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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.

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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

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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. :)

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really nice , can we have a sort of changelog ?

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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.

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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:

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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 by Bigpickle

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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

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 :)

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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

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;1933999']Manzilla.... suck it :D

Awesome 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.

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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?

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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 by Opticalsnare

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naah the GBU looks good.

well they dont appear very bright, but in this case it looks alright!

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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 by Xeno
Added some more RPT errors in Spoiler

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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

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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 by Opticalsnare

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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.

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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

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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 by Gnter Severloh

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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 by PurePassion

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