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WarGames League v.5.1 (WGL 5.1) Full Release

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Might be of interest to some..

The website would be available here:

http://wargames.armaholic.eu/wglsite

Yet its disabled as the CMS has security issues and I dont want to bother to keep it safe.

The help site is still available here, but I partially merged its content into the BIKI:

http://wargames.armaholic.eu/wglhelp

http://community.bistudio.com/wiki/Wargames:Help_Site:Home

All files are available here:

http://wargames.armaholic.eu/files

My take would be to merge everything into the BIKI. What do you suggest?

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I think that it would be great to have all info on WGL gatherd in one place. This mod deserves it like no other.

ps.

For example I could at last learn why there are no silenced weapons with scopes to play with?:j:

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The model for SF Strike Team Medic is not replaced when using DMA_Army config.

sfmedic.th.jpg

How can I fix it?

EDIT:

One more thing: when I enable option:

#define HIDE_BIS_VEHICLES

in config_base.hpp then all Medic units disappear from the editor:/

UPDATE:

Ok, I fixed both problems:) You can forget it now;p

Edited by QBA69

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Not to dig up an old thread but I would like to get my friends playing WGL but I would also like to update the iron sights from the stock black ones to more updated ones. I am not quite sure how to do this. I know it would require a config.cpp with the info but I have not made my own config file before. Any help would be appreciated.

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Not to dig up an old thread but I would like to get my friends playing WGL but I would also like to update the iron sights from the stock black ones to more updated ones. I am not quite sure how to do this. I know it would require a config.cpp with the info but I have not made my own config file before. Any help would be appreciated.

The easiest way would be to edit the WGL config (make a backup), and change the references to modelOptics to point to your own pbo file that includes the new textures and the models they have been applied to.

For example:

modelOptics="\ReplWGLOpt\m16.p3d";

"\ReplWGLOpt" points to ReplWGLOpt.pbo in the Addons folder, or Addons sub-folder of the mod. Make sure you get that right, I have done a lot of troubleshooting over the years to discover that I had simply missed a slash (and therefore the game didn't find the file) :p

You can replace the normal WGL config, or make a separate mod folder for the edited config and make sure it is put in the Target field of the shortcut you use before the WGL mod, so that the edited config is used instead of the standard WGL one (only one config can be used at a time, the first mod folder to be called that has it's own config.cpp in a BIN sub-folder will be used). I'd go with the separate mod folder so it's easier to run regular WGL when you want/need to (replacing an existing file is generally never a good idea in modding).

Making optics of your own can be an issue (I did a lot of trial and error before I finally got it about right after failing at many attempts), but there are plenty of weapon packs with good optics available that you can use straight away (only need to put them in a folder (future pbo), make sure the texture paths in the model files are pointing to your "ReplWGLOpt.pbo" and point to the p3d's in the config), so I assume that won't be a problem.

Edited by JdB

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On 3/5/2012 at 7:36 AM, njmatrix said:

Not to dig up an old thread but I would like to get my friends playing WGL but I would also like to update the iron sights from the stock black ones to more updated ones. I am not quite sure how to do this. I know it would require a config.cpp with the info but I have not made my own config file before. Any help would be appreciated.

 

On 3/5/2012 at 11:57 AM, JdB said:

The easiest way would be to edit the WGL config (make a backup), and change the references to modelOptics to point to your own pbo file that includes the new textures and the models they have been applied to.

For example:

 


modelOptics="\ReplWGLOpt\m16.p3d";
 

 

"\ReplWGLOpt" points to ReplWGLOpt.pbo in the Addons folder, or Addons sub-folder of the mod. Make sure you get that right, I have done a lot of troubleshooting over the years to discover that I had simply missed a slash (and therefore the game didn't find the file) :p

You can replace the normal WGL config, or make a separate mod folder for the edited config and make sure it is put in the Target field of the shortcut you use before the WGL mod, so that the edited config is used instead of the standard WGL one (only one config can be used at a time, the first mod folder to be called that has it's own config.cpp in a BIN sub-folder will be used). I'd go with the separate mod folder so it's easier to run regular WGL when you want/need to (replacing an existing file is generally never a good idea in modding).

Making optics of your own can be an issue (I did a lot of trial and error before I finally got it about right after failing at many attempts), but there are plenty of weapon packs with good optics available that you can use straight away (only need to put them in a folder (future pbo), make sure the texture paths in the model files are pointing to your "ReplWGLOpt.pbo" and point to the p3d's in the config), so I assume that won't be a problem.


Touching a bit on editing files outside pbos to save time and effort:
https://www.youtube.com/watch?v=B1xHz2cFOyY
https://forums.bistudio.com/topic/122763-trying-to-customize-wgl-models/
http://www.dslyecxi.com/ofp.html 
If files are needed the at optics replacement needs mostly sjb and rhs weapons addons.

 

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A possible bug that I have encountered is that when playing with the Linux version, crashes occurs when ai change combat mode. I have a report, but can't tell what exactly is going on. The crash doesn't occur in Vanilla or with SLX, so appears to be WGL specific.

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