ruff 102 Posted December 8, 2003 thanks man that was quick and oh yeah good job on the sp and mp support pack  edit everything works fine now but ingame i get "cannotopen debris p3d" and "kickdust" messages Share this post Link to post Share on other sites
snYpir 0 Posted December 8, 2003 Quote[/b] ]but ingame i get "cannotopen debris p3d" and "kickdust" messages Oops I got ahead of myself. That was the latest version I've update that same link (at http://www.ofpec.com/editors/ecfg/#3) with a version that *should* work without errors. Please reply if this is not the case. Cheers! Share this post Link to post Share on other sites
Acecombat 0 Posted December 8, 2003 Hmm whats this quote from OFPEC about: Quote[/b] ]We do not intend to provide a combined ECP/INQ/DR config at this stage! Does this mean my INQ config doesnt support DR ? Jee i might have never noticed this even . plz i want both ..... And will you guys be updating your FX and fire effects in ECP like those of FDF 1.1? I havent got FDF but from the pics they look awesome so far. Share this post Link to post Share on other sites
Architeuthis 9 Posted December 8, 2003 Any updates on implenting that cool gras from Khallo (inv44)? Arch. Share this post Link to post Share on other sites
ruff 102 Posted December 8, 2003 works perfect but there a bit of lag but thats understandable due to the extra effects this mod is goin b standard to all my misisons Share this post Link to post Share on other sites
Lupus-WD- 0 Posted December 9, 2003 Found a bug with the new bullet dust spots... when you shoot on those same vehicles that become invisible when seen thru some windshield (lots of them ( ) you dont see the smoke/dust but you see thru the hit vehicle, which look really weird... Hope it's fixable, or you should have to revert to regular bullet hit dust. BTW, i know i had read about this a long time ago but wasnt too clear, why are all those textures/faces/addons disappearing ? why do some do it and some not ? Share this post Link to post Share on other sites
snYpir 0 Posted December 9, 2003 Quote[/b] ]Does this mean my INQ config doesnt support DR ? Jee i might have never noticed this even . plz i want both ..... We don't have the time to merge the two together It would take a few hours I imagine, as there are something like 250 changes in the DR config, and none of the INQ changes are documented. But, if you feel like undertaking the task, the decrypted configs can be downloaded from the ECP development part of the ECP page. Share this post Link to post Share on other sites
Chem 0 Posted December 9, 2003 273 Changes eagh..... I'll see if I can combine the 2 without borking it but I doubt it. The lack of documentation for the INQ stuff is going to cause a headache :\ Share this post Link to post Share on other sites
snYpir 0 Posted December 9, 2003 Probaly better to use INQ as a base, and make DR changes to it (all DR changes are commented). Good luck! Share this post Link to post Share on other sites
benu 1 Posted December 9, 2003 Goldmember seems to do this on a regular basis Maybe you can make a diff from his files for a start and see if that merges successfully? Share this post Link to post Share on other sites
gazmen 0 Posted December 9, 2003 Hi, Snypir & Red The best think to do for me his: 1. To put INQ P3D in the JAM_magazines. 2. Then everybody gets high resolution pack. 3. After you make the @ECP DR version using JAM_magazines but in High-Res. 4. Then download and have fun  Bye Share this post Link to post Share on other sites
kikill 0 Posted December 9, 2003 it may be too early to ask you this, but would you consider the next release of earl&suchey's weapon pack which would come with their marines ? sure we don't have any release date, but i expect it to have much performance and quality than INQ's, Â as it uses PAC format instead of JPEG...(no offence to the great work of INQ)... so, would you mind to wait for the release of earl&suchey&tactician pack, we would all have the time to compare the two packs and then define the best one to go with ECP ? Share this post Link to post Share on other sites
gazmen 0 Posted December 9, 2003 My dream is that BAS put in JAM_magazines the best looking P3D to replace old BIS model... If USMC P3D are better than INQ P3D, it would be interesting to add them in JAM... Is it a difference quality between add-on using JPG or PAC textures ? Share this post Link to post Share on other sites
Architeuthis 9 Posted December 9, 2003 it may be too early to ask you this, but would you consider the next release of earl&suchey's weapon pack which would come with their marines ? sure we don't have any release date, but i expect it to have much performance and quality than INQ's, Â as it uses PAC format instead of JPEG...(no offence to the great work of INQ)...so, would you mind to wait for the release of earl&suchey&tactician pack, we would all have the time to compare the two packs and then define the best one to go with ECP ? Not only the weapons, but also the troops. Would be great if the standerd ofp troops were to be replaced with Suchey's marines. Arch. Share this post Link to post Share on other sites
toadlife 3 Posted December 9, 2003 Is it a difference quality between add-on using JPG or PAC textures ? I think jpeg textures are stored on the video card memory an uncompressed format, whereas video cards are able to store PAC textures compressed. i.e. - jpeg textures can cause lag. I'm no expert on vid cards, or image formats - I heard that from one of the ECP members. Share this post Link to post Share on other sites
gazmen 0 Posted December 9, 2003 it may be too early to ask you this, but would you consider the next release of earl&suchey's weapon pack which would come with their marines ? sure we don't have any release date, but i expect it to have much performance and quality than INQ's,  as it uses PAC format instead of JPEG...(no offence to the great work of INQ)...so, would you mind to wait for the release of earl&suchey&tactician pack, we would all have the time to compare the two packs and then define the best one to go with ECP ? Not only the weapons, but also the troops. Would be great if the standerd ofp troops were to be replaced with Suchey's marines. Arch. Yes but I hope that when ECP will be finalized, the old BIS model & ammo woul be replaced by JAM ammo & Guns, so the best think to do is to add to JAM the USMC.P3D pack, and KEG.P3D guns for Russian army, and lot more (VNGroza, KSVK, M82A1)... Somehone have a link where I can see those USMC High Resolution Weapons  Share this post Link to post Share on other sites
Architeuthis 9 Posted December 9, 2003 it may be too early to ask you this, but would you consider the next release of earl&suchey's weapon pack which would come with their marines ? sure we don't have any release date, but i expect it to have much performance and quality than INQ's, Â as it uses PAC format instead of JPEG...(no offence to the great work of INQ)...so, would you mind to wait for the release of earl&suchey&tactician pack, we would all have the time to compare the two packs and then define the best one to go with ECP ? Not only the weapons, but also the troops. Would be great if the standerd ofp troops were to be replaced with Suchey's marines. Arch. Yes but I hope that when ECP will be finalized, the old BIS model & ammo woul be replaced by JAM ammo & Guns, so the best think to do is to add to JAM the USMC pack, and KEG guns for Russian army, and lot more (VNGroza, KSVK, M82A1)... But why add Kegetys' guns to the pack> Very nice and all, but Earl is also making Russian weapons. So why not use these Arch. P.s. That doesn't mean that Kegetys' guns suck, it's just that using earls guns would fit in better, for the sake of uniformity Share this post Link to post Share on other sites
gazmen 0 Posted December 9, 2003 Ha, I don't know that... Share this post Link to post Share on other sites
Baphomet 0 Posted December 10, 2003 When ECP is finalized I hope that nothing of the sort as far as INQ's weapons, BAS' JAM magazines or anything that will force me to commit to large addons just to use some small additives to my existing ofp game. That would just be outright inconsiderate. Share this post Link to post Share on other sites
RED 0 Posted December 10, 2003 When ECP is finalized I hope that nothing of the sort as far as INQ's weapons, BAS' JAM magazines or anything that will force me to commit to large addons just to use some small additives to my existing ofp game. That would just be outright inconsiderate. You will not need to download any large addon packs, they are, and will always be an optional extra. RED Share this post Link to post Share on other sites
snYpir 0 Posted December 11, 2003 The next release is close. Hopefully we'll have it out by the weekend. The next release will be entirely different from the current release. We know more about how OFP EHs work now, and many scripts have been rewritten. I've included the change logs for effects and blood below for your perusal. These are changes since the last release. This doesn't include: [*]recent updates to the config for new explosion effects [*]smokeshells and explosive grenades can be switched with the space-bar rather than having to reload (config update) [*]recent changes to our fire and explosion scripts [*]the ECP settings dialog. A demo version of this dialog will be in the next release. In future there are many things we aim to improve, as well as new features. Zayfod, our resident sound guru, is working on a 'top secret' (hehe) <something> enhancement project and this is just the start. Igor Drugov has joined the team as a dialog and effects man, and is already doing good work. If for some reason the full release is delayed beyond this weekend, I still intend to do a 'limited' release here on the forum for all u dudes. cheers! Quote[/b] ]ECP Change Log -=- ECP_Effects------------------------------ 0.32 - 11/12/03 (snYpir) * Line of sight for explo sim rewritten   - Now uses vectors instead of trig - reduces lag and increases accuracy * Numerous vector-related functions added   - ECP_vDiff   - ECP_vMag   - ECP_vDir   - ECP_vUnit    - ECP_vVelUnit   - ECP_vMultiply 0.31 - 09/12/03 (snYpir) * AT backblast damage rewritten   - no longer uses nearestobject (will damage multiple units)   - settings updated to include backblast damage range and angle   - added function ECP_inAng   - backblast damage is enabled by default   - units make sound and blood if damaged   - projectile is detected in EH function and passed to backblast script   - obsolete code removed * Settings updated   - JAM launchers added to AT backblast   - INQ grenades added to explosion sim * Added init_monitor.sqs   - Will make ECP_initialised = true when all ECP initialisation is complete * Added mp_handler_sound.sqs   - creates sound on remote computers ('say' is not a global command)   - fire script updated appropriately * Realistic explosive ordinance updated   - 3D line-of-sight now properly implemented (2 LOS checks per unit)   - blood is now created when units are hit (ECP_Blood updated appropriately)   - units make sound if damaged   - much more memory efficent algorithm used when passing variables across the network * Added function ECP_echo   - used to display variables to the screen ([<variable>,<variable>,...] call ECP_echo) * 'ECP_random_weather_first_change_time' added to settings   - this is the amount of time that the first random weather change will take   - beyond this the values in ECP_Island_Settings.sqs will be used * Algorithm for selection of server improved   - faster, still unable to determine correct server if network does not use a dedicated server 0.3 - 06/12/03 (TJ) * Added new Armour Debris models (armr1 - 4.p3d) * Added new Dirt Debris models (Debris1 - 2.p3d) * Added new Brass model for expelled brass (brass.p3d) * Added new model and texture for bullet dust spots (Kickdust.p3d/paa) 0.29 - 01/12/03 (snYpir) * Added realistic explosive ordinance simulation   - replaces existing explosion simulation for grenades   - works on existing units who fire "HandGrenade" or "Grenade"   - defined new example units in config.cpp (demonstrates numerous wpn enhancements also)   - updated fired EH function, init_once.sqs and init.sqs appropriately   - updated settings files   - now grenade launchers won't explode until after they have been flying for a period of time   - timed grenades implemented   - realistic shrapnel implemented (but not using random camcreates, line of sight (LOS) is calculated   * Added explo_sim folder and images folder (for grenade bag image) * Timed grenades turned off in ECP_Settings.sqs   - explosive simulation replicates this now * Moved island detection into \ECP_Effects\island_detection\init.sqs   - updated snow and rand weather scripts to wait until island detection is complete   - added a second check if an island comes up as "Unknown"   - updated 'get matrix' script   - added a 'get building matrix' script (not fully working or tested) * Fixed island matrix for Everon in ECP_Island_Settings.sqs * Finished lighthouse scripts (Red)   - new lighthouse settings in settings files   - updated island settings with lighthouse data   - on and off time not yet implemented   - fog horn not implemented   - removed the IGW addon, created ECP_Spot_Light in ECP_Effects config.cpp. * Added a fix for explosions (Red)   - updated explosions\handle.sqs to work with a few more types of vehicles * HALO now initialises for each unit in init.sqs as a quasi-EH   - no longer have to explicitly define each type of HALO unit   - removed halo\handler.sqs (code in init.sqs serves the same function) * Backblast damage disabled due to bugs in the code * Ensured init.sqs is run on units in vehicles at mission start   - also ensured that the init EH doesn't re-fire during a mission if a unit disembarks 0.28 - 25.11.03 (Zayfod) * Added new variable ECP_max_whiz_sounds--Default = 4 in ECP_setting.sqs   -This now enables end user to stipulate the maximum number of bullet whiz    sounds that will be heard at any one time.   -This also reduces the number of times nearestobject is called and reduces lag in the large    missions * Put back the one in five chance that there will be no fire when vehicle is detroyed is fire.sqs * Split ECP_bullet_whiz_enable into two seperate booleans in ECP_settings. One for men & one for tanks.   -The new two are called: ECP_man_whiz_enable and ECP_tank_whiz_enable * Shifted (? format["%1",player] == "<NULL-object>") check from manfired.sqs to database.sqs   -so this check is now done only the once and not everytime manfired.sqs is executed. * Updated all other relative scripts accordingly.   -init.sqs   -init_once.sqs   -database.sqs   -ECP_settings.sqs   -eh_handler_fired.sqf   -manfired.sqs * New ECP_temp_bullet_whiz_array = [] defined in;   -@ecp\Addons\ECP_Effects\bullet_whiz init.sqs 0.27 - 23/11/03 (snYpir) * Implemented an MP fix for fire - now passes name of glow and smoke objects to clients   - init_once.sqs and eh_handler_killed.sqf also updated appropriately * Implemented new AT trail script (Zayfod) 0.26 - 23/11/03 (snYpir) * Added brand new island detection code * Added island settings file * Reworked snow and weather so it now operates on a per-island basis * Integrated ECP_GetMatrix code for returning island detection matrix * Moved spectate array initialisation to init_once.sqs * Removed execute loop in init.sqs for quasi event handlers (faster) * Removed the global exempt array (not required due to lack of EH inheritance)   - This was causing a huge amount of lag too * Altered ecp_fxmodel.p3d (TJ) * Changes to /fire/fire.sqs to allow for new fire effects (TJ) ECP Change Log -=- ECP_Blood ---------------------------- 1.45 - 11/12/03 * All blood setting variables renamed to ECP_bld_<whatever> * Put back the 'maximum number of objects allowed' variable (ECP_bld_obj_max) * Added a 'blood buffer' which creates blood in a processor-friendly fashion   - Blood is then taken from this store rather than camcreated, reducing lag 1.44 - 08/12/03 * Re-wrote a large proportion of the code in order to be less processor and memory intensive   - blood removal load spread across a number of smaller threads instead of a single large one   - damage from bloodloss done on a per-unit basis   - better memory cleanup once blood is removed * Enable/disable variables now only effect the local computer   - even though a client may have blood particles disabled, other clients will still see it when this client is hit * Fancy blood removal (animated sinking into the ground) can be turned off via 'blood_object_fancy_removal' * Damage from bloodloss turned on by default * Implemented a TitleRsc for when the player is bleeding * blood_particle_damage_proportional and blood_object_maximum totally removed * blood_spawn_particles_front.sqs removed, same function now provided by blood_spawn_particles.sqs * Added seperate variables for speed and angle shift * Updates default values to make the blood fly a little further * Added variables to specify classes exempt from making pain sound, and also the change of pain sound 1.431 - 06/12/03 * Direction can be passed into blood_squirt.sqs as an optional 4th parameter Share this post Link to post Share on other sites
Acecombat 0 Posted December 11, 2003 Sweeeeet Cant wait for it. Share this post Link to post Share on other sites
Chem 0 Posted December 11, 2003 Will there be an integrated INQ and DR config for this version aswell? Copy and Paste is getting on my nerves trying to merge the current 2 configs :| Share this post Link to post Share on other sites
zayfod 1 Posted December 11, 2003 Will there be an integrated INQ and DR config for this version aswell?Copy and Paste is getting on my nerves trying to merge the current 2 configs :| Not unless one of you chaps undertakes the task. We simply have way too much to do atm. And the inclusion of INQ is not simply a config job either. Certain scripts will need to be ammended to accommodate its inclusion. All in good time. Zay ECP Team Share this post Link to post Share on other sites
gazmen 0 Posted December 11, 2003 Hi, Can you please put realistic rates of fires for AK-47 & VZ58 (Single, Auto); AK-74 & AKS74U (Single, FullAuto) on your next release (Of course ammo sould be tweaked to) ? Also you should tweak "aiRateofFireDistance" Example: Class AK47 {     modes[]={"Single","Fullauto"};     Class Single     {         aiRateOfFireDistance=300; // (m) (Try to put the real best shooting distance capabilities)     };     Class Auto     {         aiRateOfFireDistance=100; // (m) (Try to put here a shorter distance [1/2 or 1/3], for the auto mode to be more effective and realistic)     }; }; Class G36a {     modes[]={"Single","Burst","Auto"};     Class Single     {         aiRateOfFireDistance=250; // (m) (Try to put here less than the real best shooting distance capabilities)     };     Class Burst     {         aiRateOfFireDistance=400; // (m) (Try to put the real best shooting distance capabilities)     };     Class Auto     {         aiRateOfFireDistance=150; // (m) (Try to put here a shorter distance [1/2 or 1/3 of single or burst], for the auto mode to be more effective and realistic)     }; }; I think tweak the line "aiRateOfFireDistance" is usefull, to make good IA reaction. Is it true or not ? Please do so, is not difficult just few line to modif in cfgWeapon & cfgAmmo...  I can help if needed. We should ask some real soldier to know the effective range (Single shoot & auto) of each weapons... Share this post Link to post Share on other sites