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Thread: COWarMod Release

  1. #481
    Update
    Alright Gentlemen
    I have some good news to report on the COWarMod full v 1.2, I had added all the files, updated all the readmes except one
    which Im currently working on, and have done various tests.
    I got to say the mod is awesome!
    Im getting features ingame working as they should at least what I have tested, performance is pretty decent even for my computer,
    only thing noticed was that the RPT had some logged error messages, basically the same crap as usual from inf stealth recognition,
    the usual SMK animation, and then something small with ASRAI, nothing bad.

    I think i will finish up on this readme, pack it up and release it, you guys will love this, I was having a real blast playing this,
    I was having so much fun I forgot I was supposed to be testing!

    I'm also surprised that i got some good time out of it normally my game would freeze and that be it, but probably because the performance is
    better in this version that its a less demand on the cpu, cant say for sure.

    I'll post again when i had submitted to Armaholic (today!)

    All for now.

    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

  2. #482
    Hi Gunter

    I haven't had a chance to play with/test COWarMod 1.2 yet but I knocked up a batch file to copy all the mods you recommend below to the addons folder.

    What I personally did was
    1) Create a @COWarModAI folder
    2) Move the Customization folder to @COWarModAI
    3) Put the batch file in @COWarModAI and run it

    The reason I did it that way is because then I can easily start A2CO with either only @COWarMod (i.e COWarMod-CL Vanilla) or that + @COWarModAI (which should be equivalent to COWarMod-Full) so if I run into any problems with any of the optional recommended mods, I can just restart A2CO without @COWarModAI, rather than having to move mods from @COWarMod\addons.

    I wasn't sure whether the JED_ESS Optional (i.e. jedra_config.pbo) is recommended so the batch file doesn't copy that. I hope there's no mistakes in the batch file, as I checked it a couple of times but it's quite possible I overlooked something.

    EDIT: Just realised I can't attach files here, so I've uploaded the batch file to http://www.mediafire.com/?o19fjyr1cqj58zq

  3. #483
    Hi Günter,
    thank you so much for doing all this work!
    Your mod is awesome, that´s for sure and a piece of solid workmanship, because i have nothing to report about bugs, or something else.
    I´ve played my mission "Gotcha" for hours again and again with your fantastic mod and it´s like you said - pure fun.

    Note:
    What i have noticed: If i run the COWarMod v1.2 with the J.S.R.S. - Soundmod, the GL sight disappears and the vanilla version takes place... - loading the ACE SM all run fine.
    Did anyone noticed that, too?

    All for now..., because i´ll due on the testing range...

    Thanks once again, mate!

    All the best

    McLupo

  4. #484
    Update
    COWarMod Full version 1.2 submitted to Armaholic

    @Doveman
    great idea but I just built a full version of the mod today it has all the stuff in the customization
    folder except a couple in the @COWarMod addons folder, when Armaholic releases it it will be available for download.

    So overall theres 2 version of COWarMod v 1.2

    -COWarMod Customizable Light version 1.2 (already released)
    -COWarMod Full version 1.2 (Pending release by Armaholic)

    note both versions are customizable but the difference is what you download and start out with is the
    light version has files removed, and the new one (full) has everything in it like all other versions in the WarMod series


    @McLupo
    Excellent! thanks for the feedback.
    I have a Full version 1.2 with all the files already in the mod to be release on Armaholic anytime now.
    What i have noticed: If i run the COWarMod v1.2 with the J.S.R.S. - Soundmod, the GL sight disappears and the vanilla version takes place.
    Really nothing I can do about that, its the sound mod replacing, but if you want to fix it then remove gdtmod_under_barrel_grenade_launcher_sights

    any questions, thoughts, ideas, and or feedback let me know.

    When the full version releases, I will post a link here, as well as update the front page.

  5. #485
    Quote Originally Posted by Günter Severloh View Post
    @Doveman
    great idea but I just built a full version of the mod today it has all the stuff in the customization
    folder except a couple in the @COWarMod addons folder, when Armaholic releases it it will be available for download.
    Yeah, I saw you'd decided to release a Full version but figured maybe those who'd already downloaded the CL version might want to have the batch file to convert it to Full rather than downloading the whole thing again. Unless I'm overlooking something that you've added to Full that isn't in the CL download?

    Anyway, it was good practice for me for making different batch files to try out various optional mods, rather than moving them manually

  6. #486
    Ya theres a a few things I left in the customization folder, one of which was ess mod, I think that should be up to the player to add as it
    say in the manual you need to read through and understand what your doing before you mess with it.

    The full version isn't exactly downloading the whole thing again, you are getting a new version, I updated all the readmes that needed to be
    updated based on the full version, and then there are files left out, as well as files added that are from every folder in the customization folder,
    not just the AI enhancement folder. Plus the mod in its new state has been tested quite a few times and its very stable with only 3 rpt issues from 3 mods
    which is more of a spam log then anything. so the mod is reworked.

    Unless some bad errors, or problems, or some new mods and such come out before Arma3 this may be the last time I update COWarMod,
    but dont take my word on it things can change so, Im just stating, i really dont see the mod going any further then where its at now.

    Currently Im working on the COWarModACE version, and then after I will be working on WarMod for Arma1, and then updating A2WarMod for the Arma2 only version.

    Any questions, ideas, reports then let me know.

  7. #487
    re: readme file - if you like I can convert anything you have to PDF (I have full Acrobat version at work). If you can do them up in Word with links, etc great.. if not I can create links when creating the PDF

  8. #488
    Master Gunnery Sergeant MavericK96's Avatar
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    I like the idea of the "Full" version, as the customizable one was a little overwhelming for someone new to the mod.
    Core i7 920 @ 3.995 GHz, HT off
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  9. #489
    Hey guys sorry for the late reply.

    re: readme file - if you like I can convert anything you have to PDF (I have full Acrobat version at work). If you can do them up
    in Word with links, etc great.. if not I can create links when creating the PDF
    Good deal, we'd have to create links, but my idea is to have a readme that has everything from start to finish, so basically a description,
    installation, location of folders,the break down of mods, ect,. features, ect,.
    and break em down into linkable chapters.

    But for COWarMod as I said in my previous post v 1.2 may be the last version I build unless some new mods are released, some bugs,
    and misc are found or reported so dont know, but I do have WarMod for Arma1 that needs a readme, and A2WarMod Im going to update,
    and COWarModACE that needs readmes or 1, so we can do those.

    I'll probably put something together for WarMod for Arma1 as Im pretty much finishing up on the next version for that, so maybe once I get a
    mock readme put together you can pdf it and set that up, we can review make any adjustments necessary and then go from there, weird though
    I was play testing WarMod last night for like it seemed a half hour, i was having so much fun, Arma1 with WarMod is freaking ausome!
    Better then when i first released it and any update after, this new version Im actually really excited about.

    If someone would be interested in making a trailer type movie for it that would be great, well back topic on COWarMod,

    I like the idea of the "Full" version, as the customizable one was a little overwhelming for someone new to the mod.
    Ya thats what i had figured there is alot to the Light version, plus the full version is easier to build believe it or not.

    Full version news
    Speaking of the full version, i been working with Foxhound at Armaholic, the release has or was been delayed a bit as I had to make a
    distinction between the Light and Full versions, so Foxhound is writing up the news for both versions atm and it should be released sometime this evening.

    The Version I had released before which i had coined Customizable Light or COWarModCL will have its own download page which had to be built on Armaholic,

    So to make it clear there are 2 versions of COWarMod v 1.2
    -COWarMod Light version 1.2 which was released 3 days ago
    -CoWarMod Full version 1.2 which will be released today
    and the new version which is the Full version releasing today will have the existing download page.

    Look for the release on Armaholic!

    Any questions thoughts, reports, ideas, let me know.

  10. #490

    Cowarmod slx.hpp

    Quote Originally Posted by Günter Severloh View Post
    Hey guys sorry for the late reply.


    Good deal, we'd have to create links, but my idea is to have a readme that has everything from start to finish, so basically a description,
    installation, location of folders,the break down of mods, ect,. features, ect,.
    and break em down into linkable chapters.

    But for COWarMod as I said in my previous post v 1.2 may be the last version I build unless some new mods are released, some bugs,
    and misc are found or reported so dont know, but I do have WarMod for Arma1 that needs a readme, and A2WarMod Im going to update,
    and COWarModACE that needs readmes or 1, so we can do those.

    I'll probably put something together for WarMod for Arma1 as Im pretty much finishing up on the next version for that, so maybe once I get a
    mock readme put together you can pdf it and set that up, we can review make any adjustments necessary and then go from there, weird though
    I was play testing WarMod last night for like it seemed a half hour, i was having so much fun, Arma1 with WarMod is freaking ausome!
    Better then when i first released it and any update after, this new version Im actually really excited about.

    If someone would be interested in making a trailer type movie for it that would be great, well back topic on COWarMod,


    Ya thats what i had figured there is alot to the Light version, plus the full version is easier to build believe it or not.

    Full version news
    Speaking of the full version, i been working with Foxhound at Armaholic, the release has or was been delayed a bit as I had to make a
    distinction between the Light and Full versions, so Foxhound is writing up the news for both versions atm and it should be released sometime this evening.

    The Version I had released before which i had coined Customizable Light or COWarModCL will have its own download page which had to be built on Armaholic,

    So to make it clear there are 2 versions of COWarMod v 1.2
    -COWarMod Light version 1.2 which was released 3 days ago
    -CoWarMod Full version 1.2 which will be released today
    and the new version which is the Full version releasing today will have the existing download page.

    Look for the release on Armaholic!

    Any questions thoughts, reports, ideas, let me know.
    I`m having a problem in COWarMod 1.2 full everytime i try to run the game it gives me this error and my game wouldn`t start .Error = include file @coslx\addons\SLX.hpp not found .

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