MASTAKILLA 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. great work so far goldmember - don´t waste time on dynamicrange mod  are there any other sound mod working with your Realistic explosion mod? Resistace Sound Project or Russian Weapons Pack 1.1 maybe there are a few more sound mods ... Share this post Link to post Share on other sites
benu 1 Posted August 4, 2003 All other soundmods work with this mod cause they do not use a modified config.bin. You should try battlesound 1.1s from Munger or the Kyllikki soundpack if you are looking for alternatives to DR. But exactly the changed config.bin is what makes DR so popular, cause it adds new sounds (eg sounds for events which had no sound before) instead of just replacing existing sounds (the only thing you can do without changing the config.bin). BTW: Goldmember: I can't really believe PitViper said something like that. I know him as a really nice guy and he said some time ago that he wanted to "publish" the DR config.cpp anyway (there was a poll here in the board). Are you sure that this is no misunderstanding? Share this post Link to post Share on other sites
munger 25 Posted August 4, 2003 BTW: Goldmember: I can't really believe PitViper said something like that. I know him as a really nice guy and he said some time ago that he wanted to "publish" the DR config.cpp anyway (there was a poll here in the board). Are you sure that this is no misunderstanding? I'm surprised too. I contacted him about this a little while ago and got no reply but just assumed that he must not be on the forum much these days (haven't seen a post from him in ages) and maybe hadn't read the message. I don't know why he wouldn't allow you to use his DR cpp. Maybe it has something to do with the super config project? Anyway, it's a shame. Share this post Link to post Share on other sites
goldmember 0 Posted August 4, 2003 The Cold War Crisis is over. Pitviper promised he give us dynamicrange config.cpp file after patch 1.92 released. Just until stop hacking his mod. Share this post Link to post Share on other sites
Blanco 0 Posted August 4, 2003 Dynrange_to_v1.31.zip (only dynrange support) Blood_Dynrange_to_v1.31.zip (blood and dynrange support) Where are these files Goldmember? I can't find them in your briefcase? ***edit*** oops No support from Pv? ... Share this post Link to post Share on other sites
mr burns 132 Posted August 4, 2003 The Cold War Crisis is over. Pitviper promised he give us dynamicrange config.cpp file after patch 1.92 released.Just until stop hacking his mod. Juhuuu, that´s great News   I´m really glad that PitViper decided to contribute his code to your Mod Share this post Link to post Share on other sites
munger 25 Posted August 4, 2003 The Cold War Crisis is over. Pitviper promised he give us dynamicrange config.cpp file after patch 1.92 released.Just until stop hacking his mod. That's really good news. Thanks go out to PV. Now we just need BIS to do their part and get that patch released. Share this post Link to post Share on other sites
343rdBadger 0 Posted August 5, 2003 This is starting to get really confusing...what is the most up to date version of this addon?...the bug fix.zip?? ...or the GMR_ exploMODv1.31...maybe try to keep it alittle more compact?...just a thought. Share this post Link to post Share on other sites
Radnik 18 Posted August 5, 2003 ...So I test it in LAN, the v1.31 lan(bug fix) with middle_blood_dynrange bin. I test it with official 1.91 ded. server and it works fine, everything is working, just one thing, when I first time shoot any soldier reports : xxx used modified config file-cfg/CfgWorlds/DefaultWorld/Subdivision, and blood is not working but next time when I shoot him, it works. I hope that goldmember will fiks that. ***edit*** I tried second time and I think that it doesent have anything with blood at-all... Share this post Link to post Share on other sites
@cero 0 Posted August 6, 2003 This is starting to get really confusing...what is the most up to date version of this addon?...the bug fix.zip?? ...or the GMR_ exploMODv1.31...maybe try to keep it alittle more compact?...just a thought. I can't agree with you more than I'm doing now. Too many versions. Goldmember needs a page to upload this stuff, pronto   Share this post Link to post Share on other sites
ShadowGhOsT 0 Posted August 6, 2003 explo_blood YOUR A SWEETY! *HUG* Wrong, the link dosnt work, iv tryed, and tryed, not a damn thing, just a bad link error. Hmm, can any one give me a correct link, or a ofp site, that has this mod in there dl section?? Thanx. Share this post Link to post Share on other sites
Wright 0 Posted August 6, 2003 Just thought I would add, for anyone looking for new sounds, I've got a new version of my soundpack available on my site. Â It's changed quite a bit from my earlier versions. Wright Share this post Link to post Share on other sites
Guest Posted August 6, 2003 You might want to make mention that it's 35mb!! Anyway...dloading Share this post Link to post Share on other sites
Wright 0 Posted August 6, 2003 Oh, and it's 35 mb. Â Â Share this post Link to post Share on other sites
theavonlady 2 Posted August 6, 2003 Welcome back, Wright! Share this post Link to post Share on other sites
@cero 0 Posted August 6, 2003 I just downloaded this sound pack, nice, but I have a cuple of sugestions. One thing I didn't really liked(<span style='color:red'>That's my personal opinion </span>) is the destroyed sounds, it don't feel like if they are powerfull enough, that may be me, but I think for a vehicle explosion it could sound more like an explosion. My second sugestion, could you do a pack without the weapons sounds, small arms I'm about, so I don't get any conflicts with InQuisitors weapons mod. I really like the pack I got from Goldmember, Inquisitor+blood+ exploMod, and I adding a few things to it, like vehicles and units, so they'll play in the campaigns and single missions, like the UCE Soviet soldiers, or the 5T truck from Marfy. So if I can use your pack without the small arms sounds I will have a total personal conversion of my game. I like the sounds that Inquisitor added to his pack and I wouldn't like to change them. Next estep is to change the textures of the rest of the West trucks to Euro camo, that will be more dificult. @cero. Share this post Link to post Share on other sites
goldmember 0 Posted August 6, 2003 GMR_exploMOD version 1.32 soon! improvements ------------ - removed red color from explosion effect ( more orange added, it is just an idea it you dont like it I canceled ) - burning flame more life-like - new script for debris placements new features ------------ - burning flame cause dammage to player if he walks close to it - crew of disabled tank -if tank can not fire or move- leave the vehicle bugfixes -------- - no debris added to destroyed ships - several script malfunction (not fatal) fixed I know it is not too much, but I started to run out of ideas. Share this post Link to post Share on other sites
malick 0 Posted August 7, 2003 GMR_exploMOD version 1.32 soon!improvements ------------ - removed red color from explosion effect ( more orange added, it is just an idea it you dont like it I canceled ) - burning flame more life-like - new script for debris placements new features ------------ - burning flame cause dammage to player if he walks close to it - crew of disabled tank -if tank can not fire or move- leave the vehicle bugfixes -------- - no debris added to destroyed ships - several script malfunction (not fatal) fixed I know it is not too much, but I started to run out of ideas. Hey, quite nice features ! You are out of idea? Wait, I'll find you some... Make MGbullet hit produce more smoke or dust, with a greyish sprite instead of the brown one, so that when bullets hit the ground the cloudlets climb a lot slower and spread on the sides too. This may slow down computers, though. Sometimes, real tanks won't exlode. They will just be disabled by a fatal shot, maybe killing the crew. Maybe (just wondering) you can do so that on destruction some tanks just don't produce an explosion at all. Hell, you're right, can't find anything more... I'll edit my post if I find something Good work ! Share this post Link to post Share on other sites
goldmember 0 Posted August 7, 2003 Bullet hit: We talked about it later. Only thing that I could change is color. In config.bin there is a class "CraterDustSmall", that handles bullet hit but if I changing any parameter nothing happens except color. I think the behaviour of bullet hit is coded somewhere else, not in config.bin. Not exploding tanks: yes I know when you playing basic OFP game sometimes apc and tank not exploding at all when destroyed. But I can not regulate this. The game engine decides whether vehicle explode or not. Maybe it is depends which part of vehicle being hit or how many ammo and fuel left in the vehicle or something else. Who knows? Share this post Link to post Share on other sites
Wright 0 Posted August 7, 2003 Thanks Avon! @cero, yeah I kind of agree with you. That sound was ripped from the Terminator 2 dvd when the first semi truck explodes. Sounded great in the movie but not so good in game, I will keep looking for good ones. I don't want to hijack this thread so if anyone else has suggestions please send me a private message. Thanks, Wright Share this post Link to post Share on other sites
malick 0 Posted August 8, 2003 Bullet hit: We talked about it later. Only thing that I could change is color.In config.bin there is a class "CraterDustSmall", that handles bullet hit but if I changing any parameter nothing happens except color. I think the behaviour of bullet hit is coded somewhere else, not in config.bin. Not exploding tanks: yes I know when you playing basic OFP game sometimes apc and tank not exploding at all when destroyed. But I can not regulate this. The game engine decides whether vehicle explode or not. Maybe it is depends which part of vehicle being hit or how many ammo and fuel left in the vehicle or something else. Who knows? Hehe maybe I forgot I already asked you about bullet hit Have to sleep a bit more and play a bit less ;) For the exploding tank, I don't think, from what I've seen so far, that OFP computes the remaining ammo and fuel in order to decide wether the tank explodes or not. In fact, I've never noticed that some tanks didn't explode. For me, each time a tank takes a deadly hit, he goes boom... But I think that your running-away-from-the-disabled-tank shall do the trick. Share this post Link to post Share on other sites
goldmember 0 Posted August 9, 2003 I uploaded Realistic explosion MOD v1.32 changes to version 1.31 ----------------------- - burning flame cause dammage to player if he walks close to it - crew of disabled tank -if tank can not fire or move- leave the vehicle - small changes in effects - several script malfunction fixed link to: GMR_explomodv1.32.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap GMR_exploMOD directory OFP version 1.91 required. Blood and INQ support will be done tonight Share this post Link to post Share on other sites
Sinister-tnuC- 0 Posted August 10, 2003 getting error with 1.32, cannot find tank.sqs, just as the first tank is hit by explosion, the mission carries on after that Share this post Link to post Share on other sites
goldmember 0 Posted August 10, 2003 @ Aug. 10 2003,06:55)]getting error with 1.32, cannot find tank.sqs, just as the first tank is hit by explosion, the mission carries on after that Wich bin version you tried? Share this post Link to post Share on other sites
mr burns 132 Posted August 10, 2003 I don´t get any errors like that with 1.32 I´m using the blod&inq-middle.bin. Share this post Link to post Share on other sites