goldmember 0 Posted November 29, 2003 i forgot to add. i know we have a cool splash effect when a plane or help hits the water. but can we get a bit splash effect kick up into the air when theres an explosion? like a shell or even a boat exploding. Yes this definitely need. So here it is. Boat explosion makes waterwave. Shell requires more time, if it is possible of coure. bugfix0.2_to_v1.49.zip http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder Share this post Link to post Share on other sites
bonko the sane 2 Posted November 29, 2003 yey...really good looking splash goldmember  Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 30, 2003 i forgot to add. i know we have a cool splash effect when a plane or help hits the water. We do? if u dont then mabe its ECP that has it. its hard to tell what effects are from what lol Share this post Link to post Share on other sites
djukel 0 Posted November 30, 2003 Newer effects, like shellwhiz sound and smoking crater not working on Sigma-6 tankpack. I think should need proper shellammo names of these tanks. Who was that nice guy who helped us earlier in Sigma-6 config.cpp decoding? Share this post Link to post Share on other sites
mr burns 132 Posted November 30, 2003 shellammo names for sigma´s armor can be found somewhere in this thread  edit: Page 43 Share this post Link to post Share on other sites
@cero 0 Posted November 30, 2003 Hi all. I'm back again, asking duff questions, and this time is two. First one: If I downloaded and installed the bug fix pach 2, do I need to install the first one aswell? I understand that the crater pbo is been inclouded in the gmr pbo, is that so? I'm downloading now, so This may be a beet of a waste of time asking, cos I may find about it my self. but thanks anyway. @CERO. Share this post Link to post Share on other sites
goldmember 0 Posted November 30, 2003 shellammo names for sigma´s armor can be found somewhere in this thread edit: Page 43 they are look weaponnames to me We have to find andersson for help. --------------------------------------------------------------- A couple of weeks(month?) ago we talked about vehicles trackdust. I said that is can be modified or disabled, because - in my opinion - not on every ground type fit that yellow-lightbrown color trackdust. For example winter maps! Such as helidust script, can be easily put costum trackdust under vehicle, that suitable for different needs. This have advantages and disadvantages: advantages: - better dustcolor to different maps: green islands, winter maps, vietnam or BAS maps - amount of dust could depend on weather type (sunny - more; rainy - less) disadvantages: - on road would be same dust than off road So shoud I continue this work or I leave it? Share this post Link to post Share on other sites
Hit_Sqd_Maximus 0 Posted November 30, 2003 Tracked vehicles dont create dust on the road. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 30, 2003 Tracked vehicles dont create dust on the road. yes we know. but BIS and other armoured vehicals in came give off track dust in game. in my opinion too much track dust. and this really cant be fixed or solved. the only way was if you were able to define the road as a special surface exempt from any special FX. unfortunitly you cant define the road as a different service. (same goes for the foot steps. off road sounds like ur walking on grass. on road sounds like ur walking on grass. no way to define it) i say yea keep working on it. if ppl dont like it it can be disabled Share this post Link to post Share on other sites
djukel 0 Posted November 30, 2003 I agree. Default dust is exaggerated, colors also far from best. Question is how goldmember's dust will look like. Dymanic dust depending on wheather really cool idea, that must be used to other effects like helidust and gundust too. Share this post Link to post Share on other sites
munger 25 Posted November 30, 2003 same goes for the foot steps. off road sounds like ur walking on grass. on road sounds like ur walking on grass. You sure about that? I'm using Dynamic Range and walking on grass sounds different to walking on road. There's a distinct sound of boots on concrete when walking on the road, and walking on grass sounds very different. Share this post Link to post Share on other sites
@cero 0 Posted November 30, 2003 You don't need to use Dynamic range to know that. The standart BIS footsteps sound different depending where you are, if you wallking on the road it sounds different to the grass or sand, even if you walking in the country lines. BTW, I finded about the pbo and bug fixed, plus Goldmember allready let me know, thanks mate. @CERO. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted December 1, 2003 same goes for the foot steps. off road sounds like ur walking on grass. on road sounds like ur walking on grass. You sure about that? I'm using Dynamic Range and walking on grass sounds different to walking on road. There's a distinct sound of boots on concrete when walking on the road, and walking on grass sounds very different. well sometimes there is and sometimes there isnt. its a 50/50 deal Share this post Link to post Share on other sites
theavonlady 2 Posted December 1, 2003 Running OFP 1.94b and the latest GMR mod, with 2 patches applied to GMR.PBO. When I play AliMag's new Pulakov Beach mission only in combination with the GMR mod, I get the following truncated error message across the top of the screen during the intro: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">'_degree = ((getpos_object2 select 0) - (getpos _object1 select 0)) atan2 ((getpos _object2 select 1) - (getpos _object1 select 1))|#|; c Note that the mission makes use of the following scripts: Snypir's Land_Chopper script Vektorboson's Heli_Dust script The mission also CTD'd the last time I played it with the GMR mod. Note that in between GMR and no-GMR testing, I completely deleted the mission's folder in the \player_name\missions\saved subdirectory. Share this post Link to post Share on other sites
esti_the_big 0 Posted December 1, 2003 I also get errors involving some getpos script sequence, but I only encounter this error in cinematic sequences, and I don't see any difference at all. check out some of the official single player missions from BIS including cinematic intros... about the trackdust: Do whatever you think makes the game better. Imho the track dust is not quite appropriate sometimes, so any improvment would be allright. I do like dusty effects though, but the dust in the track effects is too dense in my opinion. Maybe let the dust stay more or less that big as it is now, but make it less dense, a bit clearer. And of course if possible, make it appropriate to the ground the vehicle is driving on! Share this post Link to post Share on other sites
goldmember 0 Posted December 1, 2003 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">'_degree = ((getpos_object2 select 0) - (getpos _object1 select 0)) atan2 ((getpos _object2 select 1) - (getpos _object1 select 1))|#|; c If I remember well these script lines is no mine. Had you tried it with disabled GMR_helidust as well? Maybe that help. ----------------------------------------------------------- I forgot. Tonight I will realesed beta version of new trackdust. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted December 1, 2003 i forgot to add. i know we have a cool splash effect when a plane or help hits the water. but can we get a bit splash effect kick up into the air when theres an explosion? like a shell or even a boat exploding. Yes this definitely need. So here it is. Boat explosion makes waterwave. Shell requires more time, if it is possible of coure. bugfix0.2_to_v1.49.zip http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder GMR 1.49 Main DR(ECP) to 1.49 DR(ECP), Blood, INQ, to 1.49 INQ, Blood to 1.49 Blood to 1.49 DR(ECP), Blood to 1.49 courtesy of I re-uploaded the GMR 1.49 Main with the fixed GMR.pbo and without the GMR_Crater.pbo (i relisted the rest in case anyone new is comin to this thread) Share this post Link to post Share on other sites
goldmember 0 Posted December 1, 2003 Truck_dust_beta1.zip includes: - new track dust to vehicle - vehicle breakdown smoke (only armored vehicle yet) http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder Installation: Open GMR.pbo and copy (replace) these files into it. Replace config.bin with new one. Note: If you want to test it on winter maps, edit GMR_trackdust in exp_init.sqs file! Share this post Link to post Share on other sites
noundo 0 Posted December 1, 2003 ABSOLUTELY AMAZING!! You peeps doing so much GREAT work for this game!!! THANK YOU Share this post Link to post Share on other sites
lee_h._oswald 0 Posted December 1, 2003 Looks good. Did you ever drive backward? If you do, you will see that there is no dust. MfG Lee Share this post Link to post Share on other sites
goldmember 0 Posted December 1, 2003 Looks good.Did you ever drive backward? If you do, you will see that there is no dust. MfG Lee Upps! Reversing is negativ speed. I will fix that. Share this post Link to post Share on other sites
victorious 0 Posted December 1, 2003 ok what could i have done wrong, i opened up my gmr.pbo that is 1.49 with the fixes. replaced the files i was told too and put the test config in the bin folder but now there is no dust at all! what did i do wrong hopfully when you post the fix it will work for me but can you also put a pics up so everyone can see some examples? Share this post Link to post Share on other sites
djukel 0 Posted December 2, 2003 Finaly I could play with winter maps, no more ugly dust on it. Thanks goldmember! Share this post Link to post Share on other sites
B-2-0 0 Posted December 2, 2003 I just installed 1.94 along with the patch but i am still getting the problem with RPG/LAW flying straight although the settings are normal on the BAS AT4. Share this post Link to post Share on other sites
goldmember 0 Posted December 2, 2003 ok what could i have done wrong, i opened up my gmr.pbo that is 1.49 with the fixes. replaced the files i was told too and put the test config in the bin folder but now there is no dust at all! what did i do wrong hopfully when you post the fix it will work for me but can you also put a pics up so everyone can see some examples? Try it on default BIS vehicle. I upload beta2, fixed reversing error and working on more vehicles. Share this post Link to post Share on other sites