gwg_viper
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Everything posted by gwg_viper
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OK all maps updated to v1.1 and 6 islands everon, malden, kolgujev, nogova, trinity, & treah. Change Log this is the whole change log from original mfcti 1.16, to my v1.1's most changes are new and these maps are no longer beta!: *Added control centre anywhere (i noticed that nobody wants to com anymore i hope this helps, it does for me) *Added extra 40000 to AI commander *Removed ammo from MHQ & repair trucks (to help avoid ammo bug) *Added higher probabilty of more & better resistance tanks *Added resistance soldiers, have 0.5 + random 0.5 skill level (was random 1) *Added higher probabilty of more resistance infantry and that it will be a better class *Changed default weapon loadouts: West = mfcti steyr & 3 LAW's! east = mfcti ak101 & 3 RPG's *Added higher probabilty that enemy commanders will build HE & AA guns *Changed probablity of what independant AI commanders buy and more chance of it being better class (infantry & vehicles) *Icreased view distance by 100 to 900 for better chance against AI tanks *Change vehicle limit to 20 in less units mode (now means AI group are max size 6 only) *Changed Maximum independant salvagers to 2 (to help reduce lag) *Changed Max stationary m2 mguns to 5 (to help reduce lag) *Removed all civilians (to help reduce lag) (as they had extra scripts running for them *Added some empty vehicles in various places (to make up for no civilian vehicles) *Set Insane Opposition as default when playing AI (for reckster & all who play vs AI) (I saw 4 shilkas and 2 t80's attacking a town so its seems to have worked) *Trinity and Treah should now require the island and required oject addons before clients can connect! *All maps will no longer give any missing addon error like ah64, or bradley! OK hope u enjoy, and nogova should now be fine! Addons: http://www.european-combat-league.com/downloads/gwg_cti.zip Maps all 6: http://www.european-combat-league.com/downloads/gwg_cti_maps.zip The addon pack contains a readme. Enjoy! (some server allready have these maps, atm they have not been updated, apart from the treauh map is new) Will be new maps & updates very soon!
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Yeah thats np m8, i converted mine to the baracken buildings, for trinity, but for some reason when u was east the buildings where invisible, but when u was west they worked perfect, can u do me a favour and either add me to ur msn, or email a copy of ur: BuildStructureServer.sqs AlignBuildingDirection.sqs I know i could fix it myself, but it would save me alot of time if u can help, with these! Ok m8 I must admit i have got coops versions of most of my maps, that i play on my own machine, where all the starting positions, are in real good locations for AI bases, where as the versions i released are more for PvP, but I'm getting more and more people wanting smarter AI, so i may release 2 versions soon, normal and coop, but the coop 1s wont be like the normal MFCTI 1.16 coop maps, where u have DTB and all that, they will just be modified versions of the normal 1, as I dont like the MFCTI COOP map, seems a few people still play it though, maybe i should give it another go. Anyway eventually my maps will have many more objects to build, for the guys who love building cool bases, and will have coop & PvP versions, the PvP version will be designed for league play and the coop versions, will have much better AI, and better starting locations for AI, and better AI bases! (thinking about it u could send me a copy of ur map, and if its just a modification of my v1.1s i could, use ur starting locations for my Coop maps, get me on msn or email: gwg_viper@hotmail.com  or icq 332213671) Ok thxs m8. p.s. if u ever do change ur mind and wana release ur modified version, i cant really stop u, but could u pls contact me 1st if u decide to pls.
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Yeah thats np m8, i converted mine to the baracken buildings, for trinity, but for some reason when u was east the buildings where invisible, but when u was west they worked perfect, can u do me a favour and either add me to ur msn, or email a copy of ur: BuildStructureServer.sqs AlignBuildingDirection.sqs I know i could fix it myself, but it would save me alot of time if u can help, with these! Ok m8 I must admit i have got coops versions of most of my maps, that i play on my own machine, where all the starting positions, are in real good locations for AI bases, where as the versions i released are more for PvP, but I'm getting more and more people wanting smarter AI, so i may release 2 versions soon, normal and coop, but the coop 1s wont be like the normal MFCTI 1.16 coop maps, where u have DTB and all that, they will just be modified versions of the normal 1, as I dont like the MFCTI COOP map, seems a few people still play it though, maybe i should give it another go. Anyway eventually my maps will have many more objects to build, for the guys who love building cool bases, and will have coop & PvP versions, the PvP version will be designed for league play and the coop versions, will have much better AI, and better starting locations for AI, and better AI bases! (thinking about it u could send me a copy of ur map, and if its just a modification of my v1.1s i could, use ur starting locations for my Coop maps, get me on msn or email: gwg_viper@hotmail.com  or icq 332213671) Ok thxs m8. p.s. if u ever do change ur mind and wana release ur modified version, i cant really stop u, but could u pls contact me 1st if u decide to pls.
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this is a bug in most cti not just mine, sometimes they just dont wana work, best thing to do, is build repair depot 1st then u can finish of ur base, if they dont even build that try moving and building somewhere else, not near buildings or trees! as for light fac saying was built but not being, i dunno, probably u had lag or desync on the server!
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this is a bug in most cti not just mine, sometimes they just dont wana work, best thing to do, is build repair depot 1st then u can finish of ur base, if they dont even build that try moving and building somewhere else, not near buildings or trees! as for light fac saying was built but not being, i dunno, probably u had lag or desync on the server!
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All maps updated to v1.1 Trinity and Treah should now require the island and ojects addons before they connect! All maps will no longer give any missing addon error like ah64, or bradley! Download Link above & in signature
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All maps updated to v1.1 Trinity and Treah should now require the island and ojects addons before they connect! All maps will no longer give any missing addon error like ah64, or bradley! Download Link above & in signature
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OK all maps updated and 2 new 1s everon and malden! Change Log this is the whole change log from original mfcti 1.16, to my v1.0's most changes are new and these maps are no longer beta!: *Added control centre anywhere (i noticed that nobody wants to com anymore i hope this helps, it does for me) *Added extra 40000 to AI commander *Removed ammo from MHQ & repair trucks (to help avoid ammo bug) *Added higher probabilty of more & better resistance tanks *Added resistance soldiers, have 0.5 + random 0.5 skill level (was random 1) *Added higher probabilty of more resistance infantry and that it will be a better class *Changed default weapon loadouts: West = mfcti steyr & 3 LAW's! east = mfcti ak101 & 3 RPG's *Added higher probabilty that enemy commanders will build HE & AA guns *Changed probablity of what independant AI commanders buy and more chance of it being better class (infantry & vehicles) *Icreased view distance by 100 to 900 for better chance against AI tanks *Change vehicle limit to 20 in less units mode (now means AI group are max size 6 only) *Changed Maximum independant salvagers to 2 (to help reduce lag) *Changed Max stationary m2 mguns to 5 (to help reduce lag) *Removed all civilians (to help reduce lag) (as they had extra scripts running for them *Added some empty vehicles in various places (to make up for no civilian vehicles) *Set Insane Opposition as default when playing AI (for reckster & all who play vs AI) I saw 4 shilkas and 2 t80's attacking a town so its seems to have worked OK hope u enjoy, and nogova should now be fine! Addons: http://www.european-combat-league.com/downloads/gwg_cti.zip Maps all 6: http://www.european-combat-league.com/downloads/gwg_cti_maps.zip @backwoods I will see about adding more slots, i guess if i know ur are gona be playing it alot then that makes it worth while for me! I'll get back to u when i have had a look to see just how many scripts will need updating. @Placebo, thxs m8! (r u named after my favourite band? or just the word? @collosus & benu, thxs for uploading maps and, rgr that its an island bug not much i can do atm apart from suggest u copy something like: >>>>>  Downloads all needed addons from: http://www.european-combat-league.com/downloads/gwg_cti.zip  <<<<<  (only 8mb) and paste it whenevr some1 joins the server. (i know thats not great so i will look into adding it to the mission.sqm that u need trinity.pbo, and see how it works, if it does i will update the 2 addon 1s asap. @all thxs for feedback this is my 1st public release of a mission, although i'm a mapping admin at ECL, so ur feedback is much appreciated, hope u like the new tweaks, if not pls let me know which u dont like. ok thxs again guyz!
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OK all maps updated and 2 new 1s everon and malden! Change Log this is the whole change log from original mfcti 1.16, to my v1.0's most changes are new and these maps are no longer beta!: *Added control centre anywhere (i noticed that nobody wants to com anymore i hope this helps, it does for me) *Added extra 40000 to AI commander *Removed ammo from MHQ & repair trucks (to help avoid ammo bug) *Added higher probabilty of more & better resistance tanks *Added resistance soldiers, have 0.5 + random 0.5 skill level (was random 1) *Added higher probabilty of more resistance infantry and that it will be a better class *Changed default weapon loadouts: West = mfcti steyr & 3 LAW's! east = mfcti ak101 & 3 RPG's *Added higher probabilty that enemy commanders will build HE & AA guns *Changed probablity of what independant AI commanders buy and more chance of it being better class (infantry & vehicles) *Icreased view distance by 100 to 900 for better chance against AI tanks *Change vehicle limit to 20 in less units mode (now means AI group are max size 6 only) *Changed Maximum independant salvagers to 2 (to help reduce lag) *Changed Max stationary m2 mguns to 5 (to help reduce lag) *Removed all civilians (to help reduce lag) (as they had extra scripts running for them *Added some empty vehicles in various places (to make up for no civilian vehicles) *Set Insane Opposition as default when playing AI (for reckster & all who play vs AI) I saw 4 shilkas and 2 t80's attacking a town so its seems to have worked OK hope u enjoy, and nogova should now be fine! Addons: http://www.european-combat-league.com/downloads/gwg_cti.zip Maps all 6: http://www.european-combat-league.com/downloads/gwg_cti_maps.zip @backwoods I will see about adding more slots, i guess if i know ur are gona be playing it alot then that makes it worth while for me! I'll get back to u when i have had a look to see just how many scripts will need updating. @Placebo, thxs m8! (r u named after my favourite band? or just the word? @collosus & benu, thxs for uploading maps and, rgr that its an island bug not much i can do atm apart from suggest u copy something like: >>>>>  Downloads all needed addons from: http://www.european-combat-league.com/downloads/gwg_cti.zip  <<<<<  (only 8mb) and paste it whenevr some1 joins the server. (i know thats not great so i will look into adding it to the mission.sqm that u need trinity.pbo, and see how it works, if it does i will update the 2 addon 1s asap. @all thxs for feedback this is my 1st public release of a mission, although i'm a mapping admin at ECL, so ur feedback is much appreciated, hope u like the new tweaks, if not pls let me know which u dont like. ok thxs again guyz!
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n1 m8, aparently the nogova 1 may have a bug, but thats the 1st 1 i made, and has the old scripts i will update it soon! The kolgujev and trinity 1s have been tested many many times on gwg server and are fine, BEF server has been testing them too, the treauh 1 has the new scripts but hasnt been tested much, but it should be fine! I will check ur server out and try and get a game with u guys soon. will upadte very soon, with new nogova 1 and malden too!
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n1 m8, aparently the nogova 1 may have a bug, but thats the 1st 1 i made, and has the old scripts i will update it soon! The kolgujev and trinity 1s have been tested many many times on gwg server and are fine, BEF server has been testing them too, the treauh 1 has the new scripts but hasnt been tested much, but it should be fine! I will check ur server out and try and get a game with u guys soon. will upadte very soon, with new nogova 1 and malden too!
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OF:MEC - Choose a Banner - CLOSED.
gwg_viper replied to Placebo's topic in OFP : MISSION EDITING & SCRIPTING
I voted acro, as its the only 1 i instantly recognise as OFP editing and not just OFP! Good job guys they are all cool, and nice idea hornet. ;-) -
The joint command guys are soon to be part of the TOW mod, so maybe they are good for u. (i saw on JC forums) If not maybe u should try contacting mods directly, and asking them if they need ur help. (TOW u should start with if u not gona join the JC guys). TOW = Tales of War (in case u didnt know)
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@Drow sounds like a good idea, and like u said more mods should concentrate on gameplay and campaigns, so u using other people models and addons, imo, is great if it gives the ofp community, some nice islands, and even more important, some nice missions and campaigns, which is 1 thing the community lacks. at the end of the day how many m249's or m113's do we needs to keep the game alive? then ask how many missions and campaigns do we need to keep the game alive? The answer should be obvious! So pls go ahead and use them models, if it saves u time, and enables the ofp community to get something new to play before ofp2.
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I wish u lot would stop talikng about cheats, and ilegal stuff, and spend ur time encouraging kegetys and feersum, to finish this great work they are doing. n1 keg & feer looks great. Also to the guys moaning about FPS, surely trilinear filtering and the other tweeaks they are adding would make up for this?
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just checked it out! I like it but the roads are bad, all that mismatching and overlapping. Try wrptool its better than wrpedit, for roads and such, a hell of alot better for roads. Nice apart from that, as this is the 1st island that i have felt was very diferent to others. lastly maybe new textures than the everon 1s would help alot. and maybe remove 1 or 2 of the broken cars and tyre piles, just a few too many for me. As for naming them i'm sure u could get help with that, if u post in another section of the forums, or maybe depbo, other islands and see how they did it.
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@m16 I had same problem, does he have flashpointbeta.exe, or flashpointresistance.exe as his main executable, as the latter means that the shortcut for wgl dont work. Also its not as easy as just making a new shortcut with -mod=wgl, as that didnt work for me, i had to dl the v1.96 beta patch (about 2mb) instead of the final 1 (about 12mb), then this added flashpointbeta.exe, then i reinstalled wgl addpak 4 then 4.10 update, then 4.11 patcher, and all works fine now. hope that helps.
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Unified zombie pack release imminent
gwg_viper replied to tracy_t's topic in ADDONS & MODS: COMPLETE
@general just put: man1 addmagazine "m16", man1 addmagazine "m16", man1 addmagazine "m16", man1 addmagazine "m16", swap the "m16" for the ammo used and man1 for the name of ur man. should wok fine although, i'm a little rusty. *edit* ah sry zombie_mod, ur post wasnt there a minute ago, strange. -
Ok i fixed it now, thxs for ur suggestions but i allready tried all that, and even when i did get it to work the once, with the -mod=wgl in my ofp shortcut it still crashed before the briefing  when i played the wgcti. So what i did was dl the beta patch for ofp v1.96 and that added the flashpointbeta.exe, then i installed pak 4, then pak 4.10 update, then pak 4.11 patcher and all is fine. Thxs for ur help angus, was nice to get a quick reply seeming as it was my 1st post on these forums. Looking forward to playing many wgl maps now, as imo wgl mod is brilliant. Â
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im having lots of trouble getting this to work as my ofp v1.96 is in the flashpointresistance.exe file, and ur shortcuts link to the beta 1, so obviously i redirect it to fr.exe, but this dont work so then i make new shortcut add wgl to the mod bit but still no joy. I had pak4 working fine, but then i uninstalled and installed 4.10, then 4.11 patch and now i have all the addons loading using the shortcut i made, but the config files dont load, as i dont get simulation starting message just default, ofp message, then when in MP wglcti crife version, it crashes just before it gets to the briefing screen. I think this wgl mod is great, and i only just tried it this week, i will be making missions for it, and maybe try and get my clan to join wgl, but there worries are trouble with the mod, and now i having that trouble pls help guys. Also i tried installing the sky data (some1 said it will work then) but that didnt help, i have a low spec machine and would rather not have the sky anyway. Also last night when i installed the patcher from 4 to 4.10, my gamespy mp bit stopped finding servers, and i had to reinstalled ofp, over old 1, that fixed it, then i decided to go and get the full 4.10 installer, but now that dont work. Also i get error wgl_veh requires wgl_nsv at start up. Also i get error, when game has just loaded "error cant load /something/something.p3d (magic)" something i forgot name, will get back to u on that