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Author Topic: UPDATE JUNE 14th OPEN BETA2 V1.9 mini mod/mission ENG ...FlashBurns V1.5 minimod  (Read 13459 times)
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Flashburn
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« on: February 18, 2012, 10:30:41 AM »

UPDATE as of JUNE 14th  V1.5 mini mod (Graviteam March Beta 2 patch compatible) and missions.

Details open beta2 V1.9 and mission Mardga 2.0 Expert, The Road last post.
http://www.mediafire.com/?njrkn7mbs1jvdmu

New Mission Dystopia V1.0 
ENG http://www.mediafire.com/?ttuo745mafo7lrn
GER http://www.mediafire.com/?lx1veru73p3beq0
RUS http://www.mediafire.com/?g4ws85yl3dtd5ra   Thanks to Krabb for translation/compile


More info here  http://simhq.com/forum/ubbthreads.php/topics/3521403/SABOW_UPDATE_Mar_15th_New_Miss.html#Post3521403

V1.5 MINI MOD and MISSION's Operation Safari V1.6 and Crescent Moon V1.3
ENG http://www.mediafire.com/?7v2k11bkil29shf
GER http://www.mediafire.com/?x0byc32nqrqc4m3
RUS http://www.mediafire.com/?90qjiegvc6hn6vn   Thanks to Krabb for translation/compile


Requires this patch.(march beta 2). http://graviteam-games.goodluckwith.us/eng/2012/03/march-2012-beta2-update-for-sabow-is-released/




Crescent Moon



Operation Safari



73mm energa anti tank rifle grenade.


Gunnery tutorial and awful how to on patch install.  http://simhq.com/forum/ubbthreads.php/topics/3508398/SABOW_M60_gunnery_tutorial_ano.html#Post3508398

What is this mini mod?  The mini mod is a collection of modified SABOW units, squad, or teams that I created for my campaigns.  Most of it is simply "rebranded" equipment that is not present on one side or the other in default SABOW.  Others are custom formations such as deticated anti tank teams and such.  There have been 3 released versions so far starting with Crescent Moon.  Somewhere along the way i started adding in little models of of mine.  The energa anti tank rifle grenade for instance.  For next release (sometime after next patch) I have included an M1 style helmet, g3a3 battle rifle, rdg2 smoke hand grenade, 40 mm rifle fired smoke grenade, of course the energa rifle grenade and modified red unita head gear you see in Operation Safari and Dystopia. The goal has been to seamlessly intergrate within SABOW.  If you always thought it was there then I did good.   Cheesy


« Last Edit: June 15, 2012, 05:42:02 AM by Flashburn » Logged

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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #1 on: March 19, 2012, 07:55:04 AM »

Dystopia V1.0 ENG now out the door. http://www.mediafire.com/?aq2dlm491c1bmbs



Back to Angola as a playable t62 on Unita's side........... Fight along with South African forces to defend your fuel stricken supply convoy.




Made some what scalable based upon skill level. While the skill level is a bit higher than default SABOW, it certainly is not set to extreme. If you find it to easy set the ai level higher via menu in game. As with all my missions setting historical units to OFF allows a few more reinforcements for your platoons.

Remember your mission! 1. keep convoy from being destroyed. 2. Fight your way to convoy and protect fuel/recovery platoon. 3. Get out of dodge and return to defensive lines (supply depot area) before enemy over runs stricken supply convoy area. If you are up to major challenge just sit there =). Use the assets given to you. Flares from arty are extremely useful when vary dark. Oh and scan, scan, and scan somemore. Pretty much every btr-60 has mechanics in them. Try to keep them alive to repair your armor and equipment. They are not tagged as such. Honestly did not think of it when making mini mod V1.5.

This mission is an attempt at a somewhat more linear structure than defualt SABOW. Suprisingly dificult to get ai to do what you want. Hopefully the ai does not do something totally crazy to you........like ignore the striken supply convoy and go hell bent on your supply depot area while its not too defended or just sit around convoy and dig in. Vary hard to dig them out of there holes to get fuel thru to stricken convoy.
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Kyth
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« Reply #2 on: March 19, 2012, 02:10:44 PM »

Suprisingly dificult to get ai to do what you want. Hopefully the ai does not do something totally crazy to you........like ignore the striken supply convoy and go hell bent on your supply depot area while its not too defended or just sit around convoy and dig in. Vary hard to dig them out of there holes to get fuel thru to stricken convoy.


That actually sounds like good AI,  Smiley just kidding,
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Flashburn
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« Reply #3 on: March 19, 2012, 09:03:57 PM »

90 percent of the time......I would say yes.  In this case, hmmmm. Grin
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Flashburn
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Posts: 2412



« Reply #4 on: May 04, 2012, 09:06:10 AM »

Things I hope to have in next release of my little mod.........Вещи, которые я надеюсь получить в следующем выпуске мой маленький мод .........







Also a newer version of dystopia is currently being beta tested.  : D  Кроме того, новая версия антиутопия в настоящее время бета-тестирования.
« Last Edit: June 06, 2012, 09:40:06 PM by Flashburn » Logged

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« Reply #5 on: May 12, 2012, 04:36:07 PM »

A little update on the F5E.  Vary close to modeling/texture being "done enough for now". 


« Last Edit: June 06, 2012, 09:36:14 PM by Flashburn » Logged

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whukid
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« Reply #6 on: June 06, 2012, 07:46:14 PM »

Hey flashburn, what the hell does this mean?!

Critical error
011: Unable to find the unit description

[ i_human:hum_28902222 ]

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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #7 on: June 06, 2012, 08:22:55 PM »

Game is looking for a unit discription (like what is/what it does) etc.  the numbers probably say where but no idea how to use that to help.  basicly have to go thru cfg files and look for a mistake or missing entry.  PLease tell me it was not from my mod.  Pretty sure i found all the silly errors.
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whukid
Generalfeldmarschall
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Posts: 1016



« Reply #8 on: June 06, 2012, 08:40:27 PM »

Nah, my meddling is the cause on this one Tongue I don't understand it though! I added your "Pots" to the ir_hum_base.locdef.config entries, and the only unit that crashes is the IDF paratroopers (formerly Iranians). The only units that are unique to the Paratroopers seem to be the officers, which I've scoured for issues for the past hour. I first thought it was the helmets, but then I changed it to the IR_CAP and got the same CTD.  Lips Sealed
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Flashburn
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Posts: 2412



« Reply #9 on: June 06, 2012, 09:12:06 PM »

Post or pm the divpool file..... Grin
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whukid
Generalfeldmarschall
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Posts: 1016



« Reply #10 on: June 06, 2012, 09:23:40 PM »

nevermind Tongue I figured out the problem; I had been using a previously corrupted file as a backup. I pulled one from the V1.5 minimod and it works just fine now, helmets, AK's, and all Tongue 
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #11 on: June 09, 2012, 11:14:54 PM »

Have a totally new mission Mardga 2.0 expert and its mini mod part of it that need to get taken for a test drive.  The mission should be done and this is the final testing of it.  If anyone is interested please post or pm me here, on sim hq, or sukhoi.ru. 

Oh I forgot......theres a really bad reskin (a test) of gaz66 under pattern 1. The m2hb .50 cal is also in there (no texture and text appears as diska)under quick battles on Iran side. So ya, theres a few unfinished other things in there too. Feel free to mess around with them if you want.


Anybody else want to try this stuff out before I make the big ole release after sabow patch?





Here, have some pictures...........
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #12 on: June 10, 2012, 11:28:26 PM »

Do lack of me able to find enough people to beta test this thing AND the fact that APOS/SABOW patches are delayed I am going to release a public beta build of what I have done now.  PLEASE post comments on any issues.  I REALLY NEED THE FEED BACK to ensure quality. However.....from my understanding of what the newest patches will bring to sabow (the editor), my missions will probably get tweeked before I release the real deal. 

ONCE again.............PLEASE POST ANY PROBLEMS, TYPOS, MISSING TEXT, ETC..  Assuming this generates feed back, this will free me up to work on the other things I would like to get done. 

http://www.mediafire.com/?7i2io8qqery5llf  This is a BETA of V1.9 minimod and mission Mardga 2.0 EXPERT.  Their is a VARY unfinished mission THE ROAD, but I would not bother playing it unless you expect completly unbalanced wonkyness. 

Mini Mod V1.9 contains m1 helmet, g3a3 battle rifle, energa rifle grenade, 40mm smoke rifle grenade, rgd2.  These are all more of less finished.  Also alot MORE custom units and squads that appear in new missions.  Also resovles units that did not want to dig trenches.....they all should now.  And a BUNCH of little things I can't even remember. 

because i am a screen shot freak.....





I have got to fix that spec map I screwed up when I optimised my files.  Final G3 and M1 helmet will NOT be that freaken shiny.

All these screens involve either V1.9 mini mod or missions Mardga 2.0 Expert or The Road.

Forgot to say.....its a stand alone addon.  Install just like a game patch.  It needs to be at top of list in game updater.
« Last Edit: June 11, 2012, 09:05:19 AM by Flashburn » Logged

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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #13 on: October 15, 2012, 09:16:00 AM »

Well it appears the next SAbow patch is getting VARY close now.  Cheesy 

I am certainly not going to have any playable vehicles in a releasable state.  Sad  Some functionality but no where near good enough.  But I CAN release ai usable m106, m113 with recoiless (well should be on this one), and this m113 intended more for recon (just a bit more ammo).  Of course the m1 helmet, energa rifle grenades and all that little stuff I have.  An updated Crescent Moon and The Road campaign.  So not like I am empty handed for my "ISABOW" mod.  AS SOON as human playable vehicles get to a state they are largly fuctional and stable I will start to release beta versions.  No ETA.  could be relativly soon or a bit far off.  Hopefully soon. 

Oh and consider the m106 and m113 beta in nature.  At some point need to rearrange texture sheets to a better format.  Lots of waste right now.  But they do work.   Saladin is being stupid again and would rather wait untill I can make it playable and make a fictional Africian campaign to go along with it. 

IDF mods Sho't Kol tank playable hopefully will not be to long off.  Even it its messed up playable state now it is pretty darn neato IMO.  Should only get better with time.

Running a quick experiment, then I start getting all this crap releaseable.  Should maybe take a couple days.  Still need to up date campaigns with new units.  Also need to redo a few things in the old mini mod.  Became to bloated with redundent stuff.  OH gawd and lots of test files for The Road campaign.......ugh I hate text files.  Cheesy
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