p3d (where converted arma 1 objects are located) and added super shader support (flashlight support) More of the Arma 1 objects, not included in Arma 2 and still used by Namalsk, added to the mod files and added super shader support Added interior for the seb_bouda_plech.p3d Added interior for the seb_bouda1.p3d + fuctional doors Added interior for the seb_bouda3.p3d Added interior for the seb_mine_maringotka.p3d + fuctional doors Added interior for the domek_podhradi_1.p3d Added interior for the vys_budova.p3d -> was 2 objects in one model, now didived into vys_budova_p1.p3d and vys_budova_p2.p3d + functional doors budova4.p3d changed to its arma 2 version (mil_barracks_i) - interior version budova4_winter.p3d changed to its arma 2 version (same as previous), but it was also retextured so it fits better to the winter setting Fixed shading issues on molovabud1.p3d Fixed - penetration material for glass was not penetrable - changed to glassPlate Fixed issues with some ladders plot_provizorni.p3d replaced with the custom model, which is lower and so possible to cross using 'v' plastic bollard had too high mass (10kg) making it pretty serious block for normal cars - transferred from arma data files to mod files and changed to 1 kg Some models renamed, so their name corresponds more with the actual model Added a lot of new classes for different objects Arma II model A_AdvertColumn.p3d without geometry was transferred to the mod files and added all needed things to be working properly now Upgraded the terrain grid of Namalsk, before - 50 meters between vertexes of the terrain, now 6.25 meters A lot of nice details to the terrain grid added Enhanced terrain detail on the coastline Fixed some objects collisions Too steep slopes modified to not be too steep or designed differently Changed clutter (=grass) object parameters and the use of them in CfgSurfaceCharacters Randomized sizes of the not randomized vegetation models (brings more variety) More small spruces added to the forests Spruce models upgraded, changed colors a bit (both winter and non winter version) Replaced all arma 1 versions of the rocks with arma 2 models and small boulders size was randomized Boulders field were cleaned a bit, looking more believable now Overlapping road models were removed from the Namalsk <-> Tara crossing Keypoints revamp, added more named locations Some locations were made more compatible for AI - removing objects or chaging objects positions Size of satellite texture and surface mask increased to 12800x12800 Surface mask was completely redone, adding more variety to the surface on Namalsk with more details Minor fixes on the satellite texture + proper sea and coastline made More variety was added to the snow tranistion - both satellite and surface mask changes Added a bit of snow on the hill on Tara island Added "shadows" under vegetation models on the snow (fits better to the almost white terrain) Removed 2nd nonsense airfield (for AI) Namalsk terrain surfaces were renamed - added prefix 'nam_*' ('snih' changed completely, to 'nam_snow') Default time on Namalsk had wrong year, now changed to 2011 Removed some redundant data files for the island Changed skybox textures for Namalsk Proper bumpmaps were generated for the each surface texture, used by Namalsk Added a faint midDetailTexture for Namalsk (previously without any midDetailTexture) (Update 1 included, changes:) Added: Experimental COOP version of campaign Namalsk Crisis! Added: Bloodsucker has now red glowing eyes (http://download.nightstalkers.cz/arma2/blll.jpg) Fixed: Missing strings in first playable mission for Russian version Fixed: Bloodsuckers are now spawned after the cutscene in Vorkuta in mission 7 Fixed: ItemRadio will be properly added now in mission 8 Fixed: Mission 10 have now a better design Fixed: Problems with mission 10 after calling support Fixed: If you will fail to reach proper destination with HALO jump in mission 12, mission no longer ends as completed Fixed: Killing Peter in mission 18 will now affect the mission objective Fixed: Difficulty of mission 20 has been changed Fixed: Few missing strings in second version of mission 22 Fixed: More "saveGame" were added into missions Fixed: Several changes in difficulty in several missions Fixed: Tuned volume of sounds or music in some missions Fixed: Radio voices are now longer played Fixed: Namalsk island config was optimalized (Thanks to Kju!) Fixed: Problems with mutant's cannibalism Fixed: Armor of bloodsucker is changed Fixed: Damage given by bloodsucker attack is decreased Fixed: Reduced size of campaign missions