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Author Topic: IDF Modification BETA report  (Read 15234 times)
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Suicide_Commando
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« Reply #60 on: August 02, 2002, 11:29:09 pm »

Hey guys whats the DTD_Sako? The .gun file and models there but not the texture.
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« Reply #61 on: August 02, 2002, 11:35:13 pm »

Its a green sniper rifle I made, didnt fit the theme.
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« Reply #62 on: August 02, 2002, 11:53:21 pm »

Ah ok so you guys just forgot to take out the files then?
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« Reply #63 on: August 03, 2002, 12:01:14 am »

not for sure, I know we didnt have plans to use it shortly after I made it
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« Reply #64 on: August 03, 2002, 05:55:11 pm »

Yeah, the sako was not an IDF gun as far as I could find out. The file is just sitting there to throw people off, heh heh. There's a bunch of "dormant" stuff in there...
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« Reply #65 on: August 03, 2002, 06:23:13 pm »

Ah ok well then it works in it's intended purpose.  Grin I'd have liked to see one of the Mauser sniper rifles in the mod but tis no biggie.
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« Reply #66 on: August 03, 2002, 06:23:50 pm »

Hey guys - awesome job, loved the weapon models. Found one or two inactive kit items, but I think you know about them already.

I posted some screenies at gr.net, I think they go some way to doing the models justice - ?hope you like them!

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« Reply #67 on: August 03, 2002, 06:37:53 pm »

Rocky...thanks for posting those screenshots. I know alot of people in the GR community may not have heard of us, but we have been modding Urban Ops together for over a year now. I think our trademark which has always been quality will be recognized in the GR community.
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« Reply #68 on: August 03, 2002, 08:52:20 pm »

Didn't Israel use Mauser rifles for a while?  Also, how about the FN-FAL with the Israeli wooden foregrip?
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« Reply #69 on: August 03, 2002, 09:26:08 pm »

The FAL's been out of service in the Israeli army for a long time now. The Mauser 66SP and 86SR are supposedly being phased out as of 2002 in favor of the SR25 but I'm sure it's going to be used for some time to come.

Rocky those shots you took on Rawkers map look great.  Grin
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« Reply #70 on: August 04, 2002, 09:36:47 pm »

Hey Coco, is there any GR-peculiar reason some of the weapons have ejection ports on both sides?

Does it flip one texture to use it on both sides?
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Cobra6
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« Reply #71 on: August 04, 2002, 09:54:16 pm »

Yup...that is exactly why
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« Reply #72 on: August 05, 2002, 05:07:09 am »

Blech  : P

DF:BHD mp demo has an M4 with no ejection port.  Just the bolt catch release lever on both sides.  I guess they perfected that caseless technology, after all.

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PEGASUS [IDF]
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« Reply #73 on: August 05, 2002, 08:39:49 am »

Coc,

I played the mod, and i have to say thats a damn good work you've done.  Could not find any bugs.  

Just a question:  Is it possible to add to a mission more then 2 members of a team. Like now if i want to play a mission with specialist, i have to choose 2 S13 operators, 2 Matkal , 2 yamam and on.  Isn't it possible to have the operators as normal soldiers?  i don't want to play only with golani soldiers !

And its not possible to play the specialist from the beginning. Only when you finished the campaign you can choose them when you play single player mission. This is definetly not good, cause i don't want to wait till the last 3 missions of the campagin till i can use all specialist !

How about a few new areas,missions ?  


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Cocobolo
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« Reply #74 on: August 05, 2002, 02:40:11 pm »

I hooked up the MP platoon rosters as follows:

>1 full Shayetet 13 team with 4 different characters, 2 not available in SP

>1 full Sayeret Matkal team with 4 different characters, 2 not available in SP

>1 full Police Units team with 4 different characters, Matilan, Yamam, Yamag, and the MP-Only Lotar Eilat character (HOT)

>Last team is made up of Golani, Givaty, soldiers.

I also added about 10 MP restriction kits, see post Wink
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« Reply #75 on: August 05, 2002, 05:24:00 pm »

woot!  Sounds good!

Can you implement Israeli military medals and awards, too?

That would be a nice touch.

Also, I was playing S'13, both armed with Kalashnikovas.  I kept hearing the single shot sound for the AK as an ambient map noise.  Made me think my buddy was taking pot shots at targets he wasn't hitting.

Oh, and I'm not sure, but it seemed like this happened A LOT *AFTER* the radio message announcing a tango had been taken down.

"Tango Down" BAM!
"Got Another One"  BAM!
"Got 'im!"  BAM!  etc.
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« Reply #76 on: August 05, 2002, 07:53:03 pm »

AV Apollo posted this on GR.net's forums. Thought it might help.

"All sounds must be in the following format: 8 or 16 bit, mono or stereo, 22,050 Hz, and as a PCM wave file.

All sounds must be accounted for in one of the following .xml files: effects.xml, briefings.xml, or music.xml.  If you account for a sound in either of the last two xml files, these sounds should be placed in their respective subfolders within the Sounds folder of the mod: Music, Briefings."
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« Reply #77 on: August 06, 2002, 09:16:07 am »

Yeah we have the xml file thing covered, I'll check for any new ambient or non-weapon sounds in the final beta, a few of you will be recieving. For those of you who get it, post as soon as possible!
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« Reply #78 on: August 06, 2002, 03:11:53 pm »

Just finished dl'in it. Testing will commence shortly and I'll try really hard not to get shitfaced, lol. ? Grin

Ok tried it out. Some of the things I mentioned still apparently aren't fixed.

Negev still has no endsound.

reticle_reflexar15.rsb still show one speck of yellow in game. I'll take a ss and mail it to Cobra.

Also I'm also still occasionally hearing a gunshot as the reload sound.

HTH
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« Reply #79 on: August 07, 2002, 08:19:43 am »

OK good, no problem there, I have those things taken care of now.
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