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Sorry, I'm far too busy right now to make videos... I'll probably make some once the mod has reached the beta state.
I've removed the Alpha 0.2 link as I've been using a unit from another mod I wasn't meant to... Oops.
Good news is that I've started modelling a totally new unit as a replacement, and that TA:Enhanced will thus also feature really new units :)
Download will be back shortly...
Alpha 0.2 will soon be released and uploaded both right here and on File Universe. It will feature some important fixes and nice new additions, so I'd say just wait a little more, it won't take that long :)
I'll upload the mod on File universe soon, for those who have problems with Moddb's download page.
Well, TA:Frenzy is not compatible with the unofficial TA patch yet. I will work on this in more or less near future so everyone will be able to play on all TA version (official 3.1 and unofficial ones to come).
Thank you for your comment :)
Nope, they aren't included in my mod and will never. Here's a place where you can find them: Files.tauniverse.com
Go in "ta\old stuff for rev31 only\map-features\..."
Note that this is only for users that still play on latest official patch for TA (3.1). The community is currently making an unofficial patch, which apparently includes the said map features, but I have to admit I have not really tried it out yet so I can't tell how it works.
Any news about the mod? We need news, bad or good ones!
New version will soon be available. The changes will be quite minor on this one, but let's say it's better than nothing:
* Fixed the crash that prevented the player to enter Limansk.
* The GSH-18 "Beetle" pistol may now be upgraded.
* Added the Duty Medic Exoskeleton. This is the most powerful outfit of the game and it has a custom nightvision device. You may finally play as a Duty Medic!
* Various fixes and improvements.
I would also add that the sleeping bag/missing emission issue is still here, but appears to be less frequent than usual. Release planned in a few days.
This is a mod, *******. A MOD. Meant to ALTER the game. There are mods that keep very close to the spirit, the core of Stalker games, and there are mods that try to do something more or less different. Warmongers is one of them.
You're complaining that I'm not following GSC's decisions and view; again let me tell you how stupid it is... If you want a mod that doesn't change the SOC ambient and all that, then go play one like Total Faction War.
It never came to my mind to even think about making dumb criticism against the authors of a mod like Total Faction War for taking GSC's decisions as a basis to make their own stuff. Modders are and should continue to be free to make the decisions they want to, period.
Anyway, this is the last time I reply to idiotic comments like yours and @PaleHybrid's. I don't care about your opinion on the choices I made. Stalker games do have a wide range of very different mods and that's a good thing.
"it gets rid of that fear of stumbling into a lone monster lurking randomly somewhere you wouldn't expect it."
Proof that you haven't played this mod much. You will still meet mutants lurking randomly when playing Warmongers. Specially if you've cleared many mutant lairs.
One of my favourite weapons... Can't wait to see it in Arma 3.
Bipods, at last!
Sorry, but this is not a solution. Such errors say that you've installed the mod the wrong way. Or that you're actually using other files from other mods.
No one is meant to uncomment files from the mod in order to launch it. You should reinstall everything properly, instead.
Exactly ten years for me.
Sorry for not responding to all reports, but believe me I read them with much attention. I have little time to give to this mod, neverthless, I can tell you that a new version is currently being made and will adress the few last couple of things that need to be tweaked. However, there won't be any massive changes. I believe I've reached a point where the mod cannot be better than it is now while keeping as reliable on the stability thing (which is still not perfect but far superior to what it was on previous versions).
Also, I will try to make more upgradable weapons, as the lack of upgrades on the new guns is one complain that I hear too often. Let's hope that the engine will let me do that, because last time I tried to add even minor items, the game became unstable again. But the difference is that, having already fixed most of the important things, I can now really focus on that part.
@willyTHERAVEGER, if you try to switch directX render to "static lighting", along with other tweaks like setting texture details to "lowest", and the save still won't load, then I'm afraid it means it's gone forever. Sorry about that.
Don't feel sorry, it's already nice of you to spend time making a nice mod for us gamers :)
But yeah, it's a little frustrating because I really enjoy ROE as much as I enjoy Doom 3, if not even more... And I think I'm not the only one.
Thanks for releasing this! But is it compatible with ROE?
I'm still looking for a good quality mod working BOTH for Doom 3 and ROE...
"If I was 10yrs old this is probably the exact mod I would make..."
The more mutants you kill, the more agressive they become. At certain stages, they actually follow you on very long distances, not to mention that they're stronger. You're just another 10 years old making dumb comments on a mod you probably never played more than 1 hour.
"The weapons sound good and pretty powerful but the way it looks and the damage to people is just nothing."
No idea what you're saying. Weapons look good and they do much more damages to people than in vanilla game.
"Then there are weapons that don't use the ammo that it says in the description. I wasn't able to switch to the different types of ammo with the shotgun I was using. Even when I ran out of buckshot it wouldn't let me load the slug rounds I had."
The description says that shotguns only use 12x70 mm ammo. However, as it is stated in the readme, this mod needs to be installed on an ENGLISH version of Clear Sky. Otherwise, you'll end up with many wrong and/or simply inexistant texts in game. If you can't even read a readme, I doubt you can make a mod, even a silly one like Warmongers.
"And then finally the graphics are nothing special. There are mods that do a much better job and look more polished. Even with everything maxed and the upgraded textures it just looked I dunno, just old I guess."
Only thing you said here that's not completely dumb.
Technically, yes. If I remove about 50% of the mod's content, then yes, loading time will be less annoying. Needless to say that I don't really want to do this, though.
Just play more carefully ;)
LITTLE FIX NEEDED BEFORE ENTERING LIMANSK:
Unfortunately, a missing file will prevent you from entering Limansk. The file is called "stalker_hero_cs_light_1a.ogf". You can retrieve it in the full 2_0 version (Gamedata\meshes\actors\stalker_nebo), if you still have it, or you can download it here: Mediafire.com
I'll release a little patch soon that will deal with this and other small things to improve.
Why burying comments like this one? Do people still need that I try to give them advices or what?
Unless you noticed, most if not ALL crashes related to this mod aren't coming from errors of code or so, but they're due to the fact that the x-Ray engine is EXTREMELY unstable and random by nature. Proof is that, to fix them, you may sometimes need to change render (static lightning instead of full dynamic lightning), decrease textures details, or remove optionnal content (provided that you've installed it before)...
I'm not saying that this will work 100% of the time, but in any case this is the first thing to do if you experiment too many crashes while playing or if you have corrupted saves.
Well, in other words, there's no magical hotfix to solve your problem because it isn't due to an error somewhere in the mod. Most of the time, it simply means that your config isn't good enough to handle this big and greedy mod.
Try to switch the render to DirectX 8 or DirectX 9 and load your game. If it still doesn't work, then try to set details to minimum and try again.
One thing is certain: visually-speaking, this mod is going to be a blast.
Looks very good.
Looks cute, really :)
Wow, another amazing project for Stalker games...
That one really looks ambitious. Good luck, Team EPIC!
To anyone having problems with create new game process, or savegames, I think this one might help you. There's indeed a problem with the engine (not the mod) that sometimes break the game for no apparent reason. One of the means to get rid of it is to use different directX settings. This quote is from @Seeker_of_Strelok is an excellent hint, and may actually help some people:
"I had this issue more than a few times ( have with most mods using the 'Sleeping Bag' mod ), and solved it by switching the render to DirectX 8 ( static Lighting ) or DirectX9 ( Full Dynamic Lighting ), and started a new game. I then saved, exited and reset the render options, restarted, and it worked fine. No corrupt saves so far, just the occasional crash. Maybe this will help you a bit."
I guess it's awaiting authorization from Modb... It can take on day or two.
I'm also awaiting this. Ai tweaks 2.03 + atmofear 3 + the newest OWR = me back into COP!
Yeah, I know, but when balancing the weapons, I felt like this one needed to have a big magazine capacity.
Weapons were not meant to be realistic; they're like the mutants respawn thing, kind of ^^
You're refering to a special Ak weapon, not THE classical Ak-74 ^^