MiG 0 Posted April 3, 2005 FMLpack_v1.0 (alpha) is out! Grab it from blackdog~ temp hosting Share this post Link to post Share on other sites
uscg pilot 12 37 Posted April 3, 2005 lookin good man lookin god Share this post Link to post Share on other sites
ExtracTioN 0 Posted April 3, 2005 Great island I saw Crystel Jason's place Swamp is good little bug with the sound on some places only but really great island would go perfect with horror/zombie pack Nice work m8 Share this post Link to post Share on other sites
Acecombat 0 Posted April 3, 2005 Mind telling whats exactly in the pack. Is there a whole new island in it too? Share this post Link to post Share on other sites
ExtracTioN 0 Posted April 3, 2005 Mind telling whats exactly in the pack.Is there a whole new island in it too? Yes new island Share this post Link to post Share on other sites
Rommel 2 Posted April 3, 2005 Mind telling whats exactly in the pack.Is there a whole new island in it too? Yes new island Lmao, anymore details? Looks Good, though if its only what I can see there I wont bother with it... Share this post Link to post Share on other sites
MiG 0 Posted April 3, 2005 Mind telling whats exactly in the pack.Is there a whole new island in it too? Yes new island Lmao, anymore details? Â Looks Good, though if its only what I can see there I wont bother with it... Â The pack contains: 1-Farmland Mod Folder; 2-the addons required to play with Farmland Island: bat.pbo (v.0.33); editorupdate102.pbo; FML_Base.pbo (v.1.0); fml_isleobj.pbo (v.1.0) fml_objects.pbo (v.1.20); fml_rsc.pbo (s/v); JOF_Objects1.pbo; 3-Farmland Island: -Size: 128x128; -WRP Format: 4WVR; -141 Texture names; -16384 Texture indexes; -650 Object definitions; -13690 3d Objects; Farmland Island (original terrain) was created from scratch using Wilbur, WrpEdit and WrpTool. Share this post Link to post Share on other sites
Commando84 0 Posted April 4, 2005 finallyy.... hehehe have been waiting for this since 2004 going to download this Share this post Link to post Share on other sites
belgerot 33 Posted April 4, 2005 You did a very nice job on this, I am glad to see another Farmland release Share this post Link to post Share on other sites
Drongo69 117 Posted April 4, 2005 I just took a quick spin around the island. It has some great locations. It should be the island of choice for any horror mission editors. Excellent work! Share this post Link to post Share on other sites
CAPAIRMAN 0 Posted April 4, 2005 Is that the dawn of the dead mall? Share this post Link to post Share on other sites
-HA-kgb-cccp 0 Posted April 4, 2005 Very Nice Mirror Share this post Link to post Share on other sites
Pappy Boyington 0 Posted April 4, 2005 lil bug. i put in all the nessacary game logics and stuff. went to the mall thingy. when i requested the elevator come to first floor a giant windmill with spinning fany thingy moved to the requested floor other then that it looks really nice i love the research facility i saw the alien baby and i was like "its here scully, the proof we need" then i realized.. im not agent mulder and i was still playing flashpoint Share this post Link to post Share on other sites
MiG 0 Posted April 4, 2005 lil bug. i put in all the nessacary game logics and stuff. went to the mall thingy. when i requested the elevator come to first floor a giant windmill with spinning fany thingy moved to the requested floor  other then that it looks really nice   i love the research facility   i saw the alien baby and i was like "its here scully, the proof we need" then i realized.. im not agent mulder and i was still playing flashpoint  For that you just need 1 gamelogic: "Animated Objects". That's really a strange bug so i see, the windmill is taking the place of the elevator in the 1st floor position. Let's see if this bug is happening with other people? Meanwhile take the mission "fml_isleobj.Intro" from the "mission_tuts" folder in the rar file, when those objects are placed in the desert island and check if happens the same Quote[/b] ]Is that the dawn of the dead mall? Not quite, but you have "Handy's gun Works" store and you can use your binocular from the top of the mall  Share this post Link to post Share on other sites
hardrock 1 Posted April 4, 2005 I especially like the picture of the shopping center above, gotta download it I think. Share this post Link to post Share on other sites
mrbean1112 0 Posted April 4, 2005 OH GOD! this goes so great with my moaning zombies, speaking of, how is it goin with em Mig? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted April 4, 2005 lil bug. i put in all the nessacary game logics and stuff. went to the mall thingy. when i requested the elevator come to first floor a giant windmill with spinning fany thingy moved to the requested floor other then that it looks really nice i love the research facility i saw the alien baby and i was like "its here scully, the proof we need" then i realized.. im not agent mulder and i was still playing flashpoint For that you just need 1 gamelogic: "Animated Objects". That's really a strange bug so i see, the windmill is taking the place of the elevator in the 1st floor position. Let's see if this bug is happening with other people? Meanwhile take the mission "fml_isleobj.Intro" from the "mission_tuts" folder in the rar file, when those objects are placed in the desert island and check if happens the same Quote[/b] ]Is that the dawn of the dead mall? Not quite, but you have "Handy's gun Works" store and you can use your binocular from the top of the mall [ig]http://www.tacticalblunder.com/~uploads/MiG/images/demo8.jpg[/img] [im]http://www.tacticalblunder.com/~uploads/MiG/images/demo7.jpg[/img] yes i know i only needed the one logic, but i put in several logics at once (cuz i was touring the whole island at once) i only mentioned that i used more then one to see if mabe there was a clash? like u cant have 2 logics at once. and i should point out the 1st floor was the first one i was on when i requested the elevator. but if i went to a differnt floor and requested it.. the windmill went up and down, basicly like you said, took place of the elevator Share this post Link to post Share on other sites
ExtracTioN 0 Posted April 4, 2005 Pappy m8 dont Quote images otherwise EVIL Placebo come and warn you Share this post Link to post Share on other sites
NeMeSiS 11 Posted April 4, 2005 nice island! Â +looks good +custom objects +extra-easy-to-use scriptlogicthingys +Dawn of the dead style! -laggy at night... (or my PC was running too much crap in the background.., need to check that... ) perfect! Â Share this post Link to post Share on other sites
havocsquad 0 Posted April 4, 2005 Excellent, I've always wanted a mall and some worthly places that actually made an OFP place look like a town/city. This just keeeps making OFP better and better. Can't wait to try this out. Later, Havoc. Share this post Link to post Share on other sites
ag_smith 0 Posted April 4, 2005 I can confirm the windmill-elevator bug. Happens to me too. I think it's a shame you used that ugly CWC pine forest. Why not use the RES one? The "walls" in the shopping mall could be thicker. Currently, the McDonalds restaurant is only like 1m wide. Also, there are some lighting problems in some places (smooth edges instead of sharp) but nothing biggie. Apart from that, very nice island, quite fun to explore and it has some cosy places too. I liked the whole swamp idea with weather&fog game logic, etc, but it could use (MUCH) more vegetation. Good work, keep it up! Share this post Link to post Share on other sites
MiG 0 Posted April 4, 2005 I can confirm the windmill-elevator bug. Happens to me too. I think it's a shame you used that ugly CWC pine forest. Why not use the RES one? The "walls" in the shopping mall could be thicker. Currently, the McDonalds restaurant is only like 1m wide. Â Â Also, there are some lighting problems in some places (smooth edges instead of sharp) but nothing biggie. Apart from that, very nice island, quite fun to explore and it has some cosy places too. I liked the whole swamp idea with weather&fog game logic, etc, but it could use (MUCH) more vegetation. Good work, keep it up! Thanks ag_smith for your suggestions. In the next release i'll try to correct some of the aspects you point, including the forests, i agree with you. The elevator bug is very strange cause it runs fine in my computers and to others beta-tester as well. Anyway that "Animated Objects" script that camcreates the windmills and the elevator animation will be split in two. I think that script is activating too much things at the same time and that can cause some conflicts and work as a "lag causer" as well More vegetation around the swamp can be a good idea and can hide some swamp bugs,( i didn't use vegetation too much to prevent some lag Thanks again Share this post Link to post Share on other sites
Snake7777777 0 Posted April 4, 2005 YEAH! FINALLY!!! I'll dedicate my next beer to you, Mr. Mig! Â Great island, I love the swamp water effect but my favorite is the working light house one Ah, I've invited a Girl (long hair) to visit Snakeville and then the city mall... ...I've loaded PUMP (Aerosmith - 1989 Geffen Records) into my CD player ready to play "Love in an elevator" with her and then I've pressed 1st floor... BOOOOOOM! Like the great Ag_Smith say: "I can confirm the windmill-elevator bug". I'm going back to Farmland Island (I will try to invite the nurse this time) Â Share this post Link to post Share on other sites
bunkerslusken 1 Posted April 4, 2005 Great job, MiG! My brother recognized crystal lake from the movies, without even knowing what this island was all about! I've already got a bunch of creepy scenarios running through my head, just from running around exploring... I seem to experience some kind of bug when running the horror pack 1 (Vampires) with the mod though. "no entry 'config.bin/cfgweapons.GENB_Vampthrow'.", something. Don't know what that's all about... Again Great job, and would somebody point me to that Secret government research facility with the aliens and creepy stuff...? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted April 4, 2005 Pappy m8 dont Quote images otherwise EVIL Placebo come and warn you  omg i didnt even know he posted images lol i didnt look at the quoted text when i made the reply. and i closed the window after i hit submit, not even proof reading my reply. that was my bad i applogise Share this post Link to post Share on other sites