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RED

Ecp released!

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So, no help from the ECP team? Well that's a bust. I guess I "Just got lost in the shuffle"?

Download the development .cpp + .bin files, use the .bin file in the bin directory. If this doesn't work I don't have a clue what is wrong (assuming you have all the dynamic range addons, main DR addon, and ECP DR 1 - 3)

RED

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Can I get a reply plz.

I just got ECP, and its great, but now I got a question. Can you use botht he sound plug in and the 3D weapons plug in at the same time. Both are a config file which end up replacing each other, now how can u combine them.

kgb-cccp

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so is anything going to be done about the invincible burning soldiers that still shoot back at you?

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so is anything going to be done about the invincible burning soldiers that still shoot back at you?

They can be killed at the moment, removing their weapons is proving to be a problem though.

RED

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so is anything going to be done about the invincible burning soldiers that still shoot back at you?

As RED said, you should be able to kill them, but i don't think it would be realistic to also remove their guns? Ok maybee let them behave like idiots, but with guns i guess, it makes no sense for someone who already has a gun to drop it right?

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If I was on fire I doubt I would care about shooting the enemy tounge_o.gif

RED

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If I was on fire I doubt I would care about shooting the enemy  tounge_o.gif

RED

ok, that's kinda true biggrin_o.gif

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so is anything going to be done about the invincible burning soldiers that still shoot back at you?

This is fixed in the latest dev.

Next release will be next week sometime biggrin_o.gif

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I just want to know if its normal to get no "working lighthouse" on any BIS island ?

P.S. I know sometime I have stupid question tounge_o.gif

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Downloading the updated ECP Installer for DR. That may fix it.

EDIT: Satchels are silenced now? So are 3/4 of all RPGs? Something in the config is definitely bugged. sad_o.gif

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- @ Jan. 16 2004,22:25)]I just want to know if its normal to get no "working lighthouse" on any BIS island ?

P.S. I know sometime I have stupid question  tounge_o.gif

It's a known bug that not all lighthouses work, this will be fixed should be fixed in one of the latest dev version, so it will be in the new release, set somewhere next week.

However it is not normal that none of the lighthouses work.

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Red, can you look into the config error in DR? I know it's a config error, because before 1.057, it worked perfectly. PLEASE LOOK INTO THIS! It's what makes ECP REALLY great!

Sounds missing that I know of:

Some AT weapons

Some AT weapon impacts

Satchels

Mostly explosions.

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- @ Jan. 16 2004,22:25)]I just want to know if its normal to get no "working lighthouse" on any BIS island ?

P.S. I know sometime I have stupid question  tounge_o.gif

It's a known bug that not all lighthouses work, this will be fixed should be fixed in one of the latest dev version, so it will be in the new release, set somewhere next week.

However it is not normal that none of the lighthouses work.

thx macho_man, I'll check if i can find 1 on Nogova. Looking for the release of the next version.

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Quote[/b] ]
Quote[/b] ] (ni-mh @ Jan. 15 2004,05:51)

so is anything going to be done about the invincible burning soldiers that still shoot back at you?

This is fixed in the latest dev.

thx a lot  biggrin_o.gif

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Red, can you look into the config error in DR? I know it's a config error, because before 1.057, it worked perfectly. PLEASE LOOK INTO THIS! It's what makes ECP REALLY great!

Sounds missing that I know of:

Some AT weapons

Some AT weapon impacts

Satchels

Mostly explosions.

did you download the full 30mb ECP-made DR .pbo? that fixed the missing sounds for me. i have satchel explosions and everything.

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Our next release is ready for testing. I am not going to do a limited release for testing this time because i really want the next release to be close to stable.

If you want to test the latest version, please email me (morpj97@hn.ozemail.com.au) or send me a private message. Only contact me if you are serious about this and are happy to spend some time putting ECP through it's paces. MP beta testing is a priority biggrin_o.gif

cheers. here is a list of all updates since 1.057:

Quote[/b] ]1.065 - 17/01/04 (snYpir)

effects_addons.zip:

* Fixed bug (from 1.06) in init.sqs that prevented dedicated servers from initialising

* Reduced ECP_expeff_smoking_debris_time to match length of fire (ECP_Settings.sqs, database.sqs)

* Updated burning men

- updated explosions\handle.sqs, explosions\crew_burn.sqs, explosions\bodyfire.sqs

- now MP compatible

- lowered fire on burning bodies

- reduced the chance of burning men (bug introduced in 1.063)

- modified eh_handler_killed.sqf (crew_burn.sqs is called seperately from handle.sqs)

- slight changes to burning crew ejecting from aircraft

* Tail rotor failure updated

- effects now seen on clients

- reduced number of global variables for the radio message system

* Explosions updated

- vehs of class 'air' now have all explosion effects

* ALL FOLDERS UPDATED - removed obsolete scripts

* Bullet whiz updated

- init.sqs,tankfired.sqs,manfired.sqs - removed shuffle function, replaced by ECP_randomElement

* Removed obsolete objects from object folder

* Moved get_server.sqs into 'server' folder, as well as weather\sortbubble.sqf

- init_once.sqs updated

* LOD updated

- ECP_lod_enable actually works now

- Chopper dust added

- Added function ECP_addLODTgt to init_once.sqs

* Added incomingmissile EH to manual EH addition in init.sqs

* Updated jamming code in database.sqs and init.sqs to use proper class structure

dta.zip:

* Added two new intro cutscenes by O'Neil

bin_normal.zip/bin_dr.zip/bin_INQ.zip:

* Updated classes Intro and Abel with ECP cutscenes (2 changes)

* Removed obsolete commented code from class ThingEffect

1.064 - 16/01/04 (MachoMan)

effects_addons.zip:

* Changed flare script to the cool BAS one.

- All credits go to TJ

- did some minor edits on it to make it compatible with my jamming sys.

1.063 - 16/01/04 (snYpir)

effects_addons.zip:

* Fixed occasional exploding man bug

* Updated explosion effects

- all scripts updated

- minor inconsistancies repaired

- removed a number of unrequired condiditionals

- split burning crew code into seperate script (crew_burn.sqs)

- exploding ships no longer have burning shrapnel (burning shrap underwater looked stupid)

- burning crew can no longer shoot

- burning crew are killable and start with damage

- burning crew smoke for awhile after flame dies out

- rate at which units die from burning tweaked

* Updated fire

- init_once.sqs

- function ECP_randomElement added

- removed call to fire\init.sqs

- fire\fire.sqs, fire\init.sqs, fire\fire_damage_player.sqs:

- Removed the shuffle function, replaced by ECP_randomElement

- Implemented ECP_randomElement throughout

- Changed code structure slightly (one less loop)

- Misc minor changes to make things more efficent

- Arrays now defined in fire.sqs itself (no requirement for fire\init.sqs)

- Implemented a wait loop for fire in fire.sqs (dependant on fire enable and LOD)

- Burning men bug fixed

- database.sqs - ECP_fire_explosive_chance is no longer an array

* Updated LOD

- init_once.sqs

- added function ECP_getLOD

- added function ECP_distance3DSqr

- updated MP loop to use ECP_getLOD function

- added lod folder and get_lod.sqf

- eh_handler_fired.sqf \ eh_handler_killed.sqf - updated to use ECP_getLOD function

- database.sqs \ ECP_Settings.sqs - added a heap of new LOD-related variables

* Bleeding units can conduct first aid on themselves (via action menu) to halt bleeding

- Added 'ECP_bld_bleed_firstaid_enable' variable to blood settings

* Implemented ECP LOD algorithm via ECP_getLOD function (blood_squirt.sqs, blood_init.sqs)

* Added blood_squirt_pause.sqs, which waits for appropriate LOD before making blood objects

1.062 - 13/01/04 (MachoMan)

effects_addons.zip:

* Debugged ir_jamming system, Added Sound, should be bugfree now

- Worked on init.sqs

- Worked on ECP_EH_incomingmissile

* Minor tweaks on altitude.sqs

effects_sounds.zip:

* Added Incoming.ogg

1.061 - 12/01/04 (Bn880)

effects_addons.zip:

* Added specialized sathcel effects, work for PipeBomb and TimeBomb by default

Required lines added to eh_handler_fired.sqf

New internal settings in database.sqs

- ECP_explosions_large (boolean)

- ECP_ex_satch (array of strings)

1.06 - 11/01/04 (snYpir)

effects_addons.zip:

* 'ECP_server' game logic unit or trigger support

- A GL or trigger named 'ECP_server' will be used by the ECP to determine the correct server

- This is so mission designers can allow the ECP to correctly identify the ECP server

* Implemented ECP_override variable in ECP_Settings.sqs

- Performs the same funciton as override settings on ECP settings dialog

* Disabled all the ECP_ arrays in database.sqs

- No requirement for them

* Shortened a heap of global variable names

* Added in level of detail for effects

- Variables ECP_lod_dis and ECP_lod_enable

- Added slider to ECP Settings Dialog for LOD distance

- Big framerate fix smile_o.gif

bin_normal.zip/bin_dr.zip/bin_INQ.zip:

* Implemented comments for 1.058 and 1.059 changes

* Put incomingmissile EH in DR and INQ configs

1.059 - 8/1/04 (MachoMan) - DEV VERSION

effects_addons.zip:

* Altitude warning altered

- Sound only played if player = pilot.

* IR jamming added

- choppers now have a 25% chance of distracting IR missles, per flare fired.

* "eh_handler_incomingmissile.sqf" added:

- New event handler for incoming missile.

- IR missile effect added.

* IR ammo added to Database.sqs

- ECP_IR_ammo = ["AA", "9K32"]

* Eventhandler reference added to init_once.sqs

- ECP_EH_handler_incomingmissile = loadfile format["%1eh_handler_incomingmissile.sqf",ECP_path]

bin_normal.zip:

* Added event: incomingmissile to "config.cpp"

1.058 - 6/1/04 (MachoMan) - DEV VERSION

effects_addons.zip:

* Altitude warning script added

- Choppers and Planes now warn against flying too low.

effects_sound

* Added "Altitude.ogg"

- Basicly me saying "warning altitude" -> needs work.

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Can you put an updated date on the ECP website as I get confused as to what I have!

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Our next release is ready for testing. I am not going to do a limited release for testing this time because i really want the next release to be close to stable.

If you want to test the latest version, please email me (morpj97@hn.ozemail.com.au) or send me a private message. Only contact me if you are serious about this and are happy to spend some time putting ECP through it's paces. MP beta testing is a priority biggrin_o.gif

And if u don't wanna do it the serious way u can ofcourse still download the dev version biggrin_o.gif

U made it sound like that won't be available anymore m8  wink_o.gif

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Can you put an updated date on the ECP website as I get confused as to what I have!

The version snypir is talking about is still a dev version, so the installer package still contains 1.057, if u want the latest version u can always find it in the dev section.

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Since 1.95 i can't start ecp on the dedi anymore, it just segfaults. I tried the 1057 version (which worked fine with 194) and the 1065. Anyone else having this problem?

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Since 1.95 i can't start ecp on the dedi anymore, it just segfaults. I tried the 1057 version (which worked fine with 194) and the 1065. Anyone else having this problem?

Hmm...odd... linux 1.95 + ECP/DR 1.065 starts fine here (the Zeus server machine, SLES8+SP3, basically). config.cpp and resource.cpp copied from @ecp/bin to the base ofp server dir as per normal.

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Well i just tried the newest version of ECP and its friggin awesome , it has now less LAG now i can bitchless and play more biggrin_o.gif

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Since 1.95 i can't start ecp on the dedi anymore, it just segfaults. I tried the 1057 version (which worked fine with 194) and the 1065. Anyone else having this problem?

It works fine using the normal 1.95 and -server. Are you talking about the seperate dedicated executable?

Guys - just to repeat - the next release is not out yet. We are doing an internal beta test before public release. If you want to help out plz email me.

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