miles teg
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Everything posted by miles teg
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (mr.bean @ Dec. 11 2002,22:41)</td></tr><tr><td id="QUOTE">how does it work? if want do play the leopard. it  says :"special modell " or somthing else. why???<span id='postcolor'> You gotta download the crew for it also. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Franze @ Dec. 11 2002,20:32)</td></tr><tr><td id="QUOTE">My strider pack, featuring the Mammoth Strider, and two versions of the Naga, has been released! <span id='postcolor'> But they don't walk around right? Just sorta roll around or do they fly? It looks like you have a lot of skill using Oxygen. It's just too bad that you can't use that skill to make some cool addons that actually worked well in the OFP engine. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gen.Carnage @ Dec. 11 2002,12:49)</td></tr><tr><td id="QUOTE">/me starts working on longer ranged, more powerful russian AA and AAA systems (also thinking on creating russian ICBM to counter this.... good plane, but fix the missiles hitting percentage and  inside cockpit sound. I told you how earlier. I take it you were thinking of single player missions when creating A-bomb? coz its absolutely a funkiller in MP games, remember that mission makers!<span id='postcolor'> The nuke is also a framerate killer. My screen freezes up for like 1 minute each time a nuke is dropped....highly annoying. Also they already said that they're leaving the cockpit with no sound. However if you told them how to get the engine sound quieter in the cockpit, then I hope that they use the information you gave them to do this, because it's just way too wierd flying around with no engine noise but hearing all the weapons and explosions at full volume. The gun sound could be improved as well. The one used by the G8 team on some of their aircraft is actually the most realistic vulcan cannon sound that I've heard so far (and yes I've heard these aircraft cannons being used in real life from first hand experience, not from movies). Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tales_From_Topographic_Oceans @ Dec. 11 2002,14:03)</td></tr><tr><td id="QUOTE">in addition, I read that the NAM addon 2.0 had some conflicts with the 1.9 patch so perhaps the patch is causing this addon to crash. I will test it again to confirm it's the addon.<span id='postcolor'> Actually I had the SEB NAM2 pack crash in 1.85 as well. Their problem with the crashes is really bizarre. For example on a mission made by a friend of mine, the NAM2 pack works perfectly... so who knows what's causing that. But so far Landser's soldiers have not crashed my computer. I reported earlier that it did but Stoppelhopser was kind enough to help me out with the problem and pointed out that the error I was getting was coming from the WWII Team's U.S. infantry addon pack that I was using, or at least of the specific addons in the pack (one of the Army officers). But so far, I'm happy to report no problems with the Landser pack... at least not yet. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Mr. Snrub @ Dec. 11 2002,11:05)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([CCCP]Stalker @ Dec. 11 2002,17:23)</td></tr><tr><td id="QUOTE">Nope. It's not our model. Our don't have opening ramps and all this bugs exept the speed bug. It is a bug of the game. And we have MUCH more better textures.<span id='postcolor'> Glad to hear it I'll hang out for your model I think ... ramps that open are nice, and add some realism, but I'd rather have nicer textures<span id='postcolor'> I agree with Mr. Snrub. New animations are nice, but not if the exterior and interior textures are bad. I also would rather have no animated ramps and just have very nice textures. Also the handling on the helicopter is VERY bad. Stalker, I hope that your team's Mi-26 flys much better...at least more like the Chinook helicopter. Because this Mi-26 flys very badly. For example when you turn, the helicopter keeps flying sideways. The AI also crashes alot in it by hitting buildings and trees as it tries to land. I'd rather have good flight characteristics (at least like the Chinook's flight characteristics). Also the speed problem is not really a problem. You can simply give a waypoint with the speed set to "limited". This makes it fly much slower if you want to make a mission with it where the helicopter flies at a more realistic speed. So anyways don't worry too much about the speed issue. If you guys make your Mi-26 fun to fly (where you can actually turn), and where the textures are very nice and it can carry a lot of troops, then I'll be very happy. Oh... a nice deep helicopter sound would be nice as well so that it thunders as it approaches. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MHSJROTTCADET @ Dec. 10 2002,05:45)</td></tr><tr><td id="QUOTE">ARVN did not like the High Recoil stuff, or the bigger guns, they had a small frame, and didn't like the whole being blown onto your posterior effect, also, the longer guns were harder for them to wield.<span id='postcolor'> Yeah...most of the pics I've seen also show them with M16A1s. However... I have a small frame and I've always prefered 7.62mm rifles and machine guns (like the M60). Bigger kick, but it also knocks the enemy on their ass better. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (cegorach @ Dec. 10 2002,12:59)</td></tr><tr><td id="QUOTE">very nice addon, but has anyone had any luck getting the AI to bomb anything? Most other jets can blow stuff up real nice but all I seem to get (with AI on max) is a dozen flybys before anything is fired, and then the attacks are sporadic at best. I'm guessing this might have something to do with the pilot/gunner config - I tried de-pbo'ing it to have a look but I don't know how to edit a config.bin (anyone know how?). It's a real shame - I love the model but am not getting much use out of it in my missions...<span id='postcolor'> Yeah I got mine to attack tanks just fine... they don't attack infantry very well however. Also on occasion they slam into buildings at the Nogova airbase. But overall they've been fairly accurate. The ones with the MK82 bombs tend to make a few passes before they drop their bombs. It would be nice if someone made a script or something to get the planes to attack infantry... or like to order them to drop bombs. Is there a script out there that can order a plane to drop bombs? I suppose I could use a camcreate script for that. That would probably be easier. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NAA_Us_Marine @ Dec. 09 2002,22:19)</td></tr><tr><td id="QUOTE">For one thing guys sounds in real jet cockpits are very low and you can barely even hear them with ur helmet on for radio converations so trust me its better as it is.<span id='postcolor'> Nevertheless you still hear some of the jet sound no matter what, helmet or no helmet. Having it dead quiet except for weapons sounds just seems really wierd. Also I don't really like the jet engine sound to begin with. I agree with somebody else's recommendation to use the F14 addon engine sound (with the makers permission of coarse). That one was much better and not too loud. Personally I like a nice thundering jet engine sound. I'm sorry if it gives the addon maker a migraine but I think most of us enjoy a good loud jet engine sound. On your own versions you can always remove the inside sound, but for the rest of us I hope that you will include the cockpit engine sound (and hopefully with a better quality engine sound). Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (deadsoldier @ Dec. 09 2002,09:44)</td></tr><tr><td id="QUOTE">in the cockpit..u can eaither have sound or not.. and if u have sound..its very loud..so we decided not to put sound. cheers<span id='postcolor'> PLEASE put the sound back in. Loud is GOOD! It just sounds way too strange having it dead quiet except for your weapons. The A-6 addon also has very loud engines but I like it. Besides people can just turn down their volume if it's too loud for them. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Dec. 08 2002,06:19)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ Dec. 08 2002,03:21)</td></tr><tr><td id="QUOTE">Uploading now... http://www.evilmadman.com/mailman....ack.rar Download it now... but please if you can, download it from www.flashpoint.ru instead because I am running out of bandwidth that I could be using for deadsoldier's F15! No linking, either!<span id='postcolor'> Err, wrong addon there Blackdog, that's Mailman's Russian Weapons pack, not Walkers Russian Weapon Pack 2.0... <span id='postcolor'> Yup...that's definitely the wrong one...not Walker's. Walker's is the one with the SKS rifles. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ebud @ Dec. 08 2002,20:28)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ Dec. 08 2002,16:27)</td></tr><tr><td id="QUOTE">Still whether you like them or not, they remained an important element in the Vietnam conflict, and it's really very unrealistic not to include them in any Vietnam War mod as they very often participated in joint operations with U.S. forces and some served as scouts as well. Â Speaking of which, it would be cool to make some Nung (ethnic chinese) Mercenary troops or some Montegnards dressed in Special Forces tiger stripe uniforms. Â These guys were given a lot of respect by U.S. Special Forces where they served as scouts and as important part of A-teams. Â <span id='postcolor'> The main reason we didn't pusue them at the time, was... time constraints. Also there seems to be no way to make 5 foot tall soldiers. It's not a problem with the NVA and VC since you really don't see the US and these units standing side by side, but making striker troops or ARVN that would intermingle with the US troops looks pretty silly at this time. So unless a way is figured out to make smaller troops, the only way to use ARVN or indig troops is to use the setface command and use the Vietnamese faces provided on the regular army troops and the SF troops, then possibly add ww2 era weapons to them. If we made dedicated troops the only difference would be in name only. I see no reason why this method is not a viable option until a way is found to shrink the soldiers and have them work in-game. A good example, is a SOG mission made by Nixer that uses the asian faces on SF troops, and it works really well.<span id='postcolor'> Ok kewl. I'll just use the setface command for the Nung and Montegnard troops using the SF soldiers, however for the ARVN it would look nicer seeing troops labeled as ARVN. You could maybe make the models skinner perhaps? Also not all Vietnamese are tiny so the size thing isn't a big deal. There were plenty of short American soldiers as well. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KEVBAZ @ Dec. 08 2002,15:41)</td></tr><tr><td id="QUOTE">There are five original soundtrack themes have been publicly released for the OFP MOD "1982: Flashpoint in the Falklands". Â Â Rather than the contemporary synth sounds of the original OFP, we're going for a film soundtrack-style military orchestra. Â Â These tracks should not be considered as finished, but they do establish the major musical themes and will be the basis for the Falklands MOD original soundtrack. Â Â You can listen/download the tracks for free Wrom: C Â http://www.mp3.com/Chronicles_of_Empire<span id='postcolor'> The soundtracks are quite good. Although on Halcyon there's this big burst of noise in the middle section for about a second. Not sure if that's on the original track or a just an error during the mp3 conversion. The track, "the beach" I hope is not for a beach landing. A beach landing music score I think should be alot more dramatic. I'm a musician myself and I've on occasion put some of my own music into some of my missions. I would do it more often but I don't have the time to sit down and write big arrangements which for me take a lot of time even using MIDI sequencers (although I also use real acoustic instruments). So I can appreciate the effort put into these soundtracks. Overall I think they sound very good. I was expecting much worse, so I was pleasantly surprised. I hope the missions and mission intros and cutscenes do the music justice. (Not to mention the addons). Keep up the great work! Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Mr. Snrub @ Dec. 08 2002,16:16)</td></tr><tr><td id="QUOTE">2--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Soul_Assassin @ Dec. 08 2002,152)</td></tr><tr><td id="QUOTE">heheh i know their secret...they are just gonna keep patching it untill one day it just becomes OFP 2 Â <span id='postcolor'> And find out where we live so they can make us pay for it With OFP:2 (if BIS decide to make one) they'd probably have to deal with the bigger requests ppl have got, like a more interactive sea environment, in order to be improved enough on OFP:1 to sell well....sounds like a total engine overhaul to me, so we could get things like multiple firing positions on vehicles, destroyable terrain etc. etc.<span id='postcolor'> and sheep. We need sheep desperately... at least TJ and his crew do. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Mr. Snrub @ Dec. 08 2002,16:16)</td></tr><tr><td id="QUOTE">2--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Soul_Assassin @ Dec. 08 2002,152)</td></tr><tr><td id="QUOTE">heheh i know their secret...they are just gonna keep patching it untill one day it just becomes OFP 2 Â <span id='postcolor'> And find out where we live so they can make us pay for it With OFP:2 (if BIS decide to make one) they'd probably have to deal with the bigger requests ppl have got, like a more interactive sea environment, in order to be improved enough on OFP:1 to sell well....sounds like a total engine overhaul to me, so we could get things like multiple firing positions on vehicles, destroyable terrain etc. etc.<span id='postcolor'> and sheep. We need sheep desperately... at least TJ and his crew do. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (vedder @ Dec. 08 2002,03:23)</td></tr><tr><td id="QUOTE">Meh. A total conversion is a total conversion. You don't release it one piece at a time. What for? So people can play around with it in the editor for a few minutes than delete it? Honestly how many good addon missions do we have out there? Very very very few. Anyways, that was offtopic. I really have to say these German units are very nice, alot of work surely went into them. Good job!<span id='postcolor'> I do make and release missions with individual addons. There are enough WWII addons out there already to make some pretty good missions. I'd just wish Marcel would update the old betas like his C-47 cargo plane. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Blake @ Dec. 08 2002,12:11)</td></tr><tr><td id="QUOTE">It's not fair to say that entire ARVN was ineffective fighting force. It had good formations and some very poor like any other army. Still I see no reason why not to include them. And maybe in the future, Royal Australian Regiment would be nice addition too to make it more complete.<span id='postcolor'> I agree. Some of the ARVN units during the Vietnam War faught hard and with distinction in combat. Others had poor morale (can you blame them with the kind of corrupt leadership they had in the Vietnamese government and in their own officer ranks?) and just didn't want to risk their lives for what they thought was a lost cause. Remember most of the ARVN soldiers were drafted also. Still whether you like them or not, they remained an important element in the Vietnam conflict, and it's really very unrealistic not to include them in any Vietnam War mod as they very often participated in joint operations with U.S. forces and some served as scouts as well. Speaking of which, it would be cool to make some Nung (ethnic chinese) Mercenary troops or some Montegnards dressed in Special Forces tiger stripe uniforms. These guys were given a lot of respect by U.S. Special Forces where they served as scouts and as important part of A-teams. The other thing that could be added is maybe some CIA units and as someone else mentioned, some reporters (including a hot female reporter of coarse). That way creative mission writers could make intro movies showing a news report from Vietnam with the reporter interviewing soldiers and stuff like that. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wardog @ Dec. 07 2002,19:00)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CrunchyFrog @ Dec. 06 2002,21:52)</td></tr><tr><td id="QUOTE">Edit the sound file in a soundeditor.<span id='postcolor'> Thanks for the suggestion, but tried that, didn't seem to make any difference.<span id='postcolor'> In order to get the sound significantly louder in a sound editor you'll need to use a brick-wall limiter plugin like Waves L1 Ultramaximizer. Also the program Cool Edit Pro 1.2 or 2.0 has a nice hard-limiter in it that works well for brick-wall limiting. Chris G. aka-Miles Teg<GD>
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Yup same problem here. I hope they get a nice mirror up soon as I really like the Walker weapons. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (STS_SolidSnake @ Dec. 08 2002,01:25)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (vedder @ Dec. 07 2002,04:51)</td></tr><tr><td id="QUOTE">Excellent job. Finally some decent German soldiers. Did you ever consider working for Invasion 1944? Your quality is on par with theirs. Keep up the good work.<span id='postcolor'> Don't listen to him, your quality is waaay better then invasion 1944 and you should keep working on your own Keep up the great work m8! <span id='postcolor'> Invasion 1944 is making good stuff... but the problem is that they're not releasing any of their new stuff which really sucks because that means we'll be waiting many many many months before the release their mod since they still have tons of addons to make for the MOD. Also I think most of the good WWII addon makers joined up with Invasion 1944 except for maybe 2 or 3. Didn't Marcel join up with Invasion 1944? For awhile he was really cranking out alot of addons but lately I haven't seen anything from him. At any rate, I'd love to see a U.S. infantry squad to be made to compliment these Nazi soldiers. As they are I can't match them up to the WWII Team's U.S. infantry addons because on their addons they lowered the dammage levels of all their weapons...so they end up getting slaughtered by the Landser Nazi soldiers who's weapons retain dammage levels similar to the standard OFP weapons. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Acecube @ Dec. 06 2002,15:35)</td></tr><tr><td id="QUOTE">Hi! I have some suggestions to make: Like in The HK-Pack there is some shot-sounds that seem to be recorded on a shooting range. Most often a 100m or more rifle range is limited by concrete or earth walls to the left and to the right. Further the shooters are most often standing under a sort of roof. Alltogether gives the sound a "room" (all sorts of decay, echo etc.) The original BIS sound don't have this "room" for a good reason. If fired from out of a house or in a forest or on a vietnam-like-jungle-island, a shot with a lot of decay sounds stupid. This means the shot sounds must be more "universal" in terms of the place/room where they're shot. I dunno if you recorded the shots yourself? Anyways, I got an idea: if someone would try modifying an electronic hearing protector to be able to record what usually the shooter hears the sound might be quite realistic and without much of the rooms influence because the recording is very close to the source and decays quickly. Try giving the shot sounds a quick decay and make them very short in time. The peak of a real life shot is between 140 and 165dB. This is REALY loud so that (without hearing protection) the shooter himself doesn't actually "hear" any more than a very short BLAST and nothing after it (like echo or else) until his hearing recovers. This is especially for shooting in rooms because the sound is reflected and therefor heard a couple of times longer and stronger. A charakteristik sound for a certain firearm would rather be recognized with some distance to the source (shooter and gun). I don't know if the OFP-engine allows this difference for gun shot sounds, what the shooter hears and what bystanders hear. Unfortunately there's no sound system on this planet that could reproduce a proper gun shot with the original peak level ;-( out<span id='postcolor'> I agree about the rifle sounds, although sometimes humidity levels can really effect how much echo you hear. Also not all rifle ranges have roofs over them. Many of them, especially military rifle ranges are out in the open. However there may be hills and other objects effecting the sound. Still, on a military type shooting range you should be able to make good recordings. The microphones you are talking about (or at least something close to it) are called binaural microphones. They are usually part of a "dummy head" or worn on glasses. However if I'm not mistaken the gunshot sounds in OFP are in mono so the whole stereo imaging part would be wasted. But with a decent small diaphragm condenser mic and a high quality compressor/limiter (with transparent brick-wall limiting capability), you should be able to get a good recording once you've experimented with various mic positions. Often where your ears are do not always provide the best place to position a mic. Anyhoo...the matter is probably a moot one since most addon makers take their gunshot sounds from movies or soundFX CD's with samples of various guns. Some of these CD's are good, some are crap. The bottom line is that while most sound systems can't produce a perfect gunshot sound at full volume (something you would NOT want in a game unless you want blown speakers and blown ear drums), I think it is possible to get fairly close to the actual sound. An example is this: Listen to the rifle and machine gun sounds on the movie "Saving Private Ryan". Those sounds are just incredible. The MG-42 at the beginning for example they captured beautifully. You can even hear the belt links and ammo clinking on the concrete floor of the bunker at the beginning of the movie. In OFP, listen to the sounds used on the WWII infantry pack produced by the WWII Team (Lawrie, Lobster, Marcel, ect.. ect..). While their rifle models are still pre-oxygen models, the sounds used on the models are very very good. Whether they are accurate to the real thing I don't know. But they sound ALOT like the sounds used in Saving Private Ryan where from what I can tell, they seem to have really worked hard to get accurate sounds. With the M16 and AK's however, there are private gun owners who own these weapons here in the U.S., so it's easier to get actual recordings of these weapons as they are both popular weapons. The AK-74 though might be a little more difficult to get recordings of. Chris G. aka-Miles Teg<GD>
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Never mind. I noticed that your web page was upgraded with the new beta file. However.... when I made a mission with the new version, my game crashed and I got this message: "Warning: PreNLOD format in object u1\uelot\uelot.p3d" I hope you can fix that. I believe I was using version 1.85 when testing. The reason why I haven't upgraded that one is because it's a seperate copy of my original installation of OFP:Resistance which I have setup specifically for WWII addons and missions... the only problem is that it's not possible to upgrade it as the upgrades only work for whatever OFP installation is in the registry files. But at any rate, is anyone else having this problem with version 1.90 or 1.91? Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (stoppelhopser @ Dec. 07 2002,22:46)</td></tr><tr><td id="QUOTE">me too . texture error fixed!<span id='postcolor'> Do you have the new version available for download? If so what URL? Thanks! Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DragoFire @ Dec. 07 2002,07:55)</td></tr><tr><td id="QUOTE">3--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The Sharpshooter @ Dec. 07 2002,153)</td></tr><tr><td id="QUOTE">It´s a little akward, activate "Gear up" in your action menu and like 3segs after you do it it goes up. It´s not like other addon I´d ever seen... Anyways, the plane looks great and the weapons work correctly...<span id='postcolor'> Thanks Sharpshooter, just those few things to fix/add/finish   , and then add the EA-6E to the group. What did you think of the new engine noise? DragoFire<span id='postcolor'> I really like the engine noise! Excellent job on that!!! Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DragoFire @ Dec. 06 2002,11:17)</td></tr><tr><td id="QUOTE">6--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Acidcrash @ Dec. 06 2002,216)</td></tr><tr><td id="QUOTE">do you have any other mirror besides fileplanet? ofp.info or opflashpoint.org maybe?<span id='postcolor'> Just sent a copy to www.operationflashpoint.cz, so hopefully they'll host it too. I'm just uploading Beta File to be hosted at my ISP, this will only available till the file is hosted on FilePlanet or OperationFlashpoint.CZ DragoFire<span id='postcolor'> Question.... how do you get the landing gear to go up? Or does it go up? Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (STS_SolidSnake @ Dec. 05 2002,16:01)</td></tr><tr><td id="QUOTE">Vit has released an S-76 http://www.vit.unitedgaming.net/s76a.jpg http://vit.run.to/ Â <span id='postcolor'> Yeah it's been out for awhile but unfortunately the texturing on it is really horrible as it looks like a beta. The model however is fairly decent I like how the cargo seats are arranged inside. With some new textures for the outside and the inside passenger section it could be a very good addon. Chris G. aka-Miles Teg<GD>