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COWarMod ACE Compatible - Open beta Project


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#1 Günter Severloh

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Posted 22 September 2011 - 11:25 PM

COWarMod ACE Compatible
- Open beta Project -


Posted ImagePosted Image


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...ge.php?id=14699

Advanced Combat Environment 2 OA - Core
http://www.armaholic...ge.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...ge.php?id=14699

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

Community Base Addons
http://www.armaholic...age.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.co...ng.Desert_E.zip

Weapons_Testing.Takistan
http://dl.dropbox.co...ng.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


The following [B]bolded[/B] 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.

[B][U][COLOR="Green"]ACE FEATURES LIST[/COLOR][/U][/B]
Aerial Refuel
Afterburners
[B]AI Improvements
AI Talk[/B]
[B]Aircraft Multi Function Display (MFD)[/B]
Artillery
Autorotation
Back Blast
Ball Tracers
[B]Blood Trails[/B]
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 
[B]Disposable Weapons[/B]
Dog Tags
EASA  The Exchangeable Armament System for Aircraft (EASA)
Eject & HALO System 
Explosives 
[B]Explosion Effects[/B]
Fast Roping 
[B]Fast Switching[/B]
Fire Propagation
Flares 
Flashbangs
Folding GL sights
G-Forces
Gas
Goggles and Teargas
[B]Grenade Throw Modes[/B]
Ground Markers
HuntIR
IFAK (Improved/Individual First-Aid Kit)
Ingame Help
[B]Interaction[/B]
Invisible Targets
IR Strobes 
Load Master
Magazines System
Map System 
[B]Map Tools Set[/B]
Missile Guidance Improvements 
Model Special round replacement 
Mouse Gestures
[B]Muzzle Velocity
NVG [/B]
Overheating
Overpressure
Playerhud 
[B]Quick Weapon Selection [/B]
Radio Silence 
Rangefinding Devices
Recognize
Recoil Dust
Repair
[B]Rocket Ballistics[/B]
Rotor Effects
Round Count
Rucksacks
RWR  radar warning receiver (RWR)
Sandbags 
Shotgun Ammunition
Shtora
[B]Sights Adjustment[/B]
Sling Loading
SMAW Spotting Rifle
[B]Smoke Grenades[/B]
Spectator
[B]Stamina [/B]
[B]Stepped zoom and optic modes in weapon stations[/B] 
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
[B]Wounding System[/B]


I will start testing with the first feature bolded and we can go from there.
Any questions let me know.

Edited by Gnter Severloh, 03 July 2012 - 09:11 PM.

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#2 Angus S

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Posted 23 September 2011 - 09:32 AM

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 Günter Severloh

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Posted 23 September 2011 - 12:32 PM

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.

Edited by Gnter Severloh, 23 September 2011 - 01:03 PM.

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#4 Angus S

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Posted 23 September 2011 - 01:07 PM

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 Günter Severloh

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Posted 23 September 2011 - 06:41 PM

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.

Edited by Gnter Severloh, 23 September 2011 - 06:46 PM.

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#6 Günter Severloh

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Posted 23 September 2011 - 11:26 PM

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:

- 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
[B][U]conclusion:[/U][/B]inko is not per say conflicting but adding to and not needed since Ace already has the feature.

[B][U]final decision:[/U][/B] remove the pbo file in COWarMod[B] inko_disposable.pbo[/B]

1/15
ACE FEATURES LIST
AI Improvements
AI Talk
Blood Trails
[S]Disposable Weapons[/S]
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:
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:
[COLOR="Green"][B]Smoke Grenades[/B][/COLOR]
2 addons that are in concern here:
- tbr_smokegrenades_a2
- Blastcore

Test results:
- tests with both addons effect the grenades
- tests without the addons/mods, 
smoke looks smaller and not as big, and or volumetric.

Decision:
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
AI Improvements
AI Talk
Blood Trails
[S]Disposable Weapons[/S]
Explosion Effects
Interaction
Map Tools Set
Muzzle Velocity
NVG 
Playerhud 
Rocket Ballistics
Sights Adjustment
[S]Smoke Grenades[/S]
Stepped zoom and optic modes in weapon stations 
Wounding System

Feature to be tested:
[COLOR="Green"][B]Stepped zoom and optic modes in weapon stations [/B][/COLOR]
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:

[COLOR="Green"][B]Stepped zoom and optic modes in weapon stations [/B][/COLOR]
2 addons that are in concern here:
- gdtmod_car_mg_zoom
- gdtmod_rifle_zoom

Test results:
- I found no conflicts in either of the addons/mods
- addons/mods add to the game

Decision:
Keep: 
- gdtmod_car_mg_zoom
- gdtmod_rifle_zoom

3/15 ACE FEATURES LIST
AI Improvements
AI Talk
Blood Trails
[S]Disposable Weapons[/S]
Explosion Effects
Interaction
Map Tools Set
Muzzle Velocity
NVG 
Playerhud 
Rocket Ballistics
Sights Adjustment
[S]Smoke Grenades[/S]
[S]Stepped zoom and optic modes in weapon stations [/S]
Wounding System

2 Feature to be tested:
[B][COLOR="Green"]Map Tools Set[/COLOR][/B]
[B][COLOR="Green"]NVG [/COLOR][/B]
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:
[B][COLOR="Green"]Map Tools Set
NVG [/COLOR][/B]
addons/mods in concern:
- map_no_sat  (map Plus)
- S_NVG (Fixed Range Nightvision )

Test results:
- 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:
- map_no_sat  (map Plus) - [B]remove[/B]
- S_NVG (Fixed Range Nightvision ) -[B]keep[/B]

5/15 ACE FEATURES LIST
AI Improvements
AI Talk
Blood Trails
[S]Disposable Weapons[/S]
Explosion Effects
Interaction
[S]Map Tools Set[/S]
Muzzle Velocity
[S]NVG [/S]
Playerhud 
Rocket Ballistics
Sights Adjustment
[S]Smoke Grenades[/S]
[S]Stepped zoom and optic modes in weapon stations [/S]
Wounding System

Current list of files to remove from COWarMod for ACE compatibility:
- 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.

Edited by Gnter Severloh, 23 September 2011 - 10:40 PM.
update

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#7 Angus S

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Posted 24 September 2011 - 06:16 AM

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 Günter Severloh

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Posted 24 September 2011 - 12:57 PM

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
AI Improvements
AI Talk
Blood Trails
[S]Disposable Weapons[/S]
Explosion Effects
Interaction
[S]Map Tools Set[/S]
Muzzle Velocity
[S]NVG [/S]
Playerhud 
Rocket Ballistics
Sights Adjustment
[S]Smoke Grenades[/S]
[S]Stepped zoom and optic modes in weapon stations[/S] 
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)
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#9 soldaten

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Posted 24 September 2011 - 04:27 PM

Finally have some time to Start testing. Feedback in 48 hours..
System Model XPS 630i
Processor Intel® Core™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 Günter Severloh

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Posted 25 September 2011 - 01:01 AM

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:
[COLOR="Green"][B]Muzzle Velocity
Rocket Ballistics[/B][/COLOR]
[U]addons that are in concern here:[/U]
- 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:
- with [B]ACE + COWarMod[/B] first to see what response you are getting
- with [B]COWarMod alone [/B]to see what response you are getting without ACE's influence
- with [B]ACE alone[/B] 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

2 addons that are in concern here:
- tbr_smokegrenades_a2
- Blastcore

Test results:

- 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:
[B][COLOR="Green"][B]Sights Adjustment[/B][/COLOR][/B]
addons in concern here are:
- tgw_zeroing.pbo - (http://www.armaholic.com/page.php?id=11590)

Test with:
- COWarMod + ACE
- COWarMod
- ACE
- COWarMod + ACE without addon in COWarMod addons folder

ACE Features List:
[B][COLOR="Green"]5/15 ACE FEATURES LIST[/COLOR][/B]
AI Improvements
AI Talk
Blood Trails -[B][COLOR="Red"](Gunter is testing)[/COLOR][/B]
[S]Disposable Weapons[/S]
Explosion Effects
Interaction
[S]Map Tools Set[/S]
Muzzle Velocity -[B][COLOR="Red"](Angus is testing)[/COLOR][/B]
[S]NVG [/S]
Playerhud 
Rocket Ballistics -[B][COLOR="Red"](Angus is testing)[/COLOR][/B]
Sights Adjustment -[B][COLOR="Red"](Soldaten is testing)[/COLOR][/B]
[S]Smoke Grenades[/S]
[S]Stepped zoom and optic modes in weapon stations [/S]
Wounding System -[B][COLOR="Red"](Gunter is testing)[/COLOR][/B]

I am testing Features:
[B][COLOR="Green"]Blood Trails
Wounding System[/COLOR][/B]
addons in concern here are:
- slx_wounds
- slx_wounds_ais

Any questions please ask, or pm me.

Edited by Gnter Severloh, 25 September 2011 - 02:51 AM.

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#11 Angus S

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Posted 25 September 2011 - 02:52 AM

Hey I'd be more than happy to test it, but it might take a few days, I've got an incredibly busy week

Edited by Angus S, 25 September 2011 - 03:01 AM.


#12 soldaten

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Posted 25 September 2011 - 04:32 AM

[/QUOTE]

@Soldaten
I need you to test:
[B][COLOR="Green"][B]Sights Adjustment[/B][/COLOR][/B]
addons in concern here are:
- tgw_zeroing.pbo - (http://www.armaholic.com/page.php?id=11590)

Test with:
- COWarMod + ACE
- COWarMod
- ACE
- COWarMod + ACE without addon in COWarMod addons folder
[/QUOTE]

Did not find any disfunction between COWarMod & ACE when using Sight Adjustments, ill keep checking until tomorrow:bounce3:
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#13 Günter Severloh

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Posted 25 September 2011 - 04:57 AM

Hey Angus, np buddy. If and when and I probably will get done with what I am planning on testing myself then what
i'll do is start testing what I had assigned you, if i report before you then when you
get back in just report your results and we can go from there.

As fro my recent test, heres what i found:

Gunter's Report
Features tested:
[B][COLOR="Green"]Blood Trails
Wounding System[/COLOR][/B]
addons in concern here are:
- slx_wounds
- slx_wounds_ais

Test results:
- tested the addons above with ACE + COWarMod/ACE Alone/COWarMod alone found no conflicts.
- The addons which are SLX i found added to the game I found the game more fun then with just ACE wounds alone. 
SLX added not only bleeding, more blood, wound specific location bleeding in some instances, some times dismemberment.

If anyone else other then our testers want to check this out on their own and give their feedback then 
by all means let me know what your thoughts are or what you found.

Final decision:
Keep both addons in COWarMod, game runs stable
 with it and adds to the game in terms of features.

ACE Updated feature List:
[B][COLOR="Green"][U]7/15 ACE FEATURES LIST[/U][/COLOR][/B]
AI Improvements
AI Talk
[S]Blood Trails [/S]
[S]Disposable Weapons[/S]
Explosion Effects
Interaction
[S]Map Tools Set[/S]
Muzzle Velocity -(Angus is testing)
[S]NVG [/S]
Playerhud 
Rocket Ballistics -(Angus is testing)
Sights Adjustment -(Soldaten is testing)
[S]Smoke Grenades[/S]
[S]Stepped zoom and optic modes in weapon stations [/S]
[S]Wounding System [/S]


---------- Post added at 11:57 PM ---------- Previous post was at 11:40 PM ----------

@Soldaten

Did not find any disfunction between COWarMod & ACE when using Sight Adjustments,

I myself did not notice any conflicts either, i was testing this while working on wounds and blood trails.

I will add this for you to test, test when you can but lets not delay to long or I'll end up testing it for you.

soldaten
[B][U]Features to test:[/U][/B]
[B][COLOR="Green"]AI Talk[/COLOR][/B]
addons concerned about:
- RUG_DSAI - (http://www.armaholic.com/page.php?id=6092)
- sar_krik - (http://www.armaholic.com/page.php?id=10584)
- slx_dialogue - (Fixes missing words and adds larger voice pitch variations)

Test with:
- COWarMod +ACE
- ACE
- COWarMod
- COWarMod + ACE without Addons

TESTING Notes:

For testing the list above, when you test COWarMod + ACE without Addons that means remove the
files from your COWarMod addons folder and then test COWarMod + ACE.

A way you can do this, is to make a complete copy of the @COWarMod and then remove the files,
but give the @COWarMod a number in the name like @COWarMod1 as your already running @COWarMod understand?

EXAMPLE
So for example when I test I start up COWarMod + ACE, then I
-alt tab (gets me out of the game),
-then Start up ACE,
-alt tab,
-then i startup COWarMod,
-alt tab
-then i start up COWarMod1 which is the version without the files.

Purpose
Now the reasoning behind having 4 games running at the same time is it saves you time from having to shut
down the game to take out files, or to have to start up an ACE version, or a start up an COWarMod only version.
Now im able to do this with a single core without lag ;) so you guys with your duel cores should be alright.


Any questions let me know.

Edited by Gnter Severloh, 25 September 2011 - 05:08 AM.

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#14 Günter Severloh

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Posted 26 September 2011 - 06:22 AM

ACE Updated feature List:
[B][COLOR="Green"]8/16 ACE FEATURES LIST[/COLOR][/B]
AI Improvements
AI Talk - [B][COLOR="Red"](Soldaten is testing)[/COLOR][/B]
Aircraft Multi Function Display (MFD)
[S]Blood Trails [/S]
[S]Disposable Weapons[/S]
Fast Switching
Interaction
[S]Map Tools Set[/S]
Muzzle Velocity -[B][COLOR="Red"](Angus is testing)[/COLOR][/B]
[S]NVG [/S]
Stamina
Rocket Ballistics -[B][COLOR="Red"](Angus is testing)[/COLOR][/B]
[S]Sights Adjustment [/S]
[S]Smoke Grenades[/S]
[S]Stepped zoom and optic modes in weapon stations [/S]
[S]Wounding System [/S]

Ok Guys I had updated the list of features we are to test.
I had test the sight adjustment as Soldaten and came up wit the same results. my report:

Features tested:
[B][COLOR="Green"]Sights Adjustment[/COLOR][/B]
addons in concern here are:
- tgw_zeroing.pbo - (http://www.armaholic.com/page.php?id=11590)

Test results:
- tested the addon above and found no conflicts as same results as Soldaten.

Final decision:
Keep addon

Updated ACE Features List

The following ACE Features List has been updated.
I had rereviewd the features list seen here:
http://ace.dev-heave...t/wagn/Features
and after about an hour of review comparing notes, I had concluded that a few of the features we were to test,
COWarMod had no addons or mods in it that effected those features.
So in replace I had added the remaining features needed to be tested, and based on the feature
description of the ACE features, I had added these 4:
- Aircraft Multi Function Display (MFD)
- Fast Switching
- Grenade Throw Modes
- Stamina

Removed:
- Explosion Effects
- Playerhud



8/17 ACE FEATURES LIST
AI Improvements
AI Talk - [B][COLOR="Red"](Soldaten is testing)[/COLOR][/B]
Aircraft Multi Function Display (MFD)
[S]Blood Trails [/S]
[S]Disposable Weapons[/S]
Fast Switching -[B][COLOR="Blue"](Gunter is testing)[/COLOR][/B]
Grenade Throw Modes
Interaction
[S]Map Tools Set[/S]
Muzzle Velocity -[B][COLOR="Red"](Angus is testing)[/COLOR][/B]
[S]NVG [/S]
Stamina - [B][COLOR="Blue"](Gunter is testing)[/COLOR][/B]
Rocket Ballistics -[B][COLOR="Red"](Angus is testing)[/COLOR][/B]
[S]Sights Adjustment [/S]
[S]Smoke Grenades[/S]
[S]Stepped zoom and optic modes in weapon stations [/S]
[S]Wounding System [/S]

next tests...

Gunter Testing the following Features:
[B][COLOR="Green"]
Stamina
Fast Switching[/COLOR][/B]
[U]addons concerned about:[/U]
- ReducedFatigue_Gameplay_C_PvPscene
- ReducedWeaponWeight_Gameplay_C_PvPscene
- slx_anim_weapontransitions


---------- Post added at 11:45 PM ---------- Previous post was at 10:39 PM ----------

back from testing...

Gunter's Report
[B][COLOR="Green"]Stamina
Fast Switching[/COLOR][/B]
[U]addons concerned about:[/U]
- ReducedFatigue_Gameplay_C_PvPscene
- ReducedWeaponWeight_Gameplay_C_PvPscene
- slx_anim_weapontransitions

Test results:
- Tested all 4 ways 
COWarMod + ACE
COWarMod 
ACE
COWarModACE + ACE
[B][U]note:[/U][/B]
[I]COWarModACE is the version without the addons[/I]

Final results, all tests show no conflicts, bugs, or any changes in gameplay on the ACE end, meaning the addons in question do not effect ACE.

Final decision:
[B]remove[/B]- [U]slx_anim_weapontransitions[/U] 
not needed.
[B]Optional[/B]- [U]ReducedFatigue_Gameplay_C_PvPscene[/U]
 if you want to keep ACE realistic then remove this.
[B]Optional[/B]- [U]ReducedWeaponWeight_Gameplay_C_PvPscene[/U]
if you want to keep ACE realistic then remove this.

10/17 ACE FEATURES LIST
AI Improvements
AI Talk -[B][COLOR="Red"] (Soldaten is testing)[/COLOR][/B]
Aircraft Multi Function Display (MFD)[B][COLOR="blue"]-(Gunter is testing)[/COLOR][/B]
[S]Blood Trails [/S]
[S]Disposable Weapons[/S]
[S]Fast Switching [/S]
Grenade Throw Modes -[COLOR="blue"](Gunter is testing)[/COLOR]
Interaction
[S]Map Tools Set[/S]
Muzzle Velocity -[B][COLOR="Red"](Angus is testing)[/COLOR][/B]
[S]NVG [/S]
[S]Stamina [/S]
Rocket Ballistics -[B][COLOR="Red"](Angus is testing)[/COLOR][/B]
[S]Sights Adjustment [/S]
[S]Smoke Grenades[/S]
[S]Stepped zoom and optic modes in weapon stations [/S]
[S]Wounding System [/S]

Gunter Feature's to test:
[B][COLOR="Green"]
Aircraft Multi Function Display (MFD)
Grenade Throw Modes[/COLOR][/B]
[U]addons that are in concern here:[/U]
- ICE_AircraftHUD & files related
- FasterHandGrenadeThrowAnimation_Gameplay_C_PvPscene
- slx_anim_grenadethrow


---------- Post added at 01:22 AM ---------- Previous post was Yesterday at 11:46 PM ----------

back from testing...

Gunter's Report
[B][U]Features Tested[/U][/B]
[B][COLOR="Green"]Aircraft Multi Function Display (MFD)
Grenade Throw Modes[/COLOR][/B]
[U]addons that are in concern here:[/U]
- ICE_AircraftHUD & files related
- FasterHandGrenadeThrowAnimation_Gameplay_C_PvPscene
- slx_anim_grenadethrow

Test results:
[B][COLOR="Green"]ICE_AircraftHUD[/COLOR][/B]
-The MFD works np in any mode had no conflicts, but its just MFD. 
personal note: i think the ICE_AircraftHUD is more efficient although the ICE_AircraftHUD does also have an MFD, 
but many other features as well, see the Armaholic page on it: http://www.armaholic.com/page.php?id=9067

The ACE version you need to press 3 keys or allocate keys to start it and use it, whereas the ICE_AircraftHUD its setup in the action Menu as MFD.

[B][COLOR="Green"]Grenade Throw Modes[/COLOR][/B]
This feature enables you to throw dgrenades in different ways by pressing the following keys ingame when you have grenades selected [B]shift +3[/B]
I find this a very useful feature, but found no conflicts in any of the modes.

[B][U]Notes:[/U][/B] Modes- are ways the feature was tested like it was tested COWarMod + ACE, ACE et,.,
- FasterHandGrenadeThrowAnimation_Gameplay_C_PvPscene
- slx_anim_grenadethrow
I did not see any influence of these 2 files/features whatsoever ingame with ACE running as ACE seemed to override them.

Final decision:
-[B]Optional [/B]- either remove ICE_AircraftHUD or remove ace_sys_mfd (Aces MFD) or keep both, Im leaving this up to the user.

- [B]Remove[/B]- FasterHandGrenadeThrowAnimation_Gameplay_C_PvPscene &
 slx_anim_grenadethrow files as they do nothing with ACE present.

12/17 ACE FEATURES LIST
AI Improvements
AI Talk -[B][COLOR="Red"] (Soldaten is testing)[/COLOR][/B]
[S]Aircraft Multi Function Display (MFD)[/S]
[S]Blood Trails [/S]
[S]Disposable Weapons[/S]
[S]Fast Switching [/S]
[S]Grenade Throw Modes [/S]
Interaction
[S]Map Tools Set[/S]
Muzzle Velocity -[B][COLOR="Red"](Angus is testing)[/COLOR][/B]
[S]NVG [/S]
[S]Stamina [/S]
Rocket Ballistics -[B][COLOR="Red"](Angus is testing)[/COLOR][/B]
[S]Sights Adjustment [/S]
[S]Smoke Grenades[/S]
[S]Stepped zoom and optic modes in weapon stations [/S]
[S]Wounding System [/S]

[B][U][SIZE="4"]Files to remove from COWarMod
to make it compatible with ACE:[/SIZE][/U][/B]
[B]-inko_disposable.pbo
-map_no_sat.pbo
-slx_anim_weapontransitions 
-FasterHandGrenadeThrowAnimation_Gameplay_C_PvPscene
-slx_anim_grenadethrow[/B]

[B][U]Optional files[/U][/B]
[B]ReducedFatigue_Gameplay_C_PvPscene[/B]
if you want to keep ACE realistic then remove this.

[B]ReducedWeaponWeight_Gameplay_C_PvPscene[/B]
if you want to keep ACE realistic then remove this.

either remove [B]ICE_AircraftHUD [/B]or remove [B]ace_sys_mfd[/B] (Aces MFD) or keep both,
 Im leaving this up to the user.

Edited by Gnter Severloh, 26 September 2011 - 06:35 AM.

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#15 soldaten

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Posted 26 September 2011 - 04:06 PM

Features to test:
AI Talk
addons concerned about:
- RUG_DSAI - (http://www.armaholic...age.php?id=6092)
- sar_krik - (http://www.armaholic...ge.php?id=10584)
- slx_dialogue - (Fixes missing words and adds larger voice pitch variations


Bluefor speaking spanish or porteguese is a RUG_DSAI discrepancy. other than that I think no serious issues..nothing that breaks the game.
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#16 Günter Severloh

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Posted 26 September 2011 - 11:49 PM

Hey Soldaten,

Did you test COWarModACE + ACE without the addons, to see how the AI talk?

also test these that deal with AI talk:

Radio Discipline
Description:
I was tired of all the "moving", "covering", "Go I cover" messages all over the radio. Thats why I got rid of the messages and changed "target THAT" to "target" and "engage THAT" to "attack" (engage solo was not avaibable) ("contact" got out as well, like "clear")

2 versions: Normal= like told above
extrem= no "Target" Messages
Included .pbo files:
radio_discipline.pbo
radio_discipline_extr.pbo

===============================
===============================
Streamlined Radio
Description:

Gets rid of some radio annoyances and shortens it. Adds other radio features.
Features:
- Removes "that", "to the", "to our", "from us" and some "at" lines.
- Detection reports are now organized by side, unit type, location, and distance. Rather than just random.
- "Man" identification changed to "soldier". Man is still used if unit is unknown or is a civilian
- Added missing "Unknown" voices.
- Added 2 engage lines "fire at", "Attack"
- Added ellipses in detection reports for easier readability
- Unit numbers have been replaced with alphabets. (1 = Alpha, 2 = Bravo, 3 = Charlie...) (SLX)

Included files:
radio_streamlined.pbo
radio_streamlined_text.pbo
radio_streamlined_identify.pbo
radio_streamlined_a2_only.pbo
radio_streamlined_identify_a2_only.pbo


COWarMod + ACE
COWarMod 
ACE
COWarModACE + ACE
[U]note:[/U]
COWarModACE is the version without the addons you'll have to create this, unless you want to do the long 
way and remove the files and then startup your game.

Heres the current List of ACE features already tested,
and still need to be tested:
[B][COLOR="Green"]12/17 ACE FEATURES LIST[/COLOR][/B]
AI Improvements
AI Talk - [B](Soldaten is testing)[/B]
[S]Aircraft Multi Function Display (MFD)[/S]
[S]Blood Trails [/S]
[S]Disposable Weapons[/S]
[S]Fast Switching [/S]
[S]Grenade Throw Modes [/S]
Interaction
[S]Map Tools Set[/S]
Muzzle Velocity -[B](Angus is testing)[/B]
[S]NVG [/S]
[S]Stamina [/S]
Rocket Ballistics -[B](Angus is testing)[/B]
[S]Sights Adjustment [/S]
[S]Smoke Grenades[/S]
[S]Stepped zoom and optic modes in weapon stations [/S]
[S]Wounding System [/S]

Notes:

Testing tips:

Testing ACE
1. when you are testing a certain feature of ACE inform yourself on what this feature does
by reviewing the ace wiki feature page for that feature seen here:
ACE Features http://ace.dev-heave...t/wagn/Features

2. Make sure your game for ACE is setup as some features you need to press certain keys,
or have something configured to see the feature.

Testing COWarMod files
3. When testing addons/mods in COWarMod that are in concern for possible conflicts with Ace's then inform yourself on those features on how they work.
When i assign a feature i will provide a link to a page you can review to get more info about that particular feature.

4. When testing the features of COWarMod like needed above in step 3 you will need to test the feature with the following format:


Test with:
- COWarMod +ACE
- ACE
- COWarMod
- COWarMod + ACE without Addons

TESTING Notes:

For testing the list above, when you test COWarMod + ACE without Addons that means remove the
files from your COWarMod addons folder and then test COWarMod + ACE.

A way you can do this, is to make a complete copy of the @COWarMod and then remove the files,
but give the @COWarMod a number in the name like @COWarMod1 as your already running @COWarMod understand?

EXAMPLE

So for example when I test I start up COWarMod + ACE, then I
-alt tab (gets me out of the game),
-then Start up ACE,
-alt tab,
-then i startup COWarMod,
-alt tab
-then i start up COWarModACE which is the version
 without the files.

Purpose
Now the reasoning behind having 4 games running at the same time is it saves you time from having to shut
down the game to take out files, or to have to start up an ACE version, or a start up an COWarMod only version.


Next feature I need tested nd this has to be rather thorough in testing as its more
complex then the other features, we will have more testers on this.

I want
Soldaten
Col.

and anyone else whos available,
I will also be testing this too.

Feature to test:
[B][COLOR="Green"]AI Improvements [/COLOR][/B]
[U]addons that are in concern here:[/U]
- [B]ard[/B] - http://www.armaholic.com/page.php?id=12815
- [B]sys_airearming[/B] - http://www.armaholic.com/page.php?id=12105
- [B]inf_stealth_recognition[/B]- http://www.armaholic.com/page.php?id=9604
- [B]mechinftac.pbo[/B] - http://www.armaholic.com/page.php?id=13199
- [B]zeu_cfg_core_ai_sensors.pbo[/B] - http://www.armaholic.com/page.php?id=8250
zeu_cfg_core_ai_skills.pbo
zeu_cfg_core_ai_spotting.pbo
zeu_cfg_core_ai_engagement.pbo

Lastly...

Testing Notes2
when you are testing you need to understand what we are looking for, questions are as follows to keep in mind:

1. What does the ACE feature do?
2. What does the feature in COWarMod do?
3. when i test with COWarMod and ACE does the ACE feature work or is it overridden, does the CoWarMod feature work or is it overriidden or enhance (add) to the ACE feature?
4. when I test with CoWarModACE (Cowarmod files removed) does ace features work with CoWarMod or are their any conflicts?


Understand? any questions please ask, either ask here in reply, or pm me.

Edited by Gnter Severloh, 26 September 2011 - 11:56 PM.

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#17 Angus S

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Posted 27 September 2011 - 01:49 AM

Features Tested
Muzzle Velocity

addons that are in concern are:
- fnc_ballistics_infantry
- fnc_ballistics_launchers
- fnc_ballistics_vehicles
- fnc_muzzlevelocity

Test Results:
-Tested the addons with ACE alone, COWarMod with ACE, and COWarMod alone and found no conflicts
-I found ACE reticles, both scripted and normal, overwrote the fnc reticles and made them unnecessary.
-ACE muzzle velocity and fnc_muzzlevelocity seemed to both be at work, some weapons would use ACE and some would use fnc. I found when using ACE alone however the muzzle velocity was much more accurate to the barrel length then with fnc enabled

---------- Post added at 02:49 PM ---------- Previous post was at 02:24 PM ----------

I hope I tested and set that out right
I'm having a problem though, I can't seem to find anything that explains exactly what the Zeus rocket ballistics addon does

#18 Günter Severloh

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Posted 27 September 2011 - 12:17 PM

Your test results:

-I found ACE reticles, both scripted and normal, overwrote the fnc reticles and made them unnecessary.
-ACE muzzle velocity and fnc_muzzlevelocity seemed to both be at work, some weapons would use ACE and some would use fnc.
I found when using ACE alone however the muzzle velocity was much more accurate to the barrel length then with fnc enabled


From the results it probably be best to just remove the FNC mod as if as you said ACE feels more accurate then
FNC is really just a redundant mod, basically doing the same thing if not little less.

So..
Test decision:
[B]Remove-[/B] the following files from COWarModACE:
fnc_ballistics_infantry
fnc_ballistics_launchers
fnc_ballistics_vehicles
fnc_muzzlevelocity
fnc_scopes_common_c
fnc_scopes_common_m

COWarModACE

As said above COWarModACE.
Yes for those who want an ACE comaptible version create a new folder and name it @COWarModACE, and then copy
the addosn folder from @COWarMod into the COWarModACE folder and then remove the files listed.


Angus S said

I'm having a problem though, I can't seem to find anything that explains exactly what
the Zeus rocket ballistics addon does

I haven't found anything myself, so what you do in this situation is you'll need to test the
OA/CO rocket ballistics
zeu_OA_c_RocketBallistics.pbo
zeu_OA_c_RocketBallistics.pbo.ZEU.bisign
alone to see what they do, test on the weapons mission and then create a small mission with you
and a squad attacking enemy AI that have mostly rpgs and see what kind of results you get.

then...

do the same with just ACE itself.

this should give you an idea on what these files do.

any questions let me know here, or through pm.
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#19 soldaten

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Posted 27 September 2011 - 05:45 PM

[quote name='Hey Soldaten,

Did you test COWarModACE + ACE without the addons, to see how the AI talk?

also test these that deal with AI talk:
QUOTE']

yes Gunter, I did and COWarModACE adds more AI talk features, but did not find any issues that may break the game.

Gunther:

While testing I found out the following.

AR mod needs to be removed. too many conflicts.
The accuracy with Warmod is deadly, while with ACE only is normal. not sure what can cause this.
Bug when launching rpgs with Warmod and with grenade sights.

slow week in my college and work, Im available for testing for this week.

Edited by soldaten, 27 September 2011 - 05:48 PM.

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#20 Günter Severloh

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Posted 27 September 2011 - 09:44 PM

Ok, couple of things

when posting and using quotes, highlight what you want to quote and hit the quote button.

for the testing stick with the format,
one feature at a time til one is resolved. for now the AI talk I'll go with what you found :

So for your report:

Soldaten's Report
[COLOR="Green"]AI Talk[/COLOR]
addons concerned about:
- RUG_DSAI - (http://www.armaholic.com/page.php?id=6092)
- sar_krik - (http://www.armaholic.com/page.php?id=10584)
- slx_dialogue - (Fixes missing words and adds larger voice pitch variations)
-radio_discipline.pbo
-radio_discipline_extr.pbo
-radio_streamlined.pbo
-radio_streamlined_text.pbo
-radio_streamlined_identify.pbo

Test results:

I did and COWarModACE adds more AI talk features, but did not find any issues that may break the game.


Final decision:
[B][COLOR="Green"]Keep/optional[/COLOR][/B]
 RUG_DSAI - (http://www.armaholic.com/page.php?id=6092)
- sar_krik - (http://www.armaholic.com/page.php?id=10584)
- slx_dialogue - (Fixes missing words and adds larger voice pitch variations)
-radio_discipline.pbo
-radio_discipline_extr.pbo
-radio_streamlined.pbo
-radio_streamlined_text.pbo
-radio_streamlined_identify.pbo

let the user decide if they want this feature 
or not but it adds to the game if you want that.

Updated List
14/16 ACE FEATURES LIST
AI Improvements - (Team is testing this)
[S]AI Talk[/S] 
[S]Aircraft Multi Function Display (MFD)
Blood Trails 
Disposable Weapons
Fast Switching 
Grenade Throw Modes [/S]
[S]Map Tools Set
Muzzle Velocity 
NVG 
Stamina [/S]
Rocket Ballistics -(Angus is testing)
[S]Sights Adjustment 
Smoke Grenades
Stepped zoom and optic modes in weapon stations 
Wounding System [/S]

Ok Soldaten this is our big feature we have to test:

Feature to test:
[B][COLOR="Green"]AI Improvements [/COLOR][/B]
[U]addons that are in concern here:[/U]
- [B]ard[/B] - http://www.armaholic.com/page.php?id=12815
- [B]sys_airearming[/B] - http://www.armaholic.com/page.php?id=12105
- [B]inf_stealth_recognition[/B]- http://www.armaholic.com/page.php?id=9604
- [B]mechinftac.pbo[/B] - http://www.armaholic.com/page.php?id=13199
- [B]zeu_cfg_core_ai_sensors.pbo[/B] - http://www.armaholic.com/page.php?id=8250
zeu_cfg_core_ai_skills.pbo
zeu_cfg_core_ai_spotting.pbo
zeu_cfg_core_ai_engagement.pbo

Lastly...

Testing Notes2
when you are testing you need to understand what we are looking for, questions are as follows to keep in mind:

1. What does the ACE feature do?
2. What does the feature in COWarMod do?
3. when i test with COWarMod and ACE does the ACE feature work or is it overridden, does the CoWarMod feature work or is it overriidden or enhance (add) to the ACE feature?
4. when I test with CoWarModACE (Cowarmod files removed) does ace features work with CoWarMod or are their any conflicts?


Soldaten said
While testing I found out the following.

AR mod needs to be removed. too many conflicts.
The accuracy with Warmod is deadly, while with ACE only is normal. not sure what can cause this.
Bug when launching rpgs with Warmod and with grenade sights.


you mean ASR?
need to list what pbos, and files you are testing
the ones I listed above are the ones in concern.
The AI mod for ASR AI only effects rearming, the other part to that mod which is AI skill I had removed in v 1.1 of CoWarMod as Zues adds skill.

For the AI accuracy I already know about this one, this one I' am still trying to understand what causes this for CoWarMod alone.

Bug when launching rpgs with Warmod and with grenade sights.

What bug did you encounter or what is happening? and this is running CoWarMod + ACE correct?
details my friend, lets tackle the rpg bug first if it is one then go to the AI accuracy as that is a big one.


any questions please ask, either ask here in reply, or pm me.
WarMod Series - A Massive Addon & Mod Customizable Compilation mod for Arma1, Arma2,CO & soon Arma3 IFA3
Mission Repository - Hosting Missions & Files for Iron Front: Liberation 1944
WW2Epic - A Compilation Archive of Photos, Music, Videos, & References of WW2
AI Compilation List of Addons/Mods/Scripts & Misc for Arma3


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