denoir 0 Posted October 25, 2003 the MLRS got texture problems at night Could you provide some details? This is how it looks on my OFP (MLRS in darkness) Share this post Link to post Share on other sites
Pappy Boyington 0 Posted October 25, 2003 i did the test mission with the mortars. havnt tested anything else yet. but one things for sure. the man in charge of fireing the mortars goes by the name of Mulligan (kellys heros referance) "Mulligan?... on time and on target, and he aint been one of em yet" had to set the marker 200m away for them to hit even close to where i wanted em, and it took me over an hour to get 2 fire missions. is this normal to take an hour to get some mortars to shoot where u want em? oh well the BAS howitzer is pretty sweet.. and havnt tested the MLRS at night. looks fun might test it out someday. Share this post Link to post Share on other sites
thirtyg 0 Posted October 25, 2003 Just must be an issue with my setup (CPU/RAM settings), if i reduce everything to the shittest quality possible (i'm talking 8x6, lowest terrain detail, lowest LOD and Geo perf. settings possible) then it just, and i mean just, manages to make it without crashing. This is strange considering i can play flashpoint with almost zero lag on 16x12, high terrain, full geo performance, LODs of around .01 and view distance of 3000. Although from memory i had this same problem with the BAS Kiowa demo mission when all the respawning happened... All the other missions are fine btw it is just as the camera pull out from the beach on that mission. Anyway i suppose it doesn't matter, i just wont play that mission. Once again great work! Share this post Link to post Share on other sites
DaSquade 0 Posted October 25, 2003 I think 4 IN 1 is meaning this (?) Lightbug at night Anyway, great work... Share this post Link to post Share on other sites
coporal_punishment 0 Posted October 25, 2003 The addons are a bit buggy but the scripting isn't Share this post Link to post Share on other sites
TopCover 0 Posted October 25, 2003 Woohaa! Time to build some firebases! thanks CoC Share this post Link to post Share on other sites
TheMcDeth 0 Posted October 25, 2003 Nice but where's the artillery for East? Share this post Link to post Share on other sites
Donnervogel 0 Posted October 25, 2003 Great work COC team. This is really what OFP needed. I guess the units in there are more or less dummy things because most of them aren't finished yet. But that's no problem for me. I think some people don't really recognize the huge and brilliant scripting work you guys did on the arty. That's what the addon is about and it's really amanzing. Thank you for opening to us a whole new dimension in OFP! Share this post Link to post Share on other sites
the_shadow 0 Posted October 25, 2003 "Whorship" now this is great... now i have one question, how about making res units able to use artillery. and if that is already possible, how do i do that? Share this post Link to post Share on other sites
the editing man 0 Posted October 25, 2003 Great great let the fireworks begin   downloading now! Share this post Link to post Share on other sites
walker 0 Posted October 25, 2003 Hi all Quote[/b] ] Why no east/Res artillery The intention was to get the basics out. So we did one of each kind of asset: Mortars, Howitzers, Mobile Guns and Ballistic Rockets. The system is fully expandable with pluggin systems for new assets. So expect to see new and old artillery addons revisted by their makers to enable UA with in them. We have made documentation to allow other addon makers to put a UA sub mod in their addon making it UA compliant. You will be seeing a pretty suprise from the CoC that does this in the very near future. Expect to see a lot of UA complient East artillery in the next few weeks. In the mean time look at how we gave east the west weapons in the missions We are also producing a dialog entry device. The hooks and pluggins are in UA to do this. Kind Regards Walker Share this post Link to post Share on other sites
lee_h._oswald 0 Posted October 25, 2003 First: Very good job done! Very realistic, great! --- But... I just tested introduction - fine. Then tested first mission, stop the invaders at the beach with the SEB mortars. After first firerequest, ofp slows down to exactly 2FPS. No more, no less. I tried to quit the mission and OFP crashes to desktop. MfG Lee Share this post Link to post Share on other sites
acidcrash 0 Posted October 25, 2003 i didnt have any problems with fps on tequila sunrise, though spitball express did slow down alot for me still, excelent work Share this post Link to post Share on other sites
thirtyg 0 Posted October 25, 2003 I tried to quit the mission and OFP crashes to desktop.MfG Lee As much as i don't like to say this, i'm glad it wasnt only me that had this problem. As i said above the only way i fixed it was to turn down every graphics card option to as low as they would go. Once you get past that section you will be fine and should be able to play everything else. Share this post Link to post Share on other sites
Chris Death 0 Posted October 25, 2003 Excellent work Good organization of the custom action menus One thing i would have been expecting: Ya know the scary sounds thru tha air, when indirect fire is on it's way Another thing i noticed (not sure if it's been caused by CoC arty, but it happened the first time when using CoC arty). After finishing the UAintro mish, i came back to the main menu, just to receive a: cannot load mission - missing bas_opfor I've been running all the BAS addons (tohnal included), and a couple of other addons aswell. It's just CoC arty, which was newly added. Before CoC arty, i never got the missing bas_opfor messy with the same addon configuration. ~S~ CD Share this post Link to post Share on other sites
bn880 5 Posted October 25, 2003 Ya know the scary sounds thru tha air, when indirectfire is on it's way We do know And they were there, unfortunately with the sound engine of OFP people could hear them from 10-15Km away. Sorry, that just won't cut it, so we have turned the volume of the flying shells down. They are still there. Share this post Link to post Share on other sites
bucket man 2 Posted October 25, 2003 I would also like to see that sound added when mortar round is coming. Like in Band of Brothers when those 88's fire in the woods. WHIIIIIUUUUUUUUH! KABOOM! Share this post Link to post Share on other sites
bucket man 2 Posted October 25, 2003 Whoops you already replied on that. Sorry. Share this post Link to post Share on other sites
bn880 5 Posted October 25, 2003 I don't think anyone would appreciate hearing the rounds inbound at the exact split second they are fired from 15Km away. That is what happens if you give those effects sufficient DB levels. As always, we'll see what can be done in the future. (EDIT: ok you noticed that, unsynchronized posting...) Share this post Link to post Share on other sites
lee_h._oswald 0 Posted October 25, 2003 Just a little testing around in the editor. THANK YOU so much for making it THAT easy to use! OFP Milestone AWARD! MfG Lee Share this post Link to post Share on other sites
Donnervogel 0 Posted October 25, 2003 I guess I found the problem of the missing sound. It's a incompabillity of the "gaz24mx.pbo". Remove it and it should work. At least it does on my comp. Edit: Of course the police pack of Deathmeat uses that addon too. So you have to live with the message on startup or remove the "dmx_policie.pbo" as well. *mutters something incomprehensible about beta testers* Share this post Link to post Share on other sites
4 IN 1 0 Posted October 25, 2003 the MLRS got texture problems at night Could you provide some details? This is how it looks on my OFP (MLRS in darkness) http://denoir.ma.cx/ofp/mlrsn1.jpg http://denoir.ma.cx/ofp/mlrsn2.jpg http://denoir.ma.cx/ofp/mlrsn3.jpg http://denoir.ma.cx/ofp/mlrsn4.jpg it happens at the front, not side or back of the luncher, and when light is on Share this post Link to post Share on other sites
4 IN 1 0 Posted October 25, 2003 I think 4 IN 1 is meaning this (?)Lightbug at night yes thats is it, Anyway, its the addon problems, CoC really did a great job on this nice artillery script so what next? a foxhole(without using the menu)?? the problems of getting missing addon message would possiblily due to too many addons..........may be not?? Share this post Link to post Share on other sites
bn880 5 Posted October 25, 2003 We have filed all your reports and will look into them... Share this post Link to post Share on other sites