Lt_Damage 0 Posted November 7, 2003 wait wait wait Before we go down this path lets take a big deep breath and consider some things before turning all choppers into giant lag beasts. I have enough trouble already with the BAS choppers spitting enourmous amounts of FX out in MP Missions lagging everyone to pieces, with no way to disable it. I am all for adding FX, don't get me wrong, all I ask, is you take care that the FX can be disabled for use in MP where the lag can be a problem. Now I probably don't need to tell you guys as I have looked at your settings files and almost everything can be disabled client side, well done I hope other teams display as much forethought in future. Share this post Link to post Share on other sites
dm 9 Posted November 7, 2003 I have enough trouble already with the BAS choppers spitting enourmous amounts of FX out in MP Missions lagging everyone to pieces, with no way to disable it. Does anyone ever read the readme? From the MH-60 Readme: Quote[/b] ]Remove the dust and other effects.BAS_60Effects = 0 Halve the dust and other effects. BAS_60Effects = 0.5 The MH-47 isnt even capable of running the rotorwash and other FX scripts in MP without the mission maker activating them. And the OPFOR choppers use the excellent, and low-cpu rotorwash scripts from Vektorbosen. So unless you're running on steam, I cant really see what your problem is. As allways, rtfm... Share this post Link to post Share on other sites
Baron von Beer 0 Posted November 7, 2003 LOL! (picture 10 men, their entire bodies covered in black soot, standing next to the PC, a look of defeat in their eyes as the voice tube bellows out) Put your backs into it boys, these furnaces ain't gonna fill themselves with coal! We are logging into an MP game... give me 110% on the boiler! Share this post Link to post Share on other sites
Acecombat 0 Posted November 7, 2003 Ok AT back blast is working on BIS units but not on anyother user created addons... And i dont think BAS dust script is lag-able its too dense i think , i like Vektorbosons one the best. Even in MP BAS ones hardly make it to the LAG counter... Share this post Link to post Share on other sites
Acecombat 0 Posted November 7, 2003 Ok i just saw this in the news any chance of the explosions being this good More at ofp.info .. man Caucasian crisis mod is rocking.. Share this post Link to post Share on other sites
victorious 0 Posted November 7, 2003 goldmembers explosion are way better no offence but that looks like a hollywood reject Share this post Link to post Share on other sites
RED 0 Posted November 7, 2003 The effects you posted are indeed impressive, though they need quite a bit of scaling down (unless the tank is filled to the top with HE rounds and fuel ) I wish that MOD the best in creating some great effects. RED Share this post Link to post Share on other sites
Grizzlie 0 Posted November 7, 2003 Impressive But on my PIII 600 i still prefer more balanced effects like ECP or GMR. And watching those pics i'm wondering if it is possible to simulate dirrence in explosions: M1 has ammo in separate chamber in the rear of turret, and russian tanks has it inside hull, so in theory M1 can survive ammo explosion. Share this post Link to post Share on other sites
drewb99 0 Posted November 7, 2003 Don't forget the T84-120 that has a similar ammo storing system to the Abrams. Share this post Link to post Share on other sites
Grizzlie 0 Posted November 7, 2003 True, but so far noone is using it, it is only proposition. Share this post Link to post Share on other sites
KeyCat 131 Posted November 8, 2003 IMHO the explosions above is way overdone... As stated by someone else I prefer Goldmembers FX (the smoker version). /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
Lt_Damage 0 Posted November 10, 2003 I have enough trouble already with the BAS choppers spitting enourmous amounts of FX out in MP Missions lagging everyone to pieces, with no way to disable it. Does anyone ever read the readme? From the MH-60 Readme: Quote[/b] ]Remove the dust and other effects.BAS_60Effects = 0 Halve the dust and other effects. BAS_60Effects = 0.5 The MH-47 isnt even capable of running the rotorwash and other FX scripts in MP without the mission maker activating them. And the OPFOR choppers use the excellent, and low-cpu rotorwash scripts from Vektorbosen. So unless you're running on steam, I cant really see what your problem is. As allways, rtfm... The manual was read, followed, proven to be useless, discarded. Next suggestion? I have put exactly as you have quoted in the init of the chopper and still it flared us all to hell. Anyway I don't care now, I don't use the choppers when i want lagless gameplay. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 10, 2003 Many other people are having similiar problems , no AT back blast .... one of friends reported this at another forum.I wonder why is it not working for us few , is it activated by default or do ihave to change it in the settings? I didnt see it there though.. yea the AT backblast isnt working for me either. but i aint complainin. i got GMR and ECP runnign simotansiouly. so i cant complain too much to be quite honest. i hope GM incorperates the backblast and the bullet sounds fx into his mod so that i can just update his mod. cuz im quite happy with this one. his is perfect too but those little improvments help Share this post Link to post Share on other sites
Grizzlie 0 Posted November 10, 2003 I have a question about improving AI. I have noticed that very often units equipped with pistols uses them in situation they should not. It is err funny to watch them thinking and switching weapons. Is it possible to change it to make units units use secondary weapon ONLY when primary is destroyed or with no ammo? Share this post Link to post Share on other sites
pang 0 Posted November 10, 2003 I have enough trouble already with the BAS choppers spitting enourmous amounts of FX out in MP Missions lagging everyone to pieces, with no way to disable it. Does anyone ever read the readme? From the MH-60 Readme: Quote[/b] ]Remove the dust and other effects.BAS_60Effects = 0 Halve the dust and other effects. BAS_60Effects = 0.5 The MH-47 isnt even capable of running the rotorwash and other FX scripts in MP without the mission maker activating them. And the OPFOR choppers use the excellent, and low-cpu rotorwash scripts from Vektorbosen. So unless you're running on steam, I cant really see what your problem is. As allways, rtfm... The manual was read, followed, proven to be useless, discarded. Next suggestion? I have put exactly as you have quoted in the init of the chopper and still it flared us all to hell. Anyway I don't care now, I don't use the choppers when i want lagless gameplay. this is not related to any bug in the choppers neither the ecp config! it´s because the flare script checks for "incomming missiles". so here´s the plan: other addons have their guns coded as missiles, for various reasons. who´s to blame? the script that´s there to simulate the flares or the config that lets a bullet act like a missile? think about it... Share this post Link to post Share on other sites
Lt_Damage 0 Posted November 10, 2003 I have no problem with that just wish the function that is supposed to disable these countermeasures actually worked. Makes it very hard to balance missions. Share this post Link to post Share on other sites
RED 0 Posted November 10, 2003 The ECP has been updated to BETA 1.02, this beta fixes serveral bugs including the folowing: * Added new explosions, thanks Goldmember! * Updated drop effect in tailrotor faliure * New plane smoke scripts * Updated chopper damage smoke effect * Split eh_handler into 3 seperate files to reduce lag further * Fixed minor bug in blood scripts * Added new island cutscenes * BAS chopper dust is now default * Scripts load faster at start of missions * KTottEs time fuse grenade * Init.sqs to fix bug in adding res units to civ side, thanks to Killswitch for this! * Changed ECP_settings and database to get rid of fire burning when 25 meters away from fire, changed to 6 * Big code change in eh_handler * Changed code in init_veh to speed things up * No need for lengthy arrays in database.sqs anymore, all units will work. * Removed obsolete sounds from bullet wizz scripts * Fixed bug in chopper dust scripts so all dust colours work now * Added new unit scream sounds in updated config.bin * Tailrotor failure script less likely to happen * New updated DR sound effects added Files up at the ECP webpage Another big thanks to Goldmember who let us use his explosion scripts. Check out the timed grenades, the only problem with them is that a kill with them won't be counted as yours, though this is a small price to pay RED Share this post Link to post Share on other sites
Gourka 0 Posted November 10, 2003 Nice to see an MD5 sum downloading now... Thank's RED Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 10, 2003 this sounds nice and all but i think ya should follow goldmembers suit, and make a config that uses the Dr, AND the INQ weapons pack. until that day im gonna stick with GM. for he fills all my OFP gaming needs with his config Share this post Link to post Share on other sites
victorious 0 Posted November 11, 2003 why is it that that site never freakin works can some one put a real mirrior to the new ecp please Share this post Link to post Share on other sites
benu 1 Posted November 11, 2003 It's in the auto-addon server for LDD server. You can download it with ofp watch. Share this post Link to post Share on other sites
Baron von Beer 0 Posted November 11, 2003 Do we only need the ECP set (one of the top 2 at OFPEC) or do we need to redownload the DR set as well (The ~30mb archive)? Don't imagine we need the biggun again, but just making sure. Share this post Link to post Share on other sites
zayfod 1 Posted November 11, 2003 Do we only need the ECP set (one of the top 2 at OFPEC) or do we need to redownload the DR set as well (The ~30mb archive)? Â Don't imagine we need the biggun again, but just making sure. Only the top one Zay ECP team Share this post Link to post Share on other sites
Baron von Beer 0 Posted November 11, 2003 Thanks, and thanks! Haven't had the chance to try the latest yet, but sat down now to do just that. Gonna teach those BAS Opfor Militia's for not spurting blood previously... (Well, they'll probably teach me not to try and teach them lessons... for some reason they have this nasty habbit of fighting back) Share this post Link to post Share on other sites
-crow- 0 Posted November 11, 2003 Here is a mirror posted on @war ECP beta 1.02 ECP config files (unencrypted) Share this post Link to post Share on other sites