TomatoArden 0 Posted October 6, 2010 I will check on the Sterling... Made this model so long ago I forgot what I was thinking... Initial search confirms your thoughts... but I want to double check to see where I was headed 'back in the day'...Which Sten had a fire selector? Not the Mk II... I have one in the family arsenal... automatic or safe... Sten MkII (& SD) should be making a showing here in the next release or two... The Belgian army made a Sten called the Imperia (if memory serves) and I believe that had a fire selector on it... but that won't make the MOD... :( Actually the MKii sten had a fire selector, and the silenced version was meant to be fired only in semi auto with full auto for emergencies. The silencer being damaged by the use of full auto. I think the same applies to the silenced Sterling. Im pretty sure all stens had fire selectors, it was one of the main advantages it had over the german mp40s, which where stuck in full auto, so you couldn't do carefully aimed shots. Share this post Link to post Share on other sites
sgt_savage 586 Posted October 6, 2010 (edited) Ok , just reminding you all that its still in alpha stage and there are still errors to fix. Keep posting the bugs you find and we will squash em in turn. Regarding the veg its still in tweak mode till we find a good balance. Performance problems?? VD??? :O (view distance) :P has to be medium to low, for lower end PC's please understand that there are a lot of objects to render on screen very detailed thick foliage so up the fog and tune your pc down. Defragging your hd also helps I find it limits the time it takes to read from virtual memory. Try smart defrag. http://www.iobit.com/iobitsmartdefrag.html Just fiddle with your video settings to find the sweet spot. Also, limit your addon folders , try just running the mod by itself without other 3rd party mods it may help the performance. OA seems to give me better performance than arma 2 for some reason :/ Edited October 6, 2010 by SGT_SAVAGE Share this post Link to post Share on other sites
csj 0 Posted October 6, 2010 Para;1763900']Gentlemen' date=' congrats on release. Well done.[b']Now, as no FNG, I'm gonna be as blunt as a drill sergeant:[/b] In 3 seperate playtests on 3 seperate areas of flat ground in the jungle, I have AI's opening up at medium range. I can't see 10m ahead of me in the same areas. This renders the mod close to unplayable in its current format. Back in the day, Ebud had a solution with his Grassfield2 from IloIlo (really going back, I trust thats the right one but Im sure as heck not opening an old island with wrptool to find out...). It wasnt the prettiest solution around, but you could have an AI walk right up to you without seeing you at all. This is where it needs to be at. Hey Para, long time, how the f' are you ? Any maps we release after this point will be true to sight. What you see is very much what the AI sees. No invisible view blockers used. Share this post Link to post Share on other sites
FKPLACE 10 Posted October 6, 2010 Awesome Vietnam war experiences in the Mod! Like the effects and nice details very much. Of course, there are some bugs but even BIS's version for commerical purpose couldn't avoid such things. Suggest only to update the basic Mod by patch releasing one step by step. Share this post Link to post Share on other sites
-HC-Para 0 Posted October 7, 2010 Hey Para, long time, how the f' are you ?Any maps we release after this point will be true to sight. What you see is very much what the AI sees. No invisible view blockers used. I'm good thanks, a lot older (I *hope* a bit wiser...) - but then we ALL are! Re: All seeing AI - I have total faith in your ability to do just that! Promise to download each patch/update as it comes online. I'm pleased to see you're still kickin it - same with the rest of you fellas, Warrior, Savage etc. Seems old soldiers never die :) The Nambience is awesome fellas.... Keep it up. Might have to set a Nambush or two tonight and take a closer look round the island/check out a few more of the goodies you guys have worked damned hard on! Share this post Link to post Share on other sites
sgt_savage 586 Posted October 7, 2010 More ambience yet to come in the next release if the chief permits :) My old you tube vids shows hopefully where we are heading in the future. Share this post Link to post Share on other sites
sick1 13 Posted October 7, 2010 I'm gonna make a very special campaign with this mod. Looks like my Seal team series is going old school ala demo dick. :) Share this post Link to post Share on other sites
Pauldarrington 9 Posted October 7, 2010 Does anyone else get this weird issue with the bushes shadows showing up underneath the ground and seeing shadows of bushes on the otherside of a hill or moutain Share this post Link to post Share on other sites
eggbeast 3673 Posted October 7, 2010 (edited) as an ex vietcong and vietcong 2 addict - well done guys - great work. In the pipeline (halfway completed - ETA this weekend): Evolution Lowlands link to thread http://forums.bistudio.com/showthread.php?t=108519 I've stuck in the intro music is from I wanna Be Your Dog by The Stooges, the old intro to VC Purple Haze. some weapons from stock (their M79, etc) the F4, F14 and Spectre (kinda like a puff the magic dragon lol) will review vilas old russian and chinese weapons and draw some of them in too. will look at early tanks in the russian armour pack and maybe the albatross as it's kinda like a mig lol I s'pose they can have a few hind D's... historically faulty, but the game might be better for it... for scripters and mission makers, here's an easy to use ammo box: _FillAmmoBoxR = { _vecRu = _this select 0; clearWeaponCargo _vecRu; clearMagazineCargo _vecRu; //HEAVY WEAPONS _vecRu AddWeaponCargo ["uns_makarov", 10]; _vecRu AddWeaponCargo ["uns_tokarev", 10]; _vecRu AddWeaponCargo ["uns_k50m", 40]; _vecRu AddWeaponCargo ["uns_k50mdrum", 40]; _vecRu AddWeaponCargo ["uns_ppsh41", 40]; _vecRu AddWeaponCargo ["uns_thompsonvc", 40]; _vecRu AddWeaponCargo ["uns_m1897riot", 40]; _vecRu AddWeaponCargo ["uns_m1897", 40]; _vecRu AddWeaponCargo ["uns_mosin", 40]; _vecRu AddWeaponCargo ["uns_sks", 40]; _vecRu AddWeaponCargo ["uns_sksbayo", 40]; _vecRu AddWeaponCargo ["uns_svd", 40]; _vecRu AddWeaponCargo ["uns_ak47", 40]; _vecRu AddWeaponCargo ["uns_ak47bayo", 40]; _vecRu AddWeaponCargo ["uns_ct56", 40]; _vecRu AddWeaponCargo ["uns_ct56bayo", 40]; _vecRu AddWeaponCargo ["uns_ct56ws", 40]; _vecRu AddWeaponCargo ["uns_rpd", 40]; _vecRu AddWeaponCargo ["uns_rpdsog", 40]; _vecRu AddWeaponCargo ["uns_rpk", 40]; _vecRu AddWeaponCargo ["uns_rpg2", 40]; _vecRu AddWeaponCargo ["uns_rpg7", 40]; _vecRu AddWeaponCargo ["uns_sa7", 40]; //some stock weapons might be good _vecRu AddWeaponCargo ["MakarovSD", 10]; _vecRu AddWeaponCargo ["ksvk", 40]; _vecRu AddWeaponCargo ["SVD_CAMO", 40]; _vecRu addWeaponCargo ["huntingrifle",40]; _vecRu AddWeaponCargo ["PK", 40]; //ammo _vecRu addMagazineCargo ["pipebomb",40]; _vecRu addMagazineCargo ["MineE",40]; _vecRu addWeaponCargo ["Binocular_Vector",10]; _vecRu addWeaponCargo ["NVGoggles",10]; _vecRu addWeaponCargo ["Laserdesignator",10]; _vecRu addMagazineCargo ["Laserbatteries",10]; _vecRu addMagazineCargo ["HandGrenade_East",20]; _vecRu addmagazinecargo ["8Rnd_9x18_MakarovSD", 40]; _vecRu addmagazinecargo ["100Rnd_762x54_PK", 40]; _vecRu addmagazinecargo ["5Rnd_127x108_KSVK", 40]; _vecRu addmagazinecargo ["10Rnd_762x54_SVD", 40]; _vecRu addMagazineCargo ["5x_22_LR_17_HMR",40]; _vecRu addMagazineCargo ["uns_f1gren", 40]; _vecRu addMagazineCargo ["uns_makarovmag",40]; _vecRu addMagazineCargo ["uns_tokarevmag",40]; _vecRu addMagazineCargo ["uns_k50mag",40]; _vecRu addMagazineCargo ["uns_ppshmag",40]; _vecRu addMagazineCargo ["uns_thompsonmag_20",40]; _vecRu addMagazineCargo ["uns_m1897mag",40]; _vecRu addMagazineCargo ["uns_mosinmag",40]; _vecRu addMagazineCargo ["uns_sksmag",40]; _vecRu addMagazineCargo ["uns_svdmag",40]; _vecRu addMagazineCargo ["uns_ak47mag",40]; _vecRu addMagazineCargo ["uns_ct56mag",40]; _vecRu addMagazineCargo ["uns_rpdmag",40]; _vecRu addMagazineCargo ["uns_rpkmag",40]; _vecRu addMagazineCargo ["uns_rpg2grenade",40]; _vecRu addMagazineCargo ["uns_rpg7grenade",40]; _vecRu addMagazineCargo ["uns_sa7mag",40]; //old GL ammo _vecRu addMagazineCargo ["1rnd_HE_GP25",40]; _vecRu addMagazineCargo ["FlareWhite_GP25",40]; _vecRu addMagazineCargo ["FlareRed_GP25",40]; _vecRu addMagazineCargo ["FlareGreen_GP25",40]; _vecRu addMagazineCargo ["FlareYellow_GP25",40]; _vecRu addMagazineCargo ["SmokeShell",40]; _vecRu addMagazineCargo ["SmokeShellRed",40]; _vecRu addMagazineCargo ["SmokeShellGreen",40]; _vecRu addMagazineCargo ["SmokeShellYellow",40]; _vecRu addMagazineCargo ["SmokeShellPurple",40]; _vecRu addMagazineCargo ["SmokeShellBlue",40]; _vecRu addMagazineCargo ["SmokeShellOrange",40]; Sleep 1.0; }; and US weapons BIS_EVO_AmmoBox = // Creates and fills local rank based ammo boxes { _rank = _this select 0; //US weapons non ranked _FillAmmoBoxU = { _vec = _this select 0; clearWeaponCargo _vec; clearMagazineCargo _vec; _vec AddWeaponCargo ["uns_m1911", 10]; _vec AddWeaponCargo ["uns_coltcmdr", 40]; _vec AddWeaponCargo ["uns_m45", 40]; _vec AddWeaponCargo ["uns_mac10", 40]; _vec AddWeaponCargo ["uns_mac10sd", 40]; _vec AddWeaponCargo ["uns_thompson", 40]; _vec AddWeaponCargo ["uns_m3a1", 40]; _vec AddWeaponCargo ["uns_m3sd", 40]; _vec AddWeaponCargo ["uns_mat49", 40]; _vec AddWeaponCargo ["uns_l34a1", 40]; _vec AddWeaponCargo ["uns_ithaca37", 40]; _vec AddWeaponCargo ["uns_m870", 40]; _vec addWeaponCargo ["uns_l1a1",40]; _vec AddWeaponCargo ["uns_m14", 40]; _vec AddWeaponCargo ["uns_m14a", 40]; _vec addWeaponCargo ["uns_mas4956",40]; _vec addWeaponCargo ["uns_mas4956s",40]; _vec AddWeaponCargo ["uns_mas36", 40]; _vec AddWeaponCargo ["uns_car15e1_20", 40]; _vec AddWeaponCargo ["uns_car15e2_20", 40]; _vec AddWeaponCargo ["uns_car15e2_30", 40]; _vec AddWeaponCargo ["uns_m16a1_20", 40]; _vec AddWeaponCargo ["uns_m16a1_30", 40]; _vec AddWeaponCargo ["uns_m60", 40]; _vec AddWeaponCargo ["uns_m60shorty", 40]; _vec AddWeaponCargo ["uns_m63a", 40]; _vec AddWeaponCargo ["uns_ex41", 40]; _vec AddWeaponCargo ["uns_m203_20", 40]; _vec AddWeaponCargo ["uns_m203_30", 40]; _vec AddWeaponCargo ["uns_m79", 40]; _vec AddWeaponCargo ["uns_m72", 40]; //stock weapons imported _vec addMagazineCargo ["pipebomb",40]; _vec addMagazineCargo ["mine",40]; _vec AddWeaponCargo ["Colt1911", 10]; _vec AddWeaponCargo ["M1014", 40]; _vec AddWeaponCargo ["M16A2", 40]; _vec AddWeaponCargo ["FN_FAL", 40]; _vec AddWeaponCargo ["M16A2GL", 40]; _vec AddWeaponCargo ["M32_EP1", 40]; _vec AddWeaponCargo ["M79_EP1", 40]; _vec addWeaponCargo ["huntingrifle",40]; _vec AddWeaponCargo ["M24", 40]; _vec AddWeaponCargo ["FN_FAL_ANPVS4", 40]; _vec AddWeaponCargo ["M249", 40]; _vec AddWeaponCargo ["M60A4_EP1", 40]; //ammo _vec addWeaponCargo ["Binocular",10]; _vec addWeaponCargo ["Binocular_Vector",1]; _vec addWeaponCargo ["NVGoggles",10]; _vec addWeaponCargo ["Laserdesignator",10]; _vec addMagazineCargo ["Laserbatteries",10]; _vec addMagazineCargo ["HandGrenade_West",20]; _vec addWeaponCargo ["Binocular_Vector",10]; _vec addmagazinecargo ["7rnd_45ACP_1911", 40]; _vec addmagazinecargo ["30rnd_556x45_Stanag", 40]; _vec addmagazinecargo ["200Rnd_556x45_M249", 40]; _vec addmagazinecargo ["5Rnd_762x51_M24", 40]; _vec addMagazineCargo ["5x_22_LR_17_HMR",40]; _vec addMagazineCargo ["20Rnd_762x51_FNFAL",40]; _vec addMagazineCargo ["6Rnd_HE_M203",40]; _vec addMagazineCargo ["6Rnd_FlareGreen_M203",40]; _vec addMagazineCargo ["6Rnd_FlareRed_M203",40]; _vec addMagazineCargo ["6Rnd_FlareWhite_M203",40]; _vec addMagazineCargo ["6Rnd_FlareYellow_M203",40]; _vec addMagazineCargo ["6Rnd_Smoke_M203",40]; _vec addMagazineCargo ["6Rnd_SmokeGreen_M203",40]; _vec addMagazineCargo ["6Rnd_SmokeRed_M203",40]; _vec addMagazineCargo ["6Rnd_SmokeYellow_M203",40]; _vec addMagazineCargo ["6Rnd_45ACP",40]; _vec addMagazineCargo ["IRStrobe",40]; _vec addMagazineCargo ["IR_Strobe_Marker",40]; _vec addMagazineCargo ["uns_m1911mag",40]; _vec addMagazineCargo ["uns_coltcmdrmag",40]; _vec addMagazineCargo ["uns_m61gren", 40]; _vec addMagazineCargo ["uns_m67gren", 40]; _vec addMagazineCargo ["uns_m45mag",40]; _vec addMagazineCargo ["uns_mac10mag",40]; _vec addMagazineCargo ["uns_mac10sdmag",40]; _vec addMagazineCargo ["uns_thompsonmag_20",40]; _vec addMagazineCargo ["uns_m3a1mag",40]; _vec addMagazineCargo ["uns_m3sdmag",40]; _vec addMagazineCargo ["uns_mat49mag",40]; _vec addMagazineCargo ["uns_l34a1mag",40]; _vec addMagazineCargo ["uns_ithaca37mag",40]; _vec addMagazineCargo ["uns_m870mag",40]; _vec addMagazineCargo ["uns_l1a1mag",40]; _vec addMagazineCargo ["uns_m14mag",40]; _vec addMagazineCargo ["uns_m14mag",40]; _vec addMagazineCargo ["uns_mas4956mag",40]; _vec addMagazineCargo ["uns_mas4956mag",40]; _vec addMagazineCargo ["uns_mas36mag",40]; _vec addMagazineCargo ["uns_car15mag_20",40]; _vec addMagazineCargo ["uns_car15mag_30",40]; _vec addMagazineCargo ["uns_m16mag_20",40]; _vec addMagazineCargo ["uns_m16mag_30",40]; _vec addMagazineCargo ["uns_m60mag",40]; _vec addMagazineCargo ["uns_m63amag",40]; _vec addMagazineCargo ["uns_m406vest",40]; _vec addMagazineCargo ["uns_m576vest",40]; _vec addMagazineCargo ["uns_m406gren",40]; _vec addMagazineCargo ["uns_m576gren",40]; _vec addMagazineCargo ["uns_40mm_white",40]; _vec addMagazineCargo ["uns_40mm_green",40]; _vec addMagazineCargo ["uns_40mm_red",40]; _vec addMagazineCargo ["uns_40mm_yellow",40]; _vec addMagazineCargo ["uns_m72rocket",40]; //old GL ammo _vec addMagazineCargo ["1rnd_HE_M203",40]; _vec addMagazineCargo ["FlareWhite_M203",40]; _vec addMagazineCargo ["FlareRed_M203",40]; _vec addMagazineCargo ["FlareGreen_M203",40]; _vec addMagazineCargo ["FlareYellow_M203",40]; _vec addMagazineCargo ["SmokeShell",40]; _vec addMagazineCargo ["SmokeShellRed",40]; _vec addMagazineCargo ["SmokeShellGreen",40]; _vec addMagazineCargo ["SmokeShellYellow",40]; _vec addMagazineCargo ["SmokeShellPurple",40]; _vec addMagazineCargo ["SmokeShellBlue",40]; _vec addMagazineCargo ["SmokeShellOrange",40]; Sleep 1.0; }; this is a rip from the script eventsc in evo but it might help people making ammo boxes edit - some errors showing up - here's the list from the config ######################################################## weapons US "uns_coltcmdr","uns_m1911","uns_l34a1","uns_m3a1","uns_m3sd","uns_m45","uns_mac10","uns_mac10sd","uns_mat49","uns_thompson","uns_ithaca37","uns_m870","uns_bar","uns_m14","uns_m14a","uns_mas36","uns_mas4956","uns_mas4956s","uns_car15e1_20","uns_car15e2_20","uns_car15e2_30","uns_l1a1","uns_m16a1_20","uns_m16a1_30","uns_m60","uns_m63a","uns_m60shorty","uns_ex41","uns_m203_20","uns_m203_30","uns_m79","uns_m72" VC "uns_makarov","uns_tokarev","uns_k50m","uns_k50mdrum","uns_m1897","uns_m1897riot","uns_ppsh41","uns_thompsonvc","uns_mosin","uns_sks","uns_sksbayo","uns_svd","uns_ak47","uns_ak47bayo","uns_ct56","uns_ct56bayo","uns_ct56ws","uns_rpd","uns_rpdsog","uns_rpk","uns_rpg2","uns_rpg7","uns_sa7","uns_sa7_loaded" statics US "uns_m2","uns_m2_2","uns_m2_3" VC "uns_dshk" vec weps "uns_m60_mounted","uns_m60_mounted_2","uns_m134","uns_m134_2","Uns_TwinM134", Magazines US "HandGrenade_West","uns_m61gren","uns_m67gren","uns_38specmag","uns_357mag","uns_44mag","uns_coltcmdrmag","uns_hp35mag","uns_m1911mag","uns_mac10mag","uns_mac10sdmag","uns_l34a1mag","uns_m3a1mag","uns_m3sdmag","uns_m45mag","uns_mk4mag","uns_mat49mag","uns_thompsonmag_20","uns_thompsonmag_30","uns_stenmag","uns_stensdmag","uns_barmag","uns_garandmag","uns_m14mag","uns_m21mag","uns_mas36mag","uns_mas4956mag","uns_springfieldmag","uns_car15mag_20","uns_car15mag_30","uns_l1a1mag","uns_m16mag_20","uns_m16mag_30","uns_m63amag","uns_ithaca37mag","uns_m870mag","uns_12gaugemag_4","uns_m1897mag","uns_12gaugemag_6","uns_m61gren","uns_m67gren","SmokeShell","uns_m8white","uns_m18red","uns_m18green","uns_m18yellow","uns_m18purple","Uns_1Rnd_HE_M203","uns_m406gren","uns_m406vest","uns_m576buck","uns_m576vest","uns_ex41mag","uns_40mm_white","uns_40mm_green","uns_40mm_red","uns_40mm_yellow",""uns_m1919mag","uns_m60mag",""uns_m63mag","uns_m72rocket","uns_Mine,uns_PipeBomb" VC "HandGrenade_East","uns_f1gren","uns_makarovmag","uns_tokarevmag","uns_k50mag","uns_ppshmag","uns_thompsonmag_20","uns_thompsonmag_30","uns_sksmag","uns_ak47mag","uns_ct56mag","uns_mosinmag","uns_svdmag","uns_ithaca37mag","uns_m870mag","uns_12gaugemag_4","uns_m1897mag","uns_12gaugemag_6","uns_f1gren","uns_rpdmag","uns_rpdsogmag","uns_rpkmag","uns_rpg2grenade","uns_rpg7grenade","uns_sa7mag","uns_MineE",uns_PipeBomb" statics "uns_dshkmag" "uns_m2hbmag" "uns_m60_mounted_500rnd" VehicleMagazines "20Rnd_76mmHE_pt76" "20Rnd_76mmSABOT_pt76" "20Rnd_100mmHE_t55" "23Rnd_100mmSABOT_t55" "20Rnd_90mmHE_m48" "40Rnd_90mmSABOT_m48" "23Rnd_105mmHE_m60a1" "40Rnd_105mmSABOT_m60a1" "uns_8Rnd_WP_FFAR" Edited October 7, 2010 by eggbeast Share this post Link to post Share on other sites
Killerwatt 0 Posted October 7, 2010 Does anyone else get this weird issue with the bushes shadows showing up underneath the ground and seeing shadows of bushes on the otherside of a hill or moutain I've noticed I get a sort of ghost image of bushes showing up on my screen occasionally with this mod. Is that what you mean? Share this post Link to post Share on other sites
Richey79 10 Posted October 7, 2010 I'm liking it a lot. Get a headache after a while from trying to spot the Cong amongst the vegetation, though :dead: . Now, the minor suggestions: - Would be nice to see the rucks usable in OA, since they're so huge. - Mosin Nagant rifle model's sight is not very usable. - Opfor tank (not the T55, t'other one). When you go as commander, first person view is pure white. When you 'turn out', you get a 100% view of the hatch. Evolution will be great fun. I hope someone in the community makes some TvT stuff using this mod. All humans / no AI would be really good. Cheers, Share this post Link to post Share on other sites
Killerwatt 0 Posted October 7, 2010 Slight bug: Rats are sliding on their backs rather than running around on their feet Share this post Link to post Share on other sites
jw custom 56 Posted October 7, 2010 Slight bug: Rats are sliding on their backs rather than running around on their feet Those nam rats sure are weird :D Share this post Link to post Share on other sites
dr@gon 118 Posted October 7, 2010 (edited) I am loving this mod so far, it has been worth the wait. As an Alpha release it is actually better then some final releases I've played in the past (I started play OFP). The models are excellent and the map is great. The matter of 200m away VC opening fire in thick jungle isn't great but that is how it has always been in OFP, ARMA & ARMA2. My solution has been to use the High Dispersion Mod to reduce accuracy and move down the skill slider. It helps but it is hard to be stealthfull when the VC have xray vision (on the other hand I have artillary lol). Frame rate hasn't been a problem for me. I do notice it is a bit laggier then playing Takistan of course and there lies part of the problem for the community, expectations for performance are higher when coming from a desert map. Also, it is important to produce smaller battles to reduce performance issues. That works for me because I perfer the smaller stealth/hunter missions in the NAM setting. Great work, bring on the updates when they are ready (you guys actually deserve a bit of a break really) in the mean time I'm going to make some NAM missions. Edited October 7, 2010 by Dr@gon Share this post Link to post Share on other sites
eggbeast 3673 Posted October 7, 2010 some testing feedback: the weapons config has an error: class uns_makarov is defined at the start as "uns_makaov" the M113 and vulcan - turning out is badly tagged so you are only halfway up the hatch and can't see. Inside the windows are notalpha'd so you just see white. This means you can't drive it except in third person. There is almost no recoil on the VC Thompson and many other heavy calibre weapons. The M63a locks onto vehicles and you cannot aim down the sight Itwould be great to make the M79 a SECONDARY slot weapon, so it can be carried over the shoulder like a LAW along with your M16 etc. Lowlands Island In the editor, the airbase items like sandbags do not show up so it's really hard to place items in the base without carefully inchingthings into e.g. the mortar pits, or to findthe edge of the buildings etc. These are all minor bugs. The mod is great. Lovingly crafted and a nice feel. However, you stand NO CHANCE in a firefight as you never see anyone... maybe Icebreaker's jungle islands have better foliage? Share this post Link to post Share on other sites
-)rStrangelove 0 Posted October 7, 2010 This mod is awesome, no matter how many bugs there are. Big THANK YOU from me and me brother who now once again can scratch the treelines with a Huey. ARRRR! :D Share this post Link to post Share on other sites
PolishGI 0 Posted October 7, 2010 some testing feedback:the weapons config has an error: class uns_makarov is defined at the start as "uns_makaov" the M113 and vulcan - turning out is badly tagged so you are only halfway up the hatch and can't see. Inside the windows are notalpha'd so you just see white. This means you can't drive it except in third person. There is almost no recoil on the VC Thompson and many other heavy calibre weapons. The M63a locks onto vehicles and you cannot aim down the sight Itwould be great to make the M79 a SECONDARY slot weapon, so it can be carried over the shoulder like a LAW along with your M16 etc. Lowlands Island In the editor, the airbase items like sandbags do not show up so it's really hard to place items in the base without carefully inchingthings into e.g. the mortar pits, or to findthe edge of the buildings etc. These are all minor bugs. The mod is great. Lovingly crafted and a nice feel. However, you stand NO CHANCE in a firefight as you never see anyone... maybe Icebreaker's jungle islands have better foliage? Hang in there... Future islands are going to be based on actual locations. Lowlands was our first/initial attempt at a jungle while monitoring performance... We believe we have learned a great deal from this island and are applying that knowledge to future islands... there are several islands that have already kicked off with the thought of having the vegetation block the LoS... Good bug list! Thanks for the feedback. Keep'em coming... Share this post Link to post Share on other sites
Drumheller 19 Posted October 7, 2010 Slight bug: Rats are sliding on their backs rather than running around on their feet It's cause they're on the wrong side of the world. ---------- Post added at 16:05 ---------- Previous post was at 16:01 ---------- Hey guys for some reason the ambient sounds from this mod are WAY too loud(hurt my ears had to turn my volume down loud) and the gunfire sounds are far too quiet. Are you planning on adjusting the levels for future releases? Share this post Link to post Share on other sites
W0lle 1050 Posted October 7, 2010 (edited) I don't have any respect for trash even if it's free. I think that before creating something they have to spend hours upon hours collecting information. If you do something, do it well. Man, you can suspect anything you want. OK, I'm a troll, I'm a spamer, my comments are crappy but nothing from this list can place ALICE gear in Vietnam. Sin loi. *\me launching ol' good SEBNam* +1 infraction for that flame-baiting Also all posts from that troll (and replies to it) have been removed. And now please everyone ignore that troll. :) Edited October 7, 2010 by W0lle Share this post Link to post Share on other sites
Col. 10 Posted October 7, 2010 Dont mind the troll. The mod is lovely :D Share this post Link to post Share on other sites
PolishGI 0 Posted October 7, 2010 It's cause they're on the wrong side of the world.---------- Post added at 16:05 ---------- Previous post was at 16:01 ---------- Hey guys for some reason the ambient sounds from this mod are WAY too loud(hurt my ears had to turn my volume down loud) and the gunfire sounds are far too quiet. Are you planning on adjusting the levels for future releases? Hey, we can take a look at it for sure... Hopefully, Steve is watching this thread... Share this post Link to post Share on other sites
B17gunner98th 10 Posted October 7, 2010 Man I am having a blast! I was walking at one point and didn't happen to see a snake sliding around, next thing you know.....well you get the point. At one point I walked into a village and saw a bunch of dead civilians around and walked up to the only guy around. Much to my surprise it was an ambush.....scared me half to death ahah. Anyways, I haven't really seen any other bugs besides the ones posted by everyone else...now back to raiding VC camps! Share this post Link to post Share on other sites
bangtail 0 Posted October 7, 2010 (edited) A general question but I cant get this running on the dedi because of things like : cannot load material file uns_sf\data\us_hhl_wound1.rvmat Edited October 7, 2010 by BangTail Share this post Link to post Share on other sites
garbol87 10 Posted October 7, 2010 Mod no wokrie on dedi :( me sad Keanu :( Share this post Link to post Share on other sites
csj 0 Posted October 7, 2010 Note: The CSJ_animals.pbo included in this mod supersedes the old Shark and Snake pbos. The old pbo most likely will conflict with the new. Share this post Link to post Share on other sites