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Firmament
Firmament @ TA:Enhanced

New video of a brand new unit that will be available in alpha 0.6: Youtube.com :)

Good karma+1 vote
Firmament
Firmament @ TA:Enhanced

Preview of alpha 0.6 here: Tauniverse.com

Good karma+1 vote
Firmament
Firmament @ TA:Enhanced Alpha 0.5g

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

Good karma+1 vote
Firmament
Firmament @ TA:Enhanced

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).

Good karma+1 vote
Firmament
Firmament @ TA:Enhanced Alpha 0.1

Hmm, I made a scan with a retail version of Bit Defender and it hasn't found anything...

Good karma+1 vote
Firmament
Firmament @ TA:Enhanced

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 :)

Good karma+1 vote
Firmament
Firmament @ TA:Enhanced

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 :)

Good karma+1 vote
Firmament
Firmament @ TA:Enhanced

No, Enhanced doesn't allow you to play through single player campaigns and will probably never...

Good karma+1 vote
Firmament
Firmament @ TA:Enhanced Alpha 0.3e

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 :)

Good karma+1 vote
Firmament
Firmament @ The Warmongers

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 ;)

Good karma+1 vote
Firmament
Firmament @ TA:Enhanced

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.

Good karma+1 vote
Firmament
Firmament @ TA:Enhanced

Sorry, I'm far too busy right now to make videos... I'll probably make some once the mod has reached the beta state.

Good karma+2 votes
Firmament
Firmament @ TA:Enhanced

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...

Good karma+2 votes
Firmament
Firmament @ TA:Enhanced

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 :)

Good karma+2 votes
Firmament
Firmament @ TA:Enhanced

I'll upload the mod on File universe soon, for those who have problems with Moddb's download page.

Good karma+1 vote
Firmament
Firmament @ Annihilation Maps - Vol I

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 :)

Good karma+1 vote
Firmament
Firmament @ Annihilation Maps - Vol I

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.

Good karma+1 vote
Firmament
Firmament @ ČSLA Mod for Arma 3

Any news about the mod? We need news, bad or good ones!

Good karma+2 votes
Firmament
Firmament @ The Warmongers

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.

Good karma+3 votes
Firmament
Firmament @ The Warmongers 2_18

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.

Good karma+2 votes
Firmament
Firmament @ Weapons are ready

One of my favourite weapons... Can't wait to see it in Arma 3.

Good karma+1 vote
Firmament
Firmament @ Weapons are ready

Bipods, at last!

Good karma0 votes
Firmament
Firmament @ The Warmongers

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.

Good karma+2 votes
Firmament
Firmament @ How long have you been modding?

Exactly ten years for me.

Good karma+3 votes
Firmament
Firmament @ The Warmongers

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.

Good karma+4 votes
Firmament
Firmament @ Denton's Enhanced Doom3 (v2.02)

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.

Good karma+2 votes
Firmament
Firmament @ Denton's Enhanced Doom3 (v2.02)

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...

Good karma+1 vote
Firmament
Firmament @ The Warmongers 2_18

"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.

Good karma+1 vote
Firmament
Firmament @ The Warmongers 2_18

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 ;)

Good karma+1 vote
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