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Super config discussion

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Y'know, you could just copy all the files from the "hisky/dta" directory to "modname/dta", and it would work.

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You would have to either use the same copy/replace functions as Kegs did, or make up a nice 100mb Data.pbo to get the skies in.

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hmmm indeed, I see your point about mod compatability, but I'm posative there is some check code we can implement to ensure that eveyone uses the same config.

As for Keg's Hisky, we will probably not include that, as Leone says, it would require a rather large download, and that is NOT where we want to go with this...

Other than that, it's all good. And, tbh, it wil only be the cheaters that use this "super config" for that purpose, and they are only cheating themselves...

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OK. Than add whistling sounds from Dynamic range soundpack. But still I think that altering damage etc is a bad thing.

And leave the names of the units as it is in the game ? Deadmeat are u a mission editor ? No ? I think most of the mission editors are used to the wy the units are placed now. And all theese tracked and wheeled vehicles... We'll have a bunch of classes in the editor which won't do any good.

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Actually yes... I do make missions, but only for my own enjoyment.

And, as goes with all addons, if you don't like it, don't download it. But, as I have said before, most things are open to negotiation, so whatever goes down as the popular consensus will make it into the pack.

We are gonna try and make this config make OFP as realistic as possible with the current game engine, so any changes would be immaterial to the "normal"/"standard" game...

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DeadMeatXM2 @ 19 May 2003,20:34)</td></tr><tr><td id="QUOTE">Actually yes... I do make missions, but only for my own enjoyment.

And, as goes with all addons, if you don't like it, don't download it. But, as I have said before, most things are open to negotiation, so whatever goes down as the popular consensus will make it into the pack.

We are gonna try and make this config make OFP as realistic as possible with the current game engine, so any changes would be immaterial to the "normal"/"standard" game...<span id='postcolor'>

OK. Maybe a config with explanations how to disable some things ? And I DO like addons. That's why I joined RSS.

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But thats not the point Stalker - the idea is that it will be a STANDARD cpp, so that people can enjoy all the new scripts and so on whilst playing the normal BIS campaigns...

Not to have every joe changing it to suit his or her own tastes...

There will be an open source version available (I presume - up to PitViper, as it will be based around his Dynamic Range cpp) which will be commented, with the original values, and comments on what has been changed and why. But that will be mainly for mods to use, if they wish to include the level of extra scripting as a default.

But my point is stalker, if you're worried about the dispertion and damage levels being changed, DON'T download this config.bin mod... as this will be one of the main features - Realistic damage, dispertion and armour levels.

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sounds Great to me, ive recently installed the dynamic range and omg ive been missing out biggrin.gif

tooo tums freshthumbsup.gifthumbsup.gif

also it would be good to make all ai fire at choppers no matter what weapon they got

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I'm REALLY looking forward to this. It'll make the campaigns soooo much more fun to replay.

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ok.. I'm going to be commenting the DR config tonight. I'll put the default config up on my site.

I'm not sure about the whole mp thing. A MP negotiation script might do it, but I'm not sure if there is anyplace in the config for that. I don't recall seeing anything remotely like that in there.

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About increased realism for the weapons:

I think you guys will be pleased once you get a chance to try the game with my weapons.

I really hated the fact that, as the game works out of the box, the rifles are all the same. They only look different. I was really irked that they didn't even bother to reduce the recoil and muzzle climb on the AK-74 as compared to the M16 or increase the damage and recoil of the FAL and G3 over the other rifles. These things are pretty obvious to anyone who's spent any time at all around firearms or in the infantry. And what's with having a 7.62 round fired from a sniper rifle do more damage to a target than the same round from a belt-fed? The only difference in reality would be that the sniper rifle would use more accurate match ammo.

I couldn't stand it. If that's what 'Game balancing' is, then screw 'Game Balancing'!

I prefer reality, it's much more 'Balanced' and more fun.

If you guys want it, great. I'd be more than happy to share. smile.gif

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Yeah mate, screw the game balance, realism is what we need!

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hack to eliminate conflicts between superconfig/nonsuperconfig in multiplayer:

A) Make an object based on the "Gamelogic" class, call it:

SuperConfigWidget

or something

B)Add to a basic vehicle class (like "default") the following EH:

class Eventhandlers

{

init = "if ({_x in [_x]} count [superConfigPresent] == 0) then {SuperConfigPresent = {SuperConfigWidget} createvehicle [0,0,0]; publicvariable {SuperConfigPresent}}";

};

Then, whenever someone plays in MP, those without SuperConfig will dump out due to an addon not present.

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well.. Just did a comparison between Snypi's 1.91 config and the one I have. The problem with his is that very small decimal numbers and very large integers are being displayed in scientific notation, which the binner is puking on. other than that and number formatting and spacing, it is essentially the same.

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PitViper and I have discussed the best way to control the super config (we need a better name i reckon), and at this stage (we are of course open to suggestions):

[*]OFPEC will be the central hosting location, i'll make a new page in the Editors Depot for it.

[*]Initially, we'll make the following available:

1) Dynamic Range (DR) and blood config.bin file (for use by the masses) - this is the first 'super config'

2) Dynamic Range (DR) and blood config.cpp file (for use by mod teams and people making their own config changes)

3) Super config resource.bin file - this will do some simple things like display the super config version on the main menu, and replicate description.ext functionality for super config scripts that require it.

4) Super config resouce.cpp file - for people that want to do some resource.bin editing

5) Blank config.cpp and resource.cpp files

[*]People make changes to to 2) and/or 4) and email the new config.cpp file to myself or PitViper. We do some quality control before updating the hosted .bin and .cpp versions with the new ones.

[*]We'll increment version numbers as required, as a sort of version control.

[*]It will be a single download for the super config (resource.bin and config.bin), and then additional downloads for the required addons (and we'll come up with a new tag for it).

Thoughts?

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I'm 100% with the Super-Config idea and I want to be part of the team hehe Please contact me PM or via email and let start building the Super Config, better saying finishing it! Is almost all done but we can add even more new stuff to it. Like some of the great ideas posted up here.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

Vikingo has been doing that ever since I gave him the config.

wow.. been going through vikingo's config and he has lots of cool stuff he's added.  like smoke from the mounted machine guns and shilka...

<span id='postcolor'>

Thanks PitViper, yes! you OPEN a world of surprises for me. Like you say I'm using Sigma6 tanks, the great retextured M1A1 and many other stuff now I'm trying to replace the East M2 with the Kord 12,7 mm from AKM74. I still didn't do it but is my next days plans. Now I have a more updated "VikPack"  and I want to upload it to some server from work. In .RAR format is 67 MB but it include ALL the addons needed for all the changes I did to the config.cpp since I have the chance for do it and have my "perfect" OF game hehe. (you just place the folder inside the game and you run it with the "\FlashpointResistance.exe -mod=VikPack" option for see all the changes of units and stuff)

Hard to find a free server that let you upload such big file so if somebody of "the-team" can help me with that WEB space that can be nice for upload the file so the others can check it and grab some stuff /ideas from there and add them to the super-config proyect. Sure we will can do something nice and BIG for give even more realism to OF. One of the things I like more is replacing the original units and all can be done in an easy way and works perfect! Here I'm ready for help in any way I can for this great idea.

And don't worry about the can't-walk-bug , that is fixed in an easy way converting the modified .cpp to .bin with the great util by Amalfi !

lets DO IT !! biggrin.gif

 Vik

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ok.. I didn't get the commenting on the DR config totally completed tonight. I'll work on it tomorrow.

Also, is this superconfig going to reference addon vehicles, weapons and men? There seems to be conflicting directions as to which way we are going with this. (i.e sigmas tanks, BAS soldiers, UCE russians)

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I can't wait...awesome project! This game keeps getting better and better thx to you guys...

Thumbs up!

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OK. I thought a bit and than agreed with the idea of altering dispersion and damage smile.gifsmile.gifsmile.gif I thing that in this SP (super config) u should add the following things:

1) Blood script

2) Rotor downwash script (normal one. No the one from BAS. It lacks a lot of dust)

3) Lower the amount of fuel and make a normal T80 armour

4) Tank shock dust

5) From DR I think u should only take whistling sounds 'cos many people using won't want to change their current soundpack.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (snYpir @ 20 May 2003,01:43)</td></tr><tr><td id="QUOTE">PitViper and I have discussed the best way to control the super config (we need a better name i reckon), and at this stage (we are of course open to suggestions):

[*]OFPEC will be the central hosting location, i'll make a new page in the Editors Depot for it.

[*]Initially, we'll make the following available:

1) Dynamic Range (DR) and blood config.bin file (for use by the masses) - this is the first 'super config'

2) Dynamic Range (DR) and blood config.cpp file (for use by mod teams and people making their own config changes)

3) Super config resource.bin file - this will do some simple things like display the super config version on the main menu, and replicate description.ext functionality for super config scripts that require it.

4) Super config resouce.cpp file - for people that want to do some resource.bin editing

5) Blank config.cpp and resource.cpp files

[*]People make changes to to 2) and/or 4) and email the new config.cpp file to myself or PitViper. We do some quality control before updating the hosted .bin and .cpp versions with the new ones.

[*]We'll increment version numbers as required, as a sort of version control.

[*]It will be a single download for the super config (resource.bin and config.bin), and then additional downloads for the required addons (and we'll come up with a new tag for it).

Thoughts?<span id='postcolor'>

About addons. I think all files for SP should be compiled to one pbo. It won't be large (only scripts and maybe some models or anims) but it will help a lot.

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Work on the Enhanced OFP Configuration Project (ECFG) has begun.

More details will be released as things develop.

Everyone - thanks for your input. Every suggestion will be given due consideration, as we are making this for the community, period.

biggrin.gif

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One more suggestion. I think it's very important to add properly balanced (realistic) dammage and armour values for tanks and choppers. I'm sure this has been discussed a lot before so just dig up some old threads for details.

Most important issues to be fixed:

- proper Hellfire dammage - one hit, one destroyed tank.

- proper tank cannons damage - T72 can't mess with Abrams. Also here one hit usually means one destroyed tank. I think Sigma-6's tanks had this issues solved properly.

Damn, I realy look forward to see this changed.

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Ideed ag_smith, that is one of the key reasons for doing this. Not only to add all the lovely script effects in, but to fix all the wierd damage and armour values.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (snYpir @ 20 May 2003,11:09)</td></tr><tr><td id="QUOTE">Work on the Enhanced OFP Configuration Project (ECFG) has begun.<span id='postcolor'>

Lordy! That's a bit dry. Why not Super CPP! tounge.gifbiggrin.gif

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I think that there should be some versions of the ECFG:

1. SFX config (blood, smoking, tank dust etc only)

2. Realistic config (weapon tweaks only for slow PC users)

3. Combination of both two

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