Landorin 0 Posted February 15, 2006 I doubt that is possible without having seperate graphics in the addon included. Share this post Link to post Share on other sites
colonel well 0 Posted February 15, 2006 Can anyone provide me with a link for the incoming wormhole alert sound?I'm not meaning this one, I can find that a lot on the internet, I'm meaning the other one (longer sound) which usually turns on when the SGC gets an incoming wormhole. I can't believe that sound isn't available on the internet (at least not on the various stargate websites I searched). try : http://sgcsim.com/ or : http://sierragolf3.free.fr/index.htm Share this post Link to post Share on other sites
colonel well 0 Posted February 15, 2006 the gate in ofp , wonderfull !!! Share this post Link to post Share on other sites
Placebo 29 Posted February 15, 2006 boo-dro please don't hotlink images greater than 100kb. Share this post Link to post Share on other sites
prodetar2 0 Posted February 15, 2006 cant wait till sgc thursday is release right? or is that only the stargate thatwill be released? plz tell me "sweating like hell! because of tentions" :P Share this post Link to post Share on other sites
colonel well 0 Posted February 15, 2006 cant wait till sgc thursday is release right? or is that only the stargate thatwill be released?plz tell me "sweating like hell! because of tentions" :P it's very nice if sgc base is realase thusday !!! but is it right ? please confirm !!! Share this post Link to post Share on other sites
colonel well 0 Posted February 15, 2006 boo-dro please don't hotlink images greater than 100kb. Share this post Link to post Share on other sites
TheWraith 0 Posted February 16, 2006 i had an idea for a mod, but... im not to sure about the legalitys of making my mod bigger, if you already own them on dvd you could build on my mod (using it as a Template) to enlarge, add more of your own stuff but to release a big version maybe be iffy (so i made a template for personel use) its got a couple of intro tunes so far & some phrases (detaild readme files Enclosed with mod) http://www.filelodge.com/files/hdd6/137437/MISC/StargateFXandAudio.zip worth a look could make mission scripting more fun keep it up guys, quality work Share this post Link to post Share on other sites
Landorin 0 Posted February 16, 2006 A sound addon is a really good idea. I ripped a few more sounds, would you be willing to add these to your next addon version? If yes, how can I send you the files and what format should they have? I could make a seperate addon but it makes more sense just having one so people don't get confused. Share this post Link to post Share on other sites
Landorin 0 Posted February 16, 2006 First mission is done. It's not very long and it lacks an intro/outro but I didn't want to spend too much time on it since I know there aren't many missions out yet and many are eager to get something to play with so don't expect a superb mission, it's just something that introduces the player easily to the Stargate Mod. Due to that, you don't need any addons except the Stargate Mod (DSFProductions), the SG Soldiers addon, the Jaffar addon and the F302 addon. With the new mod version (once it's released) I might add the rest. For now, it only supports single player mode. It still has a few bugs/errors I can't seem to fix myself which seem to have to do with the gate itself. Hopefully that's fixed on the upcoming version. Simply copy the pbo file into your missions folder. http://home.arcor.de/Landorin/sg7m1_v080.zip Required addons: Stargate Mod (DSFProductions) SG Soldiers addon Jaffar addon F302 addon All of these addons can be found throughout this thread. Share this post Link to post Share on other sites
prodetar2 0 Posted February 16, 2006 neat mission but only one problem those staffweapons are to good me and my get killed within 5ec when they come staffweapon is just to strong Share this post Link to post Share on other sites
johnwilso007 0 Posted February 16, 2006 if you download the original SG-teams form http://bxbx.atrey.vdsoft.org/ you get a weaker shot from the staffweapons and the mission still works cos i got it. also you do not need the DSf stargate to run the mission as i have the original as i refuse to use the DSF one cos it kills your team when they come through. they should change it relli so that it doesnt kill Ai players. but anyway great mission mate. any more to come? and why dont u use the Lukemax stargat island as it is much better cos you can have loadsa different worlds so moe situations. Share this post Link to post Share on other sites
johnwilso007 0 Posted February 16, 2006 and is the SGC relaese date today or something? Share this post Link to post Share on other sites
johnwilso007 0 Posted February 16, 2006 oh and mr Walmis how is the puddle jumper coming allong? Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted February 16, 2006 ever heard of the "edit" button? Share this post Link to post Share on other sites
Deepsmeg 0 Posted February 16, 2006 May I reiterate that the whole DSF gate killing people thing is based on stargate wormhole physics? You cannot have 2 way travel through an open wormhole. It is widely accepted that if anything fully enters the event horizon of the other gate, therefore having nothing outside to pull it back, that it will be destroyed. Evidence of this is a MALP falling back into a wormhole was destroyed, but people putting their hands into it are still able to remove it and have it reintegrate. Another note on compatibility. The DSF gate uses a different dialling script. This means that any mission that uses relay.sqs cannot work with the other gates. On yet another note, 1.2 is coming along and will kick some serious arse when it comes out! Share this post Link to post Share on other sites
biggerdave 56 Posted February 16, 2006 Can I point out that the one-way travel through a wormhole is actual physics, not just stargate physics Share this post Link to post Share on other sites
johnwilso007 0 Posted February 16, 2006 and can i reiterate that the DSF gate makes the game kida crap cos u cant have teams go through the gate as the Ai DIE!! this means that you have to do a mission on your own and is poinless. im not askin for 2 way travel just not for the dam gate to kill all of my men cos the Ai is so thick that it dicides to turn around when it comes out. and is V1.2 released today Share this post Link to post Share on other sites
walmis 0 Posted February 16, 2006 oh and mr Walmis how is the puddle jumper coming allong? quite slow Need to sort out some problems Share this post Link to post Share on other sites
johnwilso007 0 Posted February 16, 2006 do u need any help? Share this post Link to post Share on other sites
Dingmatt 0 Posted February 16, 2006 and can i reiterate that the DSF gate makes the game kida crap cos u cant have teams go through the gate as the Ai DIE!! this means that you have to do a mission on your own and is poinless. im not askin for 2 way travel just not for the dam gate to kill all of my men cos the Ai is so thick that it dicides to turn around when it comes out. and is V1.2 released today If you do not like the do not like the DSF version then don't use it, if you had wished to improve it you should have used our forum and submitted a bug report rather than complaining about it like a baby. Now being more civilized i'd like to point out that others had thought of reporting it so it was fixed in v1.2 which should be released later tonight or tommorrow morning. Share this post Link to post Share on other sites
Landorin 0 Posted February 16, 2006 neat mission but only one problem those staffweapons are to good me and my get killed within 5ec when they come staffweapon is just to strong Well, just like in the show; if you get hit, you get hit badly. A little hint: no one forces you to face the fight with a dozen of jaffars in my mission. You could also just kill a few and run off or so, I intentionally left that choice to the player actually. I know, some probably expected a big fight but I saved that for future missions. About the DSF gate: I said it's required because that's the one I used when creating the mission. If the other gate works, too, so much the better, then it's up to the player what gate he wants to use. Since Deepsmeg pointed out that "relay.sqs" won't allow using either gate I might keep using startai.sqf (as I did in this mission) to ensure compatibility for both gates, though personally I prefer the dsf gate. Now about dsf gate killing the ai: during my testing I ran into a few problems, sometimes indeed the AI getting killed. However, from what I experienced, it seems to rather be their own stupidity than the DSF gate since they keep running back and forth a bit and well, running back into an incoming wormhole is not quite healthy. I am not sure whether DSF can be "blamed" for that. And even if it's only the DSF gate, keep in mind these guys do a very diligent and important task by advancing the stargate mod for ofp (if I'm not mistaken they're the only ones right now doing that) and they never said their mod is finished yet so of course it can still contain bugs. I didn't report any bugs yet since v1.2 is about to be released so I'll wait with that till the new version is out, just in case you wondered, Dingmatt. Keep up the good work. By the way, nice to read a few of you like the map. When I started working on it I didn't know about Lukemax' island yet. Also, since I wanted to give players a chance to actually play a mission with the stargate mod as soon as possible I decided to start with a very small mission which won't require too many addons so people can have an easy start with the Stargate mod and get easily introduced to it. Future maps will most likely take place on the Stargate island and will probably be longer and more detailed. So keep in mind this mission is just a small, introducing start up for more missions (not just by me). Share this post Link to post Share on other sites
TheWraith 0 Posted February 16, 2006 A sound addon is a really good idea. I ripped a few more sounds, would you be willing to add these to your next addon version? If yes, how can I send you the files and what format should they have?I could make a seperate addon but it makes more sense just having one so people don't get confused. yip i figure mission sizes will end up realy stupid after a while hence the audio idea you could take it over if you want (if you have free time) or you could mail me them  rogerbleep@hotmail.com and ile add them when i can im still a noob with audio  (some of the Directional stuff needs tweeking) enviroments are a pain and im to thick to work the hight distance out lol my airwolf addon has 400+ phrases so far  problem im finding is other addons Volume level and bittrate can conflict with some other mods sounds but the basics is set up for the StargateFxandAudio.pbo if you fancy taking it on  i could always sort more music to, mail me when you get a chance and when i can we could sort something if you want time wise i have a lot of work on with the airwolf audio pack and my other stargate work (link on my sig) but i can always find a few hours here & thier to rip some bits ps audio file types sent can be anything well anything Besides Real Player  lol pps biggest problem is getting the key phrases with no music in the background, i dont no about Stargate but German episodes of airwolf had much less music making it easy to get key sound fx, but useless vocal phrases  and the Stargate Worlds island is cool look forward to playing this new mission Share this post Link to post Share on other sites
Landorin 0 Posted February 16, 2006 Sounds interesting, I sent you a mail. Share this post Link to post Share on other sites
boo-dro 0 Posted February 16, 2006 Nice mission Landorin, I'm glad someone made a mission, as I'm too noobish to do it myself. I really liked it...It would be awesome to incorporate Walmis' GDO/IDC when you retreat, when its out of course! Its people like you that keep SG fans like me alive! Share this post Link to post Share on other sites