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TeRp

BWMod release thread

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Are the desert textures on the vehicles final? the green looks a bit wrong.[/Quote]

Actually, they are right. :D

There are different camo schemes fielded in Afghanistan right now due to the fact that initially the Bundeswehr didn't have an official desert camouflage and the soldiers applied their own colors to the vehicles.

The camo scheme you see on our vehicles now is the official desert camo which is applied to all new vehicles that are in production now.

Would you say Yes if i would ask u if you have a Dingo in work?

I guess it would fit good in the szenario of Takistan

Frankyman has a great Dingo 2A2 in the works, I guess it'll be released soon.

Manny thanks for the latest update guys... good to know there are such awsome guys representing your country in this "game"

You're welcome.

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I've launched this mod with latest beta patch 70709, before arma starts showed me information that extended_eventhandlers is missing. I've downloaded it from armacholic and now arma show me this before starts:

eeh.jpg

I didn't know that there is new patch 1.08 :eek: ;)

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You most likely downloaded the Extended Eventhandlers for Armed Assault, and not for ArmA II.

A download link for the right version is included in the readme file which is part of the release. :)

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I found some bug. At least I think so.

When using TF86 SEALs pack together with BW mod 1.6 textures on SEALs dissappears. It is BW mod fault - tried running without it - all textures are back.

Would be nice if look up into it...

Oh damn... Just noticed that all BIS units using hiddenTextures feature just like SEALs also have same issue...

Max255

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Yeah, just checked.

Something went wrong with the XEH implementation, we'll provide a fix for this within next week.

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Thank you for this addition! Very pleased with the quality as always.

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Shocking quality! Smoke screen is stunning :yay:

Great job guys!

When we can expect Warfare BE | BW MOD? :rolleyes:

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Just Great! Stunning release once again. Vielen Dank für eure Mühen!

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Thanks for BWMod.

Found one more bug: there is no effect of shells falling down, when marder shoots (both MG3 & Mk20).

Edited by Jacob Herbst

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Not sure if this is the same issue as below but the russian and usmc bis sniper units appear different when using BWMod, pic below

http://img99.imageshack.us/img99/3550/bwsniper.jpg

;1634009']

Oh damn... Just noticed that all BIS units using hiddenTextures feature just like SEALs also have same issue...Max255

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Ya i get that same problem jay as with the seal units TF86. TeRp said that someting went wrong with the XEH implementation on BWM part. They will be fixing this week.

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Hi there,

we used the BW Mod 1.6 in a gaming session this evening. Two of our players encountered heavy unusual performance issues. We checked our ArmAII.rpt files and here are the main problems caused by this mod:

Item STR_BWMod_CoopEvent_Objective listed twice
Item STR_BWMod_CoopEvent_Objective_Short listed twice
Item STR_BWMod_CoopEvent_Objective_Desc listed twice
Item STR_BWMod_CoopEvent_BetaMission listed twice
Item STR_BWMod_CoopEvent_BetaMission_Desc listed twice
Item STR_BWMod_CoopEvent_Respawn listed twice
Item STR_BWMod_CoopEvent_Respawn_Desc listed twice
Item STR_BWMod_CoopEvent_Vehicles listed twice
Item STR_BWMod_CoopEvent_Vehicles_Desc listed twice
Item STR_BWMod_CoopEvent_WeaponsAndAmmo listed twice
Item STR_BWMod_CoopEvent_WeaponsAndAmmo_Desc listed twice
Item STR_BWMod_CoopEvent_Credits_Desc listed twice
Item STR_BWMod_CoopEvent_Radar listed twice
Item STR_BWMod_CoopEvent_Radar_Short listed twice
Item STR_BWMod_CoopEvent_Radar_Desc listed twice
Item STR_BWMod_CoopEvent_BetaMission listed twice
Item STR_BWMod_CoopEvent_BetaMission_Desc listed twice
Item STR_BWMod_CoopEvent_Respawn listed twice
Item STR_BWMod_CoopEvent_Respawn_Desc listed twice
Item STR_BWMod_CoopEvent_Vehicles listed twice
Item STR_BWMod_CoopEvent_Vehicles_Desc listed twice
Item STR_BWMod_CoopEvent_Credits listed twice
Item STR_BWMod_CoopEvent_Credits_Desc listed twice

Old style reload used in bin\config.bin/CfgVehicles/BWMod_Leopard_2A6/AnimationSources/

Strange convex component bwmod_wheeled\fuchs\bwmod_fuchs.p3d in component26:geometryFire

Old style reload used in bin\config.bin/CfgVehicles/BWMod_Marder_1A5/AnimationSources/

BWMod_Fuchs_BAT: hatch_gunner - unknown animation source hatchGunner

Warning Message: Cannot load texture bwmod_wheeled\fuchs\fuchs_mc.paa

Cannot use magazine BWMod_PzF_3 in muzzle MuzzleClose

I played a BW medic carrying a G36, handgrenades, mines and an MP7.

Cannot use magazine HandGrenade_West in muzzle HandGrenade_Stone

Cannot use magazine C1987_Mp7_20rnd in muzzle MineEMuzzle

Cannot use magazine BWMod_PzF_3 in muzzle MuzzleClose

Cannot use magazine C1987_Mp7_20rnd in muzzle BWMod_VectorIV

Maybe these things are already known :) I'm sure you can fix them. Thanks in advance, your mod is great! :) Keep on modding!

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Those shouldn't cause any performance issues, though.

Never saw those "MuzzleClose"-Issues, are you sure you didn't use any other mods that may have altered the default BIS configs or in any way interfere with BWMod?

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Heya Gents - Let me first say I can't say enough about this mod - fantastic! Couple of questions however when using it with ACE.

First off, I can't find the link to download bwmod_ace.pbo as documented in the read-me for the BWMod download. It says the main site but I'm not seeing it under downloads.

If you want to use BWMod and ACE, please make sure to copy the file bwmod_ace.pbo (seperate download,available on our homepage) into your BWMod modfodler

Secondly, when running it in tandem with ACE how should my shortcut path be referring to the BWmod and ACE to avoid issues?

right now as it stands mine currently looks like this...

-mod=beta;@CBA;@ACE;@ACEX;@ACEX_SM;@BWMod

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First off, I can't find the link to download bwmod_ace.pbo as documented in the read-me for the BWMod download. It says the main site but I'm not seeing it under downloads.

Will be available with the next update like TeRp allready wrote (not that long away). Current version has allready full ACE support.

-mod=beta;@CBA;@ACE;@ACEX;@ACEX_SM;@BWMod

It's fine.

Xeno

Edited by Xeno

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Those shouldn't cause any performance issues, though.

Never saw those "MuzzleClose"-Issues, are you sure you didn't use any other mods that may have altered the default BIS configs or in any way interfere with BWMod?

We use plenty of mods in a lot of missions but this is so far the only bw mod mission we're having. It would help to analyze the source of problem which config part could cause the the MuzzleClose issue. Maybe we can find a solution together.

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We use plenty of mods in a lot of missions but this is so far the only bw mod mission we're having. It would help to analyze the source of problem which config part could cause the the MuzzleClose issue. Maybe we can find a solution together.

Mostly soundmods with wrong configs cause this messages, even if only one client is using it (wrong inheritance, overwriting classes, whatever).

Xeno

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Sickboy how can I download missions from this server?

Warfare BWMod V2.057 - Chernarus is the mission which I'm interested the most.

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Sickboy how can I download missions from this server?

Warfare BWMod V2.057 - Chernarus is the mission which I'm interested the most.

Sorry SUN don't host missions atm. You can connect to the server, and then fish the mission (while you're on the server and have received the mission fully) from your MPMissions cache. I think by default located in %USERPROFILE%\appdata\local\arma 2

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