lost in previous thread..now where's the link Man?
with the discovery of hi-res tiles, does it affect the beta? or simply treat it as an addon texture folder?
BTW, EW has collected many sq patches, i still wonder how to add them to ODS, any idea Julian?
and full load of sq/unit implantation?
ODS-- latest beta?
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Re: ODS-- latest beta?
The link for internal ODS beta is available only by email request.
High res tile possibility does not effect ODS at this point. We are running low on even current tiles, so its just a dream to get 512 res tiles made.
I have no idea of squadron patches. Please post any info you get into here also.
Oh btw if you have information for the squadron numbers and which airbases they are located then please send that info over. I'm pretty sure something like this has been posted earlier also, so gotta do some digging in this forum too
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Snake Man
High res tile possibility does not effect ODS at this point. We are running low on even current tiles, so its just a dream to get 512 res tiles made.
I have no idea of squadron patches. Please post any info you get into here also.
Oh btw if you have information for the squadron numbers and which airbases they are located then please send that info over. I'm pretty sure something like this has been posted earlier also, so gotta do some digging in this forum too

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Re: ODS-- latest beta?
thanx. downloading.
as for Sq info, im collecting.
Red Dog got a nice list for ODS, sq a/c type sorted by airbase, should help a lot on sq/unit creation. the list's short of a/c quantities. if the placement of fixed facilites/buildings/land features is complete, time to add fighting sq. assume each unit got 12-16 a/c, start to fill the blanks.
http://www.pmctactical.org/f4/cgi-bin/u ... 3&t=000073
EW's contribution in sq/unit patches here: http://www.pmctactical.org/f4/cgi-bin/u ... 3&t=000079
no idea how to add them, got to watch the step of Balkan.
as for Sq info, im collecting.
Red Dog got a nice list for ODS, sq a/c type sorted by airbase, should help a lot on sq/unit creation. the list's short of a/c quantities. if the placement of fixed facilites/buildings/land features is complete, time to add fighting sq. assume each unit got 12-16 a/c, start to fill the blanks.
http://www.pmctactical.org/f4/cgi-bin/u ... 3&t=000073
EW's contribution in sq/unit patches here: http://www.pmctactical.org/f4/cgi-bin/u ... 3&t=000079
no idea how to add them, got to watch the step of Balkan.
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Re: ODS-- latest beta?
Red Dog's excellent airbase/Sq list on you way. great info for unit editing, you can start filling the blanks.
I do a rough 3d check again, major combat a/c type are available in SP3 beta. To my surprise, not much left:
Buccaneer (raw file)
Jaguar (half done)
MirageF1 (raw file)
Mirage2000 (half done)
S3 (almost)
SH3 (raw 3ds)
A4KU, MH53, Gazelle, Lynx, Nimrod, Hawk(raw)
RF4C, TU22 (n/a)
that's air part. more in Ground and navy part.
Anyway we may edit USAF/USN/USMC sq first, see if the fight is hot enough.
the available items are:
F15C/E, F16, F14, F18C/D, F111, EF111, A6, EA6B, UH1, UH60, CH47, AH64A, MD500, B52, A10, E2, E3, E8, U2, TR1, C130, C141, C5, KC10, KC135, OV10, AC130, AV8B, AH1, Tornado ADV/IDS, F4G, F5, F117.
(Red available): mig17, mig19, mig21, mig23, mig25, mig29, Su17, Su24, Su25, Su7, IL76, An24, Mi24, Tu16.
I do a rough 3d check again, major combat a/c type are available in SP3 beta. To my surprise, not much left:
Buccaneer (raw file)
Jaguar (half done)
MirageF1 (raw file)
Mirage2000 (half done)
S3 (almost)
SH3 (raw 3ds)
A4KU, MH53, Gazelle, Lynx, Nimrod, Hawk(raw)
RF4C, TU22 (n/a)
that's air part. more in Ground and navy part.
Anyway we may edit USAF/USN/USMC sq first, see if the fight is hot enough.
the available items are:
F15C/E, F16, F14, F18C/D, F111, EF111, A6, EA6B, UH1, UH60, CH47, AH64A, MD500, B52, A10, E2, E3, E8, U2, TR1, C130, C141, C5, KC10, KC135, OV10, AC130, AV8B, AH1, Tornado ADV/IDS, F4G, F5, F117.
(Red available): mig17, mig19, mig21, mig23, mig25, mig29, Su17, Su24, Su25, Su7, IL76, An24, Mi24, Tu16.
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Re: ODS-- latest beta?
Snakeman, ive out a few days and havent recieved an email as for the site of the new beta.
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Re: ODS-- latest beta?
I'm pretty sure you have the latest. There have been only two betas for SP2/SP3. So if you received information for the second one, then you got the latest.quote:Originally posted by Ender Wiggin:
Snakeman, ive out a few days and havent recieved an email as for the site of the new beta.
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Re: ODS-- latest beta?
ok, wasnt sure. Is there another soon in the future?
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Re: ODS-- latest beta?
Actually no, I've been playing around with Vietnam and Europe lately with some Afghanistan on the side.
We have some decisions to make with ODS soon.
I have fixed lot of the tile-set lately as it was pure garbage earlier thanks to my elite tile-adding skills of earlier times. Now its Microprose standard friendly with couple of new terrain types at least.
The terrain type bitmap is ready - however we have only few terrain types to go along with it.
Next thing for the campaign is to add the realistic real world squadrons in it, thanks to Red Dog we have pretty good coverage as of now.
You know... lot of stuff going on.
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Snake Man
We have some decisions to make with ODS soon.
I have fixed lot of the tile-set lately as it was pure garbage earlier thanks to my elite tile-adding skills of earlier times. Now its Microprose standard friendly with couple of new terrain types at least.
The terrain type bitmap is ready - however we have only few terrain types to go along with it.
Next thing for the campaign is to add the realistic real world squadrons in it, thanks to Red Dog we have pretty good coverage as of now.
You know... lot of stuff going on.
PMC TFW
Snake Man
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
PMC since 1984
Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
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Re: ODS-- latest beta?
decision time..hmm, my 2c here:
Focus on object placement, adding sq/unit, and complete some workable, full scale campaign first.
Thanx to talented coders and their magic terrain tools, we know terrain could be done much much faster. but now TILE-Making becomes the real bottleneck i think. with the discovery of hi-res tile usage, tile making should aim at better quality, means it could take more time..
so, i suggest use current tiled terrain, develop a more "complete" package for public release. terrain visuals could be added once tile-creation is complete.
Focus on object placement, adding sq/unit, and complete some workable, full scale campaign first.
Thanx to talented coders and their magic terrain tools, we know terrain could be done much much faster. but now TILE-Making becomes the real bottleneck i think. with the discovery of hi-res tile usage, tile making should aim at better quality, means it could take more time..
so, i suggest use current tiled terrain, develop a more "complete" package for public release. terrain visuals could be added once tile-creation is complete.