Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

wOnkEy dOnkEy

Member
  • Content Count

    24
  • Joined

  • Last visited

  • Medals

Everything posted by wOnkEy dOnkEy

  1. wOnkEy dOnkEy

    Wargames addpak 4.0 released

    read the "readme" CAREFULLY.......or download my vid...it covers digi mortar problem (roll back a page or two on this thread for vid link) edit.........hmmm k i miss read that post.. ..ABORT ABORT...
  2. wOnkEy dOnkEy

    Wargames addpak 4.0 released

    .... .......FAMOUS LAST WORDS!!!!
  3. wOnkEy dOnkEy

    Wargames addpak 4.0 released

    rock on!.............funny bit is..........i still avent played an online session yet
  4. wOnkEy dOnkEy

    New Anim pack for replacing Anim.pbo

    any plans to develop this further?.... i dunno whats involved with making this sorta mod but from what ive seen it does look better than the default stuff........very nice indead......my only little niggle is in some moves ie going from prone to stand or crouch to stand the weapon is lowered quickly but suddenly snaps back up to the shoulder when at standing.....and kinda looks like theres a "bit missing"... hence any plans to further improve this great work?
  5. wOnkEy dOnkEy

    new nvgs

    or download the war gammers leauge mod "WGL".....from the "mods complete forum"........and play with them
  6. wOnkEy dOnkEy

    Wargames addpak 4.0 released

    if anybody is struggling with making a real basic mortar testing mission ive knocked up demo video in divx it covers the blank icons digimortar not found mortar tube disapearing and an ammo crate of rounds and what to do with spare guinea pigs....:crazy: Here is the link flagerant bump of old vid....made around 4.10/11 iirc btw u wgl dev minkeys.........ive seen lots of nice mods to replace default units...... ....OH and what happend about/with "thunder island" iirc......finished?...abandonded?.....dont tell me......"real life issues"........gaaahhhhhhh
  7. wOnkEy dOnkEy

    Wargames addpak 4.0 released

    hi ho..... cause im old n a bit dippy........ can sombody refresh me memory of how to convert vanilla single player missions over to WGL compatible ones.... i seem to remeber sumat about using notepad and doing "search/replace" on units like "man" and replacing with "wgl_man".....or is/was that for converting older WGL missions... anyway in the mean time ive bin manualy converting vanilla flashpoint missions in the editor after "de pbo-ing"....which is ok but a bit teadious..... however ive just bin trying to convert a mission that uses default "black op" units with silenced weapons......but i got stuck because in the "WGL men or WGL special forces" there doesnt appear to be any "silenced" weapons units... bummer....  so perhaps sumat to look at there for v.5 a small niggle/observation i know you lurvly fluffy chaps spent much time on ballistics data/research and weapon effects.....and i also know theres been comments reguarding certain riffle ammo types being somewhat weak as......begins with P ends in ISS......  ......but as humble civvy that knows nowt but the bloody obvious....... and then only "sometimes" as a wgl inf unit if i stand 5 to 10 feet away from another wgl unit and shoot it.......ie point blank with 1 round to the torsso......i expect that unit to fall to the ground dead or fataly wounded......but that dont happen whilst looking for the silenced weapons i placed 10+ units of various types on a map just so i could look at the weapons......of course me being me and youre weapons n mod being so smart i couldnt help meself and shot a few units..........but to my amazement i found i was taking 10 shots to kill a unit.....from 8 feet away...... now call me "monkeys marginalized uncle" but that cant be right..... is it done that way to hobble the some what accurate ai or as a "gameplay" feature? btw.......hows the "island" coming along?.......ive forgoton the name (see "old n dippy") but its been a while since we seen any screenies....hint oh yea..... will v.5 have improved flight modling for aircraft of any sort?.............its one area IMHO that i dont see many modders tackle in depth for some reason.......will there be any improvements with momentum and gravity effects on aircraft and this is prolly a bit much but gyroscopic effects for choppers....? and one thing i thought was bit odd in tanks can turret speed be limited to realistic values..........seems a bit off haveing turrets that can track as fast as the mouse inputs.....ive always found tanks in flashpoint dont impart the feeling of 90 tons of "brick out house"   when moving or operating... thanks in advance....oh btw still got me video of setting up mortars and desktop icons for anybody wonder why you got blank desktop icons and why that pesky mortar dont work in your missions hehe  My Webpage
  8. wOnkEy dOnkEy

    New sky preview

    lil bump and how this going? looks great from the screenies
  9. wOnkEy dOnkEy

    Wargames addpak 4.0 released

    if anybody is interest or struggling with making a real basic mortar testing mission ive knocked up demo video in 2 flavours divx or xvid it covers the blank icons digimortar not found mortar tube disapearing and an ammo crate of rounds and what to do with spare guinea pigs.... Here is the link Â
  10. wOnkEy dOnkEy

    Wargames addpak 4.0 released

    check page 24 in this thread and go see wgl forum
  11. wOnkEy dOnkEy

    PMC_Euro 25km Terrain + Campaign

    who's "dissing" f4? if hes bin watching their forum like i have theres bin some interesting development tests with terrain and we wouldnt wanna loose him back there..........just yet..... besides ROVER STILL NEEDS FEEDING!!!
  12. wOnkEy dOnkEy

    PMC_Euro 25km Terrain + Campaign

    well mig YOU could make a russian campain based on this island.....couldnt you.......useing the default bis units and perhaps spoil us with wgl version too.... c'mon pmc "chuck the dog a bone".....you avent gone back to falcon 4 again ave you???!!
  13. wOnkEy dOnkEy

    PMC_Euro 25km Terrain + Campaign

    any more news on this one? hows it going etc...
  14. wOnkEy dOnkEy

    Wargames addpak 4.0 released

    xpeter and anyone else that wants some WGL sp/coop missions check out PAGE 24 Â of this thread youll find some conversions of standard ofp missions and some demos put them in youre mp folder and a run a non internet/local lan game. and if youve installed the wgl sky and play warcry co-op when you get to the first clump of trees the enemy is at and the sky suddenly snaps from really crapy stormy weather to large white puffy clouds TELL SOMBODY cause i think im going maaaaaaaaaaaaad! Â
  15. wOnkEy dOnkEy

    Ecp released!

    excellent replys chaps thanks... i feel soo cheap linking to another of me posts (but anything to get viewing figures up! Here if this is true is there an optimal distance for us to consider using view distance/ecp? and in no way wanting to be rude but what would the benifit of carrying bodies around be for the single/multiplayer? (this is another pet niggle of mine in all games/mods. when i see modders work there bunz off to add that "lil bit extra" in terms of real life/detials which on the face look good and would be cool but in translation to a compter game dont work because there to local to the individual player or because of the limited situation awarness of pc simulation. ocourse that changes from game to game, its just another cross i have to bare...........sniff............)
  16. wOnkEy dOnkEy

    Wargames addpak 4.0 released

    deathsai imo this is a mod aimed at SIMULATING REAL WARFARE not tweaking ofp or modding it to and new weapons so it does opertate different than ya vanilla ofp. mortars do work ohh yea! kill the hummer!!! they do take a tiny bit of settin up in single player mission editing but if i can do it a performing monkey can.....thought it took me a few go's to get the point of putting a second mortar next to the civilain dummy there is a simple manual for this which if (unlike me) you read it slow will have you using mortars in no time. theres even some converted sp/coop mission for wgl check this thread and there website/forum and if anyones got $5 theve said we can have v5.0 by friday!!!
  17. I just did a clean install of flashpoint up'd to resistance and patched up to 1.91 + 1.96 beta... so.. being as i got a meaty system i set view distance out to 2000 and ramped up the visusals etc very nice too..... did me usual test mission ofp "Assault" (still love playing that one) and off we trott into combat... after knocking out the first patrol we crest the ridge i admire the huge viewdistance and shear inspired aww of ofp when suddenly one o my sqaud chirps in........"2 oc ENEMY MAN 500" this i thought most unusual because its the first time i can ever recall ai inf calling out any enemy inf tgt greater then 200/300.... (note id lost me C.O. and i'd nicked his binocs so no other ai in my sqaud had binocs....i think) Now after knocking around with several mods who have adjusted/tweaked Ai and weapon values the thought suddenly occured does adjusting the viewdistance affect ai perception? if so will this make enhanced ai (ala Ecp, Wgl) super uber beyond realism and or affect ai's engagement routine? another question for the expericanced amongst you, how do you think ofp AI stacks up. when youre under assault or attacking do you find the ai tries to flank you. shoot n scoot etc or do you think it relys too much on the mission maker to add the supprise flank attack. my experiance so far (which isnt a huge ammount, completed ofp, got mid way res and numerous single/coop misions) is the ai tends to park and return fire or run around like headless chickens go prone and wait till all the nasty loud noises have stoped. i know ecp are working hard to improve ai but ive always wonderd if it were possible to code/script a mod that would improve ai by doing set piece manouvers/battlefield tactics. for example formal debuss (exit vehicle for the monkeys) routine's for APC's, helo insertion etc one squad forms attack/defense line second advances/retreats with cover. theres prolly a dozen more but im not that well versed in army tactic..... town searching/patrolling perhaps.... for combat i feel that the computer treats the ai "squads" as individual soldiers and when the "squad/s" attacks its like each soldier is on its own mission (if that makes any sense please send a first class self addressed post card to "the occupant") ........think im going to check me post................. lurv wonkey ....dam no post card
  18. wOnkEy dOnkEy

    B61 mod 10 tactical nuclear weapon (5kt)

    yup thats dreaming lol
  19. wOnkEy dOnkEy

    Ecp released!

    first... WoW... second.... Grrrrr.... ..now with the fear o getting chewed! im going to moan a lil bit..... i, as can every other monkey here, can see this is going to be another top notch mod and milestone in OFP community and we lowly monkeys will chuffed to bits when we get to use this but.... i can also see that if you nice modder chaps were to co-operate/co-ordinate we lowly monkeys would be pee'ing till christmass with exciment over the results. its my no.1 frustrations (no.2 is getting me end away) when i can see such top potential from different mods ECP,WGL plus VEH/WEAP/INF mods all working independantly yet on very very simaler project eg:realism based edits n effects its all screaming for a unified mod that would re-invent/evolve flashpoint for the whole ofp world an example of this working would be FALCON 4.0 UNIFIED TEAM these chaps have had there ups n downs but through persistance and co-operation they have/are reinventing/evolving falcon4 to be far more that it ever was "out the box" and probably way more than the makers every intended. result now is its still "THE" definative jet sim outclassing lock on (not by graphics, not yet anway...hehe) with its sheer attention to detail and realism effect and function years after it was first released i look at you clever flashpoint modders and all the tallent there in and its screaming for a unification based mod. most of the mods are already made veh/weap/inf etc you chaps are doing realism based mod n tweaks and wgl are/have doing a very simaler thing... you chaps say its slow going because youre a little short handed and RL (what good a phd anyway pfftt ) if you was to join forces with wgl you double youre work force halve youre work load (sorta) and youd both/all be working together making a or "THE" realism/overhaul mod all us monkeys is gaggin for... hehehe think i went on a rant there oops! anyway gota say love ecp cant wait for the new version.......will it be version 2?........wishing it was a part of a unified community flashpoint patch
  20. wOnkEy dOnkEy

    PMC_Euro 25km Terrain + Campaign

    shamelles bump......... and..... i hate you! Â cause of youre island ive started (gawd knows why)to look into makin one of me own............ its not easy is it..... as for comment on youre island ive seen several road textures not linking, wiggly roads and lumps on the river islands but nothing you wont find youreself as you improve and perfect. occasional tree in the road too. my one tip would be that from the campain i see youve gone for "jam" units, Id be inclined to keep it vanilla for best compatability for all users plus as there is now a growing trend to replace default units via modded config bin etc many users that want to try eg wgl or ecp mod with youre campain may run into trouble with units not being default bis. this may intrest you a retextured sea mod still in production http://www.ofp.bmj.pl/retextured1.php theres several things id love to chuck at ya but having seen how difficult it is to make one o these islands (needs patience of saint) i dont have the hart .regarding the scrub bush stuff i would only use them in town areas no in the large open plains. i think bushes and srub are really for inf concealment and being as most tactical situations involing inf will prolly be to attack a town or camp i would place them in and around towns/villages etc low scrub on open airfeild areas to allow inf sneak assaults etc oh and in my search for euro dem.s (the quest for continues.....sigh) i cam a across a proggy called "3dem" that lil puppy will allow u to overlay a map graphic on a dem terain kinda like having a real 3d map with all the roads towns forests showing...could be very usefull for an accurate flashpoint map.. http://www.visualizationsoftware.com/3dem.html
  21. wOnkEy dOnkEy

    Wargames addpak 4.0 released

    I have OFP version 1.94, using Direct 3D (not using the Hisky). Neither 4.10 or 4.11 worked Plz help what operating system are you running windoze 98, ME(shudder ),2000, XP do you know what youre current Direct X version is on youre pc? do you have other games/programmes that report this error or somthing simaler reguarding Direct X (STOP LAUGHING all you mac users and other gates victims! ) LINK for Direct X hompage LINK for Windows Update website
  22. wOnkEy dOnkEy

    PMC_Euro 25km Terrain + Campaign

    just a quick note...(read as "im comming back later to bitch!") first love the scale of the island and its open areas and lack of cluter spent best part of 3 hours last night fiddling with mission one of youre campain to get it to work right heheeh. ever time i got to the base along the road the chopper just sat there in the road i climbed into the guard tower at the gate the one with the windows when i looked out i could see terrain tress etc but NOT the enemy not even the chopper stuck on the road 400m e of me! some how the windows hide veh's and infs... i know initialy you were going to have 1 airport, since then youve added another a civilain thing both are in the NE quater of the island. if youre making youre map for multiplayer consideration then to place both so close together may not work. it would be better IMO to put them on oppsosite corners maximising distance to each other allowing for more chance of air combat and CAS plus giving the opertunity to evade the enemy when needed. also the one in the NE corner has a nasty lil hill on the end of the runway THAT HATES ME! off to try version 3 (gawd another 2hrs flying around getting lost heheehehhe )
  23. wOnkEy dOnkEy

    Wargames addpak 4.0 released

    please please be very carefull NOT to get buried in ultra fine realism details. From experiance of comp games for far too long ive seen many a good idea/project get burried/forgoten even broken by the makers working there bunz off on ultra detail which when applied to the pc game enviroment is 8/10 time a complete waste of effort. examples would be inf for unreal tournament. all credit to beppo and his team but it took them years to finaly achieve a result. The most recent one ive seen is with Red orchestra for unreal 2004 (Think day of defeat russian version) they've made a great strides on there mod and details are there corner stone, however they too have fallen into the trap of too much detail by adding an animation to their models of a soldier leaning his head over the iron sights and squinting for aiming. That sounds cool looks good too but in the game you will never ever see it when under fire. There is a fine balance which is difficult to achieve in comp games/mods trying achive realism and its sooo easy to over do it with out even knowing it. My advice (read as imho) "Less is more" to use youre example above nobody is going to be paying any attention to weather a machine gunner is carrying a sniper riffle and weather he sounds any louder or not. (there gunna be very interested in shooting him though!! ) youre mod rocks on many levels already because you have: adjusted all weapons values accross the board for accuracy adjusted all armour values accross the board for accuracy added a weapon systems which works the same for either side (but with possible differences in performance?) added some niffy effects and improved on the default effects for all player eg NV goggles as you can see from the above list you've made broad changes and changes that affect overall improvents (and we love you for it kissy kissy ) now (not wishing to sound rude) how does making a machine gunner sound quieter with a sniper riffle improve things? its on such a small local (individual) scale that only the the mg player is going to notice any difference. You could also say that slowing down mg's is real too but youre basicaly affecting the game play of one person again ie the mg pilot. Yes i can see there would be the possiblity of greater team work having a team wait for there mg to catch up but......... personaly i not convinced.....i would remove the sprint fucntion but keep the same running speed change of pace now.... as for new veh/inf mods to be added i like every other monkey hear want to see lots of lovely models in wgl and even more importantly id love to see ALL MOD MAKERS JOIN IN or JUST GIVE CONSENT to use there models for WGL. It benafits the mod makers by putting there mods into the hands of more players. It gets the Mod maker name reconised by MORE people and can/should be the standard by which other mods are judged. Only the Best Mods make it into WGL. This is also (currently) the no.1 opertunity for the OFP community (including other big mod name CSLA, OPERATION N STAR, ECP if there not busy or proud :;))  to make/be part of a conversion of OFP that could be the STANDARD UPGRADE after 1.96 My "PERSONAL" (and maybe some others too ) vision/wish list of WGL would be A total conversion of OFP that SETS the STANDARD that ALL OFP CONVERSION MODS will judged by! a mod that would be server friendly so we could get many servers admins choosing it. make as accurate as possible, broad aspect realism improvments for combat. (which is what it does now bonus!) A Modular design Standard that would allow WGL to detect addons and automaticaly use them over default bis. Example: if you got the inq weapons pack then a script or utility would detect and and utilize that mod (perhaps via a bin/conf file swap thingy....i dunno i not programmer! ) that would reduce the default download size of the WGL pack (good for admins and monkeys alike) and allow fellow moders to add/change their packs without having to redownload WGL again or wait for an WGL update. think plugin  MODELS/SKINS to replace allunits. ballistics/sounds values etc would be handled by WGL mod Has wgl made any tweaks to the flight models of choppers jets? if you chaps havent already seen it ill draw youre attention to Here. this shows IMO significant potential for wgl mod weapon systems both armour and airbone. having spent too much time just bumbling around that island in a chopper or a jet the potential for proper use of CAS is a given. i can see myself now lineing up on an enemy runway deploying durundals for runway denial ) that lil lot shoud keep u busy for a bit...:D onwards and upwards.......  oh yeah how TITAN comin anymore more screenies, is it a big un, is there website devlog/page thing anywhere for it?
  24. wOnkEy dOnkEy

    Wargames addpak 4.0 released

    suggestion RE black screen n no buttons if the black screen of death is made by a bitmap pic can it be resized to just cover the view part of the screen and thus show the buttons? edit: or be given a transparent edge over the buttons and thus achieve the same result?
×