OFPEC Forum

Addons & Mods Depot => OFP - Addons & Mods Beta Testing => Topic started by: cj525 on 12 Mar 2004, 03:14:40

Title: A shau Valley beta here
Post by: cj525 on 12 Mar 2004, 03:14:40
Well it's finished here is the final release, One prob I couldn't fix was the ILS at the  a luoi AB. >:(


http://www.freewebs.com/cj525/....(BANDWIDTH EXCEEDED!! account frozen!!! >:(

ftp://www.gamezone.cz:8021/ofpd/islands2/cj525_ashau_final.rar

ftp://www.gamezone.cz/ofpd/islands2/cj525_ashau_final.rar

Mirrors for LOW RES version:

ftp://www.gamezone.cz:8021/ofpd/islands2/cj525_ashau_low.rar

ftp://www.gamezone.cz/ofpd/islands2/cj525_ashau_low.rar
Title: Re:A shau Valley coming soon
Post by: cj525 on 12 Mar 2004, 03:48:30
more pics
Title: Re:A shau Valley coming soon
Post by: cj525 on 12 Mar 2004, 03:49:30
and more
Title: Re:A shau Valley coming soon
Post by: cj525 on 12 Mar 2004, 03:50:19
and more
Title: Re:A shau Valley coming soon
Post by: cj525 on 12 Mar 2004, 03:51:43
the last one
Title: Re:A shau Valley coming soon
Post by: cj525 on 12 Mar 2004, 03:56:09
ah one more why not
Title: Re:A shau Valley coming soon
Post by: cj525 on 12 Mar 2004, 04:21:30
hamburgerhill
Title: Re:A shau Valley coming soon
Post by: cj525 on 12 Mar 2004, 04:22:09
Special forces base A shau
Title: Re:A shau Valley coming soon
Post by: junkie-xL on 12 Mar 2004, 13:21:06
looking good, as always, but does the island have roads? and is AI able to navigate the river area? (At Meekong island, e.g., they drown)
Title: Re:A shau Valley coming soon
Post by: cj525 on 12 Mar 2004, 16:29:16
Thanks for the input. I've been mainly focusing on fixing the floating trees, due to the hilly landscape I'm running into quite a few, both main roads are in and work (547,548). I've run a  fair amount of missions and the AI don't seem to want to go for a swim, they cross at the sand bars. I still have to set up the ILS for the landing strips (3). I'll test the AI river traffic this weekend.

heres a pic of the map in wrptool
Title: Re:A shau Valley coming soon
Post by: sim on 18 Mar 2004, 12:13:23
hey

Looking good looking very good  ;D, when's the expected release???

I might start making Vietnam missions again when this comes out.

sim
Title: Re:A shau Valley coming soon
Post by: cj525 on 19 Mar 2004, 02:19:30
THanks for the feed back I'll be releasing the beta as soon as I can find out how to upload the map. Just a warning the map is 256x256 and takes up most of the map area so, I've been running it on my p4 with no probs, but guys with slower comps will have to bring the weather in to reduce lag.
Title: Re:A shau Valley coming soon
Post by: sim on 19 Mar 2004, 11:18:24
hey,

gdgd
I have a P3 dont really get many probs with flash, cant wait.

sim
Title: Re:A shau Valley coming soon
Post by: cj525 on 24 Mar 2004, 02:22:40
well I've set up a site to download the file. But I have to wait 7 days before they remove the 750k limit, so it's almost there, just a little more patience. :(
http://www.freewebs.com/cj525/

Title: Re:A shau Valley coming soon
Post by: ebud on 24 Mar 2004, 20:46:48
Wow, this is the first time I've seen this map. Wow, very nice. Can't wait for the DL.
Title: Re:A shau Valley coming soon
Post by: Kaliyuga on 25 Mar 2004, 03:47:56
Here's a download link for you all..

http://members.cox.net/everoncartel/cjashau.zip


:cheers:
Title: Re:A shau Valley coming soon
Post by: sim on 31 Mar 2004, 15:11:51
great, i'm going to download this tomorrow,  ;D

can't do it now i'm in RAF cosford.

sim
Title: Re:A shau Valley beta here
Post by: Wadmann on 05 Apr 2004, 21:26:29
Hey cj525!

       First of all, great island! :thumbsup: I think that the bases are some of the best looking that I have seen on an island yet. But this leads me to my only real complaint about the island. The enemy AI only enter the bases from one point. If you attempt an "overrun" type of mission, all of the AI work their way around the base to the main entrance. There is no way for them to get into the base with all of the objects so close together. Perhaps you could remove some of the base fortifications and/or use some AI "paths" to follow. On BAS's Tonal island, they have made some invisible roadways so the AI can enter from multiple locations. Other than this minor issue, I really enjoy this island.

       I also noticed some floating trees on the south shore of the island, somewhere in the "M" grids (sorry for not giving exact location, but I am at work and doing this from memory).

       Keep up the great work on this island and look forward to the next release!


                                                                   Wadmann
Title: Re:A shau Valley beta here
Post by: cj525 on 06 Apr 2004, 20:49:29
Thanks for the input I'll work on the AI paths for the base and create some openings for game play. Again thanks for the feed back on the floating trees, this is going to be the biggest job left on this island. It seems that the placement of trees worked when I initially started the island but now the same methods are not working, I have to place each forest section individually or they just float unless it's on level ground  ???.  

Title: Re:A shau Valley beta here
Post by: OFP-SpecOps on 10 Apr 2004, 02:28:59
I have been checking out the Island and I really like it. Just a few things so far;

As Wadmann indicated, the AI pathing for the bases needs work. I choppered troops to the Eagles Nest Base and none of the AI soldiers were able to follow me outside the perimeter to patrol.

Otherwise my other suggestions are more like personal requests.
On the Laos / west side of the valley (Hamburgerhill area) could you add some double canopy jungle for atmosphere. I know that will kill some low end PC's. Also I would like to see a few more trails on the map. Finally, the southeast area of the map is pretty empty.

I understand the map is still beta and you are fleshing it out. I do a lot of Vietnam missions and this map will be a lot of fun when it is finished.
Title: Re:A shau Valley beta here
Post by: cj525 on 10 Apr 2004, 18:43:06
THis is great feed back, As this is my first attempt at an island the constructive criticism is very welcome.

I'm modifying the bases with AI paths and openings. I'll try the double canopy, but the close proximity of the overlapping forest may create an AI problem. I'll give it a go though. THere are still portions of the island which arent at the finishing stages, I focused on the Valley / towns and surrounding areas first.  The paths shown on the map are the primary paths which I was able to find in that area during that period, there were many more smaller trails, and some of those will be inserted.

I've just got my hands on some very good maps showing alot more detail of the area so I'll be incorporating what I find in these maps aswell. If you have any maps or pics they will be welcome.

Spec-ops If your doing alot of missons would you be intersted in collaborating on a campaign? 101st line unit to LRRPS to SOG. let me know

 :cheers:
Title: Re:A shau Valley beta here
Post by: OFP-SpecOps on 11 Apr 2004, 00:10:45
cj525 I may be interesting in contributing as a play tester or something. My missions may seem simple or crude compared to what is out there these days.

I don't make scripts I just use a few favorites found here at OFPEC. I am working on two short missions using your A Shau map. I will remove all except the NAM Pack addons I used and forward them to you to have a look. If it is something you like let me know, if not no problem. I am open to constructive feedback also.

thanks for asking  :)
Title: Re:A shau Valley beta here
Post by: cj525 on 11 Apr 2004, 01:11:38
RE island the bases are almost finished with the AI paths and openings I will post new release this Sunday evening Eastern standard time.

Beta1.1 with AI friendly bases done (let me know what you think)
the download is at the original post of this thread under freewebs. I'll be uploading to Kal's site shortly.
Title: Re:A shau Valley beta here
Post by: cj525 on 14 Apr 2004, 05:27:37
I've had a request by Specops to introduce a double canopy to some areas of the map heres a quick pic. let me know what you think.
Title: Re:A shau Valley beta here
Post by: Homefry31464 on 15 Apr 2004, 00:45:38
Looks really good man.
Title: Re:A shau Valley beta here
Post by: sim on 17 Apr 2004, 17:44:50
hey

i still havn't had chance to play your amazing looking island (been on my hols for 2 weeks) but when i got back this morning i decided to have a go on it and upon reading the read me discovered you need BAS Tonals, that completely kills my comp  :( so i was wondering if there was any way you could cut down on the addons???

cheers

sim
Title: Re:A shau Valley beta here
Post by: cj525 on 17 Apr 2004, 18:24:44
Hey sim,

Re the tonal stuff. I used some bushes and trees from the tonal mod (They really add atmosphere). I didn't use to much of the mod as it slows down my comp aswell. Just a note don't download the double canopy release of this island as it will kill your comp. THat release is for high end kick butt comps. Just download beta 1.1.

If you find it still slowing your comp down I might have to do a modded Island for normal comps. Let me know as it wont be that hard to do just a couple days work (have to sink parts of island and swap out/delete veg).

 :cheers:

cj
Title: Re:A shau Valley beta here
Post by: Kaliyuga on 17 Apr 2004, 22:07:28
Here's a link to the new version.. deleted the older version from my webspace to save space.
http://members.cox.net/everoncartel/cjashauBeta11.zip


:cheers:

Title: Re:A shau Valley beta here
Post by: cj525 on 18 Apr 2004, 06:40:52
Thanks Kaliyuga this is a real help as I've been getting feed back to the freeweb  server dumping during download to some peps.

I've uploaded beta1.3 (lots of double canopy) to the freeweb page. I've kept the beta1.1 on the main webpage as this version will run on most comps.

Looks like I'll release a high end island and a low end island.

I've noticed that the sebilo forest (used in the double canopy) does not have an issue with the floating tree prob. Could the seb idrang forest be reconfiged, or is it a deeper problem?

Cheers for the feed back and support.

 :cheers:
Title: Re:A shau Valley beta here
Post by: OFP-SpecOps on 18 Apr 2004, 07:49:14
I really like the changes, the map has real atmosphere with the double canopy.

There are good places to run ambushes, good visibility in other areas for longer range engagments, Thick jungle for suspensful patoling, hills. This is the map I have been waiting for.

Excellent work!

Thanks.
Title: Re:A shau Valley beta here
Post by: sim on 18 Apr 2004, 13:30:26
hey

okay, i've cleared up my comp quite a bit, deleting old addons and misions i don't play anymore and the island seems to run ok, it only tends to slow down when i stick a full scale VC assault on it, lol.

The less laggy version of the island sounds good, i only recommend you delete a few of the trees and some small villages, depends what other people think aswell.

I'm going to try the canopy just to see what it's like, god have mercy on my comp :-\

can't wait for the final version of the island to be released but just don't rush it please, i hate it when people do that and it turns out crap when theres been lots of hype for it.  >:(

cheers

sim
Title: Re:A shau Valley beta here
Post by: OFP-SpecOps on 18 Apr 2004, 19:41:49
Having both islands available for download is a good idea. People who like to play internet multiplayer may appreciate the lower lag island and those of us who mostly enjoy the single player missions may prefer the double canopy map.

I run the map on an AMD 1.3 Ghz CPU and have no noticable problems with lag using the new map. I'm sure it will be different with a sky full of helicopters and huge amounts of troops but I prefer the LRRP/Recondo style missions for the most part.

cj525 a couple of things;
The trail leading west from hamburger hill has several trees right on the trail, that probably isn't intentional. Will the NVA waypoints follow those trails or is there further work needed on the map for that to happen?
How much do you plan to flesh out the map until release? I like it now so I am just curious.
Title: Re:A shau Valley beta here
Post by: cj525 on 19 Apr 2004, 03:12:37
THe double canopy has placed trees in the middle of some paths but a little adjusting of the paths will solve that. I'm covering alot of ground on the map I'm hoping 2 weeks to a month before final release.

I've run the island with a shed load of heli's and found it to lag when your ridding them as apposed to watching them.
Title: Re:A shau Valley beta here
Post by: vlada on 19 Apr 2004, 21:47:57
There are (in Sebnam_obj.pbo and Seb_ilo.pbo) two p3d models with the same name, but the models are diiferent >>>

seble_su_ctver_pruhozi.p3d

 ???

I sent PM about it to Ebud. I hope, that it will be fixed this bug.

fighter

Title: Re:A shau Valley beta here
Post by: cj525 on 19 Apr 2004, 23:03:13
Hey Vlada

There wont be a problem with the forest with the same names. This is because the paths are diferent one is from the sebnam pbo and one is from the sebilo pbo. THanks for pointing this out though.

 :thumbsup:
Title: Re:A shau Valley beta here
Post by: Sniper_Kyle on 20 Apr 2004, 01:32:28
Otherwise my other suggestions are more like personal requests.
On the Laos / west side of the valley (Hamburgerhill area) could you...

Did...I...hear....Laos....i didnt know Laos was on this map...I never saw it. I could have some fun with this because I know some Vietcongs that are from that area, and, ironically enough, have retired in America :o  I must check this out :D

Cheers,
    Sniper_Kyle ;D
Title: Re:A shau Valley beta here
Post by: cj525 on 23 Apr 2004, 23:21:44
Hey sniper

I'm seriously thinking of putting out a laos/cambodia island, I've located some very detailed maps of the AO's of the lrrps and sogs RT's, I'm just putting out initail feelers to see if there would be interest. THis project wont start until this map is finished though.
Title: Re:A shau Valley beta here
Post by: OFP-SpecOps on 24 Apr 2004, 20:14:07
Another island idea if you are open to it....
Quang Tri province along the DMZ. the area from the South China Sea to Laos was around 30 miles only a little larger than the max map area in OFP. It could include a little bit of Laos, North Vietnam as well as Khe Sanh.

The map would have some potential since there are some bridges and the possibility of tanks from the north.
Title: Re:A shau Valley beta here
Post by: Wadmann on 25 Apr 2004, 03:45:28
I had some problems with the island. :( On loading, I got this error message:

Code: [Select]
Error loading bas_o\_grass\_bas_grasslonggreen.p3d (Magic)
I also CTD when exiting from this map but do not if I load a different map first.  ???

I have not seen anyone else post this problem but myself so it must be my problem locally. I do have Tonal loaded but in a different mod folder. Any idea of what the problem is? Thanks for any help offered.

                                                                            Wadmann

Title: Re:A shau Valley beta here
Post by: Killswitch on 25 Apr 2004, 06:11:50
Island looks promising, cj. A few problems though (tried the 1.3 beta):

Problem summary:
OFPEC tag compliance
In this day and age, not using an OFPEC tag for your addon is bad form. I suggest you register "CJ525" as your addon tag and rework the island to "cj525_ashau.pbo" and "cj525_ashau_obj.pbo" and adjust the config and other paths to reflect that. Read more about the why's and how's of tags here: About tags (http://www.ofpec.com/tags_about.php)

Addon dependencies
You need to declare the addons the island depends on in its config. This will make the island usable in mod folders and on dedicated servers for multiplayer games. As far as I can tell, it is dependant on the user having the following addons loaded alongside this island: sebnam_obj.pbo, seb_ilo.pbo and bas_o.pbo.

A reworked and bug fixed CfgPatches for a cj525_ashau.pbo will look like this:
Code: [Select]
class CfgPatches
{
   class cj525_ashau
   {
      units[] = {};
      worlds[] = {"cj525_ashau"};
      requiredVersion = 1.91;
      requiredAddons[]={sebnam_obj, seb_ilo, bas_o};
   };
   
};
//
// rest of the island config follows. References to \ashau\ changed to \cj525_ashau\ to
// reflect the proper use of the OFPEC tag system
//

The BAS Tonal objects
Here's an excerpt from the BAS_ISLE_readme.txt that came with the Tonal + OFPOR addons:
Quote
Due to the extensive / excessive amount of work put into this project to make the Tonal isle unique, copyright is claimed on the original work.
This addon is not to be altered or edited for any purpose without the express permission of the authors. Nor should it be distributed except in the form provided. Ask for permission to use any Tonal objects/textures BEFORE using them in another project. Requests will be considered some time after release.
I suggest you sort that out before the final release.

Keep up the good work and we can soon have lots of Hamburger Hill missions  ;D

Regards
Title: Re:A shau Valley beta here
Post by: cj525 on 28 Apr 2004, 20:25:43
hey Kill switch

Thanks for the info, this is my first foray into island building, so this feed back is great. THe config input is a great help.

I'll definitly have to talk to the guys which files I used for this island to ask for permission. Just like the real world. If I had to produce all the objects this island would not have come to fruition. Thanks again for the heads up.
Title: Re:A shau Valley beta here
Post by: cj525 on 08 May 2004, 15:50:26
well folks I've been doing alot of work on the island, updating the vills adding roads/ trails, fixing the openings into the bases so the ai will enter, clearing the roads for vehicles,and moving vills to thier proper location.  I wont release anymore betas until I feel it's done. Your feedback has greatly improved this island. The next islands wont take as much time.

thanks
Title: Re:A shau Valley beta here
Post by: Nixer6 on 12 May 2004, 21:04:54
Wow!

I started an Ashau map 2 years ago and gave up 8)

Looks good, can't wait for finished product.
Title: Re:A shau Valley beta here
Post by: PRiME on 14 May 2004, 03:21:04
Interesting island, could you perhaps ask the BAS team if you could remove the objects and place them in your island.

So we don't need tonal, as I wanna use this island for a server BUT I don't wanna have tonal island on it so its kinda a drag if you gotta download 3 islands just to get 1 island working.
Title: Re:A shau Valley beta here
Post by: cj525 on 14 May 2004, 15:48:01
hey PRIME

I've put the request in to use their text/obj. just waiting to here back from them.
Title: Re:A shau Valley beta here
Post by: PRiME on 15 May 2004, 08:23:00
Yep tho make sure its included in the island as I won't be using this tonal island crap nor forcing everyone to download it for a couple of small trees :)

So once they say its ok be sure to try and make this a stand alone island, it may be ok if it used sebnam2 as its the only real vietnam pack out atm, but that tonal island had major lag problems so most the people I know will not use it.




PS. Plus it uses up system resources even when not in use. Im sure your aware of the resource issues with OFP and addons, :)
Title: Re:A shau Valley beta here
Post by: cj525 on 16 May 2004, 02:03:53
I haven't heard back from them as yet. But another option is that I could replace their text/obj with sebilo's for the low res island (beta1.1)which would run fast for your server. I've already got the nod from the seb group to use their stuff. The main BAS veg is the elephant grass, which is very good, I'll just have to see what BAS's reply will be.

Title: Re:A shau Valley beta here
Post by: Wadmann on 16 May 2004, 18:09:59
Hey cj525!

I never got a reply as to my issue:

Quote
I had some problems with the island.  On loading, I got this error message:

Error loading bas_o\_grass\_bas_grasslonggreen.p3d (Magic)

I also CTD when exiting from this map but do not if I load a different map first.  

Any ideas what may be causing this?

Secondly, have you looked into the 3WX (Third World Explosion) crew? They are creating a public library for objects. Here (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=1133f3adce7a7272cfcaf3e1441c5a55;act=ST;f=54;t=37260;st=0) is the topic at the official forum and here (http://threewxforum.myikonboard.com/viewboard.php) is their forum. Perhaps you could get some replacement objects from them and eliminate the need for other islands. Keep up the great work and really looking forward to the next release!

                                                               Wadmann
Title: Re:A shau Valley beta here
Post by: sim on 16 May 2004, 19:03:37
I second all of what PRiME says.  :)

sim
Title: Re:A shau Valley beta here
Post by: cj525 on 16 May 2004, 20:31:23
Thanks wadmann for the feed back. If you look at previous postings I think Killswitch's feed back will solve this prob (I'm reworking the tag system and cpp at this moment).

   Re: just adding the BAS veg in an ashau obj file. I'm still waiting for permission. I'll let you know when/if I get it.

I'll check out 3WX thanks

:cheers:
Title: Re:A shau Valley beta here
Post by: DBR_ONIX on 18 May 2004, 17:37:53
I never got a reply as to my issue:Any ideas what may be causing this?
It's something to do with the video that is at the beggining (The intro video)
It's defined in the CPP, and doesn't exisit.. So I guess it's that (it will be fine till you go to the main menu... And if you change the island, it will be fine because it will play that islands intro vid :))
- Ben
Title: Re:A shau Valley beta here
Post by: cj525 on 19 May 2004, 17:21:18
Thanks for the info DBR ONIX. Looks like I'm going to have to thank alot of people for their assistance in getting this island to it's final release. I'm away from my comp this week but I should be able  to hammer away at the final details next week. There will still be the h end/low end islands  available once the final island is released.

 :joystick:
Title: Re:A shau Valley beta here
Post by: sim on 23 May 2004, 15:03:27
hey  

can't wait for the final version m8, this island is one of the best vietnam islands for OFP,
keep up the good work  ;D

sim
Title: Re:A shau Valley beta here
Post by: Nixer6 on 18 Jun 2004, 01:11:40
Hey cj 525 :)

You stuck or what. I gotta a few days with nothin to do so I'll help if I can.

PM me
Title: Re:A shau Valley beta here
Post by: vlada on 18 Jun 2004, 01:16:54
Quote
There will still be the h end/low end islands  available once the final island is released.

It is great message, I'm looking forward  for next release of your great (nice) !!! island.

fighter

 :)
Title: Re:A shau Valley beta here
Post by: Sgt Mix on 02 Jul 2004, 23:14:12
Missing seb_ilo\sebles_su_ctver_pruhozi.p3d

I am getting this error message when a shau loads and then I CTD when I quit out.  I have downloaded what appears to be the latest of each set.  Even tried downloads from different sites.  Can any one help?

I do not have the pbo's in diff directories, ie, seb_ilo\.  DO I need to?

-----------------------------------------

I did see the following:

"There wont be a problem with the forest with the same names. This is because the paths are diferent one is from the sebnam pbo and one is from the sebilo pbo. Thanks for pointing this out though."

I unstuffed all addons again and followed the readme.  Still no luck.  I hate to think I am missing something cool on this already killer map.  

Title: Re:A shau Valley beta here
Post by: cj525 on 03 Jul 2004, 01:05:16
Hey Mix Thanks for trying out the beta,  RE your problems.

the CTD problem is from the configg.cpp file where it has no reference for a cutscene therefore it crashes the game, this has been fixed. A way around this is to load a different island eg. ABEL then exit this will keep the game running and will take you back to the main menu.

With regards to the seb/ilo missing forest section. again this is due to the config.cpp not having the addons properly mapped out. THe problem isn't occuring on my machine or on any of the rest of the team. ALL my addons (PBO's ) are in the addons folder not the res addons folder and my game is installed to the programme files/codemasters/ operation flashpoint Blah Blah Blah. A more experienced modder pointed my config.cpp problems out and they have been fixed.

The only thing your missing is the double canopy forest sections which are located in the mountainous areas. Basically it takes the island back to the low res island.

THe island is now finished just waiting on one last permission  to arrive and then I can release it. All the lame transition textures have been corrected, All the bridges are in as well as the footbridges (replacing the sand bars).  I've reduced the file size of the island due to smarter use of the vegetation. Thus making the island less laggy when you have large amounts of units trying to kick each others ass.

Just a note use the namsky mod out there it really gives the island a kick.
Title: Re:A shau Valley beta here
Post by: Sgt Mix on 03 Jul 2004, 02:35:08
Awesome!  Thanks for the news.  I look forward to the release.

Namsky... I will have to look that one up.  Been away from FP for a while.  The Nam file brought me back.  8)
Title: Re:A shau Valley beta here
Post by: foodstamp on 09 Jul 2004, 20:50:29
Floating trees

Hill 214
Title: Re:A shau Valley beta here
Post by: cj525 on 10 Jul 2004, 17:00:11
Hey Footstamp

Thanks for taking the time to check the island for floating trees, I discovered the problem I was incountering and fixed it all. The forest sections have been fixed, there will be the occasional floating section but nothing to dramatic on the very steep sections but that cann't be helped.


Title: Re:A shau Valley beta here
Post by: cj525 on 10 Jul 2004, 17:03:54
THE ISLAND IS FINISHED!!

I'm just waiting on one permission from BAS then I'll release it. THere will be a campaign following but If I wait for myself and Dark to finish it this island would be delayed to long. I'll put a thread in here once the island is uploaded to the two above mentioned websites.


THanks again for all your input, it was greatly appreciated and really added to this island.

Title: Re:A shau Valley beta here
Post by: vlada on 10 Jul 2004, 17:39:14
GREAT !!!

fighter

 :)
Title: Re:A shau Valley beta here
Post by: vlada on 23 Jul 2004, 08:28:01
Hi cj 525 :-)

Any news about release of your great island ???

fighter

 :)
Title: Re:A shau Valley beta here
Post by: Nixer6 on 11 Aug 2004, 01:46:17
CJ 525 is hard at work on his island.  And still tinkering. It's gonna be a beauty ;D

I think he is just having trouble with getting BAS permissions. I guess so, they have even shut down their web site! Sad to see them go, what with that new 2006 release date for OFP2.

BTW, anybody have any good links for Vietnamese Language samples?
Title: Re:A shau Valley beta here
Post by: Kaliyuga on 11 Aug 2004, 03:05:47
 I was also seeking permission to use some Tonal stuff on a map recently and was referred to the Third World Explosion Mod by a I guess its  Former.. BAS member ..

 Agent Smith hasn't been around for a while from what I can tell.. and the Third World Explosion Mod forums have been vacant for a few months from what I've been able to see as well.. unless they have moved sites..

i'm gonna continue working on my island and see if I can't get ahold of someone from the Third World Explosion mod in the mean time
:cheers:
Title: Re:A shau Valley beta here
Post by: vlada on 11 Aug 2004, 07:53:25
Quote
BTW, anybody have any good links for Vietnamese Language samples?

Vietcong by Illusion Softworks   ;D

fighter

 8)
Title: Re:A shau Valley beta here
Post by: Nixer6 on 11 Aug 2004, 19:13:08
lol vlada :)

It would seem to me that permissions from a defunct organization would not really be needed. Especially considering this is all for FREE. How about just a little credit in the read me?

ebud are you out there? Any former BAS guys with some input?
Title: Re:A shau Valley beta here
Post by: Wadmann on 11 Aug 2004, 22:32:58
I have been eagerly awaiting this island's release and it pains me to hear that it is still being delayed!  :'(

@Kaliyuga

IIRC Agent Smiith is on holiday until the end of summer. I thought that I read that over on the official forums a couple of weeks ago.

@Nixer6

I have seen TJ and ebud recently (in the last two weeks) over at the official forum. Might try a PM on their profile there and see if they will respond.


Not that I am advocating using without permission, but I am sure that I have seen some islands released with what looks like Tonal palms on them (see McNools Pacific island and others). How do these peeps get away with it? As I am from the end user crowd (it seems the "makers" feel that it should not be done while the "takers" think that acknowledgment is good enough), I would like to see this island ASAP but I do respect cj525 for trying to go about this in the proper manner. IMHO, I think that any OFPer would recognize objects from Tonal placed on other islands. The only ones that may not would be new peeps to OFP. But I must ask, how many new people are drawn to a three year old game anyway? If it would take but one new player to think that cj525 made everything and then only later saw Tonal and thought that BAS ripped of cj525, then I completely understand the BAS point of view (no permission = no use), even if he stated in the readme that he did not actually make all of the objects included. I do think that if one must have Tonal installed in order to use an island that uses other people's objects, then what is the harm? You already had to know that the objects are dependant on the other island being installed so you would know who originally created the objects.

Sorry to rant for awhile but I really want the latest version of this island on my HD! Hopefully this can be resolved soon so that all may enjoy this island.


                                                               Wadmann
Title: Re:A shau Valley beta here
Post by: Nixer6 on 12 Aug 2004, 02:32:20
Quote
Sorry to rant for awhile but I really want the latest version of this island on my HD! Hopefully this can be resolved soon so that all may enjoy this island.
[/b]

It's kinda hard for cj to get permission from a self declared non entity. "Who" is BAS? ???
I mean who has to give permission? It's a great island and should be released for the good of the community. Cmon BAS or whoever, a little help please.
Title: Re:A shau Valley beta here
Post by: vlada on 12 Aug 2004, 09:16:15
Quote
It's kinda hard for cj to get permission from a self declared non entity. "Who" is BAS?

I think that cj525 don't need permission from BAS >>>


Full Readme - Seb Ilo ver 2 :

Seb Ilo Ilo version 2.0 Final

15 April 2004


Ilo Ilo island

RSSZ Alpha

Rumble in the Jungle Beta


Credits
BIS
EBUD
Fighter (config for mission editor items)
Nagual (initial config help and model help from the Tonal project we worked on together)
Lupus (many helpful suggestions and p3d editing)
Para (testing)
Hit Squad Maximus (testing)
Hawkins (hosting)
Infogrames (some textures)
i44 team (erba p3ds)
everyone who posted comments in the forum


Requirements

None.


Known issues.

Forests and ground cover on RSSZ highly edited for air missions and lag. For now just use it for helo or pbr missions as it is not made for large ground missions. I removed most single plants and ground cover for technical reasons.

Unknown issues.
If you find some, you'll have to fix them yourself :) My work on this is done. It was a good learning experience.


Comments  

These maps are for public use. Edit them, take p3ds and textures and use them for your own maps or just use the ilo pbo for you own map, basically you can do with these whatever you like, but if you make edits and re-release, do not make the end user overwrite anything.


The ilo map and RIJ are just fun, small maps made for Nam era ground missions. The Rung Sat, or RSSZ, is a river map or helo map, not a ground attack map. I made it for a future pbr campaign based on several books I have, and is NOT made or optimized for ground attack missions.

At this time I do not plan on supporting these maps after this release. If you would like to edit them, be my guest.


comments to eczerwonka@yahoo.com


Ebud


fighter  

 :)
Title: Re:A shau Valley beta here
Post by: Wadmann on 12 Aug 2004, 16:59:38
@fighter

Well it has been a while since I last played on this island, but I thought that cj was using Tonal objects, not Ilo Ilo objects. If you are right, then get this posted so we may download it! ;D

@Nixer6

ebud, TJ, DeadMeatMX, Nagual, and I think TigerShark are all BAS members. That is why I suggested that you try to contact them from the official forums. They do stop by here from time to time but I have seen many more posts from them at the official forums.

If cj insists on taking the high road (and I commend him on this) and is not given permission to use BAS objects, then he may have to substitute BAS objects for either Third World Explosion mod or use the objects that Drow (I think) released that were from a different VN game. I can't think of the name of the pack right now. I have seen one other "jungle pack" of objects geared more towards island makers but for the life of me I cannot remember where I saw it. This is of course assuming that he is only using trees and bushes from Tonal. If he is using some of the other goodies from Tonal, well I can think of no other alternatives at this time.

As I said before, my only intent is to help get this island released while being considerate to the original creators of some of the objects used on this island. Hope to see it available for D/L soon.

                                                          Wadmann
Title: Re:A shau Valley beta here
Post by: Nixer6 on 13 Aug 2004, 02:14:29
This is from the Tonal Readme

Quote
Due to the extensive / excessive amount of work put into this project to make the Tonal isle unique, copyright is claimed on the original work.
This addon is not to be altered or edited for any purpose without the express permission of the authors. Nor should it be distributed except in the form provided.
Ask for permission to use any Tonal objects/textures BEFORE using them in another project.
Requests will be considered some time after release.

While I appreciate all the work that the BAS people put into the island, and have no doubt that cj525 would give them credit, it seems moot to me.

1. They have admittedly "gone out of Business"
2. Their e-mail address doesn't work
3. Who's to say that if one former BAS member gives, or withholds permission that it's enough?
4. This was a free add on made for OFP
5. Do we need friggin lawyers now for free add ons.
6. OMFG, what if some guy picks up an island using BAS objects and Doesn't Read the Read Me! SOoooooooo What.  ::) If somebody's nose gets out of joint about that then they shouldn't have made a free add on for public use.


edit: I have almost every BAS Add On made and use, or have used them alot. I really liked their work. For OFP editing of free add ons to be an issue at all just seems ludicrous to me. Why would it hurt BAS, even if they still exisisted, for someone to use, and give them credit for them, some BAS objects and/or textures? Is this some kind of "It's mine, and you can only play with it the way I want you to"  thing?

If there was money involved, I could see some reason for this. Read the Tonal Read Me. In it Nagual states that lots of the sounds for the Add On were taken from other sources and games, and very loosely (names some) gives them credit. Did he have permission to use them? I don't know. I would think that would be a whole lot more of a copyright issue than cj including some BAS stuff in his island.

BAS wants you to get permission to use their stuff. Somebody show me the Official (legal) BAS contact!

Rant Off ;D
Title: Re:A shau Valley beta here
Post by: cj525 on 14 Aug 2004, 01:54:00
WOW!!!

Nix told me about the discusion taking place here, I've been working on the Unsung mod's islands so I've not been keeping track of this thread. I've still got no reponse so I've decided to release my island as is with a very clear acknowledgement to the peps who actually made the objects. I think I did my part in trying to obtain the final permission from BAS but since they are no longer, the requirement is moot. the island will be available from the listed sights at the top of this thread by this Saturday Aug 14, the low end island will also be there.

I'd Like to thank you all for your patience, just remember the high end island is definitly for the fast comps out there. We will also be releasing a campaign at a later date, Nix / Darkangel and myself are working on the development of this campaign but it's far from finished. Just a heads up with the Unsung mod theses islands we're building will blow away the ashua valley, the objects and scripting from this mod are the best I've seen!!

 :cheers:
Title: Re:A shau Valley beta here
Post by: cj525 on 14 Aug 2004, 05:27:14
download site is

http://www.freewebs.com/cj525/

the low res map will be up saturday aug 14.
Title: Re:A shau Valley beta here
Post by: AnarCHy on 14 Aug 2004, 06:23:53
ugh..freewebs

Im getting 1 kb/ps here.


I can get me friend to host it if you want.

Just PM me or email me and I'll ask him.

AnarCHy
Title: Re:A shau Valley beta here
Post by: cj525 on 14 Aug 2004, 15:10:28
yeah I know freewebs suck Kali will be hosting, if you want you can host the island aswell, just post the link here, thanks for your help :)
Title: Re:A shau Valley beta here
Post by: vlada on 14 Aug 2004, 18:07:43
I post news about Ashau Valley on our site (ofp.info) >>> with D/L mirrors and with many pics.

Here are two mirrors from our site:

ftp://www.gamezone.cz:8021/ofpd/islands2/cj525_ashau_final.rar (ftp://www.gamezone.cz:8021/ofpd/islands2/cj525_ashau_final.rar)

ftp://www.gamezone.cz/ofpd/islands2/cj525_ashau_final.rar (ftp://www.gamezone.cz/ofpd/islands2/cj525_ashau_final.rar)

fighter

 :)
Title: Re:A shau Valley beta here
Post by: Yukazu on 15 Aug 2004, 02:49:04
I was waiting eagerly for the release of this island.

This is the most wonderful Vietnam island I've ever seen.

I want to make many missions using this island.

The release of this island is very glad.

Great island! :D
Title: Re:A shau Valley beta here
Post by: cj525 on 15 Aug 2004, 23:38:33
Thanks for the feed back  :). If anyone adds links for download sites for this island I will add them to the first post of this thread. Thanks again for hosting my island  :).

the low res island is now up
Title: Re:A shau Valley beta here
Post by: vlada on 16 Aug 2004, 08:08:11
Mirrors for LOW RES version:

ftp://www.gamezone.cz:8021/ofpd/islands2/cj525_ashau_low.rar (ftp://www.gamezone.cz:8021/ofpd/islands2/cj525_ashau_low.rar)

ftp://www.gamezone.cz/ofpd/islands2/cj525_ashau_low.rar (ftp://www.gamezone.cz/ofpd/islands2/cj525_ashau_low.rar)

fighter

 :)
Title: Re:A shau Valley beta here
Post by: cj525 on 16 Aug 2004, 23:09:19
Thanks Vlada aka Fighter
 :cheers:
Title: Re:A shau Valley beta here
Post by: Nixer6 on 17 Aug 2004, 01:33:18
Congrats cj525 on the release of your great Ashau island.

While working with a pre-release version, I began work on a mission for it.

I really wanted to polish it up some more, but I have ran out of time.

So, I'm making a quick read me and uploading it here and at OP Info.

It requires cj's Ashau Island and it's required addons. You will also need SEB Nam Pack2.

I hope you all have as much fun playing it as I had making it. It has some music, it's about a Mb download.


See ya in a month :)

edit:

It's called "The Trail"......

and it was made on a system with a P4 3.3ghz with a GF FX 5900. It may tax your computer. Especially the Arclight strike...oops spilled the beans ;D
Title: Re:A shau Valley beta here
Post by: Nixer6 on 17 Aug 2004, 02:49:09
Ok it's been uploaded to the Missions Depot Here and to OFP.info

Vlada, aka Fighter, help me out there if you can. I had no time for a screenshot. Feel free to make one for it . I would appreciate it. So it doesn't end up at the bottom of the pile. :)

Bye, have fun. Be back in a month or so.
Title: Re:A shau Valley beta here
Post by: sim on 18 Aug 2004, 14:26:33
hey

I've downloaded the island and have all the objects needed except the Env_obj.pbo   (SAF Mod), can anyone give me a link to where I can get it from because I can't find it anywhere and I really want to try this island...   ???

cheers

sim
Title: Re:A shau Valley beta here
Post by: vlada on 18 Aug 2004, 19:53:25
ftp://www.gamezone.cz/ofpd/unofaddons2/SAF_addons.rar

fighter

 :)
Title: Re:A shau Valley beta here
Post by: sim on 18 Aug 2004, 22:49:34
Cheers fighter...

 :thumbsup:
:cheers:

sim
Title: Re:A shau Valley beta here
Post by: cj525 on 20 Aug 2004, 04:30:12
hey guys

my bandwidth, has been exceeded on the freewebs so just vlada's links work :(

 
Title: Re:A shau Valley beta here
Post by: Nixer6 on 19 Sep 2004, 00:24:35
I fixed and updated my mission for this isalnd. Check it out

http://www.ofpec.com/missions_depot/index.php?ID=1088 (http://www.ofpec.com/missions_depot/index.php?ID=1088)