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Cold War Rearmed² : Demo³

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In fact, OA has SCUD, but what a pity its warhead is useless. So here is the SCUD in CWR2, can it really destory a town:confused:

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It is hardcoded into the series that James Gastovski will always succeed in destroying the missile before it can strike, so that is most unfortunate. Therefore the only viable way to destroy a town is to use the TEL with repair vehicle support and drive into buildings repeatedly. Eventually one can thus succeed in levelling a settlement using the Scud, provided the TEL is repaired after bumping buildings.

Regards,

Sander

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From Gubas (nephew) office: "Spasibo towaritschi CWR, I tried RHS Tochka to screw up those american pigs and now I can make them even run further away!! Sojus neruschimiye!!!" :)

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Silly question here. I know the name of the expansion is SCUD but...what does it add to CWR? Just ballistic missiles?

Yes, obviously the Expansion adds a SCUD to CWR². But no ballistic missiles or something like that. Or were there ballistic missiles in OFP?

I just downloaded CWR2 off of SixUpdater, so I suppose I need to download that expansion and any of the missions released for it? Can those be downloaded off of SixUpdater too, and how many missions are there from the original game so far?

Just update your CWR² Demo from Six-Updater and you will get the SCUD expansion if you don't have it already. Simple as that.

In fact, OA has SCUD, but what a pity its warhead is useless. So here is the SCUD in CWR2, can it really destory a town

The SCUD in CWR² is the same as in OA, with the same "useless" warhead. :)

Again, for the 253986th time: The goal of our Mod is to bring back the original game to ArmA2, not to make something completely new with ballistic missiles which can destroy towns and whatnot.

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Don't forget that the SCUD was the mission objective in many, many OFP user missions.

It is hardcoded into the series that James Gastovski will always succeed in destroying the missile before it can strike, so that is most unfortunate. Therefore the only viable way to destroy a town is to use the TEL with repair vehicle support and drive into buildings repeatedly. Eventually one can thus succeed in levelling a settlement using the Scud, provided the TEL is repaired after bumping buildings.

Regards,

Sander

Huh. I seem to remember failing at least once and seeing a graphic of a nuclear blast on the horizon.

edit: I was under the impression that we released some missions with the SCUD but I guess I was mistaken :p

Edited by Max Power

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Don't forget that the SCUD was the mission objective in many, many OFP user missions.

Huh. I seem to remember failing at least once and seeing a graphic of a nuclear blast on the horizon.

edit: I was under the impression that we released some missions with the SCUD but I guess I was mistaken :p

This might be what you're talking about:

In the first mission where you need to take out the Scud, if you fail to knock it out in time, I believe it launches. You then get a video of Saint Pierre(?) and they used the white out effect to make it look like a nuke hit Everon. I still remember the time I passed that mission due to the heroic efforts of November One and/or Two. One of them got shot down and happened to crash into the Scud thus completing the objective.

Edited by Max Power

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An addon was made for OFP with a click on map and launch scud action. Result was a nice nuclear mushroom. Pretty neat addon. If someone wants it, might try to contact maker and convert it to Arma 2

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I don't know exactly but I think the effects commands and scripting techniques have probably changed quite a bit. The scripts creating any kind of mushroom cloud would likely not really be applicable to operation arrowhead, and would probably have to be rewritten. There are also myriad nuclear effects addons for ArmA 2. If someone wants to create an external addon that makes a nuclear scud launcher for CWR2, our configs will be available at some point. Right now, doing it internally isn't a priority. Not that it wouldn't be cool- it would be amazing, obviously. We just have other goals to accomplish for now.

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If you want to make the SCUD do something, check out Mando Missile Mod. With a small tweak it should work with the CWR2 scud as well.

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nice!

i remeber that mission, which i struggled to complete, but once i played it just to see (the famous phrase sums it up):

"if you see the flash, it's already too late"

good job! ;)

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Finally I was able to getting around to playing this and I have next to no words. All I really played was the first level of the demo and I am left floored at how well it's presented (I also used the ACE mod in case that added some bells and whistles) and I loved the focus on cutscene direction. It seems that approach can very likely counter some of the bugs that happened in the original Cold War Rearmed with cutscenes.

I did have one issue, and it was the same as CWR for ArmA I: the audio files that are taken from ArmA 0 are very quiet and I have to be looking away from people to get a better hearing of it. Is this due to my audio channels being defaulted at 32, or is this a hiccup that intends to be fixed with a later release? Also, not that I intend to be demanding, but is there an ETA when the full mod will drop? Will it be sometime this year, I hope? :3

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Can you tell us in what missions you have the sound problems, and eventually in what part of the mission? Or the sentences said? Makes it easier to identify the part.

No ETA for the full Mod, really not. There's quite a lot model and textures work to do. Also a bunch of missions are not done yet and there will be a million smaller problems to take care off.

I hope it will be this year, but I make no promises. Depends a lot on if some people who disappeared come back or we can find replacements for them.

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The sound issues were just the audio files takes from the original game and were cued up to play as missions progressed. Some sound very, very quiet, even when I tampered with the audio samples, and I had to move the head of the character to get a better ear for what they're saying. It's not they don't play, it's just that if the audio isn't over the radio, there's a volume issue. For example, the second mission in the demo campaign, it's very hard to hear friendlies in the truck.

If you can elaborate, how much is left to do? Because if I recall, the roadmap you guys have has the game at about 80%, and while smaller issues will probably always pop up, how much of the main campaigns has been finished? Because I'm really left absolutely impressed with the demo thus far, and everything I've played seems like it's very close to completion in terms of quality. :3

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80% is just arbitrary. Percent of work is fairly meaningless when you don't have any people to commit time to it. Like w0lle says, the eta depends on intangeables that we do not have control over.

Like I said once in the past, we have something like 1200 models and a few thousand textures or something like that. So, very roughly (which I don't think is really an accurate picture of the situation), if he have 80% of the art done, only 250 more models to go!

In actuality, the situation is more complicated. We can release a few props and things from OFP and it would not detract much from the mod, or fake things here and there. Lately, I've been making things like TVs and spiffing up bottles and such. There's a lot of small jobs and a few big ones left to do. I think what will eventually happen is once all of the big jobs are done, we will make judgment calls and figure out what is really essential.

Edited by Max Power

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Hmm, I see. Well, I hope you guys are able to keep trucking forward with the mod. I think it would be a perfect sendoff to the ArmA II series for ArmA III if the original era for the series was shown in modern glory. Wish I had some skill, because I'd gladly like to try to help, but alas.

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Max i have to ask about campaign althought Diablo 3 has been released :) Have you next part of campaign or maybe even couple of additional missions? It would be pleasure to test it.

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The missions are w0lle's department :) If you are looking for OFP style missions that utilize the demo, w0lle has released a number of missions and mission packs, as have the community at large. Other than that, I can not say, and we'll have to wait for w0lle to give the official word on the completeness of the campaigns. I'm pretty sure we are not looking for testers, though.

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The next campaign release will be the full CWC and Resistance campaign with the Mod release. We will not release the campaign in parts, same goes with the other SP and MP missions.

There are quite a few CWR² Missions out already to play with and some more will come.

And as Max already said, we don't look for beta testers. The experiences with them we had in the past are enough already.

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I take it the testers you had before weren't very helpful in finding and elaborating on bugs?

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One could say so. :)

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Is it allowed to ask how much percent of the campaigns are finished?

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So I finally got some will to play the demo.

I played it in combination with ACE and ASR_AI and those mods did cause some minor problems (extended AI spotting/engagement range) but I guess they could be sorted very easily.

Flashpoint

That mission was surprisingly difficult. The enemy AI does a wonderfull job and their uniforms camouflage them very well. The enemy tanks turned out to be the main problem (were there really that many of them in the original mission?) The Cobra that is supposed to kill the tanks almost never fullfils it´s task. Almost ever time it gets shot down by the commander MGs of the T-72s or it flies away before all tanks are destroyed. I would suggest to make the cobra immortal and to make it stick around until it has killed the last Tank. The two M1A1 also fail to neutralize the entrenched tanks, they really shouldn´t just charge into the village. If you die and revert to the autosave, the enemy tanks start to move, even driving off to the east.

Combined Arms

Oh the memories. The Mission was very nice. We assaulted the town and then we got the order to retreat. The only weird thing is that I didn´t see the attacking tanks, I think they were still on the other side of the ridge when we got the order. My only complaint: The Mission ended before I got to the other side of the hill.

Camping

Nice Mission, everything went ok

Alert

Everything as expected

Montignac must fall

My first thought: It is not dark enough, I think the original mission was a lot darker.

After clearing the village some things went wrong. Charlie got on the truck and drove towards Provins, some guys from bravo embarked on the HMMWV but didn´t drive off. Alpha squad was following Charlie on foot (I had to restart the mission, on the first try Alpha didn´t move out of the village) Charlie was shoot up in Provins and my squad moved in to assist. The incoming enemy BMP killed a lot of friendlys because they suck with AT launchers.

When we entered Provins we got the radio message that the Black hawk is on the way, and immediately after that that he has been shot down. We didn´t see the famous Mi-24 either.

After Montignac

Pure nightmare. Seriously. Were there really that many russian patrols sweeping the forest at your start position? On my first try I simply tried to go the direct route. I waited for the enemy patrols to get past my position before I started moving. I made it to the next forest but then I always got killed there (ACE stamina module (see above) was the main reason). I restarted the Mission and went for the other method. I quickly grabed the LAW and run towards Provins with bullets zipping past me (Maybe it would be better to let the russians carefully sweep the forest with limited movement speed, they reach your position way to early (I guess AI is faster in A2 then it was in OFP)). The BMP in Provins was destroyed by my LAW and I quickly jumped into the parked car and drove off to the east. The russians arested me at the alternate evac point. The FIA arrived and started to kill the russians. I quckly grabed a rifle and helped them. But even when all russians were dead the mission didn´t end, I had to use ENDMISSION.

Rescue

This was a real headache. Since your Team members don´t start the mission prone, they often get spotted by the AI before they can hit the dirt. Please place the AI so that they don´t look at the forest. The AT team nealry ruined the whole mission. They take ages to fire a rocket at the tank (often long enough for a patrol to walk up on our position) and they miss almost every time (and they need two hits to destroy the tank!). Please give those guys a Metis, nobody will notice but you won´t have angry players.

After countless restarts they finally managed to hit the tank and the mission wen´t on without problems.

Undercover

Fighting the guys at the roadblock and then continuing uphill fighting more patrols. Some nice firefights there. Only problem: The Mi-24 slaughtered everyone at the castle. My guess is that the castle guards started shooting at it. I suggest to set the castle guards on hold fire and to hide them a little better.

Cutscene

Armstrong and the commander were placed to high in the tower, the commander was so high above the ground that he fell to his death.

Credits Cutscene

There are two specnaz that are supposed to ambush an american patrol. In OFP the Americans were walking from left to right but now they were prone in the grass, looking at the russians. As soon as the MG opened fire the US Soldiers returned the favour and immediately killed both. I guess they spawned facing each other. Turn the Americans around.

General thoughts

Great Mod guys. The units look perfect, the russians are really hard to spot. Vehicels are also really cool. I like that you have added commander MGs on them. The sound of the T-80 is quite bad, I hope it is just a placeholder. The Islands look gorgeous, I especially like the forests with all that undergrowth. But there are some Problems. Why is the viewdistance limited in every Mission? I would like to play the SP Missions with the VD I choose. Weird things may happen if you revert to a save. Suddenly your unit commander knows the positions of enemy AI that are clearly not in line of sight (behind a hill) and the enemy knows the position of your unit too, you can see that they suddenly move towards you on the map. This happened to me in Camping

Remember that you don´t have to port all Mission 1:1 Your main goal should be to make the missions play an feel like the original. Arma has evolved, and so did the AI. I guess some Missions from OFP would be plain impossible with the AI that we have today (Rescue is a good example). And nobody will blame you if you reduce the ammount of AI in some Missions. Be very carefull with enemy armored vehicels, AT AI is a lot worse than it was in OFP (sad but true). I don´t know how you configured your units but I noticed that the ACE Stamina kicks in very early (major Problem in After Montignac), as if those soldiers are configured like civilians. I know that your priority is not to make everything ACE compatible but I guess it would be good to have at least that.

I really had some fun and I´m looking forward to play the rest of the campaign.

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Thanks for the feedback, Tonci87. While much of the information here is good to know, we didn't design the mod with ACE or ASRAI in mind, so therefore some troubles using that mod with CWR2 are to be expected. I think it would not behoove us to alter the campaigns to accomodate third party addons. Indeed, we have enough trouble trying to rangle the ArmA 2 AI.

A specific example which is close to me is the behaviour of the AH1. Without the mods you are using, especially with the latest versions with the separated pilot and gunner weapons, the helicopter totally brutalizes that town- actually a little excessively. It pretty much empties its external stores, sometimes knocking down buildings and basically turns the town centre into a death zone. This behaviour contrasted to your behaviour with ACE or ASRAI makes for an interesting puzzle- should it be made more aggressive or less aggressive? Unfortunately, in that light, it would appear that accomodating third party mods would be, if not impossible, somewhat more trouble than it's worth.

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Oh it was very deadly with ACE!, it nearly destroyed the whole town center with its hydra rockets (if the MGs didn´t shot it down), sadly the tanks didn´t really get damaged by them, and the cobra seemed to prioritize infantry over tanks. Does it have enough TOW Missiles to attack all tanks and is it possible to make it kill the tanks first before hunting down the infantry?

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