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GODSMACK

Usmc gaia island

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Corrupted downloads were caused by me doing some server maintenance while you vultures were downloading. SHould be fine now.

It is also available thru OFPWATCH on The Citadel. smile_o.gif

-Rock out.

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Consigleire: Many thanks! I knew about the AK74 GP30 white player view problem, but the SoldierRCrew I didn't know about and have now fixed.

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Tis a shame such a beautiful island (as with many others) has to have these crap-lighted buildings on them. I'm working on an updated version of the AGS Port and Industrial packs with better lighting and textures.

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I intentionally removed/left off ALL lights on the island.  I did this for two reason:  1.)  Lights cause lag,  2.)  As a mission maker, it is easier to add lights than remove them.

I spent weeks trying to figure out how to making working runway and city lights - without success.  As a result, I had just left them off.  I will be releasing a "default" mission that includes these, and other, objects.

thx and by the way great and outstanding job man thx for the effort put on these

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97% (It better work as I am on 56k and 2 days to d/l)

Post some more pictures guys of the Hummers and A10 please!

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Sorry guys, but I've found another bug sad_o.gif

The SF FID guys' trousers go white if you look at them from a distance.

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Perhaps it was a Resistance tank, because I got a CTD with the Resistance T-55. An error regarding the crew, but :

Quote[/b] ]but the SoldierRCrew I didn't know about and have now fixed.

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Some tests in de SP editor ( OFP 1.94)

Maybe this could help a bit to solve bugs...

-I' play as a 2B14 Mortar assistant, the two guys in my group are a MB14 mortar gunner and a MB14 ammo mortar bearer.

-Deploy base.

-Order my gunner to move next to the base and order him to mount the tube via action. "mount tube to base"

-Then I take a mortar shell and a new action appear "reload mortar round" when I'm close to the tube.

-Loading the mortar…

-Then I mount the mortar as gunner and I can fire one round. Great.

-But here's my problem…

When get out I take a new shell, the action "reload mortar round" doesn't show up anymore…

When I dismantle & remount the whole thing again I can reload again…The same happens with the FIA 2B14 mortar.

I try the same thing with the M224 WEST mortar& crew and it works perfect, and I love it!

I doesn't matter if I'm the gunner, the assistant or ammo bearer. I even tried it as a engineer as commander.

2

-I'm a antitank gunner and my mate is a atitan gunner assistant

-I fire my RPG 7VL two times, then I order my assistant to drop one round, but I can't pick it up.

3;

-I play as a EAST machinegunner, my teammate is an ammo machinegunner bearer. I fire my PKM a few times. I order my assistant to drop a magazine but I can't pick it up. I kill my assistant, when I try to take his rucksack I got a CTD

4.

EAST NSV gunner, assistant & bearer. I'm the bearer. deploy, mount mg, no problem.

I can't pick mag from the ground next to the NSV. A few seconds later a got a long error message.

It starts with this :

"WGL_NSV_PDM" in magazines && !(gunner this == player) && ("_x == {WGL_NSV}" count magazines == 0) && this ammo… I can't see the rest of it, it's too long...

The same thing happens when I put myself as a gunner din an NSV irectly via WGL vehicles\Heavy machinegun NSV

5.

VDV AGS 17 gunner, assistant & bearer. I'm the bearer. Deploy, mount, no problem.

A few seconds later I can pick up a Ruck AGS17 mag. I try to activate "change AGS mag" but nothing happens…but my mag as used.

The action stays and try it again, no succes… The action disappear. When I enter the weapon, My screen went black, I think I see the inside of my helmet…

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I love the island, and I like the pack too. The problem is, when I get hit, OFP locks. A dialog pops up saying "Missing Sound TACHeartBeat" or something like that, but the mouse won't move, and enter doesn't do anything, so I just have to close it and restart OFP.

Other than that, I like the pack smile_o.gif

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Yes I love this pack, but it's just a shame it's bugged sad_o.gif

I love the weapons, the sounds, the units, the possibilities... It's a great idea and I'm sure a lot of work went into it, but it just needs some touching up. Here's to hoping a patch is released soon smile_o.gif

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A patch is coming later today actually and will address all of the bugs posted here, and a few more. Heh.

I apologize for the inconvenience of the bugs and can only say that in a total reconfig you're going to end up with a few. Between reconfiguring every single vehicle, writing FX scripts, coding 240 new soldier classes, a very difficult crew-served weapon system, a rucksack system, rolling in new vehicles and soldiers, making new vehicles and soldiers, making new weapons (or at least making them not lag or suck), and organizing a league around the pack as I develop it, there are bound to be a few things here and there. Unlike, well, anyone else making addons for the community I have probably 200 players and an actual deadline.

Here's some statics...

WGL_Wep (Weapons PBO): 4000 lines of config, 1000 lines of scripting, 128 sounds

WGL_Men (Soldiers PBO): 8000 lines of config, 240 soldier classes, 1000 lines of scripting

WGL_Veh (Vehicle PBO): 6000 lines of config, 1500 lines of scripting, 225 new vehicles

I'm not making excuses though, which is why I can tell you that all the bugs are my fault and no one else's and that I'm very appreciative of your feedback and insight. Hell most of the bugs are small typos, like writing "optic.p3d" instead of "optics.p3d", hehe. In A patch (albeit a bit of a large one) will be released later today. Below is a list of all the bugs I've fixed and found....

ISLAND ISSUES

- None Currently..........(bah, show-off)

VEHICLE ISSUES

- M2 Machinegun config error (missing WGL_M2) when changing magazines (Fixed)

- NSV error when trying to walk near it with NSV mags in ruck (Fixed)

- Launching smoke in armored vehicles causes driver to CTD (Fixed)

- Creating a crew weapon works, but only the person creating it can use it. If someone else mans it they CTD. Breaking crew weapons down not possible unless you made it. (All Fixed Completely)

- Insane amounts of lag when trying to do the above with crew weapons (Fixed)

- BMP3 and BMD3 a bit too strong against M136 AT4 (Fixed)

- Resistance vehicles missing AI crew (Fixed)

- Mortars missing new sounds (Fixed)

SOLDIER ISSUES

- East AA Gunner Assistant CTD (Fixed)

- East VDV AT Gunner Assistant CTD (Fixed)

- SF FID white textures on pants at far-off LOD (Fixed)

- Bleeding kicks in very late in health (Fixed)

- SpetsNaz Operators now with AKS74 PSO-1 scoped rifle (Fixed)

WEAPON ISSUES

- M2 Machinegun rucksack white texture (Fixed)

- M2 Tripod rucksack white texture (Fixed)

- NSV Machinegun rucksack white texture (Fixed)

- NSV Tripod rucksack white texture (Fixed)

- AK47 Grenade Launcher white texture in first person (Fixed)

- VOG-25 & M433 HEP icons missing from Notepad screen (Fixed)

- No reload animation on M21 (Fxed)

- RPG22 missing ironsights (Fixed)

NON ISSUES & INTENSIONAL THINGS

- No reload animation on M24

- Takes 4-5 hits from 5.56mm and 5.45mm ammo to down a player

OFP ENGINE LIMITS AND BUGS

- Max range of 900m for Mk19 on Hummers

- Max range of 1400m on many AT missiles on vehicles

- Long reload time of first magazine for crew weapons after being deployed (later magazines reload twice as fast)

- If you fire Mk19 too far the rounds never explode (disappear) downrange. This is a function of the max range limit in OFP.

- After firing AT tubes, when you pick up another AT weapon you will need to manually take the round from the crate (it doesn't automatically take it) and you'll need to manually reload. Very odd bug, not fatal at all, just annoying.

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i love it all , i simply love it all , the pack and the island all that is just too good smile_o.gif

thank you angus for working on making OFP an even better military sim

i love your collective crewed weapons systems (shame with the bugs) it's simply awesome

and i also love the other weapons .... i love AT weapons , especially the Carl Gustav

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You have my respect, Angusheaf. The task you took on is truly gargantuan, and I salute you for it. Good job considering the constraints and circumstances you are in wink_o.gifsmile_o.gif

I hate to be the bearer of yet another bug, but there's also no reload anim for the SVD ( sorrrrrry ).

Once again, excellent work m8 smile_o.gif

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one word, for the Gaia island

BEAUTIFUL!!!!!!

even tho i do think there are perhaps a few too many trees biggrin_o.gif, and a shame not much water, i always liked beach invasions biggrin_o.gif

i like this better than tonal!

and it also suits mah mission makings lol, because its reminds me of home (which is....erm.....right outside but i never go out anymore biggrin_o.gif)

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I would consider this more a public, late-stage, beta than a final release.  I think he needed to get it out to the community for rigorous testing...something he wasn't getting much of unfortunately within the WG community.  

Keep those bugs coming, the more we squash now, the less patches he'll release...and the less patches he releases the less bandwidth he uses on our server mirroring this pig! LOL

And, the sooner he gets them all fixed, the sooner he can get back to playing with his squad. :hint: :hint:  wink_o.gif

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I remember several months ago now when AngusHeaf hinted at the development of this pack (and said it would be released in a few days! crazy_o.gifbiggrin_o.gif) and ever since then I have wondered where it was up to and whether it would actually be released or not. Now that it finally is available I am flabbergasted at it's size and scope. The amount of work he must have put into it is beyond imagining. I mean it's like the FDF mod being done by one lone guy - an incredible achievement. So well done to AngusHeaf and thanks to him for the massive effort he has made to share this amazing pack with us. As a fan of ultra-realism in OFP this is right up my street, and I know I'll be tinkering around with it in the editor for a long time to come. unclesam.gif

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As a side note...whatever happened to Phaeden's Island? We've been using that island on my server for quite a long while, but could never use certain parts of it due to terrain bugs, i.e. invisible barriers and such, not to mention there were a lot of unfinished parts. Is this sort of a total remake of that island, or is there a finished version of Phaeden's Island out there somewhere?

It's a great island. This one looks even better, so maybe I'll just dump PI and port all of my missions over to this island.

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