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 (fxppp @ Sep. 07 2002,19:12)</td></tr><tr><td id="QUOTE">Hi guys,I made a huge city for OFP I will use it in my BHD mission I will finish it before 9/20 and let everyone download this map  <span id='postcolor'> Questions: 1. Will this mission require Kegetys's map editor addon? 2. I notice it has a lot of addons. Will you include all the addons in one pack because some of them I saw on there are very difficult to find. 3. How's the frame rates on the mission? On my BHD mission that was my worst problem (framerates) due to all the objects I had to use. Overall it looks very good. I like that you used the SEB DeltaForce addon. Also I recomend replacing Quakergamer's C130 with Adammo's C130 and to not use a bunch of civilian adddons unless you absolutely have to (such as to get them to fire an RPG...something that I don't think the regular civilians are able to do. Anyhoo, it looks wonderful so far. 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 (Adammo @ Sep. 06 2002,10:33)</td></tr><tr><td id="QUOTE">wow i really like the reskin too.. if you want. send me the reskin.. I can take it and make a c130v1a.pbo file.. so that either or both can be used in the same mission. Capt Moore<span id='postcolor'> However does the reskinned version have to have those national symbols (aren't those the Swedish Airforce symbols?). I prefer it actually with no flags or symbols on it that way anyone can use it with any Western Army. Those skins with the flags should be reserved for mods for those countries in my opinion. 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 (Othin @ Sep. 06 2002,00:41)</td></tr><tr><td id="QUOTE">Man, now I can happily scream out "C-130 rollin' down the strip / 64 SEALS on a one-way trip / Mission Top Secret, destination unknown / We don't know if we're ever coming home / When my plane gets up so high / Airborne troopers gonna dance in the sky" at my monitor and not feel as weird.<span id='postcolor'> SEALs? LOL! We sang the same cadence in the Army, but not about SEALs. "...and if my chute don't open wide. I gotta reserve by my side. And if that chute should fail me too, look out below I'm a coming through! Shoot...shoot...shoot to kill drive on! AIRBORNE!!!" Huaaah! 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 ([76]Chavez @ Sep. 05 2002,16:01)</td></tr><tr><td id="QUOTE">How about adding a CoPilot so that the first Para sitting "in back" sits on the coPilots seat? Otherwise very cool,heading of for chuting... Â <span id='postcolor'> Actually the first two passengers... it would be nice to have a 3rd "bitch seat" in back of the pilot/copilot seats but in between them. But I'm happy with it overall. I've been able to take off and land with it smoothly and the handling is decent. So major complaints here, although the inside textures in the cargo area could be dark grey or olive green or something. Also the sounds could use some improving. I actually found a very good one that I use with Marcels C-47 cargo plane that sounds very close to a real C130 and is nice and loud. Adammo, if you'd like to check it out I can send it to you. 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 (theavonlady @ Sep. 05 2002,14:16)</td></tr><tr><td id="QUOTE">Having loads of trouble getting this papa ( ) off the ground! Tried flaps down - no go! When I start it in flight, no problems. Comments: Outside textures need major improvement. It looks rough and cartoonish. Takeoff difficult - was unsuccessful. Having flown on a few passenger props, I would think the sound on this monster (I've heard them flying here - ouch! would be much much louder, both inside and out. Missions! I want missions!<span id='postcolor'> Hang on to your ripcords. Missions will be coming soon. I'll see if I can work something nice this weekend. I'll probably first be redoing my "Gods of War" mission to use the C130. 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 (Demagor @ Aug. 29 2002,20:50)</td></tr><tr><td id="QUOTE">I just saw Black Hawk Down yesterday, and like just about every loyal OFP fan that saw the movie, I'm SO motivated to make a mission based on the movie/scenario. I've found a map that someone made which resembles the center of the town and includes the U.S. base nearby. Â However, I'm missing two items that I find vital to the creation. Â I apologize in advance if I use improper or politically-incorrect verbiage here, but... anyone know where I can find african-american (black) militia? Also, if anyone knows where I could find (assuming one exists) an improvised 3/4-ton pickup with an MG on it (DShck or M2HB is fine) or even a modified car or truck with the same? Â Any assistance would be greatly appreciated. Also, if someone knows of an existing campaign/mission based on the movie or similar to the events of the movie, I'd love it if you could direct me to its location.<span id='postcolor'> (Sigh)... the answer is simple. Type this in the unit's init line: this setface "face 33"; or this setface "face 49"; I believe those are the currect faces. I've made a full blackhawk down mission that has black Somali gunmen, somalies on "technicals", Rangers rapelling from blackhawks, and lots of other cool special effects. I was going to redo this mission with some cool new scripts but I'm waiting until someone finishes a full Mogadishu map that way the framerates will be better then on the mission I made which ony runs well on high end PC's (anything over a 1.33 ghz processor with 256megs of RAM and a decent video card (I use a TNT2 32 meg card). I'm also waiting for the Ballistics MOD team to release their MH-60 Pavehawk helicopters. My BHD mission can be found at the URL in my signature. Chris G. aka-Miles Teg<GD>
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Hummer pack(with m60,m2 andtow launcher) released
miles teg replied to quakergamer's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Sep. 03 2002,01:16)</td></tr><tr><td id="QUOTE">Nah bouncing bug is really fixed. Just put a hummer and set the speed to 4x and ul lsee it do not bounce, it did with v1.0 And i cant maek the tow laser guided. Anmd yes the MLRS missiles are laser guided cuz ofp dont have the possibility to make a good MLRS with accurate rockets so i decided to make them alser guided. BUT it may change <span id='postcolor'> Yeah I didn't notice the bouncing bug anymore on the weapons at least. The vehicles themselves seem to roll around just fine and don't bounce too much in my opinion. However it would be nice if you could figure out how to fix the TOW missle to make it guided or get someone to help you fix. There's not way to use the guided missile off the BMP-1 for example and use it on the hummer's TOW missile launcher? That would be very nice...even better if you used the scope view from the BMP-1 as well. As for the MLRS, I can understand why you'd make it a laser guided system. But can you at least do volley fire? Like can you fire a whole bunch of missles rapidly? That would be very cool if you could do that. A supporting vehicle with reloads would be nice as well. That way the reload vehicle could travel with the MLRS with extra rockets when ammo runs out on the MLRS. Chris G. aka-Miles Teg<GD> -
Hummer pack(with m60,m2 andtow launcher) released
miles teg replied to quakergamer's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Sep. 02 2002,18:20)</td></tr><tr><td id="QUOTE">=================================== VERSION 1.1 AVAIBLE =================================== -Bouncing bug fixed -Gunner bug fixed -In 1.46 when u choose TOW OFP Crashed FIXED -Fixed original hummer that had .50 cal mgun bug -TOW now have textures ==================================== And if you want to download it: http://www.roughnecks.org/desertmod/qkg_humr175.ZIP for 1.75 and http://www.roughnecks.org/desertmod/qkg_humr146.ZIP for 1.46<span id='postcolor'> One big bug still there. TOW missiles are not guided like they are in real life. It acts like a 3 shot cannon instead. Will this be fixed? Chris G. aka-Miles Teg<GD> -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Sep. 02 2002,18:43)</td></tr><tr><td id="QUOTE">Would a MLRS be a good addon to release soon ?<span id='postcolor'> Yeah, I'm looking forward to your MLRS, although will it fire like real artillery or will it just be a guided missle launcher and not a true artillery system? 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 (Scorpio @ Sep. 01 2002,14:21)</td></tr><tr><td id="QUOTE">Maybe this will be of any help: Can be downloaded here.<span id='postcolor'> Ack...don't think that's a OV-10. Whoever made that model must have been trying to make something else or just never looked at a picture of an OV-10 while making it as the cockpit is completely different. Chris G. aka-Miles Teg<GD>
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Has anyone successfully downloaded VIT's Spitfire addon or any of his other newer addons like that ship he made (the one that looks like a destroyer)? There is news item about them at: http://ofp.gamezone.cz/index.php?newlang=eng When his page was working (http://www.vit.run.to/ ), I managed to download the files following his instructions but I just get errors trying to extract the pbo from the .ace file. I wish that guy would just use a .ZIP format like everyone else or just submit his addons to one of the major OFP sites like ofp.gamezone.cz so they can host the addons. But if anyone has these addons, if you can put them up on the web somewhere in ZIP format that would be great. 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 (tbone @ Aug. 31 2002,22:34)</td></tr><tr><td id="QUOTE">Can someone please post a zip file or something so i can download the boat, i cant seem to find it anywhere. thanks <span id='postcolor'> Ditto..please someone post a link to it...that's not on Vit's page. Thx! Chris G. aka-Miles Teg<GD>
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Hummer pack(with m60,m2 andtow launcher) released
miles teg replied to quakergamer's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Aug. 31 2002,22:00)</td></tr><tr><td id="QUOTE">Hi all, I've released my Hummer pack that includes 3 hummers in 2 different desert camos. If you want to see a picture: http://www.multimania.com/quakergamer1/mlrs.jpg And if you want to download it: http://www.roughnecks.org/desertmod/qkg_humr175.ZIP for 1.75 and http://www.roughnecks.org/desertmod/qkg_humr146.ZIP for 1.46 The tow launcher dont have textures yet and it will be fixed in the next pack. Also please tell me if u see any bugs. Thank you<span id='postcolor'> I also had the problem with the gun bouncing when facing towards the front of the vehicle. Also do the TOW missiles lock on? Even when I get a diamond lock on a target, it seems to just fire like a regular rocket in that it shot shoots towards wherever I put the dot at. Please try and make it a guided missle if possible. The inside textures should also resemble those of BIS which are taken from the real Humvee. I used to ride in Humvee's all the time and the interior of the BIS humvee is very accurately done. Also look at the slant of the hood on their. Yours is flat while there's is angled a bit. Also the window frames on the BIS humvees look more like the ones on the armored doors of the real thing which have thick bullet-proof glass. I'm not saying you have to make yours exactly like theirs, but BIS did a damn good job with theirs (they even included the radio mount and window wipers) so some comparisons are going to be made. Anyhoo...those are just minor quibbles. Overall I think you did a damn good job. Thanks for letting us play around with the beta. Just keep up the texturing work (interior needs a little more texturing) and fix the gun bounce and TOW missile issues and I think it'll be fairly high quality addon. Chris G. aka-Miles Teg<GD> -
Thanks for the links guys! Those worked and I got one of my ace files decompacted. However I got cut off when I was downloading this file: vit_israel_osa2.ace That's the ship I was talking about. Does anyone have this ship? And if so could you be so kind as to email it to me at: chrisgie@txdirect.net Thanks! Much appreciated! 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 (Humvee @ Aug. 31 2002,11:51)</td></tr><tr><td id="QUOTE">I don't apologize! It sucks to! just look at the pics! SUCKS!<span id='postcolor'> Pics? I only see one pic and you need to learn how to post links correctly...you left a space between "/" and "Huey" in your URL. If that picture is Martin's UH-1 reverting back to it's blackhawk LOD, then what you are experiencing is some issues with your graphics settings. On mine, it does not revert to it's blackhawk form until the UH-1 is like 200 meters away. At that distance it's just barely noticeable most of the time. I believe Martin actually has some tips on adjusting your graphics settings that will help with that problem you are experiencing. But if your computer can't handle any better graphics then there's not much you can do about it except wait until a good Oxygen made UH-1 comes out. But don't fault Martin for any LOD problems with his UH-1. The model is incredible when you take into acount that it is a modified blackhawk and NO vertices were added or subtracted from the model. But I take it that you dont' fully understand the difference between Oxygen produced addons and non-oxygen models. There is simply no way Martin can fix his UH1 without Oxygen. That is probably the best anyone could have done without Oxygen so please don't trash his hard work. Take it for what it is. If you're not willing to adjust your graphics settings a little, then just be patient like the rest of us and wait for the next UH-1 addon. There are several excellent ones on the way. 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 (Humvee @ Aug. 30 2002,18:45)</td></tr><tr><td id="QUOTE">everytime I download any kind of Huey they suck! the graficks suck, the sounds suck! ... does anybody have the same prob?<span id='postcolor'> No. I don't have this problem. Martin's UH-1's are so far the best I've seen even though they were made without oxygen. Their main draw backs are that at a distance the LOD's change to that of a blackhawk. But other then that their rotor sounds are amazing, and he's got several great versions including some open on both sides, with a door gun, and a medivac and gunship version (although with only a single minigun). This was an amazing feat of modeling on Martin's part considering that he did them by modifying a blackhawk without adding or deleting any vertices in the model. The BW one also isn't that bad. It needs a door gun and the textures with the big orange markings are a little odd. It also needs a little more work perhaps on the interior texturing but it was just a beta anyways and the final version is supposed to be much better looking. If you haven't seen Martin's Hueys (which include a recent fix for Resistance), check out Martin's Huey's at: http://freespace.virgin.net/martinz.world/games.html 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 (PFC_Mike @ Aug. 29 2002,16:52)</td></tr><tr><td id="QUOTE">Why not reach an aggreement to allow Tales of War to use the M4 pack? Fliper would recive full credit of course, and ToW could save the effort of making something equal to it.<span id='postcolor'> I agree. That would also save the rest of us from having to keep multiple versions of the same weapons in my addons directory. Otherwise I have to de-PBO the addon and change the weapons to either BIS weapons or other weapon addons that I'm already using. 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 (FlipeR @ Aug. 29 2002,14:54)</td></tr><tr><td id="QUOTE">Emmm...Tracer18: since I dont see Frandsen posting here in this thread - tell him that I have that "strange feeling" that some parts of his M4 SOPMOD are taken from my M4A1s...without asking, off course...and that I want an explanation! FlipeR<span id='postcolor'> Dude, his M4 SOPMOD's look nothing like any of the M4's in your M4 pack. Â Even if he did base his model off of your models, it's a massively modified model that must have a taken quite a bit of work to do plus it has different sites, different sounds, ect.. ect... Â In addition there are lots of M4 models floating around that he could of used. Â You could have asked him nicely in an email to please give you credit if he based his model off of one of yours rather then dragging accusations out in a public forum. Â Otherwise you better have pretty strong evidence to show that he used your models and not just a "strange feeling". 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 (The_Captain @ Aug. 28 2002,07:27)</td></tr><tr><td id="QUOTE">I'm not sure if you're doing this (a few posts are a bit unclear) Will you be making versions of the Huey w/ M60 door guns, where there's a huey with the left gun active, and a separate huey with the right gun active? That would allow choppers flying in one direction to cover both flanks. Has anyone here used GFX707's mortar? *grin* *bigger grin* It's best when used in a VC camp with a .50 (12.7mm =) ) and a mortar, and a few gusy with RPK's. Also, I have to ask the "RPG Guys Shooting at Hueys" question, if I didn't already. Any way to make an RPG that can target air units but is not manuverable? So ground units can shoot at air with rockets and smoke trails, but rarely hit them unless they are mostly static? Those hueys are awfully vulnerable on a standard landing (without setpossing it down or using limited speed/flyinheight waypoints). And seeing smoke trails buzzing around choppers would just be damn cool. Also, as far as I know an RPG doesn't usually take out the chopper in one hit...? =)<span id='postcolor'> The OFP engine only allows for one machine gun or cannon to fire simultaneously. Take for example Cpt. Moore's Little Bird addon. It has two miniguns and while it shows two muzzle flashes when you fire, if you look at the tracers only one gun is firing. That's just a limitation of the game engine. As for getting an RPG guy to fire at a Huey I'm not sure about that, except that on landing all the RPG guys love firing at helicopters on the ground. Also in real life, a single RPG can easily take out a helicopter. Much depends on where it's it, but usually the hole it makes in a helicopter and the resulting shrapnel flying about all over the place is enough to bring it down which is why in Somalia two of the three helicopters hit with a single RPG round were shot down. In Afghanistan a Chinook was hit by an RPG round and had to make an emergency landing (and had a Navy Seal knocked out of the aircraft who was then killed on the ground) but was able to take off again and return to base. Obviously a Chinook is a much larger aircraft with a lot more cargo area where a RPG round hitting it may not damage critical flight controls, oil lines, or fuel lines and fuel cells. But something like a Huey would likely go down fast if hit by an RPG. However I agree, seeing RPG rounds streaking past might be cool. 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 (Aculaud @ Aug. 29 2002,04:39)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (.40S&W @ Aug. 28 2002,14:37)</td></tr><tr><td id="QUOTE">And yesss... we need M249 SAW. Although we have those from Taiwan Workshop and the one from Stormtrooper but i'd like to see somethig that has quality of Fliper's or Kegetys' addons. And it has to be this model of M249 - with polymer buttstock and heatshield: Â Â Â Â <span id='postcolor'> I'd really like to see an M249-PARA with an Aimpoint Comp-M reflex scope on it Other than that, i agree. The SAW should have replaced the M60 as an official weapon if not at least been in with it.<span id='postcolor'> Actually the M249 SAW didnt' replace the M60. The M240 (FNMag) replaced the M60 in the U.S. Army. The M249 became a squad automatic weapon, while the M60 (replaced by the M240) is the platoon level support weapon. I wish BIS had put in the M249 SAW, but unfortunately it wasn't widely used in the U.S. military in the mid-80's, although that didn't stop BIS from giving U.S. troops the G36 which wasn't used back then, and was never used by U.S. troops. But oh well... The SAW's in the Taiwan weapons addons aren't bad, except for that horrible green color they gave the SAW's. That just sucked so bad when I saw that.... and those were supposed to be for the U.S. weapons pack. They should have done a little more research before giving the SAW's that nice cheerful green color...a color I've never seen on any weapon in the U.S. Army. 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 @ Aug. 28 2002,14:30)</td></tr><tr><td id="QUOTE">0--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ Aug. 27 2002,170)</td></tr><tr><td id="QUOTE">Nice, small, and useful.  I wish we got more addons like this.<span id='postcolor'> Try these  <span id='postcolor'> Yeah those are nice and small, although I'm already used to using scripts and I usually prefer to use only the minimal amount of addons necessary for a mission. But still those are good for people who hate using scripts to add weapons and stuff. What I've been looking everywhere for is actual buildings that you can walk into. So far the only ones that I've found is the ones by GFX-707 in his bunker pack. Has anyone made any tall buildings or any buildings that you can enter? Or even better some desert style buildings like what you would find in the Middle East? Chris G. aka-Miles Teg<GD>
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Great work KKB! Nice, small, and useful. I wish we got more addons like this. I wish someone would make some new buildings. I saw one MOD that had huge skyscrapers and stuff, but never heard anything else about it. That's too bad. Anyhoo... I'm looking forward to more great addons from ya! 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 (P8ntM98 @ Aug. 25 2002,00:53)</td></tr><tr><td id="QUOTE">They're pretty good  Are there any plans for a better version of the AAV or desert camo?? A USMC Huey would go good with them too!<span id='postcolor'> I agree. A better AAV and some type of USMC helicopter transport helicopter would be very nice. Right now I'm just using the little birds to transport the recon teams or the chinooks to transport larger Marine forces. However it would be lovely to have something like a big CH-53D or the MH-53J Pavelow III helicopter for transporting these Marine units. A CH-46 Sea Knight USMC transport helicopter would also be cool. Also one bug...when they wear NVG's you don't see the NVG's on their faces. Also the AT-4 replaces the LAW rocket so there really isn't a need for the LAW unless it's for the reloadable rockets which of coarse isn't realistic as the real LAW, like the AT-4 is a one shot, non-reloadable rocket, but in OFP that's often very valuable if going up against alot of armor. A SMAW rocket would be nice also. That's similar to the Carl Gustav but is used by the USMC. The SMAW is capable of penetrating the turret armor of a T-72. Chris G. aka-Miles Teg<GD>
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I agree 100%! It really pissed me off that these other sound packs for Resistance that claimed to use Satchel's sounds, didn't include some of the best sounds. For example the sound of the M60 tank in Satchel's pack is the absolute BEST diesel engine tank sound that I've EVER heard for any tank in OFP. Also the sound of the tank shell's making that screaming sound as they fly over your head is just superbly realistic sounding as are all of the explosions and stuff. Only the sounds in the WWII addon packs and the BW MOD come close. I really wish Satchel (or someone else) would convert the whole thing to Resistance. 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 ([CCCP]HAZARD @ Aug. 23 2002,20:58)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The back section should have roof-top hatches, unless the hatches are removed and it's an open top, but I've never seen a BMD like that as that gives it's troops less protection against artillery and NBC attacks.<span id='postcolor'> BMD's are like that. The nature of operations carried out by paratroops(VDV Vozdushno Desantnie Vojeska) makes artillery and NBC hazards unlikely Take a look at the schematics here(BMD-2) and this pic(BMD-3)<span id='postcolor'> Interesting. Â I didn't realize that they took out a big chunk of the rear. Â Is that the engine compartment there in the middle of the rear section? Â At any rate, the model still seems off as the rear section in the middle is angled on the pic of the BMD-3 in the link you posted. Â Also the model has that gap maybe a tiny bit too wide. Â But I guess those are just minor quibbles. Â Do you know where the passengers sit in the rear or do they mostly just ride on the roof of the vehicle like in Chechnya (I assume out of fear of land mines)? Chris G. aka-Miles Teg<GD>