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Cold War Rearmed III

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@HBAOplus No.The holding animation is just fine.

Micro Update, Mod only:

ADDED : Two more Camel textures from the old days
CHNGD : Removed radar from Su-25, added KH-25 and cluster bombs
FIXED : FIA AT Specialist (AT4) had wrong magazines
FIXED : Sopwith Camel had Flaps and retractable gear

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In "Escape from Prison", if I get into the waiting chopper as soon as possible, it will take off without the entire squad aboard. It will lift about 5 or 10 meters, then land again (quite harshly) and wait until the entire squad has boarded, before lifting off again.

 

No matter how I get into the chopper, it will then fly away. When the harmonica conversation starts, at about the second or third sentence, the mission will end with success, and the next one (Incursion) will load. This has happened multiple times, even after reverting back to the start of the mission.

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In the intro sequence for single mission "Revenge", the leader of the Resistance fighters lying in wait to the right of the road seems to have forgotten his uniform.

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On 9/21/2021 at 5:37 PM, h. kaluva said:

In "Escape from Prison", [...]

 

No matter how I get into the chopper, it will then fly away. When the harmonica conversation starts, at about the second or third sentence, the mission will end with success, and the next one (Incursion) will load. This has happened multiple times, even after reverting back to the start of the mission.

 

Update: If I set Visibility in the game options to something low, like 1200 m, the mission proceeds normally. Is it necessary to do so? I though the missions forced a suitable viewDistance anyway. In case this matters, I have "Simple Single Player Cheat Menu" loaded as a mod, but haven't actually used it to change anything.

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Update Monday 🙂

Mod

ADDED : M270 MLRS
FIXED : OH-58 (M2/FFAR) fired FFARs from wrong memory point
FIXED : Several small issues no one ever would notice
FIXED : UAZ-469 Textures

 

We also released the Saint Adam Terrain by Jakerod. We held it back because there have been mysterious crashes on this terrain here and there. Let's see how it goes.

 

And there's one more thing.

Originally planned for Cold War Rearmed² by Bushlurker and Jakerod yet never completed:
Malden Islands combines all 5 of the original Operation Flashpoint terrains (Desert Island, Malden, Everon, Kolgujev, and Nogova) into a single 51.2 x 51.2 km (4096x12.5m) terrain. The islands are arranged in such a way to make the campaign events as believable as possible. In the case of Nogova, it was placed in a more isolated location because it is not technically part of the Malden Islands and because the main Soviet invasion takes place from the East.

In addition to the islands all being placed on one map, lighting, satellite textures, detail textures, vegetation, and some buildings were improved. Building improvements can mostly be found in the form of interior ruins and base buildings from Livonia being added to the terrains where ruins and bases had previously been. Nogova also has a few hangars and warehouses replaced by newer models. Some rocks were replaced with newer models as well. Malden uses vegetation from Malden 2035 and Altis while Everon, Kolgujev, and Nogova use Livonia vegetation.

 

This terrain is dedicated to Bushlurker. We miss you, your dedication and helpfulness.

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St Adam is a real nice map, as I knew it would be. I wanted to mention it seems to have a CWR3 dependency (I wasn't running CWR at the same time).

 

cwr3-error.png

 

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Aye, good point. Indeed forgot to make it depending on CWR3. Will fix this asap.

Actually I should reconsider this because the only thing CWR3 is needed for are the logos.

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Is it acceptable to create retextures of assets from this mod in the same way one would do with CUP (listing the mod as a dependency, not repacking any files), for personal/unit use?

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4 hours ago, Natacle said:

Is it acceptable to create retextures of assets from this mod in the same way one would do with CUP (listing the mod as a dependency, not repacking any files), for personal/unit use?

 

Yes, no problem as long as none of our content is ripped.

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It's well... another monday. 😀

 

Mod

CHNGD : Updated Preview pictures for US and Soviet '82 Infantry
CHNGD : Blackop Day equipped with M82 helmet as in the original game
CHNGD : Removed one M47 missile from the assistant gunners backpack
CHNGD : Cessna is now based on the CUP class
FIXED : Missing face on Landrover in lower LODs

 

We are working on removing the CWR3 dependency from Malden islands, stay tuned.

I was told that the dependency can't be fixed because objects from cwr3 buildings are used on Malden islands

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Howdy,good progress on everything so far,I have one question,can you guys make current BDU's without US flag? (Especially Early M81) They would be great assets to use as some countries used Early M81s as their main camouflage pattern.

Cheers and again keep up the good work.

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I don't see why we should double the uniforms just to remove the flag patch, which makes no sense for the Mod.

However, you can remove the flag with setObjectTexture:

this setObjectTexture [3,""]



Depending on the uniform model, you may play with the selection number.

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I run into issues trying to create a complex camo scheme for the FV432 due to the complex geometry of the model. I assume the answer will be no, but I figured it wouldn't hurt to ask: there is likely no way for me to take something like texturepainter to the model myself, right?

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As it's another monday.... our gorgeous Malden islands have been updated:

CHNGD: cwa_dum_rasovna.p3d was switched out for dum_rasovna.p3d on Malden due to the former having a broken ladder.
FIXED : CWR III mod requirement removed
FIXED : Some building footprints were missing in the 2D map
FIXED : Vegetation was removed from inside of a few buildings
FIXED : Author information was fixed
FIXED : Factory building between the Nogova airfield and Petrovice was raised slightly due to z-fighting with the ground
FIXED : Fixed floating object in Mirov
FIXED : Fixed grid which was counting down instead of up

@Natacle:
Basicall, no. You need to have a word with Stagler about it, but I guess it won't change anything.

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It's update Monday. And this is a big update, it brings a lot of new content and bug fixes. Apart from critical bug fixes, it will be the last update (for 2021).

 

ADDED : An-12 Aircraft
ADDED : B-61 and RN-28 nuclear aircraft bombs
ADDED : F-16C Aircraft
ADDED : F-4 Phantom II
ADDED : Grey Desert and Winter MERDC skins for some US Vehicles
ADDED : L1A1 with wooden furniture
ADDED : M41 Tank for FIA
ADDED : M577 Mobile HQ
ADDED : MiG-23/27 Aircraft
ADDED : Mil Mi-6 helicopter
ADDED : New TSh-4 Tanker Helmet (Thanks to Thek)
ADDED : Some US Army Infantry Gear (Corrected ALICE Pack, New Camouflaged Helmets)
ADDED : Soviet Army '82 Editor groups
ADDED : Su-17M4 Aircraft
ADDED : Ural and V3S flatbed trucks, ViV compatible
ADDED : US Army '82 Infantry
CHNGD : New CUP HMMWV models in use
CHNGD : New CUP M113A1/A3 models in use
CHNGD : New CUP M1A1 tank models in use
CHNGD : Updated Summer MERDC added for US Vehicles
FIXED : OH-58 Glass penetration
FIXED : UH-60 MedEvac cargo positions
FIXED : A thousand smaller issues no one probably ever noticed
ADDED : New issues caused by the aforementioned additions

 

We would like to take this opportunity to thank the many supporters who have made their work available to us. Without you CWR III would not be possible! Special thanks (but not only) goes to the S&S team, hcpookie, Aplion and of course the CUP team.

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Little hotfix released, don't want to keep the issue as there's no schedule for the next Mod update:
FIXED : Non-existing Redeye AA Assistant removed from '82 editor groups
FIXED : TSh-4 helmet was too glossy

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Great work with the latest updates.

 

Is there any plans to add a CCIP aiming reticle to the HUD of the F4E? There's currently nothing for guns, rockets, or bombs.

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An update on a Wednesday? Then it must be important...

 

ADDED : Asst. AA Specialist (Redeye)
FIXED : AI controlled F-16 is taking off now (thanks Firewill!)
FIXED : Boarding the F-4 works without running in circles
FIXED : F-16 rudder works now
FIXED : F-4 wreck geometry
FIXED : MiG-23/27 wreck geometry
FIXED : Missing texture on the HIAF M41 tank texture
FIXED : Su-17 rudder works now
FIXED : Target camera on MiG-27 fixed

 

@Aleyboy Most probably not as it would require quite some work to the HUD config. Except someone can provide us such a thing and we just need to implement it. We will see.

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Absolutely loving this mod, espeically with the updated additional CWR2 mods like the Brits, USMC and Soviets but will the other CWR2 factions be added later or perhaps more factions like the French? 

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On 12/26/2021 at 3:51 PM, TheAbsoluteUnit said:

Absolutely loving this mod, espeically with the updated additional CWR2 mods like the Brits, USMC and Soviets but will the other CWR2 factions be added later or perhaps more factions like the French? 

 

I agree that other faction mods from CWR2 would be welcome but it's my understanding that the lack of certain good quality 3D models makes them unlikely any time soon (if ever). Models can be ported from Arma 2 but they often don't look good in A3 without a lot of work being done to them. I've seen more than a few requests for a French CW faction mod but one of the main problems seems to be the lack of a good quality model of the AMX-30 MBT that would be needed for a properly equipped faction.

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4 hours ago, scimitar said:

 

I agree that other faction mods from CWR2 would be welcome but it's my understanding that the lack of certain good quality 3D models makes them unlikely any time soon (if ever). Models can be ported from Arma 2 but they often don't look good in A3 without a lot of work being done to them. I've seen more than a few requests for a French CW faction mod but one of the main problems seems to be the lack of a good quality model of the AMX-30 MBT that would be needed for a properly equipped faction.


Everyone wants the French, I just want the damn Italians like please. But yeah I understand.

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We have no plans to add any more Expansions at this time. Definitely no Italians, also no West- and East German Armies. Not because we don't want it but we neither have the time nor manpower to do all the many Expansions we had in CWR2. They were a pain to maintain in CWR2 already, things are not easier in Arma3 now.

 

The ones we have now are 'side effects' from developing the US and Soviet units. The UK Expansion Stagler was working on alone, it was added to the pool only after he was done with it.

 

I'm aware that this isn't what you wanted to hear, but really there is no option to add any more factions. Especially not Italians or French with their distinctive vehicles and weapons.

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IMO the gear of USMC and VDV / VMF factions overlaps w main mod so much that they could just be part of the main package.

 

Less downloads = more chances people will use that stuff.

The size is minimal too so no hits there.

 

British extension being separate is understandable as it's very distinct.

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I wanted to thank everyone who worked on CWR3 / CUP - I just finished playing the Cold War Crisis campaign and it's a blast, even more so than it was in Operation Flashpoint. The islands and equipment all look great and the gameplay was good and I think (not sure) that I noticed a few changes to several missions that make them a lot more player-friendly than back in OFP. Thank you.

 

I did run into a few issues (but eventually I was able to complete the campaign):

  • The "Rescue", "Undercover" and "Hold Malden" missions didn't complete; I had to use a cheat to end them.
  • In "Undercover" the Russian soldiers at the first checkpoint start shooting almost immediately, mowing down everyone inside the truck even when stopping the truck at the checkpoint. I got past this by driving around the checkpoint at a distance.
  • "Escape From Prison" ended successfully during the into movie and never entered the playable part of the mission. There was another mission that did this but I don't recall which one (I think it was one of the tank / flying missions (?) because I didn't mind.)
  • The friendly tank AI was acting very strangely - they almost never shot at anything (I can't say 'never' because they did fire a few shots in some of the tank missions but only very few) and they kept getting stuck on each other or in the terrain. I ended up doing all the tank missions solo because they just stopped following. This is not something I've seen for a while in Arma 3 (but I rarely play tank missions). My own tank crew never fired a shot in any of the missions; I had to fire all the guns by switching to the gunner position.

 

 

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