punishment 1 Posted June 25, 2006 so much for the surprise, or was the surprise that nothing happens :P Share this post Link to post Share on other sites
MisterXY 0 Posted June 25, 2006 Never saw those russian models in WGL, which addon is it? Share this post Link to post Share on other sites
king homer 1 Posted June 25, 2006 Me neither, thought they were no hardmounted machineguns for the Russian side? Share this post Link to post Share on other sites
.kju 3245 Posted June 25, 2006 NSV issue is fixed - thanks for reporting ! as for the models: WGL wiki: Models_Base System - please read this. or check this thread (in short there is a system to replace the models easily) Share this post Link to post Share on other sites
Jblack 0 Posted June 25, 2006 WGL MOD IS SO MUCH FUN. Question looking for good singleplayer missions to play with this mod, other than the converted BIS ones...can somebody point me in the right direction? Share this post Link to post Share on other sites
FriketMonkey 0 Posted June 25, 2006 Some bugs: ****** -Wrecked cobra gives an magic error. -Wrecked Blackhawk model rocks, but has some white ugly spots under it. -When AI or human player uses rucksacks, he loses some blood. this only happens when you aim directly to the ground. If you aim at an angle of 45 degrees no blood will be spilled. ******* Good luck ! Share this post Link to post Share on other sites
the unknown 0 Posted June 25, 2006 I played this mod today with some friends, its a great mod the only bad ting we found was that we couldnt hear a tank/car from even 5m away. I was wondering if there is a way to fix this so we can hear them again. The Unknown Share this post Link to post Share on other sites
max power 21 Posted June 25, 2006 I'd wager that there is something wrong with your installation or your soundcard. I can hear everything fine. Share this post Link to post Share on other sites
AgentFox2 0 Posted June 25, 2006 Hey Q, thanks for the quick solution! By the way, I think I found another bug, although you may know about it! The WGL M21 fire sound is the same as the M24, so you can hear the bolt working after each shot. Just thought I'd send that out to yah. Speaking of which, is there any possibility we may be able to define the weapon sounds in later WGL versions, like the awesome ability we have now with the models? Thanks again! Share this post Link to post Share on other sites
.kju 3245 Posted June 25, 2006 @Jblack: there are a few out there, but not many due to the MP nature of this MOD. ill try to find em and upload them. @FriketMonkey: thanks for reporting ! @the unknown: maybe you mean this: if you are inside a tank or air units, we simulate damped sense of hearing. so yes once you are inside one, you cant hear much, but outside of one as infantry they should be audiable quite well. on a more general note. thanks to Bn880 and Jinef (from Zeus) we have very well tweak sound ranges. this means you cant hear sounds in unrealisitic distance like in default ofp. @AgentFox2 Quote[/b] ]WGL M21 fire sound is the same as the M24 could be intentional. i dunno. do they sound the same in reality we plan to extend this dynamic system in ArmA, but lets see what ArmA may bring. Share this post Link to post Share on other sites
AgentFox2 0 Posted June 25, 2006 @AgentFox2 Quote[/b] ]WGL M21 fire sound is the same as the M24 could be intentional. i dunno. do they sound the same in reality I don't think it's intentional. You can actually hear the "action" of the bolt moving on the M24 (which you wouldn't hear in a semi-automatic rifle like the M21). anyway, just thought I'd mention it. Thanks again. Share this post Link to post Share on other sites
.kju 3245 Posted June 25, 2006 WGL crCTI by HTM phoenix and Cleanrock  have fun Share this post Link to post Share on other sites
MisterXY 0 Posted June 25, 2006 You can actually hear the "action" of the bolt moving on the M24 (which you wouldn't hear in a semi-automatic rifle like the M21). Second that, it's a bit curious to hear the bolt action of a semi automatic rifle after each shot. I dunno if anybody noticed, but I hear the "cockpit action" from the helicopters from miles away, I hear the switches when the heli is airborne. Share this post Link to post Share on other sites
max power 21 Posted June 26, 2006 I'm not exactly sure how to use the crCTI thing. There are no instructions on how to use it that I have found anywhere.. not on the crCTI site, not on the squadengine forums, nor the WGL forum, nor the WGL wiki... not in with the file itself, and not on these forums. edit: I think I'll try loading it as a mission. edit: yep, it's a mission. Share this post Link to post Share on other sites
C4P741N 0 Posted June 26, 2006 I still never see any smoking tank wreckage. I've played the DAC Tankwars mission on alot of the islands but no smoke? 12 or so pieces of armour destroyed inside of 1 minute of each other and none of them smoke after being disabled/destroyed. Share this post Link to post Share on other sites
Sopmod 0 Posted June 26, 2006 Pardon my newbness, but I seem to be having trouble with the mortars. I follow the instructions to have the base plate and tube assembled, but when I do, they both disappear and all I see are the mortar rounds on the ground. I pick up the rounds as I should however the mortar tube is still gone. I made sure to add the game logic Enable WGL Mortars as well. I must be missing a step. Share this post Link to post Share on other sites
killswitch 19 Posted June 26, 2006 Pardon my newbness, but I seem to be having trouble with the mortars. I follow the instructions to have the base plate and tube assembled, but when I do, they both disappear and all I see are the mortar rounds on the ground. I pick up the rounds as I should however the mortar tube is still gone. I made sure to add the game logic Enable WGL Mortars as well. I must be missing a step. Yep. You forgot step 3 of "How do I set up the mortars for a mission" - you need to place a manned mortar of the same type you intend to use near that game logic. Share this post Link to post Share on other sites
the unknown 0 Posted June 26, 2006 Nvm found a way to fix it. normaly i have my ofp sounds on someting like 6-8 cause other wise i cant hear ts anymore i put them all on 9-10 and now i can hear everyting fine. tnx for your help The Unknown Share this post Link to post Share on other sites
Sopmod 0 Posted June 26, 2006 Ah crap, I remember reading that piece and then completely forgot about it. Thanks Killswitch. Edit: I'm realling digging this mod. Just wanted to throw that in. Share this post Link to post Share on other sites
Jblack 0 Posted June 26, 2006 Wow i've been really loving this mod alot. The BEST mod for an infantry fire fight ever. Especially with the DMA Army units, is there a vehicle replacement mod which does the same thing, except using higher quality vehicles instead of the BIS ones.. Also I have a weapons replacement question. While all my automatic riflemen, use SAWs on the mp maps, in SP all my gunners use the M-60. How do i change this so that my automatic riflemen will use the saw in SP? Share this post Link to post Share on other sites
McWolf 0 Posted June 26, 2006 The best mod for me, keep WGL4.12 for long time in my computer Share this post Link to post Share on other sites
gunterlund 0 Posted June 26, 2006 Wow i've been really loving this mod alot. The BEST mod for an infantry fire fight ever. Especially with the DMA Army units, is there a vehicle replacement mod which does the same thing, except using higher quality vehicles instead of the BIS ones.. Also I have a weapons replacement question. While all my automatic riflemen, use SAWs on the mp maps, in SP all my gunners use the M-60. How do i change this so that my automatic riflemen will use the saw in SP? If you follow the "config" trail that was used to put DMA troops in, you can replace practically every unit in WGL. The problem then becomes the lag it creates for Multi-player. As stated earlier, WGL units are optimized for performance, not looks. But look at the configs and you will discover how to add vehicles. I made a config that uses Safety's Marines, Fischkopps Hmmmv's, Combat Bradleys, Homers and sigmas Tanks etc. etc. etc. Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted June 26, 2006 Wow i've been really loving this mod alot. The BEST mod for an infantry fire fight ever. Especially with the DMA Army units, is there a vehicle replacement mod which does the same thing, except using higher quality vehicles instead of the BIS ones.. Also I have a weapons replacement question. While all my automatic riflemen, use SAWs on the mp maps, in SP all my gunners use the M-60. How do i change this so that my automatic riflemen will use the saw in SP? If you follow the "config" trail that was used to put DMA troops in, you can replace practically every unit in WGL. The problem then becomes the lag it creates for Multi-player. As stated earlier, WGL units are optimized for performance, not looks. But look at the configs and you will discover how to add vehicles. I made a config that uses Safety's Marines, Fischkopps Hmmmv's, Combat Bradleys, Homers and sigmas Tanks etc. etc. etc. using different vehicle models from other people can cause "wonky shit" to happen in MP games eg. when playing a tank mission a while back (might have even been with you gunter) someone in our tank was using a model replacement config.. our tank constantly bounced up and down making impossible to aim or even get out of the thing (due to constantly changed action menu). i dont reccomend using a vehicle replacment config in MP games Share this post Link to post Share on other sites