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xbladecz

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About xbladecz

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  1. xbladecz

    Cold War Rearmed III - Resistance

    The Resistance Campaign is fixed. You should not need the rhs or csla compat mods anymore. The optional mod you are mentioning adds rhs compatibility for T-80. It replaces the T-72B1 in the campaign. The original campaign had T-80. The mods dependency is intended. It would not work without the rhs otherwise. The main problem should be fixed now, as there is no csla or rhs in the mission.sqf anymore. Just run the game as before without the optional mods. I will take precausions next time when I edit or test something. The game should not be spawned with optional stuff as the editor can include it as required and it brakes the game for others. My bad. My apologies.
  2. xbladecz

    Cold War Rearmed III - Resistance

    I have release the hotfix, please close the game and steam, reopen the steam and wait for the update to be downloaded. I have to ensure, that no optional dlcs and addons are active during mission edit next time.
  3. xbladecz

    Cold War Rearmed III - Resistance

    Good lord, CSLA leaked there too. Wait a while, I will release next hotfix. I have to run the editor without those optional mods enabled.
  4. xbladecz

    Cold War Rearmed III - Resistance

    Hotfix has been released. Sorry for the inconvinience and thank you for the report.
  5. xbladecz

    Cold War Rearmed III - Resistance

    I have found out the cwr3_rhs_to_cwr3_compat_vehicles mod is mentioned in the mission.sqm. I will have to publish a hotfix for this mission. Please standby. You can also enable this mod, finish the mission and then remove the mod. The next mission will have to be reverted. The mod can be subscribed at https://steamcommunity.com/sharedfiles/filedetails/?id=2949105329.
  6. xbladecz

    Cold War Rearmed III - Resistance

    Hi @yannara, try to backup your campaign saves and then try to revert one more mission. Is there an error displayed ? There is a Show Script Errors option in parameters section in the launcher. It enables all script errors to be displayed on the screen. The error should also be in the rpt log file. By OFP main mod you mean the CWR3 Resistance mod or anything else ? I have finished whole campaign one more time before releasing beta 3, but with such a big update, there could be some incompatibilities with previous saves. In such cases a debug console can be handy, but first I have to know what went wrong. To backup your progress you can check directories mentioned in this thread https://steamcommunity.com/app/107410/discussions/2/312265327167678342. Feel free to send me a PM.
  7. xbladecz

    Cold War Rearmed III - Resistance

    Hi, new version has been published. Beta 3.0 (0.3.0.0) Added: new setting Improved Missions, it should allow us to change mission logic by your preference - stay with classic game play as close as possible to the original or try our enhancements Added: alternative end for improved missions option in m07 first strike, you are able to wander around now and use action to end mission Added: 2 drivers to the castle ruins in m05 scrap if improved mission setting is in effect Added: high command support in m07 first strike Added: player gear save in mission 18 to allow the next cutscane to use it. Added: possibility to save Peter from Dolina (Peter Anton) in m02 crossroads if improved missions options is selected Added: if Peter is saved in m02, he will rejoin in m06 field excercise Added: T80 placeholders for mod compatibility patches, we have experimental T80 from RHS compatibility mod prepared Fixed: open Viki inventory action Fixed: marker colors, positions and directions in missions. Fixed: reducing damage during vehicles load to prevent accidental explosions Fixed: uaz drivers not getting in and driving away in m09 information Fixed: instant promotions, squad units cannot gain colonel rank Changed: initial player state in m02 crossroads, player starts without map, compass and radio Changed: settings behaviour, now they should work better, selecting custom before making the particular changes is advised Changed: the squad rejoin behaviour in m05 scrap Changed: civilians language, they should use the same as yours Changed: lowered weapon on back action priority Changed: reinforcement squad unit names in m05 scrap, tribute to czech movies/actors of the time Changed: m03b count of units will join on improved missions setting Changed: m05 end for easy mode and not improved missions option, vehicles should be fully refuelled, repaired and rearmed Changed: start location in m17 for improved missions option, UAZ and crates location, they are hidden in nearby bushes, marker is on the map Changed: m05 scrap, triggers should be better now Changed: RPGs, boosted even more - RPG75, RPG7, RPG18, AT-4, M72LAW Removed: maps, compass and radio from civilians Removed: some trees near castle ruins in Trosky Tested: RPG75 replacement mod for CSLA DLC owners https://steamcommunity.com/sharedfiles/filedetails/?id=2949100460 Tested: T80 replacement for T72B1, but not recommend https://steamcommunity.com/sharedfiles/filedetails/?id=2949105329
  8. xbladecz

    Cold War Rearmed III - Resistance

    RPG75 has been boosted for this in this campaign, but it has screwed sights so try without them first. If using RPG7, try to get behind or aim for tracks. The crew will abandon the tank if it is fairly damaged. I was thinking about creating a CSLA RPG75 compatibility addon for owners to deal with cwr3 sights issue, let see if It is possible.
  9. xbladecz

    Cold War Rearmed III - Resistance

    Hi, today I have discovered a High Command. It will be implemented in mission 7 First Strike along with new Improved Missions setting in next version. First tests looks very promising as the two extra tank squads tends to beet enemy much better. If this setting is not used, the mission will try to stick as much as possible to the original - tank squads will follow your 2nd and 3rd unit. With the new Improved Setting enabled, you will also be able to wander around the map after you destroy enough tanks. You will be able to end mission anytime afterwards.
  10. xbladecz

    Cold War Rearmed III - Resistance

    Hi, new version has been published Beta 2.2 (0.2.2.0) Fixed: instant promotions initialization, only when available Fixed: timetable bug in m01 Fixed: changed heli type in m03b from fia to soviet, nobody noticed 😄 Fixed: Jay behaviour and soviets detection triggers in m14 Fixed: m17 trigger, m16 tasks Changed: tasks flow in m03a Changed: language set is now for all FIA, not just the player group Changed: guarding units waypoints in m14 as they cannot enter the bridge, path finding on neo seems to be bugged. Updated: tasks in missions 07, 09, 10ab, 11, 12, 13 and 14 Added: CWR3Tasks_fnc_setTaskDestination to the function library Added: 2 guarding units on bridge in m14 Now it is time to play it through again and make + publish some videos. Btw. the bullet time is quite addicting, I don't know if I can play it the old way anymore 😉 If you find any critical bugs, please, let me know, so I can prepare a hotfix asap.
  11. xbladecz

    Cold War Rearmed III - Resistance

    Hi, new version has been published Beta 2.1 Fixed: m13 reckoning ending conditions Fixed: tasks flow in mission 03b and 04 Fixed: addTask function Changed: tasks in m05 and m06 Changed: tasks in m08, task1a is not subtask as it prevents location search Added: radial blur during bullet time Added: ux for bullet time, background height of soldier stance changes height during bullet time consumption and replenishment Added: new task to m05 which helps understading the state of the base cleanup I have forgot to inform about earlier hotfix Beta 2.0 # 1 from 30.1.2023 Fixed: bug in finish, cancel and fail task functions Fixed: minor issue in m17 The campaign was not thoroughly tested, but should work as expected as there were no changes to the core systems. Please report any bugs you encounter. The bullet time is now more user friendly. I have added a radial blur effect and soldier stand background changes height as you deplete your time in this mode. Feel free to test this mode in any single player mission, it is quite fun 🙂
  12. xbladecz

    Cold War Rearmed III - Resistance

    Hi, new version has been published Fixed: bad waypoint position in m03b Fixed: m05 crew animation when base in alert Fixed: some translation issues Fixed: loadout after mission retry Fixed: endings in campaign description.ext for m09 information Added: campaign has own settings entry, more categories and presets (classic, enhanced, easy mode), click ok to apply Added: easy mode: allows to use hold breath bullet time, disable fatigue, special gear crates in most maps, instant promotions and use engineer trait Added: arma 3 style tasks, can be enabled in addon settings Added: all original sfx triggers with env sounds (birds, crickets, dogs, wolfs, ...) to all maps as script Added: LAWs to m12 contraband Changed: soviets using RPG18 instead of RPG75 Changed: m05 repair system, now with subtasks Changed: paratroopers can be killed Changed: unit statistics is optionable Changed: weapon pool management, vest and backpacks are safe to store in weapon pool Changed: weapon balance in some missions Changed: many more tweaks in campaign I have forget about 🙂 Removed: SHK Taskmaster, added own solution instead, the old one does not work on mission load from main menu (lost task references) Note: easy mode bullet time is also available in all single player missions and campaigns, it has own addon setting section
  13. xbladecz

    Cold War Rearmed III - Resistance

    Hi, everything goes well, new tasks framework is implemented and pretty stable. I have almost half of the missions updated. As a bonus subtasks are now available. There will also be a new options for the easy mode available. 1. Automatic bullet time for sights and hold breath. 2. Disable fatigue.
  14. xbladecz

    Cold War Rearmed III - Resistance

    I have found another bug. The taskmaster does not work correctly after exit and load. I will have to provide own solution using BIS functions for tasks. I have to postpone the update for a week.
  15. xbladecz

    Cold War Rearmed III - Resistance

    Hi, I have some news. I am preparing next version with some fixes and improvements. If everything goes well, I will release new version this weekend. I have discovered weapon pool bug/feature. 1. To clear weapon pool, its content must be put somewhere first. 2. When weapon pool is transfered to some crate/vehicle and cleared, its content is restored if you exit mission and load a savegame. If you finish mission without exiting, all works fine. This behaviour leads to double items in pool on mission end bug. The fix is ready and will be provided in next version. (every mission has stash trash container for dumping its content before storing anything from regular wp container) The global force regroup action will be removed. The easy mode seems to be ready aswell. Storing backpacks, vests and uniforms to the pool seems to be working properly. There is one bug remaining. Preserving items in vehicles between missions 2 and 3b does not work correctly. If you empty backpack with predefined items, store it in vehicle, it will be full in next mission again. This is not fixed and will be probably not addressed in next version.
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