Volunteer tester![]()
Haha, good man Savage!
Appreciate it.
Im reviewing the list at the moment and reviewing CWM v 1.2 on the files, and comparing notes.
for CWM v 1.2
I am going with the files in the @COWarMod\addons folder only, then once we get the mod sorted out and compatible
from there i will list mods from the customizable folder that may prevent compatibility or cause conflicts in relation to ACE.
Now off the bat if you understand what that means, lol Just test CWM v 1.2 with just the default setup (what you downloaded) and nothing added and then report.
I will post my list of mods to remove, and then we can go from there.
For everyone's information if some folks dont understand how this works, the basic concept here is to
make COWarMod compatible with ACE2 - (OA latest build version).
How we do this is like so:
In general to sum it up, we are reviewing mods already in CWM that have the same or similar features in ACE then testing them for conflicts,1. I review the features of ACE mod seen here:
http://wiki.ace-mod.net/wagn/Features
2. I also review the files in the ACE \ addons folder
3. I look for files with features that I know are in CoWarMod, so in a way I am reviewing CoWarMod mods based on what they are and do while
reviewing the features of ACe's and try to establish a common ground.
4. If ACE has a feature for example that lets say the AT4 ingame when you fire it, it being only a 1 shot rocket launcher, the tube should drop to the ground,
now in CWM there is already a mod that does this, so..
5. for testing purposes I would note these 2 and then test and watch the results, if theres a conflict (and there was when I last tested it)
then the mod in COWarMod would be removed, as we are not removing files from ACE just CWM.
=======
and then removing the mods FROM CWM that do conflict.
Some mods I know would conflict based on knowing how they function, now for my testers I always point out to them to get to know the mod
or playing with by reviewing and the feature ingame, and know how it works, then when you test with a similar feature in CWM you can report accurately.
So we are making CWM compatible with ACE, we are not removing ACE's files, just CWM'd if they conflict.
Once a list of mods that are not compatible are removed, I then build a readme that lists all the features
in CWM that will indeed work with ACE based on our findings and tests.
Testers
Testers be sure to only test with this target line:
-mod=@CBA;@CBA_A2;@CBA_OA;@COWarMod;@ACE
no acex and other extras, we will get to those when we make the core of ACE compatible.
Also refer to the first page of the thread here for more info.
Any questions let me know.
I'll have my list up soon here.
---------- Post added at 06:03 PM ---------- Previous post was at 04:30 PM ----------
Ok guys i have a list, there is alot to test and a few things to remove.
I will break it down, now remember these 2 lists are based off of COWarMod v 1.2 and default setup which means when
you downloaded the mod your playing with the way it is without you customizing it.
2 lists here:
Remove Files List:
fnc_ballistics_infantry.pbo
fnc_ballistics_launchers.pbo
fnc_ballistics_vehicles.pbo
fnc_muzzlevelocity
fnc_scopes_common_c
fnc_scopes_common_m
gdtmod_javelin
gdtmod_satchel
ICE_AH64D_CPG_sights
ICE_AircraftHUD
inko_disposable
JavelinTweak_by_McHide_Gameplay_C_PvPscene
Map Plus - map_no_sat
norrn_dbo_fastrope
SLX_Cartriges
trueuser_nvgs
=======================
Need to test
asr_config_camofaces_oa
ASR Disable Cursor Text
bd_tracer
CHN_ARTY+
CHN_Troopmon2
DisabledCenterHandIcon
DisabledTalkTopics
DoubledSupplyRadius
gdtmod_car_mg_zoom
gdtmod_m1014_flashlight
gdtmod_rifle_zoom
glt_opa_backpacks4all
MFDforAH1Z_by_defunkt_Visuals_C_PvPscene
pistolfiedtracers-need to test
S_NVG
slx_anim_binocularmove
slx_anim_pistolcivil
slx_anims
SLX_Effects
SLX_ExplosionDust
slx_modweapons_3d_optics
slx_optics
slx_rpg7
slx_t72_destroyed
tgw_vehfixes
WarFX : Blastcore -WarFXPE
x_TrueUser_IGUI_ActionMenu_NoIcons
x_TrueUser_IGUI_Text_HideAmmoCount
ZZZ_CMCD_VehTweaks
=================
For description of each file and what they do, refer to the All features List readme located:
@COWarMod\Documentation\FEATURES\All Features List
Lists are based on my review of the CoWarMod v 1.2 files, ACE files,a dn the Features page for ACE seen here:
http://wiki.ace-mod.net/wagn/Features
as well as my knowledge and experience with the mods.
Questions, thoughts, feedback and reports, let me know.
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
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Also we'll want to make sure nothing breaks the ACE-specific features like ACE Wounding System or ACE Armor (can't remember what it's called ATM).. or more commonly breaking the interaction keys or menus.
Do you know if any of the mods needing testing are confirmed to work with ACE on their own?
I'm doubting the mods that need to be tested work with ACE on their own as ace has the same or similar features of those
that need to be tested, but then thats why they need to be tested, alone and with CWM overall.
iron sights for m4, svd , etc are messed up..I cannot figure which mod in COWarmod is causing it..also with ATGMS..no sighTS
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
Thanks for the report.
When you post reports please give as much as details as possible, or we waste time playing a guessing game,
making me ask you 20 questions, and having you test this and that.
so heres what im getting:
-the infantry weapons the sites are messed up so:
question
were you using the ASC weapon pack at all?
question
using vanilla weapons, or ace weapons?
also
question
ATGM to me thats a stationary static weapon like a 50 cal on a tripod correct?
so my guesses you need to test the following files:
gdtmod_car_mg_zoom
gdtmod_rifle_zoom
slx_modweapons_3d_optics
slx_optics
question
Did you remove the files from the list in my other post, which would have you remove these 2 files:
fnc_scopes_common_c
fnc_scopes_common_m
question
Also are you running CWM v 1.2 with a target line as stated like this:
-mod=@CBA;@CBA_A2;@CBA_OA;@COWarMod;@ACE
only run this when we test, why because this is what everyone is downloading, the stock CWm v 1.2,
once its ace compatible then we extend into other files.
question
Have you added any files from the CWM v 1.2 Customization folder to the addons folder if so which ones?
question
also how did you test, and what?
question
Are you testing the mod to help out in this project or reporting what happened when you ran CWM v 1.2
and ACE together without removing the files stimulated?
again as I had first said without details I need to ask you 20 questions.
I'm not trying to be a dick or mean, but If i dont know the context of the game your are running and or what, or how your running it then
I cannot possibly give you a solid direct, and accurate answer to what it is.
I will test myself to see if i come across the same scenario.
Quote and Answer those questions for me please.
---------- Post added at 02:21 AM ---------- Previous post was at 01:50 AM ----------
Are you using Anzins from the folder:
@COWarMod\Customization\Optional TWEAKS & MODS\Anzins
I tested without removing any files and all the guns (vanilla) I tested work fine, as they should.
Also test an ATM and had no issues.
So you had to have either added a mod, or are using ace weapons.
Last edited by Günter Severloh; Jul 5 2012 at 06:53.
Hi Günter:
question
were you using the ASC weapon pack at all?
ASC is not the issue..I did verify that it is not ASC related.
question
ATGM to me thats a stationary static weapon like a 50 cal on a tripod correct?
stationary ATGMs still dont work..no optics..
All of these were removed and did fix the issue of rifles scopes
slx_modweapons_3d_optics
slx_optics
fnc_scopes_common_c
fnc_scopes_common_m
used command line
-mod=@CBA;@CBA_A2;@CBA_OA;@COWarMod;@ACE
I added mostly AI Enhacement features, ASR AI and
Still testing ..Im moving stuff around..i will give feedback on the weekend
Henri.
Don't try and use this with ACE - ACE devs have already incorporated a similar system after taking a look through it.ZZZ_CMCD_VehTweaks
Keep up the good work!
Thanks for the feedback
Can you tell me which ATGM's dont work for you for the sites, so i can test and confirm myself, if I can see it for myselfstationary ATGMs still dont work..no optics..
then I can get a better picture of what the issue is, I can better find the culprit, as i said details are needed.
Notes in principle on testing Keep in mind,
when you test it is imperative that the same results be across the board for all testers, having one guy moving files around adding and or taking stuff out prevents accurate results, and reports.
Were not playing the game here per say, were testing with focused observation watching a mod over another, and looking for function and feature of each mod,
we need to see if this mod does what its supposed to do, and another mod for which we are testing is doing what its supposed to do without overwriting, or conflicting with the other mods.
Reporting
If you report to me something and you have added stuff and I test the thing your having issues with as an example the ATGM sites,
and I get no issues with them, then the problem is on your end.
So when usign this command line:
-mod=@CBA;@CBA_A2;@CBA_OA;@COWarMod;@ACE
this means that nothing should be added, this means that you are using CWM default (what you downloaded) and no customization.
Im after accurate results that i can confirm myself, I personally dont want to spend a ton of time on each mod that needs to be tested,
its not realistic, plus I have other commitments.
This goes for all testers if you cant follow instructions as laid out then dont report anything to me,
if you get bugs and errors then its in your hands.
Oh I see, ok thanks for the feedback on that Cameron, so then we can remove ZZZ_CMCD_VehTweaks from the addons folder.ZZZ_CMCD_VehTweaks
Don't try and use this with ACE - ACE devs have already incorporated a similar system after taking a look through it.
Keep up the good work!
Best to make a copy of CWM v 1.2 and then remove the files accordingly unless of course you only want to play with CWM and ACE together.
In that case name the folder @COWarModACE as when this version is released thats what you will download.
Anyone else interested in testing CWM w ACE?
Gentleman an update for you:
I had tested the list of files that need to be tested, had to remove a couple of files because of conflicts, other then the 2 files that had to be removed,
I had no errors popping up on the screen, really no RPT errors other then the ace clippi.
only had really one issue unless im missing something, maybe someone can confirm this or test it out for me, the issue i had was when using the javelin
I was unable to lock on any targets I had the clu so i was able to fire just couldn't lock on anything, so either theres a conflict or im using the Javelin wrong for the ACE aspect.
here is the new list of files to remove that have issues with ACE:
Remove Files List:
If anyone else has any bugs or problems i might have missed then please report, other then that,fnc_ballistics_infantry.pbo
fnc_ballistics_launchers.pbo
fnc_ballistics_vehicles.pbo
fnc_muzzlevelocity
fnc_scopes_common_c
fnc_scopes_common_m
gdtmod_javelin
gdtmod_satchel
ICE_AH64D_CPG_sights
ICE_AircraftHUD
inko_disposable
JavelinTweak_by_McHide_Gameplay_C_PvPscene
Map Plus - map_no_sat
norrn_dbo_fastrope
SLX_Cartriges
slx_t72_destroyed
trueuser_nvgs
ZZZ_CMCD_VehTweaks
i will be working on a loading screen, updating the readmes for ACE and then uploading an COWarModACE version.