munger 25 Posted December 21, 2003 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. I finally found that out last night, but thanks for the help anyway Zayfod. It seems that when the third extra sounds PBO was released you didn't actually have to use it to hear the new M16/AK/etc sounds, whereas now you do. So no probs - I just replaced the sounds in that file with the ones I was already using in my 'custom' Dynamic Range. The only difference is now the M60 and PK only make a single shot sound when firing once, whereas originally in DR Satchel set it up so that they made a burst sound even if you only fired once. So it sounds more realistic now, which is cool. There is indeed a lot of scope for new things which could be implemented into the ECP. I wish I could help you out but I have next to zero scripting knowledge. Right now the thing that I would like to see improved is the bullet hitting dirt impacts, but the suggestions made by AKM show how much could be added as a longer term objective. I'd also personally still like to see burning destroyed buildings a la GMR, and improved smoke trails from vehicle rockets/missiles as well as the AT/AA weapons. I do really like the new explosion effects - the way dust is kicked up and then floats away with the wind looks great. Now that a solid foundation has been created for the mod code and multiplayer compatibility hopefully new things can be done more efficiently. Anyway, waffle over. Keep up the superb work. It really is appreciated. Share this post Link to post Share on other sites
gazmen 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. I can make change the defaut BIS optics... Just give me the job... Send me the file to modified... Share this post Link to post Share on other sites
munger 25 Posted December 21, 2003 One question regarding sound: the secondary explosion sounds for destroyed vehicles seem to be the grenade explosions and the AT hitting armour effects. Are these referenced directly from the Dynamic Range PBO? I wanted to change some of them but couldn't find the sounds in any of the other sound files, so assumed they were from the main DR file, but that means if I change them it will affect the original grenade and AT sounds as well. Any chance they can be separated and added to one of the extra sound PBO's instead? Share this post Link to post Share on other sites
Sharia 0 Posted December 22, 2003 Just a quick question. Is it possible to run dynamic range sounds, but not having to use ECP? I'm not saying I don't like ECP, I really love it... but my PC is as reliable as a plumber's estimate right now, and it crashes whenever I blow something up and keep firing on ECP, which annoys the crap out of me. Luckily, I'm upgrading my little baby soon to acomodate flashpoint better. Share this post Link to post Share on other sites
zayfod 1 Posted December 22, 2003 Just a quick question.Is it possible to run dynamic range sounds, but not having to use ECP? I'm not saying I don't like ECP, I really love it... but my PC is as reliable as a plumber's estimate right now, and it crashes whenever I blow something up and keep firing on ECP, which annoys the crap out of me. Luckily, I'm upgrading my little baby soon to acomodate flashpoint better. You could disable everything in ECP_settings.sqs if u like. I would like to know more about your CTD issue if u have the time. Perhaps we can help you. Zay Share this post Link to post Share on other sites
Sharia 0 Posted December 22, 2003 Okay, what happens is when I blow up something, most likely heavy armour, there's a good chance it'll CTD. I have a feeling it's the debris or fire. But I do know that it doesn't crash when ECP is switched off. My system is a 1.67ghz AMD processor with 256mb DDR ram and a geforce4 ti4600 128mb DDR. If you have any solutions, I'll be grateful. Share this post Link to post Share on other sites
zayfod 1 Posted December 22, 2003 Okay, what happens is when I blow up something, most likely heavy armour, there's a good chance it'll CTD. I have a feeling it's the debris or fire. But I do know that it doesn't crash when ECP is switched off. My system is a 1.67ghz AMD processor with 256mb DDR ram and a geforce4 ti4600 128mb DDR.If you have any solutions, I'll be grateful. Hi Sharia Open ECP_settings.sqs in a text editor. Find this entry <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? [ECP_explosion_enable] call ECP_is_null: ECP_explosion_enable = true PLz set this to false and tell me your results after several tests--blow up lots of different kinds of armour. Zay Share this post Link to post Share on other sites
Sharia 0 Posted December 22, 2003 It's all working quite fine now! Thanks! And the fires still eminate from blown-up stuff, so It's all good. Share this post Link to post Share on other sites
Jmaster33 0 Posted December 22, 2003 A suggestion, can you make the kickback a little more realistic and make the guns generally more innaccurate? Like the FDF mod, I think it's a lot more realistic. Share this post Link to post Share on other sites
zayfod 1 Posted December 22, 2003 BTW Sharia, what version Opflash RES are you running? 1.94? Zay Share this post Link to post Share on other sites
Lt_Damage 0 Posted December 22, 2003 Zay, Can I make a request my man, Just noticed in a mission last night that I'd really like the option as a mission editor to set some sort of NOECP=TRUE for the mission to turn all ECP client settings to OFF for that mission. Basically we played an update to 8 MILE ROAD that I made, its one long stretch of road that is closed off with cover and I updated it to sector control and used the new Marine Assault Pack units.. Basically it was the biggest firefight any ofp player has every seen in their life and I think ECP was struggling to keep up or OFP was struggling to keep up with all the event handlers running on each hit and each time a bullets fired.. we fired thousands of rounds during that half hour and the desync started to mount.. If I could nominate some missions I think would be too intensive for ECP i'd like to be able to control whether clients have it running. Cheers, Share this post Link to post Share on other sites
zayfod 1 Posted December 23, 2003 Hi LD, I must emphasize that the end user should really set their personal ECP effects for extreme missions and work backwards, not set it for simple missions and then expect the same performance for the battle of waterloo.  hehe not saying that all the guys are doing this tho, but doesnt hurt to mention. We are currently working on an effects optimisation algorithm which will eventually alter the levels of effects intelligently according to system specs  and mission type/numbers and player position in relation to the effects vicinity rather than the end user having to alter the ECP_settings for extreme missions--and I do mean extreme missions. However until such time as we have this in place you could try this for your full on missions. Place a trigger set to true in the required map. In its activation field make all ECP effects Parent Booleans = False. ECP_bld_pt_enable = false ECP_chopper_dust_enable = false ECP_backblast_enable= false ECP_explosion_enable= false ECP_shock_dust_enable= false ECP_fire_enable= false ECP_tail_rotor_failure_enable= false ECP_chopper_smoke_enable= false ECP_plane_smoke_enable= false ECP_timed_grenades_enable= false ECP_explo_sim_enable= false ECP_man_whiz_enable= false ECP_tank_whiz_enable= false ECP_random_weather_enable= false ECP_keg_snow_enable= false This will mean ofcourse that all people will need to download the map again. Zay Share this post Link to post Share on other sites
Lt_Damage 0 Posted December 23, 2003 Excellent.. exactly what I was after. Missions do not get much more extreme as far as Infantry battles so we really needed ECP off. ;) Can download the mission from here if you want to see what I mean, of course its MP so has to be played on a server full of people Share this post Link to post Share on other sites
Lupus-WD- 0 Posted December 23, 2003 Is there something i dont get... Some of the features of ECP are or should be clientside only as they are eyecandy and dont have the necessity to communicate their state with the server (blood splats, explosion looks...), as a player, i wouldnt like that the mission/server decides what i see or not when it's not interfering with the gameplay itself or it beats a good part of the very purpose of ECP. Now, when it comes to non ECP server with ECP clients, i dont really get the point of synchronizing clients and making one of them "ECP server", in that case shouldnt only the "eye candy" part of ECP be active or it would give different gameplay and rules for different players (ECP and non ECP players) ? And finally, something that i dont understand or if i do, i dont see how it is of any use: ECP_tail_rotor_failure_RANDOMKILLS !!??!?!? simulating a heart attack of the pilot or crew ? "how my gawd, my tailrotor is hit, aaargh my poor heart, i am dying !" ;P no, seriously, what is this option about ? Hope you dont take that as mean criticism, on the overall i really (and i really mean really) do love ECP thanx again guys edit: typos Share this post Link to post Share on other sites
Chris Death 0 Posted December 23, 2003 Quote[/b] ]ECP_tail_rotor_failure_RANDOMKILLS !!??!?!? As far as i remember from the original tail rotor script, it's used to specify the randomkills caused to the chopper crew by the accidential crash If i'm right, there's a boolean in combination with a numeric variable, which gets in use if the boolean is true. ~S~ CD Share this post Link to post Share on other sites
RED 0 Posted December 23, 2003 @ Dec. 23 2003,00:45)]Is there something i dont get...Some of the features of ECP are or should be clientside only as they are eyecandy and dont have the necessity to communicate their state with the server (blood splats, explosion looks...), as a player, i wouldnt like that the mission/server decides what i see or not when it's not interfering with the gameplay itself or it beats a good part of the very purpose of ECP. Now, when it comes to non ECP server with ECP clients, i dont really get the point of synchronizing clients and making one of them "ECP server", in that case shouldnt only the "eye candy" part of ECP be active or it would give different gameplay and rules for different players (ECP and non ECP players) ? And finally, something that i dont understand or if i do, i dont see how it is of any use: ECP_tail_rotor_failure_RANDOMKILLS !!??!?!? simulating a heart attack of the pilot or crew ? "how my gawd, my tailrotor is hit, aaargh my poor heart, i am dying !" ;P no, seriously, what is this option about ? Hope you dont take that as mean criticism, on the overall i really (and i really mean really) do love ECP thanx again guys edit: typos The point of snyncing the clients is so that the effects that do make a difference to the gameplay run correctly. If you take a look at the ECP Settings dialog you will see 4 (I think?) effects which can be turned on/off only by the server/acting server. These effects are the effects which will interact with objects, for example, creating new objects, moving objects, damaging objects. All these effects must be the same on all clients or you will have very strage results. As Chris Death said, the randomkills will kill at random some of the crew when it crashes, this can be disabled by setting it to false if you wish Cheers for the comments Lupus RED Share this post Link to post Share on other sites
Lupus-WD- 0 Posted December 23, 2003 As Chris Death said, the randomkills will kill at random some of the crew when it crashes, this can be disabled by setting it to false if you wish Cheers for the comments Lupus RED I'll most certainly come back again on the subject of client/sever side, but for now, i'll only question the TR randomkills thingie. I had understood correctly what it was doing, but, i still dont understand its necessity. What kills you in an helicopter crash is when you hit the ground, not the moment when the tail rotor would be disabled/destroyed. I always turn this option off, and so did we turn it off on the server ECP runs on, and so far each time a helicopter has crashed in conditions where the pilot and crew or passengers should die, they did die. With TR randomkills option on you happen to die in the air of a tail rotor failure as you would of a heart attack, hence my poor attempt to be funny in my previous post ;) plus, you spectate your own inability to even attempt a last resort autorotative landing Maybe am i still missing a point and there is a reason i am not aware of that justifies this option, then if it's the case would you please clarify ? Share this post Link to post Share on other sites
waffendennis 0 Posted December 23, 2003 I heard you guy's need a anim for trowing a nade when you are runing. Well I have the anim for you guy's Hold on gonna upload a pic. Share this post Link to post Share on other sites
gazmen 0 Posted December 24, 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. I can make change the defaut BIS optics... Just give me the job... Send me the file to modified... Hi Snypir & Red, I have take the last 1.55.CPP and made these change : - Modified fire rate of AK47, AK47CZ, AK74, AKS74U to Single, Auto (Realistic)... - Added new scope, by C8X_USMC to BIS weapons (AK47, AK47CZ, AK74, AKS74U, M16 & M4) - Added new PBO : ECP_optics, with high resolution scope files (You can send PAC or PAA files of High Resolution Scope for other weapons, PK, M60...). I have finish the 2 files (Normal & DR), give me your mail, I send the files (I have all ready tested it and no bug founds)... I don't modified the INQ cpp, I don't replace the INQ scope (I don't know if they are better than USMC, I never used INQ weapons), also INQ_cpp allready use realistic rate of fire (for AK)... Also, It would be cool , to add JAM_magazines compatibility, to BIS weapons in @ECP mod ? What do you think about this idea ? Cheers Gaz Share this post Link to post Share on other sites
RED 0 Posted December 24, 2003 Hi Gazman! Could you please email it to graham_uk@btopenworld.com and I will give it a testing. With regards to the JAM idea, we have already thought of this but, it is not possible to do. We can simulate JAM by changing the config but it is not possible to pick up JAM mags. Cheers for you work! REDD Share this post Link to post Share on other sites
Sharia 0 Posted December 24, 2003 Here's a question. Is it possible to like, have a trigger activate the tailrotor script? So no-matter WHAT condition the helicopter is in, when it leaves a "west not present" or "east not present" trigger, it's tail rotor turns into a pile of poorly made scrap? Share this post Link to post Share on other sites
RED 0 Posted December 24, 2003 Yes that is possible, use this in an onactivation field, or script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[choppername] exec format ["%1tail_rotor\tailrotor.sqs",ECP_path] RED Share this post Link to post Share on other sites
Jmaster33 0 Posted December 24, 2003 Hey just wondering, is there a version where we can have both INQ's weapons AND the dynamic range? If not, that would really rock. [EDIT] Oh, I just read on the ECP page, may I ask why you aren't intending to? Share this post Link to post Share on other sites
4 IN 1 0 Posted December 24, 2003 I heard you guy's need a anim for trowing a nade when you are runing.Well I have the anim for you guy's Hold on gonna upload a pic. do you mean something like this?? (or this ) Share this post Link to post Share on other sites