ag_smith
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Everything posted by ag_smith
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So what about this release? Is it still going to be today? (It's 18:26,CET 4,5 hours till tomorrow)...
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Could you guys, also take a closer look at the roadways on the roof tops? I know for sure, that control tower building is missing a roadway right in front of that balcony upstairs. Thx.
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@Miles Teg, couldn't agree more. If only he equipped them with some decent cargo script... ahhh, that'd be cool.
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">data2.pbo boutique.pbo lampe.pbo normandie.pbo OFPEC-tag not compatibile! Do these people never learn? Boycot addons that're not OFPEC-tag compilant!
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Sorry to bitch about such a nice addon, but: are there any plans to add Paths LOD to these nice buildings? Would love to have CQB with AI in airport terminal & control tower buildings If you want to see a good example of working Paths LOD, take a look at farm house from Operation Farmland pack - it's working like a charm
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His FTP folder. EDIT: Hmmmm, looks like Hawk updated most of his or "his" addons recently, including Mi26, 2S19, M109, Challenge, B1B.
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Geeee, are you really going to release this?
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Hey USMC Sniper, I think you might be interested in downloading this texture pack. There're some quite useful textures for you in there. Edit: just a typo..
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You need to PM Inquisitor, he's the one that encrypted this addon for some unknown reason. My most obvious guess is these two: "\inq_httv\hhtv_pic.paa" "\inq_httv\hhtv_pic1.paa" I'm not sure, though, because I can't check it, because this damn addon (as nice as it is) has been encrypted.
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Good job, guys. I've been looking forward to this one. Edit: thanks for the mirror, DaSquade!
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Hey, so where are these 2 files? Besides, @Jaguar: it seems to me that there's a significant number of people (including me) that don't use BIS standard stuff anymore. They want to replace everything that's possible. Just make that second configs line and these people will stop bitching.
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Hmmm, on my Duron 800 it took about 15 minutes to convert 512x512 tga to paa. That's not too fast, now is it? I'm glad to hear you're going to improve it Can I add one suggestion, please? I'd like to see batch conversion of the whole folder. How about that?
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Yeah, they're not in the manual for sure. I guess you'll have to take a look at config.cpp's. On a sidenote: I remember downloading and trying out old WGL addpack (version 2.0, I think...). I was discouraged by a significant number of bugs and some inconsequences. Additionally, it was totally AI unfriendly so in the end I deleted it. It had some new, quite good units, vehicles and last, but not least, some well thought concepts. A few days ago I decided to give this pack a second try. I was positively surprised by how the game balance changed. Secondly, most of the old problems have been sorted out. It's still AI unfriendly, but I reckon BIS is the one to blame for that  . This is one of a few mods that really enhance game playability, especially as far as MP is concerned. If any of you out there still wonder, if it's worth downloading the whole 100MB pack, I say yes, you won't regret it Good job, fellows! Thank you! However, there's one wish I have: is that possible that you add at some point (optional) replacement for some of the standard BIS vehicles with more hi-quality vehicles (like BAS Blackhawks, SIG US Tanks)?
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LOL, finally one wise decision to put an end to all these pointless discussions! Looking forward to it, I hope you guys will release this update soon.
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Dinosaurs!!! I could convert jungles of Tonal into one giant Jurassic Park! At last something to support that poor population, instead of drug&weapon smuggling!
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Are there any chances that you tune up the compression alghoritm to work faster? It's very usefull tool but also terribly slow.
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Can anybody mirror this file. OFPEC is not letting me download it, no matter how I'm trying to d/l it... Thank you.
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Looking for texture editor for xp
ag_smith replied to coporal_punishment's topic in ADDONS & MODS: DISCUSSION
I appreciate your willing to help me but I 've run up against something that can't be solved this way. That's why I asked that question above. -
Looking for texture editor for xp
ag_smith replied to coporal_punishment's topic in ADDONS & MODS: DISCUSSION
Yeah, but the problem is: what if these strings have diffrent length? Anybody knowing any remedy for that? -
SH2 & SH3 choppers would go well with your Arleigh Burke as well as any other naval based US stuff (I remember seeing OHP frigate in works). Also, C5 or C17 with transport capabilities as mentioned above would be very useful. My personal request is AH64D, one up to BAS standards. I know there's one in BOH mod, but I'd like to have it as a standalone addon, equiped with full range of weapons (not just Hydras and Hellfires). Maybe you could ask BOH mod authors to donate their project, cause it's quite good, it just needs tweaking here and there.
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Ok, sorry. I've misunderstood your question... Â What you want to do is kinda complicated... like Sgt.Stryker said, it's better that you release your XM8 as is, without making people download the additional (not so small for 56kers) addon. Basically it goes like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> (....) class CfgPatches { class YOURTAG_XM8 { units[] = {}; weapons[] = {YOURTAG_XM8}; requiredAddons[]= { "BIS_Resistance", "BIS_WeaponPack", "JAM_Magazines", "HYK_USsoldiers" }; requiredVersion = 1.91; }; }; (....) class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class HYK_USSolBase: Soldier{}; class HYK_USsolWL: HYK_USsolBase{}; class YOURTAG_SoldierXM8:HYK_USsolWL { accuracy=200; displayName="XM8 Soldier"; weapons[]={"YOURTAG_XM8","Throw","Put"}; magazines[]={"YOURTAG_XM8Mag","YOURTAG_XM8Mag","YOURTAG_XM8Mag","YOURTAG_XM8Mag", "YOURTAG_XM8Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"}; }; }; I can't guarantee that this will work 100% correctly. Just make sure you replace YOURTAG_ with your registered OFPEC tag if you want to release this to public.
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That is not the default HYK config! As you see, it's been modified to use some INQ and Earl's weapons... Generally speaking, what you have to change is weapons[] and magazines[] arrays. Example for HYK_USsolMedicDe91 class: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">weapons[]= { "Throw", "Put", "INQ_M16" }; magazines[]= { "INQ_M16mag", "INQ_M16mag", "INQ_M16mag", "INQ_M16mag", }; Now, you want this Medic to carry your XM8 (NO OFPEC TAG!!!) instead of Inquisitors INQ_M16, so you just replace these 2 lines with this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">weapons[]={"XM8","Throw","Put"}; magazines[]={"XM8Mag","XM8Mag","XM8Mag","XM8Mag","XM8Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"}; }; That's all...
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Munger, couldn't agree more with you, mate.
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Obviously you haven't tried to do it yourself (no offence meant, I had ). Otherwise you would know that reducing polycount takes much more time, than building all these models from scratch. I have to agree with Bratty.
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Of course, we're interested, we need it!! I suggest that you release it as is. Maybe together we'll be able to tune this config to be as much as possible compatibile with CSLA MOD original missions. BTW. @Gedis, sorry mate but I really don't think anybody is interested in your comp specs (your sig!). Is that this syndrome? Â Edit: Hmmm, I think you could retain these effects. They add much flavour to units and they don't affect game balance at all.