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miles teg

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Posts posted by miles teg


  1. thx to all of you guys ,

    i really appreciate your feelings & opinions & i wont be laying if i said that i share most of it with you .

    in a "perfect world" may be things would be different ,none of us would have to worry about lots of things.

    but in this times , i do .

    EA have stepped down when there money was in risk [link] .

    to me i have far more then my money on risk , & i wont risk lifes (mine or others) for the sake of the mod .

    i know that there is a lot of mods out there about isis & al Queda, & mine is not the first or gonna be the last , but since i was the "lucky" one to be picked by isis sympathizers ,then press wont rest till they blame someone .

    even if i made a video trailer that have no single gun shot or death scene , i'll always be accused of promoting them , just like EA with taliban case, its the same situation , same words ... different times may be .

    I understand where you are coming from. I've been helping to make Middle East addons since OFP (the original) in 2001 and have done units such as Hamas and Hezbollah as opponents to our Israeli units. I would like to take over your mod, but I assume that you don't want it continued and I can respect that. I actually already had an ISIS mod for ArmA2 ready for release but decided to port it over to ArmA3 instead so I will continue making this along with a Kurdish forces pack (and eventually Iraqi forces). At the same time I'm also working on getting my Israeli units done as well. I have a background in counter-terrorism research (and I'm ex-U.S. Army) and know that the media articles against your mod are completely unfounded given that groups like ISIS could easily learn to make their own mods (they have a ton of savvy computer/multimedia experts) or use any number of generic Middle East insurgent addons for their purposes, not to mention any number of different games other than ArmA3. So I don't think your addons will get anyone killed any more likely then any other Middle East related FPS game or addon. So if you change your mind about letting my mod team continue your work, please let me know as it would be a shame for your hard work to go to waste. It would also save us a lot of time in development and I've already gotten threats and accusations before so I'm ok with taking that kind of heat.

    Miles Teg<GD>

    Team Leader of the Lost Brothers-Isaac & Ishmael- A Middle East Conflict Mod

    • Like 1

  2. Sorry I haven't posted anything in a long time folks. I'm working on an ISIS pack that should be released shortly. It will however be an ACE only pack. Also a full Egyptian pack is almost done and I plan on doing a Syrian Army pack.

    The reason why I'm doing ACE only is just because its waaay too much of a headache to test out updates to both ACE and standard BI configs. Even with beta-testers it takes even longer to fix things. What I need is more experienced addon makers joining my mod so that projects can be divided, but so far nobody has been interested.

    For those who don't know, this mod is the oldest surviving mod from the original OFP days back in 2001. Yup...we are over a decade old. The more addon makers I can get helping, the better the chances that this mod won't die and the more cool stuff we can crank out. I got loads of models that just need updating and config work done on them, but it just is frustrating not having the time to work on all that stuff.


  3. I want only to report one thing with first release.

    Merkava tanks have only 12,7mm coaxial machine gun mounted on exterior mount on the gun mantled, however they lack basic internal 7,62mm coaxial machine gun (FN MAG/M240).

    Yeah, the reason for that was because I tried like crazy to get both working but ultimately could not get both working even after I got help from a lot of different addon makers. If anyone knows how to do this and could help me, I would be VERY happy to fix this. But until then I'm most likely not going to be able to fix it. I just figured that the M2 would be cooler and more useful to have than the typical 7.62 coax.


  4. the hezbollah infantry u have miles they are not bulky at all the ones u released back in armed assault they wer 100% very accurate the helmets the clothes the pasgt vests they wer amazing and if people will complain let them complain or let them do the work to see how much time it take to make,miles try the russian faces it will work fine coz hezbollah are Lebanese and they do not have Taliban faces the faces on the Chechen rebels will work also on them and the takistani faces also coz we need them badly,i already made some hezbollah units from the takistani special brigade units but urs with the gear they have they are more accurate

    I'm going to redo the pack to make the file size MUCH smaller using hidden selections. The models will be the same, but they will use less individual models. In other words about two or three base models will be used instead with all the helmets, and equipment added as hidden selections. This will also make it easier to work on the hand bugs as I'll only have three models to work on instead of over a dozen different models. I've already started on the work.


  5. תעזוב מצתי ×ת הבעיה it was because I had selected the ACE animated scopes everything is ok now. :DDD Also On the next Update could you add the Huge backpacks the IDF carries like this one : http://cdn.timesofisrael.com/uploads/2012/05/F090113FF13.jpg

    Well...those can be more or less simulated with the larger BI/ACE rucksacks so it wasn't a high priority, however if I can get some new addon makers to join the LoBo team, we may try doing this.

    ---------- Post added at 14:47 ---------- Previous post was at 14:44 ----------

    I was working on the Hezbollah guys over the weekend...and (sigh).... they have some issues I had forgotten about (or that I had thought that I had fixed). The hands glow yellow...probably some weirdness with rvmats or due to the script to create Taliban faces conflicting with the Russian hands (from the BI template sample infantry model). So not sure what's going on there. The other issue is that they are very bulky and not the highest quality models. So a lot of people will complain. They also create quite a few .rpt errors as they are not optimized models. For the IDF I had a guy named "Contrails" from UO help me tremendously. But he's gone now in college and I have no idea how to optimize these units.

    So... I may end up just trying to get the Egyptian stuff released that I worked on for UO (United Operations) as they are basically done. However they are only with ACE configs currently.


  6. Hey Miles I have an issue with some scopes in the mod. I get multiple scopes showing up here is a picture: https://www.dropbox.com/s/10uthfj6svj7w9i/arma2oa%202013-11-14%2015-33-58-42.jpg any way to fix it?

    Woe! LOL! That's interesting. Hey you are getting two scopes for the price of one! J/k. Nah seriously, what weapon are you getting that bug on? I'll see if I can fix that on an update.

    ---------- Post added at 17:57 ---------- Previous post was at 17:54 ----------

    Hm, I'm getting a few CTDs using certain units with the mod plus ACE compatibility configs.

    Dropping the squad marksman with helmet cover crashes with the only error in the RPT:

    Warning Message: Bad vehicle type UO_IDF_Backpacks_IDF1BI

    Dropping the PRC-117 operator with helmet cover:

    Warning Message: Bad vehicle type UO_IDF_Backpacks_MATKALSATBI

    Huh...strange. I'll check that out. Did it do that when you use the ACE demo mission that includes all the units? That's what I used to test out all the units and I never had that problem. You might want to make sure and double check that you overwrote the backpack config with the ACE version. But I'll double-check to see if I get the same errors.

    ---------- Post added at 18:02 ---------- Previous post was at 17:57 ----------

    Hi, what MAPS are recommended for this MOD?

    Doesn't seem we have any Iraqi maps, unless I missed them somewhere.

    Thanks!

    I typically just use Zargabad (to simulate Gaza City), however the Iraqi Fallujah map is a bit closer to someplace like Syria. Sadly however we don't have any maps that resemble Lebanon or the Golan Heights. Lebanon terrain is an odd mix of Arab structures with Mediterranean terrain (lots of golden wheat fields, large hills, forests, and olive groves). I would LOVE IT if someone made one for ArmA2 as it would also work in ArmA3 without any conversion necessary.

    I actually have some Hezbollah units that I was going to rework, but I may just release them as they are.


  7. Are there any solution for this, i don't play with ACRE?

    I guess not at the moment until I do an update and make a separate ACE backpack config without ACRE radios in it.

    ---------- Post added at 18:25 ---------- Previous post was at 18:24 ----------

    Great to see this finally released. :) Thanks! The Merkava 3 tank with the white stripe on top of the barrel is bright at certain angles. Any clue on what's causing this? Also, the @CBA_CO folder that's included, if I already have that folder, I don't need this one... do I?

    No, if you already have that folder, then you shouldn't need it.

    ---------- Post added at 18:30 ---------- Previous post was at 18:25 ----------

    ---------- Post added at 18:31 ---------- Previous post was at 18:30 ----------

    hey guys. I have some problems with the mod.

    I finish to install the game, arma 2 and oa (not cracked, i buy them) and i try to install the mod.

    but when i try to play with is it dosent worked. he tell me that i dont ave all the files of the mod.

    it looks like i download mod without all the files..

    Most likely something was not installed correctly. First, make sure that your ArmA2 OA is fully updated to the latest version. Second- Follow instructions very carefully on the install instructions. If English is not your primary language, find someone who can translate it a bit better perhaps. Also, don't worry about the ACE config folder. Ignore that unless you also downloaded and successfully installed the required ACE and ACRE addons.


  8. Yeah I just got it to work, I had to update @CBA_CO on SixUpdate, it didn't listed as needed to be updated because for some reason it was listed as "Incompatible".

    Nevermind, it started crashing again. But here is the mods I'm using.

    Could it because I placed the ACE config files into a separate mod folder and they're conflicting with the normal configs?

    Ah... NOoooo. You should not put the ACE configs in a separate folder. You need to overwrite the old configs (as it says in the install info). Otherwise, yes they will conflict and strange things will happen.

    ---------- Post added at 16:26 ---------- Previous post was at 14:45 ----------

    is there anyway to play this mod with ACE, but without ACRE?

    Yeah, I believe that it should work although you might get an error message pop up that you can just close.


  9. Yeah I just got it to work, I had to update @CBA_CO on SixUpdate, it didn't listed as needed to be updated because for some reason it was listed as "Incompatible".

    Nevermind, it started crashing again. But here is the mods I'm using.

    Could it because I placed the ACE config files into a separate mod folder and they're conflicting with the normal configs?

    Yeah...that could be it. You are supposed to overwrite the default LoBo config files with the ACE configs. Most likely that is your issue. Also, by the way, the required CBA folder is included in the mod pack. It's the same one I use with no errors.

    ---------- Post added at 02:51 ---------- Previous post was at 02:45 ----------

    Just to clarify.... I made the default mod completely ArmA2OA BI compatible. No ACE is required. What the ACE configs brings you is a bunch more tactical equipment such as tear gas, gas masks, ear plugs, baclavas, etc..., a new backpack system, a FCS (fire control system) for tanks, and a modified damage system. Aside from that however the default BI system is still fully capable and is tons of fun. I had almost released the pack months ago as ACE only. But based upon complaints, I spent months getting everything to work with stock BI ArmA OA (while also updating the ACE units). So hopefully everything will work for most people.


  10. Sorry to bump this, but I'm having trouble with the infantry while using the ACE configs, they crash the game to desktop while loading in editor but work just fine without the configs and the only other mod I had enabled was JSRS. Vehicles however work just fine.

    Also tried it without JSRS activated and it still crashed.

    Are you starting this mod also with these mod folders as well?: @CBA_CO, @ACE, @ACEX, @ACEX_USNavy

    You need those in your game startup link. Now if you have those, its possible that you may have an old version perhaps? That's something I've been worried about as I update my ACE stuff via six-updater which may have changed things around from the downloadable version on Armaholics. If that's the case, I can only suggest using SIX Updater to upgrade ACE. It's a pain in the ass to use, but once you get accustomed to it, it works fairly well. Speaking of which I need to figure out how to get my mod up on SIX updater.


  11. The Lost Brothers - Israeli Defense Force Mod Pack



    by

    Miles Teg, Namman2, Gooncorp, Contrails, Zzez, and other helping hands from United Operations

    Description:

    Better, late then never, I’ve finally released the IDF pack for ArmA2 as I figured I might as well since everyone’s still waiting for more content in ArmA3 and since the ArmA2 community is still very much alive. I also wanted to get this monkey off my back so I can concentrate now on working on ArmA3.

    Features:

    This pack includes the following:

    Infantry:

    - Golani infantry (regular IDF infantry)

    - Golani infantry with Mitznefet helmet cover

    - Special Forces (approximating Sayeret Matkal)

    - Naval Commandos (approximating Shayetet 13)

    All units are duplicated also with older M4 carbine loadouts as used up until recently by the IDF.

    Infantry Weapons:

    - Tavor assault rifles (standard, grenadier, and marksman variants with various optics and iron sights.

    - Negev light machine gun

    - Remington 870 shotgun (3 variants)

    - Mossberg 590 shotgun (shorty)

    - CAR-15

    - Colt 9mm

    - Uzi SMG (silenced)

    - Ruger 10/22 .22 cal. “Hush Puppy†rifle

    - SR-25

    - Custom M4 carbine variants (Grenadier/DMR) with various accessories and IDF optics such as the Mepro-21.

    Armor:

    - Merkava Mk4 MBT (driver rear view camera/smoke screen, commander has a 60mm mortar system)

    - Merkava Mk3 Baz MBT (driver rear view camera/smoke screen, commander has a 60mm mortar system)

    - Namer Heavy APC (commander has a 60mm mortar system)

    - Nakpadon Heavy APC (commander has a 60mm mortar system)

    - M113 APC

    - Vulcan Air defense vehicle (ACE only)

    - D-9 Caterpillar armored bulldozer

    Light Vehicles:

    - Humvees (all BI variants)

    Aircraft:

    - F-16C (CAS, CAP, and Strike variants)

    - Mirage III fighter bomber

    - C-130 cargo aircraft

    - CH-53 Yas’ur heavy lift assault helicopter

    - AH-1S Cobra gunship

    - AH-64 Apache Gunship

    - UH-60 Blackhawk

    - UH-1 Huey

    Within this pack I have also included a folder with ACE config files. This gives the IDF infantry LOTS of extra nice goodies for much more realistic tactical gameplay.

    Installation:

    To install, simply unzip everything into your main ArmA2 folder. You will also need the @CBA_CO addon (included in pack) pasted into your main ArmA2 folder as well.

    Then using notepad create a desktop link to the mod as you would any other mod folder. I personally use a .bat file as a desktop link which you can create using notepad. Open up a new empty notepad file and paste something like this into it:

    Example:

    @echo off

    echo Starting: c:\program files\bohemia interactive\arma 2\expansion\beta\arma2oa.exe

    echo From: c:\program files\bohemia interactive\arma 2

    echo With params: -noSplash -World=empty -noFilePatching -showScriptErrors "-name=Miles Teg <GD>" "-mod=Expansion\beta;Expansion\beta\expansion;@CBA_CO;@LoBo_Mod"

    cd /D "c:\program files\bohemia interactive\arma 2"

    "c:\program files\bohemia interactive\arma 2\expansion\beta\arma2oa.exe" -noSplash -World=empty -noFilePatching -showScriptErrors "-name=Miles Teg <GD>" "-mod=Expansion\beta;Expansion\beta\expansion;@CBA_CO;@LoBo_Mod"

    You then modify the notepad file suffix from .txt to .bat and then copy and paste it onto your desktop. You will of course have to modify the above file paths to that used by your computer. It will be very different for example if you use STEAM or installed your ArmA2OA game in another directory.

    If you're using the ACE configs the .bat file would look something like this:

    Example:

    @echo off

    echo Starting: c:\program files\bohemia interactive\arma 2\expansion\beta\arma2oa.exe

    echo From: c:\program files\bohemia interactive\arma 2

    echo With params: -noSplash -World=empty -noFilePatching -showScriptErrors "-name=Miles Teg <GD>" "-mod=Expansion\beta;Expansion\beta\expansion;@CBA_CO;@ACE;@ACEX; @ACEX_USNavy;@LoBo_Mod;@JayArma2Lib;@ACRE"

    cd /D "c:\program files\bohemia interactive\arma 2"

    "c:\program files\bohemia interactive\arma 2\expansion\beta\arma2oa.exe" -noSplash -World=empty -noFilePatching -showScriptErrors "-name=Miles Teg <GD>" "-mod=Expansion\beta;Expansion\beta\expansion;@CBA_CO;@ACE;@ACEX; @ACEX_USNavy;@LoBo_Mod;@JayArma2Lib;@ACRE"

    The included mission files you can place into the missions folder in your main ArmA2 directory. These two missions essentially have every unit in this IDF mod.

    To get the mod ACE compatible, you simply copy and paste the pbo files from the included “ACEConfigs†folder and overwrite the relevant PBO files inside the “LoBo_Mod†folder.

    For ACE you also need these mod folders present in your main ArmA2 directory: @CBA_CO, @ACE, @ACEX, @ACEX_USNavy, @JayArma2Lib, and @ACRE

    Remember the CBA folder is included with this pack. The rest can be downloaded below:

    Required addons (ONLY needed if you use the ACE configs) downloadlinks at bottom of the page!

    As we always recommend use modfolders to seperate the custom content from the official game content to prevent problems. For different ways to set up your modfolders and use them please visit our FAQ.

    When you are using the Steam version you can find a Steam mod installation and activation FAQ here.

    Included required files:

    -@CBA_CO

    Known issues:

    1. A few vehicles lack damage textures.

    2. CH-53 hovers just over ground when disembarking troops.

    3. passengers inside CH-53 can not be killed by small arms fire through openings.

    4. Some of the F-16 weapon loadouts are a bit wonky on the external view (they don't match what you see on your aircraft's interior weapons loud out in terms of the number of bombs/missiles). It's fixable but I ran out of time.

    5. Uzi (silenced) icon doesn't show up in inventory once you pick it up. It might have to do with it using pistol ammo but configured as a rifle.

    Notes:

    I hope you guys enjoy the mod and once again, I apologize for the very long wait.

    -Miles Teg<GD> Team Leader of the Lost Brothers Mod

    Credits & Thanks:

    Infantry:

    Model- Hayal (ephod vest, knee pads), BIS (arms, legs, inner torso, face), and Jewish Freak (pistol holster). Vest, knee pads and body models heavily modified and optimized to ArmA2 by Contrails.

    Uniform extures- Contrails with pilot helmet textures edited by Miles Teg<GD>).

    Helmet model and textures by contrails.

    "Mitz'nefet" (clown hat) model and textures by Contrails.

    cpp.config- Miles Teg<GD> & Contrails.

    Infantry weapons:

    M4's- Original model and textures: BIS, modified by Jewish Freak.

    Car-15- Hayal.

    Colt 9mm SMG- Hayal.

    Meprolight 21 Sight- Jewish Freak, Textures: Hayal.

    SR-25 and M82A1 sniper rifles by King Homer.

    Ruger 10/22- Converted from an ancient original Counter Strike mod converted by Calm Terror.

    Negev- Model: Jewish Freak. Textures: Calm Terror.

    Tavor- Model by TheLama. Textures by drhubbler. Marksman & M203 models modified from original by Miles Teg<GD>.

    Glock-17- Model: Drill Sergeant. Textures: Jewish Freak.

    Sig P226 & P228 by Jackal 326.

    Mossberg 590 “shorty†by Pathfinder, but modified by Miles Teg<GD>. Config by Miles Teg<GD>

    Most of the weapons were modified and in some cases fixed up by Miles Teg<GD> and Jewish Freak.

    Armor:

    Merkava Mk3 and Mk4:

    Models by Angel Moore. Textures by Namman2.

    Mk3 textures and model heavily edited by Miles Teg<GD> and Contrails. Config work by Gooncorps, Zzez, Vking, Namman2, and Miles Teg<GD>.

    Special thanks to Gooncorps for his amazing scripting skills.

    Mk4 model was modified slightly by Namman2 and Miles Teg<GD> with config work based off of the Mk3 but updated by Miles Teg<GD>

    Namer, Nakpadon, Puma, and Achzarit models are by Jake Morag.

    All texture work is by Namman2, with Some model modifications on Mk3, Mk4, Nakpadon, Puma and Namer also by Namman2 and Miles Teg<GD> Config work by Namman2, Miles Teg<GD> with scripting by Gooncorps.

    M113 reskin by Someguywho.

    Vulcan M113 by ACE, reskin by Someguywho for Vulcan/M113, config modified by ZZEZ/Miles/Vking.

    Cars:

    Humvees reskin by Yaxxo, config modified by ZZEZ/VKing/Miles.

    Aircraft:

    Mirage IIIC- Model by Footmunch, Config & Textures by Footmunch & EddieD.

    F-16C- Model by Footmunch. Textures and ArmA2 conversions by EddieD and Myke.

    BI AH-64, UH-1, & UH-60 Reskins by Yaxxo.

    BI C130 reskin by Someguywho. Config modified by ZZEZ, Miles Teg<GD>, and VKing.

    CH-53 by SFC ITZAK modified (door guns added) by Miles Teg<GD> with help from WLD427.

    AH-1S Cobra- Model, sounds, and interior textures by BOH mod, external textures by Calm Terror. Conversion to ArmA2 and rvmats by Miles Teg<GD>

    All BI aircraft reskins were by Yaxxo (except for C130 which has reskins by Someguywho), config modified by ZZEZ/Miles/VKing

    My apologies if I left anyone out or got any of the credits mixed up. If I did let me know and I will add or fix it ASAP.

    Changelog:

    v1.0

    - first public release

    For use with TS3 (for realistic radio communications):

    - ACRE

    Only required when you use the ACE config:

    - Advanced Combat Environment 2 OA - Core

    - Advanced Combat Environment 2 OA - Extra

    - Advanced Combat Environment 2 OA - USNavy

    arma2oa_2012-12-13_17-46-25-17_4.jpg

    arma2oa_2013-11-09_20-08-58-98_4.jpg

    arma2oa_2012-12-13_16-26-52-22_4.jpg

    arma2oa_2012-06-26_23-04-12-31_4.jpg


  12. Raafatah64, the Achzarit may or may not be in the pack. Most likely it will be an update though. Right now I'm working doing contract work with a deadline so I won't be able to work on stuff probably until next week. Then I'll be back at it and see if I can finally get this damn pack released. I know I keep saying it's almost done, but stuff keeps coming up and new bugs keep getting found. So please be patient folks.

    @Edenbn, no time to do screenshots right now, but really it's nothing special. If I get a chance to I'll do a pic once it gets close to release as I need to do pics for the pack release anyways (and maybe a video).


  13. Sorry we haven't done an update on news in awhile. Been busy working and dealing with family health issues. The stuff is close to being done. Just fixing up the D-9 still. Gunter, as far as that Taliban pack, right now there are no plans to port it over as of right now as the BI models are better (although we have a few unique ones). With that said I have been wanting to make some 80's Afghan War Russian units, so who knows, maybe later down the line I might get around to converting some of those models.

    ---------- Post added at 18:44 ---------- Previous post was at 18:39 ----------

    Looks like the best mod I've seen :) waiting for the release!

    Going to be a mod for the IMI Negev Machine-Gun with this mod?

    Oh and yes, there will be a Negev although it's not a very good model (old OFP era model). I'm trying to find someone who can do a better Negev model for us.


  14. http://www.upf.co.il/file/521725426.html

    This is the latest version we made for OA , which also includes loading screens, and the mod logo at the lower left corner of the screen.

    Thanks Goldenfiver.

    ---------- Post added at 14:40 ---------- Previous post was at 14:38 ----------

    Is there a weapons classnames listing any were for this mod?

    No, not yet, but when it's released I will include a full list of weapons class names for mission makers.


  15. Yeah... right now I'm adjusting the damage values on the armored vehicles as they were a bit too high. Most likely however the Merkava tanks will obliterate the Iranian tanks on a one on one battle, however a Konkurs or Metis should make the crew bail out most of the time (and on rare occasion cause it to explode catastrophically. What sucks is that the damage values are very different for ACE so I have to test both battle damage on BI configs and battle damage using ACE configs. All of the armor however (with the exception of the M113) will take multiple RPG hits. Right along with the damage values I'm also fixing up the damage textures for the Namer2 (and I finally got them working on the Merkava Mk4).


  16. @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.


  17. @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 ----------

    On page 30 there are only pictures of III's and IV's. It says nothing of II's and Magachs. So could you please answer the question and not send me looking for the answers?

    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.


  18. @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.


  19. Here are a few screenshots:

    Namer Mk2

    NamerMk2_1.jpg

    NamerMk2_2.jpg

    Merkava Mk4

    MerkavaMk4New_1.jpg

    MerkavaMk4New_2.jpg

    ---------- Post added at 01:08 ---------- Previous post was at 00:39 ----------

    Well, you can already get the soldiers and some of the vehicles (I think merkava and some aircraft) as part of the UO mod pack as they have been testing it for a long time now. However, it is still not available as an independent mod on Six Updater, but hopefully it will be soon, as all is really needed is someone uploading it somewhere public for Sickboy to put it on Six Updater so that we can all use it as part of our server mods and letting people download it automatically when they want to join the server.

    Another note is that the UO IDF version requires ACRE as one of the config file includes so ACRE hpp files. Not sure why is that as the soldiers work fine without those definitions, though obviously if you don't have ACRE you will get a missing class error when you try use the ACRE radioman classes in a mission (since the radio doesn't exist).

    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).

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