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RED

Ecp released!

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Ok got that sorted now can anyone tell me is this MOD playable along with GMR too? If i wanna use GMR and run it side by side who will operate where?  smile_o.gif

You can't run them side by side as they both make config changes, it would be pretty simple to merge them together though.

RED

ahem.. i restate:

why only use one? why not be a greedy basterd like me. and replace the OFP configs with this one. and placing the files provided in teh folders marked. (ie: dta contents int eh dta folder) and run BOTH gmr mod and this master super duper spiffyer fantaserific config together    (back up your old ones thou JUST IN CASE  

edit: i did this cuz i was NOT giving up my GMR mod. Goldmember is a god and his godly work must remain on my PC  

so yes.. they CAN be run together.. never ever ever say they cant.. cuz if u say they cant.. that jsut means ur not trying hard enough  smile_o.gif

i am currently running the following Simotaniously with no problems:

INQ Weapons (replace default BIS)

Blood

Dynamic Range Soundpack

GMR Explosion Mod (flamer)

Enhanced Configuration Project

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I've been looking forward to the ECP for a long time now. Since it's a beta, I figured I'd give my impressions and some suggestions.

1: I love the fire and smoke effects. GMR's have gotten much better (especially with the latest smoker configs,) but they weren't quite up to Sigma's ONS unit fires. These are just about there. Having a config with longer burning fires and more smoke would be nice, though. Not everyone has a low end machine, so it would be nice to be able to pick and choose.

1a: Maybe also consider the flaming and smoking shrapnel effect from GMR. That's a great effect.

2: Why not use BAS' JAM 2.0 backblast effect? ECP's looks a bit weak compared to that and it seems that the BAS guys have been cooperative.

3: Please say that you intend to redo explosion effects as well. I've been using GMR for so long that I've forgotten how horrible the default OFP "puffy yellow smoke" explosions look.

4: You might want to look into using new sounds for secondary explosions like GMR did. It took me a bit to figure out that there were no shell120s being shot at me and that it was just the M-113 burning.

All in all it's very nice work. I'm anxious to see where it goes. Something that combines the best aspects of GMR and ECP while improving upon them would be the ultimate config.

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I too have waited a long time for this. Glad it's finally out, will try it tonight after work. Especially the new dynamic range biggrin_o.gif

How can i merge them both? smile_o.gif

You can only use one config.bin at a time. If you want to use several mods that modify the config.bin at once you have to crreate a new config.bin that incorporates all the changes of all the mods. Similar thing to what is GMR doing and why he always puts out several config.bin...

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Thank you for your constructive feed back Kurayami,

Quote[/b] ]I love the fire and smoke effects. GMR's have gotten much better (especially with the latest smoker configs,) but they weren't quite up to Sigma's ONS unit fires. These are just about there

The fires are being scutinised by the visual FX members as we speak, there may yet be a small break through in that area to make them better still--dont quote me on that tho, Im sound Department.

Quote[/b] ]Having a config with longer burning fires and more smoke would be nice, though. Not everyone has a low end machine, so it would be nice to be able to pick and choose.

This is very doable, Ill get the team to look into this, cant see an issue at all. smile_o.gif EDIT:just so u know--currently the fire burn for random durations between 75 seconds and 250 seconds, with a one in five chance there being no fire at all.

Quote[/b] ]Why not use BAS' JAM 2.0 backblast effect? ECP's looks a bit weak compared to that and it seems that the BAS guys have been cooperative.

The BAS team are superb, we will always liase with the appropriate members to better the effects. But Ill let visual FX comment on this aspect further.

Quote[/b] ]: Please say that you intend to redo explosion effects as well. I've been using GMR for so long that I've forgotten how horrible the default OFP "puffy yellow smoke" explosions look.

Already on the "to do" list (as far as I know). Should it come about itll be editable in a user friendly settings script according to end users machince specs.

Quote[/b] ]You might want to look into using new sounds for secondary explosions like GMR did. It took me a bit to figure out that there were no shell120s being shot at me and that it was just the M-113 burning.

AHH my department, yes (Zay gives EVIL GRIN) I have many plans for sounds.

During the interim you can run the ECP DR version and thatll give u numerous secondary explosion sounds as a temporary answer

Zay

ECP team (sound Dep)

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Ok after actually trying it now i must say its indeed a very nice endeavour in increasing our OFP experience for the better :THUMBS UP:

But i have a few gripes:

1. The plane damage and smoke trail script is a bit over done IMO , the Su-25 in the test mission was looking very wierd no plane can keep on flying with such smoke coming from it which is a sign of a critical damage , i suggest you guys tune it too be turned on at the point when flying the plane is a near impossibility like ... when the fuel starts leaking or armor is VERY VERY low , that way its much more acceptable.

2. The explosions were indeed a disappointment i say you guys officialy implement GMR though i am doing it myself personally but its better if everyone has the same  biggrin_o.gif

3. The heli rotor fail script was something i didnt expect wow i was surprised ... very nice but it was a bit unreal  that my co-pilot always dies and i dont and can always survive?

4. Have you guys changed ARMOR vvalues? I couldnt bust the Abrams with 5 LAWS  crazy_o.gif  , was hitting it from the side , and it didnt budge him?? After getting used to typical OFP's armor values this is gonna be tough to get used too though if someone can verfiy that these are indeed true values then i will submit to use them.

5. Ok one more last gripe the BURNING proximity needs to be checked , i was getting burnt from a vehicle a good 30 m away from me rock.gif

Ok those were my observations in 5 mins will post more later as i explore this cool mod. smile_o.gif

My apologys if the following points have been stated already.

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I feel we are on the threshold of something wonderful here guys. Why not ask goldmember to join your team with his knowledge and expertise allied to the scripting talents of the ECP team we would move into a new era for OFP. Who knows where this will take us in the future. smile_o.gif

Anything is possible from now on I cannot wait to see what comes next.

Great work guys great work.

BigUzi=WoP=

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Quote[/b] ]1. The plane damage and smoke trail script is a bit over done IMO , the Su-25 in the test mission was looking very wierd no plane can keep on flying with such smoke coming from it which is a sign of a critical damage , i suggest you guys tune it too be turned on at the point when flying the plane is a near impossibility like ... when the fuel starts leaking or armor is VERY VERY low , that way its much more acceptable.

This is editable in the purpose built user friendly ECP_settings.sqs where all your personal settings are made smile_o.gif

Quote[/b] ]3. The heli rotor fail script was something i didnt expect wow i was surprised ... very nice but it was a bit unreal that my co-pilot always dies and i dont and can always survive?

This is editable in the purpose built user friendly ECP_settings.sqs where all your personal settings are made smile_o.gif

Quote[/b] ]5. Ok one more last gripe the BURNING proximity needs to be checked , i was getting burnt from a vehicle a good 30 m away from me

This is editable in the purpose built user friendly ECP_settings.sqs where all your personal settings are made smile_o.gif

About the tank armour--Im unaware if it has been altered. I shouldnt think so.

Zay

ECP team

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@ Nov. 05 2003,05:49)][...]

I have noticed one glitch... i launched the effect test mission, when the tanks are destroyed and no longer burning when i would fire laws at them, the rocket simply goes thru like there's nothing on their way...

[...]

apart from that, i have had 2 cases of game freezing since i have used ECP (running 1.94b).

Unfortunately i cant be much more constructive than that in the report as i couldnt reproduce them, but what i can say for sure is that it had never happened before altho i have been using different mods before (hisky, gmr, inq, gmr+inq, gmr+dr+blood...) and own personal modified things (configs and mods).

The second time it happened i was only using BAS deltas and some laser's infatry units (jam2 ?) and Tonal island, when it happened nothing special was apparently going on, all East units were dead, i had taken some vdv sniper rifle from a corpse and was moving out...

A lot of apparently useless informations, but if someone else encounters similar freezing (was forced to perform a hard reset) and would notice correlations...

Could ppl making ECP also inform us if they have found and fixed that so that i am more relaxed when i start ofp ;)

again, thanx for this nice ECP thingie smile_o.gif

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Ok got that sorted now can anyone tell me is this MOD playable along with GMR too? If i wanna use GMR and run it side by side who will operate where?  smile_o.gif

You can't run them side by side as they both make config changes, it would be pretty simple to merge them together though.

RED

ahem.. i restate:

why only use one? why not be a greedy basterd like me. and replace the OFP configs with this one. and placing the files provided in teh folders marked. (ie: dta contents int eh dta folder) and run BOTH gmr mod and this master super duper spiffyer fantaserific config together    (back up your old ones thou JUST IN CASE  

edit: i did this cuz i was NOT giving up my GMR mod. Goldmember is a god and his godly work must remain on my PC  

Pappy plz explain your post stating how to use this mod with GMR clearly ... yourpost is sorry to say uncomprehendable for us common beings biggrin_o.gif

I still havent figured it out.

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Ok got that sorted now can anyone tell me is this MOD playable along with GMR too? If i wanna use GMR and run it side by side who will operate where?  smile_o.gif

You can't run them side by side as they both make config changes, it would be pretty simple to merge them together though.

RED

ahem.. i restate:

why only use one? why not be a greedy basterd like me. and replace the OFP configs with this one. and placing the files provided in teh folders marked. (ie: dta contents int eh dta folder) and run BOTH gmr mod and this master super duper spiffyer fantaserific config together    (back up your old ones thou JUST IN CASE  

edit: i did this cuz i was NOT giving up my GMR mod. Goldmember is a god and his godly work must remain on my PC  

Pappy plz explain your post stating how to use this mod with GMR clearly ... yourpost is sorry to say uncomprehendable for us common beings  biggrin_o.gif

I still havent figured it out.

Hmm, how do you go about running 2 configs? I was under the impression that this was impossible?

I have quite a few things to add, expect another beta soon smile_o.gif

RED

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1. The plane damage and smoke trail script is a bit over done IMO , the Su-25 in the test mission was looking very wierd no plane can keep on flying with such smoke coming from it which is a sign of a critical damage , i suggest you guys tune it too be turned on at the point when flying the plane is a near impossibility like ... when the fuel starts leaking or armor is VERY VERY low , that way its much more acceptable.

I have to agree with you on this point, this will be editing in the next release.

Quote[/b] ]2. The explosions were indeed a disappointment i say you guys officialy implement GMR though i am doing it myself personally but its better if everyone has the same  biggrin_o.gif

Though the GMR has some very cool looking explosions, I feel they are a bit overkill and too Hollywood. Having said this, the ECP team would love to work with goldmember and produce some new explosions.

Quote[/b] ] 3. The heli rotor fail script was something i didnt expect wow i was surprised ... very nice but it was a bit unreal  that my co-pilot always dies and i dont and can always survive?

As Zayfod said, this is editable in the ECP_settings file. If you don't want random killings of chopper crew:

ECP_tail_rotor_failure_RANDOMKILLS = false

Though it is more realistic that some of the crew die and that others don't.

Quote[/b] ]4. Have you guys changed ARMOR vvalues? I couldnt bust the Abrams with 5 LAWS  crazy_o.gif  , was hitting it from the side , and it didnt budge him?? After getting used to typical OFP's armor values this is gonna be tough to get used too though if someone can verfiy that these are indeed true values then i will submit to use them.

No armor values have been changed, I am not sure why that would happen to you.

Quote[/b] ]5. Ok one more last gripe the BURNING proximity needs to be checked , i was getting burnt from a vehicle a good 30 m away from me rock.gif

You are correct, I am unsure why this was set so high before release. Change this variable in the ECP settings.sqs:

ECP_fire_burn_dis = 25 to ECP_fire_burn_dis = 10

Thanks for the useful feedback Ace smile_o.gif

RED

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One thing i'd suggest if possible would be the ability to set custom defaul minAngleY, maxAngleY, fov and such for different vehicles or vehicle classes (when they have not been locked by the addon's config itself)

useful for us first person view only players, to be able to watch behind when trying to park a car, land a helo, see if troops are on board...

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@ Nov. 05 2003,15:01)]One thing i'd suggest if possible would be the ability to set custom defaul minAngleY, maxAngleY, fov and such for different vehicles or vehicle classes (when they have not been locked by the addon's config itself)

useful for us first person view only players, to be able to watch behind when trying to park a car, land a helo, see if troops are on board...

Will look into it (pun intended)

RED

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Thanks for replying RED smile_o.gif

As for GMR's mod being a bit hollywoodish agreed but hey its a game and we like those tounge_o.gif rather then the BIS one's.

And i didnt knew the crash kilings were random , very nice now it doesnt bother me i thought it was fixed.

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I have all my modfolders in a folder called mods. If i install this mod into mods\ecp it doesn't work as it is looking for the config (iirc) in OperationFlashpoint\@ECP. This is really a big drawback as you can not install were you like, eg normal bin/dta folder or own modfolder.

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I have all my modfolders in a folder called mods. If i install this mod into mods\ecp it doesn't work as it is looking for the config (iirc) in OperationFlashpoint\@ECP. This is really a big drawback as you can not install were you like, eg normal bin/dta folder or own modfolder.

Thanks for that Benu, will try and change for next release.

RED

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Though the GMR has some very cool looking explosions, I feel they are a bit overkill and too Hollywood. Having said this, the ECP team would love to work with goldmember and produce some new explosions.

The pleasure will be mine. I am ready to talk about it.

----------------------------------------------------

I am not a military expert so I am asking speed of shell or heat is really supersonic? Because I heard firstly whiz sound of shell besides me and secondly tankgun firing sound which was 500-600 meter away from me.

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goldmember if you are implying that the sound of the tank shell could be herd after its visual impact from 500 meters, you are correct but can they create such realism? rock.gif

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Though the GMR has some very cool looking explosions, I feel they are a bit overkill and too Hollywood. Having said this, the ECP team would love to work with goldmember and produce some new explosions.

The pleasure will be mine. I am ready to talk about it.

Excellent! smile_o.gif I will contact you within a day or two (I am currently fixing some bugs for the ECP)

Quote[/b] ]I am not a military expert so I am asking speed of shell or heat is really supersonic? Because I heard firstly whiz sound of shell besides me and secondly tankgun firing sound which was 500-600 meter away from me.

I couldn't tell you that, best wait until a sound man comes along.

RED

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goldmember if you are implying that the sound of the tank shell could be herd after its visual impact from 500 meters, you are correct but can they create such realism? rock.gif

I believe GM was on the receiving end of the shooting range...

that is, he heard the sound of the shooting after the shell impacted close to him, meaning that the shell was moving faster than sound.

for the explosion being heard after you can see it on a 500m distance, such realism can be achieved as it's how it ALREADY is in ofp.

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This looks very interesting, I can imagine it was a bit of work. Especially pleased about the DR support in wss format, and weapon backblast. (have not seen yet but I gather it's good)

If this does not add significant CPU usage, I hope it becomes a sort of "standard" to use it even for MP games. smile_o.gif

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I havent noticed any lag or anything at all that might say its CPU intensive .... smile_o.gif

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hey does anyone have a good link for the dr.pbo as i have tried 11 times to download it from the ofp editing site but it stop downloading every time and i am not the only one experiencing this problem crazy_o.gif

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I will upload it to my site tonight victorious, though I might have to take it down later if I use up too much bandwidth.

RED

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in the zip file there are 3 folders

Addons

Bin

DTA

these match the same folder names in your Codemasters/Operation Flashpoint/ folder

in the mod go to the Addons folder and move the 3 addons from your mod folder into your Operation Flashpoint Addons folder

goto the mod folder marked Bin and move the 2 files in there to your Codemasters/Operation Flashpoint/Bin (or /Res/Bin | i replaced both cuz i was unsure which one it reads) BACK UP THE ORGINALS

goto the mod folder once more and go to the DTA folder and move those files to your codemasters/operation flashpoint/DTA (or flashpoint/res/DTA | once again i replaced both to ensure i got the right one)

BACK UP THE ORGINALS

now you SHOULD have the GMR Explosion mod in a "mod" folder. which means its not running parallewith the default one. if you use the GMR explosion config.bin with the DR sound pack then only use the ECP normal config WITHOUT the DR sound pack.

if your GMR is in a mod folder, you replaced the default BIS configs and data with the one from ECP then boot up your game, and feel free to try any mission of your choice.

[Personal Opinion]

Best Combination is the GMR explosion config.bin with the INQ weapons pack to replace the default, the DR soundpack to replace the default, the blood (which is in both configs) to add to the default, and lastly the kegetys hi resolution sky addon to provide nice atmosphere. and lastly this ECP mod that replaced the orginal files.[/Personal Opinion]

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