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AngusHeaf

Wargames addpak 4.0 released

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BAS and MAP units... Because a lot of the scripts and more unqiue features in the pack work through eventhandler scripts and such, your average unit won't be able to use all the features of WG without a little bit of work (much like ECP). For the next patch release we are planning on trying to make the process smooth for any developer who wishes to become WG compliant with units and weapons. We're also thinking about WG as a kind of "JAM for Everything Else". As Tactician said we're cleaning up our configs first (we made a few of the configs back when we didn't know crap about OFP editting a year ago).

Cat-eyes on helmets... Been meaning to add that to the rangers and the SF guys. If there's a chance to tweak that and add it in I'll see about adding it, because it is a cool feature.

CAS Target.... AI and humans will both see them. In fact you can order a chopper to attack the CAS target you place. However, your mileage may vary with the results. I've seen AI attack it correctly, and oddly, some AI seem more like anti-war protesters and refuse to attack even though they'll fly over it a bunch.

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Angus -

Thanks for the prompt update....

I am not one to decompile an addon to allow the use of the event scripts. I have an ethical thing about decompiling other people's work.

I guess for now we will take the best parts of the various addons & mods.

Would love to be able to use the rucks with the delta guys and be able to deploy the mortars.... good luck on the patch and update.

It really adds to the game.

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Will there be any new addons made for future releases?

I wouldn't mind seeing a CH-47 with improved textures, an opening ramp and cargo scripts. You could ask BAS if you could use their scripts. The regular grunts need some hevy lift choppers too. Not just the SF guys.....

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Right now we are looking at a process that involves several stages.

Stage 1

Fix all known errors with WGL 4.0

Stage 2

Complete and Release Titan Island (and island objects and textures)

Stage 3

Update Gaia Island to run faster

Stage 4

Incorporate updated and new units and effects (i.e. fast roping)

Stage 5

Retire into the lap of luxury

Hopefully, this will at least let you know what we have planned for the future. As you are, now doubt familiar with, it is difficult to say specifically when something will happen (most addons are much worse about this than we are), but we are working furiously on Stage 1 right now. We have also started laying out plans to finish stages 2 and 3 as quickly as possible. After stage 3, we will probably take a small break to actually play the game and then we will begin the final stages.

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Took some time to check this out in game, and it looks frigin great.

And please tell Tex to get me all the correct damn files BEFORE I join the game and fall straight into the ocean wink_o.gif

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Just to clarify Phaeden's post.... The first item on his list about fixing the bugs will be finished and released before the second one is done. So I hope no one gets the wrong idea and thinks it'll be a long time before we patch WG4 because it won't be long. In fact, WarGames (the league) is starting another season in just a week or so and we need to get an updated patch out for that, so at the latest the patch will come 59 to 57 minutes before the first WarGames match is played in the next season!!

Bwahahahahahaha!!!

CH-47s would be nice. I'd love to replace all the units in OFP with better quality vehicles. For BMPs I would love to get CSLA involved. Actually for a lot of stuff I would love to get CSLA involved... West vehicles could use some nice updates as well obviously. My only requirement is that the vehicles replacing the OFP vehicles have a reasonable poly count and run well. I don't want WarGames to turn into a "fastest computers only" pack which is why our FX are very low CPU and the units we have included tend to be fast and efficient. I would love to talk to a bunch of people bout using addons in WG. The more the merrier.

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wink_o.gifwink_o.gif Will That Patch come with the class names i really need them biggrin_o.gif hint hint.. anyways its a really good pack love it to bits lol

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Yes, it will include it. It may even be released earlier.

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Whenn i try to run the game it comes up with an error saying "DX 8 required" and i havent the faintest what 'DX 8' is. anyhelp most aprieciated

P.S if this has already been covered srry for asking but ther is 14 pages to sift through and i couldnt see it wink_o.gif

Cheers

HELP

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maybe it means directx 8? the latest is version 9. go into control panel and check what version you have. maybe you may need to download it, if not, at least we've narrowed it down a little bit.

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nope, im running 8.1.

thnx anyway

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@help

Try update your graphic card drivers.

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KUDOS:

This is one of the best things for OFP for a long time...

Thanks for doing such an outrageous good job!!

ERRORS:

Dont know if you people know this, but i get errors when using the Demolition Specialists to place a claymore... but the breaching charge and satchel are working fine!

Also when i use the claymore and the mon200 from inside the editor...

Its something about

"\wgl_wep_config\fx\wep_directionalmine.sqs - not found"

and data3d/ryb_domeke.p3d ... but this could be some error with my OFPaddons collection... but its just there with wgl.. but i can start and play any mission with that error finde... dont know whats causing that yet..

The Backpacks make that CarlGustav Reloading sound...

Although i just know at the moment for sure with the demo spec.

Some typo with "Intitalize Net" in MP screen...

Some typo "Take Grenade (Green)" .. although its the Smokeshell...

AGAIN KUDOS:

This is one of the best things for OFP for a long time...

Thanks for doing such an outrageous good job!!

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I cannot get the hellfires to target anything at all, either in direct or indirect fire mode.

Anyone know what is wrong here? Have I missed something?

EG in those missions posted earlier, the mission with the apache is almost impossible because you have to fight shilkas without missiles.

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my prblem seems to lie in the 'wgl_veh.pbo'. Could a kind person mayb find a way to let me download the one .pbo file biggrin_o.gif

Cheers

HELP

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The Apache's Hellfires in 4.0 can only lock on a laser designator target. That may change.

The USAF Combat Controller carries a laser designator.

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Or the OH58! Thats why one of these scouts for the Apaches...

Although you need 4 people then to play something like that in COOP... and even more in purely human MP games...

Are there WP-Handgrenades in planning? As well as Offensive HG?(i.e. Handgrenades without fragmentation Body)

Do the mk19 really sound like in WGL? I mean this shrieking sound.. if so... good... fears the hell out of my enemys.. although i need earplugs soon ;)

Except for WP Smoke, shouldnt the "white" smoke from both the smokeshell-HG and ArmourSmoke be rather in some kind of grey?

And i remember the real WP-Smoke rising faster than the other smokes... which makes it bad smokecover... but WPHG are very good for offensive purposes... (i think i still have the FM where these things were depicted, somewhere..)

i love that pack more and more each time we play it... although sometimes the equipment (mortars and backpacks) seem to multiply miracolously...

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After much debate between team members (myself and Tact) we've decided that the direct Hellfires will get the IR locking re-enabled. Our thinking is that because the Apache can lase it's own targets in real life, and because we can't simulate that in OFP (believe me we tried), we'll turn locking back on. However, we're still undecided whether or not we will turn IR locking back on for the indirect hellfire. Issue there is two-fold: Indirect fire is mostly used when a hill is between you and the target and you can't see the target, so you wouldn't be able to lase your own target, and the second issue is whether or not this makes the Apache too strong a unit. And a little farther down the debate is the fact that Apache indirect hellfires can also function in LOAL (lock on after launch) mode which we could sort of simulate by allowing you to IR lock. Kinda. Then again, indirect would require a tad bit of teamwork which I always like. Anyways, lots of stuff to consider....

Anyways, we're working on that stuff and whatever we decide for the indirect hellfires, the direct mode will lock once again.

Our Mk19 sound was taken directly from a video of one firing. It has been pointed out that the *ching*ching*ching* sound is a bit pronounced and maybe a bit too loud. We're never happy with anything so who knows we might fiddle with it a little bit before release of the patch if we get bored one night.

WP Handgrenades are planned. I don't know if they'll make it into this next patch. But they will definitely be cool if we can squeeze them in.

Non-Frag handgrenades may eventually make it in. Can't say that I'm familiar with them though, and didn't know they exist. Got a link?

Backpack and mortar spawn is an OFP bug generally referred to as "ammo bug". It's caused by a bunch of things and it's a pain in the ass to fix. But I've managed to fix it in the past. Hell if I know how I did it though. Haha!! I'll go through and see if I can find anything obviously wrong.

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Suggestions:

AN-M14 TH3 Incendiary Grenade

MK3A2 Concussion Grenade (Good for an alternative to frags, and for stunning an opponent.)

M15 WP Grenade (To give you intel bout it)

Different M2HB Ammo

Varied mines

All these things would be awesome in ofp, especially in CTI or something. Also, any plans to include more M4A1 and AK74 variants?

There's also a bug with the AKS74U-SD where there's no optic...

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Thanks for the links!

I don't know if we'll include the flashbang style grenades simply because CQB isn't really our focus. I think we WG folk enjoy OFP's wide-open-spaces more than anything else. This is basically why we also didn't include any MP5 weapons.

The rest of the grenades could be done with a bit of work and will go onto my "To Do" list. I love WP grenades, and have seen a bunch of pics of them in use. Too bad you can't (without a ton of effort for a minor effect) script a way to drop a couple WP grenades into an open turret hatch on a tank to render it completely useless. Actually.... Oo, anyways....

We're looking into the best way to include anti-personnel mines of various sorts. They would, of course, have to be very low impact since once I have AP mines lord knows I'll want to use 2308 of them at once and I can't have insane amounts of scripts running. But mines are always on our radar of things to add if we suddenly figure out a good way to do them.

AKS74U SD optics error has been corrected.

More M4 variants... Originally we designed WG with the 1985-1992 vintage of weapons in mind because we thought that timeframe had a lot to offer before the technology gap became too wide and the russian equipment became totally outmatched (or just too expensive for any poor 3rd Worlders to afford). Right now I think we cover most of the bases with our M4. We have suppressed for covert ops, mid-scoped for daytime ops, reflex for CQB, and M203 for blowing stuff up. I'm not a big fan (and I'm sure Tact and Phaeden will agree) of "uber weapons". These are the completely overdone M4s you see used nowadays. You know them.... suppressor, m203, acog, laser, beta mag, bipod, maybe an aimpoint ahead of the acog (lol).

Actually I'll let ya in on a secret... I'm founding member of the "No More M4s for OFP" counter-culture underground movement. I'd be more interested in adding M14, a tripod mounted M240/M60, and a tripod mounted PKM. The latter two I've been considering for some time.

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can nobody help me sad_o.gif

Just like to congratulate wgl on the top notch units and weapons, but cant use the vehicles yet cuz my wgl_veh.pbo dont work crazy_o.gif

HELP

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Lol I hate uberM4s. I'm thinking more the SD versions of the M203 and the REFLEX.

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help,

ICQ me (37564138) and I will try to get you locked on.

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whats 'ICQ' sad_o.gif

Srry to be a dumb ass tounge_o.gif

HELP

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