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Missed the release of 1.4, can't wait to play it now! Again, thank you very much for what you're doing, TeamEPIC!
Naval units and hovercrafts will come, but not before a few couple of months. For now, I really want to balance the different factions and give them some more ground and air units. I also need to implement proper T4 units (will be done in alpha 0.8).
The unit shooting while underwater you're refering to is probably the Mammoth Demolisher (the big amphibious tank). However, as long as you can see parts of it, it's possible (but clearly harder yes) to destroy it. And if the barrel is still underwater, then it simply won't shoot at ground units.
Wrong install is the reason why few people cannot run this mod... please read the readme carefully, as everything is well detailed.
It's great to see TA Zero on Moddb :)
New video of a brand new unit that will be available in alpha 0.6: Youtube.com :)
Preview of alpha 0.6 here: Tauniverse.com
Note: if you are using Bit Defender, smart screen filter may pops-up a warning message telling you that the download is "dangerous". It isn't. I have a retail, active version of Bit Defender, I've scanned the file and *it has no virus.*
So, still on Moddb, instead of waiting for the download to come automatically, and thus being blocked by smart screen filter, simply left-click the link ("click to download...") to download the file immediately.
If for any reason, it still doesn't work, well you have the mirror download on Mediafire: Mediafire.com
Preview pics of upcoming Alpha 0.5, which should be released in a couple of days: Tauniverse.com
Note that this next version, aside from adding some carefully retextured units and stuff, will also rebalance the AA towers (some are clearly overpowered, while other ones are quite useless), and also the T1 AA fighters (they are too weak).
Hmm, I made a scan with a retail version of Bit Defender and it hasn't found anything...
GREAT NEWS! I'VE JUST FOUND OUT WHAT CAUSED THE INVISIBLE PROJECTILES IN MULTIPLAYER BUG!
As I expected it, this "bug" was due to a wrong setting somewhere and I've found out what caused it!
In your TA directory, where TA is installed and where you've extracted the mod, you have a file called TA.ini.
Open this file and find this line:
MultiGameWeapon = FALSE;
Then simply set it to:
MultiGameWeapon = TRUE;
Save, and quit. Done.
Ingame, at certain moments the engine may pause the game and spawn a message where it basically tells you to type .panic to close the replayer. It happened twice in a game of 40-45 minutes, so it ain't really something annoying (I need more testing to be sure though).
Anyway, now I know I'm definitely on the right path. Perhaps I'll have to make a special installation for Enhanced, an installation that will discard the replayer and the demo recorder, because I'm now certain that they are the ones that were causing this specific issue with invisible projectiles. Maybe this mod is not quite compatible with them due to the fact that it uses hell a lot of weapons ID. Honestly, I don't care about replays, and I rather like to have a fully working mod.
Will keep you informed on what I intent to do later on :)
I'll be on Gameranger on the next two days for some multiplayer games on a non public version of alpha 0.4 (just come and I'll give you the link). Then, if everything goes well, the new version (public this time) will be released at the beginning of next week :)
No, Enhanced doesn't allow you to play through single player campaigns and will probably never...
This mod doesn't change the "home screen" at all. Try to start a skirsmish and see if it works (please tell if it doesn't, I really need to know as I don't have Windows 10).
You'll see very quickly if the game actually reads the mod's content or not. I'm aware that some people aren't able to play this mod on Windows 10, but I frankly have no idea why...
I'm going to modify slightly the structure of the mod on next version, hoping that it will allow more TA players to enjoy Enhanced :)
Thanks... Unfortunately, the mod may be very unstable at certain moments, and on certain PCs. But hopefully, it works without issues most of the time and it lets you play hours and hours without a single crash. Nothing I can do: the very engine of the game, the faction feature themselves are unstable.
Believe me I've done *my best* to make such an uncommon and a big mod possible but, at some point, there's nothing more I can do to fix random Xray errors. No wrong or missing data from the mod: I've checked this long enough. Clear Sky + Warmongers is a huge tornado of code, scripts, files and it's actually great to see it working at all.
Yes, the 2_18 version does have a missing file preventing you from entering Limansk, but you can easily find that file in the previous versions.
Yes, load can get corrupted sometimes, specially in the garbage when Duty starts sending its troops over there.
Yes, it still has the outpost emission/sleeping bag bug, sometimes causing you to start a new game several times before being able to play, but, as I've said it before, the *only* way I'm aware of to fix this bug would be to remove much content from the mod, which I don't want to.
No, Warmongers might no longer be updated as I'm now working on a completely different project for another game ( watch out my profile if you want to know which one ;) ). Plus, if I were to get back to modding of Stalker games some time, I would definitely mod COP. I had good times modding CS, it helped me a lot to improve my skills in various areas, and it gave me a lot of satisfaction, but now I can tell that I will no longer mod this game. It is just too unstable, by nature, making it very difficult to push the engine to its limits (which is what a mod like this one does). Even when you mod it extremely carefully.
I know that many people have enjoyed this mod as much as I've enjoyed making it, and I hope that more people will be able to play it without encountering too many issues. All I can say is "good hunting Stalkers"; maybe I'll be back some day with another big project for COP this time ;)
Sorry, I have no idea what's wrong...
Make sure you have installed it correctly: please check if your totala1.hpi and ccdata.ccx files are 1kb in size. If not, then it means you've forgotten to extract them from the rar archive of the mod. Those files are *needed* to override content from OTA/CC: don't think you can ignore them because they are 1kb sized.
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.