theavonlady 2 Posted November 12, 2003 I personally liker the flamer config.bin. I like the plumes that are similar to the ones recently displayed by the Caucuses Mod: However, when those plumes reach maximum height, they seem to stay statically in place for a few seconds before they fade away. Can this be improved on so that they look more natural? Share this post Link to post Share on other sites
goldmember 0 Posted November 12, 2003 is there a simple blood to 1.48 Bin or is the new ecp blood built in already ? i tried to make my own(:EDIT: for 1.47 ) by copy n pasting bits from an old config.cpp into new one but it completely monged my game out ( said summit like cannot load userGUI ) maybe i didn't make a bin correctly cos there aint much to add to config for blood support I uploaded to briefcase bin's you need and Charlis [=FAB=] too. Blood_to_v1.48.zip DR(ECPversion)_Blood_to_v1.48.zip -------------------------------------------------------------- theavonlady: If you want longer flying smoke, goto "steam.sqs" file and change every number than equal "1.90" to "10", and smoke will last 10 seconds Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted November 12, 2003 cool cheers Share this post Link to post Share on other sites
theavonlady 2 Posted November 12, 2003 theavonlady: If you want longer flying smoke, goto "steam.sqs" file and change every number than equal "1.90" to "10", and smoke will last 10 seconds No. I'm not complaining about the seconds those smoke plumes appear. When they reach their maximum height, they do not begin to fade immediately. There's 3 to 5 seconds of the plumes remaining frozen in mid-air. The fading should begin right away once they've reached maximum height. Share this post Link to post Share on other sites
goldmember 0 Posted November 12, 2003 theavonlady: If you want longer flying smoke, goto "steam.sqs" file and change every number than equal "1.90" to "10", and smoke will last 10 seconds No. I'm not complaining about the seconds those smoke plumes appear. When they reach their maximum height, they do not begin to fade immediately. There's 3 to 5 seconds of the plumes remaining frozen in mid-air. The fading should begin right away once they've reached maximum height. If we reduce fading time we got smaller smoketail. I do beleive that Caucuses Mod's effect also do not fades immediately, because they have long smoketail too ( as we see on pictures). But if you want to reduce fading time, goto "smoke_steam1.sqs" and "smokes_team2.sqs" and find that "4-random 0.5" line, this is the fading time in seconds, reduce it as you like. -------------------------------------------------------- I must withdraw my statement. There is a way if I accelerate smokes well, got long smoketrail with short fade time --------------------------------------------------------- But in this case enough to change "4-random 0.5" line to "2-random 0.5" Share this post Link to post Share on other sites
theavonlady 2 Posted November 12, 2003 To be more specific, the problem isn't the length of the fading time either. This is what I see: 1. The plume rises and reaches a maximum height. 2. Without any movement, the plume at max height remains on the screen for 3-4 seconds. No fading takes place. It's just static and frozen in place. 3. Then the plumes begin to fade until they're gone. My whole problem is with stage 2. Nothing bothers me about 1 and 3. Share this post Link to post Share on other sites
RED 0 Posted November 12, 2003 To be more specific, the problem isn't the length of the fading time either.This is what I see: 1. The plume rises and reaches a maximum height. 2. Without any movement, the plume at max height remains on the screen for 3-4 seconds. No fading takes place. It's just static and frozen in place. 3. Then the plumes begin to fade until they're gone. My whole problem is with stage 2. Nothing bothers me about 1 and 3. Do you mean make some changes to the RandomDirectionPeriod and the RandomDirectionIntensity in the drop command? RED Share this post Link to post Share on other sites
theavonlady 2 Posted November 12, 2003 Do you mean make some changes to the RandomDirectionPeriod and the RandomDirectionIntensity in the drop command? If that's what I mean then I don't know what I mean. Read my lips! There's a stage where no animation or movement or change takes place. That looks totally unnatural. Share this post Link to post Share on other sites
goldmember 0 Posted November 12, 2003 I found a bug in 1.48. GMR prefix has dropped in two script files, therefore vehicle explosion with fire effect has no fire at all. I upload a small patch (GMR_patch_to_v.148.zip) .And this zip also contains remedy to avonlady's smoke problem. http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder Share this post Link to post Share on other sites
victorious 0 Posted November 12, 2003 Personally goldmember i really enjoyed your original smoke flying displays i think that if you were to take your original one and start the tentacle effect a little lower (so that it's origin is covered by the initial explosion) it would give off a realistic look of effect. also is there a way to slow the smoke fading away after the explosion down a little it disappears to fast Share this post Link to post Share on other sites
Skulleye 0 Posted November 12, 2003 and to remind everyone im still running ECP, and GMR together I got it to work too, thanks to your detailed instructions. I just followed them and now I have both running. There are some things not working like smoke/flame from damaged (not destroyed) choppers, etc.. but I know for sure that there are elemnts from both mods working Share this post Link to post Share on other sites
theavonlady 2 Posted November 12, 2003 I found a bug in 1.48. GMR prefix has dropped in two script files, therefore vehicle explosion with fire effect has no fire at all. I upload a small patch (GMR_patch_to_v.148.zip) .And this zip also contains remedy to avonlady's  smoke problem.http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder Ah! Better! Both problems resolved. I was wondering where all the fire had gone to. Here's a GMR Mod V1.48 patch download mirror for your excellent efforts! Share this post Link to post Share on other sites
mr burns 133 Posted November 12, 2003 thx for the update and oooh yes...i´ve finally been able to dl my beloved gmr_inq_blood_ecp_dr.bin Now mirrored @blackdog~´s Download Share this post Link to post Share on other sites
victorious 0 Posted November 12, 2003 hey goldmember have i got a challenge for you! i was playing a round with the explosions and just for kicks i put the bas mist i found under the gamelogic object in my directory under the exploding tanks and wow it actually looked like the gound was being scorch by the infurnal i forgot that this effect autally exist it is whats missing from the effects i cant get over the look of it it looks like something has really exploded can you implament this you are going to love it!! Share this post Link to post Share on other sites
munger 25 Posted November 12, 2003 hey goldmember have i got a challenge for you! i was playing a round with the explosions and just for kicks i put the bas mist i found under the gamelogic object in my directory under the exploding tanks and wow it actually looked like the gound was being scorch by the infurnal i forgot that this effect autally exist it is whats missing from the effects i cant get over the look of it it looks like something has really exploded can you implament this you are going to love it!! Sounds interesting. What's the odds on GM implementing it within a day or two? Share this post Link to post Share on other sites
victorious 0 Posted November 12, 2003 ive learned not put anything pass goldmember or limit his ability and im not kissing his ass im just telling the truth Share this post Link to post Share on other sites
munger 25 Posted November 12, 2003 Has anyone got a mirror for the actual GMR PBO, as opposed to the various config files? One question for you GM: have you considered adding your mod to the ECP yourself using their open source files? It's just that you work so fast that having to wait for new ECP releases that include the latest version of your mod almost seems like the wrong way around - wouldn't it be better for you to add your own effects to the ECP and then release the new versions whenever they are done (if you see what I mean)? No offense to the ECP team intended. They released a new version of their mod very quickly after v1.0, but lets be honest - noone can compete with you when it comes to updates. Share this post Link to post Share on other sites
bonko the sane 2 Posted November 12, 2003 Has anyone managed to dload the DR(ECP)_Blood_to_v1.48.zip? If so can that kind soul mirror it or mail it to me at : d_pedro@hotmail.com Txs in advance Share this post Link to post Share on other sites
theavonlady 2 Posted November 12, 2003 Has anyone got a mirror for the actual GMR PBO, as opposed to the various config files? GMR Mod V1.48 - complete. Share this post Link to post Share on other sites
munger 25 Posted November 12, 2003 Much obliged Avon. Share this post Link to post Share on other sites
munger 25 Posted November 12, 2003 Check your mail Bonko my man. Share this post Link to post Share on other sites
bonko the sane 2 Posted November 12, 2003 Txs a lot, much appreciated. Yahoo is not even giving me the usual 1Kb/s today. Share this post Link to post Share on other sites
munger 25 Posted November 12, 2003 Hey goldmember, it's been a while since I last used the explosion mod, but why are the law physics changed from the original OFP physics? They almost fly the same as they did in OFP v1.00 (almost straight line trajectory because of longer burning rocket engine) and they dont drop as much as they do in 'normal' OFP:R nice work otherwise, just this thingy that bugs me Confirmed. The rockets do indeed travel completely straight without any drop. Can you check this GM? Also, I just tried 1.48 DR+blood and there appear to be various sounds missing. Grenade and TOW missile explosions, as well as some (but not others bizarrely ) bullet hitting ground effects were all silent. Can anyone verify this for me? Share this post Link to post Share on other sites
triumph 0 Posted November 12, 2003 I am not getting any grenade explosion sounds with the DR-INQ-Blood config. I think I am one of the few people who actually use grenades in OFP so this may have gone undetected so far, although it may be unique to my setup. Share this post Link to post Share on other sites
victorious 0 Posted November 12, 2003 it is your setup i get it did you dl the new dr? Share this post Link to post Share on other sites