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About W0lle

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    Lieutenant Colonel

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    Cold War Rearmed III Project lead
    CWR² Project lead, ret.
    BI fanboi, no more
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    Here and there

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  1. You're absolutely right here. Never ever! 🙂
  2. No Brits, Dutch or any of the other Expansions. I've already in touch with vilas, and most probably all of the civilian cars will return. If there's someone doing the work that is. 🙂
  3. Thanks for the help and assistance offers. All added to my 'slaves' list and will get back to you when it's needed. At the moment, there's a lot of discussion going on to set goals and what we want to achieve. Could be that it takes quite some time until you hear from me. As for merging with other Mods: Most likely not going to happen. It's already difficult to determine what to keep from the old days and what to sacrifice for making use of the ArmA3 engine and its capabilities. Now figure two Mods merging with even more different opinions, ideas and goals. With CUP being used as basis, using other Mods like Conflict '85 is no problem at all. Making use of paid content for CWR3 is a no-go. No matter what it offers.
  4. Definitely. After all, they were (and are) the heart of OFP and CWR. They might be a bit different now with that smarter AI around and all the other changes in A3. But they will return. 🙂
  5. So did I. 😂 Vilas, it's very good to see you and your army of addons in ArmA3. Might be a long way to go, but better late than never I would say. Looking forward to see what you pull out of your sleeve. 🙂
  6. Now, now. 🙂 At present, it's all more or less a crazy idea and a long way to go. Porting the finest Cobra model this community ever has seen is difficult. Especially since Max has no dev Tools installed anymore. But I heard that there is hope the AH-1F one day returns. 😉 I was in touch with slatts some days ago, before I decided to make this public. We well see what happens 🙂 @Janzez Yes, that guy is already on my 'todo' list.
  7. That's right. After only six years I finally found my way into ArmA3. And after I have donated a big part of CWR² to the CUP team years ago, I thought it might be a good idea to get the Mod and see what they did with it. And soon after I started playing the first old missions in the new playground. Tried a bunch of other Mods and addons but soon it was clear that just playing missions and exploring terrains isn't enough. Guess I just can't let sleeping dogs lie. 🤷‍♂️ So I got in touch with some of the old team members and after lots of talking - well here we go. This is the beginning of Cold War Rearmed III. Just a bit late though. Now, this is what we have in mind: CUP will be the Basis for the Modification, simply because a big part of what is needed these skilled people already made or ported to ArmA3 (and a lot more!). This is an approach we haven't gone before but porting all the required models from CWR² is simply not possible. And it makes no sense to reinvent the wheel when it's already rolling. Only what is not included in CUP, we have to either create on our own or maybe can get from someone else who made it. After all, the many kind donations from the community allowed us to make CWR² as big as it is now. I'm well aware that there are several more or less active or abandoned Cold War Mods out there. And I hope that we can complement each other. The goal is, as before, to resurrect the original content from the very early days of this series. One more time. No more a 1:1 copy like in the past though. We might change things here and there for a (slightly) more realistic approach. All depending on time and resources though. Also, there won't be any more Expansions like in CWR². If someone wants Cold War <insert random army> in Cold War Rearmed III, he can create that Expansion using our Mod (and CUP) as basis. We might assist with small tasks, but fixing problems and distribute the Expansion is nothing we deal with anymore. Besides the CUP dependency, something else will be different with Cold War Rearmed III. Other than before, we will release the content we have ready to be shipped out. The details on how and where the releases take place must be determined. Let's see how and where this journey ends. 🙂
  8. 🤔 Yes, I indeed read the post as 'rename the Vz.58 to Sa-58'. I seen the Sa-58s before in CUP but then ignored the fact that they should be called Vz.58P and V respectively. This even more as below they have the UK Vz.59. Might make a ticket about this and see what happens. 🙂
  9. There's no weapon called SA-58 and also none called AK47Cz. And this is not Flashpoint either. The correct designation is Vz.58, and even in CWR², the rifle is called Vz.58. Deal with it I'd say. 🙂
  10. Below link contains an updated version of the CWC Campaign. Only minor things in cutscenes have been changed and improved. Thanks to Danny for the initial fixes and ThunderStrike for the final touches! This is the final release. No further changes will be made. You can get the updated campaign here.
  11. The CWR² Campaign is finished. Since years. And back then it has been tested several times. And no one ever reported any of the above problems. Anyway, Danny sent me updated mission files for the campaign and I've added them. These changes are not validated. If they fix the problems - fine. If not, then not. You can get the updated campaign here. Please understand that I have no longer time nor interest to deal with endless mission issues in an outdated game engine. My free time is very limited and I prefer to spend it on more enjoyable things. 🙂
  12. I've downloaded the mission pack and will see myself what errors are shown - if any. Normally, there shouldn't be anything removed in v1.6 - we have never done that and I surely will not start this now. nettrucker: There is no need to fix your missions to make them run in v1.6. I have to fix the Mod so the missions run again. Mr. Reviewer: In each CWR² archive there is a folder @cwr2_v16. All you need to do is extracting that folder into where you have ArmA2 installed. No need to create any additional folders or copying single pbo files around. This goes for the Core Mod and all it's Expansions. Just as I write this: The Winter Expansion is not yet updated to v1.6. This archive has a folder called @cwr2_v15 included. Eventually this causing some missing file errors which were mentioned. I will update the Winter stuff asap, if nothing comes in between this week. Until then, just hold back with playing the Winter missions. I mean, it's summer after all, who then wants to play in the cold! 😉
  13. When Jake sent me the mail with the terrible news, I was shocked and speechless. And while I've sworn to myself that never again I will post in this forum, this justifies an exception. Paul was a legend when it comes to terrains in the Armaverse. If Paul didn't know the answer or a solution, then probably no one knew it. And boy, he was a patient teacher. No matter how busy he was, he always found time to explain things, write a tutorial or even solves the problem on behalf of the person seeking help. There are not many like him, that's for sure. I enjoyed his terrain work ever since he made the first attempts. And I was very glad to have him in the CWR² team as he eventually saved the project. Because without Paul, there maybe would be no Malden, or only a crappy and bugged to hell terrain. For some strange reason, the AI refused to drive on the roads. Now with this splendid engine this is nothing new, but it was really bad because they just ignored the roads completely. I must have spent weeks in checking everything, and placing the road network from scratch twice. Then Paul joined and had a look. At first, he had no idea either because everything just looked fine. He then decided to make the whole terrain from scratch and see, the 'artificial idiocy' decided to use the roads. And then there was my fancy idea to port the 'VBS1 Intro terrain' to ArmA2, known as 'Elephant Island'. As if he wasn't busy already with his own and CWR² projects, I lured him into that one as well. And in the end, he not only created the terrain textures. He created them twice - at least - because he never was happy with some aspects. And he made the logo, and the roads too. He was not only a patient mentor. He was a freakin' perfectionist as well! :-) In the past year I lost contact to Paul, now this makes me angry because I never had the chance to talk with him again. I will miss our nightly discussions on Skype going on for hours. Not only about terrain editing, or missions from the old days but also about everything else in life. Once again I lost a mentor, a fellow Mod team member and a good friend. Without Paul, this community won't be the same anymore. But he lives on in his terrain tutorials, his beautiful terrains and last but not least in the memories of those who had the pleasure to work with him or were able to create their projects with his help. My sincere condolences to his family and friends. Rest in peace my friend, you will not be forgotten.
  14. Well, CWR² is not ACE2 compatible. It may work, but most probably will cause problems. CBA is no problem, MCC I can't tell. Because as Sander said, weapon selection depends on the mission designer. If weapon selection was not available in the original, it's not available in CWR² either. And there are no plans to change this. On a side note, and really not important: I have given the project lead to Max Power and I'm sure he will finish this thing. I want to thank everyone who has donated his work, time and knowledge to this Mod. Thanks also to everyone who believed in us in the past years and even in the darkest days. Knowing you are awaiting this Mod so badly was always motivation enough to finish it somehow. I'm absolutely sure you will not be disappointed with the final Version which, hopefully is not far away. For me it's time to move on to something else where I feel welcome. All the best to each of you, it was fun and a pleasure to be in this great community.
  15. Re. the catapult use: It's indeed a bit tricky to get the launch option. You can get it from the cockpit as well but you need to be at the right spot and looking at a certain point to get it. It's way better on the Nimitz from JDog. Maybe you could get in touch with him (if you aren't already) and see how the 'trigger area' could be improved? Currently it's really annoying using the catapult. The good thing with the CdG launch is that your gear is automatically retracted whereas at the Nimitz you must deal with that on your own.