Tactician 0 Posted September 24, 2004 The WGL 4.11 -> 4.12 update is now available. .ZIP update (advanced users) Download .EXE update (point and click) Download Thanks to WGLCTI.com for hosting this update!  A full installer should be available.. sometime. 4.12 focuses on bug fixes and code optimizations.  No new content is included. 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). 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) Share this post Link to post Share on other sites
Snake Man 407 Posted September 24, 2004 I truly appreciate the decision to make NORMAL archive/zip release about this. Having to use exe installer on OFP addons is just horrible. Thanks. Share this post Link to post Share on other sites
algrab 1 Posted September 24, 2004 Thank you for this patch. Great work! Share this post Link to post Share on other sites
russin 0 Posted September 24, 2004 4.12 full (advanced users) Quote[/b] ]Latest Waregames Addon Pack 4.12- includes Gaia & Bracken & AGS objects required for WG... WG Addon Pak 4.12 FULL 135 meg DL enjoy!! Thanks Tact & WG team for this great MOD Share this post Link to post Share on other sites
mr reality 0 Posted September 24, 2004 Very nice pack.I found one bug though. When the crew is turned out, the sound of the vehicle is still muted.I only tested this on the T-55. Share this post Link to post Share on other sites
Tactician 0 Posted September 24, 2004 Very nice pack.I found one bug though.When the crew is turned out, the sound of the vehicle is still muted.I only tested this on the T-55. It's a shame that we have no control over the difference in sound when a crewmember is turned out, as far as sound coefficient. Share this post Link to post Share on other sites
Tozmeister 0 Posted September 24, 2004 Is it just me then but i seem to have loads of bugs. i'm trying mfcti_wgl411crife_v12_everon with just me on, i've got the 4.12 patch but keep having problems. eg: 1. AI teams just stop and do nothing until you change their orders. 2. click on 'teams' button to issue orders and it dumps me out of the orders menu. 3. if i try to use 'fire control' i just get "ERROR" message.(tried it in editor and got "resource WGLDigMortar not found") Share this post Link to post Share on other sites
russin 0 Posted September 24, 2004 Is it just me then but i seem to have loads of bugs.i'm trying mfcti_wgl411crife_v12_everon with just me on, i've got the 4.12 patch but keep having problems. eg: 1. AI teams just stop and do nothing until you change their orders. 2. click on 'teams' button to issue orders and it dumps me out of the orders menu. 3. if i try to use 'fire control' i just get "ERROR" message.(tried it in editor and got "resource WGLDigMortar not found") yes a new versions of CTI will become avlaibe shortly as with previous versions there where major problems with 4.11 and eairlier 4.12 means WG CTI will play much better with smarter AI and less laggy...and many other things... all older versions of missions will need to be updated to 4.12 but it is much worth it Share this post Link to post Share on other sites
crassus 0 Posted September 24, 2004 I get the following error when clicking Fire Control in my Action Menu: "Resource WGLDlgMortar not found". I've set up the mortars as usual....I'm assuming that #include <wgl_veh_config\wglmortar.hpp> is to be pated into a description.ext. ? Share this post Link to post Share on other sites
Tozmeister 0 Posted September 24, 2004 AAhh,you mean i'm playing a 4.11 map on 4.12. now i see. so when will we see some 4.12 CTI maps? Share this post Link to post Share on other sites
russin 0 Posted September 24, 2004 i would imagine Cleanrock will be converting his over imsure he told me that he can do conversions easy so stay tuned as for WGLCTI.com i imagine a little while till we push out a release but im sure not too long Share this post Link to post Share on other sites
russin 0 Posted September 24, 2004 I get the following error when clicking Fire Control in my Action Menu: "Resource WGLDlgMortar not found".I've set up the mortars as usual....I'm assuming that #include <wgl_veh_config\wglmortar.hpp> is to be pated into a description.ext. Â ? read the 4.12 readme it explains it all in there Share this post Link to post Share on other sites
Tactician 0 Posted September 24, 2004 Some clarifications: Most 4.11 maps should be 100% compatible with 4.12. I can imagine some exceptions for complex situations like CTI. The mortar dialog is working properly for me. Â Try a trailing ; after the include. Â Ensure that the 4.12 files were installed to the correct location. Share this post Link to post Share on other sites
bn880 5 Posted September 25, 2004 Thanks for the update. Share this post Link to post Share on other sites
Sniper_Panther 0 Posted September 25, 2004 I downloaded every patch for WGL, when I play it won't give me any rifle sounds or t55 sounds. Share this post Link to post Share on other sites
russin 0 Posted September 25, 2004 I downloaded every patch for WGL, when I play it won't give me any rifle sounds or t55 sounds.  have you tried to DL 4.12 full install ? are you running any other MODs or addons that could clasify as a MOD? what sound card ya got ? and do you got latest drivers for it ? you could also try adding -nomap -nosplash <<< not sure if that will do anything but i no some have those in there target line im not sure what they do... just takin a stab at it  also in your WGL folder if there is a DTA folder delete it as it is not needed... Good luck Share this post Link to post Share on other sites
Sniper_Panther 0 Posted September 26, 2004 1. No 2. No 3. Doesn't matter I had this mod before, and I could hear sounds. Share this post Link to post Share on other sites
Tactician 0 Posted September 26, 2004 I recommend installing 4.11 and using the update to 4.12. No offense to whoever made it, but I don't know if the 4.12 full russin posted is good or not, and that would cut down on variables. Share this post Link to post Share on other sites
Drakon 0 Posted September 27, 2004 Well i d/l WGL4.12 and now its says that i need BMD-3 or something,but i have all VIT APC pack...jesus... Share this post Link to post Share on other sites
Tactician 0 Posted September 27, 2004 Turns out the old 4.11 description.ext doesn't work with 4.12. Sorry, I'm getting foggy. Maps using mortars will have to be updated. Share this post Link to post Share on other sites
SpecOp9 0 Posted September 27, 2004 Turns out the old 4.11 description.ext doesn't work with 4.12. Â Sorry, I'm getting foggy. Â Maps using mortars will have to be updated. Whatever you do don't get the maps foggy Share this post Link to post Share on other sites
Tozmeister 0 Posted September 27, 2004 Thats what i thought. from your reply it seemed to say the only way to get mortars to work was to un-pbo the mission then copy and paste from the technical manual to the description.ext then re-pbo? hopefully someone who knows how to do this will as i haven't got a clue. Share this post Link to post Share on other sites
havocsquad 0 Posted September 27, 2004 Yeah, I still have a problem with the mortar system. Â Even when I just do the include statement in the description.ext, it still will not completely build the mortar. Â Just spits out a scripting error and that's the end of it. I've basically gave up on the mortar system on WGL, Share this post Link to post Share on other sites
Tactician 0 Posted September 27, 2004 The include does NOT replace the other steps for deployable mortars, only the description.ext snippet. You give up too easy :P Share this post Link to post Share on other sites