tpw 2315 Posted April 12, 2015 So is the download link to the latest version in your previous post :P Sigh. It is now. Share this post Link to post Share on other sites
orcinus 121 Posted April 12, 2015 Sigh.It is now. Cheers, mate :) [Orc giggles] Share this post Link to post Share on other sites
kremator 1065 Posted April 12, 2015 Awesome ... I refuse to play Arma3 without tpw_mods enabled :) Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted April 12, 2015 ... Corporal_Lib[bR] if you remove tpw_animspeed.pbo then you just get default animation speeds, there should be no freezing because without this pbo the animation config is untouched. I recently renamed animspeed.pbo to tpw_animspeed.pbo for consistency, so when you upgraded it might be possible that you left the old animspeed.pbo in place. By default your @TPW_MODS\addons should look like this: ... That´s the thing... I´ve NEVER used animspeed, so it wasn´t left on my modded folder cus I´ve never taken it from your compressed files =) Anyways, adding the animspeed files solved the avatar froze on a midstep.... But expect to see/be reported of more unusual bugs, cus since v1.42, arma3 is bugged on really unexpected places, see my ticket, freeaim was working fine since alpha, and now it is all borked =P (that´s not a mod´s fault, my vanilla arma3 has this pivot while tactical pace due to dead zone/freeaim enabled, if I disable it, everything is fine, but I refuse to play arma3 without freeaiming... or TPW_mods ;D And it is easy to reproduce: just enable dead zone and try to aim around while on tactical pace - you´ll be restricted to a +_ 25 degrees arc of aiming, unless you stop or walk crouched =/ It is probably some sloppy line of code on the resting/deployment code that confuses RV engine and it interprets freeaiming on tactical pace as a "moving deployed unit"! But few players use freeaim so I guess BIS will just ignore my ticket =P cheers! Share this post Link to post Share on other sites
marqs 10 Posted April 12, 2015 Hello, i have an issue with this mod. I didn't use it for a while and wanted to use it again now. The issue is that it isn't even loading anymore. I use latest ARMA 3 version. I normally use Play withSIX but i already tried to use the ARMA 3 Mod launcher with only CBA and TPW mod but still i can not see it loading and working in the game :( Anyone can help? Cheers! Share this post Link to post Share on other sites
Guest Posted April 12, 2015 New version frontpaged on the Armaholic homepage. TPW MODS v20150412Community Base addons A3 ================================================= We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
marqs 10 Posted April 12, 2015 (edited) Hello,i have an issue with this mod. I didn't use it for a while and wanted to use it again now. The issue is that it isn't even loading anymore. I use latest ARMA 3 version. I normally use Play withSIX but i already tried to use the ARMA 3 Mod launcher with only CBA and TPW mod but still i can not see it loading and working in the game :( Anyone can help? Cheers! EDIT: I just downloaded the version from here and used only this and CBA with the ARMA3 launcher and it worked but together with some other mods and SIX it is not working :( I use Support Call, All in ARma Terrain Pack, Blastcore A3, Blastcore Tracers, CBA, Enhances Movements, EricJWeaponsPack, FHQ Accessories Pack, Joint Rails, JSRS2, Midrange Terrain Texture Replacement, NATO 5.56 and 7.62 Damage Mod, RHS Rus and US, Virtual Arsenal Everywhere and VTS Simple Weapon Resting. Any known issues with those mods? EDIT 2: Working now with new update in SIX, thanks anyway.. Edited April 12, 2015 by marqs Share this post Link to post Share on other sites
sonsalt6 105 Posted April 12, 2015 Updated mod v2015.4.12 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
pvt. partz 248 Posted April 12, 2015 You obviously didn't take that pic recently, since the @#$%ing things are now invisible! mmm, yup yup, I just downloaded the latest version mid day, yesterday, and everything seems ok. Share this post Link to post Share on other sites
hieronymus 10 Posted April 12, 2015 (edited) Have been testing extensively the new bullet/grenade tracking feature today and wanted to report a tracer lifetime issue - as it is, it cannot meaningfully predict 40mm UGs trajectories (200+ metres) at longer ranges due to the tracers being erased too early. The same applies to a lesser extend to hand grenades. 1.5 second added to the delay before tracer erasure would suffice to make them tremendously useful (especially in case of 40mm grenades - they arrive with no warning and often are the causes of sudden unavoidable death, even more so than snipers). And in case of UGLs, if its possible, I think they should certainly be moved to the grenades only option, for the same reason the latter is separated from bullets tracers. PS I've got to say - at times this projectile tracer feature really intensifies gameplay and noticeably increases you survival rate without feeling like you use some kind of cheating. For example, you now have a chance to see a 40mm coming and put some distance between you and the point of impact, simultaneously identify the soldier that keeps lobbing grenades at you (which was next to impossible at 300m ranges) and prioritize him as a target for yourself or a marksman, swiftly eliminating the biggest threat. TPW MODS is a triple must have now, you deserve serious kudos for this, sir. Edited April 12, 2015 by Hieronymus Share this post Link to post Share on other sites
tpw 2315 Posted April 12, 2015 Have been testing extensively the new bullet/grenade tracking feature today and wanted to report a tracer lifetime issue - as it is, it cannot meaningfully predict 40mm UGs trajectories (200+ metres) at longer ranges due to the tracers being erased too early. The same applies to a lesser extend to hand grenades. 1.5 second added to the delay before tracer erasure would suffice to make them tremendously useful (especially in case of 40mm grenades - they arrive with no warning and often are the causes of sudden unavoidable death, even more so than snipers). And in case of UGLs, if its possible, I think they should certainly be moved to the grenades only option, for the same reason the latter is separated from bullets tracers. PS I've got to say - at times this projectile tracer feature really intensifies gameplay and noticeably increases you survival rate without feeling like you use some kind of cheating. For example, you now have a chance to see a 40mm coming and put some distance between you and the point of impact, simultaneously identify the soldier that keeps lobbing grenades at you (which was next to impossible at 300m ranges) and prioritize him as a target for yourself or a marksman, swiftly eliminating the biggest threat. TPW MODS is a triple must have now, you deserve serious kudos for this, sir. Thanks Hieronymus Your feedback is very useful to help me establish a balance between usefulness and performance. I'll see what I can do with putting UGL projectiles into the grenade category and extending tracer life for them. Share this post Link to post Share on other sites
tpw 2315 Posted April 13, 2015 (edited) TPW MODS 20140513: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20150413.zip Changes: [HUD 1.48] Longer tracer lifetime on thrown and launched grenades. Changed HUD font and default layout slightly, to look more "HUD-like". Full changelog I think I've got all the UGL classes covered but if you see a grenade type not working properly, or know of custom grenades/UGL please let me know. Edited April 13, 2015 by tpw Share this post Link to post Share on other sites
miller 49 Posted April 13, 2015 Thanks tpw ArmA3.de Mirror updated: TPW MODS v20140513 Kind regards Miller Share this post Link to post Share on other sites
xon2 102 Posted April 13, 2015 @tpw - Will you ever distribute your mod via steam? Would be awesome to have it updating automatically. Share this post Link to post Share on other sites
kecharles28 197 Posted April 13, 2015 Updated mod v2015.4.13 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Guest Posted April 13, 2015 New version frontpaged on the Armaholic homepage. TPW MODS v20150413Community Base addons A3 ================================================= We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
l337acc 15 Posted April 13, 2015 So, I'm experiencing invisible animals. Is this an issue with TPW mods, or is the problem elsewhere? Share this post Link to post Share on other sites
maturin 12 Posted April 13, 2015 New glitch introduced by BI. Share this post Link to post Share on other sites
tpw 2315 Posted April 13, 2015 So, I'm experiencing invisible animals. Is this an issue with TPW mods, or is the problem elsewhere? An annoying regression introduced a few weeks ago. There's a link to the feedback ticked on the first post. Apparently the devs are finally looking at it. Share this post Link to post Share on other sites
pvt. partz 248 Posted April 14, 2015 mmm, yup yup, I just downloaded the latest version mid day, yesterday, and everything seems ok. I may have misspoke because,...I play the Pilgrimage mission mostly and it is one that can go on for days so I am wondering if the settings, or more accurately, the version for TPW "sticks" upon resuming the mission, at least until a new mission is started. Since I am ignorant about any aspect of mod's I may sound silly in my suggestion. Share this post Link to post Share on other sites
tpw 2315 Posted April 14, 2015 I may have misspoke because,...I play the Pilgrimage mission mostly and it is one that can go on for days so I am wondering if the settings, or more accurately, the version for TPW "sticks" upon resuming the mission, at least until a new mission is started. Since I am ignorant about any aspect of mod's I may sound silly in my suggestion. TPW MODS is written so that each individual component can resume when a save game is reloaded. But it won't just pick up where everything was - eg if you have SKIRMISH on then it will reinitialise with new combatants. Share this post Link to post Share on other sites
Fushko 59 Posted April 15, 2015 I have reason to believe that TPW_HUD causes some issues with binoculars not showing up. Happened in two missions so far, one of them being Drawdown 2035 (first mission of the campaign). When you get to the part where you can see Kamino, I remember having binoculars the first time I played. I replayed the mission today with TPW_HUD and I don't have them anymore. Perhaps it's the setting tpw_hud_addtac = 0 that's causing problems? I'll do some more investigation. Share this post Link to post Share on other sites
tpw 2315 Posted April 15, 2015 I have reason to believe that TPW_HUD causes some issues with binoculars not showing up.Happened in two missions so far, one of them being Drawdown 2035 (first mission of the campaign). When you get to the part where you can see Kamino, I remember having binoculars the first time I played. I replayed the mission today with TPW_HUD and I don't have them anymore. Perhaps it's the setting tpw_hud_addtac = 0 that's causing problems? I'll do some more investigation. Thanks FrankHH I routinely equip my units with binocs or rangefinders and have yet to experience a problem with them disappearing when the HUD starts. If you can track something down I'll be sure to fix it. Share this post Link to post Share on other sites
Fushko 59 Posted April 15, 2015 I routinely equip my units with binocs or rangefinders and have yet to experience a problem with them disappearing when the HUD starts. If by "when the HUD starts" you mean when you equip the tac glasses, that's not what I was referring to. In the case I explained before, I didn't even have the glasses (tpw_hud_addtac = 0), yet there was no trace of binoculars. I'll do some more testing tomorrow and let you know. Share this post Link to post Share on other sites
tpw 2315 Posted April 15, 2015 If by "when the HUD starts" you mean when you equip the tac glasses, that's not what I was referring to. In the case I explained before, I didn't even have the glasses (tpw_hud_addtac = 0), yet there was no trace of binoculars. I'll do some more testing tomorrow and let you know. By "when the hard starts" I actually meant "when TPW HUD initialises". Regardless, I haven't observed missing binocs but if you can track down how to make it happen I will definitely address it. Share this post Link to post Share on other sites