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 (Kegetys @ Aug. 06 2002,05:47)</td></tr><tr><td id="QUOTE">Anyone found any bugs? Currently the following will propably be fixed on next version due sometime soon: - Part of RPG-7V Rocket was still visible after firing - Optimizations to RPG-7V model - RPG-7 rocket initspeed was too low - RPK-74 and RPK-47 autofire sound was wrong - RPK-74 and RPK-47 "clumsiness effect" is a little bit weaker now - RPK and AK bullet tracer colors were wrong If theres any more bugs, post them here please <span id='postcolor'> Thanks for making the RPK's a little less clumsy. I appreciate that because while they look great, I hardly used them because I kept getting killed in close combat where I couldn't swing them onto a target quick enough and would get shot. I really wish that effect was removed entirely or at least greatly minimized because it really puts you at a great disadvantage compared to a regular AK armed soldier. As for other bugs I've only noticed that sometimes when the AI is carrying the RPG on their shoulder occassionally it's actually loaded with a rocket on the front. But it still looks cool, so I don't really consider it to be a bug. I must say that the RPG-7's are my favorite AT weapon now. I like that big "WOMP" explosion they make and they blow the hell out of infantry (and tanks). The sites also are superb, especially the version with iron sites. It definitely gives the feeling of firing a real one. Oh...the AI I notice isn't that accurate with the RPG-7 at long range...but actually that's a good thing because that makes it more realistic since the RPG-7 is not the most accurate AT rocket in the world and is best used at close range (under 150 meters). Plus it's scary as hell seeing those RPG rockets fly by your APC and explode right next to you. Oh....one last thing.... Using a similar method of killing as your drill addon would it be possible to add a bayonet to the AK-103/107 rifles? That is one addon that I've been waiting for someone to make but I'm not sure if the game engine would allow that. But if anyone can do it I'm sure you'd be the one to make it. Maybe with a "KILL!!" yell instead of a gunshot sound each time you "fire" the bayonet. Anyways, I'm sure you have a zillion other addons in the works, but that's just a thought. Keep up the great work and I'm very much looking forward to the revised versions of your weapons pack! They are simply amazing! Chris G. aka-Miles Teg<GD>
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Xa-188 patria by dkm-mod released
miles teg replied to Rastavovich's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gen.Carnage @ Aug. 04 2002,02:30)</td></tr><tr><td id="QUOTE">we will release an "international" patria soon... don't worry people..:)<span id='postcolor'> Kewl!  I'm glad you'll be releasing an international version.  I like for example how other MOD groups have made tons of different versions of the M113 APC with different textures.  I think that's really cool if you're trying to make a non-U.S. version of it for example.  So I'm looking forward to making some kick ass missions with the Patria.  Actually I've already started using some British unit addons that simulates U.N. peacekeeping force where they are using a "borrowed" Dutch APC (the Patria).   So far the mission looks great and I love how the Patria sets off land mines.   I made a wonderful ambush mission where terrorists destroy the lead Patria in the convoy with a land mine and because you are the last vehicle in the convoy you have to stop check for survivors which is when you get ambushed by two armed gunmen.  However the main goal of the mission is for the convoy force of British troops to drive out some rebels who refuse to agree to a cease fire agreement and who must be pursuaded by other means.  A Bradley M2 with U.S. troops also assists in the assault.  Once you and your squad (loaded in your Patria) clear the village of rebels then another convoy of buses with civilians pulls in and your mission is accomplished...maybe...there is always an unpleasant surprise in my missions.   Anyways so far the Patria's look and perform beautifully in the mission along with Keg's RPG-7's in the hands of the rebels. Scary stuff when those RPG-7 rockets go wooshing by outside your Patria.   But anyways I'm looking foward to swapping the Dutch Patria out for the international version once you guys make one. At least it won't look as strange with U.S. or British troops mounted in them. Oh...and I hope you all will eventually make one with a 20mm or 25mm autocannon on it. That idea someone else had about an ambulance version is also a great idea!  Keep up the excellent work!!!  Your Patrias will be seeing heavy combat! Chris G. aka-Miles Teg<GD> -
Xa-188 patria by dkm-mod released
miles teg replied to Rastavovich's topic in ADDONS & MODS: COMPLETE
I just tried this addon out and I must say that is perhaps the finest amored vehicle addon made so far. Â The interior is well done, the driver's compartment is superb, the sound is great, and it handles very well. Â However.... Â My biggest beef with it is the fact that it has the flags and the big DFOR painted all over it. Â As someone else mentioned this SERIOUSLY limits the missions it can be used for. Â I mean sure I could just ignore the flags and stuff and pretend it's a U.N., U.S., APC or something, but it would be very nice if a version could be made without all the national symbols. Â I really would love to make a great mission with it but unfortunately I know next to nothing about the Dutch, Finnish, ect.. military forces. Â So if anyone could reskin it at least to remove the flags and the big DFOR, I would greatly appreciate it. Chris G. aka-Miles Teg<GD> -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Aug. 03 2002,20:37)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Paratrooper @ Aug. 03 2002,21:12)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Aug. 03 2002,20<!--emo&)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Paratrooper @ Aug. 03 2002,20:56)</td></tr><tr><td id="QUOTE">what is next?<span id='postcolor'> Dunno<span id='postcolor'> Will you listen to realistic ideas and see if any of it appeals?<span id='postcolor'> no<span id='postcolor'> Like everyone else I think that the Keg's Russian weapon adddon pack is damn good. However I must add some balanced comments as well that I hope you take as constructive criticism Keg. It is mainly concerned with the RPK. The RPK's are NOT clumsy to work with and while they look nice, they are extremely slow to get the sites lined up on a target. That sluggishness can get you killed. These weapons are still relatively light weight weapons and are not hard to bring on target at all. It's much easier to bring a weapon like the RPK to bear on a target then something like a PK or M60 machine gun. I fired both the M60 and the M249 SAW and it never was any problem getting the sites on a target very quickly. So if you can please return the sites to normal or at least post a cpp.config fix for those of us that don't want the slow sites on the RPK's. Also, while the drum magazine was nice it would have nice to see also see a version (maybe a Resistance version) with an extended banana clip rather then a drum magazine. Other then that however the addons are quite good. The RPG-7's especially are exceptionally good! BIS should have included those originally as they are the most famouse and most widely used AT weapons in the world. Good work Kegetys! 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 (cam0flage @ Aug. 03 2002,15:59)</td></tr><tr><td id="QUOTE">Yeah, I know, but I meant that big big stick in the model. Never seen one of those. OMG! I've been riding in that PASI #641 ... I think it was in Syndalen or something. Horrible memories pop up // cam0flage<span id='postcolor'> I think that big metal pole sticking out is used for either engineering jobs (like as a simple crane) or for vehicle recovery jobs. However I agree that it should go because in the game it's not of any use, and it just looks ugly. Chris G. aka-Miles Teg<GD>
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Martin is asking for help with his uh-1...
miles teg replied to john_mcclane's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ Aug. 03 2002,03:47)</td></tr><tr><td id="QUOTE">blackdog~ stick to the topic at hand please.<span id='postcolor'> I think that is very much on topic. Martin is one of the most skilled modelers and I think very much deserves Oxygen as very few people could do what he did without Oxygen without ungodly amounts of patience and dedication. While Martin could just work with someone else that has Oxygen the problem with that is that then your precious models fall at the whim of those who are converting them to Oxygen whereas if you have Oxygen you can modify and customize the addon exactly to the way you want it. I think one of the Danish mod teams already "oxygenized" his Huey's by adding a MG-42 as a door gun. However it would be nice if they made something a tad more realistic like putting an M60 on it. Better yet it would be nice if they worked closely with Martin who I think has a better idea of what a Huey should look like, shoot like, and sound like. At any rate I think there is little doubt that Martin could do some really amazing addons if he was given Oxygen. Chris G. aka-Miles Teg<GD> -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jakerod @ Aug. 02 2002,04:20)</td></tr><tr><td id="QUOTE">I posted something about a MOD early but i have now changed it...it is on a lower scale and the scenery has changed a bit.     Soviet Union invades Asia in 1980 then begins to attack Europe. You play a United States soldier(most likely from the 101) and you have to defend a key area of land in Europe. The fighting will not be on islands...sorta... if I get enough people for this mod then you'll see what i mean.    I presently need:   1 Person to make a site and mantain it   atleast 1 model maker preferibly with O2    1 skinner    These are the addons im planning on being used in my mod: Russia- MIG-19 SU-85 Assault Gun RPK BTR-80 UAZ with MG NATO- Dragon TOW Flash 101st and/or 82nd Airborne Both- Various Bunkers Artillery Mobile .50 cal Mortar<span id='postcolor'> Just curious but why a Mig-19? I don't think the Soviet Union used those in the 1980's? Those were replaced by the Mig-21. Better I think would be the Mig-21, Mig-23, and Mig-27 fighters. A Su-24 Fencer would be lovely as well but I'm not sure if those were operational in the mid-80's. The ASU-85 assault gun would be nice though. It was used during this time period by the Soviet and Polish airborne divisions. Another good armor addon might be the PT-76 amphibious light tank. As for light weapons, there is already an RPK addon made by Christoph that's not too bad. There is also already a TOW missle launcher addon in addition to several 82nd and 101st airborne unit addons. Personally I'd like to see a RPG-7 addon (which will be tricky because the rocket sticks out of the launcher so maybe some creative animations and/or cpp scripting would have to be used). A BM-21 MLRS and a SPG-9 recoiless rifle would be cool also. Chris G. aka-Miles Teg<GD>
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Recently I've been trying my hand tinkering around with the jp233 section of the G8 Tornado addon trying in vain to get the AI to use it properly. The good news is that I have gotten the AI to use the JP233 very nicely. The bad news is that even with the damage range set very low (hit=100;indirectHit=50;indirectHitRange=5, The AI keep killing themselves because they dive in really low when they do the JP233 attacks. Is there any way to get the AI to keep from swooping so low? In other words is there any way in the CPP file of the addon to force the plane to fly at a higher altitude. I've already tried the "this flyinheight 200" script in the plane's init box on the mission editor, but that doesn't do a thing in OFP version 1.75. I can lower the damage levels even more but if I lower them anymore or if I lower the indirecthitrange setting further, then they do hardly any damage to the targets on the ground. So I've decided that the problem seems to be simply that the Tornado AI pilots just fly too damn low! LOL! Yes Yes I know they do that in real life, and while it looks spectacular when they fly that low, it's less then spectacular when they keep blowing themselves up. Does anyone have any advice to get them to fly higher. I don't think that the Su-25 pilots ever attack at altitudes that low and only rarely have I ever seen the A10 pilots fly like that. Either that or is there any way to make the bomblets fall any slower without blowing up the plane as it maneuvers or dives? Any help would be greatly 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 (blackdog~ @ Aug. 02 2002,05:50)</td></tr><tr><td id="QUOTE">Not you again, snoopy Well anyway, I would look at the A10 LGB's config... it doesnt seem to 'swoop down' as much<span id='postcolor'> Yeah I'll take a look at that...the problem is that I have no idea who to change on it which is why I was hoping someone involved with the Tornado like Colorchanger would maybe speak up about how they got the plane to fly so low in the first place. I guess I can just message him if nobody else knows how to modify this. I'm also intersted in the height setting because for future addons like for bombers, ect... It's gonna look kinda lame having them flying at low altitudes when they are high alititude aircraft. I can understand how it might be difficult to make the aircraft fly lower, but I hope that at least BIS makes a patch that allows them to fly higher. That shouldn't be that difficult for them to 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 (Pvt. Jackson @ Aug. 02 2002,01:11)</td></tr><tr><td id="QUOTE">I have used a map called arab isle for my desert missions. Â There is a nice ravine in it as well, which is great for ambushes.<span id='postcolor'> The problem is that for a BHD mission you need much more then just a desert map. You need a desert map with a big city. If you try adding buildings in using the map editor, it slows the mission doing like crazy thus limiting the number of units you can use and the number of people who can play your mission without it turning into a slide show. However if someone made such a map with a big city (preferably with lots of ruins mixed in with mostly small buildings with a few larger buildings here and there) then it would be an awesome map. If anyone is doing this other then the BHD mod team please let me know! 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 (Pvt. Jackson @ Aug. 01 2002,21:55)</td></tr><tr><td id="QUOTE">I would only have a problem with it if it was from the Somali side. Â I won't kill American soldiers. Â Just part of my creed. Â One thing you guys might think about it the fact that most of Mogadishu was made up of tin huts, or shanties (sp?), not your typical 8/4/2 story buildings. Â The Olympic hotel was the tallest building in the Mog. Â Keep that in mind. Â You could use the Resistance addon (apt building 8 story I think it's called) as the Olympic Hotel. Â The only problem is getting people in and out of the building. Â The main problem with the OFP engine is that it works better for open spaces, but fighting in Mog was close quarters, most of the time. Â Kicking in doors, shooting through tin walls, things like that. Â One thing they didn't show in the movie was the fact that Somalian militia would use women and children as body armor. Â You had to shoot through them, which came as a surprise to the gunmen. Just some thoughts. Â If anyone has Oxygen, I'd start making small huts and shanties, with tin roofs. Â Nothing fancy. Â Make it look shabby, rusted. Â That's the way things were.<span id='postcolor'> Yeah likewise I wouldn't make a mission where you play the part of Somalies. I think that they had legit reasons to be fighting against us, but I would find that personally offensive as I'm ex U.S. Army. However at the same time I try not to make the Somalies look like evil people or anything. Actually using civilians as human shields can be simulated in OFP, well at least you can put civilians in front of gunmen or that move around with the gunmen. Also you can easily put soldiers in buildings using certain scripts as long as you have the right height and the right positions in the buildings, so there is plenty of possibilities for close quarters combat in buildings (that are open) and around buildings. The only thing that sucks is that "Real Chaser's" BHD mod is the only one that anyone is doing a Somalia map for. So far I haven't heard from anyone else who is doing a desert map with a Mogadishu city in it. I would join their MOD but I already have a BHD mission made that I just want to update and convert to a better map for OFP: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 (Hovmand @ Aug. 01 2002,02:47)</td></tr><tr><td id="QUOTE">From www.ofpec.com config.cpp tutorial. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">class CfgPatches {   class Faces   {     units[] = {};     weapons[] = {};     requiredVersion = version of OFP required for this addon to work;   }; }; class CfgFaces {   class FaceClassName   {     name="snYpir's camo face";     texture="\name of your addon's pbo\name of image.jpg";     east=1;     west=1;   }; };<span id='postcolor'><span id='postcolor'> Ah... I didnt' remember seeing it in the config.cpp tutorial at the OFP editing center but I guess I just missed it. Thanks for the info! Appreciate it! Chris G. aka-Miles Teg<GD>
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Damn...I tried taking a look at the cpp files on a few addons but didnt' see anything about faces. I wonder if there is a way to include the faces as .jpg files in missions. Anyways I hope some other addon guys can answer this question. 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 (Wadi @ July 31 2002,15:37)</td></tr><tr><td id="QUOTE">I want to make a PBO face, so that I can use</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this SetFace facename<span id='postcolor'> with my own customised face. This is supposed to be easy but I don't know how to do it. <span id='postcolor'> Yeah I too would love to know how to do this. Hmm... I know the USMC addon pack does this. If I remember correctly you don't even need to add in the face on the script, the cammo face textures automatically show up on their faces. I think I'm going to De-PBO it to see if I can figure out how they did that, but I'd like to make for myself a Gurkha unit from the Bibmi British Paratrooper addon (actually a modded version of it) with faces that look like Gurkhas. 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 (B@ZOOkA @ July 31 2002,14:39)</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">This MOD takes place sometime NOW. Well, the Al-Quaida people in Afghanistan have escaped into somewhere in the Mediterranian (an Island). And theyre supported by (none other than) the Iraqis (mainly Saddam). Then you conquer the world and the world blows up (just checking to see if you still payed attention).Well, Intel shows some reports of military activity on some remote island in the mediterranian. They send out there some F18 Super-Hornets to investigate...well, one got shot down, and the other survived with some pictures of Iraqi and Al-Quaida. Your Mission: Drive out the Iraqis, and Capture/Kill Osama!<span id='postcolor'> wow... that was deep... but you forgot to say that the player is an us supersoldier who invades that island together with two of his boys ... he shots down every iraqui and in the final mission he kills sadam himself with a plasticspoon.... do you wanna have more information about saddam? watch the southpark movie and i have one question: are you american? Â <span id='postcolor'> Relax people it's just a game. Yes his idea is silly, and yes alot of Americans think that way. But if your country's media was constantly beating the war drums and constantly reinforcing the idea that Saddam Hussein is connected with Al Quaeda and 9/11 you too might be thinking the same way. Of coarse most that is B.S. and the whole invasion is purely political in motivation (so says Scott Ritter, ex-U.N. weapons inspector, conservative Republican and 12 year USMC veteran who hopefully will testify before Congress soon to stop the war). Most of our military knows this (I'm ex U.S. Army) and alot of Americans know this, but alot of Americans don't know this and believe whatever the U.S. media and politicians tell them about Iraq. So cut the guy some slack if he doesn't know any better. Anyways it's just a mod for a game, and last I checked you could make a MOD on whatever you want no matter how far-fetched. If you don't want to join then just tell him so. 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 (Lansen @ July 30 2002,23:29)</td></tr><tr><td id="QUOTE">to small... and. I wonder how you managed to get it gray in the game when non textured objects are white? Anyway.... nice <span id='postcolor'> Yeah the plane is definitely too small from the looks of it, or the landing gear is way too big. The F15 in real life is a pretty big fighter jet. I remember walking next to one at an airshow and was surprised by how big that plane is. Also on the first pic the rear engine exhaust outlets look kinda funky...not sure if it looks like that on a real F-15. Other then that though I think the model looks pretty good. With a bit of fiddling with the size and of coarse good textures, flight characteristics, sounds, and animations, it could be a damn good addon especially if it could be a F15 Strike Eagle for things like Desert Storm missions. Now if only someone would create a Desert building pack with middle-eastern style buildings and houses. Personally I'd rather see that rather then any more fighter jets. Chris G. aka-Miles Teg<GD>
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Ballistic addon studios site updated
miles teg replied to Tigershark's topic in ADDONS & MODS: COMPLETE
Will all the addons be released at the same time? I hope not. Personally I'd rather you all released the addons as they become finished. I've been waiting for a good MH-60 forever and it would suck to have to wait months while the harder more complex addons are being worked on. I do hope that you all release the MH-60 Pavehawk soon. Chris G. aka-Miles Teg<GD> -
Why hasn't someone made a proper kiowa warrior?
miles teg replied to john_mcclane's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (John_McClane @ July 30 2002,02:42)</td></tr><tr><td id="QUOTE">Now that quite a few people have Oxygen, I'm surprised that someone hasn't modified the OH-58 to be a proper OH-58D Kiowa Warrior. I realize that Kegety made one, but it still doesn't have a realistic looking .50 heavy machine gun on one of the weapon pylons. Seems like it should be fairly easy to change one of the FFAR pods (the MG should be mounted on the left side) to an authentic looking .50 cal MG. Detailed information and an illustration of the .50 cal MG used on the OH-58D can be found HERE. I haven't been able to find a good, close-up, high quality photo of the .50 cal mounted on an OH-58D yet. If anyone knows where a good photo can be found, please post the URL here.<span id='postcolor'> The reason why nobody has made one is simply because the 3d models of the Kiowa can not be accessed. Only the models that were in the OFP demo can be modified. Stuff like the Kiowa can only be retextured. To make a realistic Kiowa Warrior would require the Kiowa to be made again from scratch. There are probably other helicopters that the addon makers would rather make since there is already a Kiowa in OFP. For some good small gunship action, check out Adammo's Little Bird helicopter addon. They are superb. Chris G. aka-Miles Teg<GD> -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (FSPilot @ July 29 2002,17:48)</td></tr><tr><td id="QUOTE">The sad thing is that the movie "Blackhawk Down" was made to remember the soldiers that died in the incident in Somalia, and now people want to play "blackhawk down". You could at least not call it blackhawk down. Â Just Somalia or something, have some respect.<span id='postcolor'> There is no disrespect. That's like saying every war simulation based on actual missions and campaigns should rename their missions out of respect for those that died. How about all those flight simulators and tank simulators that had missions named after battles in the Gulf War. Should they change their names out of respect for all the Iraqi's that died? People want to play simulations of actual combat missions to get a feel of what it might have been like. That mission in Somalia was one of the most intense battles the U.S Army has faced since WWII and is the reason why people want simulations of it that that try to simulate as close as possible the actual events of the battles. In addition to that, to many people at least here in the U.S., those Rangers were heroes, and gamers often want to play the part of their heroes in games. But no disrespect is intended to the soldiers or Somalies who faught and died in Somalia, at least not in my BHD mission. Chris G. aka-Miles Teg<GD>
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0--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Marss911 @ July 29 2002,130)</td></tr><tr><td id="QUOTE">Well you know our WWII team mod are making most of the addons that you are thinking of. Like the Tiger tank, Half truck, C-47, Junkers Ju-52. Our WWII team site: WWII team Hope you like our mod. Greetings Marcel Maker of ofp.info/Marss911<span id='postcolor'> Hi Mars. Â Your addons are great...but....when will the rifles and machine guns be put into Oxygen??? Â It's so frustrating seeing the MP40's, BAR's, M1 Garand's, ect... turn into AK-47's or M-21's when you get farther away or turn to look at them at certain angles or through binoculars. Â Also on the STG-44 (I think that's what it's called) it shows the M16 site even though looking at the weapon it looks like it has a AK style site (although maybe that's different on the real thing?) Oh...also as someone noted it would be very nice to have a C-47 that didn't crash and that could turn. Â Better textured WWII units (especially a better 101'st Airborne) or oxygen modified soldiers would be very very nice (like the German Nazi's with better looking helmets and allied troops with realistic looking steel-pot helmets and authentic looking back-packs, ect...). Anyways I made my first WWII Airborne mission yesterday with your C-47 and it was incredible. I have to say that the updated sounds for the WWII troops is incredible. Â But I don't like the way it takes 4 shots often to kill a soldier. If you get hit by a .45 slug from the Thompson sub-machine gun for example, you're probably not going to get up. Â Same with the sniper rifles....which by the way I really love how you have to reload manually after each shot. Â It makes it feel like you're really working the bolt on the rifle. Â Nice touch there. All in all it's a remarkable job you and your team have done, but it has tons of potential for being much better. Â Anyhoo...keep up the excellent work! Â I'm greatly looking forward to your addon updates, and new addons! Â 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 (Airwolf @ July 28 2002,06:56)</td></tr><tr><td id="QUOTE">the chinook isnt much competition... a uaz can do more dammage than a chinook can, we really need a bell 206 for the civilians, a news chopper or something, or island tours, or just a plain bell 206 in civilian paint scheme, then we need some kind of light chopper for the resistance.<span id='postcolor'> The Chinook is competition because it's a heavy lift helicopter that can carry more troops then anything that the Russian side has. You can put two squads (and maybe a bit more) into the Chinook. It would be nice to have a Mi-26 that would let you do the same for the Russian side...plus the huge Mi-26 is just impressive to see flying. 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 (Lucidity @ July 27 2002,05:44)</td></tr><tr><td id="QUOTE">Miles-teg & K6 both make kick ass missions. I've cruise over to miles-teg's web site every other day to see there's any new missions, I've been waiting for him to finish his black hawn down mission for resistance. I really like k6's swordfish missions, those are awesome. Not a lot of missions out there use entire islands. I especially like missions for high-end systems. To me that means missions that have more units & more action, and are generally  longer. So why don't K6 & Miles-teg combine their efforts and create a mission together? That would rock.  <span id='postcolor'> Thanks. Yeah it could work if me and K6 teamed up...but... the only bad thing is that I'm often VERY picky about certain things in my mission, and the problem with having two mission designers is that often you get serious differences of opinion on things such as what addons to use, or how a cut-scene should be shown, what music to use, ect... While having help would be nice, but sometimes more then one cook sometimes spoils the dinner. But if K6 you are reading this I'd be happy to share ideas and we could test out each other's missions. Oh...and I do have at least one mission near completion that involves rescuing hostages with the Little Birds. You'll like it... I'm just fine tuning it to get rid of bugs right now and then I just gotta make a short movie intro/outro for it. I had some others almost finished (like one Angolan Civil War mission) but unfortunately they also used the Desert Malden map so I need to redo those also for Resistance unfortunately. But after the two hostage missions I'm working on, (including one where I got the AI MH-6 pilots to land on a apartment roof consistently) I plan on either making some more missions for a "War on Drugs" mod and also some British military missions using various British unit and weapons addons. 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 (BlackDeath-CFH @ July 27 2002,09:22)</td></tr><tr><td id="QUOTE">no i mean a map of the city, like the historical points  ect ect...<span id='postcolor'> Here's some maps from Philly.com where they have an abbreviated version of the book "Blackhawk Down" online. It's a great resource of info, maps, pictures, audio, video, and all kinds of other good stuff concerning that mission in Somalia. The URL for the maps is: http://inquirer.philly.com/packages/somalia/maps.asp I hope that helps some. Because honestly I don't think I want to start a version 3 of my BHD mission until someone makes a decent Mogadishu map because otherwise I might waste tons of time and energy making a version on the West Coast of Nogovo, only to have to re-do it again if someone makes a Mogadishu map. Obviously any Mogadishu won't be exactly like the real thing (with the Olympic hotel and stuff) but hopefully close enough with a airport to start off from, the main city (with plenty of ruins of buildings mixed with other types of buildings) and maybe a U.N. compound (for the Pakistani troops). However you might want to wait until OFPinternals releases that new version of WRPedit so you can add in Resistance buildings. Some of the bigger apartment buildings would be good for parts of Mogadishu as well as alot of the new ruins and stuff in Resistance that are brown colored and fit better in a desert enviornment. Anyways, please keep us updated if you start working on this map. I'd be happy to help beta-test the map also as I could use even a rough version of the map to get started on my mission... which in turn I could give you to beta-test. Anyways I hope it works out! Many people would also like I think just for making good close quarters combat missions. 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 (S^O^G 3 @ July 27 2002,11:53)</td></tr><tr><td id="QUOTE">Lo All, Â Â Â Ive only just returned to playing OpFlash after a long lay off.......I`m hooked on Day of Defeat Online.....and I wondered if anyone could point me in the direction of a good BlackHawk Down type mission after seeing the movie I really fancy playing a level or campaign that follows the plot. Can anyone point me in the direction of a mission/campaign that mirrors the plot of the film please?. Thanx. <span id='postcolor'> I have a "Blackhawk Down" mission which you can download at my missions web site which you can go to by clicking on my link in my signature. It includes the entire mission starting after Pvt. Blackburn has fallen from the blackhawk. Before that there is also a movie sequence showing the Rangers and Delta Force operators loading up and inserting into the target area. The mission is a pack also that includes several addons. The only bad thing is that the game runs extremely slow on computers under 1ghz. That is because of the large number of buildings and units I had to use. Also the info at the ending movie is incorrect on parts. But other then that it's pretty good and uses alot of nice scripts for stuff like rapelling, putting a .50 cal on a humvee and stuff like that. I plan on making a new version for 1.75 eventually because unfortunately the desert malden map doesn't work quite right in Resistance. So if you have Resistance play the mission in 1.46. 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 (RedStorm @ July 27 2002,11:50)</td></tr><tr><td id="QUOTE">Very good! You managed to capture the amazing rate of fire this gun has and did a damn good job at it. Like I heard one of the veterans on Band of Brothers say: "It sounded like ripping canvas", which this sound modification imho does. Great work.<span id='postcolor'> Thanks, although the credit for that part of the sound should go to the guy who did the truly amazing sound work in the movie "Saving Private Ryan". As far as I know they recorded an actual MG-42 firing blanks. To compensate for the sound of the blanks (which sounds a little different then a regular round), I boosted the bass eq on the sound a bit to give it a little more thunder. I also increased the high frequency content just a little bit. But the main thing I wanted was the sound of those belt links and bullet casings dropping to the ground cuz that is the main things that captures the realism of firing a machine gun I think. At least that's one of the sounds that I remember most from firing the M249 and the M60 in the Army. Chris G. aka-Miles Teg<GD>