View Full Version : BWMod release thread
Version 1.6 released on 05/22/10!
Download link below!
Hey there.
We've just released version 1.6 of our mod.
This version includes the most of our addons in desert camo and some carefully chosen addons with ISAF markings.
Thanks to Xeno the mod is now fully ACE-compatible, however Extended Eventhandlers (http://dev-heaven.net/wiki/cca) are now required for the mod to work.
On a side node: we will provide a seperate config which will make some ACE specific changes, e.g. to the solider loadouts, on a later date.
http://bwmod.armedassault.info/images/gallery/62_tn.jpg (http://bwmod.armedassault.info/images/gallery/62.jpg) http://bwmod.armedassault.info/images/gallery/63_tn.jpg (http://bwmod.armedassault.info/images/gallery/63.jpg) http://bwmod.armedassault.info/images/gallery/64_tn.jpg (http://bwmod.armedassault.info/images/gallery/64.jpg) http://bwmod.armedassault.info/images/gallery/65_tn.jpg (http://bwmod.armedassault.info/images/gallery/65.jpg) http://bwmod.armedassault.info/images/gallery/69_tn.jpg (http://bwmod.armedassault.info/images/gallery/69.jpg)
Key Features:
- Includes various personal weapons in use with the German Bundeswehr
- Includes infantry character models
- Includes tank crew character models
- Includes MAN 5t truck ammo, repair and fuel variants
- Includes TPz Fuchs 1A6 and Fuchs BAT (armored ambulance vehicle)
- Includes SPz Marder 1A5
- Includes Leopard 2A6 main battle tank
- Includes UH-1D transport helicopter
- Includes most vehicles in desert camo and with ISAF markings
- supports both XEH & ACE (beta)
- customizable tactical signs
- customizable license plates
- customizable rank patches
- customizable tank ids
- new script effects: screen shakes when high powered weapons are fired nearby
- new script effects: unique vehicle smoke screen
- new script effects: Panzerfaust 3 backblast
- numerous missions, including coopevent missions used during the betaphase of our addons
Now enjoy our addons and have a nice day.
P.S.: We know there are some errors on the Marder 1A5 (e.g. invisible crew), but we've decided to release it in it's current state as it is still playable. We will fix these bugs once our team finds more time to spend on the mod.
Download v1.6 (http://bwmod.armedassault.info/downloads/ArmAII/BWMod_v1.6.rar)
Endlichen auch in arma 2 <3
GD Mast
Oct 18 2009, 21:02
Been waiting for this mod. Thank you sir! Downloading now. :cool:
One of the best mods for OFP, downloading!
There's been a few slight errors which slipped through the net in the last seconds, one being the an erroneous version of the Panzerfaust 3 which messes up the animation.
There'll be a hotfix soon which will hopefully be released within the next week.
Sorry for the bug :(
dkraver
Oct 18 2009, 21:32
Very nice addons. Just given them a quick test.
Found some thing to look at.
Soldiers: AA soldier has the wrong ammo for stinger.
Fuchs: Cant turn when its "swimming" in water.
Fuchs: No sight view (Right click) which will make it hard to aim in expert mode.
Fuchs: You have modelled smoke launchers on the side of the Fuchs. So why not add the smoke screen firing mode??
The Masta
Oct 18 2009, 21:34
Great. Downloading now.
dale0404
Oct 18 2009, 21:34
Mirrored at SWDepot:
BWMod (http://www.swdepot.co.uk/download.php?view.104)
IceBreakr
Oct 18 2009, 21:39
Das ist Geil!
Congrats guys, nice to see BW in A2.
da12thMonkey
Oct 18 2009, 21:44
:omg: Didn't realise you were that close to releasing something.
The Fuchs looks stunning; but that's typical of a BWMod vehicle. Top work all round on the models and textures.
Uglyboy
Oct 18 2009, 22:05
:omg: Didn't realise you were that close to releasing something.
i second that :eek: Downloading, i'm eager to try this
1in1class
Oct 19 2009, 02:58
Wow vary nice top mod right here keep it going love the work guys keep it up:bounce3:
Hi BW guys.
You might consider removing the head proxy (proxy::...\bysta) from the pilot LOD
since it causes the eyeballs to be seen from firstperson.
But other than that, very nice release and i love the 6x6 very nice vehicle :P
thepiespy
Oct 19 2009, 03:57
Very nice addons. Just given them a quick test.
Found some thing to look at.
Soldiers: AA soldier has the wrong ammo for stinger.
Fuchs: Cant turn when its "swimming" in water.
Fuchs: No sight view (Right click) which will make it hard to aim in expert mode.
Fuchs: You have modelled smoke launchers on the side of the Fuchs. So why not add the smoke screen firing mode??
the Fuchs does have sights, but much like the .50 cal sights on the humvee you can no longer press right click to access them, you have to press "0" on your numpad. Hope this helps.
I don't mean to sound like a Newbie, but what is a state of the art German infantry?
Christian.1987
Oct 19 2009, 08:37
Really very very Good Works BWMod. :yay: :yay: :yay:
Stavanger
Oct 19 2009, 08:39
Mirror by ePrison (http://www.eprison.de/files/635/5833)
Regards,
Stavanger
Christian.1987
Oct 19 2009, 10:44
I found a small Bug.
The Brake Lights are in the Model.
http://www.bilderkiste.org/show/original/d62154e3d861b808c71763ba2ac99f6f/Unbenannt.jpg
Himmelsfeuer
Oct 19 2009, 10:55
Awesome!!Thanks for the BW Guys.Hope to see more soon!
Fantastic :) Dloading now :P Great work BWM Team
Blackarrow1104
Oct 19 2009, 14:44
The Mod is great good work and go on ;)
great to see BW stuff again! will you also convert the stuff from arma 1?
Lee_H._Oswald
Oct 19 2009, 15:55
When dreams come true!
Finally German Army in A2! *downloading now*
MfG Lee http://lee.plankton.ch/g_ari.gif
Very nice to see this Mod back in action. :)
There's one problem with the Panzerfaust though:
http://img243.imageshack.us/img243/2338/bwmodpzf.th.jpg (http://img243.imageshack.us/i/bwmodpzf.jpg/)
Shadow NX
Oct 19 2009, 16:23
Nice to see the BW mod team back again, i definatly download these and give them a try in the weapons chamber as they look top notch :)
super great stuff BWMod team... was waiting for those awesome units...:yay::yay::yay: ..best units ever.:yay::yay:
thks for this addon
Hi,
Excellent quality as always.
Bug report
Although the sight of the Panzerfaust is calibrated perfectly for human players, AI consistently drop short. The cause is in the config settings for the ammunition. The Pzf ammo inherits its characteristics from the M136 missile, including the maxSpeed setting. This setting is too high, thus causing the AI trouble with gauging the range correctly. By defining a lower maxSpeed than the 290 of the M136, the AI will adjust their aim (that is, they will aim the launcher higher so the trajectory will be higher and the round flying correspondingly further) and deliver a round on target. The exact value I am trying to determine by trial and error.
The AA soldier carries a Stinger Fliegerfaust, but is defined with Panzerfaust ammunition in the config:
magazines[] = {"30Rnd_556x45_G36","30Rnd_556x45_G36","30Rnd_556x45_G36","30Rnd_556x45_G36","30Rnd_556x45_G36","BWMod_PzF_3","BWMod_PzF_3"};
should be replaced with:
magazines[] = {"30Rnd_556x45_G36","30Rnd_556x45_G36","30Rnd_556x45_G36","30Rnd_556x45_G36","30Rnd_556x45_G36","Stinger"};
Regards,
Sander
When dreams come true!
Finally German Army in A2! *downloading now*
MfG Lee http://lee.plankton.ch/g_ari.gif
there was German army since over month, but not modern :)
This is Bosnia
Oct 19 2009, 18:41
Awesome!! Guys 5 Stars!!
JW Custom
Oct 19 2009, 18:44
Awesome... love flecktarn :yay:
Great work, thanks :cool:
Foxhound
Oct 19 2009, 20:14
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=7955).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7956)
Bundeswehr Mod v1.0 (http://www.armaholic.com/page.php?id=7956)
Binkowski
Oct 19 2009, 21:41
God damn! Nice work BW team! I love this.
Commando84
Oct 19 2009, 22:43
awesome stuff here :)
Some few bugs the AA soldier had a stingerlauncher but no ammo for it but instead he had 2 panzerfaust shots in the gear :)
And I also got same as W0lle
Very nice to see this Mod back in action. :)
There's one problem with the Panzerfaust though:
http://img243.imageshack.us/img243/2338/bwmodpzf.th.jpg (http://img243.imageshack.us/i/bwmodpzf.jpg/)
Also it would be nice with some BWmod stuff under the groups key in the mission editor, I know its only a few infantery and apc's released now but it would have been very nice with a BWmod squad ready for quick placement.
Moving onto more praise.
pretty cool with the different scope modes depending on if the weapons in fullauto or semi fire mode :)
Just a suggestion but the squadleader didn't have a handgun only rifle and handgrenades and smokegrenades, I think officers should have a handgun too but its just a small suggestion.
Love jumping from hills in fullspeed with the Fuchs, they are awesome!
Nice touch with the german warning label inside the apc in driver view.
yanquis
Oct 19 2009, 23:12
these guys arent showing up for me, what the heck am i doing wrong?
http://img8.imageshack.us/img8/3663/a2mod.png (http://img8.imageshack.us/i/a2mod.png/)
I also experience the following bugs:
- Panzerfaust 3 animation bug, as reported by Wolle.
- Fliegerfaust missing from AA-soldier as reported by Sander.
- AI have issues with PzF, as reported by Sander.
New bug:
- G-36A fire modes are linked to sights. Presumably as a result of this there are two magazines; one for semiautomatic fire and one for automatic fire. They are not related; firing some rounds on semiautomatic and switching to full automatic gives you the correct number of rounds in the magazine when you begin to fire, but firing a burst on auto and switching back to SA returns you to the number of cartridges loaded in the semiautomatic magazine prior to the automatic burst. Reloading the automatic magazine does not affect the semiautomatic magazine. I suspect this is an engine limitation - as it seems to mess with the AI engaging, you'll have to decide whether or not you want to retain it. I will test further, it may be that the ArmA II AI were being their usual retarded selves and failing to engage the enemy effectively in that test, and that the BWMod G-36 is not to blame.
- Grenadier is not defined; it's mentioned in the readme but not available via the mission editor.
- Likewise, the KSK operator is not defined. Mentioned in readme, but not visible.
these guys arent showing up for me, what the heck am i doing wrong?
Well the obvious difference between the BW mod and the others you have is no @<hidden> in front of the folder. I don't know what that actually does but everyone uses it so maybe it's required. Also make sure you've put the files inside a folder called "Addons" inside the "@<hidden>" folder.
yanquis
Oct 20 2009, 02:34
ya i tried both but they said not to edit it in the readme. anyway i just dropped them in the official addons and now it works fine.
these guys are ridiculous i set them up against a russian infantry squad and they just slaughtered them (max AI for both sides). then i gave the russians a crack spetznaz squad in the hills 500m away, they would run out of ammo before they could take out the germans. then i gave the russians 2 havocs flying in on seek and destroy. well that did it. ;)
This is Bosnia
Oct 20 2009, 09:25
@<hidden>
put a @<hidden> in front of it and use a arma 2 launcher to start the game it may work.
i hope you will improve and make proper weapons in next release
FUCHS is super vehicle
but weapons are wrong, look:
http://www.armaholic.eu/vilas/scr/compa3.jpg
http://www.armaholic.eu/vilas/scr/compa4.jpg
look at comparision
i was offering you help long time ago, in Arma 1 , but now i see you released again those weapons
i hope you will release next version, but with good and realistic weapons, and you see what details should be corrected to have them 100% real:)
in OFP you were one of the best top mods, i hope to see you on top in Arma2 too (in future)
http://www.armyrecognition.com/forum_pic/small_weapons/MG4_Heckler_and_Koch_HR_Germany_001.jpg
http://www.heckler-koch.de/media/Products/Machine_guns/MG4E_rechts.jpg
i hope that in next version i will see good weapons :)
sory for critics words, in OFP BW mod was "saint" for me, but newest pack do not meet realism in those things and i had to react, sorry
other thing - one man wrote on other side (he is German, native German), that your soldiers have "future vest" not implemented yet
if you remember my previous ask - i was asking why you use this vest, while other are on photos
this guy (German) told that your soldiers are "future warrior developers program wish"
okay, me - Vilas- is not expert in BW
but how can you answer to other German who says your soldier is "wish" ?
or BW MOD soldiers are 2012 ?
how many soldiers wear this type of vest and how many wear this:
http://ew-trading.com/shop/images/IMGP0097.JPG
what percentage ? and maybe this German who wrote this was wrong ? i don't know, i am just asking, i don't live and serve in BW, i am only member of Militaryphotos.net, so i cannot say more , than i found in "google", just asking
Polish army in last few years (2-5) changed completly, so maybe German too, i don't criticize soldier's gear in this release, i am just asking about this issue
Shadow NX
Oct 20 2009, 09:52
ya i tried both but they said not to edit it in the readme. anyway i just dropped them in the official addons and now it works fine.
these guys are ridiculous i set them up against a russian infantry squad and they just slaughtered them (max AI for both sides). then i gave the russians a crack spetznaz squad in the hills 500m away, they would run out of ammo before they could take out the germans. then i gave the russians 2 havocs flying in on seek and destroy. well that did it. ;)
Stupid question but did you created the "Addons" folder in your BWMod modfolder too?
Sometimes i tend to foget that too even if i already created dozens and dozens of such folders
Some notes after playing around:
- The AI gunner on the Fuchs seems to never fire. The player model is also on a weird sideways angle, I think it would be better to have the view just be straight along the barrel if that's possible.
- The tires on the Fuchs seem to be indestructible and don't deflate like BIS tires.
- The Panzerfaust is possibly too powerful? It seems to kill an Abrams one hit from any angle. Also the rockets don't take up enough space in the inventory.
- As an aesthetic thing, the player model's left hand goes through the magazine belt of both the MG3 and MG4. Not sure how they're held in real life.
- The Fuchs doesn't seem to have a "destroyed" model, it just burns.
- The AI MG4 gunner seems to only fire in "single shot" mode (like he'll never hold down the trigger). Which is still fairly effective but seems a bit off for a support gunner.
Positive stuff:
- Absolutely fantastic work on the infantry models and textures, they look outstanding.
- The Fuchs is incredible, it looks as good if not better than the default vehicles and is a joy to drive. I'm in love with it at the moment :D. If your other vehicles are up to this standard I cannot wait.
- I LOVE the sight on the Panzerfaust. It's so nice positioning the lines over the shape of an enemy vehicle based on the distance, it works perfectly. Awesome!
There's probably more stuff, that's just the things I can remember. Really good job so far, the quality is outstanding.
Gladius
Oct 20 2009, 12:29
i hope you will improve and make proper weapons in next release
FUCHS is super vehicle
but weapons are wrong, look:
http://www.armaholic.eu/vilas/scr/compa3.jpg
http://www.armaholic.eu/vilas/scr/compa4.jpg
look at comparision
i was offering you help long time ago, in Arma 1 , but now i see you released again those weapons
i hope you will release next version, but with good and realistic weapons, and you see what details should be corrected to have them 100% real:)
in OFP you were one of the best top mods, i hope to see you on top in Arma2 too (in future)
http://www.armyrecognition.com/forum_pic/small_weapons/MG4_Heckler_and_Koch_HR_Germany_001.jpg
http://www.heckler-koch.de/media/Products/Machine_guns/MG4E_rechts.jpg
i hope that in next version i will see good weapons :)
sory for critics words, in OFP BW mod was "saint" for me, but newest pack do not meet realism in those things and i had to react, sorry
other thing - one man wrote on other side (he is German, native German), that your soldiers have "future vest" not implemented yet
if you remember my previous ask - i was asking why you use this vest, while other are on photos
this guy (German) told that your soldiers are "future warrior developers program wish"
okay, me - Vilas- is not expert in BW
but how can you answer to other German who says your soldier is "wish" ?
or BW MOD soldiers are 2012 ?
how many soldiers wear this type of vest and how many wear this:
http://ew-trading.com/shop/images/IMGP0097.JPG
what percentage ? and maybe this German who wrote this was wrong ? i don't know, i am just asking, i don't live and serve in BW, i am only member of Militaryphotos.net, so i cannot say more , than i found in "google", just asking
Polish army in last few years (2-5) changed completly, so maybe German too, i don't criticize soldier's gear in this release, i am just asking about this issue
You look at the optic sight from the wrong side. At the left side there are 4 reliefs and at the right side there are just 3.
http://img34.imageshack.us/img34/1734/infantrymanofthefutureg.jpg
Regarding the vest you are showing I have to say that your model is way out of date.
The equipment is modular and the IdZ (Infantryman of the Future) is not for everyone, but first line troops, because its so expensive. The aquisition of version 1 of IdZ was completed in March 2008. They bought 217 systems (1 system = squad equipment for 10 men) for frontline troops.
From 2010-2014 they will buy the next version of IdZ called IdZ-ES (IdZ enhanced system). It is planned to buy 900 systems.
http://www.rheinmetall.de/index.php?lang=3&fid=2056
ooo i never seen such photo , i will change and update my model as.ap.
217 systems ?
you mean 2170 men has it, how big is German Army ? 250 000 - 300 000 ?
lower than 1% ?
okay, not my business, nevermind : P
than i hope they will consider doing addon of 99% in future, but it is offtopic here, i hope BW mod will improve MG-3,4 weapons , me out :]
Super! Thanks for all the work.
Werde ich am WE ausprobieren!
Gladius
Oct 20 2009, 12:59
ooo i never seen such photo , i will change and update my model as.ap.
217 systems ?
you mean 2100 men has it, how big is German Army ? 250 000 - 300 000 ?
lower than 1% ?
okay, not my business, nevermind : P
than i hope they will consider doing addon of 99% in future, but it is offtopic here, i hope BW mod will improve MG-3,4 weapons , me out :] First of all the aquisition is oriented at demand.
They buy as much as they need to train and equip just the troops that need this equipment. Naturally the majority of an army are not first line fighting troops, but supporters, technical personal etc. They do not carry that kind of battle equipment.
Do you really want to play Arma with the self defense equipment of the cook? ;)
Do you really want to play Arma with the self defense equipment of the cook? ;)
but second line soldier in mod, representative for the rest (99%) would be nice too in missions
or is it just KFOR contingent, than okay, on Chernarus Germans sent best contingent ( i live in OFP style of missions with masive war and global big forces battles )
but don't say that 99% of soldiers are cook, in Poland technical personel is not 99%
how big is Bundeswehr ? 250 or 300 000 ? nevermind
and 1% is frontline
i just hope that BW MOD will improve weapons MG-x, i really would like to see BW MOD like it was in OFP, great and super
i know that OFP time in community may not return (so much creative people) but it could be nice to see BW MOD like it used to be in the past
Gladius
Oct 20 2009, 13:24
KFOR is a stabilization mission, not a combat mission. In Arma we play combat missions, so we use combat equipment. Do you get the point?
The number of 217 systems just tells us that germany has right now (fortunately) not that much soldiers in a combat mission. Again: They try to save money and buy not more than the actual demand.
Chrisgs
Oct 20 2009, 14:15
Downloading, looks good, nice to see, thanks for all the hard work.
but second line soldier in mod, representative for the rest (99%) would be nice too in missions
or is it just KFOR contingent, than okay, on Chernarus Germans sent best contingent ( i live in OFP style of missions with masive war and global big forces battles )
but don't say that 99% of soldiers are cook, in Poland technical personel is not 99%
how big is Bundeswehr ? 250 or 300 000 ? nevermind
and 1% is frontline
i just hope that BW MOD will improve weapons MG-x, i really would like to see BW MOD like it was in OFP, great and super
i know that OFP time in community may not return (so much creative people) but it could be nice to see BW MOD like it used to be in the past
Vilas the actual combat forces are in the absolute minority in all armies.
The Bundeswehr is no exeption.
The IdZ is in service with basicaly all troops in active warzones - Afghanistan only.
There are only +-3,5 thousand German soldiers in Afghanistan, and only a part of those are fighting infantry units.
I say this because the 1 % remark you keep repeating is totaly besides the point.
Of course the fighting force of the BW is not 1 %.
But the combat units not in direct operational need of the new gucci kit will simply not get it before all quirks are ironed out and the experience of the frontlines is taken into account for the enhanced version.
It's just normal aquisition management.
Only a very small number of soldiers *need* the IdZ at this time - hence the small ( unfitting word but seen in relation ) number of systems in operation.
The bottom line is if in any conflict - fictional or real - you were to encounter german infantry you would see them wear this gear in 90 % of the cases.
That is if you rule out any pure fantasy, cheap novel scenarios that involve a sudden world war tomorrow.
Since the majority of BI players are realism dedicated, the BW mod decided to model the real thing in use.
Johannes
Oct 20 2009, 18:49
The IdZ is in service with basicaly all troops in active warzones - Afghanistan only.
Soldiers who currently deploy to Astan in a combat role get a mix of IdZ, SIE and individually acquired gear.
SIE stands for Soldat Im Einsatz. It basically consists of the protective and load carrying gear from IdZ as well as some other small additions.
A lot of companies, that deploy, also often purchase additional gear on their own.
complete systems of IdZ are not really widespread withing our armed forces. A lot of stuff like NVG's, weapon equipment etc. are seen a lot more then the whole system.
Therefore recreating modern day bundeswehr forces is fairly difficult as there is a lot of different gear floating around. You can, for instance, see a lot of gear in both LLBrig's that you wont find anywhere else in the bw because companies buy their own gear. On the other hand it seems that the most of the other units stick to the normal gear (IdZ and SIE)
As a conclusion: Recreating german infantry is very difficult gear wise as there is a lot of individual kit floating around...
Yes, crystal clear on that.
Bad worded on my end because the conversation was about body armor originaly.
Thanks for all the feedback so far, it's appreciated.
And a big sorry for all the bugs, looks like quite a lot slipped through.
We're keeping a close eye on most of the community forums to gather all the bug reports and we will definitely release a bug fix soon (about 1 or 2 weeks).
And again on the troop issue as this topic is brought up by vilas everytime there is a BWMod thread: we're doing front line troops as ArmA 2 is meant for combat scenarios and that's where you'll see that equipment.
There won't be any other equipment, that'd be too much of a workload for too less gain.
Gladius
Oct 20 2009, 23:07
I have to say thank you for releasing that outstanding work and not holding it back until every little detail is polished. It's absolutely playable right now and a lot of people enjoy it very much.
The texture quality is quite impressive and the equipment is very enjoyable. The MG3 is a charm. The G36 optic fix without the salvo mode is so comfortable. The Fuchs is excellent. The PzFst3 is awesome.
Some minor quirks here and there, but that doesn't matter as you said it will be fixed.
Do you have plans to give the Leica Vector IV laser range finding ability?
The sight of the M82 should have 6-24x magnification. Seems to be the normal M107 right now.
It would be helpful to have a BW emblem in the Armory that the equipment can be found quickly.
I'm really excited to see what you will come up with, in the future of the BW Mod. Please keep up the good work.
Beste Grüße
I have to say thank you for releasing that outstanding work and not holding it back until every little detail is polished. It's absolutely playable right now and a lot of people enjoy it very much.
I can certainly echo Gladius' sentiments, same high BW Mod quality. Looking forward to more. :)
Do you have plans to give the Leica Vector IV laser range finding ability?
We'll do that in one of the upcoming releases, but since you can easily find out distances using the "command-button" it's not really on top of our todo list.
The sight of the M82 should have 6-24x magnification. Seems to be the normal M107 right now.
We're using the BIS model for now, that's why the model is quite off (wrong sights, wrong magnification). However, we will do our own G82A1.
It would be helpful to have a BW emblem in the Armory that the equipment can be found quickly.
Thanks, I'll look into that on the weekend.
but i hope to see proper MG3 and MG4 too
Alpha-Kilo
Oct 23 2009, 10:31
I read somewhere (maybe in another forum) that the BW mod should be played without any other addons.
Does this literally mean that BW should be the only addition to a vanilla installation of ArmA2 or does it only mean no other unit and weapon mod should be active together with the BW mod?
Well, back in OFP there were a lot of mods that made drastic changes to BIS' core configs resulting in a lot of bugs when used with other addons/mods that relied on unchanged BIS configs (like ours).
As a consequence, saying "Don't play BWMod with any other mods" isn't right.
But if you encounter bugs you should first make sure that it is not caused by an addon conflict: disable any other addons and try to reproduce the bug.
If it still occurs it's a bug in our BWMod addons, if not it's a conflict with some other addon.
What chris meant was more of a 'BWMod might not work with some mods / addons'.
Alpha-Kilo
Oct 23 2009, 10:53
Thank you for clarifying this so quickly. I wholeheartedly agree that bug reports are only valid if no other addons might have caused a conflict.
Thank you for clarifying this so quickly. I wholeheartedly agree that bug reports are only valid if no other addons might have caused a conflict.
it also concern to model of balistics, is mod A,B or C used BIS values or used other range of fire, accuracy - than mixed addons may cause "funny" result of game, cause one mod soldiers fire and kill enemy from 500 meters, while other mod soldier even not begin to aim
Alpha-Kilo
Oct 23 2009, 14:35
Thanks, Vilas, for pointing this out. So that's another thing to consider!
Gladius
Oct 23 2009, 20:08
We'll do that in one of the upcoming releases, but since you can easily find out distances using the "command-button" it's not really on top of our todo list. The problem is when you play on expert difficulty, then the command-button trick doesn't work. But you are right, the laser ranging is definately not an high priority issiue.
We've just released our hotfix.
Check out the first post to download BWMod v 1.1!
Foxhound
Oct 23 2009, 22:53
New version frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=7955).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7956)
Bundeswehr Mod v1.1 (http://www.armaholic.com/page.php?id=7956)
Binkowski
Oct 23 2009, 23:02
Thanks for the update BW team!
Gladius
Oct 23 2009, 23:09
Why did you remove the cool sounds of the Fuchs? What a pity!
How does the Nebelwerfer (smoke thrower) of the Fuchs work?
dale0404
Oct 23 2009, 23:30
SWDepot Mirror Updated:
BWMod v1.1 (http://www.swdepot.co.uk/download.php?view.104)
1in1class
Oct 24 2009, 02:30
G3 guns are a little bugged, the units shoots on single mode and all is good when ya reload you see the clip disappears like it should but when you put it in to an different fire mode the clipe does not disapper when reloading and for burst and full you have to reload it even if the single is already loaded.
G3 guns are a little bugged, the units shoots on single mode and all is good when ya reload you see the clip disappears like it should but when you put it in to an different fire mode the clipe does not disapper when reloading and for burst and full you have to reload it even if the single is already loaded.
It's an unfortunate engine limitation I believe - each sight (3X and red dot in this case) has to have its own magazine for some reason. So switching means you switch to another mag. The animation problems might be overcome though.
Notes I made from the last patch:
- The AI gunner on the Fuchs seems to never fire. The player model is also on a weird sideways angle, I think it would be better to have the view just be straight along the barrel if that's possible.
Fixed! The gunner seems to fire fine now, and is quite deadly :). The model is still on an odd angle but it may be intentional and isn't a big deal.
- The tires on the Fuchs seem to be indestructible and don't deflate like BIS tires.
Still not fixed - the Fuchs on the whole seems to lack a proper damage model, I may be wrong but I think there is no intermediate damage (like the vehicle will be 100% effective until it is destroyed).
- The Panzerfaust is possibly too powerful? It seems to kill an Abrams one hit from any angle. Also the rockets don't take up enough space in the inventory.
Still not fixed - I don't have any data on this but I'm pretty sure a Panzerfaust 3 wouldn't kill an Abrams by hitting its main armour. In my opinion it would be better not to for gameplay purposes anyway.
- As an aesthetic thing, the player model's left hand goes through the magazine belt of both the MG3 and MG4. Not sure how they're held in real life.
This may be impossible to fix for all I know, but if there is a solution it would look a lot better.
- The Fuchs doesn't seem to have a "destroyed" model, it just burns.
Fixed! It has a nice destroyed model now.
- The AI MG4 gunner seems to only fire in "single shot" mode (like he'll never hold down the trigger). Which is still fairly effective but seems a bit off for a support gunner.
Fixed! The AI blazes away now, nice :)
I also loved the old Fuchs sounds, it would be awesome to have those back.
EDIT: A couple of other notes:
- The smoke is awesome
- The watershield is awesome. However it's odd that in 3rd person it looks like it should be blocking the driver's view, while in first person it's not visible out the window. It would be tricky driving if it did, but I think it would be cool having the gunner navigate.
Great work!
Binkowski
Oct 24 2009, 05:26
I'm currently working on an SP mission using this mod. Thanks for the hardwork BW team! I'll post up the beta in OFPEC, and the final product here. Happy hunting!
Brainbug
Oct 24 2009, 06:13
I noticed two issues on the Fuchs in water:
- change of direction is very hard to accomplish, the vehicle turns very very slowly and grinds to a halt quickly when pressing the A or D keys or moving the mouse sideways.
- the propellers are not turning, the wheels are.
While the latter is a purely cosmetic issue, the inability to turn in water is really something that needs to be worked on, imho.
Also I found a texture bug on the medic, obviously a wrong normal map being applied or something like that:
http://s7.directupload.net/images/091024/temp/8gkf2za3.jpg (http://s7.directupload.net/file/d/1957/8gkf2za3_jpg.htm)
And I wondered if it would be possible to animate the ballistic protection lid (Beschußklappe), so that it can look like this:
http://www.deutschesheer.de/fileserving/PortalFiles/C1256F87004CF5AE/W26MHG3E682INFODE/Wallpaper041.jpg?yw_repository=youatweb
Apart from that, great work! Hope to see more in the near future.
DragonBaron
Oct 24 2009, 08:31
I noticed two issues on the Fuchs in water:
- change of direction is very hard to accomplish, the vehicle turns very very slowly and grinds to a halt quickly when pressing the A or D keys or moving the mouse sideways.
- the propellers are not turning, the wheels are.
...
Same issues here. There is also a issue with the headlights of the Fuchs. If they are turned on, there is a not shining circle in the center of each headlight.
Nevertheless a great addon. Thanks for the release.
Update:
Sorry, my fault. Didn't notice the release of version 1.1. The issue with the headlights doesn't exists in the new version.
Lee_H._Oswald
Oct 24 2009, 10:29
Thanks for the update BWMod!
Much fun playing with "Bundeswehr Einheiten" again.
Is a P8 and a MP7 in the works?
MfG Lee http://lee.plankton.ch/g_ari.gif
I bow before you guys! There have been many addons released for the game, but few are on par with BIS models regarding quality, and this is one of them! The infantry is soo beautiful, good model, very sharp textures...and this is only a small teaser pack, oh man! Congrats and good luck!
Can't wait to let some Germans let loose against VME Chinese troops!
1in1class
Oct 24 2009, 21:59
[QUOTE=Lhowon;1471435]It's an unfortunate engine limitation I believe - each sight (3X and red dot in this case) has to have its own magazine for some reason. So switching means you switch to another mag. The animation problems might be overcome though.
k hope it can be fixed in some ways thank ya.
love the mod, you can tell the work that's gone into them!
I have a tiny issue though, Arma2 goes very very slightly choppy when I have any amount of the units on screen. I originally thought it was my imagination but did a series of tests with other units and found it was just these. I wonder if i'm conflicting somewhere, has anyone else had an issue like this?
love the mod, you can tell the work that's gone into them!
I have a tiny issue though, Arma2 goes very very slightly choppy when I have any amount of the units on screen. I originally thought it was my imagination but did a series of tests with other units and found it was just these. I wonder if i'm conflicting somewhere, has anyone else had an issue like this?
Do u hav @<hidden> in ur mod folder if so drop it and see if it helps , it workedfor me
regards padu
Blueteamguy
Oct 25 2009, 19:50
well, as they say in germany,
Gehen BWMod!
(go BWMod, lol)
Brainbug
Oct 25 2009, 20:57
Never actually heard anyone say that here :tounge2:
Thanks a lot for that!
Please keep up the good work this time!
[...]
Panzerfaust damage will be changed in the upcoming version, it's damage has been significantly reduced and the 'magazine' size has been changed to reflect the actual weight of the tube.
A tire damage model will be added once the BIS samples are available and we can take a look at how they've done it.
How does the Nebelwerfer (smoke thrower) of the Fuchs work?The driver can use the smoke dispensers, just switch 'weapons' from horn to smoke dispensers.
While the latter is a purely cosmetic issue, the inability to turn in water is really something that needs to be worked on, imho.Changing how the Fuchs behaves in water would require changes in how the vehicle handles on land as well as changes in the model.
As the Fuchs isn't meant to cross oceans but rivers or lakes it should be easy to move the Fuchs into the right direction before moving into water. :)
This is why we won't be fixing that issue in the upcoming release(s) but we'll definitely look at in later releases.
Is a P8 and a MP7 in the works?
No P8 yet, but there'll be a MP7A1 once we start working on crew models for tanks and helicopters.
Cheers, TeRp
Binkowski
Oct 28 2009, 01:28
I've created an SP mission, it's currently beta 1.0. Here (http://www.ofpec.com/forum/index.php?topic=34328.0) is the thread. Check it out! Still some minor, but not game breaking bugs with the mission. Have fun!
Have you guys started on the Wiesel? I loved that thing in ARMA, what a genius for the man who designed the AWC and the person for bringing it into ARMA.
Brainbug
Oct 28 2009, 03:39
... there'll be a MP7A1 once we start working on crew models for tanks and helicopters.Would it be possible to equip a (e.g. G82-)Sniper with a MP7 as Backup? Maybe in the Pistol slot. That would not only make sense in game, but seems to be realistic, too:
http://i475.photobucket.com/albums/rr120/forty2_2008/Bundeswehr-Scharfschtzen75.jpg
yanquis
Oct 28 2009, 06:29
looking forward v much to this being complete, i didnt realize it was beta and were getting more units!
is it just me, or is the g36 the best assault rifle in the game ? i definitely like it loads better than the m4 you use in the campaign...i wonder how accurate that is irl.
Brainbug
Oct 28 2009, 11:10
Wikipedia.de (http://de.wikipedia.org/wiki/HK_G36#Beschreibung) says, its dispersion diameter would be on average 17cm on 100m with standard issue ammo. No clue what MOA value that is. Certainly not a sniper rifle, but quite ok for an assault rifle. The K- and C-versions with shorter barrel will of course have slightly worse values.
In game it's a different matter, they are not zeroed in properly. The center of the circle should be good for a 200m distance, but in game, shooting at targets 200m away, the bullet misses that point and hits a bit lower. If you scope in on very near targets, you are supposed to aim with the center, too, and expect a hit just a very small bit above that. However, in game you will see that the hit is just above the lowest cross, i.e. like the target was 700m away, and not 10m in front of you. Very unlogical.
Explanation of the reticle marks here: http://de.wikipedia.org/w/index.php?title=Datei:G36Reticle.png&filetimestamp=20080313214209
But that are BIS' faults, and they might be corrected in some future official patch, so let's hope for that. I would however like to see an AG36 version, i.e. with grenade launcher, and in case someone does such an addon, he might correct the aiming, too.
Wiki is having it wrong.
All rifles are of course shot at HK before beeing delivered and they official maximum dispersion at 100m is 10 cm.
The usual G36 rather has an actual dispersion of 4-5 cm though.
Basicaly anything from 3-7cm is realistic from weapon to weapon and shooter to shooter of course.
Wiki is spot on concerning the sights though.
One can comment though that the plain G36(a) we have ingame is not the sole standard right now.
The A1 and A2 variants are sneaking into the picture with different handguards, matching rail systems and most promenantly replacing the fixed red dot with various modular pieces ( most prominantly a Zeiss reddot ).
http://img.photobucket.com/albums/v101/He219/photobucket/bundesheer_filzwieser_dsc7010.jpg
http://i37.tinypic.com/2mma895.jpg
Gladius
Oct 28 2009, 16:02
Panzerfaust damage will be changed in the upcoming version, it's damage has been significantly reduced How much damage does the PzFst3 right now and how much is the new value?
I also wonder how I can find out myself about damage values. :confused:
I've created an SP mission, it's currently beta 1.0. Here (http://www.ofpec.com/forum/index.php?topic=34328.0) is the thread. Check it out! Still some minor, but not game breaking bugs with the mission. Have fun!
Looks like a fun mission, but I didn't find the time to finish it yet. Intro is superb, but there's a lot of error messages popping up. Also, there is no "weapon" BWMod_PzF_3, just a magazine. The weapon is just "BWMod_PzF".
Once it is finished can we include it in our next release?
Have you guys started on the Wiesel? I loved that thing in ARMA, what a genius for the man who designed the AWC and the person for bringing it into ARMA.
There might be a Wiesel once Helifreak find's some spare time, but for the time being there is not much hope. :(
Would it be possible to equip a (e.g. G82-)Sniper with a MP7 as Backup? Maybe in the Pistol slot. That would not only make sense in game, but seems to be realistic, too:
http://i475.photobucket.com/albums/rr120/forty2_2008/Bundeswehr-Scharfschtzen75.jpg
We haven't decided on that particular issue as we have delayed that decision until we've actually started working on the MP7A1.
How much damage does the PzFst3 right now and how much is the new value?
I also wonder how I can find out myself about damage values. :confused:
There is an allInOneConfig hidden somewhere on dev-heaven.net, I think you can find it using Google though. Just download it and open it with a text editor, it has all the damage and armor values.
Cheers TeRp
Mr Burns
Oct 29 2009, 14:11
I also wonder how I can find out myself about damage values. :confused:
Kronzky´s targetrange has some nifty features such as damage value output etc.
http://kronzky.info/targetrange/index.htm
I found out that the BWMod 1.1 causes a malfunction with the camera.sqs
The bullet cam in Kronzky´s targetrange is also not working with the BWMod 1.1.
Wow, that's odd.
Consider it fixed as camera.sqs is working fine in the current beta build.
SuperRat
Nov 5 2009, 17:16
same problem here
The problem with the camera.sqs is that it is not possible to repeatedly activate the camera. You open it once and when you close it, then it's not possible to open it again. Strange issue.
Uhm, okay. I'll try reproducing this behavior over the weekend to see if it still happens in the current beta build.
will we see also new MG3 and MG4 in future ? please , it would be nice
Why, because there is a tiny thing wrong or two?
Just use yours if you think they are so much better.
ebanks129
Nov 17 2009, 22:03
Love this mod!!!!!!!
terp, are there any plans for things like these
http://strikehold.wordpress.com/2009/07/23/afghan-army-and-german-isaf-forces-carry-out-large-scale-operation-near-kunduz/
:p
The Masta
Nov 18 2009, 03:11
Love this mod!!!!!!!
terp, are there any plans for things like these
http://strikehold.wordpress.com/2009/07/23/afghan-army-and-german-isaf-forces-carry-out-large-scale-operation-near-kunduz/
:p
Tropentarn for takistan?:cool:
ebanks129
Nov 18 2009, 03:19
Tropentarn for takistan?:cool:
That would be f***in great:yay:
metalchris
Nov 18 2009, 10:02
Tropentarn is planned for Arrowhead, yes
We've posted some screenshots of our Tiger, please use our thread (http://forums.bistudio.com/showthread.php?p=1494645#post1494645) in the Addons & Mods: Discussion forums for feedback.
http://bwmod.armedassault.info/images/gallery/43_tn.jpg (http://bwmod.armedassault.info/images/gallery/43_tn.jpg) http://bwmod.armedassault.info/images/gallery/45_tn.jpg (http://bwmod.armedassault.info/images/gallery/45_tn.jpg)
We've just released our latest version, full info and download is available in the first post of this thread.
http://bwmod.armedassault.info/images/gallery/49_tn.jpg (http://bwmod.armedassault.info/images/gallery/49.jpg) http://bwmod.armedassault.info/images/gallery/50_tn.jpg (http://bwmod.armedassault.info/images/gallery/50.jpg)
http://bwmod.armedassault.info/images/gallery/51_tn.jpg (http://bwmod.armedassault.info/images/gallery/51.jpg) http://bwmod.armedassault.info/images/gallery/52_tn.jpg (http://bwmod.armedassault.info/images/gallery/52.jpg)
Merry Christmas everyone!
Clawhammer
Dec 24 2009, 13:15
Thank you guys!
BWMOD RockZ
Wish a nice Christmas :-)
nikita320106
Dec 24 2009, 13:22
merry-coming-cristmas!
downloading
thanx)
Marko112
Dec 24 2009, 13:39
Great Job BW Mod!
ArmedAssault.info (http://www.armedassault.info) Mirror and News (http://www.armedassault.info/index.php?cat=news&game=1&id=3551):
http://www.armedassault.info/mirrorgen2/1033419.gif (http://www.armedassault.info/index.php?cat=addons&game=1&id=1106)
If a release or contact information is missing, feel free to drop a PM, it will then be added.
Manzilla
Dec 24 2009, 13:40
Love it! Thanks to all the BWM fellas! Glad to see your stuff in yet another BIS game. Beautiful work as always, thanks guys!
DragonBaron
Dec 24 2009, 13:54
:yay:
This is a great Christmas present. Many thanks to the BWMod team.
Merry Christmas.
Christian.1987
Dec 24 2009, 14:04
Thx. BWMod. The Leo is absolutely beautiful. :bounce3:
Thx for the Hard Work. An Marry Xmas too all. :xmas_o:
da12thMonkey
Dec 24 2009, 14:34
Monocles FTW! Superb work as always guys.
Frohe Weihnachten.
.Phoenix.
Dec 24 2009, 14:49
Thanks for the work, great work as usual ;) Love the new trucks and the Leo
Merry Christmas
1in1class
Dec 24 2009, 15:42
Woow thank ya vary much BWM team love the mod just love it. Marry Xmas.
Foxhound
Dec 24 2009, 16:04
Release frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=7955).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7956)
Bundeswehr Mod v1.4 (http://www.armaholic.com/page.php?id=7956)
Once more on the BI forums: Thanks folks! I really like to see my old fat lady back in a BI game! Great work :D
Vielen Dank und Frohe Weihnachten!
Superb pack and great fun to play with; the monocle is a uber-nice touch :D
Binkowski
Dec 24 2009, 20:48
Thanks BW Mod! Going to have to dig up my BW Commander mission and update it ;).
Soul_Assassin
Dec 25 2009, 01:51
nice :) very nice. Thanx and congrats on the release !
Spooky Lynx
Dec 25 2009, 09:46
Very very nice to see BW Mod again in game! Thanks!
BTW, will you make AG36 in future versions?
verde13
Dec 25 2009, 11:33
Thank you very much for this wonderful gift! I hope that there is no problem with ACE.
Clawhammer
Dec 25 2009, 11:55
Is that normal that the G36 has two magazone loaded?
I can shot the weapon in single mode empty but when i switch to full auto mode the mag is full again?
I can shoot 60 shots by fireing first the single mode empty and then the full auto mode.
After that i had to reload the single mode und full auto mode again O.o
Is that normal that the G36 has two magazone loaded?
I can shot the weapon in single mode empty but when i switch to full auto mode the mag is full again?
I can shoot 60 shots by fireing first the single mode empty and then the full auto mode.
After that i had to reload the single mode und full auto mode again O.o
I noticed the same problem but in a little different way.
I shot 1 mag in single shot, then I reloaded and switched to full and the magazine was empty again and I had to reload.. which I just did a second ago.
All I can say about this release.. Amazing! Great to see such things released :D
Clawhammer
Dec 25 2009, 12:43
yes that problem exists too at me O.o
Downloaing, love your BWMOD, ps magazine prob thats been noticed before, but not a biggy though, thanks fellas for an excellent update/ release.
luemmel
Dec 25 2009, 13:15
awesome addon!
but...
in the readme there are 4 missions announced. where can this be found?
MISSIONS
The current release features 4 BWMod coop missions by DirtyHarry[TPC].
All missions can be played in single player, too; just open up your own LAN server and select a mission.
Feel free to post your own BWMod missions on our forums.
has anyone else created some missions based on the latest 1.4 release?
Cyclone83
Dec 25 2009, 15:32
What´s the name for the MG3 magazine? Want to give a soldir a MG3 with mags via sqf script ^^
Conqratulations on a great release, BW team !
Really loving the units, they look and feel amazing.
Loving the MG's as well - please don't waste time making every inch of it look perfect - it looks great as it is !
I did however notice that the dimensions of the Leo is a bit odd.. Either my soldier is about 2.5 meters tall - or the Leo is not wide enough.
Could you confirm what dimensions it has been modelled in ?
Edit:
Also noticed - the HEAT rounds in the Leo - doesn't.. ehh.. "splash"
Lee_H._Oswald
Dec 26 2009, 20:34
I did however notice that the dimensions of the Leo is a bit odd.. Either my soldier is about 2.5 meters tall - or the Leo is not wide enough.
On a first look, the tank looks a bit too small.
But compairing those two images:
http://lee.plankton.ch/A2_BWMod_Leo_001.jpg
http://lee.plankton.ch/A2_BWMod_Leo_002.jpg
I don't know, maybe a little bit.
MfG Lee :)
Did german army get any AFV?
Thanks for all the feedback so far, we're glad you're enjoying our work.
On the G36 issue:
Yeah, that's a known problem, I hope Arrowhead will provide a fix and allows using multiple optical aids on weapons without having to use any workarounds.
Missing missions:
The 4 missions we're already released with 1.0 and 1.1, we simply forgot to put them back in the archive for 1.4.
If you're interested in them, you can just download 1.1 which is still available on multiple news sites and get the missions from the archive.
What´s the name for the MG3 magazine? Want to give a soldir a MG3 with mags via sqf script ^^
Classnames are included in the readme which is available in both, English and German. Anyways, the answer to your question is BWMod_MG3Mag.
I did however notice that the dimensions of the Leo is a bit odd.. Either my soldier is about 2.5 meters tall - or the Leo is not wide enough.
I just checked, the dimensions are fine: height: 3m, width: 3.75m, length: 11.27m :)
Also noticed - the HEAT rounds in the Leo - doesn't.. ehh.. "splash"
Yeah, that's a small config glitch, it's already fixed and will be included in the next release. :)
Cheers, TeRp
Frankyman
Dec 27 2009, 23:01
Thanks
I built it in millimeters, the dimensions agree very closely.
The measurements were examined in all Progs.
But it can happen a couple of small mistakes. this is live.
Did german army get any AFV?
If by AFV you mean IFV/APC yes.
The Fuchs and the near future Boxer for wheeled.
The Marder A5 and future Puma for tracked.
Marseille77
Dec 31 2009, 09:16
Very great work!!! Thanks! I've tested it with the new PLA Mod. It's amazing.
What is the engagement range for the MG4 in the config? I noticed that my Pixeltruppen armed with G36s opened up on targets 400-500 meters away while the Automatic Riflemen armed with MG4s only stood there staring in the air...
Royal Blackwatch made a video named 'Three Block War'.
It features some of our beta addons, check it out on youtube (720p is recommended):
XNpS7BlsyJ8
Cheers, TeRp
Clawhammer
Feb 3 2010, 13:20
Nice video, cant wait for this awesome stuff :yay:
Wow that's really awesome, can we expect that you release warfare BE with your mod?
I remember the best crCTI BWMod which I've played all the time in OFP. It would be nice to have oportunity to play CTI with your mod again :)
fantastic video!
looking foward to this
Bier AIG Razor
Feb 3 2010, 14:11
Awesome movie and addons!
Lee_H._Oswald
Feb 3 2010, 16:21
Very nice video and good to see some more BW units.
MfG Lee
.Phoenix.
Feb 3 2010, 18:32
Looking great:)
Christian.1987
Feb 4 2010, 08:13
Vary cool !
The good old Marder 1A5 comes back in A2 !? :bounce3:
Bushidozeb
Feb 12 2010, 05:49
Love these models, but i would rather see the G3 weapon instead of the G36, Can´t you make a deal with the G3 Project and create some type of config file that the soldiers use the G3 Weapon =D
Banderas
Feb 12 2010, 17:58
Dear BW team!
I'd like to take the initiative and try to make a compatibility config for your Leopard 2 to use ACE armor system, also I'd like to ask from the users if is there a demand for it?
ACE compatibility would be good, no doubt. But I'm pretty sure the BW Mod guys are smart enough to do this on their own. :)
Banderas
Feb 12 2010, 18:16
@<hidden>
I'm sure they are, I'd like to make it only if they are not intend to sacrifice time for such thing :)
Manzilla
Feb 12 2010, 18:18
Dear BW team!
I'd like to take the initiative and try to make a compatibility config for your Leopard 2 to use ACE armor system, also I'd like to ask from the users if is there a demand for it?
Of course I'd use it. I'm always down for more ACE2 compatible stuff. I'm assuming the BWM fellas will add an ACE2 config eventually but I'd take a hotfix in the meantime. And if they didn't plan on it maybe you could help them out.
Max Power
Feb 13 2010, 09:24
On a first look, the tank looks a bit too small.
But compairing those two images:
[IMGhttp://lee.plankton.ch/A2_BWMod_Leo_002.jpg
I don't know, maybe a little bit.
MfG Lee :)
I think ArmA 2 soldiers are larger than average people.
We've just released version 1.5.
Check the first post for some info as well as the download link!
RobertHammer
May 10 2010, 16:06
We've just released version 1.5.
Check the first post for some info as well as the download link!
Big thx very much for huey :)
Mr Burns
May 10 2010, 16:08
wuuuuuuuuuuh http://hx3.de/images/smilies/hx3_skyfall.gif
You`re my hero's.:bounce3:
Cyclone83
May 10 2010, 16:28
Yeeeeeeehaaaaawwww! Thank you so much! This is simply :icon_dj:
I`s just about makin a new BW mission and then THIS!
:partytime::286::jump_clap::don 12:
ebanks129
May 10 2010, 16:29
downloading now. thanks for the release Terp! is tropentarn included?!?
Sgt.Spoetnik
May 10 2010, 16:31
Great job and looking great, and indeed thx for huey :yay:
Chrisgs
May 10 2010, 16:54
Excellent. Thankyou
*TCF*Jackal
May 10 2010, 16:56
Great stuff guys, congrats on the release.
And +1 for ACE2 compatability. It would be beneficial for all I would say, but not 100% necessary.
Many thx for the new version of the great BW Mod! :thumbsup:
ArmedAssault.info (http://www.armedassault.info) Mirror and News (http://www.armedassault.info/index.php?cat=news&game=1&id=4169):
http://www.armedassault.info/mirrorgen2/9645590.gif (http://www.armedassault.info/index.php?cat=addons&game=1&id=1106)
We have also added this release to your personal author profile (http://www.armedassault.info/index.php?cat=authors&id=409)
If a release or contact information is missing, feel free to drop a PM, it will then be added.
And here is the BBCode if you want to add our Mirror to your release post :
http://www.armedassault.info/mirrorgen2/9645590.gif (http://www.armedassault.info/index.php?cat=addons&game=1&id=1106)
If you prefer a text only BBCode please copy and paste the code below :
ArmedAssault.info Mirror :
DOWNLOAD - BW Mod (v.1.5) - [187 MB] from ArmedAssault.info (http://www.armedassault.info/index.php?cat=addons&game=1&id=1106)
great thx for best German stuff:yay:
belgerot
May 10 2010, 19:13
A big thanks to the team! Top!!
Foxhound
May 10 2010, 19:25
Updated release frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=7955).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7956)
Bundeswehr Mod v1.5 (http://www.armaholic.com/page.php?id=7956)
panda123
May 10 2010, 20:10
thanks a lot :) danke :)
Many, many thanks TeRp and BW-Team great :yay:
ArmA2Base.de Mirror updated:
Bundeswehr Mod v1.5 (http://arma2base.de/include.php?path=download&contentid=964)
Kind regards
Miller
BUNDESWEHR COPTER!!!
*epilepsy*
dutchy right here, but your military force looks 300000 times better.. love it!
Absalom
May 10 2010, 21:42
:rthumb:
.... what can I say....thanks to the BWMod-team for all their work! :inlove:
AnimalMother92
May 10 2010, 22:58
:eek:
Thanks for the update!
Finally a Marder ;)
I've asked so many times for a Marder during ArmA 1 times allready that TeRp got mad at me :D
Ty.
Xeno
1in1class
May 10 2010, 23:40
Very nice work:bounce3: Cant wait to see some pilots for that chopper, keep that good work going.
Does it work with ACE2? Like with configs? Looks awesome btw :)
Lone.Wolf
May 11 2010, 07:46
Very nice, any chance of releasing some KSK-Units or we just gotta wait for the ones in Operation Arrowhead... :)
love ur mod one of the greatest, detail, wide range, every thing about it just awesome.
BUT!!!!!!!!!!!! u don't get to use it at all, like every other great mod, the f16 mod or the FFAA mod, unlike ACE every body use it, i wonder if it will 1 day be release as a part of ACE mod then every body get to enjoy it.
then we 1 day we will get to play 'domination NATO edition' or 'warfare NATO edition'
if people get to use it ur effort won't be a waste like now, i hardly find a server support (Bundeswehr) mod.
plz consider it
Stavanger
May 11 2010, 09:47
Mirror updated by ePrison.de
--->> Download BW Mod v1.5 (http://www.eprison.de/files/13/635/5833)
best Regards,
Stavanger
Big Mac
May 11 2010, 17:25
I'm really digging the UH-1D!! :D
Thunderbird
May 11 2010, 18:41
Simply outstanding.
I do like the attention about the details and the way things are established.
I would just have appreciated to get some german SpecOps. But I'll just sit'n wait.
Keep it up.
Regards,
TB
WillaCHilla
May 12 2010, 07:42
We tested the newest version the last two days in some coops and I have to say that youre doing a really good job. Especially the textures of the infantry-units and the sounds overall are great.
Thanks for your effort!
One question: Any info if youre thinking about doing a desert-texture-version of your units?
There's been a typo in one of the config files preventing the mission Everon Assault from starting.
Here's a standalone version of this mission (put it in your MPMissions-folder):
http://bwmod.armedassault.info/downloads/missions/bwmod_co30_everon_assault.rar
I would just have appreciated to get some german SpecOps. But I'll just sit'n wait.
OA will have them ;)
One question: Any info if youre thinking about doing a desert-texture-version of your units?
Desert textures have already been finished and will be released when Operation Arrowhead has arrived.
Big Mac
May 12 2010, 13:22
Will the Wiesels be released when OA comes out as well or are they still in the works?
metalchris
May 12 2010, 14:03
still in the works.
NoRailgunner
May 19 2010, 15:17
Thanks for the work and bringing back BW into A2 with very detailed blingblings and sounds! :)
Now my report from testing area Utes:
Somehow sitting in UH-1D feels wrong placed - pilot and co-pilot seats are different in their height and overall it seems that the helicopter is a bit too small/narrowed for A2 units.
The commanders view of the Marder 1A5 is "slaved" to the turret and with AI as gunner its a little bit screwing... Is it possible to check if commander=human and give him the turret control?
For the commanders optics it would be great if he can look up+down.
Looking from the passengers seat the crew is missing (like in the BMP3) but this is a minor eyecandy feature.
A slighlty bigger eyecandy thing is how those MG3 gunners are positioned in their gunner stations. Are the A2 units to tall for these vehicles or why they have to use that neck-breaking stance?
Anyway its a great pleasure to use + play BWMod in Arma2!!
Go on with this great work and may enough beer with you.
Serclaes
May 19 2010, 16:16
Yea thats a Problem. Soldiers in ArmA2 are tall iirc 2m or something and hence they are bigger so they do not look out of proportion.
IRL the Marder does not have a periscope for the commander. Only the mirrors from 11 to 3 o'clock if i'm not mistaken.
NoRailgunner
May 19 2010, 20:42
Hmm... imho the Marder gunner has 3 periscopes/vision blocks to his left side and the commander has 8 periscopes/vision blocks providing a 360° view + he can turn the turret. :confused:
Crossing fingers that BWMod team will tryout & find a good solution for operating Marder 1A5 with AI as gunner (crew). Switching places/seats with is somehow only a "dirty" workaround.
Serclaes
May 19 2010, 20:51
Yeah, those are the mirrors. But i don't know any way to make mirrors work in ArmA2. I remember in OFP they worked just as windows or maybe that was just the Abrams commander's hatch.
metalchris
May 20 2010, 12:46
Well the MG3 Gunner Animation is my doing . I realise it is not the best looking one. But since i've got no stomach to use o2 for animations (pleeeeeeeease 3dsmax plugin) , you will have to live with it , except someone does a better one. I'd be willing to provide assistance.
_William
May 20 2010, 19:59
BWMod team: superb job! Appreciate the attention to detail, quality of the vehicle sounds, customizable signs and extensive documentation.
Have added support for BWMod units to my (PlannedAssault) mission generator, including pre-configured squads, sections and platoons for:
- 212 Panzergrenadierbataillon ("Augustdorf"), 3rd and 4th companies (Marders)
- 203 Panzerbataillon ("Augustdorf"), 2nd company (Leopards)
6 Aufklärungsbataillon ("Eutin"), 3rd company (Fuchs)
The mod's documentation (readme.pdf) contains a few minor errors:
- p8. LKW 5t mil gl Ammo: crew 2+5 should be crew 2+1
- p9. Marders are crew 3+6
- p10. Engineer (G36, Mines) class name is BWMod_EngineerG, not EnginnerG
- p14. Explanation of license plate script refers to soldier instead of vehicle.
Looking forward to your next update.
Trooper117
May 21 2010, 19:26
This is great.. been enjoying the mod!
Just one small point though, how do I get rid of all the 'BW' screens that seem to have replaced the stock ones.. thanks
SWT_Janowich
May 22 2010, 13:49
ArmA soldier have a height of 1.80 meters.
kklownboy
May 22 2010, 17:18
ArmA soldier have a height of 1.80 meters.
which is 5'9", or fivefoot nine inches, which is a inch less than average size North Americans...
We've just released our latest version 1.6.
Check the first post for more info. :D
=KCT=BlackMamba
May 22 2010, 18:52
congratulations and thanks for this update downloading :)
ebanks129
May 22 2010, 19:02
Terp.....Heeeelllll yeeaaahhh man. Nice one BWmod team!
Foxhound
May 22 2010, 19:32
Release frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=7955).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7956)
Bundeswehr Mod v1.6 (http://www.armaholic.com/page.php?id=7956)
http://www.armaholic.com/skins/Blaster07/img/required_addons.png
Community Base addons (http://www.armaholic.com/page.php?id=6231)
Manzilla
May 22 2010, 19:42
We've just released our latest version 1.6.
Check the first post for more info. :D
ACE2 support?! Really guys, thank you so much. I was afraid I wouldn't see this. I will surely make a few public missions with these guys now! They just took over the top spot on my unit list.
Once again fellas, the deepest thanks for all your dedication to this community over the years. Your content is an absolute pleasure to use.
I look forward to many years of fun with this Mod!
Thank you!
Berliner19
May 22 2010, 19:55
Yeah...really Nice guys. My Favorite Mod
Mr. Charles
May 22 2010, 20:26
You guys should fix the g36 sight, i can only use the Reddot sight, no Scope :mad:
Also, Plz put the Fuchs in the APC Class. I hate the fact that my character says 'all, get in that car'
metalchris
May 22 2010, 20:38
Hi , you should probably
a) learn english , if you want the post something in this forum
b) let Franky speak for himself
c) just keep quiet , because you my friend don't know squad
Hope this was friendly enough for the moderators
-> back to topic
BierAIG Comet
May 22 2010, 20:40
English-Version:
Dear Terp and Co!
Shouldnt there be any Credits for Frankyman? Havent seen his Name in the Credits on my Downloadsite * Name Censored by myself *
Lets ssay it like this, Franky did the ccomplete Mardermodel and also most of the Textures, the Dingo (i hope u guys never get it in the versions i have seen) and some more stuff he was on...
Without his Work you couldnt release nothing special...
For me its a great misstake, and i will not Download the new Update cause of those facts, instead of your Team and Workmoral...
You Guys messed up the Marder inside, and the UH1 has Arma1 Textures...
I hope Operation Arrowhead requires Supershaders
Comet
---------- Post added at 08:40 PM ---------- Previous post was at 08:39 PM ----------
Dear Metalchris : My English good enough ... poor answer
I post what i think ,and not writing for Franky...
And just in case that you think, how did you type "because you my friend don't know squad", you should learn more bout english gramar...
Thx for the new version. Very nice! :cool:
ArmedAssault.info (http://www.armedassault.info) Mirror and News (http://www.armedassault.info/index.php?cat=news&game=1&id=4251):
http://www.armedassault.info/mirrorgen2/9603856.gif (http://www.armedassault.info/index.php?cat=addons&game=1&id=1106)
Required Addons :
DOWNLOAD - Community Base Addon (http://www.armedassault.info/index.php?cat=addons&id=1002)
We have also added this release to your personal author profile (http://www.armedassault.info/index.php?cat=authors&id=409)
If a release or contact information is missing, feel free to drop a PM, it will then be added.
And here is the BBCode if you want to add our Mirror to your release post :
http://www.armedassault.info/mirrorgen2/9603856.gif (http://www.armedassault.info/index.php?cat=addons&game=1&id=1106)
Required Addons :
DOWNLOAD - Community Base Addon (http://www.armedassault.info/index.php?cat=addons&game=1&id=1002)
If you prefer a text only BBCode please copy and paste the code below :
ArmedAssault.info Mirror :
DOWNLOAD - BWMod (v.1.6) - [252 MB] from ArmedAssault.info (http://www.armedassault.info/index.php?cat=addons&game=1&id=1106)
Required Addons :
DOWNLOAD - Community Base Addon (http://www.armedassault.info/index.php?cat=addons&game=1&id=1002)
Sickboy
May 22 2010, 20:54
Thanks, awesome mod!
Added to the Six Updater network (http://updater.dev-heaven.net/mods/show/3472cb42-65e1-11df-97f1-545200112198)
I'm pretty sure that the majority of users is not interested who did what and who has not been credited for whatever reason. As long as that Frankyman doesn't show up and complain about the BW Mod team has stolen his work or using it without permission we do not care.
For me its a great misstake, and i will not Download the new Update cause of those facts, instead of your Team and Workmoral...
Now I'm pretty sure the BW Mod team will survive that. ;)
You Guys messed up the Marder inside, and the UH1 has Arma1 Textures...
I fail to see where the Marders are screwed up and I also fail to see what's so bad about ArmA1 textures.
Please stop the bashing and take it to PM, email or whatever. Thanks.
Thx for the ace compatibility update.
BierAIG Comet
May 22 2010, 21:40
Alright !
Now i see that my Post could be misunderstood.. Aye
Just do your Job in that case, and delete it.. im fine with that
Best Wishes
Comet
Darkhorse 1-6
May 22 2010, 21:42
I'm pretty sure that the majority of users is not interested who did what and who has not been credited for whatever reason.
IMO its comments like that that cause alot of good addon makers to leave the community. Don't ban me for that Wolle, it's just an opinion. :o
OT: The update looks good. I haven't had much time for gaming lately but I'll definitely try this out in the next day or two. I'm still in love with the Fuchs. :)
ebanks129
May 22 2010, 21:51
:yeahthat:
same here and now that it is in ISAF markings ..even better!
And many thanks again TeRp and BW-Team :smile_o:
ArmA2Base.de Mirror updated:
Bundeswehr Mod v1.6 (http://arma2base.de/include.php?path=download&contentid=964)
Kind regards
Miller
IMO its comments like that that cause alot of good addon makers to leave the community. Don't ban me for that Wolle, it's just an opinion. :o
Yes, it is.
I won't comment on what Comet said, because 99% of what he wrote is not true and was most likely written in a hot temper.
However, I'd like to remind that we've been around since OFP, and that's more than enough evidence of what we're capable of (or if you'd like: what we're not).
On the other hand, we haven't credited anyone specifically from our team in our releases since our earliest releases for Armed Assault, because we're a team and not individuals working for themselves.
Anyways, have fun with the release.
Our skinners have spent a lot of time on working out and applying the desert camo (and the tutorials available on our homepage) and we hope they'll fit perfectly to OA so you guys can make some cool missions once OA has been released.
I'd also like to point out that, even if the mod in it's current form it ACE compatible, we will release a seperate config which will include more ACE specific changes, e.g. to the soldier's loadout, etc. pp.
//edit: thanks for the mirros and the updater network, appreciated!
panda123
May 22 2010, 22:03
nice mod thanks :)
I like heli sound.
BierAIG Comet
May 22 2010, 22:14
@<hidden>:
Wise Words !
@<hidden>:
Dude i hope you forgive me for my post...
But i had to write this Thoughts, and yes i havent been really cool when writing that... 99.9% percent of the time
Never been happier to finnish a download of a mod, just to start It all over again. (Downloaded 1.5 minutes before 1.6 was released =P).
Great work on those units, they look suberb, but I have a couple of questions:
1 - No workaround for the G36 round count issue when "changing" sights yet? Got killed sometimes when I tought I had ammo... :p
2 - Whats the plans for the future on the mod?
Again, good job on those!
DragonBaron
May 22 2010, 22:29
Hello TeRp,
to you and all members of the team a big thanks for this great mod.
Will the german Tiger be included in one of the next releases?
IMO its comments like that that cause alot of good addon makers to leave the community. Don't ban me for that Wolle, it's just an opinion. :o
We have never banned anyone for posting his opinion (as long as it is within the rules) and that won't change.
By no means I meant that not mentioning people involved in a Mod/addon/mission is ok, in fact I often uploaded one of my missions again because I forgot someone in the credits.
But as I told Comet in a PM, such things should be discussed with the Mod team in private and not in the public as we all know how fast things can go downhill in a heated discussion. :)
Oh and thanks for another update, downloading asap.
Hello TeRp,
to you and all members of the team a big thanks for this great mod.
Will the german Tiger be included in one of the next releases?
Thanks.
I'll definately be included in one of the next releases, but I can't promise in which one and when. :p
Never been happier to finnish a download of a mod, just to start It all over again. (Downloaded 1.5 minutes before 1.6 was released =P).
Great work on those units, they look suberb, but I have a couple of questions:
Heh, thanks.
1 - No workaround for the G36 round count issue when "changing" sights yet? Got killed sometimes when I tought I had ammo... :p
Nah, not yet.
I don't know if your using ACE, but if you do and once we'll release our little something later next week, our units will using the default ACE G36 which doesn't have that issue.
2 - Whats the plans for the future on the mod?
Well, there'll be some more releases, if everything goes according to our plans, even within the next weeks. Just stay tuned, we're far from finished.
Again, good job on those!
:)
AnimalMother92
May 22 2010, 23:15
Thanks to Xeno the mod is now fully ACE-compatible, however Extended Eventhandlers (http://dev-heaven.net/wiki/cca) are now required for the mod to work.
On a side node: we will provide a seperate config which will make some ACE specific changes, e.g. to the solider loadouts, on a later date.
Ooh awesome!
ACEX_BW anyone?
*puts up flame shield*
:868:
ebanks129
May 22 2010, 23:26
:yeahthat::p
Militantsausage
May 22 2010, 23:42
will you be making a grenadier class in your next release?
will you be making a grenadier class in your next release?
We don't have a G36 with GL or a "GraPi" (H&K 69) yet and I think we won't for some time.
Even though we have a dedicated weapons modeller and skinner at this point, he is quite busy finishing his final exams and also there are other weapons that have a higher priority to us at this point (e.g. crew weapons and sniper rifles).
However, we'll try to add all the stuff, but there's just so many stuff but not enough time to do them all. :)
But you should try the G3 addon by Christian.1987, it's quite awesome and perhaps he'll add a G3 with a GL, as the G3 is becoming quite popular again with the German troops in Afghanistan.
Leogecko27
May 22 2010, 23:58
G36 scope is gone? Only red dot?
1in1class
May 23 2010, 00:23
Very nice work. Love your guys work all around, in the next update would there be some pilots? Iv seen that there is some talk for the tiger chopper to come maybe we could see them pilots in that update. Very nice work, keep it going.
FLv*VeNoM*
May 23 2010, 00:28
Thanks for the update!
I know that you guys aren't too fond of people asking for a certain addon, but: will we see a "wolf" anytime soon? I am asking because the mod is realy missing a jeep:).
and for the grenadier thingi: you'd have to do this by hand, but vilas has a AG36 in his westernweapons pack. (just thought I'd mention it for those who care).
Anyway, thanks again for this awesome mod.
ACEX_BW anyone?
No, won't happen because it is not needed at all.
I know what you want but we, the ACE team, accept what other mod teams want and we are only happy to see that other mod teams support us or we can support them.
BWMod has their freedom to release their mod like they want to release it and this will never change.
It is a good example of having both worlds, ACE and vanilla ArmA 2 in combination with XEH in one addon. Even if you don't like ACE you can use the same modfolder.
I've played BWMod with ACE the whole evening and everybody really enjoyed it (ok, easy job on a german server :P but it doesn't change the fact that BWMod itself is allready a great modification for this game)
And belive me... I'm the happiest man around, beeing half german myself that I can finally play ACE with BWMod.
Xeno
AnimalMother92
May 23 2010, 01:13
Thanks for the explanation Xeno, I'll just rename my mod folder and call it a day ;)
+ Thanks to you for making them compatible!
thx for tropentarn <3
Are the desert textures on the vehicles final? the green looks a bit wrong.
Shouldnt it look more like this?
klick me (http://cache.daylife.com/imageserve/0ghY4er1ENfoE/x610.jpg)
and again ._. (http://www.howitzer.dk/vehicles/vehiclephoto/isaf/fuchs/IMG_8834.jpg)
Would you say Yes if i would ask u if you have a Dingo in work?
I guess it would fit good in the szenario of Takistan
Manny thanks for the latest update guys... good to know there are such awsome guys representing your country in this "game"
Frankyman
May 23 2010, 04:10
First: my English is horrible, so the BI forum not a place for me
I was up to 17.05.2010 member of the BWMOD.
All I have created in this period, is and remains part of the BWmod.
With the exception of Dingo2a2.
Manzilla
May 23 2010, 05:04
First: my English is horrible, so the BI forum not a place for me
I was up to 17.05.2010 member of the BWMOD.
All I have created in this period, is and remains part of the BWmod.
With the exception of Dingo2a2.
Well thank you for your contributions too! This stuff is killer!
The BWM team always represents, thanks again guys!
Are the desert textures on the vehicles final? the green looks a bit wrong.
Actually, they are right. :D
There are different camo schemes fielded in Afghanistan right now due to the fact that initially the Bundeswehr didn't have an official desert camouflage and the soldiers applied their own colors to the vehicles.
The camo scheme you see on our vehicles now is the official desert camo which is applied to all new vehicles that are in production now.
Would you say Yes if i would ask u if you have a Dingo in work?
I guess it would fit good in the szenario of Takistan
Frankyman has a great Dingo 2A2 in the works, I guess it'll be released soon.
Manny thanks for the latest update guys... good to know there are such awsome guys representing your country in this "game"
You're welcome.
Stavanger
May 23 2010, 08:51
Thanks for the new Version :yay:
Mirror by ePrison.de
--->> Download BWMOD v1.6 (http://www.eprison.de/files/13/635/5833)
best Regards,
Stav.
I've launched this mod with latest beta patch 70709, before arma starts showed me information that extended_eventhandlers is missing. I've downloaded it from armacholic and now arma show me this before starts:
http://www.mant3z.boo.pl/eeh.jpg
I didn't know that there is new patch 1.08 :eek: ;)
You most likely downloaded the Extended Eventhandlers for Armed Assault, and not for ArmA II.
A download link for the right version is included in the readme file which is part of the release. :)
Max255[PL]
May 23 2010, 11:51
I found some bug. At least I think so.
When using TF86 SEALs pack together with BW mod 1.6 textures on SEALs dissappears. It is BW mod fault - tried running without it - all textures are back.
Would be nice if look up into it...
Oh damn... Just noticed that all BIS units using hiddenTextures feature just like SEALs also have same issue...
Max255
Yeah, just checked.
Something went wrong with the XEH implementation, we'll provide a fix for this within next week.
belgerot
May 24 2010, 01:02
Thank you for this addition! Very pleased with the quality as always.
Shocking quality! Smoke screen is stunning :yay:
Great job guys!
When we can expect Warfare BE | BW MOD? :rolleyes:
Just Great! Stunning release once again. Vielen Dank für eure Mühen!
Mac_Spliff=ISK=
May 24 2010, 16:25
Yeah a warfare BE | BW MOD cant wait to see that moving on all the islands :)
Jacob Herbst
May 24 2010, 16:51
Thanks for BWMod.
Found one more bug: there is no effect of shells falling down, when marder shoots (both MG3 & Mk20).
Not sure if this is the same issue as below but the russian and usmc bis sniper units appear different when using BWMod, pic below
http://img99.imageshack.us/img99/3550/bwsniper.jpg
;1634009']
Oh damn... Just noticed that all BIS units using hiddenTextures feature just like SEALs also have same issue...Max255
1in1class
May 25 2010, 14:05
Ya i get that same problem jay as with the seal units TF86. TeRp said that someting went wrong with the XEH implementation on BWM part. They will be fixing this week.
Rohrkrepierer
May 25 2010, 16:42
great mod, thx! :)
i have texture errors at civilians:
Doctor etc.
Kristian
May 25 2010, 17:53
Not sure if this is the same issue as below but the russian and usmc bis sniper units appear different when using BWMod, pic below
http://img99.imageshack.us/img99/3550/bwsniper.jpg
O_o
Bigfoot is true! :D
Christian.1987
May 25 2010, 18:22
A BW Sniper (Scharfschütze) looks Vary different. ;)
http://i475.photobucket.com/albums/rr120/forty2_2008/Bundeswehr-Scharfschtzen75.jpg
[GLT] Legislator
May 25 2010, 20:46
Hi there,
we used the BW Mod 1.6 in a gaming session this evening. Two of our players encountered heavy unusual performance issues. We checked our ArmAII.rpt files and here are the main problems caused by this mod:
Item STR_BWMod_CoopEvent_Objective listed twice
Item STR_BWMod_CoopEvent_Objective_Short listed twice
Item STR_BWMod_CoopEvent_Objective_Desc listed twice
Item STR_BWMod_CoopEvent_BetaMission listed twice
Item STR_BWMod_CoopEvent_BetaMission_Desc listed twice
Item STR_BWMod_CoopEvent_Respawn listed twice
Item STR_BWMod_CoopEvent_Respawn_Desc listed twice
Item STR_BWMod_CoopEvent_Vehicles listed twice
Item STR_BWMod_CoopEvent_Vehicles_Desc listed twice
Item STR_BWMod_CoopEvent_WeaponsAndAmmo listed twice
Item STR_BWMod_CoopEvent_WeaponsAndAmmo_Desc listed twice
Item STR_BWMod_CoopEvent_Credits_Desc listed twice
Item STR_BWMod_CoopEvent_Radar listed twice
Item STR_BWMod_CoopEvent_Radar_Short listed twice
Item STR_BWMod_CoopEvent_Radar_Desc listed twice
Item STR_BWMod_CoopEvent_BetaMission listed twice
Item STR_BWMod_CoopEvent_BetaMission_Desc listed twice
Item STR_BWMod_CoopEvent_Respawn listed twice
Item STR_BWMod_CoopEvent_Respawn_Desc listed twice
Item STR_BWMod_CoopEvent_Vehicles listed twice
Item STR_BWMod_CoopEvent_Vehicles_Desc listed twice
Item STR_BWMod_CoopEvent_Credits listed twice
Item STR_BWMod_CoopEvent_Credits_Desc listed twice
Old style reload used in bin\config.bin/CfgVehicles/BWMod_Leopard_2A6/AnimationSources/
Strange convex component bwmod_wheeled\fuchs\bwmod_fuchs.p3d in component26:geometryFire
Old style reload used in bin\config.bin/CfgVehicles/BWMod_Marder_1A5/AnimationSources/
BWMod_Fuchs_BAT: hatch_gunner - unknown animation source hatchGunner
Warning Message: Cannot load texture bwmod_wheeled\fuchs\fuchs_mc.paa
Cannot use magazine BWMod_PzF_3 in muzzle MuzzleClose
I played a BW medic carrying a G36, handgrenades, mines and an MP7.
Cannot use magazine HandGrenade_West in muzzle HandGrenade_Stone
Cannot use magazine C1987_Mp7_20rnd in muzzle MineEMuzzle
Cannot use magazine BWMod_PzF_3 in muzzle MuzzleClose
Cannot use magazine C1987_Mp7_20rnd in muzzle BWMod_VectorIV
Maybe these things are already known :) I'm sure you can fix them. Thanks in advance, your mod is great! :) Keep on modding!
Those shouldn't cause any performance issues, though.
Never saw those "MuzzleClose"-Issues, are you sure you didn't use any other mods that may have altered the default BIS configs or in any way interfere with BWMod?
Heya Gents - Let me first say I can't say enough about this mod - fantastic! Couple of questions however when using it with ACE.
First off, I can't find the link to download bwmod_ace.pbo as documented in the read-me for the BWMod download. It says the main site but I'm not seeing it under downloads.
If you want to use BWMod and ACE, please make sure to copy the file bwmod_ace.pbo (seperate download,available on our homepage) into your BWMod modfodler
Secondly, when running it in tandem with ACE how should my shortcut path be referring to the BWmod and ACE to avoid issues?
right now as it stands mine currently looks like this...
-mod=beta;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
First off, I can't find the link to download bwmod_ace.pbo as documented in the read-me for the BWMod download. It says the main site but I'm not seeing it under downloads.
Will be available with the next update like TeRp allready wrote (not that long away). Current version has allready full ACE support.
-mod=beta;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
It's fine.
Xeno
[GLT] Legislator
May 26 2010, 04:55
Those shouldn't cause any performance issues, though.
Never saw those "MuzzleClose"-Issues, are you sure you didn't use any other mods that may have altered the default BIS configs or in any way interfere with BWMod?
We use plenty of mods in a lot of missions but this is so far the only bw mod mission we're having. It would help to analyze the source of problem which config part could cause the the MuzzleClose issue. Maybe we can find a solution together.
We use plenty of mods in a lot of missions but this is so far the only bw mod mission we're having. It would help to analyze the source of problem which config part could cause the the MuzzleClose issue. Maybe we can find a solution together.
Mostly soundmods with wrong configs cause this messages, even if only one client is using it (wrong inheritance, overwriting classes, whatever).
Xeno
Sickboy
May 26 2010, 07:45
Looking forward to the fix :)
For those looking for a BWMod server to play on, have a looksie here:
http://updater.dev-heaven.net/mods/nested/3472cb42-65e1-11df-97f1-545200112198?associations=queryservers
Sickboy how can I download missions from this server?
Warfare BWMod V2.057 - Chernarus is the mission which I'm interested the most.
Sickboy
May 26 2010, 08:24
Sickboy how can I download missions from this server?
Warfare BWMod V2.057 - Chernarus is the mission which I'm interested the most.Sorry SUN don't host missions atm. You can connect to the server, and then fish the mission (while you're on the server and have received the mission fully) from your MPMissions cache. I think by default located in %USERPROFILE%\appdata\local\arma 2
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