zayfod 1 Posted November 29, 2003 Nevermind - I de-pbo'd the o.pbo and all is working fine now. What version Res are you running? 1.94? Are you using HW acc for your audio? How many addons (size in Mb) do you have in your Addons folder? Have you tryed 1.94 with -nomap in the command line parameters of your shortcut? Plz offer as much information as you can. Zay Share this post Link to post Share on other sites
Guest jacobaby Posted November 29, 2003 I'm having a problem with this. Whenever I run the ECP with the DR sound pack I do not get any sounds for rifles or grenades (am using the correct config.bin). Actually other sounds are possibly missing, but those two are confirmed and the most obvious. Next - when I put in the ECP_DR_extra_sound.pbo's (and 2 and 3), OFP is screwed up graphically on start, if I alt-tab out then back in I am fine until I load a mission - then I get the old old old "memory map o.pbo" problem. Any thoughts? I originally ran the dynamic range mod with the hisky mod. Those work fine. ECP works fine. ECP plus DynamicRange.pbo = no rifle sounds, ECP plus the ECP_DR_extra_sound.pbos gives mem map error. Help? Do you have the DR sounds PBO's IN the @ECP addons folder? Its no good putting them in your RES/Addons folder. TJ Share this post Link to post Share on other sites
snYpir 0 Posted December 1, 2003 A new release version is approaching! The team has been working hard at putting the 'polish' on all our effects scripts. Here's some of the things to look forward to: [*]Reworked config.bin explosions [*]HALO accessable by all units by default [*]New island detection system, that actually allows you to add your own islands! This means that snow, for example, will work either across a whole island or only on snow-capped peaks. [*]Working lighthouses [*]Realistic explosive ordinance For the first time in OFP you'll be able to use grenades like they are used in real-life. Advanced scripting is used in conjunction with line-of-sight calculations, meaning that you can now hide from the previously devestating shockwave! No longer will shrapnel from grendes penetrate walls or objects. You'll no longer have to 'reload' different types of grenades (smoke will be accessable by another space-bar hit just like when you change weapon firing rates). In addition, grenade launcher rounds won't become live until after a period of flight (as per real life), and all grenades are fused (not exploding on impact). And to top it off - grenades provide a suppressive effect (that will be combined with ringing in the ears once Zay finishes the sound). The new release will be a huge enhancement over the current. Hopefully it will be out by the end of the week. Regards! Share this post Link to post Share on other sites
toadlife 3 Posted December 1, 2003 Why is ECP interefering with my Mission saves?I couldt play Lojack2 by Toadlife becoz i kept getting a datafile or something error but if i remove ECP it works help i wanted to play it with ECP I wish I knew. I get this error with LoJack and ECP too. It was soooo much better with ECP and DR too. One way you can avoid the bug is too not die. :P . Also - try using the built in built in save (the 'one time' save) after about 5 minutes into the game - then use the radio to save and your savegame might work with lojack. Not only did I have problems with ECP and your mission, toadlife, but also Sui's mission Facile Ground. The only difference is when the error says ". . . /Item410/data.value" in your mission, in Sui's mission it says ". . ./Item9/data.value" Whatever those mean And in your mission, toadlife, it seems like 60 per cent of the time, my "radio" saves where okay. Versus cheating and typing savegame, which would equal a zero percent success rate Hm, maybe something from ECP isn't getting saved with the save file? It would make sense that Facile Ground also sufferes from this bug. Like LoJack, Facile Ground contains mountains of scripting - probably more scripting than LoJack. The more scripts you have running and the more variables you have floating around, the more data needs to be saved in a savegame file. With ECP running, TONS of extra variables are introduced into the game, which also must be saved during a savegame. My original theory was that the savegame function is not properly saving all of the variables, because there are simply too many. I think this is an OFP bug. Perhaps BIS can alter the savegame function so that it works with a larger amount of data reliably. *crosses fingers* Edit The number that appears in this line... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ". . . /Item410/data.value" ...will vary. In LoJack I ahve seen varuous numbers appear, from item10 to item400+. Share this post Link to post Share on other sites
munger 25 Posted December 1, 2003 A new release version is approaching! The team has been working hard at putting the 'polish' on all our effects scripts. Here's some of the things to look forward to:[*]Reworked config.bin explosions [*]HALO accessable by all units by default [*]New island detection system, that actually allows you to add your own islands! This means that snow, for example, will work either across a whole island or only on snow-capped peaks. [*]Working lighthouses [*]Realistic explosive ordinance For the first time in OFP you'll be able to use grenades like they are used in real-life. Advanced scripting is used in conjunction with line-of-sight calculations, meaning that you can now hide from the previously devestating shockwave! No longer will shrapnel from grendes penetrate walls or objects. You'll no longer have to 'reload' different types of grenades (smoke will be accessable by another space-bar hit just like when you change weapon firing rates). In addition, grenade launcher rounds won't become live until after a period of flight (as per real life), and all grenades are fused (not exploding on impact). And to top it off - grenades provide a suppressive effect (that will be combined with ringing in the ears once Zay finishes the sound). The new release will be a huge enhancement over the current. Hopefully it will be out by the end of the week. Regards! Pass the tissues. What do you mean that's disgusting? I have a cold. Share this post Link to post Share on other sites
Lt_Damage 0 Posted December 1, 2003 Wow, can't wait.. Â Was just playing that FDF mod - (I'm at home sick and quite bored) and I noticed you could attach Satchells to vehicles, are you guys able to combine this with a future ECP update as I think it is a great idea.. Share this post Link to post Share on other sites
Acecombat 0 Posted December 1, 2003 RELEASE IT Shit i just got GMR and i you guys ruined it once again Share this post Link to post Share on other sites
Sharia 0 Posted December 2, 2003 Edit: You were right Sharia, bug fixed. I must have left some testing stuff in there Yay! Now it's fixed, I can reconfig the missions I made. (It was so funny watching the BAS Rangers intro... with the convoy. The AA and AT soldiers dissapeared into the rocks they were standing on.) Share this post Link to post Share on other sites
Baron von Beer 0 Posted December 2, 2003 They are trained extensivley how to camouflage themselves with the environment. They were still there, they just climbed into the rocks. Share this post Link to post Share on other sites
Guest jacobaby Posted December 2, 2003 They'll be hiding from the new explosions I made, thats all... TJ Share this post Link to post Share on other sites
Acecombat 0 Posted December 2, 2003 Is there anychace of you guys PLZ adding INQ's weapons and that debris staying on ground for atleast 5 mins thing in your config this time? Plus that shockwave thingy when a boat gets hits like in GMR. BTW i am getting sick and tired of switching between GMR and ECP they both have their goods and bads but plz integrate the GMR exlposions so then i could use ECP only Share this post Link to post Share on other sites
waffendennis 0 Posted December 2, 2003 I dont get this I am using REM and ECP on the same time with no lag How i do that simple: "C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE" -nosplash -mod=hisky;@ECP;@ECP And my REM is in the Hi sky folder so it's 1: Hi sky 2: The REM ( exsplosions mod made by A Gold Member 3: The ECP So it's that simpel Share this post Link to post Share on other sites
Acecombat 0 Posted December 2, 2003 You cant only one bin works at a time dude I tried it too yesterday surprisingly ECP did work but some parts of it while GMR worked over it. Share this post Link to post Share on other sites
RED 0 Posted December 2, 2003 @Acecombat: I have just made an INQ config, download it here (Note, remember to delete your old ECP config.bin first as this config is in .cpp format and will not replace it) This config also contains some new explosions, take a look and let us know what you think. RED Share this post Link to post Share on other sites
Acecombat 0 Posted December 2, 2003 Okie dokie sarge i'm on it Share this post Link to post Share on other sites
Acecombat 0 Posted December 3, 2003 Ok Inq's weapons are IN nice work , but i had to move the inqweapons pbo to ECP addons folder. The explosions are indeed much nicer then previous incarnations but sstill arnt up to par with GMR's latest work have you seen how he has imitated Caucasian crisis's explosions ina very nice less CPU intensive manner. I would want those in here plus do something about the boats destruction at sea its too dull and gets coverd in smoke always , check GMR again hes done a nice shockwave effect on them Overall nice job you guys atleast solved on of my whims Share this post Link to post Share on other sites
Acecombat 0 Posted December 3, 2003 Ok found some more wierdo things happening with this 'new' config.cpp. I was playing a normal mission ina T-72 when i spotted these things. 1) The turret of the T-72 which got damaged now had became yellow? freak acident or something to do with ECP never saw this happen before though i havent tested this stuff again and again to see if it was a freak incident 2) The same yellowishnes appeard on the Abrams whom i destroyed for some reason too only in the middle burning part , this is somthing different and not the usual fire effect... 3) Then my T-72 i noticed wasnt brushing dust , only th AI was is this normal? I dragged on sands , hills road and it didnt throw up any sand/dirt ? Last but not the least i also got Ecp_blood not found error while watching your anim for the main menu , wonder why it came up because while playing the mission i killd soldiers too the error didnt come up then ? Thats al from me at the moment hope it helps. Share this post Link to post Share on other sites
Baphomet 0 Posted December 3, 2003 I was just wondering. I've been meaning to ask this question, but. With ECP if you don't enable a certain feature does it at all cause the same amount of performance drain on your game as if it were running? Secondly what are the most processor intensive features of ECP? Share this post Link to post Share on other sites
snYpir 0 Posted December 3, 2003 Quote[/b] ]Last but not the least i also got Ecp_blood not found error while watching your anim for the main menu , wonder why it came up because while playing the mission i killd soldiers too the error didnt come up then ? Will check it out. Quote[/b] ]@Acecombat: I have just made an INQ config, download it here (Note, remember to delete your old ECP config.bin first as this config is in .cpp format and will not replace it) There is some tiny bugs in that config, please use this one instead. The ECP page will be updated with this later tonight. Quote[/b] ]I was just wondering. I've been meaning to ask this question, but. With ECP if you don't enable a certain feature does it at all cause the same amount of performance drain on your game as if it were running? Secondly what are the most processor intensive features of ECP? If you disable a feature then that feature won't initialise, minimising performance drain. The most processor intensive features are blood, fire and explosion effects. Bullet whiz may also cause a slight slowdown when people fire on slower systems. AT backblast, chopper dust and weather effects don't use much processing power. Hope this helps! Share this post Link to post Share on other sites
ruff 102 Posted December 3, 2003 im getting missing bin words error i cannot c the mouse and it lags like crazy i cant even get inot the mission editor Share this post Link to post Share on other sites
ruff 102 Posted December 3, 2003 i get no entry @ecp/bins/config.bin.cfgworlds error and wen i get in i get another error saying ""cfggameui error and the background is black and i cant see the mouse Share this post Link to post Share on other sites
toadlife 3 Posted December 3, 2003 ECP really makes flashpoint a new game. I made some videos of a simple capture the base mission from an unfinished campaign of mine... http://toadlife.net/stuff/forum_stuff/ecp-HQ.avi (High Quality 16MB) http://toadlife.net/stuff/forum_stuff/ecp-LQ.avi (Low Quality 6MB) Share this post Link to post Share on other sites
sniperuk02 0 Posted December 3, 2003 i recntly installed ecp and ive found i cant here at rockets the m2 machine gun or tank weapons when fired can you help? Share this post Link to post Share on other sites
RED 0 Posted December 3, 2003 @Toad: Nice videos, when will this campaign be released? @sniperuk02: What config version are you using? If you are using the dynamic range config, do you have all the addons that are needed? RED Share this post Link to post Share on other sites
RED 0 Posted December 3, 2003 i get no entry@ecp/bins/config.bin.cfgworlds error and wen i get in i get another error saying ""cfggameui error and the background is black and i cant see the mouse What config are you using? Have you downloaded the most recent version? @Acecombat: I have never noticed that before, I will check it out. RED Share this post Link to post Share on other sites