booradley60 0 Posted July 24, 2003 I can't install it. Â Could someone give me some step by step instructions for v1.31? Â The one's in the ReadMe lost me where it was talking about copying files to directories and all that. I've been troubleshooting for an hour and still no dice. Share this post Link to post Share on other sites
@cero 0 Posted July 26, 2003 One quick question. I want to use Blood+INQ_Mod+ Explosions. In the mod folder addons folder I need to have this: Blood addon pbo by snyper. The InQuisitor's Weapons pbo on its own? I don't need the Units pbo, don't I? The GMR_Mod pbo. Anything ellse? Hang on, I just tested it before I finished this post and it worcks fine, really nice. You don't need the units pbo from InQuisitors HRWeapons, but you'll need the modified XMS.pbo that comes in the original mod folder from Inquisitor. You can get it from Here, but if you are using the Explosion mod combinations of BIN or whatever, you won't need nothing from the InQuisitor's HRWeapons mod apart the XMS.pbo. One Thing, when I try to use this mod folder with another mod folder that I made(Just Addons) some of the mod folders give me this error: Quote ]No entry'config.CFGAddons'. [/b]I think is to do with some addon I got in the addons folder of the other mod folder. But the Blood+Inq+Explosions Mod is worcking as a treat. Â Â Â I'm happy with that. Like a brand new game. If any one ever make a proper mod folder with Salesians retextured addons and FatWombat's HD Terrain textures and mix them up with this great mod... Well, what can I say... and UCE's infantry... LOL, shet up now Juan... Share this post Link to post Share on other sites
benu 1 Posted July 26, 2003 Normally when combining mods you should use all the pbos together and replace all the config.bin they use with one that combines the features of them all. Share this post Link to post Share on other sites
@cero 0 Posted July 26, 2003 Quote[/b] ]One Thing, when I try to use this mod folder with another mod folder that I made(<span style='font-size:11pt;line-height:100%'>Just Addons</span>) some of the mod folders give me this error: It don't have any configuration or anything, just an addons folder. That's why I'm asking, but it dosn't boder me much as long as I'm able to use the Explo mod+ Blood+ InQuisitors as I am doing now. I'll try to flik around things here and there and see if I can get somewhere. BTW, I'm starting a topic in the Addons discusion section, about all this stuff is going on, Explo mod, blood addon, InQuisitor's high detaill weapons pack , Salesians retextured stuff, retextured terraind, etc, etc, etc. Plus some of the pros are worcking in the "Super Configuration file project", We should get our minds toqueder and see what we can come with. Share this post Link to post Share on other sites
Lupus-WD- 0 Posted July 29, 2003 I have some issues with 1.31, version combining blood+Dynamic Range... i have noticed that with the middle bin when playing a online mission "Crimson Frost" as a russian sniper, suddenly i go out of the truck and my hands are empty... no dragunov ! I've tested in editor putting only one east sniper as the player and previewing : i spawned with a dragunov in my hands but the gear page in the briefing showed no dragunov but the mags where showing ... some tests on server with crimson frost had me spawn sometimes without sometimes with the dragunov but with it always missing in the briefing/gear page. occasionally i CTD , and i got a server crash finally (maybe not related to that issue, who knows ? ;P ) now i have noticed some increase of cases of CTD too with the inq versions of the realistic explosion mod. Can someone tell me about known issues and CTD with INQ realistic weapon mod alone ? Share this post Link to post Share on other sites
KeyCat 131 Posted July 29, 2003 @ July 29 2003,02:31)]when playing a online mission "Crimson Frost" as a russian sniper, suddenly i go out of the truck and my hands are empty... no dragunov ! We noticed a similar thing when testing in multiplayer but we wasn't sure it was related to this MOD, until now... In a simple test mission the US sniper started the mission with no M24 in his hands? Both me and Jotte was using the plain "Smoker" version and tested with me as host. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
malick 0 Posted July 29, 2003 Maybe it's also related with the fact that my west machine gunners have an invisible M60 ? Edit: BTW, I use GMR_ExploModV1.31+DynRange, middle bin.. Share this post Link to post Share on other sites
mr burns 132 Posted July 29, 2003 Since these problems only occour using the Dyn.Range.bin.. Could it be possible that Dynamic Range tries to put in Standard BIS Weapons (for wich the sounds were made), but it can´t because it doesn´t find the path to them because ur using Inq´s Weapons and so also their changed sounds? May this  probably be the reason for some conflicts between .pbo´s ?! A Version of Inq weapons w/o changed sound would be helpful to test that. Share this post Link to post Share on other sites
Lupus-WD- 0 Posted July 29, 2003 my description of the first tests with this bug and the missing dragunov were made with Explomod+DynRange+blood WITHOUT INQ. because i was wondering if it was related to dynamic range i tested both dynrange alone and explomod alone with no problem, but, it's the explomod with dynrange together that have that behavior as far as i could test... but more investigations are welcome Share this post Link to post Share on other sites
KeyCat 131 Posted July 29, 2003 Since these problems only occour using the Dyn.Range.bin.. Wrong! As I previously stated it also happend for us with the plain "Smoker" version of the ExploMod (i.e no Dynamic Range stuff). /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
mr burns 132 Posted July 29, 2003 oops, i guess i have to follow the thread more closely I will try that blood+Dyn.Range.bin now, i wonder if my weapons disappear too.. Share this post Link to post Share on other sites
KeyCat 131 Posted July 30, 2003 Lets hope Goldmember can locate and squeze this "weapon bug" /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
goldmember 0 Posted July 30, 2003 IF I read it well this bug is multiplayer only? BTW I little tried to find this various bug, instead I try to find a proper config.cpp file and build the whole thing into from the beginning. Help would be appreciated. ( the Pitviper project seems died, he has not to much willingness to release his config.cpp) Share this post Link to post Share on other sites
Lupus-WD- 0 Posted July 31, 2003 @ July 29 2003,02:31)]I've tested in editor putting only one east sniper as the player and previewing : i spawned with a dragunov in my hands but the gear page in the briefing showed no dragunov but the mags where showing ... it was in the editor off line, not the mp editor that it happened, you can make the same testing to see if it the same bug shows for you. Share this post Link to post Share on other sites
malick 0 Posted July 31, 2003 IF I read it well this bug is multiplayer only?BTW I little tried to find this various bug, instead I try to find a proper config.cpp file and build the whole thing into from the beginning. Help would be appreciated. ( the Pitviper project seems died, he has not to much willingness to release his config.cpp) Well, actually I don't know if your config is responsible for this. In fact I have some problems: my machine gunners found their M60 back, but now it's the black op that has lost his laser designator... And as Lupus said, it was in the editor, offline I'll tell you later when I finish rearranging my mod folders It was a bit messy Share this post Link to post Share on other sites
KeyCat 131 Posted July 31, 2003 IF I read it well this bug is multiplayer only? I have only seen it in MP, me as host, no dedicated. The same test mission works OK in SP and in the editor... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
goldmember 0 Posted July 31, 2003 I compared the base, INQ and Dyamicrange config.cpp and found a differece related to a couple of weapons (sniper rifle, MachineGun7_6Manual, zuni, LaserGuidedBomb). Some value was wrong in base and dynamicrange versions, INQ looked fine. One thing is sure, dragunov gear problem solved (I tested), and I hope weapon disappering fixed too (I could not tested because I did not encountered those strange weapon disapperings you mentioned before). Later tonight I upload the fixed versions. Share this post Link to post Share on other sites
malick 0 Posted July 31, 2003 I compared the base, INQ and Dyamicrange config.cpp and found a differece related to a couple of weapons(sniper rifle, Â MachineGun7_6Manual, zuni, LaserGuidedBomb). Some value was wrong in base and dynamicrange versions, INQ looked fine. One thing is sure, dragunov gear problem solved (I tested), and I hope weapon disappering fixed too (I could not tested because I did not encountered those strange weapon disapperings you mentioned before). Later tonight I upload the fixed versions. This is good news ! Thank you goldmember ! BTW, did you have time to implement the soldiers moving sounds with dynrange ? Share this post Link to post Share on other sites
goldmember 0 Posted July 31, 2003 I uploaded the test version. It contains middle,middle_dynrange,middle_blood_dynrange config.bin and editable config.cppp files. If it it works I will upload the rest. link to: Bugfix_test.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap OFP version 1.91 required. Share this post Link to post Share on other sites
KeyCat 131 Posted July 31, 2003 Thanks Goldmember! Will try it in with Jotte tomorrow and let you know... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
KeyCat 131 Posted August 1, 2003 Goldmember, Jotte is working nights this and coming week so I won't be able to try the new version in MP until he is back on regular schedule. Maybe someone else will test it before? /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
goldmember 0 Posted August 3, 2003 I have a bad news and a good news for you. The bad is that pitviper - author of dynamicrange mod - refused any cooperation with my mod and not allowed to use dynamicrange codes in GRM_explomod from now. So I removed dynrange support from mybriefcase. The good news is that I can't resist to help people who has any disire about OFP so if you have any "unusual wish" about my mod next time please send me a mail and not use this forum. Share this post Link to post Share on other sites
malick 0 Posted August 4, 2003 I have a bad news and a good news for you. The bad is that pitviper - author of dynamicrange mod - refused any cooperation with my mod and not allowed to use dynamicrange codes in GRM_explomod from now.So I removed dynrange support from mybriefcase. The good news is that I can't resist to help people who has any disire about OFP so if you have any "unusual wish" about my mod next time please send me a mail and not use this forum. Urgh *Hangs himself from the closest tree* Share this post Link to post Share on other sites
Dwarden 1125 Posted August 4, 2003 I have a bad news and a good news for you. The bad is that pitviper - author of dynamicrange mod - refused any cooperation with my mod and not allowed to use dynamicrange codes in GRM_explomod from now.So I removed dynrange support from mybriefcase. The good news is that I can't resist to help people who has any disire about OFP so if you have any "unusual wish" about my mod next time please send me a mail and not use this forum. whyyyyyyyyyyyyyy Share this post Link to post Share on other sites
Shashman 0 Posted August 4, 2003 Well thaaaaat's not very nice is it now Share this post Link to post Share on other sites