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Germanske Norge

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Reply with quote  #31 
Wow Gunter this is coming along great! Finally some ragdoll animations that don't suck! Are you possibly considering improving upon the reload animations? 
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Gunter Severloh

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Reply with quote  #32 
Thanks, well I cant consider anything if theres nothing out there for them.
You got to understand that WarMod, and like the rest in the series are massive, customizable compilation mods,
when im building a WarMod this is what I'm doing:
  • Research and alot of it, asking alot of questions
  • downloading addons and mods I like and would add gameplay features, effects (tracers, smoke, new animations, realism features, fire, dust, AI enhancement, ect.,)
  • tons of testing of addons/mods individually, and together in one big mod, from there I look for things not working and pick them out and keep testing
  • once i see things working, and i like what i have I then refer to the authors of the mods, and send them a pm to gain their permission or refer to the license they used that would allow me to include theirs in mine
  • I always create a list of permissions and their dates i have acquired for each mod, for IFA3WarMod here permissions stem back to Oct 2014, without permissions this mod is... not happening
  • again more testing, bug hunting, ideas for different things
  • readmes mod will always need readmes and or information listed on my website for reference use for the user
  • mod customization folder -normally I would include a folder with the mod that would have many various mods in it, this way you can further customize you WarMod, this time around Im not doing it anymore, it takes alot more work then I have the energy and motivation for, so what i will be doing instead is building a list of addons and mods you can add to the mod and download and install them yourself, problem with this is.... simply adding more mods without testing to WarMod is like crossing a chiwawa with a poodle, in the end your going to get something f*cked up [biggrin]
Anyways i hope you get the idea that im not your typical modder, i think someone said back on my COWarMod release thread,
that i created a new genre of mod in the Arma community [wink]
so............theres but little things I know how to do, and well animations are not one of them nor do I know anything
about them, so no, its out of my hands.

I do however want to learn how to port weapons from arma2Co to Arma3 for IFA3, and I have a bunch of weapons
that are not ingame at least to my knowledge, as well as the weapons that my former team IFR created in 2013 i want to port,
I plan on doing that after the release of IFA3WarMod.
Any more questions let me know.
===============
For those just seeing this, see my update in my previous post as it has 4 videos demonstrating more features.

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Spoor

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Reply with quote  #33 
Great work Gunter - thanks
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Gunter Severloh

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Reply with quote  #34 
Update
Hey guys heres some news of where I am at currently:
  • most of the mod is fairly done but i'm mostly tweaking right now
  • working with and testing some AI mods (not getting the result im after yet)
  • waiting for a couple of permissions yet
  • testing some new features in the mod
  • still need to test some few features to make sure they are working
  • still getting one error on main menu apon loading Arma3 with IFA3WarMod, and an error pop up while playing a mission (not mission related) but aside that nothing broke, and its runs fine
  • added blood splashes, more bleeding
  • when AI get shot, theres a chance depending on where they are hit that they may get wounded if so they will bleed, and if they dont get medical attention, or patch themselves up they will bleedout as demonstrated in the one video but now theres more blood, its not crazy unrealistic its just whats needed imo, will record a vid of it once i get this tweaking im doing with something done
  • also related to the previous, AI getting shot will die or get wounded based on where they get hit, and ragdoll accordingly
  • Tanking! Tanking is a blast, i will record a video of some tanking i was doing in a test mission, and its crazy! Smoke, dust, explosions! sparks, tank round tracers incoming, tanks at least the enemy from what i tested so far move fast using a seek and destroy waypoint, for instance I had 3 t34's almost do a pincer movement on me, i had to literally backup fast, as they were really pushing hard and shooting at the same time, missing me and hitting me, was insane!!!
  • I will be recording some vids real soon here once I iron out some of the tweaks I been doing
  • this past week wasn't good for me for any testing or modding as I was very tired and unmotivated to do anything, most work I do on the mod are on the weekends, but it varies from week to week
About it for now, more to come soon!

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rowdied

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Reply with quote  #35 
Really looking forward to this Gunter!!

If you need help testing, I will gladly give you a hand.
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Spoor

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Reply with quote  #36 
As rowdied said, I'm really looking forward to the new patch too - thanks for all yr good work and don't stress !!
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Euronymus

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Reply with quote  #37 
pls tell me this is ready  [smile]
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Gunter Severloh

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Reply with quote  #38 
No.

Update
An update of where im at with the mod:
  • Been doing quite a bit of testing with tanks, even looking at a config for Ap rds which I was trying to make rds a bit more realistic - (aint going to happen)
  • Have added a feature now where damage from tank HE rds, rockets (panzerschrecks, Bazooka's) will do alot more damage, feels a bit more realistic when played with so its a nice touch so far
  • Been playing around with AI mods in relation to each other for the past week and one I tested today which feels pretty good, have alot more testing to do with Ai still
  • more lingering, smoke and dust now, dont effect the fps its very aesthetic
  • run n gun feel of the mod is exceeding my expectations, for example, i must have played through a test mission at least 5 times because i was just having a blast!
  • So far the AI are fierce, and somewhat dumb or confused, idk but on the good side when you shoot at them they avoid the shot, they will fall, roll, even doge and shoot back at same time, i've had it where i was spotted and seen a grenade flying right at me, talk about yelling RUN at the top of your lungs, thats how exciting it was
  • Bleeding, blood, bleedout, wounding, its cool, Ai will die instantly depending on the shot placement, but, you can hit them in the chest or somewhere and they will be hurt, they will bleed, and they will try to heal themselves, sometimes when you shoot them they die within a min of being shot, other times they will run, or fall down, and end up going into some comatic state or something and basically bleedout then die, its rather cool to watch, and of course they yell when they get shot, they make a noise when they hit the ground ect,. very cool, very fun
  • been granted another permission for another feature [wink]
     need to get maybe a few more yet we'll see
Bugs
  • Smoke grenades suck a** which is a matter of either use this or that, idk i may look at some configs and see what i can do, atm its least of my focus
  • Main menu error related to ACE dont know how to get rid of it but its not game breaking and only shows up on the menu once
  • Text for the controls under options are tiny, and some other text is to big [rolleyes] so something i added which I hope aint something good that i need to remove
  • DLC weapons have messed up texture on them (black and partial white) some dont, so im still looking into it

Only bugs i know of so far, game dont crash, runs fine, only real issue is I'm still playing with IFA3 version 1.10 so.... my results im getting are not 100% accurate
until i can get my IFA3 version to the latest hopefully I can get that sorted real soon here.
Hoping to record a vid for you guys this week, all for now.


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Barto

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Reply with quote  #39 
Thanks for the update Gunther, sounds like this mod will be great fun!
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Foxsch

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Reply with quote  #40 
Excellent!
Really looking forward to this : -)

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Gunter Severloh

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Reply with quote  #41 
Welcome!
Update
  • Finally got my IFA3 patched to latest version, v1.13 had to redo the conversion, so now i will have to do some more testing so that the previous results i been having with v1.10 before are still intact, may have changed but yet to see
  • ACE3 has been updated recently so now Im applying the update, and looking at more features i can add as running the whole mod isn't realistic in terms of the genre of IFA3
  • also going to be testing some more AI mods, and together atm im getting decent results with it infantry wise but not 100% satisfied with it yet, tanking could be a bit better in terms of AI engaging so looking into that more
  • current bugs listed in my previous update still apply atm
  • hoping to get you guys another gameplay vid this week after I run my tests

about it atm

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Gunter Severloh

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Reply with quote  #42 
Update
Some progress of where Im at currently.

The AI for the infantry aspect of the game

Im working with like 5 mods for the AI, the infantry isn't to bad, i had to remove one mod as i was getting some
config error apon startup of the game so i removed it.
Heres a list of what the infantry are currently doing in the mod this is infantry vs infantry, including tank and halftrack:
  • Infantry seek cover apon sight, being fired at or heard
  • when fired at directly infantry will dodge, sidestep, fall, and seek cover, even fire back while lying on their side after a evasive fall
  • Infantry will suppress, and flank, as well as occupy houses depending
  • if are wounded and or overwhelmed (suppressed to a degree) infantry will play dead (think i might have removed the mod that adds this feature so need to check)
  • Infantry will move forward and seek the enemy position as to flank, and overwhelm ( I will record a test vid of this best seen then read about) this needs more testing though
  • infantry when shot will die depending on the degree of wound, they will bleedout and die in a certain amount of time depending on the degree of the wound, most times its 1-2 shots til kill an enemy soldier, if they are wounded they will try to apply a fak (medkit that comes with default Arma3 not ACE)
  • AI are and can be more challenging as i will demonstrate in a test vid, so with an added challenge dont underestimate them, always seek cover as they will suppress, flank and overwhelm your position, they will also seek you out and with some numbers, they seem to support each other but thats not 100% all the time, it depends.
AI for Tank
Needs more testing, i find them so far hit or miss depends, one mod the tanks do ok, without it tanks are idiots, enemy tank
could be sitting right there, and its enemy will target it but dont fire WTF!
Then theres the aspect of moving up to support infantry, on the defense they seem ok but on the assault its like what are you guys waiting for!?
So i think its a matter of using certain waypoints over others or something idk atm so tank aspect is still in testing.

Other aspects of the mod
  • As you all should know I use Blastcore in my WarMods, however i am not using the Phoenix version (which is latest version) as it does not have the dust, smoke, etc i like, the smoke grenades with this version do work
  • using Blastcore old version the smoke grenades do work but they are small (i dont use smoke myself ingame anyways so its no biggie to me) as you all should know my WarMods are customizable so you have your option whether you want to use either version
  • With a number of files i have added and even 3 from COSLX that i have ported, I have added more dust, smoke, lingering dust so it adds to the aesthetics of combat especially He rds from tanks and AT guns
Medical aspect
  • I myself when i play use the normal Arma3 ingame medical faks, however when the mod is done and released I will have the ACE3 medical setup in the game, but you can remove it if you wish
Overall what I need to do yet:
  • I still have quite a number of ACE only features i need to test yet, i know of a few that dont and will not work, one which is the ammobox dragging as that feature is for vanilla Arma3 ammo and Ace boxes not IFA3
  • climb over walls- works but it depends on the wall
  • climb ladders - i've yet to figure out how this even works
  • setup a sandbags - not totally understanding how this works so from the description for the feature I think i need to place an ACE ammo box of some sort for this
  • other features work like gameplay aspects, like checking how much ammo you have left in a magazine, changing how you can throw a grenade
  • pointing your finger have not tested as thats specific to coop, and tbh it does nothing for me but i will include it for you guys
  • I need to talk to the modder for the added weapons about the texture issue with the DLC weapons as their textures are messed up, as well as a feature that dont work 100% and an added gun that dont shoot
  • readmes need to be made yet but i think what i will do is have a list of features readme, disclaimer, and installation for now, anything else feature wise i will add in a patch
  • need to test the mod in Mp so I will host my own game and test the mod with some missions I have
  • the error on the main menu apon startup of the game as said a few times already is still there, i dont know how to remove it, but it is ace related and only shows on the main menu apon startup of the game
  • once in a while while ingame it happens once or twice you'll get a pop debug message which i believe is from blastcore but that all that happens
  • need to acquire 2 permissions yet for 2 mods im looking to add
  • I removed a mod, even though it worked, it caused the text in your controls under the dropdown menus to be tiny and almost unreadable I discovered this after quite a bit of testing [rolleyes] and it dont seem to work with latest version of cba as the author knows about it so this mod I will include but I will have a list of known issues so you know what the mod is issue only effects the controls like when you go to a control then in its dropdown menu the listings there are tiny, gameplay wise the mod works so I leave it up to the user
===========
Mod release
Other then that list and a couple of test vids i'd like to record, I'm giving the mod another week before i release it,
so my goal is to release by August 15th or 16th or sooner as really there isn't much more to do or add to it other then test
and sort out a couple of things.

My next update will be some test vids for the AI.
All for now.


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Barto

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Reply with quote  #43 
Thanks for the update!
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GO9-Loki

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Reply with quote  #44 
whoah! Sooo looking forward to this + IFA3 update, gonna be a bomb!
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Spoor

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Reply with quote  #45 
ERmmmmm can't wait but have too [smile]
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