Die Alive 0 Posted November 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Broileri @ Nov. 27 2002,08:58)</td></tr><tr><td id="QUOTE">I agree, any kind of a better aiming system would be great, be it an actual mortar sight (which would be excellent) or a simple script as in the old Goetterfunke's artillery piece, displaying compass degrees and range in metres. However, what bugs me more than the missing sights is how the mortar actually works. The higher you aim the tube, the closer the rounds are supposed to land to you. Not the other way round. <span id='postcolor'> hehe that's so true. First time I tried the mortar, I put my mortar up on the hill north of the air base and thought of using a high arch to land the shots into the base, lol, I think my rounds landed off the map. I shot one round, and I waited to see where it lands, and I kept waiting and waiting, and finally I heard a faint boom in the distance. But oh my god does the seal shotgun pack a punch. I made 3 viet civies walk down a path, and I got up and shot the point civie from maybe 10m away, and he flew back into the 2nd civie. And then the 2nd civie stopped and just looked at me for a second, and I was so amazed at blowing away the first, I took a second longer to blow the 2nd one and he too blew back a few feet. And when u shoot dead civies with the shotgun, they blow away like as if a grenade lands near them. And the RPG 2 NVA shoots RPGs at choppers that are low enough to the ground!!! I was gunner in a cobra and was escorting a huey to a LZ, and when the huey was no more than 20m up, a RPG hit the chopper and crashed it!!! I only expected RPGs to be shot at choppers on the gorund, not while landing, and you should of seen my face when I saw that chopper get hit, and then I hosed down the area with MG and grenades. God I love this pack! -=Die Alive=- Share this post Link to post Share on other sites
SelectThis 0 Posted November 27, 2002 Miles, Avon Lady Are you using the -mod commandline? or have it running in the normal ofp setup? If it's the Mod setup then that might be the cause. Also does the computer lock up completely or does it slow down and stutter etc. In which case it might be the object shadows on the Ia Trang island - recommend turning off object shadows. Try using the units on desert island to see if that might be the cause. The Nam Pack was NOT tested for compatability with other mods, sound packs in particular. SelectThis Share this post Link to post Share on other sites
Die Alive 0 Posted November 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Nov. 27 2002,09:25)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ Nov. 27 2002,16:13)</td></tr><tr><td id="QUOTE">This really sucks big ones.<span id='postcolor'> It's a commie conspiracy. <span id='postcolor'> No it's anti war protestors protesting the Vietnam war on your computer! Please someone make some Ohio National Guard units and some hippies addons!!! -=Die Alive=- Share this post Link to post Share on other sites
miles teg 1 Posted November 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 27 2002,15:30)</td></tr><tr><td id="QUOTE">Miles, Avon Lady Are you using the -mod commandline? or have it running in the normal ofp setup? If it's the Mod setup then that might be the cause. Also does the computer lock up completely or does it slow down and stutter etc. In which case it might be the object shadows on the Ia Trang island - recommend turning off object shadows. Try using the units on desert island to see if that might be the cause. The Nam Pack was NOT tested for compatability with other mods, sound packs in particular. SelectThis<span id='postcolor'> Yeah I took off all the sound packs and every other unofficial addon. So right now I'm running just OFP:R version 1.90 with only the official BIS made addons and the ones that come in the NAM2 pack. No soundpacks are being used. But I'll try using a desert island and see if it still happens. If that's the cause then I guess I'll just try using the old "Jungle Everon" map. testing right now... Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Sadico 1 Posted November 27, 2002 Hey, are you going to release a 1.46 compatible version? If not, please at least release the russian HMG, it would be a very good adition to OFP. Share this post Link to post Share on other sites
theavonlady 2 Posted November 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Die Alive @ Nov. 27 2002,16:30)</td></tr><tr><td id="QUOTE">Please someone make some Ohio National Guard units and some hippies addons!!!<span id='postcolor'> Ah, sad, remember Kent State. Yes, some flower-behind-the-ear helmeted soldier units would be interesting. Share this post Link to post Share on other sites
miles teg 1 Posted November 27, 2002 Ok... I just tried using the NAM forces just with the desert map and bingo... it worked. I still need to try them on the Jungle Everon map, but hopefully they'll work ok. I guess my 1.33ghz PC with 256Megs of RAM and a TNT2 32 meg card (Palit Daytona) can't handle it. That's a pity cuz the map looked incredible with amazing detail. (sigh)... Oh well maybe when I upgrade my PC I can use that map. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
theavonlady 2 Posted November 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 27 2002,16:30)</td></tr><tr><td id="QUOTE">Are you using the -mod commandline?<span id='postcolor'> Yes. The first time with Dynamic Range. The second time without DR it didn't happen. That's why I mentioned it. Of course, it could also be because I got shot too soon when playing the Trojan Horse mission. Wish I had some mines, if you know what I mean. Share this post Link to post Share on other sites
SelectThis 0 Posted November 27, 2002 Miles, Try ia drang with object shadows turned off, they dont add that much anyway but use alot of graphics capacity. STT Share this post Link to post Share on other sites
Guest Posted November 27, 2002 I'm not at all interested in the Vietnam war - more modern conflicts are much more interesting to me. Having said that, this is a really superb mod. It is for me like reliving the '60s all over again! (Which is kind of funny since I was born in the '70s ). Now I'm off to fly some choppers and listen to "Paint it Black". Groovy Baby Share this post Link to post Share on other sites
PHY_Hawkeye 0 Posted November 27, 2002 Excellent pack. Simply excellent. I especially love the opening doors and ramp on the helos. You can actually drive a jeep into the back of a CH-47 (of course you can't take off). I tried playing the Trojan Horse mission and it did freeze up about 5 mins in. Although when playing about in the editior for about an hour it was fine. Maybe its a mission problem? Anyway, great work guys. Share this post Link to post Share on other sites
Blake 0 Posted November 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 27 2002,17:13)</td></tr><tr><td id="QUOTE">Miles, Try ia drang with object shadows turned off, they dont add that much anyway but use alot of graphics capacity. STT<span id='postcolor'> One thing also is to disable Multitexturing. Ground textures will lose detail but you gain many many FPS with that trick.... Share this post Link to post Share on other sites
Sh@d0w_Killer 1 Posted November 27, 2002 This is the best damn mod ever! Great job,now all we need is some map maker's to do some missions! Share this post Link to post Share on other sites
munger 25 Posted November 27, 2002 I haven't tried the mod yet as I haven't had time to download it on my lame connection, but I would just like to join Miles and the other guys who have asked for a standalone DShK for the Russians. They have been missing their own HMG for far too long and now that one is made it would be a real shame to prevent it from being used outside the Nam pack, especially considering its very high quality. Please consider it anyway. Share this post Link to post Share on other sites
dinger 1 Posted November 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Nov. 27 2002,14:32)</td></tr><tr><td id="QUOTE">Has anyone tried playing the CoC Mines addon's demo mission "CoC Claymore Trainer"? The moment that mission starts up, the graphic rending crawls at a snails pace.<span id='postcolor'> -- Ouch. Â The moment the mission starts up? It should be a little slow, since it starts with an enemy platoon (48 AI units) in combat range. Â That means the computer is actively driving those AIs, and the graphics engine has to deal with all those polys. If you fire off all six claymores in rapid succession, your FR won't be pretty for about two seconds. (As it's plotting something on the order of 1000 pieces of shrapnel). Â The solution to this problem is wait a second between detonations. Outside of that, the only impact the Mines Mod has is one polling script every ten seconds. Â If you have too many mines on the map, (like 100), you will notice a slight "stutter" If the trainer is causing trouble before you fire the mines, it should be causing trouble solely because of the number of bandits. This can be tested by deleting the 6 claymores from the map, the Blasting Device, and the init.sqs file. Still, we want to hear about any problems people are having with this mod. We didn't work long hours for it to bring your computer to its knees --- As far as the SEB mod crashing the computer. Â I saw that too. Â I found that reducing the viewdistance solved most of these. --- I can't speak for the SEB people, but I know that when we were developing the COC_Mines mod, we tried to minimize the impact on system performance (which is also why we hate the trigger solution to detonation). Â For the mines, that means jostapo went for very low poly counts and as small texture maps as would look passable. Â Of course, these objects have a moment at which they have to "shine", and we decided that at that moment -- detonation -- a few seconds of lag on lower-end machines was acceptable. In general, good mods tend to assume a slightly higher spec than the original game. Â In part this is due to the time elapsed between the release of the game and the mod. If you look at SEB NP2's terrain, you can see what this means in practice. Ia Drang probably has fewer textures than Nogova, but it's got a lot of trees. Â That's gonna eat more of your video card. Â And the hard freezes I was getting looked like a function of video overload. Share this post Link to post Share on other sites
Hidden 0 Posted November 27, 2002 I just found the M.A.S.H. theme ;D Share this post Link to post Share on other sites
theavonlady 2 Posted November 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hidden @ Nov. 27 2002,19:56)</td></tr><tr><td id="QUOTE">I just found the M.A.S.H. theme ;D<span id='postcolor'> Wrong war, pussycat, wo, wo, wo-oh. Share this post Link to post Share on other sites
Hidden 0 Posted November 27, 2002 I know I know, just use your imagination anyway Just tried a river crossing "mission", machinegunner and 3 rifle mortars waiting for us on the other side. Rain pouring down, thunder and all. Group leader said "Stay sharp, they are all around us". Well it looked pretty much empty.. Until a few seconds later! Machinegunner opened fire on us from the river bench 200m from our position. We dived into cover and fired back. I got the machinegunner, but there were 3 rifle mortars left. Lost the rest of my group, where the he** are they?! I though while moving towards the last known enemy position. Spotted a rifle mortar and started shoting. He ran fast as a dog from he** and I missed and missed, starting to get worried.. Empty clip! He turned around and faced me, new clip, auto, buda-buda-buda!! He was dead before he reached the ground. I then saw movement on my right, 2 o clock. Damn a surviver! I managed to miss again, almost a whole clip, before finally hitting him when he was laying on the ground, aiming at me, 10m away from me.. Lost 3 guys during that short fight, I think. We moved on, medic was dead and .4 screaming he was wounded. Not a good situation. Shortly after, we faced a wall of hot led up in the forest. It showed the AI off pretty good, some of us shot at the muzzle flash positions, others used cover and flanked them. I died before I got to see the ending though.. This add-on rocks like nothing else. Share this post Link to post Share on other sites
Eviscerator 0 Posted November 27, 2002 Munger, the DShK doesnt fit in with the russians in ofp, i believe it was replaced in the mid 60's to early 70's by the NSV, although as there seems to be some demand ill talk to the other guys about it... i have noticed some crashing but only when i had a lot of units in the game or set my view distance really high, so i suppose this fits in with what dinger says about it looking like video overload, also we will probably use the big modules as a chance to make any bug fixes, so list all the ones you see and hopefully we will have a chance to fix as many as possible by then Share this post Link to post Share on other sites
ebud 18 Posted November 27, 2002 It may not fit, but it's better than the alternative. I had thought along the lines of having one for the main game units as well, but pushed it to the back of my mind as it was more pressing to get it textured, working, and into the pack first. I think it would be a good idea to release a couple of the items from that pack as separate, individual addons so the non-nam era players could appreciate them. But I'm very against breaking out much more than the DSHK and possibly the mortars. Those are really the only things people would want, and the rest would be too much of a hassle to individualize anyway. Share this post Link to post Share on other sites
Mr ThunderMakeR 0 Posted November 27, 2002 OK, now I got -mod=vietnam to load the Nam pack but its still loading my other addons from the Res/Addons folder. How do i get rid of those? Share this post Link to post Share on other sites
supergrunt 1 Posted November 27, 2002 has anybody created a script for using the radio's in the nam pack? (or could someone tell me how to use this ? ) i want to call a evac using the radio (also a airstrike and a navel strike ) Share this post Link to post Share on other sites
theavonlady 2 Posted November 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Mr ThunderMakeR @ Nov. 27 2002,23:35)</td></tr><tr><td id="QUOTE">OK, now I got -mod=vietnam to load the Nam pack but its still loading my other addons from the Res/Addons folder. Â How do i get rid of those?<span id='postcolor'> You can't. The RES folder is always used. Move the unofficial addons out of RES jsut as well. Share this post Link to post Share on other sites
miles teg 1 Posted November 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ebud @ Nov. 27 2002,20:37)</td></tr><tr><td id="QUOTE">It may not fit, Â but it's better than the alternative. I had thought along the lines of having one for the main game units as well, but pushed it to the back of my mind as it was more pressing to get it textured, working, and into the pack first. I think it would be a good idea to release a couple of the items from that pack as separate, individual addons so the non-nam era players could appreciate them. But I'm very against breaking out much more than the DSHK and possibly the mortars. Those are really the only things people would want, and the rest would be too much of a hassle to individualize anyway.<span id='postcolor'> I agree Ebud. The rest of the addons are pretty much Vietnam oriented aside from perhaps something like the SKS, but there is already a fairly decent SKS standalone addon floating around. There is also another fairly good mortar addon so even that you wouldn't have to individualize. Really it's just the DShK machine gun that I think the Russians really need even if it is something that the Russians quit using in the 70's. It still looks very similar to the NSV HMG and is MUCH better then having the Russians continue to use the American made Browning M2 HMG which is very unrealistic (I have no idea why BIS never fixed this). Also I was just checking my U.S. Army FM 100-2-3 field manual on the Soviet Army and as of June 1991 it still listed it as a standard piece of equipment in the Soviet Army with no mention of it being fully replaced. It's possible that the NSV replaced it in front-line units, but that the DShK soldiered on in Reserve units. But more importantly I think is the fact that 3rd world armies, guerilla groups, and terrorist orginizations all over the world still use the DShK as their main heavy machine gun. In Somalia for example, alot of these were mounted on pickup trucks in what were called "technicals". So in Operation Flashpoint it would also make an EXCELLENT Resistance weapon as well. If you do decide on making it a stand-alone addon, I would highly recommend that you use a heavier sound and perhaps brighter tracers. An excellent example is on the 14.5mm KPV heavy machine gun on that BTR-70 APC addon that came out recently. They did an excellent job giving it a nice hefty sound as well as a beautiful bright red tracer that looks extremely impressive during firefights that the BTR-70 is involved in. You could maybe even get permission from the BTR-70 creator/s to use that sound and the coding for the tracers unless you already know how to do the really bright tracers. Bright red looks the most impressive though as it really stands out and scares the hell out of you when you see those big fat tracers flying past your head or outside your helicopter (or worse slamming into your chopper). But aside from that I have to agree with others that beside the video card overload problem some of us have experienced, this mod is by far THE most impressive one that I have seen and really sets the benchmark for future mods. I can't wait to see Version 3 of the NAM pack once the armor and airplanes are added. Also hats off for adding those CoC landmines. They are absolutely superb. Keep up the great work and I can't wait to see that standalone DShK (preferably without the sandbags). It's a real beauty as is the entire mod. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Ludovico Technique 0 Posted November 27, 2002 Errr. I can't find the download. Where has it gone? Share this post Link to post Share on other sites