bn880 5 Posted January 3, 2004 What happened to the DR pack sound settings? In the config a change was made from ~ -90DB>-115DB all the way upto -50DB This results in not being able to hear anything while walking or crawling until you stop for about a minute. I have rectified this in my CPP, let me know if you wish to have the section of CPP where it is fixed. Share this post Link to post Share on other sites
kroky 1 Posted January 3, 2004 @bn880 If you are that good at editing the config file, than could you please modify the config file to work with DR and INQ weapons pack? That would be great. I mean that would be THE ULTIMATE CONFIG for OFP! Share this post Link to post Share on other sites
tankieboy 0 Posted January 3, 2004 Quote[/b] ]Acecombat - how would you like an addweapon/magazine system to work? we can include it if there is a demand. That exempt array will work fine in the current version, by the way. Now your talking  Its always been a pain in the butt to write up long addweapon sentences line aftr line ..... What i would like is a system which detects what addons i am running and then displays me a list of those guns/mag's and then allows me to simply add the weapon by clicking on it and adding ammo/mags by simply choosing their numbers. Doable or not?  This would be fantastic! Share this post Link to post Share on other sites
edc 0 Posted January 3, 2004 Quote[/b] ]This would be fantastic! Ditto! Something like that would really save people a lot of time. Share this post Link to post Share on other sites
kroky 1 Posted January 3, 2004 After playing a lot of missions with ECP I've got two suggestions to tweak: - random weather is very nice, but it's over the top (sometimes the weather changed about 10 times from sunny to rainy and back and so on.) So why not make the weather changes not that quick? And how about adding the possibilty the it coud be really foggy, lets say in November? Ever played JörfF's mission "Aktion Nebelreiter" (action fogrider) - that kind of fog! - chopper dust is really poor. Ever seen the cutscene of the Meekong Delta (made by (HC)Wolf? I know you try to make run on slower machines, but why not add a slider, as for explosions and blood? So people having high end PC's can enjoy a real chopper dust! But once again, ECP is doing an absolutely outstanding job, it brought OFP to a unbelievable level to that extent that I don't play any other FPS for the next months! Share this post Link to post Share on other sites
ExtracTioN 0 Posted January 3, 2004 can a ECP mod member answer my question Share this post Link to post Share on other sites
Dwarden 1125 Posted January 3, 2004 Yes , sandstorm, snow storm (blizzard), dense fog close to ground... that will be nice (i got somewhere some nice clouds and storm script so this is possible ;) also i remember seeing semi dynamic fog in one or two missions earlier ... - water springlet for fountains, pipes, sinks, pumps and so on - i wish to see streams, rills, creeks, water holes etc but thats i think beyond ECP range Share this post Link to post Share on other sites
Acecombat 0 Posted January 3, 2004 If theres one thing i dont like about ECP is then its got to be that random weather thingy even if i turn it off it automatically turns itself on ingame I have a mission which requires a sniper killing someone from far off ok the mission maker had the view distance deliberately high too like 1700 and then ECP's damn fog kicks in , there now you can only see 500 m ahead barely , this feature shouldnt be implemented IMO most nearly all missions are made by a fixed weather setting so as not to tamper with the missions realisticness and its original settings what fun would it be to play a mission which required stealth and fog and suddenly its all sunny and bright? IMO this feature should be disabled by default if not removed its only good for typical MP or simple game play orientated bang em up missions. Share this post Link to post Share on other sites
benu 1 Posted January 3, 2004 ECP selects a "server" which determines the settings are used. So if you (as a client) turn random weather off and the server has it enabled you will use random weather anyway. If you play on a dedicated server with ecp installed, that will be the "ecp server" too. If the server does not have ecp installed, but some of the clients have, one of them will be made "ecp server" (though i do not know how it is determined) and you will use those settings (which might or might not be yours). I always turn random weather off for exactly the same reasons btw. Share this post Link to post Share on other sites
kroky 1 Posted January 3, 2004 I like the random weather feature. I agree that it should be possible to disable it, if anyone wants it. Though it contributes a lot of realism into the game so I disagree to completely remove it! And even if you play a mission where fog would help you to try a stealthily approach, I find it very challenging to change tactics when the weather changes. This happens IRL too! IRL you can't choose the weather that fits your tactics! Share this post Link to post Share on other sites
Acecombat 0 Posted January 3, 2004 I like the random weather feature.I agree that it should be possible to disable it, if anyone wants it. Though it contributes a lot of realism into the game so I disagree to completely remove it! And even if you play a mission where fog would help you to try a stealthily approach, I find it very challenging to change tactics when the weather changes. This happens IRL too! IRL you can't choose the weather that fits your tactics! Yes kroky but IRL you plan your mission before hand by observing the meterological data first , until unless you belong to a resistance bare bone force I just dont like it sometimes when i want a specific setting for my mission i have a reason for it and i'd like it to stick that no surprises , gets frustrating. Btw benu i was talking about SP not MP , i dont usually play MP. Share this post Link to post Share on other sites
Skulleye 0 Posted January 3, 2004 - random weather is very nice, but it's over the top- chopper dust is really poor I'm pretty sure you can choose how fast the weather changes in ECP_Settings.sqs or one of the other .sqs files. And you can choose between Bas or Vectorbosen (sp?) chopper dust in the ingame ECP menu, or in ECP_Settings.sqs. Personally I use Vectorbosen because that looks better and doesn't slow down performance that much anyway Share this post Link to post Share on other sites
bn880 5 Posted January 3, 2004 @bn880If you are that good at editing the config file, than could you please modify the config file to work with DR and INQ weapons pack? That would be great. I mean that would be THE ULTIMATE CONFIG for OFP! I think I would if I had the time. I doubt I will though sorry... However you may see my satchel effect in the ECP some day, that should be fun. As for those DB settings, I'm going to drop them even more than stock, IMO hearing is still too difficult when walking, compared to real life. Share this post Link to post Share on other sites
kroky 1 Posted January 3, 2004 @bn880 Sad to hear you don't have the time. Maybe quiet_man will do it as my capability to change configs are very limited. To the issue with hearing bad when walking/running - yes I agree I would like to adjust my settings too but don't know wherer in the config. 1. You could tell me how to do it 2. You could send me your modified config or 3. ECP team could implement your settings in the next release My favourite is #3. Share this post Link to post Share on other sites
wolfbane 0 Posted January 3, 2004 I have some problems with the HELO function. If i do a setpos on a unit (soldier class units ofcourse..) to some distance up in the air (above the default 150 m auto deploy parachute height) i don´t get the action to deploy the parachute. The HELO function doesn´t seem to work with some air units either when you do a normal eject. I tried it with Capt. Moore´s C130 v2 (well above 150 m) and the parachute deploys as normal the second you eject. I was planning on doing a mission with some spec ops guys ejecting from the C130 to do a HALO but now i can´t since their chutes deploy as soon as they leave the aircraft and that kinda ruins it.. Any way to fix this? Share this post Link to post Share on other sites
snYpir 0 Posted January 3, 2004 Quote[/b] ]is it possible to add for all default choppers a fastrope and ladder action Yep, it sure is possible. But as I have said all along we simply don't have the time to do everything we want to. Unless we can get some additional coders in the near future then progress on the ECP is really going to slow to a crawl (I start work again as holidays draw to a close). A bit of a 'to do' list woudn't hurt though: Scripting: [*]Chopper fastrope/ladder [*]Random weather 'trends' (definable in island settings) [*]Ammunition selection dialog [*]Threat warning system for aircraft + flares Config changes: [*]Realistic pilot head movement [*]Realistic AI engagement distances Plugins required: [*]MAP Many scripts - such as HALO - have not been tested with addon vehicles such as the Herc. This is the main problem we have actually. Keeping up with all the new releases is kinda impossible. We do our best though Share this post Link to post Share on other sites
ExtracTioN 0 Posted January 4, 2004 Quote[/b] ]is it possible to add for all default choppers a fastrope and ladder action Yep, it sure is possible. But as I have said all along we simply don't have the time to do everything we want to. Unless we can get some additional coders in the near future then progress on the ECP is really going to slow to a crawl (I start work again as holidays draw to a close). A bit of a 'to do' list woudn't hurt though: Scripting: [*]Chopper fastrope/ladder [*]Random weather 'trends' (definable in island settings) [*]Ammunition selection dialog [*]Threat warning system for aircraft + flares Config changes: [*]Realistic pilot head movement [*]Realistic AI engagement distances Plugins required: [*]MAP Many scripts - such as HALO - have not been tested with addon vehicles such as the Herc. This is the main problem we have actually. Keeping up with all the new releases is kinda impossible. We do our best though thx for answer snYpir I hope you get those features in next update  As my question now is what must i do in my cpp when you have added those features in next patch I have some bunch of choppers Seahawks and Jayhawk addons that I have made how do I make them work with your MOD edit: I have allready have included in my addon auto flare script and dust script shall it conflict with your MOD or does my choppers take your effects Share this post Link to post Share on other sites
Mowgli 0 Posted January 4, 2004 ...[*]Realistic AI engagement distances ... Wow - if you implement that right there I may have to take more vacation time to play. Having AI vehicles engage you from beyond the fog rendering boundary is so irritating. Especially when your AI gunner can call out targets you can't possibly see... "enemy tank 1000meters" *wtf, can't see it, my viewdistance is set to 900 meters* BOOM CRASH "arrrgggg" Share this post Link to post Share on other sites
benu 1 Posted January 4, 2004 I just wanted to say that we had many crashes in mp, although ecp1055 was installed on the server too (and i even used #debug checkfile to kick all users with v1051). We couldn't play a single rts3/cti map to the end and even in coops often players crashed. I was not really sure if it was related to ecp but we played a lot finmod the last days and had no crashes there. And the only thing i changed was to deactivate ecp modfolder on the server. Sadly i am not sure what caused it. We are thinking it may have to do something with at backblast/smoke trail/explosion, but that's just guessing. It may even be caused by different players using different ecp versions, i don't know. As soon as i know anything i will report it back. I hope this can be fixed as i would love to turn ecp back on when i turn off finmod on the server... Share this post Link to post Share on other sites
kroky 1 Posted January 5, 2004 I know it's just a detail but in the island_settings.sqs for the island detection it reads Winter Nogovej instead of Winter Nogojev (Nogo(va) and (Kolgu)jev). I changed that in my .sqs file and hope it was not supposed to be that way. BTW How do you get the matrix values for the island? I'd like to include some more islands. Share this post Link to post Share on other sites
snYpir 0 Posted January 5, 2004 1.057 is available on the ECP page! http://www.ofpec.com/editors/ecfg The biggest addition is the first version of the ECP editor enhancement. Check the ECP page for screenshots. Note that the FAQ in the readme has been updated. Just for you dudes here in the forum - note that I am working on a new colour scheme. Uncomment the defines at the top of resource.cpp for a sneak peak. Also, there is a way to make a button for 'spectate' visible on the pause screen to speed things up a little (saving you from going back to the editor and hitting the button). You need to enable it in resource.cpp somehow... (a little challenge for you perhaps) ;) Also please note the changes to 'making your addon ECP compatible' in the readme - i have figured out a way for people to use their own init EH and still add the addon to the ECP. There is also a new function designed for use in a trigger to add ALL units in a mission to the ECP, regardless of if they are compatible or not. Finally, an ECP-compatible version of the Marine Assault Pack is now available for download on the ECP page. Changes this release: Quote[/b] ]1.057 - 4/1/03 (snYpir) - RELEASE VERSIONeffects_addons.zip: * Debug spectator updated - Dead groups now handled properly - Spectator button in editor text changed to 'spectate' - Fixed bug whereby units with negative rating caused an error (side returns ENEMY in this case) * Explo sim updated - As above, units with negative rating caused an error. Fix applied to function ECP_x_side * Added function 'ECP_EH_handler_init' * Moved 'ECP_fire_classes_exempt' into ECP_Settings.sqs - Seperate 'ECP_fire_damage_classes' and 'ECP_fire_damage_classes_exempt' variables added * Moved 'ECP_explosion_exempt' into ECP_Settings.sqs * Updated eh_handler_killed.sqf to work with new fire classes and exempt arrays bin_normal.zip: * Size of spectator helpscreen tweaked so all text is visible in 1024x768 resolution 1.056 - 31/12/03 (snYpir) - DEV VERSION effects_addons.zip: * Debug spectator/console updated and implemented - Allows freelook camera mode - Unit selection based on camera direction in freelook mode - Allows creation of hotspots (markers named hotspot# in the editor) - Updated interface * Added ECP_addUnits function - Designed for use in a trigger to add non-ECP compatible units to the ECP * Modified init.sqs and init_once.sqs to handle non-ECP compatible units - Via ECP_addUnits - Also provides new ECP_addUnitsArray variable which can be used in the init EH of non-ECP compatible units * Updated mission editor background images in \images - Added a number of images for editor enhancement * Updated fire_damage_player.sqs to avoid a divide by zero error (Red) * Men ejecting from exploding aircraft assigned a new anim whilst burning... all the way to the ground (Igor Drugov) * Objects moved into 'objects' folder. config.cpp and model textures paths updated appropriately. * Added ECP markers to cfgVehicles in config.cpp (ECP_BlueMarker through to ECP_YellowMarker) * Added 'ECP Editor Enhancement Settings' to ECP_Settings.sqs bin_normal.zip/bin_dr.zip/bin_INQ.zip: * Updated paths to point to new ECP objects folder * Removed ECP kickdust model, reimplemented original BIS version * Resource.cpp updated with ECP Editor Enhancement modifications Quote[/b] ]I just wanted to say that we had many crashes in mp Cheers, I have a LAN available now and should be able to do some additional MP testing. We do MP tests (56k modem half way around the world) at regular intervals. What other mods were operational when you were playing? Only ECP? Could you perhaps send me one of the missions that crashed? morpj97@hn.ozemail.com.au. Quote[/b] ]BTW How do you get the matrix values for the island? I'd like to include some more islands. Look at the top of ECP_island_settings.sqs for instructions. All you need to do is simply uncomment the function call there, and then load and preview an empty mission on your island. Please email me any new island defintions you do up And thanks for the spelling correction. Quote[/b] ]thx for answer snYpir I hope you get those features in next update It won't be the next update, it depends on whether or not we get some more volunteers. Share this post Link to post Share on other sites
gazmen 0 Posted January 5, 2004 Do you have a release date for 1. the DR version of JAM2 ? Also please add the JAM files for C8X weapons on your pack, these files can be find Here Share this post Link to post Share on other sites
snYpir 0 Posted January 5, 2004 We (the ECP team) are currently discussing the future of the mod, ie where to go from here. Whilst there are many things still to be done RL is pressing on us. Unless we get some capable volunteers ECP will progress very slowly from now on. We understand the demand for new configs such as DR/JAM and DR/INQ but we don't have the manpower. Sorry, but we don't have a release date for any new versions or when new capabilities will be added. We are taking a break for a few weeks to establish a future direction. Thank you all for your bug reports and patience. Share this post Link to post Share on other sites
benu 1 Posted January 5, 2004 1.057 is available on the ECP page! The biggest addition is the first version of the ECP editor enhancement. Check the ECP page for screenshots. Note that the FAQ in the readme has been updated. I think that is a very nice addition. Now you only have to make an ingame script editor Quote[/b] ]Finally, an ECP-compatible version of the Marine Assault Pack is now available for download on the ECP page. Thats cool. People have been bugging me to put it on the server and i always had to say that it is not compatible with ecp and ecp is more important Quote[/b] ]Quote[/b] ]* Explo sim updated - As above, units with negative rating caused an error. Fix applied to function ECP_x_side Is it now considered "stable" for mp use? Cause i had it turned off til now... Quote[/b] ]Quote[/b] ]- Allows creation of hotspots (markers named hotspot# in the editor) That's a really cool feature i think. Quote[/b] ]Quote[/b] ]I just wanted to say that we had many crashes in mp Cheers, I have a LAN available now and should be able to do some additional MP testing. We do MP tests (56k modem half way around the world) at regular intervals. What other mods were operational when you were playing? Only ECP? Could you perhaps send me one of the missions that crashed? We had overall instability. In most missions some players crashed, and when someone crashed it was several at the same time usually. I can't say it happend in all missions, but very often since 105x. Some of my players reverted back to 1043 then, because those problems were far less with older versions of ecp. Some turned ecp off. It was most noticeable in longer missions like cti/rts3, which could not be played anymore as after one hour most people or even the server would crash. We had no other serverside mods. I can't tell what players were using clientside, being a public server and all. I always use Kegetys hisky mod and FatWombats island textures, and many of my players do too. But as both are texture replacements only and no configs get changed this should not lead to problems afaik. I just now checked, and i disabled the rts3 addon folder together with ecp when switching to finmod. I just now reenabled rts3 in addition to finmod to see if maybe an addon in there makes the server unstable and will test the ecp without rts3 configuration too in the next days. The one thing i did change was to alter the ecp path, ie install it into the gdt modfolder (by changing the pathes in run_once.sqs (iirc) in the ecp_effects.pbo). But i don't think pathnames get transferred between the clients, so this should not make any difference. Or does it? Quote[/b] ]Quote[/b] ]BTW How do you get the matrix values for the island? I'd like to include some more islands. Look at the top of ECP_island_settings.sqs for instructions. All you need to do is simply uncomment the function call there, and then load and preview an empty mission on your island. Please email me any new island defintions you do up And thanks for the spelling correction. I saw that function but was unsure how to call it correctly too. Thanks for clearing that up. Share this post Link to post Share on other sites
snYpir 0 Posted January 5, 2004 Quote[/b] ]Is it now considered "stable" for mp use? Cause i had it turned off til now... It is not recommended for MP use. Given your other comments with regards to ECP i'd say the entire mod is not yet stable for MP use. I have access to a 10 station LAN now and i'll hammer out a couple of hundred tests and see if I can't get things 'stable'. I can't shake the feeling that it is something to do with people having slightly different configs that caused the issues. Back in 1.051 or something it was a tiny config change that made ECP an effective trojan horse. Anyway, thanks for the in-depth feedback, i'll check it out. Quote[/b] ]But i don't think pathnames get transferred between the clients, so this should not make any difference. Or does it? No, it shouldn't matter. Share this post Link to post Share on other sites