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Thread: COWarMod Release

  1. #301
    they do for me...I use only SLX not the whole Cowar btw

  2. #302
    It seems perhaps Mando Missile Arma is better than Aircraft HUD, which doesn't seem to be maintained anymore. If I load MMA after COWarMod will that work or should I remove ICE_AH64D_CPG_sights.pbo and ICE_AircraftHUD.pbo from the COWarMod folder?

  3. #303
    Quote Originally Posted by doveman View Post
    It seems perhaps Mando Missile Arma is better than Aircraft HUD, which doesn't seem to be maintained anymore. If I load MMA after COWarMod will that work or should I remove ICE_AH64D_CPG_sights.pbo and ICE_AircraftHUD.pbo from the COWarMod folder?
    If you're going to use Mando, AIUI there's no gain and possibly pain (conflicts) from keeping the ICE mods - but try it anyway, & ook at the RPT to see if there are any errors as well as seeing if there are any problems in-game.

    BR

    Orcinus

  4. #304
    Hi guys,
    Gunter here, wanted to let you guys know, Im am officially back on the internet, at home , at my own desk, back in my element, phew, after 4 months of being away!
    I made a post on my website (link in my sig), about whats going on, check it out when you get the chance, its under WarMod News on the menu.

    Any questions about CoWarMod please ask, requests for additions to the mod please let me know ASAP.

    Hosting Missions for Invasion-1944, Iron Front: Liberation 1944, & Hell in the Pacific

    WarMod Series - Massive Addon & Mod Customizable Compilation Mods for Arma1, Arma2, & Arma2CO
    WarMod | A2WarMod |A2WarModACE | COWarMod | COWarModACE | COWarModI44 |COSLX

  5. #305
    Hey guys I wanted to inform everyone about the next version of CoWarMod.
    I was thinking about all my mods last night at work, I wanted to release all of them at once, those mods being:

    -WarMod Full version 1.5 (Arma1) -(Rebuild)
    -WarMod Patch version 1.5
    -A2WarMod Full version 1.5 (Arma2)
    -A2WarMod Patch version 1.5
    -COWarMod Full version 1.2 (Arma2CO)
    -COWarMod Patch version 1.2
    -COWarMod/Ace Full version 1.0 (Arma2CO)
    -A2SLX 2.5(Arma2)
    -COSLX 2.5 (Arma2CO)
    -COSLXACE 1.0(Arma2CO)

    Its allot of work!
    Well I had decided since in the past 2 weeks I been mainly working on COWarMod, I had recently (last week) had a revolutionary idea for the mod.
    Why I didn't think of it before!
    But as I was building and updating readmes the idea came to me to somehow provide more in depth guides, and detail to the mods folders and readmes.

    The idea is really about organization, see CoWarMod is a huge mod 223 addons & Mods to be exact although i will have to do a recount before I release the next update but you get the idea,
    but considering the many questions posters have asked, about this or that, I realized that the information about the addons and mods that I was providing in the readmes, and my website,
    was not thorough enough allowing someone to easily find what their looking for.

    This issue has been on the back of my mind since A2WarMod- the questions I asked back then and needed an answer to but could figure it out how to do it was:
    How do I provide information about the addons and mods in the readmes, and my website that would allow the user of COWarMod
    (A2WarMod at the time I was thinking about this) to easily find what they are looking for?


    Well that sounds like a simple question but this recent idea I had I feel will solve or least come very close to solving this issue.
    I'll let you guys decide that when I release the next update.

    I have decided to specifically work on COWarMod right now, as I am currently in the middle of implementing this new idea of mine.
    All the other mods will be put on hold til CoWarMod releases. Sorry SLX fans but you will see the latest version of SLX in COWarMod.
    COWarMod is actually being rebuilt,reorganized, and laid out differently, with a more thorough detail of everything.

    Expect a patch version 1.2 with this new system implemented, and expect a new full rebuilt CoWarMod v 1.2
    This update will be huge!
    I cannot post a change log right now as it is incomplete, i still have a ton more things to list, and account for as I do the work, so you all will just have to wait til i release.

    Last but not least as usual if you guys have any addons or mods you feel should be included in the new version, any requests ect,.
    please let me know.
    any questions or thoughts, Im here regularly on the forums now that I got my internet back

    I always appreciate our feedback and support, as well as your patience.
    Last edited by Günter Severloh; Mar 24 2012 at 12:34.

  6. #306
    Quote Originally Posted by Günter Severloh View Post
    Sorry SLX fans but you will see the latest version of SLX in COWarMod.
    COWarMod is actually being rebuilt,reorganized, and laid out differently, with a more thorough detail of everything.

    Happy to test the new version of SLX in advance (said Orcinus disengenuously

    Quote Originally Posted by Günter Severloh View Post
    Expect a patch version 1.2 with this new system implemented, and expect a new full rebuilt CoWarMod v 1.2
    This update will be huge!
    Thanks very much for taking the time to make a patch as well as a full update - I'm limited to mobile, & I know a couple of users who are on very slow connections.

    Quote Originally Posted by Günter Severloh View Post
    Last but not least as usual if you guys have any addons or mods you feel should be included in the new version, any requests ect,.
    please let me know.
    ASR_ai is very good in its latest incarnation, however another very useful tool is Jedra's AI Skills Slider (and they can be used together). It would be cool if that could be included, at least until Robalo produces the GUI version of his addon.

    Another addon I'm just trying out is CameronMcDonald's CMcD Cannon/Main Gun Tweaks - makes AI tank gunners use the right ammo for given targets (anyone accustomed to 'hiding' in an A1M1/M2, beware - as someone commented in the thread, a BTR90 with an ATGM becomes the "BTR of death"

    Changes a lot of tank/BMP/AFV behaviour for the better (well, worse if you're on the receiving end). Really sweet addon correcting a significant defect in the vanilla game. I think this is going to become as de rigeur for me as Zipper5's AT fix for grunts.

    http://forums.bistudio.com/showthrea...ain-Gun-Tweaks

    Again, it's really good to see you back online, mate

    BR

    Orcinus
    Last edited by Orcinus; Mar 24 2012 at 20:03.

  7. #307
    Hi Orcinus,
    Thanks for the reply and feedback, on those addons/mods you had listed, I had already decided to include those.
    I actually just finished yesterday going through every page on Armaholic looking for any updates to existing mods, as well as new stuff I can add that would fit the criteria of WarMod.

    My Criteria for WarMod and when i say WarMod I mean the whole series, are fixes, game play features and enhancements, AI, UI, effects, ect,.

    These features are more general to the game, they cover a vast area of the game versus just soldiers, or a new helicopter, gameplay is the whole game not one part of it.

    I mean your not downloading the COWarMod to get new units, or better tanks, you can get those off of Armaholic easily, like any of the mods on Armaholic,
    your really downloading COWarMod for the compatibility of the compilation, being able to play with a mod that "includes" most, if not all the game play enhancement
    addons and mods from the community all in one mod.

    Thats the beauty of WarMod, that was my original intent, the original idea.

    Being so impressed and feeling like a kid at the toy store when I saw all the mods back in summer of 2009, I had to have all them mods in one,
    but knowing that no one would take up the project just on a whim of a request, somehow being so inspired, and motivated, I decided to do it,
    but I was really doing it for myself, thats how I initially started, I just went to every page and downloaded everything,a nd seeing what I had from there,
    I took it further and created a mod that I and my buddy cannot play without.

    Even the Arma1 version of WarMod is still exciting to play, now its actually funner and better to play, that i have SLX added to it,
    and some config changes which make ECP, and GL3 part of the mod instead of run externally.

    Anyways for the new mods to be included and theres a few of them I will need to get permission, permission time is dependent on how
    soon the author of each mods responds.

    Any other mods even updates to existing addons/mods you guys think would be great to add then please let me know.
    Keep in mind that the addon/mod will have to be tested, then run with all of the new version of CoWarMod to see if what I tested works with everything else,
    most times theres no issues, sometimes theres issues but you dont see them, so I have to do some thorough testing to make sure it runs smooth.

    Lastly in the near future I will be updating the 1st page of this thread, same with all my other WarMod & SLX thread/s with an idea I've had for some time.
    The idea is to basically create a spoiler faq of all the questions and their answers to the mod, this way a newcomer or regular alike can get their questions
    answered if it has already been asked, of course new questions are welcome.

  8. #308
    Quote Originally Posted by Orcinus View Post
    If you're going to use Mando, AIUI there's no gain and possibly pain (conflicts) from keeping the ICE mods - but try it anyway, & ook at the RPT to see if there are any errors as well as seeing if there are any problems in-game.

    BR

    Orcinus
    Thanks. I suspected there probably wasn't much point in using the ICE mods as well as Mando, but it's not always easy to tell so it's good to get your advice.

  9. #309
    One issue I have noticed is that the flashpoint series of maps seems to get really laggy and prone to crashing.

    http://www.armaholic.com/page.php?id=11138

    Best I can tell, all the scripting is conflicting with each other and bogging things down. But, I really enjoy how improved the AI is.

  10. #310
    Quote Originally Posted by anelaidlives View Post
    One issue I have noticed is that the flashpoint series of maps seems to get really laggy and prone to crashing.

    http://www.armaholic.com/page.php?id=11138

    Best I can tell, all the scripting is conflicting with each other and bogging things down. But, I really enjoy how improved the AI is.
    CTDs seem to be due to script conflicts with SLX. I'm working on that using FP v114 as a testbed (with an emphasis on SLX wounds) since the FP series seems to be the most prone to problems. As it's deservedly popular. it's worth doing in its own right; plus whatever is the compatible assortment of COSLX components that work with the FP series should work well with many other missions & campaigns.

    As & when I get time to do proper testing I'll be posting the results in the COSLX thread.

    Re lag: depends on your rig & system settings to some extent, there are lots of posts in the troubleshooting forum about optimisation. OTOH you can get bad lag if the game is writing lots of errors into the .rpt file. Try running with the entry: -showscripterrors
    in your command line, & also take a look at the .rpt file.

    BR

    Orcinus

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