miles teg
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Everything posted by miles teg
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Wow...that looks amazing. I love the valley that you made. Chris G. aka-Miles Teg<GD>
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A.C.E. Advanced Combat Environment Public Release!
miles teg replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
My apologies if this was already mentioned, but I found it strange that the RPO rocket was aimed like a mortar or something. Â Any chance you guys could make it fire like a normal rocket as they work in real life? Â The whole distance setting thing usually just ends up getting me shot when I'm trying to use it. Â Aside from that, the only serious bug I had was with the Avgani map where the wind was really loud (it isn't loud on the stock map without the ACE mod). Â Also M4's on the US infantry would be realistic rather then M16A2's. Â Aside from that, the Iraqi insurgents could use a little touch up work as far as placement of some of the gear on them that was a tiny bit sloppy. Â But really I'm knitpicking and its not a big deal. Â Overall I had a blast with this mod and I REALLY like that you included the option for turning off some of the wound FX. Â I must say that knocking an insurgent down and having him stand back up and shoot at me was a swift reminder to double tap or triple tap when shooting at them. Â If I hit them with one shot, I usually plugged 'em a few more times on the ground just to make sure they stayed down. Â In the future, a capture prisoner script might be added like in the FFN mod where you can capture them after they are wounded before they get up again. Â It is a big annoying though that you can't distinguish the dead from the wounded. Â I wish they rolled around or something after being wounded. I think overall my favorite vehicles in this mod were the Abrams M1A2 TUSK tanks. Those things are pure awesomeness. Â I still have to experiment a bit however trying to kill them with an RPG because so far they seemed invincible to RPG attack, but maybe the model is designed to be that way only on certain parts of the tank?? Â I was able to destroy them however with a few shots from a T90 tank. Â So at least that was good. Â Â In addition it would be good to see a Bradley M2A2 in desert paint to match the Tusk (mabe a newer version of the M2A2 with ERA as used currently). Â I helped make one of those awhile back for ArmA. Â It would be a good vehicle to have included in ACE. It would just need a bit more work to get that nice 25mm bushmaster cannon recoil effect that you guys made. Â That was very nice. Â The thud thud thud sound was spot on with your Bradley as I've been around them in real life when they were firing their cannons. Â However the engine sound was a bit off as the Bradley has a very distinctive engine sound (very similar sounding to the new engines on some of the most heavily armored humvee variants that are being made right now). Â The rest of the sounds however, are fantastic. Â I was especially impressed by the Mk19 grenade explosions! Â WOW! Â Even more impressive are all the new particle FX on the explosions and smoke. Â If anyone could put me in touch with someone who is good at making custom explosions my mod (Lost Brothers) could use alot of help with that. Â On the air arena, I was very impressed so far by all of the helicopters. Â On the fixed wing side however it was a little sad just to see one A-10. Â It also strangely would not engage the ZSU-23-2M. Â Giving it the ability to attack all ranges of targets would be good....even having it attacking infantry with its cannon would be awesome to watch and very scary to be on the recieving end of. At any rate.... I could go on and on... Â Overall awesome job guys!!! Â The more I play it, the more new features I discover! Â Keep up the excellent work! Chris G. aka-Miles Teg<GD> -
I think it's the ACE mod because I don't recall hearing any loud wind noise on any of your maps. Chris G. aka-Miles Teg<GD>
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The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Quick pic of ongoing historic addon missions being done on the latest versions of Opteryx's latest Avgani and his Afghan village maps.  While not historically accurate, they are the CLOSEST thing to Lebanon/Egypt/Syria maps.  Since our mod doesn't have a map maker we are using his maps because they rock SO MUCH.  They are simply amazing and I can't say enough about how much I support Opteryx's amazing work.  I can only hope (and beg) that he works on a Lebanon or Sinai, Egypt (easier) map for LoBo.  Anyways...here's a screenshot from the aftermath of a MASSIVE battle on his Afghan  village map.  Shown on here is a M50 Isherman (with rescued crew from other disabled tanks riding on the rear) and a AMX-13 light tank doing "mop up" operations after the main battle.  The battle lasted over an hour and was pitched as reinforcements arrived on both sides.  But eventually the IDF side won the day (but not always).  By the way... on a more sober and realistic note....  on behalf of the Lost Brothers Mod, we pray for our Palestinain member and his family and for all innocent Palestinians caught in the middle of violence, that they stay safe and that God protects them from the insanity of the very tragic conflict between brothers. May God/Allah/Yaweh protect & guide us all in this New Year. Chris G. aka-Miles Teg<GD> -
Amen to that (see my above review!. Â Cameron, I can't wait to try your addons out on this map. Â Now all we need is for someone to make some good Taliban infantry!!!! Â For the love of Allah (or deity or sports star of your choice), please make them Cameron! Â If not I'll have to cobble something together and it won't be pretty. Â lol I miss ol' Remo from OFP. Â He was a one man addon-making force and the only guy to make an entire Afghanistan pack. We may not have him here in ArmA, but I know that with some teamwork, a few addonmakers could contribute to such a pack. Â The nice thing about the Taliban is that they look pretty much like the Mujahadin who faught the soviets so any Afghan militia can be used for both modern and historic Afghanistan missions. So it would be great for American/European and Russian addon/mission makers. This Afghan village map is a nice example of what can be done in that genre and shows how much amazing combat action can be had on such a map. Â Chris G. aka-Miles Teg<GD>
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I'm having TONS of fun with these maps! Â The new Afghan village map is a MUST HAVE map for AWESOME CQB combat. Â Thrown in a few friendly and enemy tanks and you're in for quite an epic battle. Â I'm using these with my mod (the Lost Brothers) and have been playing for hours on them since they came out. Â In one battle me and 8 Â AI squads of IDF paratroopers assaulted the main village area from two directions along with armored support going down a parallel road. Â Rushing through one of the orchards under fire my squad battled our way to a low adobe wall. Â I popped up and was able to shoot over the wall for a bit until an Egytian machine gunner started hammering my position forceing me to duck. Â A Panzershrek rocket screamed over my head and thudded into his machine gun nest. I then rushed forward with the other soldiers engaging enemy soldiers rapidly with my trusty IMI FN-FAL rifle. Â After clearing our main objective (a large compound) we then worked our way down to the village area below where Egyptian reinforcements were pouring in. Â Myself and another paratrooper founded ourselves pinned down by Egyptian soldiers and a T-34 that rolled in from an opposite road to join the fight. Â The situation looked bleak as I was seperated from the rest of my squad (my fault for going Rambo) and there were Egyptian soldiers running past my flanks. Â I hoped that they wouldn't detect me and the other soldier laying in the prone position. Â I hear the approaching sound of armor and treads creaking so I'm thinking, "Crap...those T-34's and BTR-152 halftracks are gonna run us over." Â Then suddenly one of the big adobe walls comes crashing down next to me and a M-51 Isherman with an AMX-13 light tank behind come crashing through blasting away at the infantry while the AMX-13 smashed the T-34 with a well placed HEAT round....behind them a bunch of infantry came through.... Â The ambush then became a route as reinforcements poured in. Â A fierce pitched battle continued where Egyptian soldiers would pop out from out of nowhere in the maze of walls and buildings. Â Grenades exploding, tracers flying.... Â Â Â At the end of the battle it REALLY looked like a major battle had taken place with bodies everywhere, smoking wrecks of vehicles, and toppled walls and buildings. Â One of the funniest moments was when I was sniping with a FN-FAL from one of the tall towers. Â An Egyptian soldier apparently got fed up with me taking pot shots at him and launched an RPG at the tower. Â He missed me but hit the tower and the whole tower fell injuring me a bit in the process. Â So kudos for the destructable buildings! All in all I would rank this as one of the TOP CQB maps and I HIGHLY recommend this map for doing West vs. Middle East insurgent missions if you want highly realistic, chaotic CQB action. Â The only downside is that the AI in ArmA DO NOT stick together in squads and instead all go running around Rambo-like after the initial contact with an enemy. Â So this map would make for an even more realistic MP map between two opposing teams who understand how to use team work....or at the very least for a CoOp mission. Â There are plenty of sweet spots to place snipers and ambushes so I think that mission makers will have a blast with this map (pun intended). Â Â Chris G. aka-Miles Teg<GD>
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The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
I have no idea but I'm guessing because the Ace Mod is a complete replacement mod and isn't designed to work necessarily with other mods.  Likewise nobody in our mod knows enough scripting to make our mod compatible with ACES or any other such mod. The only 3rd party "enhancement" mod that works well with ours is the FFN mod. That's what I generally use when I play our mod's stuff in ArmA.  But if we find someone who can make everything compatible with the latest 3rd party "realism" type mods, then we will do that. Thanks everyone for the nice words.  Hopefully soon we'll have the historic stuff ready soon.  Chris G. aka-Miles Teg<GD> !!!!maybe this can help u guys of lobo mod !!!! laborj456 @ Dec. 26 2008,12:35 if in the patch u fix the compatibily errors whit other mods like lobomod or others would be good for a completly war's experience    thanks. Panda[PL] on Dec. 26 2008,12:51 There are no compatibility problems in ACE that I know of.  There are problems with other mods that are not written/scripted so good. If you expect next version of ACE to fix that I tell you you're at the wrong adress. Once people realise they need to use EXH and stop overwriting the default classes it's gonn aget better. If it's about AI - using two AI mods at one time is not a good idea. If the issue is with overwriting base classes, then while I'm sure many of our addons do this, I'm not good enough of an addonmaker to fix this.  The XEH compatability issue I can look into as Manzilla sent me some good links to making addons XEH compatible.  However, if it is very complicated, I won't implement that without some help from someone who knows what they're doing unless someone else on our mod team thinks he knows how to do it and doesn't mind systematically going through each and every addon.  Honestly, compatibility with other mods for us is a very low priorty.  I'm nearly burnt out working on LoBo stuff when I have way more urgent real life stuff that I should be working on instead.  So while I wish I could do a million things to improve the mod, without assistance doing very time consuming things like like making the mod compatible with other mods, it probably isn't going to happen.   My priority is getting things out there that aren't too terribly buggy as quickly as possible. Edit-  Yeah Manzilla, I looked at the links you sent me.  Fixing all our addons would require days of very intense work redoing the majority of our addons.  Definitely without someone willing to help us fix everything by going addon by addon and fixing them, then realisticaly XEH compatability isn't going to happen. Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
I have no idea but I'm guessing because the Ace Mod is a complete replacement mod and isn't designed to work necessarily with other mods. Likewise nobody in our mod knows enough scripting to make our mod compatible with ACES or any other such mod. The only 3rd party "enhancement" mod that works well with ours is the FFN mod. That's what I generally use when I play our mod's stuff in ArmA. But if we find someone who can make everything compatible with the latest 3rd party "realism" type mods, then we will do that. Thanks everyone for the nice words. Hopefully soon we'll have the historic stuff ready soon. Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Merry Christmas!!! Â Sorry for you guys who Christmas is already over for but it's only halfway through here where I am in the states. Â Anyhoo.... Â I just wanted to release something small since our main Historic pack is very close to being ready but is missing a few critical things that we're waiting on. Â This little pack that I'm releasing now is a couple of addons put together in the past week. It is the IDF Mistaravim undercover units and Fatah militia. The Mistravim requires the Fatah addon to work and both require LoBo Addon Pack #3. Also included is the latest IMI weapons pack by Vilas which is also required for the Mistaravim units. Oh I should also note that the FATAH militia are found on the Indpendent side just in case people wanted to make Fatah vs. Hamas missions. Download link below: http://www.idfsquad.com/downloa....Pack.7z IDF Mistaravim Pics: Fatah Pics Chris G. aka-Miles Teg<GD> -
Wow!  They replaced the LAW-80 with a M136?  Personally I always thought that the M136 was a fragile piece of crap that in combat against tanks, was very pathetic accept against BMP's. (I have bad memories from being WAAAY too close to a M136 HEAT round that exploded way short of the target and showered the area with shrapnel pinging off of metal right next to me). However some soldiers seem to like it for taking out insurgents in buildings.  But I'm kinda wondering about the logic of the MoD getting rid of the LAW-80 which I always thought was a bit more powerful then the M136 when it came to tank busting. Anyhoo...if its not used anymore, then I guess it's not used.  But....  still 4 years...meaning they had the weapon back in 2004?  I would still keep at least one guy armed with the ol' LAW-80 and then just add another bloke with the M136. Chris G. aka-Miles Teg<GD>
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The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks Quiet Man, I'll look into that bug. I didn't have it, but now that you mention it being caused by the police sniper, I'll look at it more carefully to see what's wrong with that paricular model. Probably something simple. Thanks, Chris G. aka-Miles Teg<GD> -
173rd Airborne Brigade ACU Units
miles teg replied to Binkowski's topic in ARMA - ADDONS & MODS: COMPLETE
Wow, thing is. I'm in the national guard and....none of my SGT's have beer bellies, and we don't have a hot but always pregnant supply SGT Â LOL! Â Then you are lucky and must have some hardcore PT. Â Actually to be fair my old unit's standards have gone up since they were deployed to Iraq, however some of the old fat asses are still there as they tend to be in critical positions that are hard to replace. Â Replacing an E-7 with 20 yrs of experience with an E-6 who rapidly got his E-5 and after deployment rapidly got his E-6 rank, is often a bad idea. Â Although this is indeed what is happening slowly but surely. Â The nickname of my old unit was "The Mexican Army" as it was about 80-85% hispanic...the rest white and black (and the occasionaly Asian). Â ...and yeah our Supply Sergeants were always female, generally fairly hot, and almost always pregant. Â Banging other NCO's in the unit probably didn't help with that. At any rate.... Â yeah usually once in-country (Iraq/Afghanistan) for awhile on active duty, the beer bellys start to get smaller. Â However if your NG unit is stateside and still overall without beer bellies then either you guys got young fresh rapidly promoted NCO's or your unit has amazing leadership and innovative methods of keeping the troops in good physical fittness (difficult when you drill only once a month aside from AT). Â Is your NG unit Spec Op capable? Â Reserve and National Guard units falling under Special Operations command (like Psy-Ops) tend to have much tougher PT requirements and are constantly going through all kinds of training schools. Â But likewise if you guys are infantry, with plenty of Iraqi war veterans then yeah I imagine that PT standards are high. Â Keep in mind that the vast majority of Army Reserve units are support units (including my own although it is a front line engineer unit) while National Guard units are most often infantry units that can be deployed for wars or natural disasters. However with that said, PT standards are largely reflective of leadership and morale. Â In reality regardless you will get deployed as long as basic readiness criteria are met. Chris G. aka-Miles Teg<GD> -
173rd Airborne Brigade ACU Units
miles teg replied to Binkowski's topic in ARMA - ADDONS & MODS: COMPLETE
Damn... I just realized I should make an addon pack simulating my old Army Reserve engineer unit. Â Most of the faces will be hispanic and all the Sergeants will have huge beer bellys. The pack will also feature a hot but always pregnant female Supply Sergeant and a "gut truck" selling fresh tacos that always follows the unit to training areas. In Iraq I think they had an Arab version of the gut truck selling Arab tacos (shwarmas). That would be the ultimate US Army addon! Â True citizen soldiers! Hoooah! I'm actually dead serious...I will make such an addon pack if someone lets me use their ACU textures and models that I will then modify. I'd just need some to help me make the "Gut Truck" from scratch. Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Should be:  LoBo_mk20Bomb   or   LoBo_mk20Deployed The deployed version I guess the opened model after the bomblets are released. The bomblet class name is: LoBoMk20Bomblet For more class names download Kegety's addon editing tool kit and the BIS tools. The DePBO the LoBo_airammo.pbo and de-binarize the config.bin file with one of the tools in Kegetys's tool kit (although it doesn't de-binarize p3d stuff). I hope that helps. If there are just one or two other items, just PM me and I can send you the class name. But there are a ton of weapons and in the long run if you like messing with configs and stuff, its best to just download all the tools to edit addons. Chris G. aka-Miles Teg<GD> -
It would be useful for command & control in serious clan/squad based multiplayer tournaments. However if only one side can use it (only one map can be used), then it would provide an unfair advantage to the other team. However for CoOp missions it would work well. Still I wonder if you can see AL the enemy units before your team's players and AI even detect them. That makes things a little too easy. It's like you have both an AWACS and JSTARS flying off the coast giving you all the information. Still from the pics and video it looks very cool and like alot of work was put into that. Now if only there was a download link to actually try it out. Chris G. aka-Miles Teg<GD>
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The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Hehehe...keep plugging away at that keyboard....although I have to admit...that once you play a $2k-$4k synth its hard to back to the low end stuff...but on the cheap, I use a Midiman Midi controller (plugs into my computer with USB) and Reason 3.0 which kicks ass with its software synths and instruments. I would VERY much like an accurate British helmet model. However we have no dedicated texture artists....so if you could texture it, then we would definitely use it!!! As for the rifles I can see if I can get Vilas to let us develop some of those addons. I'm fairly certain that he would be happy to have someone help him with stuff like the Mauser rifles cuz the poor guy is stretched thin and overworked. Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
We don't have our big BM-21 (I think its called) converted yet from OFP, however someone did make for us a nice little pickup mounted multiple rocket launcher that will go to our Hezbollah guys. However sadly it only does direct fire. We would need a good scripter to make it into a true artillery system. What I'd like to do is make it like how our BM-21 worked in OFP. It did require line of site, however it still fired upwards and the rockets fell in an arc like true artillery. I'm not sure if ArmA's bullet/shell system works in the same way as it did in OFP so I don't know if it will work. But I'll try. That along with a long detection range of enemy vehicles will make it behave almost like a real artillery system as long as I put it up on a hill with a good view. I need to do the same for our artillery guns as well rather then just having them mimick the BIS artillery which just fire like tank guns even at long range. Oh I noticed that you are part of the OFrP team. I have a question for your team but I will PM it. Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
edit- arrg...stupid forum bug...sorry previous post didn't show up... -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Is that a single reed Mijwiz playing? Also, you ought to update your opxplants, the black grain on the wheat is fixed. Nice vid anyways.  I have no idea what the instrument is on that song.  It could be one of many Middle Eastern reed mouthpiece flutes (what most Americans just call "snake charmers" when they hear them).  lol  I've always wanted to buy one of those as I have a home studio and play a wide range of ethnic music.  I need to record my own Middle Eastern style soundtrack music for the mod as I play the Turkish baglama saz , the Indian sitar, and a wide range of ethnic flutes and drums.  I've recorded a few nice songs, but they weren't really for the mod and wouldn't quite fit the movie cutscenes that I had in mind. Sadly, I've just not had the time to sit down and compose and record some serious music (it can take me days to complete just one song). I didn't know that you had updated the vegetation on your Avgani map.  My apologies for forgetting to mention you and your map on the closing credits of the video.  Your map truly is amazing and is by far my favorite map.  I can't believe that you don't play ArmA much.  Your map is super fun especially when you combine the FFN mod with it where the AI really make full usage of your terrain.  If you ever feel up to the challenge I'm looking for someone to help my mod port over our Sinai and Lebanon maps into ArmA and updating them with your awesome buildings and vegetation (alongside BIS buildings as well).  Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
New video of our historic Egyptian and Israeli units. Actually the video is part of a movie cutscene on a 1960's era mission I'm making so I figured that I'd make it into a little video. The movie is 37 megs in size. http://www.idfsquad.com/downloads/milesteg/ArmAHistoricDemo.wmv Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Yeah the helmet model isn't perfect but is the best I could do...I messed around with that helmet for a good hour or more. That shape really is a pain in the ass to duplicate, but it does have the net cover it as is modified from Vilas's M1 steelpot which is also on the lizard skin picture above. The squad leader with the goggles on his helmet has an M1 steelpot as does the FNMAG gunner behind him. The rest have the British style helmet. During this period the rubber band on the helmets fashion was just getting started. In the second real life pic I posted you see these guys wearing it on their M1's. But they were also commonly worn on the British style helmets and sometimes with the center strip running along the top of the helmet as you see on the some of the helmets I made. At any rate, I might try one more time to modify the helmet a little more but it really is quite difficult. I really wish I could find someone who could model and texture a proper british style IDF helmet from scratch. I never heard back from Vilas about having the heavy barrelled support version of the FNFAL made or if he could give us the MLOD's to modify. So he's really the guy you'd have to talk to. But yeah it would be nice to have. Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Front page updated. I aplogize for not doing that earlier. However hopefully soon I'll have some new stuff ready so that pdf will need to be edited a bit for all the historical units. I don't have a .pdf editor otherwise I'd do it myself. But anyhoo...I guess I'll worry about that once I get the new stuff released. Chris G. aka-Miles Teg<GD> -
Thanks a million Gnat. I take it that if the missile/bomb has all those components that I just delete those? I'll try that anyways and see if that works. That would be wonderful to finally put that bug to bed as then I can make some true naval battle missions...and the custom-made bombs on my mod's aircraft's then won't cause Sigma6's freighter to go flying hopefully. Chris G. aka-Miles Teg<GD>
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The biggest problem for me is not the fact that the AI don't drive it (and that it barely moves if a human player drive it) but that it goes flying off when it is hit by a bomb or missile. This is a problem my mod has as well with our ships. If we find a solution, we'll let ya know Sigma. Gnat might have some idea how to fix that. Chris G. aka-Miles Teg<GD>
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
miles teg replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
A bigger issue is regarding how effort you should spend on such areas of the map that may have very limited usage in missions. Keep in mind that the cliff areas can not be scaled in ArmA unless you developed some type of rope scaling script and animations, although their might be placed in in some areas perhaps some steep paths that go up through the cliffs. But then also all the cliffs would need a small beach area as well. All in all...its a bit tricky especially when you combine the stupid bug where all your men lose their weapons when they drop in the water...and if the embar/disembark memory point on the landing craft model is too far in front of the landing craft LOD, the guys will end up automatically on top of the cliffs. Nevertheless, I hope that you can figure out some cool solutions or good compromises. Chris G. aka-Miles Teg<GD>