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RED

Ecp released!

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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.:

Well, i seem to be the only one complaining so it may yet be something else. It was just that we had these instabilities, reproducable crashes with 1051 (i think, or was it 1053), which we dumped real fast again for the older 1043, and then it became unplayable on longer maps. We thought it may be ecp, but we were never quite sure. But now after playing finmod for a few days (with which not only the server but also the client have to disable ecp) it all works really stable again. But as i said, i also turned off some other addons on the server (although i don't really think that those have anything to do with it, but you never know...).

If it really turns out to be ecp i guess different client versions and configs are the cause. I will try to convince some of my players to do some testing too. I can prepare several versions to be installed and uninstalled with ofp watch and will do some more mp tests (with server closed to the public) as time permits.

Keep up the great work smile_o.gif

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@quiet_man

Could you please add INQ weapons in the ECP/DR config again?

You did it already in the 1.055 release so I think you know the best how to do it again with the new config. I would appreciate that very much, since ECP members don't have the time.

Or is there anybody else capable and willing and has got enough time to do it?

@ECP members

Could you please make a .cpp version of the new config downloadable?

EDIT: Sorry I just saw it was included in the download. crazy_o.gif

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It was just that we had these instabilities, reproducable crashes with 1051 (i think, or was it 1053), which we dumped real fast again.

It was ECP1051

Quote[/b] ] I will try to convince some of my players to do some testing too.

At your service!  tounge_o.gif

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I installed it right and everything, I go to play it and it says "missing texture zaterzeno.pac" and it quits out. Can someone PLEASE help me please I want to try this so bad.

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Oh wow i am impressed a new editor interface like FDFs cool , plus a spectate mode and all biggrin_o.gif

Nice work you guys , you deserve a break from this now , i'll go back and drown myself in the editor now tounge_o.gif

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Ok I implemented INQ weapons in the ECP 1.057 config file.

NOTE: Only weapon models are implemented, there are still sounds used from DR (ECP version). So you need to have installed ECP core as a mod folder, then put all the addons DR, DR extra sounds, INQ weapons into the ECP addons folder.

If anyone wants the file, he can e-mail me: t_krokosz@hotmail.com

or if somebody can host it tell me. (it's only the config file)

It works fine for me, so I think it should work fine for you. Thanks to quiet_man for his work on the config file since I based my merging of config files on his work. And of course thanks to the ECP team for working so hard to make our beloved game so advanced!

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theres so many different d/l links for ECP now so i dont know wich one to D/l.... kan someone just give me the newest ones??

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Some feedback:

The new FDF-style interface is a step in the right direction, but I think the texture of the right menu in the editor (the metal one) looks kind of...cheesy. A crisper, simpler texture would be nice. Also, I'm surprised that you haven't included the sharp, clear fonts and menus of FDF.

I just can't choose ECP over FDF before the interface is sharpened up. sad_o.gif

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i got more probs, i D/L the files i havnt seen before BUT there´s no readme so i have no clue where to put some of the files...

can´t someone make a nice little pack and make a simple readme that explains where to put wich files?

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i got more probs, i D/L the files i havnt seen before BUT there´s no readme so i have no clue where to put some of the files...

can´t someone make a nice little pack and make a simple readme that explains where to put wich files?

I dont get it. How can you not succeed by going here The ECP home page? crazy_o.gif

There, proceed to open the readme (its impossible to miss it) in a separate browser window and then klick the "ECP Core" link and do what the page says, keeping the readme as a reference?

It says exactly what to do.

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Some feedback:

The new FDF-style interface is a step in the right direction, but I think the texture of the right menu in the editor (the metal one) looks kind of...cheesy. A crisper, simpler texture would be nice. Also, I'm surprised that you haven't included the sharp, clear fonts and menus of FDF.

I just can't choose ECP over FDF before the interface is sharpened up. sad_o.gif

Quote[/b] ]The new FDF-style interface is a step in the right direction, but I think the texture of the right menu in the editor (the metal one) looks kind of...cheesy. A crisper, simpler texture would be nice. Also, I'm surprised that you haven't included the sharp, clear fonts and menus of FDF.

Rgr, interface improvements were put second to the spectating system. We won't be 'copying' the FDF mod, they are acknowledged for first discovering the debug concept (interestingly the code from the actual BIS debug console is still in the resource.cpp file).

We'll see what we can do biggrin_o.gif

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Found out something strange:

there are those new units e.g. Soldier(fused grenades)

when "explosion simulation is enabled" those grenades will kill me all the time even when I am behind a wall. hill whatever.

when "timed grenade is enabled" they won't explode at all.

with the soldier(normal grenade) it works the same way only that with "timed Grenades enabled" it seems to works as it should. the renade explodes after a delay that is all.

THX for the NEW ECP. it really brings OFP to a new level !!!!

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i got more probs, i D/L the files i havnt seen before BUT there´s no readme so i have no clue where to put some of the files...

can´t someone make a nice little pack and make a simple readme that explains where to put wich files?

If you get OFP Watch you can always download the newest ecp version from our server (after i had the time to put it there of course).

Edit: benus?!? Seems i got schizo now tounge_o.gif

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hey benus.benu

saw your name before strange thing but with the S at the end it should work.

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Sorry for offtopic, but i find this quite interesting, as i use this nick on the net for 10 years now and only once met someone called benu too, some scandinavian guy in irc who dcc-ed something like "you stole my nick, i use this for three years" or something wink_o.gif

To put something ontopic into the post: ecp 1057 is now in ofp watch. I split this into 3 optional packets, so regulars don't have to download everything again when i change configs or something.

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Ok I implemented INQ weapons in the ECP 1.057 config file.

NOTE: Only weapon models are implemented, there are still sounds used from DR (ECP version). So you need to have installed ECP core as a mod folder, then put all the addons DR, DR extra sounds, INQ weapons into the ECP addons folder.

If anyone wants the file, he can e-mail me: t_krokosz@hotmail.com

or if somebody can host it tell me. (it's only the config file)

It works fine for me, so I think it should work fine for you. Thanks to quiet_man for his work on the config file since I based my merging of config files on his work. And of course thanks to the ECP team for working so hard to make our beloved game so advanced!

Send it to me for hosting smile_o.gif

IF it works that is.

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Ok I implemented INQ weapons in the ECP 1.057 config file.

NOTE: Only weapon models are implemented, there are still sounds used from DR (ECP version). So you need to have installed ECP core as a mod folder, then put all the addons DR, DR extra sounds, INQ weapons into the ECP addons folder.

If anyone wants the file, he can e-mail me: t_krokosz@hotmail.com

or if somebody can host it tell me. (it's only the config file)

It works fine for me, so I think it should work fine for you. Thanks to quiet_man for his work on the config file since I based my merging of config files on his work. And of course thanks to the ECP team for working so hard to make our beloved game so advanced!

Send it to me for hosting  smile_o.gif

IF it works that is.

you did choose to hide your e-mail in profile, so I can't send it to you. What's your e-mail?

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If somebody could explain me in a generic mode what I do have to do to implement the INQ weapons pack sounds, I would do it. Since I work with a mighty tool (FCompare) it doesn't take that much time to merge the files. The point is that I don't exactly know which files should be overwritten and which not to work with DR. I already made some tests but ATM it collides somehow with DR.

Though no problems with the models. And when there is a weapon that doesn't exist in original BIS you will hear the sound of INQ weapon.

And Acecombat: Yes it works!

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ECP fixes needed:

a)

debris jumping, object jumping after explosion, sometimes happen that whole t80 fly like 20-50m up and down after hit from MBT nade, also debris for unknown reason while jumping sometimes bounce to 3-20x altitude than was last jump (u can simple test that by shooting debris and u will manage it to jump e.g. 100m) , there should be something preventing debris to bounce higher than last time...

i took small while thinking about another additions to ECP (when authors or newborn genius scripters gets bit time for adding smile_o.gif

improvements:

- can You add micro/huge rotorwave effect size?

- i noticed there was someone commenting that ECP "will" provide something like realistic AI behaviour (hopefully you guys meant something like GroupLink 2 or better, because that makes AI really good oponent ), i really hope for AI better react to sounds and act more logic.

new things:

1)

we got nice script for fire, why not add more fire types at "fireplace" and also different smoke types ... plus into big bonfire flying embers ... also some smouldering fire (fireplace limited lifetime, you need add "wood" fire is hungry smile_o.gif

2) around light sources, lamps and so on, in heat enviroments is flying insect, we got very nice effect for flying embers from fire, i'm sure similar ones can be used for simulating insect (just imagine, summer, it's hot, You are in tropic enviroment, it's night, u enable ur car lights, in short moment there will be lot of insect dancing in light beam smile_o.gif

3) script allowing use car lights or other switchable light sources to send morse code (it will work in style, u write letter/number and it gets autotranslated to morse using e.g. car lights (much faster than doing that thru menu)

4)spectating camera script improvements (not only after You dead, what about improve it for main menu cutscenes too smile_o.gif if possible to made script to detect "objects of interest" with levels of important like switching to placese where are units 1-fighting, 2-spotting/hearing enemy 3-moving, 4-idling ; this can results into really nice watchable moments smile_o.gif

5) jamming of weapons, this should depend on your weather script (e.g. duststorm) + actual enviroment (e.g. dust or muddy enviroment mean bigger chance of jam than snow one) + rate of fire + etc + rnd

6) script which enabled in cold air (air temperature under 10C) exhaled vapour cloud caused by breathing person smile_o.gif

7) just dreamwish for script support adding ability use animation to open doors in vehicles (cars, trucks) , but i guess thats ~impossible ...

8) same dreamwish goes for script support adding ability to use bidpod at player's weapons (otherway can be like that camo sniperrifle from INQ, replacing model with another model)...

i stop for now smile_o.gif

i'm sure ECP can grow smile_o.gif there is still so many possibilities ...

P.S. i got one question , why sometimes helicopter dust not works in very old missions and sometimes works (again some old mission) and they both use same helicopter ... and both are definitely pre-rotordust era ...

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Ok I am a complete n00b, so someone help me out!

I am trying to get to the debug console but it doesn't come up... no spectator button comes up in the mission editor screen. I checked the FAQ on the ECP page and it says to "preview" mission first. Okay, I've tried that...I hit the preview button..didnt see anything, aborted came back to editor screen, didnt see anything, previewed again..still nothing. WTF am I doing wrong? Do I need to enable something in the settings? I've been looking at the readme and I cant seem to find anything about it other than the entry in the FAQ.

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@RED

I played a bunch of missions with this AI Addon 1.05 from mapfact and none of them broke.

PS. Could some of the other effects be implemented in ECP? E.g. soldiers recognize dead soldiers from their side and call reinforcements, or when they hear gunshots they come to your directions to check what happend?

I just asked Kriegerdaemon from Mapfact if it was ok to use parts of his script in ECP and he gave his permission. You can get it from his site.

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Quote[/b] ]ericz Posted on Jan. 06 2004,09:09

--------------------------------------------------------------------------------

Ok I am a complete n00b, so someone help me out!

I am trying to  get to the debug console but it doesn't come up... no spectator button comes up in the mission editor screen.  I checked the FAQ on the ECP page and it says to "preview" mission first.  Okay, I've tried that...I hit the preview button..didnt see anything, aborted came back to editor screen, didnt see anything, previewed again..still nothing.  WTF am I doing wrong?  Do I need to enable something in the settings?  I've been looking at the readme and I cant seem to find anything about it other than the entry in the FAQ.

I had the same problem at first! I had not replaced my old resource.ccp (sp?) with the new one included in the ECP download. This could be the problem. Replace it and you will see the change next time you go to the mission editor.

                                    Wadmann

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Thanks Wadmann..

That did the trick, I got the debug console going, woohoo!

Now to play around with it.....

smile_o.gif

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@benu

Thanks for asking him to use his scripts. However I'm not that talented to know how to implement the feature of joining a soldier to your group.

I was playing with the files around but it didn't work. And then you have to include a trigger in every mission to get this feature to work. I'm looking for a possibility in a more generic way. So that in every mission you would have the possibility to join a lone soldier (or more than one) to your group without setting a trigger just using the command console. But this goes beyond my knowledge of editing config files. sad_o.gif

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It is a fairly basic script, I will do it tomorrow if someone doesn't do it tonight.

@Dwarden: Cheers for those suggestions, we will see what we can do.

Edit: Just to let you guys know, ECP updates will slow down now as most of the members (including myself) are working flat out in real life. The good news is that we have got a bunch of new members which should bring new life to the project smile_o.gif

RED

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