Major Fubar 0 Posted November 6, 2002 The installer for this (setup.exe) defaults the installation path to Program Files\Codemasters\OperationFlashpoint. It didn't give me an option to point it to the right path... (Which in my case is Games\OperationFlashpoint). Just thought I'd let you know... Share this post Link to post Share on other sites
quakergamer 0 Posted November 6, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Nov. 06 2002,01:48)</td></tr><tr><td id="QUOTE">The installer for this (setup.exe) defaults the installation path to Program Files\Codemasters\OperationFlashpoint. It didn't give me an option to point it to the right path... (Which in my case is Games\OperationFlashpoint). Just thought I'd let you know...<span id='postcolor'> There is a way. Just choose CUSTOM isntallation then ul lsee u will be able to chose the path Share this post Link to post Share on other sites
Tovarish 0 Posted November 6, 2002 damnit, downloaded it and the file was corrupted. I have a bandwith cap so I won't be dling 200 megs again taking the chance of another bad dl.... Share this post Link to post Share on other sites
zverushka 0 Posted November 6, 2002 I don't like it. The "island" you created has only 2 textures, and a couple of small textures for the airstrip. Half the place is completely flat. Also, the iraqi soldiers have russian faces, russian camo, and russian weaponry. They should have middle eastern faces, a different camo, and AK-47s. The kuwaitis have czech faces, czech camo, and czech weaponry. WTF? They aren't changed one bit. The paladins are weak and hard to aim with. In real life they are very precise and can stop a tank charge no problem. In game, Iraqi T-55s can easily destroy a bunch of paladins without ANY damage done to them. The apaches have AWFUL textures, just awful. The only thing I could possibly like out of it are the M16 sounds, but even those sound very muffled. They need to be sharper. you guys better shape up before the final release! Share this post Link to post Share on other sites
SelectThis 0 Posted November 6, 2002 Quaker... I know how much work it involves to get something together ..a absolute s#%#load...so don't let the nah sayers get you down, just remember that for every person that posts something negative there are 5 other people enjoying the stuff. Keep the faith. SelectThis Share this post Link to post Share on other sites
Guest Posted November 6, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 06 2002,03:26)</td></tr><tr><td id="QUOTE">Quaker... I know how much work it involves to get something together ..a absolute s#%#load...so don't let the nah sayers get you down, just remember that for every person that posts something negative there are 5 other people enjoying the stuff. Keep the faith.<span id='postcolor'> Well said Share this post Link to post Share on other sites
Guest Posted November 6, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (zverushka @ Nov. 06 2002,03:20)</td></tr><tr><td id="QUOTE">I don't like it. The "island" you created has only 2 textures, and a couple of small textures for the airstrip. Half the place is completely flat. you guys better shape up before the final release!<span id='postcolor'> I might field this one since I made the island. The island is mainly flat because IT IS IRAQ!!! Go look at a map...Iraq is about 80% flat desert. Secondly the island has 5 base textures (go into the mountains), with a total of 176 custom textures used for the map. So you are a little wrong when you say "2 textures". If it seems as though there is just one main texture used...you are right. IT IS THE DESERT.....what else would you expect??? Gees... As for a final release....I am currently redoing ALL the land textures. The final ones will "tile" almost perfectly, have more variety, and use colours sampled from photographs of Iraq. Share this post Link to post Share on other sites
bn880 5 Posted November 6, 2002 Just downloaded it (fast host). Will try when time permits, but thanks in advance for putting so much work into the OFP community. BTW: I like the calendar you have on the Desert site, except I never heard of this election holiday... what's haloween? Share this post Link to post Share on other sites
Major Fubar 0 Posted November 6, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Nov. 06 2002,02:22)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Nov. 06 2002,01:48)</td></tr><tr><td id="QUOTE">The installer for this (setup.exe) defaults the installation path to Program Files\Codemasters\OperationFlashpoint. It didn't give me an option to point it to the right path... (Which in my case is Games\OperationFlashpoint). Just thought I'd let you know...<span id='postcolor'> There is a way. Just choose CUSTOM isntallation then ul lsee u will be able to chose the path<span id='postcolor'> No problem. I just assumed CUSTOM meant what components to install, didn't realise it would mean path as well. Thanks. Â Share this post Link to post Share on other sites
theavonlady 2 Posted November 6, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ Nov. 06 2002,04:39)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 06 2002,03:26)</td></tr><tr><td id="QUOTE">Quaker... I know how much work it involves to get something together ..a absolute s#%#load...so don't let the nah sayers get you down, just remember that for every person that posts something negative there are 5 other people enjoying the stuff. Keep the faith.<span id='postcolor'> Well said <span id='postcolor'> It might be well said but I would like to ask members of the silent majority out there who like the mod to pipe up and give us your reviews, please. Share this post Link to post Share on other sites
ale2999 0 Posted November 6, 2002 Quaker nice job, it is only a demo that means it is not a final release. he had the idea to package all his addons and put them togethere and release it. When he makes more he is gonna make like updates/pathes like it happens for cs. WTG, just make some missions man hehe Share this post Link to post Share on other sites
nierop 0 Posted November 6, 2002 Sorry Avon Lady, Silent majority has not finished testing. I dont go blabbing when I dont know my own opinion yet... Bye, Pimmelorus [sHoP] Share this post Link to post Share on other sites
hovmand 0 Posted November 6, 2002 I like the paladin alot, great fun trying to get the elevation right and then see if you hit Share this post Link to post Share on other sites
Major Fubar 0 Posted November 6, 2002 OK, dumb question now: Can I use these addons in non GWC missions? I put the PBOs in my Res/Addons directory (ds_m249.pbo, ds_m82a1.pbo etc.), but can't access them through the editor. I unpbo'd one to have a look, and there was no config...are they all in a central pbo or something? In short, what do I need to put in my standard addons folder to access these addons? (Without having the seperate EXE installed etc.) Thanks - Fubar Share this post Link to post Share on other sites
Stag 0 Posted November 6, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (zverushka @ Nov. 05 2002,06:20)</td></tr><tr><td id="QUOTE">The paladins are weak and hard to aim with. In real life they are very precise and can stop a tank charge no problem. In game, Iraqi T-55s can easily destroy a bunch of paladins without ANY damage done to them.<span id='postcolor'> You do realise that Paladins are artillery, they ARE lightly armoured, and they shouldn't be in a direct gunfight at all? Until indirect fire is sussed, they are only useful as eye candy, but I have an idea: I haven't gone deeply into scripting, so I'm not sure it's possible, but can a vehicle actually "carry" a script, so that instead of adding a particular script to a mission every time, you just have to add the vehicle? The Paladins could really be deployed anywhere, hell, they'd be able to cover a whole island. Ditto for the MLRS. Aim them by clicking on the map. If so, the Paladin could carry the neccessary script for an artillery barriage, so its available while the Paladins are still in one piece, but lost if the vehicles are destroyed. @quakergamer: The effort is appreciated, but you still have a lot of work to do. One thing I noticed about the Paladin was that the inside of the gun barrel (visible through the muzzle break) had no texures. you'll reqire a few extra polys in there. Share this post Link to post Share on other sites
zverushka 0 Posted November 6, 2002 Thats the problem, a tank has the same range as a paladin and is more accurate. It should have a longer range than a tank, maybe by some special optics or computer equipment. Share this post Link to post Share on other sites
quakergamer 0 Posted November 6, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Nov. 06 2002,12:12)</td></tr><tr><td id="QUOTE">OK, dumb question now: Can I use these addons in non GWC missions? I put the PBOs in my Res/Addons directory (ds_m249.pbo, ds_m82a1.pbo etc.), but can't access them through the editor. I unpbo'd one to have a look, and there was no config...are they all in a central pbo or something? In short, what do I need to put in my standard addons folder to access these addons? (Without having the seperate EXE installed etc.) Thanks - Fubar<span id='postcolor'> Nope BUT this week we willr elease the weapons pack that will work with 1.46 and 1.85 Ressitance for those who have 56k or dosent have OFP:R And also today we will rerlease a patch fixing some of the bugs (Textures ands ound ones) The patch is 7 mb big anyway . And also guyz next week we will release the first mission pack including the MLRS Unit Share this post Link to post Share on other sites
quakergamer 0 Posted November 6, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wardog @ Nov. 06 2002,12:32)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (zverushka @ Nov. 05 2002,06:20)</td></tr><tr><td id="QUOTE">The paladins are weak and hard to aim with. In real life they are very precise and can stop a tank charge no problem. In game, Iraqi T-55s can easily destroy a bunch of paladins without ANY damage done to them.<span id='postcolor'> You do realise that Paladins are artillery, they ARE lightly armoured, and they shouldn't be in a direct gunfight at all? Until indirect fire is sussed, they are only useful as eye candy, but I have an idea: I haven't gone deeply into scripting, so I'm not sure it's possible, but can a vehicle actually "carry" a script, so that instead of adding a particular script to a mission every time, you just have to add the vehicle? The Paladins could really be deployed anywhere, hell, they'd be able to cover a whole island. Ditto for the MLRS. Aim them by clicking on the map. If so, the Paladin could carry the neccessary script for an artillery barriage, so its available while the Paladins are still in one piece, but lost if the vehicles are destroyed. @quakergamer: The effort is appreciated, but you still have a lot of work to do. One thing I noticed about the Paladin was that the inside of the gun barrel (visible through the muzzle break) had no texures. you'll reqire a few extra polys in there. <span id='postcolor'> Yes I will fix the textures there. But first I want a STABLE config.bin that supoprot pistols ( I just dont get why it dosent work :/) and for the M109; OFP DOSENT Support artillery so I've did the best I've could but it can't work better. With scripting, yes it would be possible to have accurate firing but the scrtipts will only work if you put them in your missions (Thats what we will do for our missions). And also to zverushka: The m109 has 4000 mb range , adn if you become really good try setting viwdistance at 4000m and firing ull see it can go way longer and its also more powerful than a tnak shell. But this is just if you become good at firing the cannon (trust me I am not lol but peoples managed to do it in MP games) Share this post Link to post Share on other sites
SantaMania 0 Posted November 6, 2002 Wheres all the missions that was promised in the readme file? Im sorry, i cannot see them, and the only thing i see under "missions" in the ofgwc folder, is some trailer which i cant see cause i need an addon? Whats up? Share this post Link to post Share on other sites
bn880 5 Posted November 6, 2002 The link to start the game does not work if mod is not installed in default folder. Share this post Link to post Share on other sites
bn880 5 Posted November 6, 2002 Fixed the link and now I lauch the mod... ok, mod loads, no new Campaign listed. No new SP missions... Share this post Link to post Share on other sites
SantaMania 0 Posted November 6, 2002 My ofp:res is now fucked. Open ofp:res in normal mode (no mods) Try fly a plane in the editor on desert island... just fly the a-10 (BIS standard), then after a minute or two... the model suddenly becomes invisible???!!!! Share this post Link to post Share on other sites
quakergamer 0 Posted November 6, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ Nov. 06 2002,21:32)</td></tr><tr><td id="QUOTE">Fixed the link and now I lauch the mod... ok, mod loads, no new Campaign listed. Â No new SP missions... Â <span id='postcolor'> There wasnt supposed to be any SP missions in there yet u have to wait for the mission pack coming next weekend. Also for the plane bug ill try see what I can do :/ And for those who get errors with their setup.exe look here: http://www.roughnecks.org/opgwc....+Report Share this post Link to post Share on other sites
quakergamer 0 Posted November 7, 2002 The OPGWC Patch is out now. Here is the fixes -Fixed F15 Aiming Point -Fixed F15 BUG when getting out (You were dead) -Fixed SA80 Sound in burst mode -Fixed M82A1 Barrett having no sound -Fixed UK Medic having no weapons -Fixed UH60 versions that were in double -Fixed UH60 Air Ambulance Crew Error -Fixed Uh60 Flying Sound -Fixed the Video Menu having no terrain detail or View Distance Option -Fixed Some of the planes had different menu -Fixed some small character bugs. -Fixed T55 Tank having Civillian Crew -Fixed some minor Name problems -Increased Vulcan Gun Power and speed -Fixed Vulcan that had Woodland Textures -Fixed M113 with some parts Woodland camo -Added M113 Ambulance Get it here: http://www.multimania.com/quakergamer3/opgwc_patch1.zip (7,891 mb) For more information: http://www.roughnecks.org/opgwc....ch+%231 Share this post Link to post Share on other sites
whisperFFW06 0 Posted November 7, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SantaMania @ Nov. 06 2002,21:36)</td></tr><tr><td id="QUOTE">My ofp:res is now fucked. Open ofp:res in normal mode (no mods) Try fly a plane in the editor on desert island... just fly the a-10 (BIS standard), then after a minute or two... the model suddenly becomes invisible???!!!!<span id='postcolor'> Before accusing any 3rd party add-on & mod, just check facts. This happens to me too when I get out of map in an air vehicle. This is NOT a mod problem. Incredible respect in these boards! Share this post Link to post Share on other sites