Jump to content

miles teg

Member
  • Content Count

    5229
  • Joined

  • Last visited

  • Medals

Everything posted by miles teg

  1. @goldfiver I have one skin by a UO member for the AH-64D while the UH-60 might be your skin (but maybe an older version) if it was in the old IDF clan pack with all the reskins. But, I can take a look at them and see if they're better. I can't guarantee that I'll use them or not, but it wouldn't hurt to take a look at them as I'd like to use the most detailed skins. @dontpKaniC: Sorry yeah Raafatah64 was correct, that was a typo on my part. Sorry. I meant the Mk3 and Mk4 will be in the pack while the Merkava Mk2, Puma APC, and (I forgot to mention) the Achzarit APC (a new model) are still being worked on.
  2. @galzohar: I'm not sure if I can make the backpacks not be dependent on ACRE but still work with ACRE. It depends on what they inherit from. Either way, ACE and ACRE have a long history of changing class names and ruining dependent addons and missions. I'd rather stick to what I know is working and to date has not been changed. Otherwise I'm never going to get this pack released. I can't please everyone. At any rate, the solution I made will work perfectly fine as the config change for non-ACRE radios will be a simple solution that will have clear instructions for replacing the ACRE radio backpack config. The config pbo files are separate from the pbo files that contain the models, textures, and model.cfg files. I made them this way so that they could be easily swapped out (between ACE and non-ACE configs) and so config bugs could be easily fixed with updates. So there's not a problem once I do the ACE/non-ACRE config for the backpacks. It's just a matter of swapping out pbo files. As for the F-16, as I said, the missile box thing is not high priority. Priority now is just getting the pack released. Also while I could tweak the backpacks carrying weight, nobody would use them if I did as they'd be next to useless. As such I prefer to sacrifice realism for gameplay for so that users aren't forced to use massive backpacks not normally used by the IDF anyways (aside for long road marches). Unlike ACE devs I am NOT a reality freak and in fact since I began making everything with ACE features I have grown more and more upset with the ACE mod devs and their insistence on absolute realism even if it comes at the expense of gameplay. They do this by making things needlessly frustrating and tedious to use (like their mortar system). That is another reason why I'm currently making BI configs for everything as default. Even though I'm ex-military, there are certain crappy realistic things in the military that I'd rather NOT relive or simulate. A lot of people disagree with me on this viewpoint, but my limits on "realism" are set in stone no matter how much people complain about them unless they can make an extremely persuasive argument about how it would improve gameplay. That's one reason why I've been careful in accepting anyone new (aside from Andrei and Namman2) as full partners in this mod as some individuals immediately want to redo everything in my mod to suit what they believe is more realistic. But anyways, regarding those backpacks, mission makers can limit items put into those backpacks if they want realism for say an IDF clan server. So really it's a non-issue. ---------- Post added at 18:45 ---------- Previous post was at 18:35 ---------- As of right now the pack will only have the Merkava Mk2, Merkava Mk4, Namer APC, Nakpadon APC, and M113. We had a D-9 bulldozer that was working but then that suddenly stopped working (really bizarre). At any rate it was a very low-poly model and was more just for background eye-candy then any actual useful purpose in a mission. Still it sucks that we can't get it working as it's a total mystery. Hopefully later we'll find a better model and use that. Aside from that we have a Merkava mk2 and a Puma APC but they need a lot of work. I think I'll leave those for updates as we have enough now for a solid comprehensive pack that covers all the main stuff with the exception of trucks. We have no IDF trucks... only humvees. But I do have some 2 1/2 ton trucks and 5-ton trucks used in my mod's Gulf War pack that I'll probably again add as an update later on. Likewise we have a good M60 model, but it needs modifying and a new texture job to make it into a true Magach 6 with ERA as used during the first Lebanon Invasion. The Magach7C I have a model for, but it needs retexturing and some updating to the model.
  3. @Galzohar: Regarding the Missile-Box I only know that UO tried it with ACE and it created a lot of errors when they tried to use the F-14 in the mod although I'm not familiar with the particulars. However, I'd rather not require even more stuff for people to download and I don't want the mod to be only available on Six updater (which is extremely difficult for many players to set up properly as it is FAR from intuitive. I had enormous problems with it and only the computer geeks in UO were able to figure the problems I had getting it to work properly. So while I wouldn't mind having the mod on SIX, the primary download areas will still be traditional websites as I don't want to cater only to players who use SIX updater. I'm also not keen on making separate models just for Myke's missilebox. However I will look a bit more into it and talk to Myke about it, but I'd prefer to get my mod's own bomb/missile pack working properly as it included Israeli air-weapons that no other air-weapons pack had. Regarding the ACRE dependency, our radios are not ACRE models and as such have their own config designed to work with ACRE while also working as an ACE backpack. I can however make a 2nd ACE config that will just make them into another ACE backpack. That should remove any dependency issues for those who don't want to install ACRE and but who want to use ACE. So anyways, yeah I'll fix that issue. @Raafatah64: Thanks bud.
  4. Here are a few screenshots: Namer Mk2 Merkava Mk4 ---------- Post added at 01:08 ---------- Previous post was at 00:39 ---------- Yeah, that's because the ACE versions are designed to be used with ACRE and for multiplayer only. The final version will have both BI configs (as default) and ACE configs which will be optional in a separate folder for users to overwrite the old config.pbo's for each vehicle. Right now I'm working on just a few minor bugs on the Namer APC as the commander view won't move up and down when turned in for some reason (only side to side) which is very annoying. I also need to adjust some of the armor value systems and see if I can fix a few model issues. I then still need to get to the issues with the F-16 which would be simple if I used Myke's missile box but I can't use that as it is not compatible with ACE. I may just release it with the bug on the F-16 (they're not game breaking, just wrong number of ordinance on the weapon pylons) until I get it updated with a custom missile/bomb pack that my mod actually has, but it just hasn't been converted yet from OFP (and many weapons need retexturing). So most likely I'm going to get TONS of messages, emails, and complaints here on the forum about how sucky this pack is due to minor bugs which they think is totally non-professional. But honestly I could give a rats ass about their opinions unless they put their money where their mouth is and help me fix model and config issues. My goal is not surpass other mods in how amazing our models/textures are. My goal is just to create stuff that is decent looking, that doesn't kill your CPU, and that is unique in terms of weapons, equipment, and features. Minor bugs will be fixed in updates (which will also include new addons as well most likely).
  5. Actually, the infantry all work fine. However I don't have my own server to effectively keep everything updated using SIX. But hopefully I'll find someone willing to volunteer server space for that.
  6. Oooooh..... nooooo.... that's probably why. Thanks Max Power!!! I'll look into that! (note to self: I probably had this issue before but forgot to make a note about how to fix it...I will do that this time so I don't forget later on when I run into this problem again).
  7. New update... ok Merkava Mk4 is pretty much done with the only bug I can find being a weird one where the damage textures aren't showing up for some reason which sucks (even though I worked hard getting everything properly scripted so that it should have worked). But aside from that everything seems to be working and I tested all crew positions, LOD's, and tested it in combat. I just have to update the ACE config for it but that's it. At any rate I'm now making steady progress on Namer APC fixing things up and trying to get all weapons and crew proxies working properly. I may even attempt to animate the rear door just for the hell of it.... that or I'll wait for an update to add a working MG on the rear door gun port. Anyways...the past several days have been very productive as I want to get this thing out the door and worry about the little bugs later during updates. I'll try to make some screenshots tomorrow if I have time.
  8. Yeah I know that almost all IDF units use those black helmet bands. At any rate, it's not a huge deal. For the first release they'll just stay with the black helmets for now and later on in updates, if I can get a good script writer who can make a MP compatible script, I'll make these things user configurable. Update: Progress on Merkava Mk4 is coming along smoothly. Just lots of tedious issues like moving around proxies and such. The Namer APC needs a bit more work but so far everything looks doable by myself and Namman2 did a great job on the interior. I just need to stick the rear door in as right now you can see outside where the door should be. lol! The new Achzarit actually needs the most work...not sure if that'll make this pack. But we'll see. The Namer replaces it so it's not a big deal. However it does look cooler in my opinion and it has that cool animated ramp door.
  9. Oh wait...I take that back...the black section could be simulating the black rubber helmet cover holders commonly used by the IDF...but I'll probably save that for other SF units or make that as a player customizable option later.
  10. No, the IDF don't have helmet covers that only cover the top part of the helmet. For now they will only have black helmets. There are multiple hidden selections that can be change around as you discovered, but I need to document it in a readme and also work with a script writer to see if it can be done via an action menu of some type that would also let you take the mitznefit on and off. But that's for later.
  11. As long as its based on the old model, just email it to me to my hotmail account. Thanks.
  12. Yeah sorry about that goldenfiver. Yeah it has to do with BI limitations on the aircraft classes as far as proxy weapons are concerned. There is a way around it as our mod did it successfully in OFP (creative scripting done by Calm Terror), but I just haven't gotten to researching it yet. Still trying to fix a bug on the D-9 bulldozer this morning and putting hidden selections on the CH-53. There is also a problem with the FLIR turret not rotating on the CH-53.
  13. Looks great so far Dan. The really tough part however will be the urban environments. I would recommend looking at maps like BI's Zargabad map for ideas although the best I've ever seen was the Avgani map made for ArmA1 (but ported over to ArmA2). That one REALLY feels like a typical town in the Middle East (I used to live in Saudi Arabia and I've traveled to Egypt and Bahrain so I know what they look like and feel like in real life). You probably won't be able to simulate the urban areas fully (due to object number limitations) however if you can make some decent sized urban areas that are laid out realistically simulating Palestinian tows, then that is all that is needed. You should contact Namman2 as he actually lives there in Gaza and could give you great input on your map. Chris G. aka-Miles Teg<GD>
  14. @Dan: Are you talking about the default BI addons? Or are you talking about my mod? If you're talking about my mod, the only thing we've released so far for ArmA2 is the Gulf War addon pack (with a bunch of U.S., Iraqi, Saudi, and Quatari units). @Raafatah64: Really? Cool. Who's model is the Ah-1S? If it's a better model, if we can get permission to use it, and if it works well, I'd be happy to use it. Anyways, yeah I'll check it out. Thanks! Chris G. aka-Miles Teg<GD>
  15. All of the new ones, the F-16, and the Ch-53.
  16. I have good news... I just couldn't let the backpack issue go so I spent the last several hours trying different things as it was driving me nuts. I finally solved the mystery. It was the geometry model that was screwing things up. I just swapped it out with a BI backpack geometry model and everything now works fine. I know it may seem like a small thing for some people, but it would have driven me crazy not having the proper backpacks on the IDF guys. So I just gotta finish up fixing up the rest of the backpacks tonight and then finally I can move on to fixing the vehicles. Chris G. aka-Miles Teg<GD>
  17. Thanks Mark. Regarding the configs...hmmm... I've already gone through everything and fixed or adjusted stuff that needed fixing so I should be good for now. Chris G. aka-Miles Teg<GD> ---------- Post added at 21:21 ---------- Previous post was at 21:19 ---------- @Raafatah64: The Mk4 should be in there. But the Nammer and Achzarit, I'm not sure as they still need a lot of work. But I will release them eventually. I just don't want to wait too long to get the main pack released. Chris G. aka-Miles Teg<GD>
  18. Sorry guys that I haven't released anything yet. Real life takes precedence. I was just working on the pack this morning.... still tons of problems as such any release will basically be a beta version and full of minor bugs that either I wasn't able to fix or that are going to take a lot longer to fix. I've pretty much given up on converting the stupid backpacks to BI backpacks. Even though they are all in the correct positions on the backpack proxies, in game they are all screwed up and I have no clue as to why. So, the BI versions of the IDF units will unfortunately just have standard BI backpacks and not proper IDF backpacks unless someone helps me figure out what the hell is going on with the backpacks (which work fine in ACE, but when the model is rotated back to the original BI backpack positions, they don't want to show up in the right spots in game). I tried them un-binarized and still same issues. So I'm just going to give the BI configured guys standard BI backpacks and if anyone complains, they are free to download ACE and use the units as they were originally designed to be used (with ACE). Anyways... back to work testing the configs.... Oh...by the way, the Gaza map looks great so far! Keep up the great work on that map! Chris G. aka-Miles Teg<GD>
  19. Recording the voices isn't the problem. It's figuring out all the scripting involved to add in those voices to replace the BI default voices.
  20. We have them both with & without the mitznefet & our hezbollah units are almost done. There is a bit of a delay as I've had to go to Boston for a couple of weeks but will be back in a week to finish up the pack & release it. Also if any of the beta testers want to release screenshots or videos, they are free to do so.
  21. Well the good news is that I'm almost done sort out the BI configs. The main obstacle was the backpacks and just testing everything to make sure they work. So I'm almost done, but it's just taking a long time because I have a ton of other real-life obligations and other interests. Also on the plus side while I've been reworking the backpacks, I've been also working on the Hezbollah guys as well. So I'll probably be releasing a little Hezballz infantry pack (with a jeep with a 106mm recoiless rifle and a ZPU-4) shortly after I release the IDF stuff. The jeep has a weird error bug (not game-ending but just annoying) and I just have to add some hidden selections on it so as to make it more versatile as the IDF used the same vehicle for many years (up until the late 80's maybe even early 90's).
  22. Patience guys. I have a lot of real life stuff that takes up most of my time. But don't worry, I'm working on getting both ACE and non-ACE versions working. In addition, as Namman2 finishes up stuff I'll be adding those in if he finishes them before I finish the configs.
  23. Thanks guys, I'll let ya all know when I've sorted out all the ACE vs BI config stuff. It will take a few days. But while I'm doing that I'll also check out the Cobra's pilot to see how he's seated. Thanks again.
×