munger 25 Posted May 22, 2011 Agreed, it may be painful to wait for the release but it's genuinely better to have something solid and bug-free first time around instead of rushing to satisfy the masses. Share this post Link to post Share on other sites
Opticalsnare 12 Posted May 22, 2011 Ok guys sorry ive kept you all waiting. Ive spent most of the weekend going over the Blastcore Visuals R1.2 update, fixing stuff here and there etc etc. The soundmod wont make the release along side with R1.2 i wanted to release it as a big update but its just not ready yet, so that might be next week most likly. Anyway, heres the R1.2 update which fixes tons of stuff and imo a vast improvement. Its untested apart from my own personnal testing but appears to be stable. Now that this is a pretty big step forward updates to the mod should be more frequent from now on. If there is a problem or issue with R1.2 it should only be minor and can be quickly fixed once its been reported and made aware. As i said before some features of the mod have been removed ie the muzzleflashes this is only temp removal until a method which is more stable is worked on. This isnt the lite version btw its a normal version based on the lite version as its currently imo pretty stable to work from i might make a lite version later on but were see how this floats for the moment. The Aircraft NAV Strobe lights are included but i didnt have time to find a way to activate them but they can be activated via mission editor and the vehicle init, the scripts are located in WarFXPE\ParticleEffects\NavLights They are still pretty WIP tho and i still got a few more vehicles to support and also find a way to activate it somehow. I got updates for sunlight,tracers and some other shit is well. Sorry the soundmod wont make it today but its better that i finish it properly rather than just rush it incomplete. Anyway i need a break so heres the update, have a good un guys hopfully there wont be any problems or issues but i doubt it.. :) Requires : CBA Blastcore : Visual Effects R1.2 Share this post Link to post Share on other sites
munger 25 Posted May 22, 2011 Brilliant! Downloading at once... No worries re the soundmod - there are plenty of excellent ones already available to use for the time being, whereas there aren't really any other visual effects mods to use, so thanks for releasing them separately, I think it's a sensible move. :) Share this post Link to post Share on other sites
m1n1d0u 29 Posted May 22, 2011 really nice , can we have a sort of changelog ? Share this post Link to post Share on other sites
sarge4267 16 Posted May 22, 2011 nice OS! thanks for your work Share this post Link to post Share on other sites
SgtVebo 10 Posted May 22, 2011 awesome, thaanks for the release. any chance anyone could put up a mirror other than gamefront? my wonderful overseas dod network and gamefront dont get along so well. Share this post Link to post Share on other sites
Gunter Severloh 4056 Posted May 22, 2011 Wonderful! Thank you for your dedicated hardwork OS, lookig forward to testing this out. The next version of BLASTCORE R1.2 Prepare for the blast! :computer: Share this post Link to post Share on other sites
bigpickle 0 Posted May 22, 2011 (edited) Thanks OS, Thankyou for all your hard work mate. Your mod is always the best this community has ever seen. Thank you again. :D Edited May 23, 2011 by Bigpickle Share this post Link to post Share on other sites
viper[cww] 14 Posted May 22, 2011 I hope people be reasonable and STFU if can't release it this weekend. Anyway i need a break so heres the update, have a good un guys hopfully there wont be any problems or issues but i doubt it.. :) Requires : CBA Blastcore : Visual Effects R1.2 Manzilla.... suck it :D Awesome news OS, Though we were'nt holding you at gunpoint its nice to see you keep to your suggested release. Good work :) Share this post Link to post Share on other sites
-=anders=- 0 Posted May 22, 2011 Thx OS.. Go and rest. ;) Too bad we couldn't take part of the audio-mod today aswell. Lets hope it's out this week. Gonna try it now... Cheers! :D Share this post Link to post Share on other sites
pauliesss 2 Posted May 22, 2011 Thx for update Opticalsnare! ;):cool: Share this post Link to post Share on other sites
Nikoteen 24 Posted May 22, 2011 Thank you OS ! Awesome Share this post Link to post Share on other sites
manzilla 1 Posted May 22, 2011 ;1933999']Manzilla.... suck it :DAwesome news OS' date=' Though we were'nt holding you at gunpoint its nice to see you keep to your suggested release. Good work :)[/quote'] Nothing for me to suck. I didn't say he wouldn't release it I was just pointing out that people were acting like he set the time in stone.(Which seems to always happen with a release. People must be blind.) It would've been a crybaby fest if things got delayed. It's amazing how impatient people can be. Thanks OS! Just firing up A2 for the first time in awhile to check this out. Share this post Link to post Share on other sites
purepassion 22 Posted May 22, 2011 Wow! The new GBU-12 watched through FLIR is by far the best explosion i have seen yet. I have question: Is the dirt ( meaning these dark particles) in the new arty round hits effect affecting the performance a lot? Share this post Link to post Share on other sites
Opticalsnare 12 Posted May 22, 2011 (edited) Thanks guys let me know of any problems that you find. The dirt does cost a bit, but its been setup so when hopfully when the next arty round hits the dirt splash fades out on the prev one to help reduce the load. I need to work out the FLIR system so i can make the explosions appear hot atm they look horrible when using FLIR. Edited May 22, 2011 by Opticalsnare Share this post Link to post Share on other sites
purepassion 22 Posted May 22, 2011 naah the GBU looks good. well they dont appear very bright, but in this case it looks alright! Share this post Link to post Share on other sites
xeno 234 Posted May 22, 2011 (edited) OpticalSnare, could you fix those issues ? Cannot evaluate 'ReadAndWrite' - no file Cannot evaluate 'ReadAndWrite' - no file Cannot evaluate 'ReadAndWrite' - no file Cannot evaluate 'ReadAndWrite' - no file Cannot evaluate 'ReadAndWrite' - no file Cannot evaluate 'ReadAndWrite' - no file Cannot evaluate 'ReadAndWrite' - no file Cannot evaluate 'ReadAndWrite' - no file Cannot evaluate 'ReadAndWrite' - no file Cannot evaluate 'ReadAndWrite' - no file Cannot evaluate 'ReadAndWrite' - no file Cannot evaluate 'ReadAndWrite' - no file Cannot evaluate 'ReadAndWrite' - no file Updating base class F35_base->Plane, by warfxveh\config.bin/CfgVehicles/F35B/ No shape for ammo type SmokeShellVehicle No shape for ammo type SmokeShellVehicle No shape for ammo type SmokeShellVehicle And your bisign files seem to be wrong. WarFXPE.WarfxPE.bisign instead of WarFXPE.pbo.WarfxPE.bisign and so on. Please also use the new sign utils which create bisign files for V2 signatures (they also work with V1). Other than that it looks good. Xeno Edited May 22, 2011 by Xeno Added some more RPT errors in Spoiler Share this post Link to post Share on other sites
purepassion 22 Posted May 22, 2011 could somebody please do me a big favour and post the init for the position lights on helis, because i am having a hard time finding it Share this post Link to post Share on other sites
Opticalsnare 12 Posted May 22, 2011 (edited) could somebody please do me a big favour and post the init for the position lights on helis, because i am having a hard time finding it H1 = [H1] execVM "WarFXPE\ParticleEffects\NavLights\Ch47.sqf"; H1 = name of the aircraft CH47.sqf = name of the script Current supported aircraft scripts A10.sqf AH1.sqf AH6.sqf AH64.sqf C130.sqf CH47.sqf UH60.sqf V22.sqf --- Il see what i can do about those errors, any idea on how to fix the updating base class ones? Edited May 22, 2011 by Opticalsnare Share this post Link to post Share on other sites
megagoth1702 252 Posted May 22, 2011 In the F35B change class F35b : Plane {blabla} to class F35b : F35_base {sasdsadas} k? F35_base is the base class for F35B. Plane is base class for F35_base. You cant override that. Share this post Link to post Share on other sites
Opticalsnare 12 Posted May 22, 2011 K think i got them all fixed thanks. Share this post Link to post Share on other sites
m1n1d0u 29 Posted May 22, 2011 for me the Nav light script doesn't work the game don't find the script Edit : didn't see what you wrote about the class bug sorry Share this post Link to post Share on other sites
Gunter Severloh 4056 Posted May 22, 2011 (edited) Just finished testing your latest update OS, and I noticed that the bmp, shilka, and tunguskas muzzle flashes are gone, anyway to return those in the future, as they looked baddass, especially the BMP one, I know you said you had removed some. Wonderful overall, glad to see the ffars, mortar impacts, and artillary impacts now have an actually dust to them, great job! Edited May 22, 2011 by Gnter Severloh Share this post Link to post Share on other sites
purepassion 22 Posted May 22, 2011 (edited) same for me edit: ok got it thx ---------- Post added at 19:50 ---------- Previous post was at 19:49 ---------- @Günter As i said before some features of the mod have been removed ie the muzzleflashes this is only temp removal until a method which is more stable is worked on. Edited May 22, 2011 by PurePassion Share this post Link to post Share on other sites