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Thread: COWarMod ACE Compatible - Open beta Project

  1. #1

    Post COWarMod ACE Compatible - Open beta Project

    COWarMod ACE Compatible
    - Open beta Project -



    Questions and Information
    What is the COWarMod ACE Compatible - Open beta Project?
    The Open beta project is to build a version of COWarMod that is compatible with ACE for OA.
    Being an open project means the thread is being used to give feedback to the testers
    from the testers or other ACE and COWarMod users/players to identify any errors, bugs,
    and or problems in the testing.

    What is the overall plan or future goal of this project?
    The future goal of the project is to release a full downloadable version
    of COWarMod that is ACE Compatible.

    What Mods are being used in the project?
    COWarMod
    http://www.armaholic.com/page.php?id=14699

    Advanced Combat Environment 2 OA - Core
    http://www.armaholic.com/page.php?id=12155

    Project Requirements
    For those beta testers to be involved in the project and anyone else
    interested in giving their feedback,the following are the requirements I ask to be
    used for the sake of all of us being on the same page basically
    same results when we test.

    Mods:
    COWarMod Version 1.2
    http://www.armaholic.com/page.php?id=14699

    Advanced Combat Environment 2 OA - Core Version 1.12.1.507
    http://www.armaholic.com/page.php?id=12155

    Community Base Addons
    http://www.armaholic.com/page.php?id=6231
    The Plan of how we are to test
    What were going to do is the following:

    1st Test the mod overall COWarMod while
    running ACE the point of this is to see if any errors, bugs, RPT listings for errors,
    or anything that would basically prevent you from playing the game with these 2 mods.

    When you test:
    Be sure to have the following Command Line:

    -mod=@CBA;@CBA_A2;@CBA_OA;@COWarMod;@ACE

    2nd Test specific features of ACE

    Question: How will we test ingame?
    I have 3 missions I built and have used in the past to test COWarMod before its release,
    one of which I did not use but can be used to test overall game play for at least the infantry aspect.

    Download Missions
    The following are the missions you can download.

    Weapons_Testing.Desert
    http://dl.dropbox.com/u/42601124/Wea...g.Desert_E.zip

    Weapons_Testing.Takistan
    http://dl.dropbox.com/u/42601124/Wea...g.Takistan.zip

    To install:
    Make a copy of the pbo, so that you have 2 copies, and then move the pbos to your missions
    and mp missions folder in you Arma2 directory.
    we will be testing in Sp and mp as the game changes a bit in both modes.
    Information on the Missions
    Weapons_Testing.Desert
    Weapons_Testing.Takistan

    Features:
    - both playable in sp, and mp mp you can respawn, sp 1 life
    - all vehicles, planes ect,. are respawnable
    vehicles for testing respawn in 100secs, vehicles to destroy as targets respawn in 200secs
    - if you respawn, or get killed somehow you will respawn with the last weapons you had
    - all destroyed vehicles being used and as targets will delete after 100secs once destroyed I have
    a cleanup script implemented int he missions.
    - There is 1 ammo box with many weapons, box runs off of a an ammo/weapons script i put together,
    if you wish to add other types of weapons then get their class names and add to the script,
    as laid out.
    ACE Features and the features that will give problems
    in COWarMod (to be tested) & Confirmed


    Code:
    The following bolded features are the ones in concern, once those have been tested and fixed if needed,
     and or stabilized then we will move on to other features.
    The choice of features may change as I am review the list as I test to make sure I am not missing any, or that ones
     that are to be tested have nothing in terms of features like those in COWarMod.
    
    ACE FEATURES LIST
    Aerial Refuel
    Afterburners
    AI Improvements
    AI Talk
    Aircraft Multi Function Display (MFD)
    Artillery
    Autorotation
    Back Blast
    Ball Tracers
    Blood Trails
    Cam Shake
    Cargo
    Chem Lights
    Combat Deafness
    Configuration
    Craters
    Crew Protection
    Crew Served Weapons
    DAGR  Defense Advanced GPS Receiver (DAGR)
    Demo and Tutorial Missions
    Destruction Effects 
    Disposable Weapons
    Dog Tags
    EASA  The Exchangeable Armament System for Aircraft (EASA)
    Eject & HALO System 
    Explosives 
    Explosion Effects
    Fast Roping 
    Fast Switching
    Fire Propagation
    Flares 
    Flashbangs
    Folding GL sights
    G-Forces
    Gas
    Goggles and Teargas
    Grenade Throw Modes
    Ground Markers
    HuntIR
    IFAK (Improved/Individual First-Aid Kit)
    Ingame Help
    Interaction
    Invisible Targets
    IR Strobes 
    Load Master
    Magazines System
    Map System 
    Map Tools Set
    Missile Guidance Improvements 
    Model Special round replacement 
    Mouse Gestures
    Muzzle Velocity
    NVG 
    Overheating
    Overpressure
    Playerhud 
    Quick Weapon Selection 
    Radio Silence 
    Rangefinding Devices
    Recognize
    Recoil Dust
    Repair
    Rocket Ballistics
    Rotor Effects
    Round Count
    Rucksacks
    RWR  radar warning receiver (RWR)
    Sandbags 
    Shotgun Ammunition
    Shtora
    Sights Adjustment
    Sling Loading
    SMAW Spotting Rifle
    Smoke Grenades
    Spectator
    Stamina 
    Stepped zoom and optic modes in weapon stations 
    Tank Fire Control System
    Towing
    Towing Tractor
    Tracking
    Vehicle AI
    Vehicle Damage System
    Vehicle Magazine Exchange
    Vehicle Radio Sounds
    Weapon Resting
    Weapons System
    White Phosphorous 
    Wind Deflection
    Wind Synchronization
    Wirecutter
    Wounding System

    I will start testing with the first feature bolded and we can go from there.
    Any questions let me know.
    Last edited by Günter Severloh; Jul 3 2012 at 21:11.

    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. #2
    I've found a few bugs while playing the weapons test mission in takistan in single player.

    -The ArmA 2 weapons (not AO) don't show up in my inventory, but they show in my hands

    -The gunners for the T72A and M1A2 TUSK tanks don't get a crosshair

    -I had a script error in the OPS mission in single player that said:
    '...wn5"];
    doorespawnarray = [flag1, flag2, |#|flag3, flag4; flag5};
    titletext ["","bla...'
    Error Undefined variable in expression: flag3
    File missions\__cur_sp.takistan\init.sqf, line 26

    -I had a script error in the weapons test takistan mission in single player that said:
    'eep3;
    while {true} do
    {
    Error 0 elements provided, 3 expected
    File JTD_FireAndSmoke\Scripts\FireDamage.sqf, line 30

    _nearestFire = |#|nearestObjects [_thisObject,["firemarker...'


    Also, how should we test the ACE AI?

  3. #3
    Angus answer these questions for me:

    Do you meet the requirements of the game and the project?
    Do you have Arma2 and OA, and OA installed in the Arma2 folder, basically do you have Arma2CO (combined Ops)?

    Does your target line look like this?
    -mod=@CBA;@COWarMod;@ACE

    Do you have the full version of COWarMod v 1.1
    and the latest ACE that just released Version 1.12.1.507

    Do you have the latest CBA?

    If you meet the requirements to those then good.
    Please follow my lead.
    PLAN
    Follow the plan, I have a systematic plan to test this stuff, this is how I did WarMod for Arma1,
    A2WarMod for Arma2, and COWarMod for Arma2CO and the system works.
    If your not systematic then when have errors popping up then you have no way of tracking them or
    associating them to anything, so please follow my lead, the point being
    so that were all on the same page when we test.
    What is the purpose of our testing?
    What are we trying to do?

    Purpose of our testing is based on my knowledge and experience with the addons and mods in COWarMod,
    I have created a list which are all the features of ACE.

    I bolded the features I feel may cause bugs, errors, or just problems by which we will need to test.

    So We are testing those features 1 at a time mind you, not erratic everyone jump in the game and
    just report anything they get, that dont work, as you cant pin anything to anything, I say that because you
    have to spend more time guessing, and figuring out what the error or bug is related too, i found this out the
    hard way in WarMod for Arma1, so i have a system, rather simple.

    Follow my lead or dont bother, we will get through this testing quick as I have done this many times,
    please trust me.
    Heres what we are to do:
    1st When you start up the game with the target line:
    -mod=@CBA;@COWarMod;@ACE

    Do you get an errors apon startup?
    if no errors, then check the RPT, no issues, then go into the test mission, any errors (not specific)
    I'm looking for loading errors understand?

    Once we get through that which wont take but a few minutes,
    2nd then we move onto the ACE features list, from there I will call out features we need to test.
    lastly I will look at the OPS mission again to see if there are any problems with it.
    edit:
    I dont get any issues on my end with the mission, other then the Arma2 weapons not showing up in the gear dialog.

    Understand? any questions, concerns, thoughts?

    =============================
    The first ACE Feature I would like to test is:
    Disposable Weapons
    report any bugs, errors, oddities, weird stuff from the game, test both sp and MP.
    When you test Mp just go to mp and host the mission, and then play it. use the weapon testing missions for this.

    Notes:
    there is an addon in COWarMod called inko_disposable it makes the AT4 ingame only have one use, 1 fire,
    ACE has the same or similer thing, What we need to know is if theres any conflicts, if none, then remove
    inko_disposable.pbo, and see if you still get that feature, if not then put inko_disposable back in.
    if so then leave inko_disposable out and put in a storage folder for now.

    Report anything you find on this.
    Last edited by Günter Severloh; Sep 23 2011 at 13:03.

  4. #4
    Sorry I guess I got a bit ahead of myself there, thanks for setting me straight, I understand it now. One question though, would you rather we didn't use beta patches?

  5. #5
    No worries. But beta patches would alter the game in some way, fixing if they do things that we are normally experiencing.
    if I'm not using beta, and you are, and another tester is, and then another guy isn't then all our results may be different,
    we need the same results across the board.

    Personally i dont use beta patches anyways, unless it has something it seriously fixes in the game that irritates me to all hell
    i dont see the point but thats just me.

    Anyways

    as per my previous post:

    Disposable Weapons
    report any bugs, errors, oddities, weird stuff from the game, test both sp and MP.
    When you test Mp just go to mp and host the mission, and then play it. use the weapon testing missions for this.

    Notes:
    there is an addon in COWarMod called inko_disposable it makes the AT4 ingame only have one use, 1 fire,
    ACE has the same or similar thing, What we need to know is if theres any conflicts, if none, then remove
    inko_disposable.pbo, and see if you still get that feature, if not then put inko_disposable back in.
    I haven't tested this yet as I postd this morning before going to bed, brb with some results im getting.
    if so then leave inko_disposable out and put in a storage folder for now.

    Report anything you find on this.

    -The ArmA 2 weapons (not AO) don't show up in my inventory, but they show in my hands

    -The gunners for the T72A and M1A2 TUSK tanks don't get a cross hair
    These 2 "bugs" you found I also have, and weren't there in 1.11 of ACE, so i think the guns at least
    not showing is specifically ACE as I had no issues in 1.11.
    Last edited by Günter Severloh; Sep 23 2011 at 18:46.

  6. #6
    Disposable Weapons
    Previous Notes:
    there is an addon in COWarMod called inko_disposable it makes the AT4 ingame only have one use, 1 fire,
    ACE has the same or similar thing, What we need to know is if theres any conflicts, if none, then remove
    inko_disposable.pbo, and see if you still get that feature, if not then put inko_disposable back in.

    As per my testing, these are my results:

    Code:
    - using inko with ace you need to reload the at4
    - not using inko (inko put in storage) no reload required 
    - firing inko and then switching to main weapon the launcher is dropped and seen on ground. With inko there are 2 launcher tubes on ground
    -with ace alone there is only one
    - bugs otherwise: none
    conclusion:inko is not per say conflicting but adding to and not needed since Ace already has the feature.
    
    final decision: remove the pbo file in COWarMod inko_disposable.pbo
    1/15
    ACE FEATURES LIST
    Code:
    AI Improvements
    AI Talk
    Blood Trails
    Disposable Weapons
    Explosion Effects
    Interaction
    Map Tools Set
    Muzzle Velocity
    NVG 
    Playerhud 
    Rocket Ballistics
    Sights Adjustment
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System
    Process of testing:
    Code:
    1. Identify the addon/mod that may effect the ACE feature 
    2. test with and without the addon/mod with the feature ingame
    3. compare results.
    Point being if the ACE feature already has this feature then the addon/mod for the same/similar feature is not needed.
    But
    if there are no conflicts, and the addon/mod from CoWarMod adds to the ACE feature then its not necessary to remove, 
    again any conflicts then it should be removed.
    Feature to test:
    Smoke Grenades
    2 addons that are in concern here:
    - tbr_smokegrenades_a2
    - Blastcore

    out to test...

    ---------- Post added at 04:51 PM ---------- Previous post was at 03:53 PM ----------

    back from testing...

    Feature tested:
    Code:
    Smoke Grenades
    2 addons that are in concern here:
    - tbr_smokegrenades_a2
    - Blastcore
    Test results:
    Code:
    - tests with both addons effect the grenades
    - tests without the addons/mods, 
    smoke looks smaller and not as big, and or volumetric.
    Decision:
    Code:
    Keep both addons, i see no conflicts, and the addons/mods enhance the smoke even more making the game more enjoyable.
    2/15 ACE FEATURES LIST
    Code:
    AI Improvements
    AI Talk
    Blood Trails
    Disposable Weapons
    Explosion Effects
    Interaction
    Map Tools Set
    Muzzle Velocity
    NVG 
    Playerhud 
    Rocket Ballistics
    Sights Adjustment
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System
    Feature to be tested:
    Code:
    Stepped zoom and optic modes in weapon stations 
    2 addons that are in concern here:
    - gdtmod_car_mg_zoom
    - gdtmod_rifle_zoom
    -
    out to test...

    ---------- Post added at 05:35 PM ---------- Previous post was at 04:51 PM ----------

    back from testing ...

    Feature tested:

    Code:
    Stepped zoom and optic modes in weapon stations 
    2 addons that are in concern here:
    - gdtmod_car_mg_zoom
    - gdtmod_rifle_zoom
    Test results:
    Code:
    - I found no conflicts in either of the addons/mods
    - addons/mods add to the game
    Decision:
    Code:
    Keep: 
    - gdtmod_car_mg_zoom
    - gdtmod_rifle_zoom
    3/15 ACE FEATURES LIST
    Code:
    AI Improvements
    AI Talk
    Blood Trails
    Disposable Weapons
    Explosion Effects
    Interaction
    Map Tools Set
    Muzzle Velocity
    NVG 
    Playerhud 
    Rocket Ballistics
    Sights Adjustment
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System
    2 Feature to be tested:
    Code:
    Map Tools Set
    NVG 
    addons/mods in concern:
    - map_no_sat  (map Plus)
    - S_NVG (Fixed Range Nightvision )
    Notes:
    For those who are trying to understand what i am testing:
    the green are the ACE features I am testing, and the -addons/mods are in
    COWarMod that are being tested in relation to ace, with and without them.
    out to test...

    ---------- Post added at 06:26 PM ---------- Previous post was at 05:35 PM ----------

    back from testing...

    Feature tested:
    Code:
    Map Tools Set
    NVG 
    addons/mods in concern:
    - map_no_sat  (map Plus)
    - S_NVG (Fixed Range Nightvision )
    Test results:
    Code:
    - map_no_sat  (map Plus) -BAsically same as ace, tool,a nd controls are about the same.
    - S_NVG (Fixed Range Nightvision ) -works np
    Decision:
    Code:
    - map_no_sat  (map Plus) - remove
    - S_NVG (Fixed Range Nightvision ) -keep
    5/15 ACE FEATURES LIST
    Code:
    AI Improvements
    AI Talk
    Blood Trails
    Disposable Weapons
    Explosion Effects
    Interaction
    Map Tools Set
    Muzzle Velocity
    NVG 
    Playerhud 
    Rocket Ballistics
    Sights Adjustment
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System
    Current list of files to remove from COWarMod for ACE compatibility:
    Code:
    - inko_disposable.pbo
    - map_no_sat.pbo
    All the testing im doing for tonight as im running out of time, im going to test something with ace just to confirm something for myself and then I'll be back to test more.
    The testing I will do will be multiple tests to move this along quicker, as it takes more time to test 1 thing then report, then test another ect,.

    wheres our beta testers?

    Anyone have any feedback, questions, thoughts, let me know.
    Last edited by Günter Severloh; Sep 23 2011 at 22:40. Reason: update

  7. #7
    You're working fast, I've only just tested the disposable launchers and came up with the exact same results. I'm a bit unclear on what you want me to test next so I might just start with the muzzle velocity

    ---------- Post added at 06:16 PM ---------- Previous post was at 04:36 PM ----------

    Just finished testing the muzzle velocity.

    I used a target range mission on Utes that tells you as a decimal how much damage you do to the target. I tested it first with the FNC muzzlevelocity addon and then without it.

    I recorded the damage done to the target at different distances, using weapons of the same caliber but of different barrel lengths (The M4 vs M16, M9 vs MP5, AK-74 vs AKS-74u, Makarov vs Bizon) and I also tested the difference between suppressed and unsuppressed weapons

    The results were very similar with and without the FNC addon, but the FNC addon does have some weaknesses. For example, The M4 had exactly the same damage value from less than 100m to over 200m, so it actually does more damage at 200m then the M16. Also, with FNC the Silenced AKS-74U does exactly the same damage as the unsupressed version.
    The ACE version does not have these mistakes, the M4 damage gradually drops between 100-200m, and the supressed and unsupressed AKS74U do different amounts of damage.

    I can give you the data I collected on an excel spreadsheet if you want, I'll just need a bit of time to put it together.

    I would recommend removing fnc_muzzlevelocity addon as it does basically the same thing as ACE, just not quite as well

  8. #8
    Hi Angus.

    When you test, please be systematic,
    - list what your testing,
    -what files (addons/mods /pbos are in question and (if your not sure ask me as I know all of them),
    -then test,
    -state your results,
    -then we'll make the decision based on our findings.

    You will need to test 3 ways:

    -with ACE by itself
    -with COWarMod and ACE
    -with COWarMod by itself

    just run 3 games, I run ACE alone, ACE and COWarMod, and then CoWarMod alone all at the same time,
    and I can make comparisons.

    Most likely if ACE already does something that COWarMod has then you have to find out if whats in COWarMod
    that does the same thing, either enhances the existing feature in ACE, like my findings in my last post, or
    give it errors like prevent it from working like it supposed too, or basically like having 2 copies
    of the same thing running which is not necessary.

    Understand.

    Follow my example.
    When we test we can call out what we are testing, but be systematic about it, us the layout in my previous post,
    and then i can keep track of whats been tested, the results, and then we can discuss results and what not from there.

    Heres what we have so far:

    5/15 ACE FEATURES LIST
    Code:
    AI Improvements
    AI Talk
    Blood Trails
    Disposable Weapons
    Explosion Effects
    Interaction
    Map Tools Set
    Muzzle Velocity
    NVG 
    Playerhud 
    Rocket Ballistics
    Sights Adjustment
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System
    Lastly use a clean layout as stated when you post, its easy to read, easy to get results, review ect,.
    I appreciate your feedback, information is key and needs to be accurate. keep it simple.
    ============================
    I'll be back with what Ill be working on ( i got to get to bed, just got home from work)

  9. #9
    Finally have some time to Start testing. Feedback in 48 hours..
    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

  10. #10

    Exclamation Testing

    Hi Soldaten welcome.
    Please read the first post and some of the following post before you going feedback,
    I have a system to follow.

    @Angus
    you want to test the Rocket Ballistics too while working on Muzzle Velocity.

    Feature to test:
    Code:
    Muzzle Velocity
    Rocket Ballistics
    addons that are in concern here:
    - fnc_ballistics_infantry - (http://www.armaholic.com/page.php?id=8527)
    - fnc_ballistics_launchers
    - fnc_ballistics_vehicles
    - fnc_muzzlevelocity - (http://www.armaholic.com/page.php?id=7697)
    - zeu_OA_c_RocketBallistics - (Zeus AI )
    When you test these:
    Test:
    Code:
    - with ACE + COWarMod first to see what response you are getting
    - with COWarMod alone to see what response you are getting without ACE's influence
    - with ACE alone to see what ACE is doing
    - with COWarMod + ACE without addon in COWarMod addons folder
    When you reply with test results:
    I need to see a format like this:

    Feature tested:
    Smoke Grenades
    Code:
    2 addons that are in concern here:
    - tbr_smokegrenades_a2
    - Blastcore
    Test results:

    Code:
    - tests with both addons effect the grenades
    - tests without the addons/mods, 
    smoke looks smaller and not as big, and or volumetric.
    Please follow the system, it will help me accelerate the testing process, and make decisions quicker,
    trust me I have done this testing format since 2009.

    @Soldaten
    I need you to test:
    Code:
    Sights Adjustment
    addons in concern here are:
    - tgw_zeroing.pbo - (http://www.armaholic.com/page.php?id=11590)
    Test with:
    Code:
    - COWarMod + ACE
    - COWarMod
    - ACE
    - COWarMod + ACE without addon in COWarMod addons folder
    ACE Features List:
    Code:
    5/15 ACE FEATURES LIST
    AI Improvements
    AI Talk
    Blood Trails -(Gunter is testing)
    Disposable Weapons
    Explosion Effects
    Interaction
    Map Tools Set
    Muzzle Velocity -(Angus is testing)
    NVG 
    Playerhud 
    Rocket Ballistics -(Angus is testing)
    Sights Adjustment -(Soldaten is testing)
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System -(Gunter is testing)
    I am testing Features:
    Code:
    Blood Trails
    Wounding System
    addons in concern here are:
    - slx_wounds
    - slx_wounds_ais
    Any questions please ask, or pm me.
    Last edited by Günter Severloh; Sep 25 2011 at 02:51.

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