SelectThis 0 Posted November 26, 2002 RE: Addon folder choice 1) the sebnam_1a.pbo should go with the ones that i said go into the res/addon folder. 2) the only reason I suggested that is if for some reason you wanted to just play 1.46 then the addons in the res folder wont be loaded and cause problems. They can all go into the 1.46 ofp/addons if you want, they should still work fine in 1.90. note re the SP mission, there are some bugs in it which I apologise for, but I didn't give CareyBear much time to work on the missions (1 week :/ ). We will release a SEB NP2 Mission Pack with fixed SP missions and new ones sometime down the track...I need a short break SelectThis Share this post Link to post Share on other sites
theavonlady 2 Posted November 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 26 2002,16:53)</td></tr><tr><td id="QUOTE">They can all go into the 1.46 ofp/addons if you want, they should still work fine in 1.90.<span id='postcolor'> Good. There is a general recommendation that no unofficial addons should be placed in the \RES\Addons folder. Share this post Link to post Share on other sites
PitViper 0 Posted November 26, 2002 umm.. if you put addons that require resistance into the regular addons folder, you get all kinds of errors if you try to start up Operation Flashpoint (non resistance) Share this post Link to post Share on other sites
theavonlady 2 Posted November 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PitViper @ Nov. 26 2002,16:58)</td></tr><tr><td id="QUOTE">umm.. if you put addons that require resistance into the regular addons folder, you get all kinds of errors if you try to start up Operation Flashpoint (non resistance)<span id='postcolor'> True. The reason not to put them into \RES\AddOns\ was because of a potential for conflict, based on the order in which addons are processed when OFP starts up. For details, we'll need to see the Wizard Of OFP, Kegetys. He'll most probably want some witches broom before he coughs up any information. Share this post Link to post Share on other sites
SelectThis 0 Posted November 26, 2002 1.85 fixed the addon order conflicts for SP (it now correctly saves the used addons in the mission.sqm). It is still broken for MP. The simple solution when using multi pbo addons like the Nam Pack is to make the mission in SP then transfer to MP, or copy the MP sqm to SP, preview and save, then copy the addons section of the SP sqm back to the MP sqm. SelectThis Share this post Link to post Share on other sites
Tales_From_Topographic_Oceans 0 Posted November 26, 2002 we need to hammer this out. I am still confused about the relationship between the 2 ADDON folders. I can put the RES CD in and open the game to the main menu. I can click on Mission Editor and access the addons in the OPF/ADDON folder and the addons in the RES/ADDON folder. It seems to me that all are loaded. I have the new gunslinger addon in both the OPF/ADDON and RES/ADDON folder. I may delete it out of the RES/ADDON folder. The addons from the WW II Team say to put their addons only in the RES/ADDON folder. need more discussion Share this post Link to post Share on other sites
miles teg 1 Posted November 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Nov. 26 2002,14:18)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PitViper @ Nov. 26 2002,15:13)</td></tr><tr><td id="QUOTE">classic!<span id='postcolor'> Yes. Impressive pics! Speaking of missions, there seems to be a lack of SP Vietnam missions out there. Other than the recent LZ Columbus, does anyone know of any good Vietnam SP missions? TIA.<span id='postcolor'> Actually I've working on some Avon Lady, but I've just been waiting for this version of the SEB Nampack to finalize them. So fear not, they will be forthcoming especially during the Christmas holidays when I'll have plenty of time to work on missions. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
PitViper 0 Posted November 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Nov. 26 2002,08:18)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PitViper @ Nov. 26 2002,15:13)</td></tr><tr><td id="QUOTE">classic!<span id='postcolor'> Yes. Impressive pics!<span id='postcolor'> you do realize that that pic is an "ofp-ized" version of that classic vietnam photo with the men and the huey. Does anyone have the actual photo handy?!? thanks! Share this post Link to post Share on other sites
vade_101 0 Posted November 26, 2002 A Great pic Edit: RalphWiggum, pic size > 100kb Share this post Link to post Share on other sites
PitViper 0 Posted November 26, 2002 thats the one. thanks! Share this post Link to post Share on other sites
theavonlady 2 Posted November 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tales_From_Topographic_Oceans @ Nov. 26 2002,17:09)</td></tr><tr><td id="QUOTE">The addons from the WW II Team say to put their addons only in the RES/ADDON folder. need more discussion<span id='postcolor'> If you only run OFP 1.75 or greater, you should put all your unofficial addons in either OFP\Addons or in a separate mod subdirectory tree. In addition, if you have Kegetys' Editor Addon 1.1, you should discard any previous versions, including Gunslinger's. If you also run OFP 1.46 and below, then so far the only negative effect of following the above that I've experienced is getting a message at OFP startup that some addon is for a higher release. As long as I don't use the addon, everything works. My \RES\AddOns\ folder only contains the addons installed by OFP. Everything else I've downloaded is either in \Addons or in mod folders. Share this post Link to post Share on other sites
FatJoe 0 Posted November 26, 2002 Yeah.. it was hard to set the scene.. put it all to gether so it looks like the real one.. but I'm glad ya recogniced it Also, nice job on fixing the scene SelectThis ohh.. And by all means.. do enjoy the Nam pack God knows I will Cheers Joe Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted November 26, 2002 Some of the huts don't blow up. Shame Just out of interest, why did you change the full-auto sound for the armalites and the ak's? If you use Satchel's mod it sounds really weird Ah well The Mortar is cool Don't like the heavy M-gun though, it looks slow and not so heavy... Nice job on the choppers though, I'm impresssed Share this post Link to post Share on other sites
Tales_From_Topographic_Oceans 0 Posted November 26, 2002 AV lady: Thanks. One last question. If I create a MOD subdirectory under OPF/ADDON and put all unofficial addons there, will the game be able to access those addons? I think some of the island addons have a separate subdirectory. Share this post Link to post Share on other sites
ebud 18 Posted November 26, 2002 A fitting image to top of lot's off lot's of hard work. Thank's to ST for bringing all of it together. Now's let's see those missions! Ebud Share this post Link to post Share on other sites
smogmorph 0 Posted November 26, 2002 Has anyone finished the SP mission (Trojan Horse) included in the pack yet? I seem to be having some problems ending it. After a couple of attempts I managed to destroy the entire convoy (except the ammo truck ofcourse), then that Cobra chopper shows up, took it down quite easily. (FYI - that chopper can't hit anything, felt like I had some kind of energyshield which bounced off all the bullets) But after that.. nothing happens.. Â Â Anyway.. Great pack Share this post Link to post Share on other sites
contraz0rz 0 Posted November 26, 2002 great pack guys! Share this post Link to post Share on other sites
theavonlady 2 Posted November 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tales_From_Topographic_Oceans @ Nov. 26 2002,18:11)</td></tr><tr><td id="QUOTE">One last question. If I create a MOD subdirectory under OPF/ADDON and put all unofficial addons there, will the game be able to access those addons?<span id='postcolor'> Yes, if you define the one or more mod subdirectories on the mod parameter in the command line that runs the Resistance EXE. Example: "C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE" -nosplash -mod=Vietnam;DynamicRange I use the above to include the Vietnam addons and the Dynamic Range soundpack in a given execution of OFP: Resistance. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I think some of the island addons have a separate subdirectory.<span id='postcolor'> Are you referring to the directory that is used to provide the cutscene for the island when OFP returns to its menu after playing a mission on a given island? Share this post Link to post Share on other sites
ebud 18 Posted November 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ex-RoNiN @ Nov. 26 2002,17:06)</td></tr><tr><td id="QUOTE">Some of the huts don't blow up. Shame Just out of interest, why did you change the full-auto sound for the armalites and the ak's? If you use Satchel's mod it sounds really weird Ah well The Mortar is cool Don't like the heavy M-gun though, it looks slow and not so heavy... Nice job on the choppers though, I'm impresssed <span id='postcolor'> Well, we weren't testing the pack in conjunction with other mods. It was never made to work that way. Slow and not so heavy? Bah! I think it's great compared to using the .50 cal. You finally get a real easy heavy mg and people still complain. Wonders never cease. Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted November 26, 2002 What are the scripting commands to open the ramps and doors by the way? Anybody know? I dunno if anyone tried it yet, but if you open the ramp on the Ch-47, then you can walk in without bouncing or anything until you reach the hole in the floor. Brilliant Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted November 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ebud @ Nov. 26 2002,17:19)</td></tr><tr><td id="QUOTE">6--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ex-RoNiN @ Nov. 26 2002,176)</td></tr><tr><td id="QUOTE">Some of the huts don't blow up. Shame Just out of interest, why did you change the full-auto sound for the armalites and the ak's? If you use Satchel's mod it sounds really weird Ah well The Mortar is cool Don't like the heavy M-gun though, it looks slow and not so heavy... Nice job on the choppers though, I'm impresssed <span id='postcolor'> Well, we weren't testing the pack in conjunction with other mods. It was never made to work that way. Slow and not so heavy? Bah! I think it's great compared to using the .50 cal. You finally get a real easy heavy mg and people still complain. Wonders never cease.<span id='postcolor'> Fair enough about testing with other mods I'm not complaining about the M-gun, don't get me wrong, i think everything is great, especially the model, but it just, I dunno, maybe its just the sound Expect missions where u have to blow them up So is it (both in pack and RL) actually heavier than the M2? Share this post Link to post Share on other sites
Tales_From_Topographic_Oceans 0 Posted November 26, 2002 theavonlady Never mind me, I am confused. One of the custom desert islands (zw ?) created a subdirectory I recall. I will pursue this "which addon folder" issue on another thread. Thanks for your comments. Share this post Link to post Share on other sites
ebud 18 Posted November 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ex-RoNiN @ Nov. 26 2002,17:22)</td></tr><tr><td id="QUOTE">So is it (both in pack and RL) actually heavier than the M2?<span id='postcolor'> To be honest I don't know. Only ST knows the code, but I think it may have been toned down. In the initial stages, it was too deadly. Probably like that in RL, but in-game when a couple of these were around an LZ it was a slaughter. Share this post Link to post Share on other sites
SelectThis 0 Posted November 26, 2002 Re: satchels.. I think BIS changed the default sound of the auto mode for the M16 and AK's in Res, it's a single shot sound clipped to fit into the reload time when firing fullauto. In ofp 1.46 the sounds were a linked 3 shot sound.. I think. The M2 uses a 12.7x99mm shell, the DShK used a 12.7x109 mm shell. On another note, for those not use to the Ia Drang (previously Ia Trang) island, it is pretty demanding on the computer, if you experience alot of skipping or slowdowns then try disabling object shadows. SelectThis Share this post Link to post Share on other sites
Scorpio 0 Posted November 26, 2002 Truly fantastic...very good job and thankyou very much to SEB for this great new dynamic to OFP. The sheer effort and talent was used greatly. Once again, Great Job guys Share this post Link to post Share on other sites