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Thunderbird

Operation Gulf War Crisis

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I won't include any vehicles/units/weapons because people like GalComT and Swift88 worked hard on them....wouldn't be the right thing to do. Just the stuff I worked on, edited, tweaked, fiddled, kicked in the crotch etc  wink_o.gif

Good choice, Leone. I think we all have to say thank you now. smile_o.gif

Now somebody has to chase down GalComT and Swift88 and check if they're still working on the stuff. If not, maybe they could be convinced to release it as-is or hand over to other mods.? rock.gif

BTW. Leone, IIRC, you we're working on fixing objects in CatIntro.pbo. Do you still have that updated file? I would be interested in taking care of it. wink_o.gif

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i allways loved this mod.. have been following it for ages...

and now this happend sad_o.gif

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i allways loved this mod.. have been following it for ages...

and now this happend sad_o.gif

Same here sad_o.gif

Good thing though Leone released his work to other mods. I hope other team members will do the same smile_o.gif

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Damnit the only Gulfwar mod and its dead too sad_o.gif

Leone why dont you pass the stuff to the other Gulfwar mod headed by RTR_commander? That would be good hes already got troops and such and with a map that would gel together nicely and they might get a boost to finish the mod quickly too smile_o.gif

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Now somebody has to chase down GalComT and Swift88 and check if they're still working on the stuff. If not, maybe they could be convinced to release it as-is or hand over to other mods.?  rock.gif

swift is working for Project: UK Forces (and no, unlike others, i wont start to hijack this thread to pimp addons). You can IM him over at our forums, or these.

If i recall, he has a number of old Gulf War stuff sitting on his HD, as well as some of Orsons stuff before he also left OPGWC to join P:UKF... can't see why they wouldnt release some of it to other teams if it hasn't been taken over by ourselves

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i was also looking for a desert mod since years without success, so i made a collection of all good desert addons i could find and combined them in 2 Addonpacks (700Mb)

mirror:

http://operationflashpoint.filefront.com/file....1;35332

some screenies: (the top 11 images are not in yet)

http://photobucket.com/albums/v413/guerilla777777/

but i dont got a mirror for my missions yet (coop/single, ctf, c&h). i can only send them via

msn/mail: markeseidl@yahoo.com

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The site was up just a couple of days ago but no news it is old news.

I saw quakergamer in December 2004 someone asked if the mod was dead and he said that it was NOT dead.

I dunno whats happening right now maybe Quaker and Galcom work on the MOD sillently.

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Basically i cant release with prior permission to quaker...... simple as that....

JUST spoke to quaker and i know he is tied down with school and GalcomT is in the mountain regiment in the German army

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Hello,

I am afraid I am lacking of free time to continue working on OPGWC. School is taking up all my time and, unfortunately, I will not be able to finish the MOD. I might decide to restart the work on OPGWC when OFP2 comes out, but it'll take a while. It sucks to see all the work we all put into this going to waste sad_o.gif. If any team members want to release the latest beta or w/e, they can do so. I hope you guys understand and thanks for all your support!

Thank you and hope to see you all in the future!

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Hello,

I am afraid I am lacking of free time to continue working on OPGWC. School is taking up all my time and, unfortunately, I will not be able to finish the MOD. I might decide to restart the work on OPGWC when OFP2 comes out, but it'll take a while. It sucks to see all the work we all put into this going to waste sad_o.gif. If any team members want to release the latest beta or w/e, they can do so. I hope you guys understand and thanks for all your support!

Thank you and hope to see you all in the future!

Hi Quakergamer. I would recommend just having your team do an alpha/beta release. I know my own mod, the IM:UC mod, and few other mod teams that are doing desert stuff could complete the work you guys have done so far. I remember that even that old release you guys did a long time ago was pretty cool for its time but sadly is impossible to find now. sad_o.gif

OFP2 is still a long time coming and by that time the addonmakers may have even less time for OFP, so it probably would be a good idea to release whats completed (or close to completed now and then update them when OFP2 comes out (or other people can update them for OFP2).

Anyhoo... if my mod uses any of OPGWC we would be sure to list all the original addon makers.

My mod team really appreciates that Centurion AVLB model that you let us use a year or so ago. I hope you like the Puma CEV that we turned it into (in LoBo addonpack #2).

smile_o.gif

Anyways, I recommend seeing what the other OPGWC addonmakers want to do with their addons. But yeah I'd definitely hate to see all those great vehicles in your mod go to waste.

Chris G.

aka-Miles Teg<GD>

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well..... i think it would be best if it was a closed better and some-one could at least make it respectable to use..... Im happy to give it out and im sure GalcomT has updates for it.... But i would appreciate it if i only got a few PM's about it and are serious on taking on the project as it is kinda out dated with recent finds ie. Event handlers etc and out of scale modes ie, the Scimitar and Scorpion........ I may even be of assistance in some cases however UKF pulls the majority of my Time as well as alchol crazy_o.gif

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But i would appreciate it if i only got a few PM's about it and are serious on taking on the project

thought i'd make this clear

lol j/k decided to release it to the whole public in a few days in its current state. ie not finished

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But i would appreciate it if i only got a few PM's about it and are serious on taking on the project

thought i'd make this clear

lol j/k decided to release it to the whole public in a few days in its current state. ie not finished

I'm really happy to see mod makers that are that unselfish as you!

That's why I like the OFP community so much. In general people work together and so there is still hope we will see a good Iraq mod in the near future!

I would love to see IM:UC being released and I think the stuff from OPGWC would really help!

quakergamer, GalcomT, Swift88, Leone I'm very glad to see that you guys don't let go all the work you've done to waste.

But besides this it's making me sad to see that OPGWC is definitely dead at least for OFP1 sad_o.gif

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well i am for one glad that it will be relesed very promisign stuff was seen from the screenies on the site and weill be very happy to play with that great stuff

make a mission or to and maybe see someone get the inititive to work on some of these things

thanks to swift88 for realseing the good news and mod

thanks to quakergamer for giving the permission and thanks to the rest of the opgwc team for doing all this great work thats not goin to waste

if i missed some props to be givin get me a message and i will re edit my post tounge_o.gif

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ill check 2morrow if im not busy...

I know theres models which arent in game which are included

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Thats really cool guys, like the others said. Very big of you to allow others to continue your efforts and possibly letting us (the no-addon making gimps) enjoy the fruits of your labor smile_o.gif

I am looking forward to seeing the SA2

Hope to see you guys back with OFP2 biggrin_o.gif

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Edit - too long smile_o.gif

I think it's a much better idea to release the beta to another team, rather than publicly. It is NOT in a state that would really satisfy anyone IMO, but naother team with a bit of effort could really polish it nicely. You can see where the whole project was going quite easily, but you can also see what still needed doing ("Missing Track 12" wink_o.gif )

Hooahman: check your PMs wink_o.gif

Agent_Smith: Yeah I started playing with them, mainly reducing face counts, LOD improvements etc.....you know my style. Quite happy to pass them on as I know CAT_SH!T wouldn't have a problem with you tweaking them. Also if I recall I've got the only MLOD copies (although that's irrelevent now).

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Shorter!

ds_obj.pbo:

Quote[/b] ] class ds_kkb_gate: Default

class ds_kkb_gateUP: Default

class ds_LargeBin: Default

class ds_M9HAS1D: Default

class ds_M9HAS2D: Default

class ds_sa2: Default

class ds_sa2fired: Default

class ds_whs: Default

class ds_whs2: Default

class ds_Brown_Baracke01: Default

class ds_Brown_Baracke02: Default

class ds_Brown_Baracke03: Default

class ds_Brown_Baracke04: Default

class ds_radiotower: Default

class OPGWC_FenceGateL: Default

class OPGWC_FenceGateR: Default

class OPGWC_FenceGateL12: Default

class OPGWC_FenceGateR12: Default

class OPGWC_FenceMain: Default

class OPGWC_FenceMainPUB: Default

class OPGWC_FenceMain12: Default

class OPGWC_FenceMain12PUB: Default

class OPGWC_BatTrolley: Default

class OPGWC_GrnRL: Default

class OPGWC_RedRL: Default

class OPGWC_GrnRLPUB: Default

class OPGWC_RedRLPUB: Default

class ds_BarackeSupports1: Default {};

class ds_BarackeSupports2: Default {};

class ds_BarackeSupports3: Default {};

class ds_hup: Default {};

class ds_hup2: Default {};

class ds_mwave: Default {};

class ds_Watertank: Default {};

class ds_fan: Default {};

class ds_bunker01: Default {};

class ds_bunker02: Default {};

class ds_bunker03: Default {};

class ds_bunker04: Default {};

class ds_bunker05: Default {};

class ds_bunker06: Default {};

class ds_bunker07: Default {};

class ds_bunker08: Default {};

class ds_bunker09: Default {};

class ds_bunker10: Default {};

class ds_bunkerR01: Default {};

class ds_bunkerR02: Default {};

class ds_bunkerR03: Default {};

class ds_bunkerR04: Default {};

class ds_bunkerR05: Default {};

class ds_bunkerR06: Default {};

class ds_bunkerR07: Default {};

class ds_bunkerR08: Default {};

class ds_bunkerR09: Default {};

class ds_bunkerR10: Default {};

class ds_sandbag: Default {};

class ds_sandbagX2: Default {};

class ds_sandbagX4: Default {};

class ds_sandbagX8: Default {};

class ds_sandbagX16: Default {};

class ds_debris_engine: Default {};

class ds_debris_landinggear: Default {};

class ds_debris_rotor: Default {};

class ds_debris_seat: Default {};

class ds_debris_wheel: Default {};

class ds_debris_wheel02: Default {};

class ds_debris_handle: Default {};

class ds_debris_shard: Default {};

class ds_debris_shard02: Default {};

class ds_debris_mount: Default {};

class ds_debris_mount2: Default {};

class ds_debris_tube: Default {};

class ds_debris_panel: Default {};

class ds_wall1: Default {};

class ds_wall2: Default {};

class ds_wall3: Default {};

class ds_wall4: Default {};

class ds_wall5: Default {};

class ds_wall6: Default {};

class ds_wall7: Default {};

class ds_wall8: Default {};

class ds_wall9: Default {};

class ds_billboardHi1: Default {};

class ds_billboardHi2: Default {};

class ds_billboardHi3: Default {};

class ds_billboardHi4: Default {};

class ds_billboard1: Default {};

class ds_billboard2: Default {};

class ds_billboard3: Default {};

class ds_billboard4: Default {};

class ds_billboard5: Default {};

class ds_billboard6: Default {};

class ds_billboard7: Default {};

class ds_billboardSad1: Default {};

class ds_billboardSad2: Default {};

class ds_billboardSad3: Default {};

class ds_billboardSad4: Default {};

class ds_billboardSad5: Default {};

class ds_billboardSad6: Default {};

class ds_hpad: Default {};

class OPGWC_2Poles: Default {};

class OPGWC_BrokePole: Default {};

class OPGWC_CornerPole: Default {};

class OPGWC_LeanPole: Default {};

class OPGWC_LeanPole2: Default {};

class OPGWC_PoleMain: Default {};

class OPGWC_Roadpole: Default {};

class opgwc_oilwell: Default {};

class opgwc_op: Default {};

class opgwc_sbr02section5: Default{};

class opgwc_sbr02: Default{};

class opgwc_sbr02START: Default{};

class opgwc_sbr02END: Default{};

class opgwc_sbr02CONC10: Default{};

class opgwc_sbr02COVX10: Default{};

class ds_palm1: Default{};

class ds_palm2: Default{};

class ds_palm3: Default{};

class ds_bush1: Default{};

class ds_spalm1: Default{};

class ds_spalm2: Default{};

class OPGWC_Path20: Default{};

class OPGWC_Path25: Default{};

class OPGWC_Path30: Default{};

class OPGWC_Path40: Default{};

class OPGWC_Path50: Default{};

class OPGWC_Path20Test: Default{};

class OPGWC_Path25Test: Default{};

class OPGWC_Path30Test: Default{};

class OPGWC_Path40Test: Default{};

class OPGWC_Path50Test: Default{};

class OPGWC_ObjGlow: Default{};

class OPGWC_HASGlowSubtle: Default{};

class OPGWC_HASGlowSoft: Default{};

class OPGWC_Bldsplat: Default{};

class OPGWC_Bldchnk: Default{};

class OPGWC_Bldchnk2: Default{};

class OPGWC_Bldchnk3: Default{};

class DS_USLGENET: Default{};

class DS_USHOWITNET: Default{};

class DS_10x10: Default{};

class DS_Dorm: Default{};

class DS_Openside: Default{};

class DS_Scudnet: Default{};

class DS_leanto: Default{};

class DS_squarenet: Default{};

class OPGWC_Square01: Default{};

class OPGWC_Triangle01: Default{};

class OPGWC_SkalaGroup1: Default{};

class OPGWC_Skala3_1: Default{};

class OPGWC_Skala3_2: Default{};

class OPGWC_Skala3_3: Default{};

class OPGWC_Skala3_4: Default{};

class OPGWC_Skala3_5: Default{};

class OPGWC_Square02: Default{};

class OPGWC_Triangle02: Default{};

class OPGWC_FencePole: Default{};

class OPGWC_FencePanel: Default{};

class OPGWC_FencePanel2: Default{};

class OPGWC_FenceBroken: Default{};

class OPGWC_FenceBroken2: Default{};

class OPGWC_FencePolePUB: Default{};

class OPGWC_FencePanelPUB: Default{};

class OPGWC_FencePanel2PUB: Default{};

class OPGWC_WatchTower: Default{};

class OPGWC_BTEmpty: Default{};

class OPGWC_BT: Default{};

class OPGWC_AirLadder: Default{};

class OPGWC_GasTrolley: Default{};

class ds_H2OBladder: Default{};

class OPGWC_SmallLamp: Default{};

ds_ags.pbo (not the lush cfgMaterials version...I never got around to doing that, but that won't be hard for anyone):

Quote[/b] ] class ds_ags_whouse1: Default

class ds_ags_whouse2: Default

class ds_ags_hangar: Default

class ds_ags_container: Default

class ds_ags_crane1tower: Default

class ds_ags_powerplant: Default {};

class ds_ags_powerplant2: Default {};

class ds_ags_suwnica: Default {};

class ds_ags_refinery2: Default {};

class ds_ags_refinery3: Default {};

class ds_ags_pipeline: Default {};

class ds_ags_pipelineNS: Default {};

class ds_ags_pipelineFTG: Default {};

class ds_ags_pipeline_e: Default {};

class ds_ags_pipeline_r: Default {};

class ds_ags_pipeline_c: Default {};

class ds_ags_pipeline_pump: Default {};

class ds_ags_tank1: Default {};

class ds_ags_tank2: Default {};

class ds_ags_tank3: Default {};

class ds_ags_refinery1: Default {};

class ds_ags_fire1huge: Default {};

class ds_ags_fire2: Default {};

class ds_ags_crate: Default {};

class ds_ags_crate_o: Default {};

class ds_ags_crates1: Default {};

class ds_ags_crates2: Default {};

class ds_ags_blok100: Default {};

class ds_ags_blok100e: Default {};

class ds_ags_blok100ds: Default {};

class ds_ags_blok100eds: Default {};

class ds_ags_pier_a1: Default {};

class ds_ags_blok100k: Default {};

class ds_ags_blok200: Default {};

class ds_ags_blok300: Default {};

class ds_ags_crane1: Default {};

class ds_ags_dockpole: Default {};

class ds_ags_poslight_red: Default {};

class ds_ags_poslight_green: Default {};

class ds_ags_crane1base: Default {};

OPGWC_CAT.pbo:

Quote[/b] ] class OPGWC_CatB6: Default

class OPGWC_CatB11: Default

class OPGWC_CatB1: Default {};

class OPGWC_CatB2: Default {};

class OPGWC_CatB3: Default {};

class OPGWC_CatB4: Default {};

class OPGWC_CatB5: Default {};

class OPGWC_CatB7: Default {};

class OPGWC_CatB8: Default {};

class OPGWC_CatB9: Default {};

class OPGWC_CatB10: Default {};

class OPGWC_CatB12: Default {};

class OPGWC_CatB13: Default {};

class OPGWC_CatB14: Default {};

class OPGWC_CatB15: Default {};

class OPGWC_CatB16: Default {};

class OPGWC_CatB17: Default {};

class OPGWC_CatB18: Default {};

class OPGWC_CatB19: Default {};

class OPGWC_CatB20: Default {};

class OPGWC_CatB21: Default {};

class OPGWC_CatW1: Default {};

class OPGWC_CatW2: Default {};

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Litex.pbo (Land textures for islands): 447 Textures

OPGWC_Lirrtex.pbo (Runway/Taxiway/Concrete Textures for Islands - Templates available at Fileplanet...have been for ages): 264 Textures

All 512x512, tiled with good mipmapping.

Plus the two islands. Be nice if GalComT was happy to hand out his stuff. What is there in the mod was "in-progress" I think....he wanted to do more work on them but, well, the Army came knocking.

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Anyway you get the idea. That's just my end of things...objects and stuff. If I was able to do it I'd go through those collections of Desert Addons, merge the best/appropriate stuff in with OPGWC, IM:UC etc and bake for 90 mins on 180 C to produce a very nice mod.

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