RN Malboeuf 12 Posted February 6, 2007 I'm glad to represent here patch 1.08 for Liberation Mod. New additions: New island "Zastava" with ww2 era soviet buildings pack Several new missions and mini-campaigns New units added: -soviet 45mm movable gun -soviet 76mm movable regimental gun (also in camo variant) -soviet heavy tank KV1s -soviet machine-gun DT -soviet 76mm regimental gun -german 81mm mortar - fully animated,indirect fire supported New features: - demountable MGs on armoured cars - animated tank's repair - lots of new animations added And of course a lot of minor bugs fixed.  Also there's an additional pack of 3rd party addons compitable with libmod. Note that this addons are not neded for the mod itself , but they are widely used in campagns released by the moment by our fans. you can find a bunch of this camps in this pack. Units list: JMG Stuka - Scanger Messerschmitt Me-109 - Trenchfeet DB3 and I16 - FDFMOD U Boat 99 - unknown TCP_TestDog - teaCup Islands: Bear Lahta - Sour Don  steppe - Crazy soldier [GSS] Objects: FML objects - Farmland Mod BRG Nature Packs - Berghoff Russian biuldings - WWIIImod There's one important issue: if you play on cadet  - switch off "Extended armor" in the difficulty options menu (look at the screenshot if you can't find it). In other way you'll get problems with the mod playbility. If you are playing veteran mode - there's nothing to worry about. Screenshots; 01 02 03 04 05 06 07 08 This is the last major patch for Liberation mod. We will continue our work for Arma - wait for the news to show up Download link Liberation Mod patch 1.08 Compatible addons pack Share this post Link to post Share on other sites
ShadowY 0 Posted February 6, 2007 Great to see this..I`ll take some time to play with the Lib.-mod again Lets hope my OFP still works, I didn`t play with it since the Tjech/German release of ArmA Share this post Link to post Share on other sites
Deagle 0 Posted February 6, 2007 What previous versions of this mod are needed ? Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 6, 2007 Quote[/b] ]What previous versions of this mod are needed ? 1.0 -> 1.07 ->1.08 AFAIK you can skip 1.01 All patches are available at ofp.info Share this post Link to post Share on other sites
POPKA 0 Posted February 6, 2007 Great Im downloading this now Share this post Link to post Share on other sites
Marijus 0 Posted February 6, 2007 good new... wery thanks... Spasiba Share this post Link to post Share on other sites
AKM 0 Posted February 6, 2007 Many thanks - bolshoye spasibo, BDFY & LibMod Team. Share this post Link to post Share on other sites
Ase290406 0 Posted February 6, 2007 Nice to see people still do something for Flashpoint. Congrat's on the release! Now can someone post mirrors please. I know I'm not the only one who has trouble downloading from OFP.info. Share this post Link to post Share on other sites
sudayev 27 Posted February 7, 2007 How I can switch basic animations from libmod to the ones that Sanctuary made. I appreciate your work guys but I dont like some of the animations from latest patch. There is no visible Anim.pbo (only anims.pbo app. 90Kb). Any suggestions how to do this trick. Thanks in advance. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 7, 2007 not possible i guess. You have to dig through all the configs and replace "moves" with ones you like. But at least ptr will become completely unusable. You can try but i'm pessimistic about the results. Share this post Link to post Share on other sites
bennie1983nl 0 Posted February 7, 2007 i lost my words amazing Share this post Link to post Share on other sites
scars09 9 Posted February 7, 2007 great job, happy to hear you continue your great work in arma. The island looks great, the church is a beauty, all houses enterable and with proper buildingpos Is there a new read me? i didnt found one. Main thing is that some information about the mortar would be appreciated. Is it possible to be spotter without being Teamleader? Is there a possible to use a mortar barrage with a command. Hope you can give some information on this. thx again to u and all the ppl making this possible Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 7, 2007 Quote[/b] ]Is there a new read me? only russian one Quote[/b] ]Is it possible to be spotter without being Teamleader? no. i did not provide such an option. But note that units sees all the units that the whole team has spotted (OFP ai feature:)). So you can spot targets and ai leader will see (and thus order to attack ) them too. Quote[/b] ]Is there a possible to use a mortar barrage with a command. depending on your task... what's your goal ? Quote[/b] ]Hope you can give some information on this. basically team leader is always a spotter. If ai unit is in charge - nearest suitable target in range (up to 2400m) will be attacked. If player is a leader then you can define targets juss ckicking on the map. selecting marker type (use arrow keys ) you change fire modes (single, volley, rapid fire) Share this post Link to post Share on other sites
AKM 0 Posted February 7, 2007 That's good to know, I was wondering how to get them to fire more than a single salvo at a target. Unfortunately you've still got some minor bugs. Nothing that makes it unplayable, just things that need a little fiddling. The 81mm Mortar Battery under Groups>Axis>Armour is a little strange. If you place it on the map and then attempt to edit the unit leader or any of the mortars to set yourself as a gunner, loader, or the battery commander, the game seems to think you're on Side Allied, and it won't let you do that. But if you custom-place the battery, placing the battery commander and the individual mortars, then grouping it all together through click-and-drag, it works fine. The machinegunner still outpaces the rest of the squad, he runs too fast. If he ran at the same speed as the riflemen in the squad there'd be no problem. Good to see you fixed the ammo problems with all tanks, now the machinegun doesn't magically reload. The movable guns are a nice touch as well, it's a shame we won't be seeing heavier stuff like ZiS-2 76.2mm gun and soforth. Overall, nice piece of work, many thanks. Edit: - Forgot a bug in which you spell "goggles" correctly on some units but incorrectly ("Googles") on other units. Also, no Russian motorcycle that I've noticed yet, maybe I'm just missing it, but I'm pretty sure I saw some dispatch riders for the Soviets. Edit II: - Also, antitank guns and the like often display as "Jeep with Machinegun." Stringtable error, or a nessecity due to new coding being forced to work with the OFP engine? Share this post Link to post Share on other sites
Timblesink 0 Posted February 8, 2007 If this mod were a woman, I'd never stop making love to her. Easily the best mod for OFP, in fact I just re-installed OFP for this mod alone! Professionalism - 10,000,000,000/10 Gameplay - 10,000,000,000/10 Gfx - 10,000,000,000/10 Missions - 10,000,000,000/10 Overall - Too much to fit here/10 Share this post Link to post Share on other sites
Sennacherib 0 Posted February 8, 2007 yeah, the best mod ever made for ofp. it's just wondeful. the anims are excellent, i like to see the soviet crews out of their tanks with their tools (amazing ) Share this post Link to post Share on other sites
punishment 1 Posted February 8, 2007 im a big fan off this mod , i think however you need to beef up the sound guns get really quiet and a cannon has almost no sound firing at 50 meters! A gun going off is a pretty big deal and can often be heard for a few miles not a few 100 meters! Share this post Link to post Share on other sites
Sennacherib 0 Posted February 8, 2007 edited: sorry i made a mistake Share this post Link to post Share on other sites
scars09 9 Posted February 9, 2007 thx bdfy, thats enough info on the mortars. i started playing your campaign and could see how nice the mortars did their job. i had my doubt that they would attack without player as teammember, but everything is perfect. thank you libmod team!!! Share this post Link to post Share on other sites
Timblesink 0 Posted February 9, 2007 1 very slight problem with the mod is "rifle" being spelled "riffle", like in "Mosin's riffle" but I don't care that much. It'd be nice if you could fix it, but I'm not fussed. EDIT: Oh, and one other thing that is pretty important, could you tone down the "shellshock" whistle? By a lot? Because right now it's so high pitched and loud that it hurts. Thank you! Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 9, 2007 Quote[/b] ]think however you need to beef up the sound guns Quote[/b] ] "shellshock" whistle? By a lot? Because right now it's so high pitched and loud that it hurts. OFP souund engine can be very buggy. it's too hard to define sound levels to satisfy everybody. Believe me, we did our best. I recommend you to try twick sound levels on your own and let us know if there're good results. Share this post Link to post Share on other sites
Sennacherib 0 Posted February 11, 2007 finally i prefer with the BIS voices, is it possible to add them again? Share this post Link to post Share on other sites
POPKA 0 Posted February 11, 2007 I like it as it is, more or less perfect (Well at least as perfect as any mod has managed so far) Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 11, 2007 finally i prefer with the BIS voices, is it possible to add them again? i don't know. anyway it won't be simple Share this post Link to post Share on other sites
Flumon 0 Posted February 11, 2007 Very Good enhancement, especially the mortar squad! The only disappointing thing is that the U-99 submarine's gun can't fire... Share this post Link to post Share on other sites