RN Malboeuf 12 Posted May 5, 2007 there won't be any trenches - too buggy in OFP. Yes, most probably, Â bunkers will be available in the editor. Share this post Link to post Share on other sites
siQ 0 Posted May 5, 2007 no trenches? ): long time ago u did post some screens of trenches. only bunkers in the fortification pack? or sandbag walls for at guns or mgs aswell? Share this post Link to post Share on other sites
POPKA 0 Posted May 7, 2007 what can we expect in this upcoming release? Share this post Link to post Share on other sites
siQ 0 Posted May 7, 2007 is 1.9 the last patch u'll release or are there some more projects planned? maybe like some winter screnario with nice snow camos for the tanks and units and please add a tiger 1 tank i miss this tank so much in your mod. Share this post Link to post Share on other sites
belgerot 33 Posted May 7, 2007 I agree, it would be incredible to have a Libmod quality Tiger I in game Share this post Link to post Share on other sites
AKM 0 Posted May 8, 2007 Tiger wasn't introduced to combat until 1943, and so far all LibMod stuff has been '39-41. So unfortunately I think its unlikely that bdfy will show up and tell us that the Tiger and perhaps the IS-2 will be showing up. As kickass as that would be. Any new Infantry / light vehicles, like German armoured cars or Mountain Infantry units? All the same, looking forward to the fortifications and BT-5/7. Share this post Link to post Share on other sites
belgerot 33 Posted May 8, 2007 Very true, the perfect scenario would in the battle of Kursk, absolutely intense! I guess I should limit my expectations to being more realistic, but as you said, it would kick ass Share this post Link to post Share on other sites
RN Malboeuf 12 Posted May 8, 2007 AKM 10x. I'm glad to see that someone listen to me and can answer questions asked every several pages Share this post Link to post Share on other sites
AKM 0 Posted May 8, 2007 You're welcome. As much as I'd like winter kit, you've also said that won't happen. I'd ask why, but to realistically portray Germans in winter in 1941-42, you would need a tremendous number of models, many of which would probably not work too well with OFP's animations and the like - for instance, those 'Rope coil" over-boots. Probably wouldn't work too well. Belgerot: I've been reading some memoirs of German and Russian officers, and contrary to popular belief the Russian withdrawl in 1941, when it wasn't simply unleashing the Panzers on undefended ground, was a very hard-fought affair. One German officer mentioned that "dislocating the Russians into terrain such as marshes and forest proved to be a mistake, as it gave them the advantage of the terrain and these nests of Russians would constantly raid our units, requiring us to block off the forests and thus weakening our combat elements." Then there's the story of a KV-1 that kicked the crap out of prettymuch everything the Germans had in one sector, until they were able to immobilize it by blowing off a tread with a PaK-35/36, and then slowly work a FlaK-18 (88mm) around to its rear to take it out. And then there's the "superhuman efforts of the Russian engineers in which they constructed three pontoon bridges in the span of one moonless night, allowing a strong Russian counteroffensive to completely halt progress in this sector for a period of three days." All great things for mission making. Try setting up a mission where cut off behind the lines, your band of Infantry leaves the forest to raid something and then try to get back to friendly lines. At night - I'd recommend a full moon so you can actually *see,* but it all depends on how new your monitor is. (The old ones tend to be much darker, making it much harder to see things at night. With my new monitor, I am enjoying such missions immensely.) Share this post Link to post Share on other sites
Deathstruck 375 Posted May 8, 2007 Can't wait for the next patch(if there WILL be another patch ) Share this post Link to post Share on other sites
AKM 0 Posted May 9, 2007 One of the things that would be an important inclusion in any v1.09 patch would be to match the machinegunner's running speed to that of the rifleman's, so that formations aren't broken apart during movement by the MG moving ahead far too quickly. It's a pain in the ass to have the MG killed off in the first ten seconds of any firefight, especially in WWII where bolt-action rifles are the norm. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted May 9, 2007 Quote[/b] ]One of the things that would be an important inclusion in any v1.09 patch would be to match the machinegunner's running speed as i said before - if you want it to be fixed - find needed speed parametere yourself. We can't find/fix this bug in the game. Quote[/b] ]It's a pain in the ass to have the MG killed off in the first ten seconds It's primary target - thus it always will be killed first Quote[/b] ]And then there's the "superhuman efforts of the Russian engineers in which they constructed three pontoon bridges in the span of one moonless night You can also search for the facts building "underwater" bridge out of GAZ trucks (their cabs were removed) Share this post Link to post Share on other sites
siQ 0 Posted May 9, 2007 what about some more objects like nice barbedwire fences or tents i always missed always ww2 objects in libmod with the quality of your mod Share this post Link to post Share on other sites
AKM 0 Posted May 9, 2007 bdfy: Right, I'll have another look then. It seems that it'd be pretty obvious where this bug is, given that you created the animations and all, but I'll have another go at fixing it. Yeah, the MG is a high-value target, but when it's fifty meters ahead of the rest of the formation it tends to get taken out a lot faster than if it were in an overwatch position or even with the rest of the formation. Didn't know about the GAZ truck thing. I do know that at one point the engineers put a pontoon bridge together, then submerged it during the day. About two feet under the surface - it could still be used, but only when the Luftwaffe wasn't flying around. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted May 13, 2007 waiting for 1.9 release  me too delayed. several more weeks i guess Share this post Link to post Share on other sites
RN Malboeuf 12 Posted May 14, 2007 but there're good news too there'll be soviet T60 available. Share this post Link to post Share on other sites
siQ 0 Posted May 14, 2007 oh damn small tank^^ but good news yes Share this post Link to post Share on other sites
prodetar2 0 Posted May 16, 2007 hey folks i just have this mod but i love it! is there any chance of a good weapon and ammo list instead of searching through configs? (like stated 2 pages back) Share this post Link to post Share on other sites
RN Malboeuf 12 Posted May 16, 2007 is there any chance of a good weapon and ammo list instead of searching through configs? (like stated 2 pages back) there's a good reference but for 1.0 only there's no chance it'll be updated by the team Share this post Link to post Share on other sites
prodetar2 0 Posted May 16, 2007 EDIT: no need for it simply open the cfgweapons found in the libmod directory Share this post Link to post Share on other sites
POPKA 0 Posted May 25, 2007 I noticed that there is a bit of a lack of Objects in Liberation mod (as in most mods) a while ago when making a mission, there just really arn't many places to take cover in OFP. So anyway I decided to make a few objects for my Liberation mod Mission, so far iv'e created a couple of crater variants using the ECP crater as a basis, a few destroyed vehicles (using the Libmod vehicles as a basis), some burnt/blown up trees and a few barriars and walls here are a couple of pictures : I also used the FML Horror pack skeleton and added some Libmod things to it, I was thinking of releasing it as an unofficial editor extra addon for Liberation mod once I finish it ( and after I have got permission from the authors of the content that I have used) I designed alot of these objects to (hopefully) make good cover for the player. Share this post Link to post Share on other sites
Deathstruck 375 Posted May 25, 2007 Ooooh that's really nice extra addon. Hope that you will get permission from them Share this post Link to post Share on other sites
RN Malboeuf 12 Posted May 25, 2007 Hope that you will get permission from them i just don't see any need in permission you are always welcome to release anything _you_ made as an addon. compatible with libmod or not. Share this post Link to post Share on other sites
Deathstruck 375 Posted May 25, 2007 @bdfy Quote[/b] ]and after I have got permission from the authors of the content that I have used) Share this post Link to post Share on other sites