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WarGames League v.5.1 (WGL 5.1) Full Release

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<span style='font-size:15pt;line-height:100%'>Welcome fellow soldiers !</span>

We proudly present you:

##############################

#<span style='font-size:15pt;line-height:100%'> WarGames MOD v.5.1</span> #

##############################

a WarGames Development Production.

wargames5_logo_mud_foxhole.jpg

<span style='font-size:15pt;line-height:100%'>Announcement</span>

The WGL Mod team is proud to present the full release of WGL 5.1.

600+ Revisions or three months later WGL 5.1 finally sees the light.

It contains quite a lot of changes. See the rough summary following and review

the changelog (\@wgl5\doc\wgl5_changelog.txt), if you like to.

Also note this is a full only package. A patch would be too large and

a few structure changes make it really hard to update it from WGL 5.0.

So please remove your previous WGL 5.0 installation and replace it

with WGL 5.1.

WGL 5.1 once again is delivered by an installer for copyright reasons and easy

of use. The installer offers a few different selections. So you can choose

between the features or the quick simple unpack solution to your liking.

The rar version of WGL 5.1 is only available through our site!

--- Do NOT host the rar version for copyright reasons! ---

Mirrors of the installer version are very much appreciated though.

Spread the word.

<span style='font-size:15pt;line-height:100%'>WGL 5.1 Change Summary</span>

MISC

~ Reworked: Stringtable. Orders are short and professional now.

~ Improved: If you try to place a mortar baseplate and the mission is not

 prepared for mortar use, you get an error message.

~ Added: laser_values_overview.xls which contains a detailed overview about

 all lasertargets, "laserweapons" and so forth.

~ Added and Fixed: a lot more predefined groups for editor use.

~ Added: the missions folder is a place for test missions. Copy the missions

 folder to \OFP\users\YOURNICK\ to be able to use them in the editor.

FEATURES

~ Added: a user-editable preferences file (@WGL5\WGL_Settings.sqf) and the

 stuffings to go.

~ Added: dedicated server-side customisation script. It does nothing by default.

~ Added: WGL will try to execute a custom script named "wglinitsp.sqs" when

 you play offline, in single-player "mode". It does nothing by default.

~ Changed: WGL Models_Base system got a major rework for better structure and

 additional functionality.

~ Added: SFP, BW MOD, RYAN and HYK model configs. Thanks a lot to their

 original makers - especially TeRp, the_shadow and Ryan for their help!

-- Please review these features in the wiki for full comprehensive explanation --

GAMEPLAY

~ Normalised the running speeds and aimprecision between crouched running and

 normal positions etc. People cannot exploit the crouched run now.

 Aimprecision reduced in walking and crouched walking stances.

~ Reverted: re-enabled the in-game mouse cursor for vehicle use. Without it,

 it was hard to interact properly with the game with AI companions.

~ Tweaked: the recoil to the most playable realism.

~ Changed: set the magazine reload time for the rucksacks to zero.

~ Changed: ruck mags are now autoReload'ed. This takes a bit unwanted hassle

 away from the ruck and crew served system.

AI

~ Changed: aiDispersionCoef[X|Y] set to make AI less of 1-shot killers.

 Firefights last a bit longer now.

~ Changed: added high sensitivity and sensitivityEar values to the Air parent

 class. This should help aircraft to engage infantry a little better.

~ Changed: AI uses now handgrenades again - yet the handgrenades are still timed.

SOUND

~ Sound Modification:

> Infantry weapons are louder.

> Better sound samples used.

~ Added: The hit sounds from ECP, with kind permission.

WEAPONS,UNITS

~ Changed: We're going CAVS, people ... CAVS implemented.

~ Added: Javelin heavy man-portable AT weapon.

~ Added: M47 Dragon recoilless rifle and corresponding rucksack bits.

~ Added: PG-7VR AT and TBG-7V thermobaric rounds for the RPG-7 launchers.

~ Added: RPG-26 and RPG-27 disposable ATGM launchers, upgrades from the RPG-22.

~ Added: FFV502 HEDP round for the M3 Carl Gustav recoilless rifle

~ Added: Arena anti-ATGM system for the BMP-3M and T-80UM1

~ Fixed: Optics zoom factors have been adjusted for the WGL5 0.9 FOV. The fixed

 zoom sniper scopes are now working just as they should.

~ Fixed: Zeroed the rifles to realistic values.

~ Fixed: Much better M203 rifle grenade aiming "optics", made by Alderous.

~ Added: SingleSeated-, DoubleSeated- and GunTurret-vehicles for primarily AI use.

~ Added: M113A2FIA by alderous - great work man. thanks a lot!

~ Improved: helicopter damage simulation. It can now run both a fuel leak and

 engine failure simulation on one vehicle.

FX

~ Changed: The WGL smoke cans now produce a much thicker smoke plume, quicker.

~ Added: Tanks AP shell hit effects.

~ Added: "real life" light smoke trail to ATGMs.

~ Added: wg_test_truck_burn_fx.Intro mission to test the fuel_exp script/FX.

PVP

~ Reworked: 'fuelCapacity' values for PvP vehicles.

~ Changed: complete rewrite of the PvP / realism:

+ added: PvP classes for all vehicles (not just tanks and air).

+ re-removed the cursor for all PvP vehicles besides planes.

+ introduced a more advanced system to define the classes' values (reduces code).

+ finer grained vehicleClasses for PvP vehicles.

+ all PvP classes are now assigned to the civilian side (in order to make

  radar signature always white).

+ removed radar signature and the possibility to be locked for all PvP

  "infantry vehicles".

~ Changed: reworked reloadTime for pvp weapons which are (now) one magazine only.

ANIMATIONS

~ Updated: anim.pbo to the latest "DMA NextGen" version. This anim.pbo has

 reworked stand anim and interpolations to our request.

~ Updated: anim.pbo to probably the last of Sanctuary animation work for OFP.

 He completely reworked the walk anims and made aiming a lot more steady

 when walking. Impressive job our friend!

--- Our deepest thanks once more to Sanctuary for his outstanding effort ! ---

and much more !

<span style='font-size:15pt;line-height:100%'>WGL User Input and Feedback</span>

WarGames was and will always be very open for suggestion to further improve

the MOD. We listen to our “customers†and strive to use all feedback to make

subsequent versions of WGL even better.

We highly encourage you to provide feedback – obviously, positive feedback is

easier to read, but even negative constructive criticism is highly helpful.

Yet please note these three things:  WarGames = realism AND gameplay

WarGames will never be 100 percent realistic - that is not our primary goal!

One thing you may notice about WGL 5.1 is that it is not really that “pretty.â€

We purposefully avoid using the best looking models as they demand large amounts

of CPU power. Instead, we prefer “uglier†but more efficient models and scripts

that allow us to use larger numbers of troops and vehicles (even into the

hundreds) on the battlefield.  We highly recommended that you check out Zeus

missions to see what we are talking about!  However, it is possible for you to

convert your favorite models for use in the WGL 5.1 combat environment.

With WGL5 Models_Base System you can easily exchange models by yourself.

There is DMA Army, DMA Naval, SFP, BWMOD, Ryan config available with the MOD

itself. Even more you can make up your own model config quite easily !

Even more we have developed the WGL Texture / Vegetation Replacement Packs for your enjoyment.

Third please drop your comment either in the BIS thread (link) or in

the WarGames forum. Otherwise your comment might not be read or noticed. Thanks.

<span style='font-size:15pt;line-height:100%'>WGL Missions</span>

as well as various new Single/Multiplayer Missions like

• WGL Combined Arms Engine - by DMA tacrod

• WGL The Forest v1.71 - by Mandoble

• Sinews of War: Development Center - WGL Missions of the Month

• WGL Reconquering Nogova: 10-mission Coop Campaign - by Igor Drukov

• WGL Pilot Down - by Strango

• WGL crCTI

• and more

<span style='font-size:15pt;line-height:100%'>CoC Unified Artillery 1.1</span>

We recommend you whole-heartly to get CoC Unified Artillery 1.1 now

and enjoy it along with WGL 5.1.

Chain of Command Unified Artillery 1.1 - BIS release post link

<span style='font-size:15pt;line-height:100%'>WGL Links</span>

WGL site  

Download WGL 5.1. full

WGL wiki

There you find help with the installation and you are able to learn more about the MOD and its features.

<span style='font-size:15pt;line-height:100%'>WGL Credits</span>

A special thanks to the addon authors who graciously allowed us to use their work:

<span style='font-size:12pt;line-height:100%'>WGL 5.1 Credits</span>

• Alderous for his various great additions

• Rudedog/Drill Sergant for the great DragonLauncher

• Suchey and Earl for their excellent JavelinLauncher

• Sanctuary for magnificent anims

• ECP Team for top notch men hit sounds

• CAVS Team for the excellent ground work

<span style='font-size:12pt;line-height:100%'>WGL 5 Credits</span>

• Aeon - for his new Nature Sounds

• DMA - Sanctuary, !TacRod and honcho (too much outstanding stuff to list)

• ECP Team - for various help

• JAM, DynamicRange for great sounds

• Kegetys for his excellent Spectating Script

• Llauma for his great Llaumax Sky Pack

• Locke@Germany for his true awesome OFP Animations Enchancement

• Mikero for his persistent updating of Editor Upgrade102

• DPS for his great OSV96 Model and Textures

• Hoyt for his excellent SV98 Model and Textures

<span style='font-size:12pt;line-height:100%'>WGL 4 Credits</span>

• Laser/ORC for his fantastic russian units

• Edge for his fantastic resistance units

• Inquisitor for his weapons

• AKM74 for his excellent Russian APC pack and Konkurs ATGM

• The guys at MapFact.net who created the best base buildings, ever.

• BAS for allowing us to use some scripts and units

• Marfy and Sebastian for their excellent MTLB pack

• DPS, Sour and KerdTo (Our Weapon) for their Mi2, great addon!

• Dinger for porting many of his UA scripts to our mortar system

• Jostapo for his lovely MON200 and Claymore models

• Kegetys for his sky installer

• Kegetys again for his AGS-17 and RPG7/7VL models

Our deepest thanks goes to the former WGL staff and all the contributors:

<span style='font-size:12pt;line-height:100%'>WGL 5.1 Supporters</span>

. ML

. Sanctuary

. AgentFox2

. alderous

. Dslyecxi and Shack Tactical

. granQ

. Dinger

. Jinef, Lupus, Terox, lwlooz, bn880 (Zeus folks)

. Lupus, Phobos, Phoenix, Halle, Hellwig, Weissbrot, Blechreiz (BCL mates)

. IandC, russin, kungtotte, John Smith, Stuntman, skullpal, Whisper, MAA

. and a lot others i cant remember right now sad_o.gif thanks guys !

<span style='font-size:12pt;line-height:100%'>Former WGL Core Team (1-4)</span>

. AngusHeaf

. Phaeden

. Tactician

<span style='font-size:13pt;line-height:100%'>Get involved</span>

New challanges and opportunities lie ahead - share your ideas and

take the chance to realize them.

The development of WarGames will continue in the future and

we are looking for decent and dedicated people !

WGL is based on a strong PvP and Coop Community and is supported

by various groups and people.

Based on a good internal development surrounding (subversion, trac,

ftp, irc, forum) <u>everyone contributes to the development as far as ones

own available time, motivation and skills in an organised and coordinated process</u>.

Yet we are not solely looking for core developers - anyone's help is appreciated.

Take the opportunity and join the ranks.

Get more information  here.

So we wish you a lot of fun and a good time with the WarGames MOD !

best regards

<span style='font-size:13pt;line-height:100%'>WGL 5.1 Core Team</span>

. Killswitch

. The-F

. Q

. Soul

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<span style='font-size:13pt;line-height:100%'>If you are new to WarGames, you might wanna read the  WarGames League v.5 (WGL 5) Full Release topic for better understanding and to get a comprehensive background.</span>

Enjoy the latest After Action Report by dslyecxi - Dark Business

Quote[/b] ]A few words first...

This AAR is going to be a bit different than my previous ones. It's written in a more narrative format, and to preserve the flow of the story, I don't have any screenshots embedded in it. There are, however, screenshots at the end of the AAR for those who would like them. There's even a video, courtesy of Ballystix, that shows off the ending of the mission.

The mission featured in this AAR was created by ShackTac member Awoihjaweohr, and the 10th was our first night playing it. It was a smashing success, and showcased some of the fantastic possibilities that Flashpoint multiplayer can bring. For those of you that weren't there, or may end up wondering after-the-fact, this is not an embellished story. This is exactly what happened. Hopefully my storytelling ability is sufficient to give a taste of how intense the experience was.

This is the kind of stuff that makes Flashpoint my favorite game of all time.

header.jpg

<span style='font-size:15pt;line-height:100%'>WGL DMA Army/Naval modpack replacement config</span>

We are proud to present a models_base config with DMA Army/Naval modpack units.

The apperance of all side was replaced by DMA Army/Naval modpack counterparts.

A big thanks to DMA for their permission to this little project !

11pd3.jpg

<span style='font-size:15pt;line-height:100%'>WGL BW MOD model replacement config</span>

We are proud to present a models_base config with BW MOD units.

The apperance of the west side was replaced by BW MOD counterparts.

A big thanks to BW MOD for their permission to this little project !

sfp4bannergs8.jpg

<span style='font-size:15pt;line-height:100%'>WGL Swedish Forces Pack model replacement config</span>

We are proud to present a models_base config with Swedish Forces Pack units.

The apperance of the west side was replaced by Swedish Forces Pack counterparts.

A big thanks to Swedish Forces Pack for their permission to this little project !

<span style='font-size:13pt;line-height:100%'>Find out more about WarGames Model Configs here</span>

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Finally! Took some damn time,didn't it tounge2.gif . I also hope Placebo finds time to check this out since I have the impression he hasn't so far regarding comments he made in various interviews biggrin_o.gif

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Thank you for this new release.

Does the installer also contains the vegetation,the island texture pack and the island pack?

Do you recommend installing them with wgl 5.1?

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the installer is wgl5.1 core only.

we could do a full installer, but the size would be likely up to one gig confused_o.gif

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Fantastic. This mod has completely taken over our group since we first discovered it a few months ago. It easily has the best gameplay of any mod we've tried, and I cannot wait to see the inevitable Armed Assault version of it.

I'm really looking forward to giving this a good run-through in our next big session. The changelist certainly looks impressive.

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excellent!

i knew beta testing was underwaybut didnt expect a release so soon, congratulations to all the persons who contributed to the making and updating of my favorite Mod.

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great work! downloading it now, and am especially excited about CAVS system. This patch has really been worked on relentlessly, and it should very much improve gameplay. Now the L33tzor SF D3ltas are complete with their Javelin

notworthy.gif

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LOL! I first went to the WGL5 topic...and I saw it was closed.....and I didnt understood why......

Then I thought that it must be because........a new version!!!

YAAAY!!!! THX a lot for the new version, I'm already in love in the new version before i've played it! ohh...downloading now....cant wait!!! yay.gifyay.gifyay.gifnotworthy.gifnotworthy.gifnotworthy.gif

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At the mission: @wg_train_traingelaende_v5.1 from the "test and train missions" pack which you find at WGL site, have the same prob as before (the mission pack is updated to WGL v5.1?)

This is the problem: there are STILL no AT at AT range, no AA at AA range, no weapons at firing range etc. NO DAMN WEAPONS!!!! NO WEAPONS IN ANY AMMO-CRATE, except the ak74 mags and handgranades...but you cant kill a tank or a heli or a plane with ak's or frags! what the heck? is it just me which have this prob?

or are you going to place the weapons manually in the ammo boxes in the editor? or something?

aaaaaargh I have looked forward to use this mission! and its still screwed! for me at least

I have placed the missions in the MP-Missions folder, and play them using multiplayer. that's the right place?

And when I came to the briefing menu, an error showed up in the high left corner...

Click on the image below to see the error

ofperror2ue1.th.jpg

Maybe that error is the cause to my prob?

Plz help me! I want to train my skills! biggrin_o.gif

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Damn you!

My poor overworked dial-up modem is already crying and all of these great new mods are killing my longing for AA! tounge2.gif

5.0 was awesome, can't wait to try this! Back in 3 days after D/L  crazy_o.gif

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Quote[/b] ]A patch would be too large and

a few structure changes make it really hard to update it from WGL 5.0.WGL 5.1 once again is delivered by an installer

Did you relaced most of the models/ textures ? If not I guess youe instraller ib a bit primitive - you may want to check this

http://forums.winamp.com/showthr....=vpatch

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looks pretty neat. I wonder how smart is the AI though. In ECP the AI puts flares at night i wonder if WGL does the same thing. Well better test it out downloading it now hope its good.

Oh and great work on this MOD i hear so many great things about it. I even hear its close to VBS1 so i am excited to try it out. smile_o.gif

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Nice job on the new tow smoke... looks very cool going down range. Didnt think the tow made that much smoke but still looks way cool.... keep it up

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