Batstat 10 Posted September 16, 2004 Thx russin We wil try Iron horse, next event is medio november. Yes we was using 4.11 version. But as you, between lines, suggest we should maybe wait to 4.12 is official and reconsider maps in this contex. Until then its Iron horse. Thanks again. Regards Share this post Link to post Share on other sites
-IT-Q- 0 Posted September 16, 2004 hello Oyvind try using these maps instead. they are based on a new template made mainly by [ZEUS] Pimmelorus, which u might already know from the ECL (their template, Terox and him) - he has done an awesome job here. you should be able to play these with lots of ppl. the old template isnt very optimized and the wgl version shouldn't be the reason for your problems. In addition the ammo bug might not happen in the new template because we've found a workaround. ewgl mappack For more detailed information read here. Share this post Link to post Share on other sites
Penfolde 1 Posted September 17, 2004 talking of mortars, We have noticed the map gride ref dose not match up the mortar controls, Â How do u aim them? Penfolde Share this post Link to post Share on other sites
russin 0 Posted September 17, 2004 talking of mortars,We have noticed the map gride ref dose not match up the mortar controls, Â How do u aim them? Penfolde read the instrutions in your WGL/doc's folder full step bye step there or if ya sift threw mabe the last 5-6 pages there is info in here id explain but im not in tune with motors yit Share this post Link to post Share on other sites
Geriec 1 Posted September 17, 2004 talking of mortars,We have noticed the map gride ref dose not match up the mortar controls, Â How do u aim them? Penfolde oh and yea, just a note..if u're using any vers higher than 4.11 u might have to click the button on the top right named MILS-W(if you're using west mortars) to MILS-E if ur using east side Share this post Link to post Share on other sites
erpe 0 Posted September 17, 2004 Sorry guys, but i just dont understand how to start this mod. i have downloaded the 4.11 wargames.exe installed it to my ofp folder. Now i'm suppososed to find the OFP:GOTY WGL shortcut: '"If using OFP:GOTY use GOTY WGL shortcut, otherwise use the other" I dont see the shortcut. the only thing coming close to a .exe is the WGL.ico thingy. Anyone have clue how to start this mod? I really would like to try it out!! Share this post Link to post Share on other sites
walker 0 Posted September 17, 2004 Hi erpe Make a shortcut to your flashpoint exe file if you have updated to 1.96 it needs to be to the beta exe. Name it WGL and add the nosplash and -mod sections. In the properties of the shortcut The target field will look something like this depending on where your flashpoint folder is and where it is installed. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE" /nosplash -mod=wgl You may wish to add other mod folders to the short cut many play CoC with WGL and your standard objects from kegetys and the rest is also worth putting in. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE" /nosplash -mod=wgl;@CoC;@Objects You should not use ECL or FinMod or the Y2K3 mod (which uses ECL) with WGL or anyway mixed with each other as they are all altering bin file settings and thus conflict. Kind Regards Walker Share this post Link to post Share on other sites
Batstat 10 Posted September 17, 2004 @ Sep. 16 2004' date='11:34)']hello Oyvindtry using these maps instead. they are based on a new template made mainly by [ZEUS] Pimmelorus, which u might already know from the ECL (their template, Terox and him) - he has done an awesome job here. you should be able to play these with lots of ppl. the old template isnt very optimized and the wgl version shouldn't be the reason for your problems. In addition the ammo bug might not happen in the new template because we've found a workaround. ewgl mappack For more detailed information read here. Thx [iT|Q], the maps are downloaded and placed on our server. We wil test some of them next thursday. Agree; the folks making the ECL templates are doing excelent work. We are never troubeled with ECL missions which have passed the beta stage and are made official. Salute to them. If the same quality wil pass over to the WGL missions, the WGL users has much to look forward to. Regards Share this post Link to post Share on other sites
walker 0 Posted September 17, 2004 Hi Oyvind You may also wish to look at the complex WGL Coop maps coming out of the Zeus team. I particularly recommend the Breakthrough series by Jinef and also his Recent Air Assault which include WGL mortars all set up to use, and CoC Artillery options for complx all arms battles of multiple platoon level against enemies of company plus size. The Zeus team have been beta testing some new technology by the CoC called AI on demand It was developed by BN880. You will find it creeping in to many large scale Coop maps. It allows very high numbers of AI units to be placed on the map with very low server load. Kind Regards Walker Share this post Link to post Share on other sites
gunterlund 0 Posted September 18, 2004 Where do we find the Zeus team missions? Share this post Link to post Share on other sites
walker 0 Posted September 18, 2004 Hi gunterlund There you go http://www.ofp-zeus.com/upload/files/MAP/Jinef_WGL_Missions.rar Link Fixed by Edit thanks to Russin and Bnn880 for the heads up Those are the missions quickfix is just a frag fest but the Breakthrough and Air Assault missions are truly epic in scale. Have a go on the Zeus Addon servers info from their site http://www.ofp-zeus.com/nuke/ Kind Regards Walker Share this post Link to post Share on other sites
russin 0 Posted September 18, 2004 yer link is broken to the missions Share this post Link to post Share on other sites
bn880 5 Posted September 18, 2004 Try http://www.ofp-zeus.com/upload/files/MAP/Jinef_WGL_Missions.rar Share this post Link to post Share on other sites
Jinef 2 Posted September 19, 2004 Shit I actually need to update that I suppose.... Those missions are like 6 versions behind the ones currently on the server. Oh well. My advice is to just come to Zeus Addon. We have the missions, we have the numbers and we have the understanding and help which most players will need before taking part in one of these large engagements. EDIT: OK UPDATED AS OF 19/09/04 NEW LINK : http://www.ofp-zeus.com/upload/files/MAP/Jinef_Missions.rar Contains: Breakthrough Air Assault Share this post Link to post Share on other sites
russin 0 Posted September 24, 2004 WGL 4.12 is finished. Currently only a 4.11 -> 4.12 update is available; the full installer is on the way. .ZIP update (advanced users) download .EXE update (point and click) Download Quote[/b] ]WGL Version 4.12NOTES New method of setting up mortars in description.ext. Instead of pasting the dialog code, use this line: #include <wgl_veh_config\wglmortar.hpp> This will use the code from the addon pbo (easier for us to update). Obviously this is NOT compatible with older versions of WGL! When using the east 82mm mortar, be sure to press the MILS button until it says MILS-E. Known bug: bleeding to death in a vehicle results in no recognition of death (no respawn). Â I recommend not riding in vehicles while bleeding. CHANGES FROM 4.11 + increased damage for M6 stingers slightly + fixed HEPF magazines for mortar proxy + tweaked soldier armor values/some ammo values + fixed SA13/Linebacker AA firing bug + loadouts reviewed (less handguns) + optimized userActions (infantry firefights should be much smoother in general) + fixed 60mm mortar HEPF magazine + modified bullet damage; 7.62, 12.7 should be less effective vs. armor, same vs. soft + Made HMMWV driver commander of vehicle + AT weapons tuned; should behave more predictably (but still slow) + many things about radio ammo (insert, CAS, reinf, etc.) fixed + mortar dialog added to wgl_veh_config + infantry should attack trucks and light vehicles properly + M82A1 magazine fixed (no tracers) + reduced armor of some infantry vehicles + added some more resistance infantry vehicles from 85 config + messed with IR scan range vs. view distance factor (shortened) + static ATGM launchers are more visible to AI + removed ability for AI APCs, tanks, aircraft to hear outside vehicle + ZSU/Vulcan attack planes now + grenade effects precision increased + "dud" grenade launcher rounds removed after 30sec + added insideSoundCoeff 0.01 to more armor pieces + fixed some capitalization things in the configs + nomenclature fix on BTR-80 (FIA) + fixed many buglets in soldier loadouts and rucksack scripts + fixed MILS selection in mortar dialog (use MILS-E for 82mm) + WP fixed (no more overdamage/network lag) + remove discarded disposable launchers after 2min + BTR-80 white-boxing fixed + t80 missing track sound fixed + put version check logic in config.bin and pass config version + boosted transportmags a bit to avoid overflow + Rucksack RD91 didn't work + RPK47 gear image fixed + AI and handguns (shouldn't whip them out as often) the above is Copied from a post Tactician posted on Squadengine thanks Tact Share this post Link to post Share on other sites
dayglow 2 Posted September 26, 2004 Ok, I'm a complete noob to this pack and have a very basic question. I am not a mission builder, but simply a SP player. I like the idea of the realism in this mod, will it apply to SP missions? Or is this a MP only mod? Share this post Link to post Share on other sites
russin 0 Posted September 26, 2004 Ok, I'm a complete noob to this pack and have a very basic question.I am not a mission builder, but simply a SP player. I like the idea of the realism in this mod, will it apply to SP missions? Or is this a MP only mod? yes it is SP also with the help of wg 4.12 patch ai work a better with it as well... they made a new thread wgl update.. Share this post Link to post Share on other sites
dayglow 2 Posted September 27, 2004 Well I tried it, but unlike the Y2k or EECP mod it does not automatically replace the units in the game, so unless someone specifically builds a mission with the units then it doesn't replace them. As I said I'm not a mission builder, so the advantages of this mod are lost on me right now Share this post Link to post Share on other sites
skypine27 0 Posted January 18, 2005 Quote[/b] ]Well I tried it, but unlike the Y2k or EECP mod it does not automatically replace the units in the game, so unless someone specifically builds a mission with the units then it doesn't replace them. As I said I'm not a mission builder, so the advantages of this mod are lost on me right now I'll second that. I'm new to this mod, and just downloaded the full 4.12 installer today. I fired up Flashpoint with -mod=WGL in the command line, and then started to check out the default Single Missions. I thought something was wrong with my installtion, because the regular solder in Steal the Car still came with the standard M-16. No new sounds, no new grenade effects etc. I figured my installation was corrupt, I just assumed this mod replaced all the default stuff with new stuff. I've played the default Campaigns all the way thru with EECP and Y2K3, and thought WGL would have the same effect. Is there anyway to turn this "mod" into a "reconfig"? I guess I didnt know the difference between a mod and reconfig before today! Thanks! Share this post Link to post Share on other sites
Placebo 29 Posted January 18, 2005 Perhaps better to re-post and continue in this thread Share this post Link to post Share on other sites