adrenaline red 0 Posted October 25, 2004 For the next release will you guys give your merkava's m1 interior's? Share this post Link to post Share on other sites
Shalashaska 0 Posted October 25, 2004 I assume this was fielded before, so excuse my jackassrey. Isnt the IDF's primary small arm the IMI Galil Assault Rifle? And considering the modern setting of Lost Brothers, any chance we'll see the IMI Tavor Tar-21 Assault Rifle? Share this post Link to post Share on other sites
miles teg 1 Posted October 25, 2004 Yeah, Calm Terror is going to work on the M1 interior although I'm not sure if the fix will make it into the addonpack #3 or not. As for the Galil, it *was* the primary rifle of the IDF but not its been largely replaced with the cheaper and more capable M4A1 rifle that is also used by the U.S. Army. The Tavor Tar-21 may or may not be adopted by the IDF. Its future is tied with politics and money and at the moment is uncertain. However its being trialed by a few units and we may see if we can find a weapons addon making expert like King Homer or SBJ to help us make one. But more important is our need for a Negev squad assault weapon (SAW). Right now we're using the M249 which, while used by a few IDF units, has largely been replaced by the Negev in some units (aside from those who use the Russian PKM machine gun). But we'll see what we can do and will do the best we can to bring more cool stuff to this mod. Chris G. aka-Miles teg<GD> Share this post Link to post Share on other sites
adrenaline red 0 Posted October 25, 2004 I have a question about the "bullet sponge". The damage textures are amazing, but its kinda hard to take such a badass tank serious when spngebob is on it. Any chance of a version without spongebob? I know I want to make a good ofp pic of the IDF in action, the bullet sponge is perfect for it as all the damage textures add to the environment, but that damn spongebob ruins it. LOL Plus I am sure there are regulations against decorating your tank with cartoon characters. LOL Share this post Link to post Share on other sites
CanadianTerror 0 Posted October 25, 2004 Thumbs up guys...a lot of good work here! Share this post Link to post Share on other sites
miles teg 1 Posted October 25, 2004 I have a question about the "bullet sponge". The damage textures are amazing, but its kinda hard to take such a badass tank serious when spngebob is on it.Any chance of a version without spongebob? I know I want to make a good ofp pic of the IDF in action, the bullet sponge is perfect for it as all the damage textures add to the environment, but that damn spongebob ruins it. LOL Plus I am sure there are regulations against decorating your tank with cartoon characters. LOL LOL! Sometimes you get units with a sense of humor that write or do funny stuff to their vehicles. Sometimes you need wacky humor in a warzone to keep from going insane. However, you are in luck because yes there is a regular Merkava Mk4 in the addon pack. Look again in the mission editor under IDF armor. Its in there. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
ogre_h 0 Posted October 25, 2004 Miles,have you talked to any of the Ghost Recon modders? They have made a bunch of Galils and Tavors for GR. Perhaps they can be of assistance. Of course GR models are made in 3DSM. Share this post Link to post Share on other sites
adrenaline red 0 Posted October 26, 2004 I know there is a reg mk-4, but I was hoping you would make one with the battle damage without the spongebob. Share this post Link to post Share on other sites
miles teg 1 Posted October 26, 2004 NOpe...I haven't talked to the Ghost Recon people. If their is a way to convert those files to p3d format I'd definitely do that. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted October 26, 2004 We need a Negev LMG, too. You could use the models from Cocobolo Ops IDF Mod. Â If I remember correctly, they already gave permission, but it wouldn't hurt to confirm. By the way, that Merk4 video kicks ass. What were the sparking things exploding in the air in front of the Merks at night? Also, did I see an AA round fired from the main gun? If so, would it be possible to add that in the OFP engine? Share this post Link to post Share on other sites
billybob2002 0 Posted October 26, 2004 Hey guys, can you post a list of known bugs? So, the community can see if you missed one or not. Share this post Link to post Share on other sites
miles teg 1 Posted October 26, 2004 We need a Negev LMG, too.You could use the models from Cocobolo Ops IDF Mod. Â If I remember correctly, they already gave permission, but it wouldn't hurt to confirm. By the way, that Merk4 video kicks ass. Â What were the sparking things exploding in the air in front of the Merks at night? Also, did I see an AA round fired from the main gun? Â If so, would it be possible to add that in the OFP engine? Uzi, that's the LAHAT ATGM missile in that film which also doubles as a anti-air missile. Â Its an awesome weapon...and guess what... our tanks have it. Â However the AI aren't able to use it for some reason. Â However you can. Â So if you see some Egyptian Apaches coming...pop in the LAHAT and wipe 'em out. As for known bugs....I'm too sleep right now to remember them all, but tomorrow I'll try to post them if I can remember all of them. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
adrenaline red 0 Posted October 26, 2004 I found another bug. Its in the IAF Ch-53, missiles go through it and dont explode. It happens with rpg's and aa misiles. It can be shot down with bullets tho. Share this post Link to post Share on other sites
miles teg 1 Posted October 26, 2004 Yeah, I had forgotten about that bug. Some parts the RPG/missiles go through, other parts it doesn't. But that should be easily fixable as long as it doesn't effect the flying characteristics in a negative way. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
mooncaine 0 Posted October 27, 2004 This is exciting to see -- congratulations to the Lost Brothers mod team. I'm sorry to say it's not working for me, and I'm trying to debug it and find out why. I think I might be missing an important addon. Here's what happens to me: I start OFP with the LoBo addons in a mod folder using this shortcut: <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\FLASHPOINTRESISTANCE.EXE" -mod=LoBo;hisky -nosplash -nomap When I start OFP, I see, on the very first, black screen [i start with -nosplash], up in the top right corner: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">'0.0|#.1': Error Unknown operator When I try to put an Israeli Armour or infantry unit on the Desert Island map [i've tried several, including Israeli Riflemen and Merkava Mk2 and Merkava4], the mission won't start, and kicks me back to the Mission Editor with a dialog box that says: No entry '.modelSpecial'. Do these clues help to find why it won't work for me? I tried removing every addon I have, in the normal Addons and the Res addons folders, except for the files that I think are supposed to come with OFP and OFP:R, but I left the the ags*.pbo files and editorupdate102.pbo .... no dice. Before I removed all those addons, though, I was able to start a Desert Island map with the Israeli Air Sikorsky chopper [i forget the exact name, but think it's CH53 or something similar]. Now not even that one will start. I thought it might be because I didn't also download a pack of Egyptian infantry, which the readmes say is required for several addons in the packs ... but I see a PBO in the pack with Egypt in the name, and I also find no links on the web for downloading the Egyption infantry separately. Finally, and this may mean nothing, LoBoAirPack1_0ReadMe.txt says: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ***All of these addons requires the LoBo infantry pbo's, the LoBoWeapons.pbo and the LoBoAirWeapons.pbo to work.*** In neither the Addon Pack 1 nor 2 do I find a LoBoAirWeapons.pbo ... is it really supposed to be there? Share this post Link to post Share on other sites
calm_terror 0 Posted October 27, 2004 that is really weird but yes you need airammo and it the newest airammo is in add-on pack #2.. only think left out fo add-on pack 2 is the zelda's. you might try redowning both packs install pack 1 first then pack 2 then see how that goes. Share this post Link to post Share on other sites
mooncaine 0 Posted October 27, 2004 Thanks for your quick response, Calm. I thought the readme might be mistaken, and your reply tends to confirm this: you mention an "airammo", not mentioned in the readme, and I checked: LoBo_airammo.pbo is present. I will try re-downloading them again, although I doubt it will make a difference, since they come to me as RAR files, which extract without reporting any errors -- I'd think that if a file were corrupted, it would fail to extract at all. I'll try it, though. Share this post Link to post Share on other sites
mooncaine 0 Posted October 27, 2004 BTW, I didn't know where to get the Addon Pack 1, but a web search turned it up here: ftp://www.gamezone.cz/ofpd/unofaddons2/LoBoAddonPack1.rar Could it perhaps be the wrong file? Where should I go to find it, if not there? Thanks for any help anyone can provide. Share this post Link to post Share on other sites
mooncaine 0 Posted October 27, 2004 I tried re-downloading and re-installing those two addon packs, but, as I feared, the result is the same. Any other ideas? [edited later] Hmm, I just restored all my addons to their original places, and then put all the LoBo addons in the regular addons folder. So far, so good. I was able to put Bullet Sponge on the Desert Island map and also an Egyptian BMP. Coolness! I wonder which of those addons was needed? JAM? Anyway, so far, so good. Thanks, Calm. Share this post Link to post Share on other sites
miles teg 1 Posted October 27, 2004 Yeah that's the right file. Â Here's all the links for the addonpack#1. ftp://www.gamezone.cz:8021/ofpd/unofaddons2/LoBoAddonPack1.rar ftp://www.gamezone.cz/ofpd/unofaddons2/LoBoAddonPack1.rar http://www.edgefiles.com/file.x?....ack.rar http://www.filefront.com/?filepa....ck1.rar Oh...also make sure you're using the latest update patch for OFP Resistance. Â The latest version of Resistance is 1.96. Also when I make a mod folder this is how mine looks like: Â E:\OFP\OperationFlashpoint\FLASHPOINTBETA.EXE -nosplash -mod=LostBrothersMod Perhaps try that and see if you have better luck. Â The "unknown operator" at the top is normal...I get that also...just a small bug so that's not the problem. EDIT- OOOh...coool...I'm glad you got it working. Yeah I totally forgot...JAM is needed. That most likely was the problem. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
calm_terror 0 Posted October 27, 2004 yeah JAM is needed. you will get major errors with out it.. I might even made the rifles MAAM compatible later but not the default ammo. i beleive JAM is the only outside mod file needed. glad you like it once you got the pack working ***update*** I have been working on fixing up the car-15's with shorter barrels and correct optics from INQ's m4 construction kit and fixing up soem M4's as well from his kits. and I had converted his JPG textures into paa files for better preformance.. also fixed all SD weapons with a better silencer from the M4's and fixed the SR-25 silencer I am goint o work on fixing the Merkava inteiro but i am stcuk on the buildings for the sinai. wich are givign me a headache. the geolod is messed up and you cna walk through walls and nothing i have done is working if someone wants to help on that I would be very greatful.. the bob merkava i might remvoe the bob so ther eis the scarred verion for photo ops and if people want i could add like a blue's clues or homer simpson type thing. but yeah Share this post Link to post Share on other sites
king homer 1 Posted October 27, 2004 Maybe you could add recoil to all those static guns, tank guns and maybe some clear oxygen work. I think you should have a clear base of ammunition and guns. It's hard to tell what I mean but you should have more structure in the whole addon. Also most guns don't use tracers, maybe every 5th round. You could add some nice tracer scripts. Share this post Link to post Share on other sites
calm_terror 0 Posted October 27, 2004 tracers are stuck with how JAM is.. JAM has tracers wich i can not change. what you mean more structure in the ammo? and what you mena aboot clear oxygen work? and all static weapons have hd ammo so why add recoil? Share this post Link to post Share on other sites
king homer 1 Posted October 27, 2004 Recoil Animation for the weapon? I mean, put all the addons in one PBO. Don't use JAM, if you wanna be realistic. Another Issue, why does the Galil have a 30 rds 5.56mm mag. I think 35 rds are standard for 5.56mm and 30 for 7.62mm. Share this post Link to post Share on other sites
calm_terror 0 Posted October 27, 2004 oh I might add that and we will always use JAm since it makes things easly transferable. i hate all the mods who make their own ammos and you are stuck with unbalanced weapons and no i will not move allt he add ons into 1 pbo due to that messing up every mission made.. plus i don't liek one HUGE pbo because in order to test it you have ot compress all that wait for aboto 30mins as the some 100mb's pbos. so we will keep having a bunch of pbos. and the other fact we are not a total convertion mod.. that is other reason for the JAM. and really as for the galil it is hardly used by the idf anymore only tank crews really use it. a few police the main weapon of the idf is m16's and m4's the car-15 is being upgraded or phased out.. Share this post Link to post Share on other sites