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Yes, I go play Arma 3!
(C'mon, I've already taken back my stupid comment about this game... What should I do now, kill myself?)
Yes, few ones...
Ok, so here's all:
- The new version is about to be released, however, I still need to do some more playtesting to make sure it is as reliable and stable as possible.
- I actually have several versions of the new version (yeah, sounds a bit weird I know), and I have to try them out and find which one plays better and why. 2_18 will perhaps be the last release of this mod so I want it to be as clean as possible.
- If things go well with my new game on the new version, which will begin this evening or tomorrow, then I might release the mod sooner than planned (which is still too late considering that I promised to upload it before November :p). If so, then the mod could be available next week. If not, then it will be released 'somewhere before Christmas'.
- I know this is annoying, but a game like Clear Sky and a mod like this one simply don't allow me to rush anything I may do. Every single change must be applied very carefully, and believe me some result in very weird and unexpected things ingame. This is also why I must playtest the game from the Swamps to the NPP, because sometimes a change made on the Clear Sky faction for example may have totally unexpected consequences on the events in Limansk (and vice-versa).
- Recently, I've been playing and modding Arma 3 a lot, and as of now this is definitely the game I will spend most time on. It doesn't mean that The Warmongers will not be updated anymore after 2_18, but it will no longer be my main project!
Just be a little more patient, I'm currently doing my best to make the new version as great as possible.
Sadly I've ran into some unexpected problem with the soon-to-be-uploaded new version. But it will be uploaded either tomorrow or in two days max. I just need to perform some ultimate fix.
@dariobrit, @ganja_rage97, most issues with save/loads will be fixed in the new version. All you need to do is wait few more hours!
@guest, I believe the mod's readme is clear and consistent enough when it comes to credits. As stated, I couldn't credit EVERYONE I borrowed textures to for the good reason that some of them don't release them with proper readme including author's name and any mean to contact him in order to ask for permission to use his work. Rare are the big mods like this one that have 100% due credits, believe me.
If you want to be credited, and even if you want that I remove some of the textures you made for x reason, I will do it. Only thing I'd say is please state this beforehand in readme files :)
Glad to hear about such a mod being ported to Arma 3 with even more features! Okay I must admit I have never really played CLSA in Arma 2, but I've read hell a lot of positive feedback about it :)
If all goes well, the new version will be uploaded (and eventually available for download, it'll all depend on Modb's authorization process) on Saturday :)
Will be fixed in the next 2_16 version, to be released very soon :)
Wow, everything "arsenal" automatically gets my interest!
New version soon to be released!
*The annoying crashes at the Hospital just before making it to the NPP are now gone.
*Fixed some code that could lead to MAJOR problems while playing. Yantar and Dark Valley should really not be as unstable as before.
*Improved the logic of the factions.
*The mod now FULLY supports 1920x1080 res. Scopes will now work well even on 16:9 monitors.
*Made certain highly memory consuming features of the mod optional only.
*Attached silencers, scopes and grenade launchers will no longer look mis-aligned in inventory.
*Bandits no longer turn naturally hostile to the player after completing the story events at Agroprom.
*Changed and improved the textures of the SM39-3x weapon.
*Changed and improved the textures on some scopes.
*Changed the ugly texture of the PP-3c 2020's scope.
*Removed several respawn locations that were either problematic, useless or even prone to crashes. Changed the logic and sometimes more generally the role (spawned NPCs, faction...) of some other ones. A great work has been done to keep the faction wars as open as possible despite these changes.
*Loners' Technician may now upgrade the classical light Duty's and Freedom's outfits, and the Digger Technician may now upgrade the "Guardian of Freedom" suit.
*The .45 V Explosive rounds (the ones that uses the IMI Desert Eagle "Era") are now a little less powerful.
*Tweaked the PTRD "Hunter" to make it a little more realistic: the weapon is clearly more powerful but is now a lot harder to handle.
*To help Lefty and his squad fighting through Yantar will no longer automatically reset the relations with the Clear Sky faction to neutral.
*Slightly increased the reliability of the VSA Val "Crow" and classical VSA "Val" weapons (again...).
*Fixed professor Saharov holding a weapon in his bunker.
*Fixed a missing Flash Drive.
*Various fixes and improvements.
1. Yes, it's about time I fix that one!
2. Either that, or simply a mutant coming from "Shore of Small Swamp" which causes the Stalkers to start shoting and then notice the Bandits all around (NPCs' sight increases when they're holding a weapon). Sadly, there's nothing I can do as I absolutely want to preserve Ai's good sight.
3. I actually left this on purpose. For some reason I wanted the bandits to turn naturally hostile after the Agroprom events. But I think I will change this with the next version.
4. Believe it or not, I don't know that sidequest! Will definitely look into this. Thanks for reporting it.
5. No way (that I'm aware of) to fix that, unfortunately.
6. Never seen that, but I'll check all this to see what could be wrong.
7. Yes, Lefty and his group will belong to Loners like in vanilla in the next version. That's another thing I edited with many plans for the future but got caught with the insane amount of work this mod gives me to make it even playable...
Thanks for these reports, and sorry about the crashes in Red Forest. Next version will be better :)
You keep saying that you've extracted *PartII*... So I ask, have you extracted PartI as well? PartII mostly contains textures and sounds, including the new loading screens. But the core of the mod is in PartI, eh :p
Yes, you need to open the fsgame.ltx file and set: $game_data$ to: = true
No, it isn't. You must reinstall the game in English. This is the only language this mod supports.
Normally, you shouldn't even be able to actually start a new game on "Easy" because even if the translation still appears, the button itself has been disabled (and it clearly states "Disabled" on English version of the game with this mod installed).
That's pretty simple, the loading screens are totally new. Plus you can only choose one difficulty ("Warmonger") when starting a new game.
On a side note, the next version will be in only one part.
The new version is 85% done, now I'm going to playtest it. A lot. Several either pointless or problematic respawn locations have been erased. Factions' logic has been fixed and improved. I'm pretty sure that the game will run better now.
I told you, this will take some more time, but very soon will this mod be fully playable for (almost) everyone! All I need to do is find and remove the few last problematic features but without modifying the core of the mod. Actually, I'm positive that most of these numerous spawn locations and scripted squads I'm currently removing will even make the gameplay overally better. At certain places, the activity is still too frantic and this is what I'm dealing with.
If all goes well, the release of that new fixed version should be set around October (but not before).
Like I said it below, the easiest real thing to do to save some memory while playing is to:
1): Go in gamedata\configs, remove the whole "environment" subfolder,
2): And then go in gamedata\textures and remove the "sky" subfolder.
This will remove those greedy high-res textures for sky and the customized new weather in this mod. The game will thus switch back to vanilla weather.
The new version will feature some other things like this as optionnal only, but these ones are harder to edit.
"what graphical modifications does this mod have?"
It would take ages to list them all ;) Basically, you have high-res textures for roads and sky, well tweaked bump maps to give the feeling that the "dirt" ground is natural and not just flat with some grass on it, tons of quality new models for NPCs, new very complete wheather (but without fog because I hate this and this wouldn't fit the gameplay of the mod too well), high quality textures for weapons, bricks, walls, crates, trees, ect, ect... Also, this mod adds permament sun shafts during day.
This, added to the very open, rich and complex gameplay, makes the mod only playable on good PCs, or anything more or less similar to this one:
Intel CORE i7 2600K 3.4ghz (quad core)
Geforce GTX 460 1024mb
8 gigs of ram
Hey, I've recently watched a lot of vids of Arma 3 and all I can say is that my previous statement about this game was totally wrong.
Fortunately, the devs actually improved gameplay and mechanics, rather than downgrade them as I feared. ARMA is still ARMA and right now this is the game I'm waiting for.
Hell, the new ballistic with bullets reacting differently depending on the surface they hit is just awesome! (And for those who don't know about it, just watch this: Youtube.com
It's in French but the footage at 7:45 is rather explicit...)
So, LA is not dead... It even looks more and more promising! Great news :)
Okay, so I'm currently building up a new version. Like I said it, not only will it do a better job than 2_0 in bugfixes and increased performances, but it will also provide some content of the mod as optionnal only.
Basically, high-res skies and roads, permament beautiful sunshafts during day and special models for NPCs will be used as an option. These three things are the reason why certain people experiment various out of memory crashes while playing.
I will also definitely deal with the scope issue. This time, like in some other mods I will ONLY use real scopes, not full textures with reticles. Even on ultra high screen resolutions, there are no problems with scopes such as the classical Soviet one for example, when you can still see the weapon while zooming. So using such scopes is the path to follow. No idea why the devs didn't think about making these full textures reticles compatible with anything above 1024x768 (well it actually is possible to do so, but not in a user-friendly way) :/
The sooner or the later, believe me this mod will be playable for most loyal Stalkers!
Everyone's favourite place...
That's sad... At this point, there's nothing I can do :/
Even the new version I'm going to release will require more than 4 GB with all options disabled... You need more GB!
Glad to hear you got it to work... Note however that recent discussions with other people have led me to think that one shouldn't bother playing this mod with less than 8 (or at the very least 6) GB of ram. I don't know what your system looks like, but remember this in case the game becomes way too unstable.
Soon I will be releasing a new version with certain features, such as high-res skies and special NPC models, as optionnal only. People will thus have the choice to use them or not depending on their systems. Regardless, an advanced and very complex mod like this one will always require a good PC in order to play properly.
That's all about it!
TO ANYONE HAVING STABILITY ISSUES: as a mean to have less crashes ingame, go in gamedata\configs and remove the whole "environment" subfolder and then go in gamedata\textures and remove the "sky" subfolder.
This will remove the high-res skies that demand so much memory.
This will remove the high-res skies that demand so much memory.
This will remove the high-res skies that demand so much memory.
Max weight 5000 kg? Not sure I am the one who modded this :D
I've seen this few couple of times, too, but as long as the save isn't dead and can be recovered, then that ain't too serious either. Provided that it doesn't happen everytime you die of course.
Still I'm glad to hear that switching back to vanilla skies solved your issue with loads. Most errors in this mod are not directly caused by wrong entries and scripts, but they rather mean that your config is not good enough to play decently.
I'm on the right path. I will release a new version with most high-res things and special models optional only. That way, it'll be up to people themselves to choose whether they can use them or not, depending on their hardware.
I feel like a retard... Why, oh why didn't I put all this high-res stuff as an OPTION only?