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Mariscal

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Everything posted by Mariscal

  1. Good day Sickboy, I stopped playing ArmA2 about a year ago and I've come back to it and getting hooked again mostly thanks to your tool. It's amazing to see how the tool has changed in just a year and how the mod community is still creating and updating a lot of content. One of the things I was interested last year was seeing Günter Severloh's WarMod supported by SU. I've spent some time searching this thread and the forums and found the discussion Günter and you had about it. For what I understood of it seemed like Günter was not very convinced about using SU despite you were very understanding and willing to help him with the task: Should have some time coming weeks. This quote is the last I've been able to find about what you had planned for WarMod and since I haven't found this mod's entry in SU I'd appreciate if you could tell me if the porting of this mod was dropped, put on hold or if I've missed its entry in SU's mod list. Thanks for your attention and keep up the good work Sickboy! Thanks to SU ArmA2 has IMO perhaps the best modding management tool of all gaming industry, keeping this game and helping its modders to create and update content easier. Wish other games had tools like this lol :D
  2. Thanks for the quick answer, I couldn't stop but drool a bit thinking about the possibilities of SU when modders start to use all the potential of your tool. :) You have really thought in everything and the care for detail shines when I learn more things about SU. In my opinion it would be a wise decision for Bohemia to hire you and integrate your mods and tools to the next version of ArmA as Egosoft company did with the X-Tended Mod Team. A couple of days I threw that suggestion in this thread... who know maybe some top brass at Bohemia reads it and start thinking about hiring some new employees :) I've not seen a similar tool in the gaming industry, what most resemble is the Wrye Bash for Oblivion. I think integrating SU into ArmA Editor and having sites like DevHeaven officially supported by Bohemia Interactive would increase the sellings of the game because it will allow the modder community to work much more collaboratively and join efforts in big projects WarMod like. It's not the same to pay for a game you're gonna end in a couple of weeks than one you'll know it'll last for years with the help of expansions and community mods. But right now crashes to desktop are pretty common if you have a number of mods activated in missions and campaigns not supporting them. I hope in the future the ArmA mod community, with the help of your tools, work with ACE mod and a project like WarMod as the pillars from which develop their mods and add them to that big project instead releasing their mods as standalone. Ants working by themselves can achieve humble things but as a team can even create projects that surpass even the improvements that ArmA3 will have. Who knows, perhaps even players will stick to a modded ArmA2 instead of playing with a naked ArmA3 on the net, waiting for the projects to be ported to the new engine. :D
  3. Hi Sickboy, Congratulations for the new version of SU, as always you have made an outstanding job helping make easier playing a modded ArmA and keeping them updated. I have a couple of suggestions for SU that I'd be interested to hear if they can be implemented in next versions (I'm not sure if this is the thread to post suggestions since I've found no related thread. If suggestions for SU go in another thread receive my apologies): Do you think SU could add campaign support? Since many modders are starting to make campaings with voice-overs and other disk-space consuming resources, a support for the update of those campaigns would be greatly appreciated. It's much easier to download the couple of files that are changed in a campaign package than the entire pack over again. Take for example "Soldier of Valor" that is v.1.7 each time the campaign is updated you have to download like 225 Mb. In addition there are other advantages that I explain below. Have you thought about adding some kind of MySQL support to SU? One thing I miss in the mods section is a bit of more information about what those mod changes and feels strange to have to rely on an external internet browser and click on the context menu option "more info" to go to the project page. Having SU its own internal browser they could display little pop-ups with a bit of info about the mod or a more extensive sorting system by the number of downloads or rating, etc. Or it could have many other potentials I can't even imagine but prove useful in the future; one example would be the automatic detection of campaigns or online servers compatible with certain mod you have selected or a combination of them you've installed in your computer. Today there are many open source applications that use MySQL or similar approaches to sort and organize their contents. Take for example XBMC a media center for Pcs which uses TheTVDabase series information in their web to update the contents that the XBMC client detects. This is more a petition than a suggestion :) I read your answer to Sevenloh's question in the WarMod thread. Could you give the rest of forum users a little update in the future of how's going the support of WarMod in SU? I think that could be a major step in giving popularity to both SU and WarMod, specially when developers start to make campaigns and missions for it (that is that are tested with the AI enhancements and don't give errors or weird behaviour) and more servers start to use SU & WM. That could give the popularity SU needs to have more mirrors for the hosting of mods and future ideas you may have for the SU project.
  4. Mariscal

    COWarMod Release

    You are right, in theory the changes your mod does would make it compatible with the majority of missions and campaigns designed for ArmA2, OA or CO alone but just the changes made to the AI in several of the mods included will mess the behaviour of many of these missions and campaigns. I've found myself unable to finish many missions because some script or trigger didn't activate. It's frustrating in long missions find that one character or event doesn't activate and having to restart the mission deactivating the mod. That's why I consider creating campaigns and missions which are tested and played prior to release with your mod is essential in order to WarMod gains popularity. P.S. I'd like to give you specific details on how the Ai mods mess up in missions and campaigns but I know nothing about the editor and scripting. I'm amazed it never happened to you since in my experience is a pretty common event. :)
  5. My suggestions for a skilful & charitable modder :D Added WarMod compatibility in the addons would be much appreciated, most of all if WarMod is supported by Six Updater in the future. Those compatible addons could be added to the Six Updater WarMod repository and be downloaded and configured easier.
  6. Mariscal

    COWarMod Release

    Hi Günter, - Is an ACE compatible version of WarMod planned for the future? - By his answer seems Sickboy is very insterested in giving WM support for Six Updater. Please, could you give us a couple of updates in the future about how's going its implementation? :) - Have you or other modder planned campaigns and missions for WarMod? Thanks for all :D
  7. Mariscal

    ArmA3 Wishlist and Ideas

    Hi guys. These are my suggestion for A3. Better inventory and weapon selection. Similar to ASC project but pre-mission with a 3D reworked menu system so weapon selection can become and enjoyable experience more than the mess it is now. For example a better sorting and filtering of the inventory is essential given the number of weapons the game has. Sorting by caliber, longitude, suitability for the type of mission, etc. With the attachment system integrated in the GUI and with all the information available from the armory section. The Armory section is, in my opinion something that could be integrated in the pre-mission menu and a dispensable characteristic. Personally I would loved to see a concept similar what the series is. What is enjoyable for many users of ArmA is not only firing weapons and driving vehicles but learning about them and the information that appears in the Armory is somewhat lacking for many of us. I've found myself, and many users may have done the same, browsing webpages finding additional information about the story of the development of the XM8 and Mk16 weapons for the U.S. army and found very interesting the OICW project. Or learning about the Abrahams history and performance in the "Desert Storm" operation. Those details may seem too technical for some users but let's face it: ArmA fans are there for the simulator side of the game. I'm sure the majority of us would appreciate something like this in game. And best of all it would not be hard for developers since they must do a lot of weapons and armory investigation themselves, why not share all that in game? With added videos (streaming if the vids are too much hdd consuming) to the ArmAlopedia if you will. That would be much appreciated. :DMany weapons today allow caliber interchangeability with minors modification to the rifle platform like the or the . It would be great to add a proper support for that characteristic in-game for stealth operations and longer missions.That Bohemia do as Egosoft has done in caring for their modding community and hire A.C.E. Development Team to help for their next release as Egosoft did with XTended Mod Team for X3: Reunion. Given they did such an outstanding job with their mod they were hired to help for the release of X3: Terran Conflict. And the result was a game with added quality, art and enthusiasm in its development. And that was instantly noted by their fans with an increase in the units sold of X3: TC. This is a suggestion to the moderators and the starter of this thread. A voting system in this same thread in which the users can vote for the best suggestions and wishes and those be added in an edited first post of this thread for ease of consultation and readability by Bohemia developers. Those suggestions could be organized in a MySQL fashion and added to sites like Developer Heaven dot net ArmA modders community to be considered by experienced modders and added to mods prior ArmA3 release if eventually certain modders find some of those wishes useful and doable via mod. Hope to read your view on these wishes soon :)
  8. Hi Sickboy, Congratulations for the new version of SU, as always you have made an outstanding job helping make easier playing a modded ArmA and keeping them updated. I have a couple of suggestions for SU that I'd be interested to hear if they can be implemented in next versions: Do you think SU could add campaign support? Since many modders are starting to make campaings with voice-overs and other disk-space consuming resources, a support for the update of those campaigns would be greatly appreciated. It's much easier to download the couple of files that are changed in a campaign package than the entire pack over again. Take for example "Soldier of Valor" that is v.1.7 each time the campaign is updated you have to download like 225 Mb. In addition there are other advantages that I explain below. Have you thought about adding some kind of MySQL support to SU? One thing I miss in the mods section is a bit of more information about what those mod changes and feels strange to have to rely on an external internet browser and click on the context menu option "more info" to go to the project page. Having SU its own internal browser they could display little pop-ups with a bit of info about the mod or a more extensive sorting system by the number of downloads or rating, etc. Or it could have many other potentials I can't even imagine but prove useful in the future; one example would be the automatic detection of campaigns or online servers compatible with certain mod you have selected or a combination of them you've installed in your computer. Today there are many open source applications that use MySQL or similar approaches to sort and organize their contents. Take for example XBMC a media center for Pcs which uses TheTVDabase series information in their web to update the contents that the XBMC client detects. This is more a petition than a suggestion :) I read your answer to Sevenloh's question in the WarMod thread. Could you give the rest of forum users a little update in the future of how's going the support of WarMod in SU? I think that could be a major step in giving popularity to both SU and WarMod, specially when developers start to make campaigns and missions for it and more servers start to use SU & WM. That could give the popularity SU needs to have more mirrors for the hosting of mods and future ideas you may have for the SU project.
  9. Mariscal

    COWarMod Release

    Six Updater Introduction and Main Characteristics <object width="560" height="349"><param name="movie" value="http://www.youtube.com/watch?v=5Ek92LeYFIE?version=3&hl=es_ES"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=5Ek92LeYFIE?version=3&hl=es_ES" type="application/x-shockwave-flash" width="560" height="349" allowscriptaccess="always" allowfullscreen="true"></embed></object> SU detects what kind of ArmA are you running; ArmA 2, OA, CO, etc. and install the correct version of mods for each type of ArmA automatically. It writes an additional .rsync folder on each mod's folder which stores all kind of information about the mod config and handles all the changes that are needed to the files' update. Even with some mods you can add foreign programs which activate in the process of SU updating like JayArma2Lib that uses a dll which does additional operations or ACE which uses a config write tool to change some of the mod characteristic so even the most complex file and config operations are handled by SU automatically and the most complex operations can be done via simple additional programs you can easily add and will be activated by SU in the update process. The process is completely automatic and easy for the client and gamer as all is taken care of automatically by the modder with the help of SU. :D It's one of the greatest tools in the ArmA mod community but in conjunction with CWM it can set an example in the whole world of game modding because nowadays modders often work non collaboratively in most of games but this could be a start of an example for modders of any game on how to use the correct tools to work collaboratively and achieve bigger and better mods :) I'm sure that being such a great modder when Sickboy watch your awesome job with CWM and learn about the idea of serving CWM in SU he will gadly help you prepare it for the updater, giving the proper credits to the modders included in CWM, and with the future updates you develop.
  10. Mariscal

    COWarMod Release

    Congratulations on setting a new standard on the ArmA modding community. You've just made an enormous but much needed task that the community missed for so long Günter. A couple of mods working by their own don't minding compatibility could add some new functions to the game but this makes a whole new game and can set a new standard for ArmA gamers. Seeing all these cool mods working together has inspired me to think about an idea for your COWarMod that I'd appreciate to hear your thoughts and Sickboy's opinion too if he reads this by any chance. One of the most dissapointing experiences in ArmA is when you have cool mods activated in the game that somehow messes an awesome campaign you've downloaded or that most servers don't use. So most of the time you're restricted to use the mod only in spare missions or risk it and try a campaign that doesn't support the mod and you end up being unable to finish some of its missions or other weird behaviours appear while playing it. This spoils the fun of downloading and enjoying memorable mods by the community. Here's why I consider COWarMod (CWM) a turning point in ArmA and I explain why. The only thing your mod misses is ease of upgradeability and considering the nature of it is a key point in your mod. Right now people wanting to experience CWM have to download the complete package and when they want to upgrade they will have to download a whole new package or cumulative patches, so it's a bit of hassle to upgrade if you miss two or three updates. Now imagine CWM being completely supported by SickBoy's Six Updater (SU). Not the complete package but an evolution of your mod's concept: you release your mod in Six Updater with its components separated. SU would then detect which version of ArmA you are running and then each version of CWM components (i.e. separate mods versioned to work with each other in CWM) would then be detected by SU client and promptly updated to the latest version. This is extremely useful given the number of mods CWM has and how often the developers update them. This idea may be simple but when gamers and modders start to use CWM through SU, for its quality, ease of use and upgrading, then more and more people will start to use it in their servers and modders will start to design campaigns and missions for it, perhaps even new Net gamemodes. That's when CWM will become a standard and modders may even start to make CWM compatible versions of their mods when they release them so you won't have to work that much to keep your mod up to date and best of all, all of it throught SU which makes playing a modded ArmA and its campaigns more a delight than the mess it is now. I see good things coming for CWM in the future and if it goes well it will be cool to see CWM used and supported by modders as ACE is. Again :D congratulations :D And guys I hope to hear your thoughts soon. :) It would be great to see Sickboy and Günter working together in CWM project to give it SU support and making it the new ArmA standard.
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