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Thread: COWarMod Release

  1. #451
    Hi ChrisB thanks for your feedback,

    That’s the great thing about your mod COWarMod, it gives players the chance to get straight in and use mods that they can be confident work together.
    Yes much agreed, each version of WarMod in a way almost dont need to be tested as I have been finding other then a small few mods which
    are found to be bugs and hard to discover, most of the mods work fairly well with each other.

    I mean you can play for long hours and not get any issues, the mod in its current state is far better then where it was earlier, if not last year, and I have
    not only from my own testing, and observation to thank, but the constant feedback players/fans of the mod have provided, reports on either bugs, or odd things
    happening ingame has made the mod what it is right now.

    I mean I have alot of you guys to thank, WarMod series being really a mere idea of mine and inspiration to change my own game
    just putting all these great gameplay mods from the community in one mod, wouldn't have happened if it weren't for your guy's feedback and points, bug reports, questions, ideas, and insights.

    the current version of COWarMod was a few months of discussion of ideas, on how to do this or that different and or better, only because
    I'm not to proud and am open to your feedback on how to improve the mod, all in all considering I haven't seriously played any games in 2
    months i really built this version for you guys.

    And thats another reason why I may come across as indecisive about the mod as Im really asking what do you want, what do you think
    would work, but for me, i like to compare notes, and weigh the odds, based on past and present feedback, WarMod is the majority of the
    community's work put into one place for you, ingame
    Possibly in the overall scheme of things your mod could stand as the most important mod to use for the players who like to play more and test little.
    Yes, testing has all been done for you guys, the work has been done, but along the way while ingame if you find something not working as it should or weird then
    you/they can let me know and we can fix it if needbe, thats another thing about the mod, if the mod has a mod in it that is causing issues, we pull it out,
    like Sar_Krik for example, it must of taken me 6 months just to discover that bug, of course it wasn't the only thing
    I was focused on but the thing i it was discovered, noted and yanked.

    One version would be enough and easier for you to keep at its pinnacle, rather than worrying regards running two,
    I would have thought. Anyway your decision..
    good point, having multiple version just adds more work, i think one major version is sufficient.

    I'll release sometime today, you guys been waiting long enough. tpw and small team hes got goign over there on the Ai suppression thread,
    lol has released the latest of what they got, I think i will just add what they have there and pack this thing up and send it out,
    and then update CWM v 1.2 as mods get update with small patches.

    I will expect some feedback and reports from you guys on the mod overall, once you do get it.


    Lastly from my previous post, what are your guys thoughts on the numerical system setup in the readmes,
    should alphabetical be sufficient or do you like the numerical addition too, either way both will help you get to the info for the file faster. let me know,
    Numerical yes or no?

    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. #452
    Quote Originally Posted by Günter Severloh View Post
    Numerical yes or no?
    Release as is.. Its an easy system either way, ‘don’t fix it if it ain’t broke’ as the saying goes, it ain’t broke.. unless you think it is..

  3. #453
    First of all let me say a big thank you for all your work - especially considering your hardware problems.



    Re: Release of current version of full version

    Actually I was hoping to see a full version released. For those who follow this thread and especially for Günter Severloh who has put incredible effort into this project it must seem strange but I am sure that a certain number of players may not want to bother with adding AI, voice and movement mods on their own. (This is definetely true for the group i am with.) But reading the last few pages of this thread changed my mind and convinced me that it is much more practical to release the current version as it is. But perhaps you could suggest a combination of the mods which have to added manually which provides stable and realistic gameplay. This would be something like the waiter's recommendation in a restaurant - a guideline which helps inexperienced guests without hindering the true connoisseur.



    Re: Numerical or alphabetical order:

    I think one system is enough. As the files are sorted alpabetically in the addons folder anyway, it seems a simple and practical decision to do the documentation in the same way. Should any other file have to be added in future releases, it will automatically be placed in the appropriate alphabetical position. In a numerical system it may be a bit difficult to add something between 5 and 6. Something like "5a" is possible but not very elegant.

  4. #454
    Quote Originally Posted by Günter Severloh View Post
    Gentlemen,
    I been pondering, as I look through the COWarModCL folders, and review the readmes on what I can improve, or adjust, or fix if any,
    I was starting to think that COWarModCL was good enough instead of creating another version of CWM to be a full version which would only have those files removed in the mod.

    I mean seriously its not like anyone cant do that themselves, plus the thing is theres many AI mods, theres many player type movement files,
    and theres many AI voice mod files, as well as tweaks.
    My point being is if I leave the mod as is and just rename it COWarMod and lose the CL part this would give folks a better customization experience,
    so basically instead of having to take out features you dont like which you might do anyways, you can add features you like with you knowing what you added.

    The mod is and was already fully customizable as it is, just in the full previous versions I think most folks removed stuff like myself then stayed with the mod the way it originally came.
    To me creating a full version would basically mean more work, and personally I'd prefer to start work on the other mod versions like COWarModACE,

    questions:

    1. Should CWM have a full version or should the user just download the CL version and just customize their game from there?

    2. For a readme to list a 100+ features I have it where you have an index that lists all the files, each file has a number, and each file is also
    listed alphabetically like it is in the mod, so should i keep the numerical system, or lose it as the alphabetical system is good enough?


    At this point where the mod performs well, i tested it for my limited time at least for 5 min, in a few scenarios, all the bugs I have found I had listed, and fixed,
    the RPT is not being spammed, no errors on screen, or rpt, or any anomalies have been encountered with the limited run of tests I have done, it works well on my machine,
    and tbh I cant wait til i get a new CPU so i can play again!!!!


    Your thoughts, and feedback are much appreciated.
    Hi Gunter

    Personally I agree that the CL version is sufficient and your time could probably be better spent on other things now like COWarModACE. However, for people like alpha-kilo who would like to be able to use the full version with having to move files around manually, why not provide a batch file with the CL version that will copy all the optional mods into the addons folder automatically. I'm not sure of your exact folder structure at the moment and I'm no expert with batch files but I'm pretty sure it's fairly simple to do something like

    xcopy AImods/*.pbo addons/
    xcopy AImods/*.bisign addons/

    Those are probably not right but the basic idea is "copy all pbo files from AIMods folder to addons folder" and "copy all bisign files from AIMods folder to addons folder". Then you just need to repeat this for each of the optional folders you have (i.e. Player Movement, AI Voice Mods, Tweaks) and have the batch file in the root of @COWARMOD, with addons/ and AImods/ (and the other optional folders) below. If you only have the pbo and bisign files in the AImods folder, with any readmes, etc in subfolders under that, then you can simplify it even more with something like

    xcopy AImods/*.* /addons

    Perhaps there's someone else who knows the exact correct syntax, or an alternative to xcopy that would be better suited for this task.

  5. #455
    Hi guys late reply,

    Thank you
    alpha-kilo and doveman for your feedback and ideas, I really do appreciate them.

    Some news
    I had just submitted COWarMod v 1.2 to Armaholic.

    I had gone with one version so its basically just COWarMod v 1.2, its still a customizable version with the AI enhancements,
    the AI voice mods, and the player movement files removed from the main addons folder.

    First of all let me say a big thank you for all your work - especially considering your hardware problems.
    Thank you, I had hoped to get my computer upgraded by the end of the summer, , but I am able to test for a limited time which is still a good thing,
    so its not a total let down or loss.

    But perhaps you could suggest a combination of the mods which have to added manually which provides stable and realistic gameplay.
    This would be something like the waiter's recommendation in a restaurant - a guideline which helps inexperienced guests
    without hindering the true connoisseur.
    yes indeed

    Once you get the mod of course you can refer and associate to what im talking about but what i recommend,
    and have used and it runs fine:
    under this folder path in the mod:

    @COWarMod\Customization\AI Enhancement
    Id reccomend the follow from that folder:
    -AI Dispersion for Mounted MG's
    -AIPistolUseFix
    -All Round Defence-ARD
    -ASR AI
    -Infantry Stealth and Recognition Skills
    -JED_ESS
    -Mechanized Infantry Tactics Addon
    -SLX AI
    -TPWC_AI_SUPPRESS
    -ZGB_Choppers
    -zgb_gunners
    -zgb_stick2gether

    @COWarMod\Customization\AI Shouts & Voices mods
    I'd reccomend the following:
    -Dynamic Sound AI (RUG DSAI)
    -Radio Discipline
    -SLX Voice -(SLX_Alpha_Numbers, SLX_Shout , SLX_Dialogue )

    @COWarMod\Customization\Optional TWEAKS & MODS
    this folder will vary from player to player, so i suggest read the readmes included in this, and if you have any questions
    then ask here and i can tell you, but already theres alot of tweaks in the mod to begin with.

    I do would recommend the SLX stuff, notably the SLX_wounds file.

    @COWarMod\Customization\Player Movement Files
    read the readme in this folder, as I recommend a list of files to use.
    for the SMK i personally dont use it its ok, can be fun but I like the recommended list without SMK.
    For a full version, if enough people want a full version then I'll make one but download the new version already out and look at the files,
    its not hard to add those mods, all your doing is just moving some files.

    Once you guys download the mod and review the files, and readmes, any suggestions, ideas, feedback, and even reports,
    on any bugs, errors, or issues, then please report it.

    Known Bugs readme
    i do have included and this is the first time I have done this for the series is included a readme that is titled "Known Bugs"
    this readme will list and give description to all the known bugs or issues with certain files in the mod, some are in the addons folder some are not,
    but they are listed, now some files just have a trick to them and if you use it wrong it has a bug, so its a noted list of issues,
    those are what have been found as far as i can remember if yo guys find any more then please post your findings.

    COWarMod v 1.2 is a rebuild not a patch!
    please understand for the regulars, and the new folks to the mod, the v 1.2 of the mod is a completely rebuilt version,
    so you cannot patch it over the existing v 1.1 of COWarMod if you have it, it will F**k up the mod!
    v 1.2 is a standalone version.

    Delete your v 1.1 version.

    I may have a patch or two depending on the mods in the community being currently worked on,
    but as said if theres any bug files or anything reported then i will patch accordingly.

    Mod is not a final build or version
    please understand that CoWarMod is completely customizable, so I dont want to hear or read this mod sucks, it has this file and that file, or it plays like this or that,
    the mod is in your hands, you can alt the file add or remove them as you wish, all i did is test every mod for compatibility, built references, and resources,
    and setup the mod so that you can basically have a mod with most of the Arma2 and Arma2CO addons and mods that deal with gameplay and realism, and effects, and such in one mod.

    Majority of you understand this, but once in a while you get someone that has no clue of what the mod is or how it works and make stupid comments without any knowing about it
    so if you know someone like this please explain to them how it works.

    Im always open to suggestions if their worth the time, i always and appreciate feedback, even ideas, if they work.

    the next project will be:
    COWarModACE using the latest v 1.2 build, i will start on this tomorrow as i really have no time atm for it,
    as the new work week starts tonight for me.

    Any thoughts, questions, ideas, then post your reply.

  6. #456
    much appreciated!!! will work on Ace version right away~~
    System Model XPS 630i
    Processor Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2403 Mhz, 4 Core(s), 4 Logical Processor(s)
    Installed Physical Memory (RAM) 3.50 GB
    NVIDIA GeForce GTX 470

  7. #457
    Ok guys, Armaholic has released the mod, download it, look through the files, and reames,a nd overall layout, test it out,
    add some mods, and let me know what you think, report, ect,.

    Front page of the thread here has been updated.

    and now................. for the long awaited version, all you ACE jerries have been waiting a year for.
    I will need testers for the CoWarModACE version, if you can test then let me know on the thread here:
    http://forums.bistudio.com/showthrea...n-beta-Project

    Before any testing can commence I need to review the old list on the COWarModACE thread, and then compare notes with the current version of COWarMod v 1.2
    I will be establishing a new list of files to remove which will be our starting ground, please give me a 1-2 days to do this, as with this dam heat wave were having,
    i sometimes dont feel like doing much, my motivation goes out the window with my energy, but to no avail it will get done.

    Any questions and or reports, whatever referring to the ACE version use the link above, leave this thread for CoWarMod version only.

    Thank you for your patience and support.

  8. #458
    Congrats on release Gunter. I may have a CPU for you.. will know by tomorrow.

  9. #459
    Quote Originally Posted by Günter Severloh View Post
    Once you get the mod of course you can refer and associate to what im talking about but what i recommend,
    and have used and it runs fine:
    under this folder path in the mod:

    For a full version, if enough people want a full version then I'll make one but download the new version already out and look at the files,
    its not hard to add those mods, all your doing is just moving some files.
    Hi Gunter,

    I didn't realise there were some "recommended" optional mods and some that you don't necessarily recommend in CoWarMod1.2. Once I've download it (links aren't working right now) I'll try and knock up a batch file to copy just those mods you recommend to the addons folder and then if you want you can just provide that to save you working on a full version. As I understand it, the files would be the same in both the CL and Full version, just that the Full version will have those recommended mods already in the addons folder, so there doesn't seem much point in providing two different versions to download if a batch file can basically convert CL to Full.

  10. #460
    Congratulations and thank you for this release, Günter Severloh. The Armaholic link seems to be working now but the download feels a little slow - maybe i am just a little impatient.

    Edit: 3,6 kb/s is too slow for me. Giving up for today. Will try again later this week. Obviously too much traffic is slowing down the Armaholic server. I guess, when you publish the ACE version, Armaholic will explode! Time to celebrate your success, Günter!
    Last edited by Alpha-Kilo; Jul 3 2012 at 19:23.

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