lee_h._oswald 0 Posted December 3, 2003 Question: Do I have to edit Vit_Apcs to use with Version 1.49? Or are other changes made so I don´t have to edit? Thx. MfG Lee Share this post Link to post Share on other sites
goldmember 0 Posted December 3, 2003 Question:Do I have to edit Vit_Apcs to use with Version 1.49? Or are other changes made so I don´t have to edit? Thx. MfG Lee Yes you have to, or you can download it if you want. http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder Share this post Link to post Share on other sites
lee_h._oswald 0 Posted December 3, 2003 Thank you Goldmember. MfG Lee Share this post Link to post Share on other sites
Mach42 0 Posted December 4, 2003 Just a quick question here... I can't find the exp_init.sqs file anywhere within Goldmember's zip files. Does anyone know where it is or where I can get it? Share this post Link to post Share on other sites
killswitch 19 Posted December 5, 2003 Just a quick question here... I can't find the exp_init.sqs file anywhere within Goldmember's zip files. Does anyone know where it is or where I can get it? Its "hidden" within the GMR.pbo addon. You need to unpack the addon using the UnPBO tool (available for example from here) Then, you can edit that file to your liking and re-pack the addon using MakePBO (from the same page) or PBOTool. Share this post Link to post Share on other sites
Mr. Snrub 0 Posted December 5, 2003 I'm not sure if this has been mentioned before, or even if it's possible, but shell explosions (particularly artillery rounds) tend to throw up a whole lot of dirt when they hit. Larger rounds (say, 155mm) would obviously cause a greater displacement of dirt than smaller ones (81mm). At the moment, all that comes out of explosions that hit plain earth are a few rocks. Hopefully OFP2 will have a (even if limited) destroyable landscape. But until then, would it be possible to accurately simulate this in OFP? It'd make artillery barrages & mortar fire etc. all that more intimidating and impressive The current bullet impact (the variable-sized puff of dirt) is pretty much satisfactory, but could perhaps be improved... Share this post Link to post Share on other sites
Vognsen 0 Posted December 5, 2003 Thats looking.... nice Share this post Link to post Share on other sites
triumph 0 Posted December 5, 2003 Snrub I like the avatar pic - I use 'Sgt. Snrub' when I play America's Army. Share this post Link to post Share on other sites
goldmember 0 Posted December 5, 2003 I'm not sure if this has been mentioned before, or even if it's possible, but shell explosions (particularly artillery rounds) tend to throw up a whole lot of dirt when they hit. Larger rounds (say, 155mm) would obviously cause a greater displacement of dirt than smaller ones (81mm). At the moment, all that comes out of explosions that hit plain earth are a few rocks. Hopefully OFP2 will have a (even if limited) destroyable landscape. But until then, would it be possible to accurately simulate this in OFP? It'd make artillery barrages & mortar fire etc. all that more intimidating and impressive The current bullet impact (the variable-sized puff of dirt) is pretty much satisfactory, but could perhaps be improved... I use this for big arty explosions. Check that test mission. Shell_explo_test.zip http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 Share this post Link to post Share on other sites
Jinef 2 Posted December 5, 2003 I am getting annoying missing addon GMR crater messages in the middle of MP games and also i was playing a very large map with lot's of tanks and i had literally hundreds of these craters around. Not good. Also they don't really add that much to the game. Is there a disabled crater version? Share this post Link to post Share on other sites
Mr. Snrub 0 Posted December 6, 2003 I use this for big arty explosions. Check that test mission.Shell_explo_test.zip http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 Hmm, the password is invalid... Edit: just tried it in IE and it's working Quote[/b] ]Snrub I like the avatar pic - I use 'Sgt. Snrub' when I play America's Army. Hehe, yeah took a bit of editing from a dodgy screen capture Share this post Link to post Share on other sites
munger 25 Posted December 6, 2003 Just tried the big explosions and they're great! Add a few 'smoke tendrils' like with the normal ones and you're onto a winner. Is there any way these can be implemented into the regular mod for use with powerful explosives like satchel's, Hellfires, Maverick's etc? I think it would be great to have some massive explosions for those weapons to really feel their effect. Share this post Link to post Share on other sites
Mr. Snrub 0 Posted December 6, 2003 Fantastic work goldmember! The 'boom' of the explosions are nice and scary - makes you really afraid for your life I would love to see this become part of the next update... Share this post Link to post Share on other sites
goldmember 0 Posted December 6, 2003 I am getting annoying missing addon GMR crater messages in the middle of MP games and also i was playing a very large map with lot's of tanks and i had literally hundreds of these craters around. Not good. Also they don't really add that much to the game. Is there a disabled crater version? It looks you slept over the last 3-2 weeks. Firstly, crater error already solved. Secondly every effect can be turn on/off in EXP_INIT.SQS file (search for GMR_Forevercrater). Thirdly not every crater stays permanently on ground, just craters under destroyed vehicle. So if you saw hundreds craters around on map it was not my fault, unless you destroyed hundreds of vehicles. Share this post Link to post Share on other sites
killswitch 19 Posted December 6, 2003 I am getting annoying missing addon GMR crater messages in the middle of MP games and also i was playing a very large map with lot's of tanks and i had literally hundreds of these craters around. Not good. Also they don't really add that much to the game. Is there a disabled crater version? It looks you slept over the last 3-2 weeks. Firstly, crater error already solved. Secondly every effect can be turn on/off in EXP_INIT.SQS file (search for GMR_Forevercrater). Thirdly not every crater stays permanently on ground, just craters under destroyed vehicle. So if you saw hundreds craters around on map it was not my fault, unless you destroyed hundreds of vehicles. Actually, that was precisely the case. I think Jinef is referring to the MP game we did recently with a hilariously target-rich mission called Nogova Nightmare. (That mission, btw, should have a tag line "the fight for framerate" ) In that, in the end, there were a *lot* of wrecks and accompanying craters. And all/most of the craters pop up as yellow "unknowns" in helo and airplane radars, much to the chagrin of poor airman Jinef, as I recall it. Share this post Link to post Share on other sites
cornhelium 0 Posted December 6, 2003 Ooof! Those shell explosions rule Goldmember! My only problem with your mod is I keep running into the destruction like a moth to a flame and get myself killed One of OFPs neatest features is how sometimes you can get knocked sideways by an explosion and still survive. One little request - is it possible to add a few more of the bigger chunks and make them travel less distance? I guess it's a limitation of the game engine the way the bigger chunks bounce away, but it would be great if there could be a core of big chunks that just lifted a few meters into the air and dropped say 3-7 meters away. Anyway, these explosions are fantastic as they are...thanks! Edit: Agree with Mr. Snub. The sounds are perfect for Artillery (I imagine) - kinda muffled. Can't wait to use these with the CoC UA! Share this post Link to post Share on other sites
BlueFlight 0 Posted December 6, 2003 Goldmember, any chance of making your mod compatible with FDF Mod? That would be the perfect combination Share this post Link to post Share on other sites
Nathanz 0 Posted December 6, 2003 Is there any way these can be implemented into the regular mod for use with powerful explosives like satchel's, Hellfires, Maverick's etc? I think it would be great to have some massive explosions for those weapons to really feel their effect. YEAH ! Share this post Link to post Share on other sites
cornhelium 0 Posted December 6, 2003 Hey GMR - looks like your tank explosion is pretty darn close to the real thing...if you can stand a 4.5mb d/l have a look at this meeting between a Javelin and a T72 http://home.hiwaay.net/~sickle....T72.mpg I'll see if I can trawl up some more clips! Edit: More Javelin vids here: http://www.missilesandfirecontrol.com/our_pro....#videos Cheers, Cornhelium Share this post Link to post Share on other sites
Wonder 0 Posted December 7, 2003 Something weird about that javelin video... The target must be at least a mile away. Yet you can still hear the explosion at the same instant you see the explosion. Share this post Link to post Share on other sites
-k44- Obi Wahn 0 Posted December 7, 2003 GMR-Mod possibly slows down server performance? Experiencing heavy lacks in our servers performance (very low fps, heavy desyncs), we tried to find out what the reason could have been. After many different attempts including config files, net settings and even a new kernel we've tested to run our reference CTI-Map without the GMR-Mod formerly in use by every player. Guess what? No desyncs, enough fps and fluid gameplay even in the hardest engagements including many vehicles of different types. Could it be GMR-Mod sending lots of data to the server instead of only running on the client?! Share this post Link to post Share on other sites
Mr. Snrub 0 Posted December 7, 2003 Hey GMR - looks like your tank explosion is pretty darn close to the real thing...if you can stand a 4.5mb d/l have a look at this meeting between a Javelin and a T72 I've heard that the T-72's turret in the video was packed with explosives, so the explosion wasn't entirely the result of the Javelin ... who knows, it's a cool video regardless Share this post Link to post Share on other sites
Bergmania 0 Posted December 7, 2003 Quote[/b] ]I've heard that the T-72's turret in the video was packed with explosives, so the explosion wasn't entirely the result of the Javelin ... who knows, it's a cool video regardless Yeah.. As the javelin has a 8,4 kg warhead and the T72 totaly disintigrades.. But usaly they do load up targets with fuel and ammo (or an "equal" amount of C4).. No one rides a empty tank into battle... Not as impressive Javelin explosion Share this post Link to post Share on other sites
cornhelium 0 Posted December 7, 2003 Yeah - I couldn't imagine a single warhead doing all that explosion but as Bergmania says IRL the tank wouldn't be empty either. You can clearly see the dust shockwave in the long-distance camera shot though, just like GMR's One heck of a bang though - I mean that T72 is gone when the smoke clears Share this post Link to post Share on other sites
Mahooney 0 Posted December 7, 2003 I saw a pic of Lee where he shows a destroyed tank with many of "loose" pieces. I tried that messy config but I still can't get that effect :/ Share this post Link to post Share on other sites