benu 1 Posted November 21, 2003 We will be updating the Specator script to 1.2 Isn't there an even newer version of the spectator script inside the fdf mod?!? How about using that? Share this post Link to post Share on other sites
Baphomet 0 Posted November 21, 2003 I still don't see where to get the 0.42 bin from. Bin_normal.zip looks like it has only version 0.02 version cpp but a version 0.04 resource.cpp. Is that right? Was the version 0.02 cpp changed at all in this release? Ohhh. Nevermind. The cpp for the original dev release is 0.01. I get it... I think. Â Oh, any by the way. Why did you create a separate folder for the effect sounds? I heard somewhere by someone that using a cpp to reference resources in another pbo caused some kind of performance degradation. Is there any truth to that? Share this post Link to post Share on other sites
Baron von Beer 0 Posted November 21, 2003 I'm having trouble with the tail rotor failure bit. 1st, the readio msg that it says will play (set to true) doesn't. 2nd, everyone bails out of the chopper while it is going down. This results in their deaths as they are blown up, or too low, or both. Set the dammage level to .3 even, and they still would bail when the engine cut out. Finally, is there any way to get the rotor failure working with BAS choppers? I see that they are all listed as global exempts for ECP. Any way to get the rotor failure on them that I can do myself? Thx! Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 21, 2003 id like to annouce that althou im not part of ECP. that snyper told me that implementing the controlable parachute was very complicated work. and that i couldnt do it. well with a few minor bugs that will be worked out in the coming hours. id like to annouce to yall that i have implemented it just fine  and hopefuly upon next version release u wil have the 21vb glider chute as the HALO chute of choice Update: the chute is now implmented fully. minor bugs thus far: 1) all units now use this as the default chute when ejecting 2) doesnt find the high yet (ie works only at 800m | now works at any height) Share this post Link to post Share on other sites
gazmen 0 Posted November 21, 2003 Please somehone give me a working link for the last beta... G.A aka Gazmen Share this post Link to post Share on other sites
RED 0 Posted November 21, 2003 If you go to the ECP page you can find all the downloads: http://www.ofpec.com/editors/ecfg/ RED Share this post Link to post Share on other sites
joltan 0 Posted November 21, 2003 Update: the chute is now implmented fully. minor bugs thus far: 1) all units now use this as the default chute when ejecting 2) doesnt find the high yet (ie works only at 800m | now works at any height) Mhhh... not sure wether I should be happy about this or not... Of course this saves us the trouble with the glider chute missions, but what about those missions where people / units get ejected automatically during intros, cutscenes? Will they open the chute automatically (immediately or when reaching a minimum height) - or will they just splat on the ground??? And yes, the FDF spectate implementation with 1st person view would be even better than 'just' V1.2. Share this post Link to post Share on other sites
toadlife 3 Posted November 21, 2003 id like to annouce that althou im not part of ECP. that snyper told me that implementing the controlable parachute was very complicated work. and that i couldnt do it. well with a few minor bugs that will be worked out in the coming hours. id like to annouce to yall that i have implemented it just fine and hopefuly upon next version release u wil have the 21vb glider chute as the HALO chute of choiceUpdate: the chute is now implmented fully. minor bugs thus far: 1) all units now use this as the default chute when ejecting 2) doesnt find the high yet (ie works only at 800m | now works at any height) You sound bitter. The two problems with the 21vb glider are: the AI cant control it The control interface is horrible (action menu) The HALO is going to reworked completely. It's allready int he works. After that, a controllable parachute will be high on the priority list. Share this post Link to post Share on other sites
toadlife 3 Posted November 21, 2003 Mhhh... not sure wether I should be happy about this or not... Of course this saves us the trouble with the glider chute missions, but what about those missions where people / units get ejected automatically during intros, cutscenes? Will they open the chute automatically (immediately or when reaching a minimum height) - or will they just splat on the ground??? The current HALO script accounts for this. There is a minimum height after which the chute will be pulled automatically. If he just modifed my HALO script to throw the unit into the glider instead of a regular parachute, then there shouldn't be any uneccesary deaths. How xactly did you put the glider in Pappy? Implimenting a controllable parachute (weather it be the 21vb glider or a home brewed ECP version) is something that we have allready discussed. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 21, 2003 Joltan: its gonna be fine tuned b4 the release. dont worry. i plan on giving it a shot at fine tuning it myself but would be easier if snyper fixed it. i want to set it back to the 800m hight limit and the blackops/BAS units only too. and HOPEFULY id like to replace the defualt BIS chutes with the 21vb "back up" chutes. so (as stated b4) AI can land on the other side of the world for all i care. but the player(s) can pick and choose where they want to land. Toadlife: i know the AI cant control it. but they still ride in it. which means that although they cant land where u want them to. they do get on the ground safly. besides the AI cant control BIS' either and excuse me but compared to vektorborsons controlable parachute (controls by mouse/joystick) this one is much better. smoother.and more accurate. ur moving ever so slowly. why would u need the split second controls that are brought on by the keyboard/mouse joystick? ejecting near petrovice i was able to land sucessfuly on the building top 2 out of 3 times. (one time i warped to the ground for some reason) and was able to land with in 10 m of my desired LZ using the "action menu". besides. u got about 5 minutes b4 u hit hte ground. what else are you usin the action menu for at that hight and status  How did i do it? well i tried the "throwing them into 21vb instead of normal chute) but that was too buggy for my liking. to i merely over wrote the current script with the paradrop one from the glider instead. which works bug free. all thats left (as stated above) is to re-implement the use of it ONLY for blackops and for BAS units. and ONLY above the 800m altitude level. PS: im not bitter   if i was part of the team it would actualy require me to work. and im not much for taht   i suggested this to snyper a few hours earlier. and i asked him if i could do anything for u guys. and he goes "implement the glider into the halo script". so.. i did.  Share this post Link to post Share on other sites
joltan 0 Posted November 21, 2003 I think I'd like the possibility to choose between the simple (uncontrollable or fast-dropping steerable) and the long-range gliding version (with the former being the default) for any unit (not just BAS & SpecOps). Control via the action menu is easy enough - we never had problems as soon as people got the hang of it. Share this post Link to post Share on other sites
snYpir 0 Posted November 21, 2003 I still don't see where to get the 0.42 bin from. Bin_normal.zip looks like it has only version 0.02 version cpp but a version 0.04 resource.cpp. Is that right? Was the version 0.02 cpp changed at all in this release?Ohhh. Nevermind. The cpp for the original dev release is 0.01. I get it... I think. Â Oh, any by the way. Why did you create a separate folder for the effect sounds? I heard somewhere by someone that using a cpp to reference resources in another pbo caused some kind of performance degradation. Is there any truth to that? The version numbers increment differently for each component. This is because we have different people working on different components. The main version.txt file should be used as an overall guide to changes. We have a seperate folder for effect sounds so to speed up the process of updating the dev effect addons zip. Performance degradation? I doubt it... the hard drive will be accessed just as quickly regardless of path I assume...? Quote[/b] ]Isn't there an even newer version of the spectator script inside the fdf mod?!? How about using that? We didn't know about it ;) Will check it out in due course. Share this post Link to post Share on other sites
Grizzlie 0 Posted November 21, 2003 I have a question about floating objects. Can they sink after beeing destroyed? I made a test with BMP - i hit it with AT4 when it was swimming. Nice explosion , but after it was still floating. It is possible to sink it and stop smoking? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 21, 2003 nope. best you could do is what GMR did. make the vehical disapper when its in the water (wiether it a plan form 500m up or a tank floating there) Share this post Link to post Share on other sites
andersson 285 Posted November 21, 2003 boats sink.... Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 21, 2003 ok i ran a couple of tests with the orginal HAL script. and then the one that uses the 21VB "glider" and ive concluded. that both have the same problems: both work at any height, both work on any unit. so from here on out. this is open to fixing by anyone who wants to. Enjoy the updated Mod Updated Effects.pbo 21VB Controlable Glider enjoy, have fun. im goin back to GMR mod if anyone needs me u can find me in that forum thread Share this post Link to post Share on other sites
toadlife 3 Posted November 21, 2003 ok i ran a couple of tests with the orginal HAL script. and then the one that uses the 21VB "glider" and ive concluded. that both have the same problems: both work at any height, both work on any unit. so from here on out. this is open to fixing by anyone who wants to. Enjoy the updated Mod The original HALO script doesn't activate at all if the unit ejects at 100m or below. The automatic chute deployment is between 130 and 180 meters - so the unit must eject from a height of around 300 meters to even get a chance to pull their chute on their own. So no, the HALO script doesn work at any height. It works only if it won't be detrimental to the units saftey. 800m is to high for AI aicraft to reliably fly, so making it only work at 800m an above is basically condeming it to multiplayer only. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 21, 2003 ahh . well the "orginal" script i was told activates only if u eject above 800m. and all my tests i ran i eject at 300m +. eh oh well. so that "bug" is non exsistant. my bad. jsut cant figure out why both the orginal and the "revised" works on all units (from pilots to black ops) oh well. its now out there. and like the orginal ECP. it too is open to public editing. i put it together cuz so many ppl asked to incorperate this. so i did. Edit: i realized i sounded rude in my last post. and i do want to say that the ECP folks have done a wonderful job on this configuration project. Share this post Link to post Share on other sites
Cpt. Bazikian-5thSFG- 0 Posted November 22, 2003 is there any mirrors for the new updated ECP? I can't get the ECP page to load.. I think OFPEC's down.. Share this post Link to post Share on other sites
RED 0 Posted November 22, 2003 Toadlifes mirrors: ECP Core DR Patch 1 DR Patch 2 DR Patch 3 DR Bin RED Try these RED Share this post Link to post Share on other sites
KeyCat 131 Posted November 22, 2003 Just some feedback FWIW... Tried out ECP 1.042 but I'm back using GMR's ExploMod (smoker version) due to the fact that I prefer his explosion/smoke/helidust effects. Would love to see ECP combined with GMR's nice effects and I know TJ are working on new graphic effects for ECP so I will try it out again when done. Keep up the good work! /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
4 IN 1 0 Posted November 22, 2003 Toadlife: i know the AI cant control it. but they still ride in it. which means that although they cant land where u want them to. they do get on the ground safly. besides the AI cant control BIS' either and excuse me but compared to vektorborsons controlable parachute (controls by mouse/joystick) this one is much better. smoother.and more accurate. ur moving ever so slowly. why would u need the split second controls that are brought on by the keyboard/mouse joystick? ejecting near petrovice i was able to land sucessfuly on the building top 2 out of 3 times. (one time i warped to the ground for some reason) and was able to land with in 10 m of my desired LZ using the "action menu". besides. u got about 5 minutes b4 u hit hte ground. what else are you usin the action menu for at that hight and status  How did i do it? well i tried the "throwing them into 21vb instead of normal chute) but that was too buggy for my liking. to i merely over wrote the current script with the paradrop one from the glider instead. which works bug free. all thats left (as stated above) is to re-implement the use of it ONLY for blackops and for BAS units. and ONLY above the 800m altitude level. personaly i not really like 21VB Glider at all cause it is just not acturaly "Controlable" in my view, yeah they are smoother but thats just far too smooth and far too slow, the mainpoint for a HAHO or HALO and their Glider parachute is not to bring troopers onto a building top (or though they could do it but i wonder how many times all in total did they actural did this) but to make them land in a small LZ which they could regroup easily ASAP, but for the words "small" it still talking about a area of around 100m Share this post Link to post Share on other sites
gazmen 0 Posted November 22, 2003 I don't like the GR effects they are to unrealistic, i think... Share this post Link to post Share on other sites
4 IN 1 0 Posted November 22, 2003 if we could have a tweak on the Vosku's chute(as i know Vosku welcomes it and waffendennis has already did it) settings i think it would just do the job as good as 21VB(in fact from what waffendennis have been posted in Vosku's chute topic his tweaked did hav something from 21vb) anyway it just a personal wish....... Share this post Link to post Share on other sites
zayfod 1 Posted November 22, 2003 ATTENTION DynamicRange users. The ECP_DR_extra_sound_3.pbo has been updated as of today. 1: Updated AK74 2: Updated RPK Nothing radical just added more punch to them so they are more evenly balanced with the others. They still retain their individual acoustics. Plz delete your old ECP_DR_extra_sound_3.pbo and replace with this one. http://www.ofpec.com/editors/ecfg/current/ECP_DR_extra_3.zip Sorry about that--LINK is now fixed Toadlifes server has been updated also Zay Share this post Link to post Share on other sites