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Seb nam pack 2 out!

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People mentioned before that they were having problems with Dynamic Range and Vietnam. I've run them together for a couple hours and haven't noticed any problems.

What were the problems people were having?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PitViper @ Nov. 28 2002,08:34)</td></tr><tr><td id="QUOTE">People mentioned before that they were having problems with Dynamic Range and Vietnam.  I've run them together for a couple hours and haven't noticed any problems.  

What were the problems people were having?<span id='postcolor'>

I may have been hasty in my assumptions. I'll try and test things more today. I assumed that the freezes only occurred when combining the NAM and DR packs.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Nov. 28 2002,08:29)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PitViper @ Nov. 28 2002,08:34)</td></tr><tr><td id="QUOTE">People mentioned before that they were having problems with Dynamic Range and Vietnam.  I've run them together for a couple hours and haven't noticed any problems.  

What were the problems people were having?<span id='postcolor'>

I may have been hasty in my assumptions. I'll try and test things more today. I assumed that the freezes only occurred when combining the NAM and DR packs.<span id='postcolor'>

I've had some freezing problems with the NAM pack alone, only happened once or twice. It was during Trojan Horse.

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on the second page of the posts. . .avon lady mentioned my LZ Columbus misison as one of the better SP missions using the nam pack. . if any of you have d/l my mission or would like to. . i have a link here. . it has been updated to use ONLY the nam pack 2.0 addons.

LZ Columbus download here

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PitViper @ Nov. 28 2002,07:34)</td></tr><tr><td id="QUOTE">People mentioned before that they were having problems with Dynamic Range and Vietnam.  I've run them together for a couple hours and haven't noticed any problems.  

What were the problems people were having?<span id='postcolor'>

Not a problem as such.

Its just that Ak full auto sounds sound a bit screwed, esp. compared to single shot, same thing with the M16 series of guns, although it isn't as bad with them smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (~Too Tall~ @ Nov. 28 2002,11:22)</td></tr><tr><td id="QUOTE">on the second page of the posts. . .avon lady mentioned my LZ Columbus misison as one of the better SP missions using the nam pack. .<span id='postcolor'>

To clarify, I did not say anything good ro bad about your mission. I was referring to it as one of the few SP missions available for the NAM pack.

Now that you've released a new version of the mission, I'll have to find the time to play it. Then I'll have an opinion. smile.gif

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Have anyone notice that the mines contained on the pack (for me, one of the most innovatives aspect of this addon) explode if you shoot at them?

They work wonderful!!!

the way the code is embebed inside the addon, and how the mines work, sweeet, i have been looking for something like this for a loong time.

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Great pack, the most complete addon yet released for OFP in my opinion.

One thing though, I think the DhSK hmg has a bit too high armour values. I mean, I've been barraging one with ffars and other weapons and still cannot knock it out.

Anyone else noticed this?

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A Big thanks from the SEB Team for all the comments (good and bad wink.gif). We're pleasently surprised by the small number of bug reports given the size and complexity of the pack.

Having said that there have been some bugs detected. We're still looking for more and depending on the severity will then decide ho wbest to handle it. Given the size of the pack, we don't want to have to keep releasing updates, so we may wait until the armor or air module is complete before addressing the current bugs.

Current bugs:

1) lack of ranging gear on the mortor

2) wrong sight on the stoner

3) missing texture oh6 rotors

4) used Kegetys's old rpg7 info - get updated files from 1.1

5) rpd scope wrong not as round as model

6) Pilot glasses showing?

7) Resistance Villager1 - wrong weapon

8) some reports of crashing-cause unknown at this stage

number 7) is easy to fix, the Resistance side villager uses the standard AK47, not the high dispersion ones in NP2. Just put this in the init line to correct it.

removeallweapons this; this addmagazine "sebak47mag"; this addweapon "sebak47"; this addmagazine "sebak47mag"; this addmagazine "handgrenade"; this addmagazine "handgrenade"

Keep the bug reports coming.

SelectThis

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There was also the ability to raise/lower other pilots visors just by standing near them but I dont know if thats more of an engine problem or not.

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Few more 'bugs':

-tanks crews have CAR-15 as default weapon. Should have M3 grease gun instead.

-M3 grease gun is extremely inaccurate, almost useless. Even .45 pistol is much more accurate.

-DSHK has optical sights, why not add iron sights instead without zoom? The model shows no trace of optical sights. I tried that with our yet un-released NSV addon and it worked very well. It would be better solution than current sights which look like kegetys AGS-17 sights.

BTW:

Will you be doing some proper ARVN units? I recon it wouldn't be too time-consuming since you could use US Army models and just add vietnamese faces as default. Maybe also some older stuff like M1 Carbines and other older gear if you have the time. Perhaps also make their arms thinner if possible wink.gif

Also, Royal Australian Regiment (RAR) fought in Vietnam 1965-72 any plans on to implement them into the addon?

Other than that, I feel like Alice in wonderland smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Blake @ Nov. 28 2002,23:00)</td></tr><tr><td id="QUOTE">Also, Royal Australian Regiment (RAR) fought in Vietnam 1965-72 any plans on planning to implement them into the addon?<span id='postcolor'>

If you want to get picky, South Korean, Thailand, Australia and New Zealand all sent troops over (and maybe some I havent mentioned) so theres a lot of room for more add-ons.......

I totally agree with what you said about the Dshk, Iron sights would be much better.

But besides that and a few other small things (would be nice if the barrells would spin of the M134 mounted on the UH-1C Gunship), excellant, absolutely suburb.

With a proper armour pack, some planes and some ARVN troops, it will be complete.

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RE: ARVN:

10 Asian faces have been included into the Nam Pack (same as the ones in NP1), it is possible to use setface on the US army units to make them into ARVN. Down at the bottom of the readme file is a list of the faces.

the M3A1 only had an effective range in RL of 50 meters. In NP2 it does have a higher dispersion than the M1911 but the auto fire makes it much more deadly.. the SD one is maybe too effective at close range i think, it might be made a bit noiser in the upgrade. I dont think the M3 was issued to crew, it was more of a unofficial acquisition by them..ie they "acquired" it themselves.

DsHK ironsight, might be a possibility.

Gunship barrel rotation: I did code this in, but it was only possible to make one set of barrels rotate, so I took it out.

I am keeping a list of decent suggestions (ones based on factual and realistic information) so keep them coming...requests for more units are a different matter, alot had to be cut to keep the size of the pack manageable and while it might be nice to have all possible units in there, it's just not logistacally possible.

SelectThis

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 28 2002,07:13)</td></tr><tr><td id="QUOTE">Re: crashes.

I have no idea what could be causing it, I run the pack on a PIII700 512 Meg Ram, GF Ti4200. The island runs smoothly with object shadows off, view distance 900.

I just play tested a mission by Dinger which was causing his higher spec computer (lower graphics card) to crash. played fine on my machine where it would crash on his at the point where the main firefight opens up.

We thought it might be the sound, he runs a creative audigy, me a very old vibra128 with no fancy bits... could be EAX or something in the sound drivers...once again, grasping at straws here to find out what is causing it. - could be the multiple M60's opening up fire?

SelectThis<span id='postcolor'>

Curiously I'm also using a lower end graphics card, a Palit Daytona TNT2 32 meg card. Until now it has handled OFP and OFP:R wonderfully but only at 800x600x32 (which is just fine to me as I'm not a graphics freak). My main issue is frame rates. As long as frame rates are good and the graphics are ok looking, then I'm a happy camper.

As for the sound issue, I'm actually using a rather unorthodox sound card. I'm using a M-Audio Delta 44 recording sound card that's specifically designed for studio quality recording with multiple inputs and outputs. However it has worked fine for all other games so I don't think that's the problem. (I never could get my SBLive soundcard to work in my computer). Plus the freezes often happen when not alot of firing is going and when there isn't a alot of noise... although that can't be ruled out. Still I think it's unlikely.

It also crashes with the Jungle Everon pack so that rules out your island as the problem. I'll have to test them on Nogova as well to see if the same thing happens. Also I ruled out the helicopters as I had it happen when I wasn't using any helicopters also. I'll keep on testing to provide more info to see if I can narrow it down to specific units causing the problem or whether it's all the units doing it (where it is something common to them all). Ah don't you just love trouble-shooting bugs? LOL! At any rate, I'm glad you guys are really interested in fixing all the bugs. That's a good professional attitude that you guys are showing and it's much appreciated! Even if you guys don't find what's causing some of these crashes (which fortunately most people are not experiencing), I still appreciate the effort you guys are making. smile.gif

Chris G.

aka-Miles Teg<GD>

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I've had random crashes occasionally as well, but it ONLY happens when there are just too many units "thinking" at once, AND I have a high viewdistance with the graphics settings maxed out. The is the only time I've ever had a problem with the units or the island. I've literally been playing with them for months with no problem other than this.

Also jungle everon is a sytem hog, so I wouldn't use it as a testbed... it has more problems than I care to mention wink.gif

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I think the NAM pack is amazing, well done guys!

I would of liked to of seen perhaps a M60 mounted on a tripod behind sandbags to compliment perimeter defences. A few sandbag bunkers like this would be a welcome addition in the future:

http://pzzzz.tripod.com/nam_P/img006.JPG

http://www.landscaper.net/images/AmmoBnkPhu.jpg

The Ia Drang valley is good, but i feel its missing the essence of tall trees and the gloomy light conditions inside a jungle. Would it be possible to use the forests from Nogova and change the folige to a jungle canopy?  Then perhaps add the excellent bamboo and ferns you made inside to create the different vegetation levels within a  jungle?  maybe a lot of work, just an idea:)

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You know what would be excellent? When soldiers are crossing the rivers, they should put their arms above their head to protect the weapon from the water. Now they soak it in muddy water biggrin.gif That would require a new char animation though..

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putting an m60 on a tripod behind sandbags like the DShK isnt too good an idea, the M3 tripod (standard M60 and M2 tripod) isnt too tall:

m60-mg.jpg

m-60e3-dvic553.jpg

also the DShK having the optics is a mistake, i think its there as i modified the AGS .cpp ages ago when i first made the model to try out the animation that came with it, although if the optic writing is removed it's just like the M2, its actually looking through the iron sights (the view is actually made to be inside the large square sight at the back)

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">-tanks crews have CAR-15 as default weapon. Should have M3 grease gun instead.

<span id='postcolor'>

some did, some didnt, some tank crews had M79's and M60's, (the M48/551/60 tank crews normally had a guy stood on the back with one of these), also most pilots were issued the Colt Army .38 and a lot of them used M3A1's, it was just a case of making a single type of tank crew/pilot, its easy to change via the init field so having a different type of crew/pilot would be a bit of a waste

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 28 2002,16:34)</td></tr><tr><td id="QUOTE">RE: ARVN:

10 Asian faces have been included into the Nam Pack (same as the ones in NP1), it is possible to use setface on the US army units to make them into ARVN. Down at the bottom of the readme file is a list of the faces.

the M3A1 only had an effective range in RL of 50 meters. In NP2 it does have a higher dispersion than the M1911 but the auto fire makes it much more deadly.. the SD one is maybe too effective at close range i think, it might be made a bit noiser in the upgrade. I dont think the M3 was issued to crew, it was more of a unofficial acquisition by them..ie they "acquired" it themselves.<span id='postcolor'>

Yes, I know about the setface thing but it would be much proper to have 'real' ARVN in the pack with unit names showing clearly in the editor. Would just make your magnificent pack even more complete smile.gif

I have information which states that M3 Grease Gun was more or less official self-defence weapon for US tank crews well into the 1980s. I think adding it as default weapon is nevertheless better than more 'spec ops' like CAR-15.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ludovico Technique @ Nov. 28 2002,21:28)</td></tr><tr><td id="QUOTE">By the way, so far it's the best thing since sliced bread.  biggrin.gif<span id='postcolor'>

You are suffering from delusions. Surely you are familiar with........

lg1064582.jpg

THE GINSU BAGEL SLICER!

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give us a chance! tounge.gif the air pack will probably be made first, as it looks like its the easiest, release dates on the armour havent even been thought about, or even how we release them we've all been too busy with the full pack up until a few days ago, ebud has also mentioned doing other small modules, its pretty early stages at the minute but if you think about it in relation to the pack, which includes about 10-15 new vehicles(new models/textures), the armour has about the same number, with a few more things being planned to go in, like SAM's, the aircraft is looking to be around 10-10 vehicles too (already talked about are 4-5 vietnamese aircraft and about the same amount of american aircraft), i also wouldnt mind seeing some different armaments on the hueys/OH-6's which wont be too much work but add a lot of new playability, we were just worried about size constraints in the main pack, anyway my point was, itll take a while smile.gif

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Here's a bug (and this applies to the LB pack also):

The AI pilots can't fly the LOACH smoothly. Try being a gunner in a loach in Nagual's Combat Patrol mission. I nearly get sick with the rocking motion of the aircraft and its not as easy to gun. Their flying could use improvement in this pack and the littlebird pack.

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Did the Vietnamese use any planes in the Vietnam war? I never heard of anything like that. I suppose they may have used the odd MiG or Tupolev but not in large amounts. The Americans often used aircraft however, such as the F4 Phantom, B52, A6 Intruder, and F101.

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