snYpir 0 Posted December 19, 2003 We've fixed the CTD problems, and the synching works (if for some reason ECP is used on the server as well). 1.054 will be up tomorrow. Thanks for all the feedback, and I am sorry that so many servers crashed because of ECP in the last few days. Any ECP computers playing on a non-ECP server will synch amongst themselves. Weather etc will be the same for all ECP computers. Use of the new dev config on client computers: http://www.ofpec.com/editors/ecfg/dev/bin_normal.zip Will fix the server CTD issue. Benu - From 1.054 ECP is both a client-side and server-side mod. Given a large internet MP game, all of the ECP mods present will synch 'simulation settings' (explosion simulation, weather), however people can still set their 'effect settings' local to their computer. In hindsight, whilst 1.043 worked, it was just shite *grin*. Ah, the bugs, the bugs... Share this post Link to post Share on other sites
RED 0 Posted December 19, 2003 @benu: snYpir and myself have just been testing the latest ECP version, the results are very promising! The crash issue has been solved and all effects have been snynced. There are a bunch of cool new MP features which will help ECP and non-ECP players play with no problems RED Share this post Link to post Share on other sites
Nathanz 0 Posted December 19, 2003 I cant wait oh and my favorite thing in this mod are the shell castings Share this post Link to post Share on other sites
benu 1 Posted December 19, 2003 Any ECP computers playing on a non-ECP server will synch amongst themselves. Weather etc will be the same for all ECP computers.Benu - From 1.054 ECP is both a client-side and server-side mod. Given a large internet MP game, all of the ECP mods present will synch 'simulation settings' (explosion simulation, weather), however people can still set their 'effect settings' local to their computer. In hindsight, whilst 1.043 worked, it was just shite *grin*. Ah, the bugs, the bugs... Well, thats absolutely fantastic news. I hope i did not sound too rude or something, my comments were meant as constructive criticism. As i said, i think ecp is one of the best mods around. Too bad that i will be gone over the weekend and can't use it before it sunday evening With the new version, would it be best to install on a server or not? Especially if i speak about a public server where you can't control which mods players have installed if any at all (eg a wild mix of players)? Because i want to use ecp and let my players use it but stability for all players has to come first. So what do you think is better: no install on server and let players sync between them (btw: what happens if the "nominated server" player drops?) or let the server sync everything (because it does not affect players without ecp)? Share this post Link to post Share on other sites
RED 0 Posted December 19, 2003 Running the ECP on the server will almost certainly give you the best results, it will remove lag from the client designated as the server. At the moment, if the client drops out and was the acting server then the settings he/she set before will be kept. This will probably be changed. Thanks for your comments benu RED Share this post Link to post Share on other sites
snYpir 0 Posted December 19, 2003 1.053 is now available on the ECP page. Note that the readme has been updated also (two new sections: ECP Settings and Important MP Notes). Red and I played with this on a non-ECP server for quite awhile last night with no problem. Both our ECP's made good friends and synchronised away regardless. 1.054 will come out shortly, 1.053 is an interim release to fix the CTD issue (hopefully). The ECP is still BETA, and a system of this type has never been done before. If we make a screw up like with the CTD issue don't stamp your foot and say 'I am never using ECP again!'. Simply wait a month or two until we release out first 'final' version. We have toned down the number of shrapnel pieces created in 1.053, however the config-side explosions have not been altered. 1.054 *should* see a little less dust (Igor is on it). Please test 1.053 for us to see if the server CTD issue is indeed fixed! A word on explosion simulation - it has been turned off by default in 1.053 (turn it on via the dialog or settings files). Whilst it works, and very well (I am quite proud of it), it will not work in the following instances: [*]non-ECP players in an ECP MP game will throw normal grenades, not simulated ones [*]non-ECP players would not be damaged by the simulated grenades [*]addon units that define their own eventhandlers will throw normal grenades, not simulated ones [*]addon units that define their own eventhandlers would not be damaged by the simulated grenades Hence it has been turned off by default. Timed grenades are the suggested alternative for ECP servers. Changes: Quote[/b] ]ECP Change Log -=- ECP Mod-------------------------- See individual change logs (addons) or header of .bin files for detailed changes. 1.053 - 19/12/03 (snYpir) - RELEASE VERSION effects_addons.zip: * A wide range of settings are now server-set   - ECP_public_variables array contains variables to be passed out to clients from server   - array constructed in database.sqs   - array sent in get_server.sqs once the server is chosen * ECP_Settings.sqs and ECP_Blood_Settings.sqs heavily updated to remove a number of less-used settings   - prevents cheating by decreasing the damage done by grenades on a client, for example * ECP Settings dialog updated   - split into two components: 'Effects' and 'Simulation'. Simulations are defined by the server and cannot be changed    by clients in MP games * Snow and weather updated   - both scripts now wait until island detection is completed before commencing   - fixed bug which sometimes caused snow to not work * Explosion and Blood sliders implemented on Settings dialog * Explosion simulation updated   - no memory-intensive scripts or functions will be loaded until ECP_explo_sim_enable equals true   - bug fixed if game is started with ECP_explo_sim_enable equal to false   - added a new setting, ECP_explo_sim_nearest_obj_fix, which fixes problems on slow computers   - added ECP_explo_sim_hand_grenade_fuse and ECP_explo_sim_grenade_safety_delay settings (passed out by server in MP)     - explosion simulation now turned OFF by default (does not work on addon units with their own EHs) * Bug in explosion effects fixed   - from 0.34 the publicvariables for explosion effects were sent even if units were not of the right type. this is now fixed. * Bug in killed EH function fixed   - from 0.34, prevented both explosion and fire effects on remote computers (allowed one but not the other)   - updated tail rotor failure, ECP_spawn_script now equals 4   - updated init_once.sqs appropriately * Effects automatically turned off on dedicated servers (in get_server.sqs)   - simulations not effected however * All blood variables are now fully contained in ECP_Blood_Settings.sqs * ECP_bld_classes added to ECP_Blood_Settings.sqs and blood_init.sqs * ECP_blood_reduction implemented   - This reduces the amount of blood shown, 0.5 would show 50% of blood particles   - By default this is 1 * Damage from bleeding will now be registered (if turned on) even though bleeding is not enabled bin_normal.zip/bin_dr.zip/bin_INQ.zip: * resource.cpp updated (ECP settings dialog) * config.cpp files updated to remove modifications to class Throw - this was causing CTDs when playing with ECP on non-ECP servers 1.052 - 15/12/03 (snYpir) effects_addons.zip: * Explosion effects updated   - Removed obsolete scripts for explosion effects   - Made 'fireball' effect seperate from 'dust'   - All explosions can sprout burning shrapnel   - Burning shrapnel code modified (less processor intensive, smaller fires, chance of no fire just smoke) * Dialog now fully implemented   - Updated most scripts so that their main 'enable' variable can be changed in real time   - HALO needs to be removed from the dialog as it can not be changed in real time * Changes to MP procedures for explosions and fired   - Fire damage script now seperate from fire effects   - Publicvariables sent in EH function * AT backblast updated   - Damage script seperate from effects (allows damage to remain even though the effect is turned off) * Removed large explosions entirely To answer some of benu's questions: Quote[/b] ]Well, thats absolutely fantastic news. I  hope i did not sound too rude or something, my comments were meant as constructive criticism. No probs! No offence taken by anything that is said about ECP - it is all healthy. We do feel rather bad that we created a Trojan Horse mod that preyed on helpless servers ;) Quote[/b] ]With the new version, would it be best to install on a server or not? ... So what do you think is better: no install on server and let players sync between them ... or let the server sync everything (because it does not affect players without ecp)? Hmmm. Good question. We have now tested client ECP to server ECP, and client ECP to server non-ECP. We haven't fully tested client non-ECP to server ECP. Technically there should be no issue. The benefits of installing ECP on your server: [*]You'll control the 'simulation settings' for every mission played on your server (that you define in your ECP_settings.sqs file). [*]People with ECP will get an almost complete ECP experience (obviously hit and killed EHs won't work on units local to computers without ECP) [*]As you upgrade the ECP version on the server, clients with older versions (from 1.051) will receive a message asking them to update. The only real downsides are 1) non-ECP clients to ECP server hasn't been fully tested as I stated above and 2) there is a slight additional processor load on the server. It should be noted that all effects are turned off on a dedicated server, it just controls simulations like weather and explosion simulation. Quote[/b] ](btw: what happens if the "nominated server" player drops?) Settings will remain unchanged until the end of the mission. Suppose there were two ECP clients on a non-ECP server. One of the clients would be designated server, and that client's simulation settings would be used. It would control weather also. If it dropped, the settings last sent would remain (the other clients would still think that the designated server would be out there somewhere). Weather would not continue to change. The units that were local to the ECP client would probaly become local to the server, which is non-ECP. Hence the hit and killed EHs would no longer be recognised (there would be no blood, fire or explosions) for those units. *edit* A quick point on 'synching' - this is a one-off thing that happens 1) at the start of a mission and 2) if the server updates it's simulation settings via the dialog in-mission. it does not create an additional MP load. everything damage or simulation related is 'synched' - damage from bloodloss, damage from fire etc etc. We've tried to keep MP load down as much as possible - createvehicle is generally not used, and publicvariables have been kept to a minimum. Share this post Link to post Share on other sites
zayfod 1 Posted December 20, 2003 1.055 RELEASED! We have included quite a few new visual effects and a few new sounds for explosions and damaged craft. The ECP team has been extremely busy to get this release out before xmas and we consider 1.055 stable for MP. We are STILL however beta and as such look forward to further constructive comments. You can get ECP 1.055 here Please read the readme here And a list of updates since 1.053 Quote[/b] ]ECP Change Log -=- ECP Mod-------------------------- See individual change logs (addons) or header of .bin files for detailed changes. 1.055 - 20/12/03 (snYpir) - RELEASE VERSION effects_addons.zip: * Machine gun fire disable moved out of fire.sqs and into database.sqs (in the exempt array) * Machine guns added to explosion exempt array * Images for ECP Mission Editor added to images folder * Vektorboson's debug spectator added in folder 'debug' - line to initialise debug spectator added to init_once.sqs * Blood defaults reduced to 300 max objects and 30 particles * Chance of burning men from explosions reduced to 33% 1.054 - 20/12/03 (Zayfod) - DEV VERSION effects_addons.zip: * Plane smoke updated - Rewrote plane smoke script so that it caters for cessnas and jets. - Added check to stop multiple scripts from being executed by same plane - Rewrote plane_smoke.sqs - Now plane smoke continues till it crashes even though the plane may be "dead" in the air. - Smoke varies according to type of aircraft. Type of aircraft discerned by its speed--IE cessna or A10 - Speed Acquisition obtained by ECP function. This now makes it MP compliant (command "speed" is not MP compliant) - Completely reworked drop settings to accomodate speed and plane size. - Fixed an ECP 1.051 bug where same plane would exec a new smoke script every 5 seconds. - The script now requires less than half the cpu loops it previously had. - Smoke disperses if player attempts to land heavily damaged plane - saves framerate,stops possible freeze. - Added init.sqs which defines ECP_temp_plane_smoke_array = [] to stop multiple scripts being run at same time for the same plane. * Fire updated - updated fire.sqs - Mgun posts dont burn now - Fire waits till moving craft have slowed right down - stops meat ball effects * Explosions updated - New Handle.sqs - New expfire_generic_air.sqs - New expfire_scud.sqs - New expfire_ship.sqs - New init.sqs defines ECP_explo_sound_array ECP_explo_shuffle.sqs ECP_temp_watersplash_array - New shuffle.sqf - New expfire_generic_land.sqs - New watersplash.sqs - New shrap.sqs fixed it so shrap occurs at right height for planes and burning dudes dont jump out till close to ground. - Player can now set a variable so that large fireball will occur at desired randomness. Default randomness is set 0.5 - ECP_large_exp_chance--this is a child variable of ECP_explosion_fireball - 0.5 chance means that there will be a 1/2 chance of large explosion, - 0 means there will never be a large explosion, 1 means there will always be a large explosion - Cars now dont give fireballs - Mgun posts now dont give fire balls - Fixed it so that SCUDS give fire balls - Player can now turn on off water splash (which Ive rewritten also) - ECP_water_splash_enable--this is a child boolean of ECP_explosion_enable - (true/false) default is true - Planes explode on impact if ECP_explosion_enable is true and ECP_water_splash_enable then all aircraft give a water splash. - As will all boats. * General updates: - updated database.sqs and with 1 new variable and 1 new boolean. - ECP_large_exp_chance - ECP_water_splash_enable - updated init_once.sqs * ECP_settings.sqs - updated ECP_settings.sqs and with 1 new variable and 1 new boolean. ECP_large_exp_chance ECP_water_splash_enable * ECP effects config.cpp 4 new sound entries - got rid of old GMR ogg sound files for large explosions and replaced with new wss files - Explosound1 - Explosound2 - Explosound3 - Explosound4 * ECP_Effects_Sounds.pbo - added 4 NEW explosound wss files Enjoy--and MERRY CHRISTMAS from all the ECP team Zay Share this post Link to post Share on other sites
munger 25 Posted December 20, 2003 Sweet! Downloading pronto. Share this post Link to post Share on other sites
munger 25 Posted December 20, 2003 Hmm. I can't seem to get Dynamic Range weapon sounds to play. All other sounds from DR are okay but standard weapons (M16 etc) don't make a firing sound). Also, is the new bullet hitting dirt effect meant to be almost invisible? Share this post Link to post Share on other sites
iNeo 0 Posted December 20, 2003 This is great Very nice job! I still have to reload to switch from fragmentation grenades to smoke grenades, but that's not a biggie. The bullet hitting dirt effect could be more prominent but I don't know. Anyway, awesome Share this post Link to post Share on other sites
munger 25 Posted December 20, 2003 Grrr... this is most annoying. Maybe it's me doing something stupid but I just can't get the DR weapon sounds to work in ECP. I've got the DR PBO and two of the three extra sound PBO's in both my regular and my ECP addons folder. When I run 1.94 with GMR explosions they work but when I run ECP they don't. All the other DR sounds work fine however. Anyone else getting this problem? If not, any ideas why it might occur? Thanks. Share this post Link to post Share on other sites
snYpir 0 Posted December 20, 2003 Have you downloaded the DR config from the ECP page? Is the DR config.bin in the /bin folder of the ECP? Forget GMR's effects. We recommend using our .bins from now on. The DR sound PBO's (4 of them in total) need to be in the \@ECP\addons folder, not the regular addons folder. I'll point Zayfod in your direction, he is the sound man. Share this post Link to post Share on other sites
buggs 0 Posted December 20, 2003 so far so good. Iv'e spent about an hour testing this (single player) and it's alot better than the previous version. Thanks again Share this post Link to post Share on other sites
9mm 0 Posted December 20, 2003 Any chance for a mirror, as I can't get to the ofpec. Share this post Link to post Share on other sites
bmgarcangel 0 Posted December 20, 2003 Oh mans!!!! this guys, and ladies, should be put into the fricken next ofp;res PATCH!!! I MEANS ITS AWESOME!!!!!!! Share this post Link to post Share on other sites
Hit_Sqd_Maximus 0 Posted December 20, 2003 The config_DR_009.zip config still works with 1.055 even though it was made before 1.055 was released? Share this post Link to post Share on other sites
munger 25 Posted December 21, 2003 Have you downloaded the DR config from the ECP page? Is the DR config.bin in the /bin folder of the ECP?Forget GMR's effects. We recommend using our .bins from now on. The DR sound PBO's (4 of them in total) need to be in the \@ECP\addons folder, not the regular addons folder. I'll point Zayfod in your direction, he is the sound man. Yep, did all that. I downloaded the latest DR config and overwrote the existing one in the ECP Bin folder. Then I added three of the four PBO's (not the extra sounds 4 as I don't like it too much) to the ECP addons folder. Think I will start again from scratch. I really like this pack, and will be using it permanently from now on (if I solve the flippin' sound problem), but I have to say the new bullet dust effects are a bit lame - you simply can't see anything but a tiny white wisp of smoke, and even then you have to be right next to the impact to see it. I like the way it is a faster, more 'aggressive' impact than the slow, leisurely rising brown smoke puff of before, but what's the point if you can't see anything? IMO the impacts should be as close as possible to the ones from something like Band Of Brothers - a quickly dissipating, tall, violent spurt of grey smoke and bits of dirt thrown up from the ground or sideways out of the plasterwork of buildings etc. I know I'm rambling on about a very small element of the game but to me this sort of thing really has an affect on the atmosphere when playing, just like the improved sound effects of DR make you feel like you're in a really chaotic situation. Anyway, I'll be quiet now. Share this post Link to post Share on other sites
zayfod 1 Posted December 21, 2003 The config_DR_009.zip config still works with 1.055 even though it was made before 1.055 was released? That is correct--an ECP update does not necessarily mean a config change, each component continues to have its own file version. In this case the DR config did not need to be updated. Munger, if u dont have ECP_DR_extra_sound_3.pbo while running ECP DR then u will have no weapon sounds --IE M16 ,AK. If you wish to hear weapon sounds other than those offered by ECP then youll need to acquire your own sounds and compile them (with their appropriate file names and wss file format) into a new ECP_DR_extra_sound_3.pbo and place that in beside the other sound pbo files. Or you can download the DR cpp and alter it to your liking and call your new sound pbo anything you like whilst making the correct path name changes within the cpp. Zay Share this post Link to post Share on other sites
gazmen 0 Posted December 21, 2003 Yea, great works... I play it with @ECP online and no bugs... (Zeus Server) 1. Still add realistic ammo for M2 like FDF Mod (100bullet, 5 ammo)... 2. Add "Put satchel in vehicule" like FDF Mod. 3. More radio command for easy MP playing (regroup team, take cover...) 4. Can you replace the old BIS_optics (M16, M4, AK74) by the new made by USMC (reflex optics) ? 5. Can you change AK47, AK74 ammo & rate of fire ? Thanks to make my OFP better... Don't stop Share this post Link to post Share on other sites
snYpir 0 Posted December 21, 2003 Ah, some positve feedback! Thanks dudes. Gazman - all these things are of course possible. *But* we don't have the time. We need more dudes to help us out! If you are interested, please send me a message. cheers lads! Quote[/b] ]Any chance for a mirror, as I can't get to the ofpec. http://ofp.toadlife.net/downloa....055.zip Quote[/b] ]but I have to say the new bullet dust effects are a bit lame - you simply can't see anything but a tiny white wisp of smoke, and even then you have to be right next to the impact to see it. I like the way it is a faster, more 'aggressive' impact than the slow, leisurely rising brown smoke puff of before, but what's the point if you can't see anything? thank you, we'll see what we can do. Share this post Link to post Share on other sites
Lupus-WD- 0 Posted December 21, 2003 Tested ECP clientside (several clients with ECP 1.055 and some without ECP) on ZEUS ADDON SERVER (Linux) without ECP... No major issue found but most importantly, no client nor server crashes ;) (played a 77minute coop with suchey's marines and stuffs) Experienced some script error related to splash effect i believe when i crashed a uh1(nampack) in water, too late (early in the morning to try to reproduce that now) Then we installed ECP serverside on Zeus test server (linux)... No major issues... that is, no crash, explosion sim, bleeding and tail rotor seemed to work... on the other hand it seemed that weather synchronisation didnt really work well... one would receive weather reports when others were not. (server set to random weather true, weather report true, explo sim on, timed grenade off) I got rain at some point in the game when Jinef who was the last to play with me did not... Shouldnt the server set the weather for all clients wether they had random weather activated by default or not ? Of course this was not a in depth testing, we decided at the last moment that we would test server side, and mostly wanted to know if the server would be stable with ECP... so far, the answer is positive. We will of course test again later, and report ;) Now, the "request" part of the post: wouldnt it good for gameplay that the insidesoundcoef for vehicles is lowered so that voice communication is possible when driving/flying ? Wouldnt be too unrealistic for pilots as it's not unlikely that they would use some sort of headsets :P Other suggestion, as ECP is also aimed at ppl enjoying immersion and to a point, realism that max and min angleY are set so that pilots can watch 360° around? Would be an interesting feature for people who only like their ofp in 1st person view (can help to make sure everyone has boarded the vehicle, or to have better sight on the landing zone in helicopters) Thanx a lot for the really great work you're doing here Thanx for your time :P Share this post Link to post Share on other sites
zayfod 1 Posted December 21, 2003 Hi Lupus, thanks for your feedback. Can u plz try to reproduce the chopper splash error. We need all the details u can give us. Was the chopper local to u? Was it AI or were u in it driving it? The server had ECP on yes? What did the error say? Did u indeed see the splash effect at all? Plz try to take a screenie. Zay Share this post Link to post Share on other sites
Raproboter 0 Posted December 21, 2003 I love the ECP Project, but ofpec is really too slow, I get maximum dl rates of 2 kb! Share this post Link to post Share on other sites
Gourka 0 Posted December 21, 2003 Hi ECP team, I found a bug. Here the message: Quote[/b] ]Script Scalar Bool Array String 0cffffefsettings_dialog\ECP_DlgSettings.sqs not found When I use the ECP Settings in game (Esc. + ECP Settings) I have a message like this one. Strange it append only with the new marine pack from Suchey. tested with bis soldier, with the beta version of the marine by Suchey, with LSR Russian SF Pack and no problemo. I wish you a merry christmas to the ecp team and the whole forum Gourka Share this post Link to post Share on other sites
9mm 0 Posted December 21, 2003 http://ofp.toadlife.net/downloa....055.zip Same here I am going to blow up my provider HQ as a thanks for my 83.* IP's pool. I guess i am stuck with an ECP 1.03 for a time being. Share this post Link to post Share on other sites