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Taconic

EECP - Enhanced ECP

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Hi kurayami !

what about the incoming version of your config ?

please can you speak us about changes...

and thanks

I don't have a full feature list yet (and I haven't even officially made note of all of my changes. tounge_o.gif)

Once it enters beta (soon,) I'll post a list since the features will be pretty static at that point.

Its called 103-MAF M925 (5t Truck) ZIP

AT OP CZ site u have the choice of this or the nato version

if u search for "M925" both come up

your link went to the 103 - MAF zip as per named above

Thats why some missions worked for me and others didnt

The missions that worked didnt have the truck in it

Im not blaming you for this or anything-its a simple error - one gets with all the mods out there.

For some reason there was a different version.

Im glad its sorted as this was probably causing grief for a number of people who like myself had done everything according to instructions and the game then crashed when they tried to load it.

Cheers K

I'll check it out and make note of it. Thanks.

Im missing some sounds when playing this addon.

Specifically, I've notcied:

1. When mines blow up, they dont make a sounds.

2. No sound when driving the URAL

These are just two I noticed in todays mission, any ideas? (I installed the DR sound pack, of course...)

Thanks!!

About all that I can suggest is making sure that DynamicRange.pbo is in @ECP\Addons, and if it is, reinstalling DR to see if that gets it working.

Everything is in order sound-wise for those items in the config.

For the ural:

soundEngine[]={"\DynamicRange\Vehicles\URALengine.wss",0.2,0.700000};

For the mine:

soundHit[]={"\DynamicRange\Explosions\timebomb.wss",100.000008,0.800000};

It should work as long as the DR PBOs are present.

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If you need the config.cpp for the laserguided.pbo you could ask Pappy Boyington for his one, he modified it for his mod.

Good job on the mod biggrin_o.gif

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Got the sounds to work by re-installing, thanks.

I have a new problem now...

Second or third mission, when I picked up the AK74/GP25 grenade launcher, it says:

"cant load (or find) addon c8x_magazines"

I have the c8xmag.pbo and c8x_russ and c8x_usmc addons.

I can play the mission, but the grenande launcher just has one round (no vest...)

Question two (this may have been asked allready...)

Is there anyway to "easily" use the night vision goggles from Pappys Y2K3 in this mod? The E-ECP night goggles are almost unplayable (even though it may be more realistic...)

Thanks!!

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Hi kurayami !

If I understood correctly you are on really good terms with the guys from RHS. In consideration of this I was wondering if you were going to implement their mech. infantry units (which are not yet released:( ) instead of Earl & Suchey`s russ. marines in a future-update once RHS releases them.

Don`t get me wrong, I love those russ. marines but regular russ. army units would be an even better counterpart to Hyks us-army units.

Cheers

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I have a new problem now...

Second or third mission, when I picked up the AK74/GP25 grenade launcher, it says:

"cant load (or find) addon c8x_magazines"

I have the c8xmag.pbo and c8x_russ and c8x_usmc addons.

The only references to the c8xmag.pbo are sounds and the pictures for the AKS-74U. If you can hear the S&E weapon sounds, this isn't the source of the problem, and it's probably one of the many famous general OFP problems. There are actually a number of things that cause this, but I can't fix any of them.

Quote[/b] ]I can play the mission, but the grenande launcher just has one round (no vest...)

The vests are no longer default equipment. Grenadiers spawn with six grenades. You shouldn't have any problem picking up six.

Quote[/b] ]Is there anyway to "easily" use the night vision goggles from Pappys Y2K3 in this mod? The E-ECP night goggles are almost unplayable (even though it may be more realistic...)

The goggles that I use are the default BIS ones.

The night vision goggles in the Y2K3 mod are actually INQ's. You can grab them off of INQ's site (I don't have the link handy and wasn't able to find it in a Google search, but maybe somebody can post it) and manually install them by unPBOing data and data3d, inserting his files, and rePBOing them. There are instructions in the zip.

I think there's also a version of the llauma sky pack that includes them... They'd be automatically installed with that.

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If I understood correctly you are on really good terms with the guys from RHS. In consideration of this I was wondering if you were going to implement their mech. infantry units (which are not yet released:( ) instead of Earl & Suchey`s russ. marines in a future-update once RHS releases them.

Don`t get me wrong, I love those russ. marines but regular russ. army units would be an even better counterpart to Hyks us-army units.

Cheers

It's something that I'm definetely considering, but haven't really made a final choice about yet since I haven't actually played with them. tounge_o.gif

I am definetely planning on using the RHS weapon pack, though. When that comes out, all of the Russian weapons should be replaced. The PK especially is begging for a replacement.

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The night vision goggles in the Y2K3 mod are actually INQ's. You can grab them off of INQ's site (I don't have the link handy and wasn't able to find it in a Google search, but maybe somebody can post it) and manually install them by unPBOing data and data3d, inserting his files, and rePBOing them. There are instructions in the zip.

I think there's also a version of the llauma sky pack that includes them... They'd be automatically installed with that.

You can find Inq's site @ http://ofp.gamezone.cz/_hosted/inquisitor/ and llauma's skypack/water/moon/stars and nvgoggles replacingpack can be found here at the forum.

Regarding the Marine Assualt pack error I don't know if this would help but are you running the ECP modified version of the pack? Im running it instead of the standard pack and everything works for me. Anyway you can download it here. Don't know if it solves your problem thou skypine27 but it's worth a try.

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You can find Inq's site @ http://ofp.gamezone.cz/_hosted/inquisitor/ and llauma's skypack/water/moon/stars and nvgoggles replacingpack can be found here at the forum.

Oh. Well, that was incredibly obvious. ofp.info. The one place I didn't think to check. I should bookmark that this time. tounge_o.gif

Quote[/b] ]Regarding the Marine Assualt pack error I don't know if this would help but are you running the ECP modified version of the pack? Im running it instead of the standard pack and everything works for me. Anyway you can download it here. Don't know if it solves your problem thou skypine27 but it's worth a try.

As far as I know, the only changes to the ECP modified version of the MAP are to ensure that S&E's eventhandlers play nicely with ECP's. Those changes wouldn't effect anything within my config, so that shouldn't be the problem...

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Oh, and a heads-up for everyone:

0.4.1 officially entered testing this morning. If all goes well, expect a release early next week. This will probably be the last meaningful update until the next release of ECP, which is due out fairly soon.

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Kurayami,

The T-55 pack has a corruption. I downloaded from the link you listed. Is there a non-corrupt version available?

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You can download the working version from the RHS site I believe

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Kurayami will u PLEASE just make an installer, due to the large amount of addons, and the amount of ctd's i get when i use your mod, i'm always uninstalling and reinstalling FLASHPOINT, and it's a pain the ass....please just make an installer

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Kurayami,

Just wanted to tell you that I had a LAN party at my brother's place, he has toyed around very little with OFP ever since it came out, prefers Delta force type stuff.. Until I showed him your mod.  I had 3 guys watching for about half an hour, while I was throwing up encounters in the editor.  And all they would say is 'whoa, the guns look/sound awesome', 'Holy *hit! look at that tank move!', and (with tension, cause I was sneaking past a patrol, something they never do in run-and-gun games) 'careful'. Totally drawn in... They then gave up their old FPS ways and played hysterically for about 3 hours, a game they allowed dust to settle on...  No fairy-tale, just what new life your (and all the mod makers) effort has breathed into the game.  Thought you'd like to know.

Cheers!  biggrin_o.gif

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Kurayami will u PLEASE just make an installer, due to the large amount of addons, and the amount of ctd's i get when i use your mod, i'm always uninstalling and reinstalling FLASHPOINT, and it's a pain the ass....please just make an installer

You shouldn't have to uninstall or reinstall OFP at all. Just install all of the addons to a common addon directory.

At some point I may make an installer that installs all of the core componets, but I don't have plans to do one for the addons. Again, that would require getting permission from all parties involved (some of which I haven't been able to contact about other things,) getting a host that can manage such a large file, it would be a pain to keep updating and downloading, would require people to redownload things that they already have, etc., etc. My upstream connection is also very unstable. It would cripple my connection for a day or two every time that I updated it.

0.4.1 will have multiple download locations for everything and a table listing CRC values for everything. This should eliminate the problem of not being able to find something or having problems because of a corrupt download.

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Updates K?

Very soon. tounge_o.gif

Several bugs have been found by the testers already, so I need to finish fixing them and get a corrected version of the config back to the testers. I was hoping to get the fix out last night, but that didn't happen, so I'm aiming to get it out tonight now. Once that's done, it'll only be another day or two before a public release.

Kurayami,

Just wanted to tell you that I had a LAN party at my brother's place, he has toyed around very little with OFP ever since it came out, prefers Delta force type stuff.. Until I showed him your mod. I had 3 guys watching for about half an hour, while I was throwing up encounters in the editor. And all they would say is 'whoa, the guns look/sound awesome', 'Holy *hit! look at that tank move!', and (with tension, cause I was sneaking past a patrol, something they never do in run-and-gun games) 'careful'. Totally drawn in... They then gave up their old FPS ways and played hysterically for about 3 hours, a game they allowed dust to settle on... No fairy-tale, just what new life your (and all the mod makers) effort has breathed into the game. Thought you'd like to know.

Cheers! biggrin_o.gif

Well, things like that are nice to hear. tounge_o.gif

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Do you include your new 5t Trucks in this new Version ?

I'd like to, but I still haven't gotten permission. I'm going to give it a few more days and then ask Marfy and Jonno again.

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Hello,

i didn't read all threads  sad_o.gif

but i want to ask about some experincies with EECP on public server running some maps f.e. Battlefield or Riverbattle ...

( i always crash to desk with a .p3d file error) :\

greetz

P.S. Hawkeye 1985: plz give me sign that u are alive ...

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my config. i edited the ECP-DR version to use all the mentioned addons. but i posted the problem here becuz i need a config specialist to help me solve this issue

I see. Well, I PMed you about it. I don't know if I'll be much help, though.

is problem solved? i have this bug too

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but i want to ask about some experincies with EECP on public server running some maps f.e. Battlefield or Riverbattle ...

( i always crash to desk with a .p3d file error) :\

What p3d?

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is problem solved? i have this bug too

You absolutely must compile any config with cpp2bin that based on ECP in order to avoid that behavior. It's a problem that stems from the way that ECP defines a several things. It can be fixed, but I have absolutely no idea what effect the fix will have on the rest of the config, and it doesn't really seem to be like a prudent thing to spend time messing around with since everything works fine when compiled.

Offhand (it's been a while since I've played around with it,) it's caused by the way that ManPos (from CfgMoves.hpp) and CfgManActions are defined.

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but i want to ask about some experincies with EECP on public server running some maps f.e. Battlefield or Riverbattle ...

( i always crash to desk with a .p3d file error) :\

What p3d?

must have look, but i think its the russian AA launcher.

details will follow ...

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