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Realistic explosion mod  v1.1

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Goldemember can you awnser my Request? thnxs

Dynamicrange + GMR mod binding project was halted more than a month ago. I can refresh it with changes of GMR 1.43 and release, but you must know it will not be perfect. Special soldiermoving sounds not working, otherwise fine.

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Goldemember can you awnser my Request? thnxs

Dynamicrange + GMR mod binding project was halted more than a month ago. I can refresh it with changes of GMR 1.43 and release, but you must know it will not be perfect. Special soldiermoving sounds not working, otherwise fine.

No problem, Goldmember

I would be great: DR + GMRmod 1.43

The special soldiermoving sounds are a small sacrifice...

Found very small bug this weekend, I shot a Ah1 down with a BTR60 and when I came close to the wreck I saw the chopper's (still working) display was floating in the air. Next time i see it, I make a screenie...

anyway... GREAT mod!!! It makes OFP so much better!

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The special soldiermoving sounds are a small sacrifice...

Are you sure you want to play OFP without any footstep sounds at all? It ain't right I tells ya! crazy_o.gif

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At all? I thought the special soldiermovements were a supplement to the original footsteps sounds...If not... you're right, that's a pity...

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At all? I thought the special soldiermovements were a supplement to the original footsteps sounds...If not... you're right, that's a pity...

As I remember there is footstep sound but not DR kind.

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Military experts please inform me about burst explosion. When occur? On what vehicle? How it looks like ? etc. Burst explosion not equal secondary ammoexplosion is'nt it?

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At all? I thought the special soldiermovements were a supplement to the original footsteps sounds...If not... you're right, that's a pity...

As I remember there is footstep sound but not DR kind.

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Military experts please inform me about burst explosion. When occur? On what vehicle? How it looks like ? etc. Burst explosion not equal secondary ammoexplosion is'nt it?

Hmm, well in the previous version of your explosion mod combined with DR I didn't have any footstep sounds at all - it was completely silent when moving on foot. It may just have been my PC/config although I doubt it. rock.gif

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Is it possible to use FDF, Blood, INQ and GMR at the same time?

What combination of configs to i need to do this?

smile_o.gif

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Is it possible to use FDF, Blood, INQ and GMR at the same time?

What combination of configs to i need to do this?

smile_o.gif

You can not combine configs, must write all 4 into 1. I'll make a try this weekend.

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I was a gunner in a BMP today (and what do you do for a living? tounge_o.gif ).

When firing the BMP's machine gun (not HEAT rounds), when the bullets hit they flamed up the area.

A little excessive, no? rock.gif

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I was a gunner in a BMP today (and what do you do for a living? tounge_o.gif ).

When firing the BMP's machine gun (not HEAT rounds), when the bullets hit they flamed up the area.

A little excessive, no? rock.gif

Imagination is a weapon against reality biggrin_o.gif

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I was a gunner in a BMP today (and what do you do for a living? tounge_o.gif ).

When firing the BMP's machine gun (not HEAT rounds), when the bullets hit they flamed up the area.

A little excessive, no? rock.gif

Imagination is a weapon against reality biggrin_o.gif

I don't get it. rock.gif

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You were using the Flame config right?

Use others if you dont like too much flaming around tounge_o.gif

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You were using the Flame config right?

Use others if you dont like too much flaming around  tounge_o.gif

Yes, but can't the flame config be limited to relevant ammo types?

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Yes, but can't the flame config be limited to relevant ammo types?

Yes it is limited, only explosive ammo types can produce explosion effect. This came from OFP engine.

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Maybe on the next version (if possible) have some smoke/flames when buildings are destroyed(maybe not for little things like the bus stop, but for like houses and such).

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Is it possible to use FDF, Blood, INQ and GMR at the same time?

What combination of configs to i need to do this?

smile_o.gif

You can not combine configs, must write all 4 into 1. I'll make a try this weekend.

Thanks Goldmember! You are a legend! smile_o.gif

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can someone give me the link and goldmemeber can u update the link?

First page, 8th post. Then, its repeated many, many times over on many pages of this thread. I takes very little effort to find it.

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Speaking about flames and smokes depending of ammo type.

I'm using "mid" config, and i think for 30mm ammo and below, flames looks great, but there is a little too much smoke after explosion. Trying to describe - there r 2 parts of it - one with explosion, second - like growing cloud. I think first part would be enough.

Great thing, i cannot imagine playing without it now smile_o.gif

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Maybe on the next version (if possible) have some smoke/flames when buildings are destroyed(maybe not for little things like the bus stop, but for like houses and such).

I have done it. It seems work fine, I tested a lots of old and resistance building too. But suggestions are welcomed!

link to: GMR_exploMODv1.44BETA.zip

http://au.briefcase.yahoo.com/

id: a_goldmember

password: faszkalap

GMR_exploMOD directory

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"Speaking about flames and smokes depending of ammo type."

It is not really true. All ammotypes have one config that regulates exlosion effect. If I change someting - like reducing smoke - it is will be related to every ammotypes. Unfortunately...

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I have installed his mod a couple of days ago. It is very impressive!!! I noticed one strange thing: when scudlauncher explodes fireeffect and burnings comes from underground rock.gif

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I have installed his mod a couple of days ago. It is very impressive!!! I noticed one strange thing: when scudlauncher explodes fireeffect and burnings comes from underground rock.gif

I know that bug, somebody mailed me this earlier. It seems some vehicles have different central point than usual. Same problem found on supplytrucks - reammo, and refuel - too. I fixed it in GMR_exploMODv1.44BETA.zip

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