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Thread: COWarMod Release

  1. #621
    Hey guys,
    Ya good idea Orcinus, that has always been an issue with CWM having mods updating constantly, all I can say is update those mods on your
    end if you know they have an update, otherwise you all will be waiting for the next version and re download the whole mod again, but ya
    I'll add something to the front page, I'd like to think most folks see the front page before they decide to post, at least the new guys.

    It sounds like in general that mod is running pretty good without any bugs or anomalies.

    As for the mission compilation, I cannot compile anything if you guys aren't reporting anything, so far we only have one mission series reported.

    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. #622
    I've found a few files don't seem to be where they should, according to the documentation.

    For example, slx_wounds and slx_netcode (which is a dependency for slx_wounds apparently) are listed in All SLX Features.rtf under "Feature Files -(files located in the @COWarMod addons folder)" but whilst slx_wounds is in addons\ (along with slx_wounds_ais and slx_wounds_heads), slx_netcode is only in Customization\Optional TWEAKS & MODS\SLX\SLX Lite and SLX Plus\SLX-Plus\addons.

    slx_ace_fixes, SLX_BIS_BC_Fix and SLX_BIS_XEH are similarly listed in the rtf as being in COWarMOD addons\ but are only found in Customization\Optional TWEAKS & MODS\SLX\Working SLX Files not in COWarMod (SLX_BIS_BC_Fix is also found in Customization\Optional TWEAKS & MODS\SLX\SLX Lite and SLX Plus\SLX-Plus\addons)

    Also, the mods listed in "AI Enhancement.rtf" and "AI Shouts & Voices.rtf" aren't listed in "All Features List.rtf"

    Perhaps some or all of these were fixed for CWM-Full, as I've only got CWM-Lite.
    Phenom II X4 955 @ 3.6Ghz, 16GB DDR3, MSI 990FXA-GD80, 2GB 6950 (unlocked to 6970, 900/1350Mhz), Win7 x64 Ultimate

  3. #623
    slx_wounds and slx_netcode (which is a dependency for slx_wounds apparently) are listed in All SLX Features.rtf under
    "Feature Files -(files located in the @COWarMod addons folder)"
    If i remember correctly that readme was an old build from COSLX which i may have forgot to update for COWarMod.

    whilst slx_wounds is in addons\ (along with slx_wounds_ais and slx_wounds_heads), slx_netcode is only in
    Customization\Optional TWEAKS & MODS\SLX\SLX Lite and SLX Plus\SLX-Plus\addons.
    SLX Lite and SLX Plus are their own mods added to the mod, I did not build these, these were built by domokun, you either use lite, or plus, not both,
    and by them selves, without any other slx.

    Also, the mods listed in "AI Enhancement.rtf" and "AI Shouts & Voices.rtf" aren't listed in "All Features List.rtf"
    There not going to be, as the all features list are the files that are in the actual addons folder of CWM, you have the customization lite version
    and that version those mods are in the customization folder, so they wont be listed in the all features readme.

    As stated in the All features List readme:

    The following list of files are listed in Alphabetical and numerical order.
    All the files listed here are in the @COWarMod addons folder.
    No files that are not in the addons folder will be listed, customization is meant for customization that means they were left out and left to the player's discretion.
    However in the full version files are lsited accordingly, most if not all the mods in the customization folder of the full version are in the CWM addons folder.

    also you dont need to note that a readme is an rtf, as 99% of them are, only readmes that are text docs are the following:
    -changelog
    -PLEASE READ! WarMod Disclaimer
    -readmes in the Mod readmes folder
    -Features by Subject readme

    Did clear anything up for you doveman?

  4. #624
    Hi Gunter

    Sorry, I was mistaken on most of those points

    I've divided CWM into three folders to make it easier for me to disable stuff for testing, @CWM, @CWM-CBA and @CWM-AI. I thought I'd searched them all but slx_netcode is in addons (in my @CWM-CBA) whilst slx_wounds was originally in \Customization\AI Enhancement\SLX AI in fact. slx_ace_fixes, SLX_BIS_BC_Fix and SLX_BIS_XEH aren't in addons but as you say, that "All SLX Features" may be outdated and those files aren't needed anymore.

    As for the files listed in "AI Enhancement.rtf" and "AI Shouts & Voices.rtf" they are indeed not in the addons folder for CWM-Lite and I obviously copied them to addons myself.

    EDIT: I might have found another minor issue. In Customization\Optional TWEAKS & MODS\TrueMods\TrueMods not in COWarMod\ there's "TrueUser_IGUI_Theme_TrueMods" and in the "TrueMods not in COWarMod" readme it says "To be used with TrueUser_IGUI_Hud_Black" but that doesn't appear to be included in CWM.

    Do you think it might be worth adding a note about the mission compilation and your template to the first post? Might get noticed better by new visitors to the thread and hopefully result in some more reports for you (I've been playing online the last few days but I'm pretty rubbish so I'll probably go back to SP and testing soon!)

    ---------- Post added at 11:27 ---------- Previous post was at 11:09 ----------

    By the way, I haven't tested it myself yet but this campaign "Blood on the sand" which I'll try sometime seems to have problems with SLX http://forums.bistudio.com/showthrea...=1#post2200456 but not with ASR or Zeus so I'll test it with just SLX disabled and see if it works OK like that.
    Last edited by doveman; Aug 7 2012 at 11:44.

  5. #625
    EDIT: I might have found another minor issue. In Customization\Optional TWEAKS & MODS\TrueMods\TrueMods not in COWarMod\ there's "TrueUser_IGUI_Theme_TrueMods"
    and in the "TrueMods not in COWarMod" readme it says "To be used with TrueUser_IGUI_Hud_Black" but that doesn't appear to be included in CWM.
    Probably forgot to add it, a massive compilation like this 200+addons and mods in one mod plus readmes is alot of work, at some times if you dont catch yourself,
    or have things organized well you can forget things, and some I certainly have.

    If I actually had a team of people who cared about actual idea of having all the amazing mods from the community modder's for gameplay and effects, Ai ect,.
    in one mod which is in a genre of a mod by itself, the mod probably be alot better then what it is, and what it is, is really not bad at all,
    considering I spent months on testing alone.

    Do you think it might be worth adding a note about the mission compilation and your template to the first post?
    Yes it might be worth it to make a note for those that see the first post. Could use more folks testing whatever missions or theres going to be nothing to compile,
    I mean theres thousands of missions out there, choose all the popular ones that everyone plays and that would be a good list to read, to start, list the stock missions
    for the game itself, the missions and campaigns, and then go for custom missions, either or dont matter
    to me I'll put it together with whatever you guys report.

    Please use the format when you report too, I really dont care about details of the mission, refer to the previous post back a page about the format.

  6. #626
    Mission info formatted as per posting #604:

    Mission name: Stock mission "A march in the hills" (translated from German version, English title may be slightly different)
    Mission type: SP
    Mission link: not applicable
    Mission status with COWarMod v 1.2: I didn't notice any problems.
    Mission status with COWarModACE v 1.2: I didn't notice any problems.
    Mission status without COWarMod v 1.2: I didn't notice any problems.
    Problem files to remove: None

    ---------- Post added at 22:26 ---------- Previous post was at 22:22 ----------

    Mission info formatted as per posting #604:

    Mission name: Stock mission "Laser-show" (translated from German version, English title may be slightly different)
    Mission type: SP
    Mission link: not applicable
    Mission status with COWarMod v 1.2: I didn't notice any problems.
    Mission status with COWarModACE v 1.2: I didn't notice any problems.
    Mission status without COWarMod v 1.2: I didn't notice any problems.
    Problem files to remove: None

  7. #627

    Compatible Missions List

    Missions that work with:
    • COWarMod Full v 1.2

    • COWarModACE v 1.0



    The Report Format:
    Mission name:
    Mission Type:
    sp, mp Coop,tdm,cti, ect,.
    mission link(if any)
    where to get it, as well as to create an association for folks so they know what your referring to, and if they never played it.
    Mission status with COWarMod v 1.2
    this would be any problems or not with CWM, this is not pointing to any culprit files, just what the game is doing. If no issues then put for status no problems
    Mission status without COWarMod v 1.2
    this would be how the mission plays if no one ever played it how it is supposed to run.
    Problem files to remove
    (if any) again this is another status basically if the mission did have issues with CWM then the culprit files listed to remove would here.
    Custom missions
    • Mission name: Flashoint series by thomsonb

    Mission type: SP
    Mission link: http://www.armaholic.com/page.php?id=11138, http://www.armaholic.com/page.php?id=12993
    Mission status with COWarMod v 1.2: I didn't notice any problems.
    Mission status with COWarModACE v 1.2: I didn't notice any problems.
    Mission status without COWarMod v 1.2: I didn't notice any problems.
    Problem files to remove: None

    Stock missions
    • Mission name: "A march in the hills" (translated from German version, English title may be slightly different)

    Mission type: SP
    Mission link: not applicable
    Mission status with COWarMod v 1.2: I didn't notice any problems.
    Mission status with COWarModACE v 1.2: I didn't notice any problems.
    Mission status without COWarMod v 1.2: I didn't notice any problems.
    Problem files to remove: None

    • Mission name: "Laser-show" (translated from German version, English title may be slightly different)

    Mission type: SP
    Mission link: not applicable
    Mission status with COWarMod v 1.2: I didn't notice any problems.
    Mission status with COWarModACE v 1.2: I didn't notice any problems.
    Mission status without COWarMod v 1.2: I didn't notice any problems.
    Problem files to remove: None

    Notes:
    This page will be used to compile the missions reported, this post will update with any new reports.
    Title and Description of this compilation with link to this page is located on the first page of the thread.
    Please also note that the missions compiled are for both COWarMod Full v 1.2 & COWarModACE v 1.0

  8. #628

    map markers

    OK, first a big thank you for your work on these mods! But I have problem concerning about the map markers, that display enemies, in COWarModACE!!! How to disable them???!!!!

  9. #629
    Hello nebiros81, Welcome to BIS forums!
    Thank you and your welcome for the mod.

    COWarMod doesn't add markers to the map to show or display enemies unless Im mistaken by what your referring too,
    as by default that is a setting under the options\difficulty in the game itself. Be sure to test the vanilla game first and review
    the difficulty settings under options, test without the mod to see if you still get the issue.

    Also this is the COWarMod thread, post all COWarModACE questions on the COWarModACE thread:
    http://forums.bistudio.com/showthrea...Release-thread in the future.

  10. #630
    Edit: Removed as per request
    Last edited by froggyluv; Aug 10 2012 at 00:31.
    ~The bearly literate pugilist~

    Stop discrimination! Fight for bot rights for them to thrive indoors! http://feedback.arma3.com/view.php?id=8671 -Please revote this! Previous one was mistakenly directed to DevHeaven only!

    Add Distance to Target/Gear Menus: http://feedback.arma3.com/view.php?id=8666

    Spoiler:

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