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Gunter Severloh

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IFA3WarMod banner.jpg 
Hello Iron Front Community, and WarMod fans!
I am pleased to announce that I am currently working on an IFA3 version WarMod!
I have been working on and off with this since Dec of last year and plan on releasing soon, so I figured I'd make
an announcement to let the community know that there is another WarMod for IF on the way [biggrin]

What is IFA3WarMod?
Is an addon/mod customizable compilation mod that adds many gameplay features, functions, and effects to
your Iron front game for the IFA3 Arma3 version of Iron front. Theres a term I like to use for my WarMods, which
i like to call my WarMod a run n gun realism mod which means it will have features in it that are more geared to run n gun then all
realism where everything is simulated and or accurate, mod is meant to add some realism components, but over all really meant to add functional features that help the player just enjoy the game more, they can be things that remove or override a function in the game, like sway for example, or better the ballistics, and many other things.

WarMod history
More information on my WarMod series can be seen here on my
About page on the WarMod website: http://warmod.webs.com/aboutwarmod.htm

What will the requirements be?
I had customized my WIP version of my A3WarMod for Arma3 to work with the conversion.
So basically the only thing required is IFA3, @CBA_A3, and Arma3.

Customized for IFA3
IFA3WarMod is intended for IFA3, obviously, i say this as it will work with your vanilla Arma3, but this WarMod
version is a customized version specifically for IFA3, you will need to wait for my full A3WarMod if you want
something for Arma3 itself, or research, download, and test all the mods together yourself [wink]
But considering IFA3 is WW2 for Iron Front, all the addon and mods in IFA3WarMod were built for Arma3 itself,
however the collection I have customized for IFA3 add alot of cool fun, and functional features to the game,
see some of the features listed below:

Feature's of the mod
The mod will add many features such as the following:
  • Fire, smoke, billowing smoke, smoldering smoke, volumetric smoke grenades
  • Wounding of Ai, self bandaging
  • Bleedout
  • Advanced external and internal ballistics
  • Move actions feature (allows you to move static guns, ammo boxes, ect,.)
  • Explosions and dust-(grenade explosion clouds, dropped bombs, mortars, mines, satchels explosion effects, tank HE rds)
  • Impact dust throwup effects from bullet impacts, and grenade shrapnel
  • Ingame hud or UI adjustments and changes
  • Game tweaks to remove gamy elements
  • Changes how your character follows your aim when you're not aiming your weapon
  • Smoothed out aiming deadzone with 1:1 Sensitivity
  • Weapon sway eliminated, can be tweaked to have little sway if desired
  • Automatic zoom on Iron sites for all infantry weapons (no more pressing the zoom button)
  • Immersion tweaks where the screen shakes when a gun (infantry, vehicle, and static weapons are fired near the player, even close explosions)
  • Faster transitions between stances
  • Camouflage faces
  • AI enhancement
  • New faces for the player, and AI
  • Editor expansion
  • New interaction function/feature that changes the layout of the keys and groups them based on type, as well as ingame changes
  • Body fall sounds as well as screams when a unit is hit
  • Menu Icon
  • and many more!
I am currently still testing and setting up the mod for customization, as well as working on a few readmes.
I wont be going overboard on the readmes like I did with COWarMod for those of you who know that mod
but there will be something there to help you get around the mod.
For now I am play testing, and still yet to acquire 1-2 permissions, currently I have 32.
========
Videos

Video Demonstrations
Video demonstrates several features in the mod, as well as new weapons which will be added to the game through the mod.
Annotations
If you can please keep the annotations on, the annotations are the notes that pop up on the vid, i describe what each
feature is as I demonstrate them, i also am speaking in the vid too (only for the 1st vid).
https://www.youtube.com/playlist?list=PLUsyty1OYgb3u1r0z3gOzU7yplfRMIm4p
Videos are listed from the oldest (top) to the newest (bottom) on the list.


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Chief

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Reply with quote  #2 
I look forward to seeing it out there Gunter. Nice!
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Barto

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Reply with quote  #3 
Thanks Gunther, great job!
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Foxsch

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Reply with quote  #4 
Looking forward to this - I was reading that there has been an ASR_AI_A3 version released, does it form part of the collection?
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Gunter Severloh

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Reply with quote  #5 
Thanks for the interest guys!

@Foxsch, yes it does, with a few others.

Current update
Heres whats going on so far:
  • IFA3 plays like crap with the mod, I'm getting error messages popping up at bottom of the screen, then goes away, comes back sometimes
  • Mod lags real bad after a while, it feels like your running out of memory and the game comes to a slideshow [frown][confused]
  • AI suck a** they move very little if at all, friendly tanks barely engage, and then drive in opposite direction sometimes, like wtf
  • one of the addons I have in my A3WarMod which is also WIP, works although i need to test again in reg Arma3 with it because of the last update, but the ragdols suck now, again wtf
  • other things I have work np, so right now its just those few things from my tests today
  • IFA3 itself works fine, and doesn't lag for me and I can even turn up the graphic options a bit more so theres something in the mod causing it I think its a conflict with AI mods as atm i have 3 of them in the mod.
Anyways thats all I have atm with an update, i will post again when I got something figured out and or fixed with the issues listed above.
Considering I haven't play tested IFA3WarMod in over a month, and throw a Arma3 game update in there,
crazy stuff is to be expected.

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Gunter Severloh

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Reply with quote  #6 
Question for you guys,
Making a decision about how to setup this version of WarMod.

Heres basically the rundown of what I normally do with my WarMods, being a compilation mod,
the mod basically would have the following:

Typical full fledged WarMod Compilation:
  • @IFA3WarMod - (base mod)
  • readme for installation
  • readme for info (description,features)
  • userconfig folder
  • keys folder
Documentation folder (inside are the following)
  • Features folder - features by subject readmes (12 readmes), features list readme,
  • readmes folder - Permissions list, credits, mod links, known bugs, disclaimer
Customization folder (inside are the following)
  • Ai enhancement folder - Ai enhancement readme, AI mods ready to install
  • optional tweaks & mods folder - these are any addons, and mods not in the main addons folder of the mod itself
  • customization folder directory readme
==================
When I built COWarMod for Arma2CO this setup above took me 6 months to build, considering there was 230+ addons and mods in it,
and an optional 150+ addon/mods and tweaks to add to the game. [crazy]

Now that took alot of work, alot of time, testing, alot of back and forth with the readmes, ect,. and the mod was patched 4 times on top of it,
I enjoyed it, but back then I had more energy, more motivation, and less projects and no IF for me or MR too.
Mod was the same setup for my A2Warmod, COWarModACe, COWarModI44, ect,. COSLX was somewhat different as it wasn't
a compilation mod but it was a rework of the original mod with included files and readmes.
==================
heres my plan for what I had in mind for the IFA3 version setup:
  • @IFA3WarMod - (base mod)
  • readme folder - installation, credits, permissions, description/feature readme, mod links readme (this includes links to all the mods in the mod, including ones not in the mod as an option)
  • userconfig folder
  • keys folder
Its still a compilation mod as I am still customizing a huge selection of addons/mods for IFA3 as I have alot of mods but theres only certain
ones that best fit the IFA3 theme (WW2) as the rest aren't realistic for the genre of game were playing, so obviously the mod will be smaller
in comparison to my A3WarMod which is a full fledged WarMod version with all the mods (almost).
So this is my alternative version to cut out alot of work for me and get the mod out to the community alot faster,
there can always be updates (patches) for the mod.

So what you guys think about this new concept or this alternative version, instead of a full fledged compilation with a ton of folders inside.
tbh i'd rather avoid all the folders, readmes, ect,. and focus on the game itself and make sure every thing is working,
like I did with IFA2 version (IFWarMod).

Your thoughts.

As for the next update I will have that for you soon.

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Gunter Severloh

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Reply with quote  #7 
Update
  • Solved the major lag issue for now and was able to run a full game without issues, so a big + for starters [biggrin]
  • testing other various other things with the mission im messing with for testing purposes
  • need to review current files, and add the many other files i plan to add
  • doing some research on 1 feature that im not satisfied with as its not working 100%
  • Looking to test a few new features and possibly get permissions for them
All for now

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Foxsch

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Reply with quote  #8 
What's the mission your basing the tests on / in? Is it public? [cool]
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Gunter Severloh

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Just a couple of my own creation, nothing special, a German squad against 3 Russian Squads and 2 tanks on Ivachev, then on Omaha I have 2 US squads
clearing the town of 4 German squads 2 tanks, half track, and a static mg, I play all the roles to see what the response is, and how the game plays.

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Foxsch

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Reply with quote  #10 
Cool ~ I was thinking I might be able to help out with some put-together missions but seems all taken care of : -)


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Gunter Severloh

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Reply with quote  #11 
Review my previous post before my recent update, i need feedback on that.
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Foxsch

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Reply with quote  #12 
I'd say definitely go with your plan; as set out, for the @IFA3WARMOD.
It is going to be in the community faster, and the plan for the read-me folder should be more than adequate.
From what you've set out there, players will know what is going on in their game when the mod is running, and if they want, they'll know where to look to find out some more details on any aspects of particular game-play via relevant mod links.
Should be good to go with that...

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Gunter Severloh

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Reply with quote  #13 
Thanks, yes i agree.
The other aspect to that is that all relative info in terms of customization, features, ect,. will be listed on the WarMod website
like I did with the other WarMod versions.

Small Update
Currently I am in discussion with a modder about acquiring permissions for a mod pack that has alot of nice features i think
the community would really enjoy, heres a few of them:
  • Ptrd for the Russians
  • Molotov cocktail
  • Ammo box with various weapons that you can add a scope too, like the mosin nagant, G43, k98, k98, Stg44, also K98 with grenade launcher, silencer for the Webly
  • Fixed and updated recoil
  • Damage upgrade
  • Towing of flakverling and flak38
  • Possible Nebelwerfer ported from IFR's work, and maybe some other stuff idk atm.
  • and more!
Also looking at ACE3, permissions for that are on public license so.

All for now.



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Foxsch

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Reply with quote  #14 
Looking Good!
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Gunter Severloh

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Reply with quote  #15 
Update
A quick update here:
  • I have recently spoke with a couple of ACE3 devs about using their mod in IFA3WarMod, and basically they said the mod is open source as long as I include the license with my release I can use it, so with that being said I been reviewing the files, and features for the mod, and determining what files, and features are going to be best for IFA3 for WarMod, so i will be testing them this weekend and in the coming week ahead.
  • I'm also looking at a few COSLX files to add to the mod, but really trying to see if they will work, so also currently I'm looking at the configs and again going to be testing to see if they will work in Arma3 as it is, theres a limit in my knowledge for this so im going to go with the more simpler features that i may be able to port, the following are the ones Im looking at:
SLX_Effects: Rocket engine and missile smoke effects.

SLX_ExplosionDust: Makes explosion dust last longer based on the size of the explosion.

SLX_GunSmoke: Gun smoke effects

SLX_Suppression_Effects: When people are shot at close enough a lot they duck lower, breathe quickly, and their hands shake a little.
(I may not do this as i have another method for this)

SLX_Anim_AT_Lying: Adds the prone posture while using launchers. (dont know if i can get this to work yet)

SLX_Anim_Crawl: Make the fast crawl mode faster.  (dont know if i can get this to work yet)

SLX_Anim_MoveTransitions: Faster stance changes.  (dont know if i can get this to work yet)

SLX_Anim_WeaponTransitions: Faster weapon switching and stance changes. (dont know if i can get this to work yet)

Other update notes:
Looking to port some weapons if possible from the IFR work that we did from 2013 and those weapons are namely:
  • Nebelwerfer 42 - (can be found under West\Wehrmacht\static\Nebelwerfer42
    Uses Artillery computer, no Artillery Module game logic needed, to order a nebelwerfer in your group to fire at a position,
    select the unit and chooses fire at location. Rocket flytime can be up to a minute, big spread, big damage radius, dont get yourself killed.) Video
  • Fg42 + zf4 + bipod
  • Granatbuechse 39 with SS pzgr 46 + SS pzgr 61 + Sprgr30 + ammocrate
  • Panzerfaust 60m + ammocrate
Screenshots for these from the IFA2 IFR release from 2013 https://www.dropbox.com/sh/h2it5l8lto86cux/mjlLKFAOca
I cant say this will be possible as Im still learning about configs, and how this stuff works, but from what i been told by fellow modders and even via IFA3 team members that porting weapons is fairly easy so with that in mind I will try to see if i can get these into IFA3 for us. Some may say why have the panzerfaust when we have the Panzerschreck already in the game?
Well..... because its another weapon to use, its something different, and it adds to the fun of the game, and also considering the panzerfaust was used quite alot more towards the end days of the 3rd Reich, so anyways i like it, and im going to try to get it ingame, whether I am successful all depends.
Other update notes2:

I'm also doing a bit of research to see what else i can add to the mod as I have a massive collection already of mods, but thing is about only so many
are useful in IFA3 as they are geared towards modern day combat or warfare, and then theres some features that i find useless of having.
      As you all should know my WarMods are geared mainly for Run n gun, with various aspects of realism in it, overall the intent of the mod is to add some realistic and fun features that the game dont already have all in one mod, hence the concept behind WarMod I like to use the term Run n gun realism.
===========
All for today, i will have a ton of time on the weekend as I have sat and Sunday off,
so we'll see how far i can get!


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