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EECP - Enhanced ECP

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Installed everything to a folder named @EECP. That gave me an error that said script \@ECP\ecp_settings.sqs missing.

If I rename the folder from @EECP to @ECP, the problem is resolved.

Is the folder naming convention an ECP or an EECP requirement?

That shouldn't be a problem as the paths aren't hard-coded into any script (the path in ecp_init.sqs is defined as "ECP_effects" rather than "\@ECP\ECP_effects") I'll have to take a look at it.

Basically, this is the reason that I gave the instructions to install into the ECP directory in the readme -- there are far fewer factors to take into account that way and it's simpler.

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I just ran the EECP mod, but I seem to have a couple of bugs:

When using the standard M2 MG found in the default 'Armored' menu in the editor it lacks any sound, notably the ECP/DR 'bark'. Equally, none of the M2's on Combat! M113's have any sound.

Additionally, when I use the M2 (Prone) it reports the error:

Script "\CBT_M113a_Scripts\fx\Browning.sqs" not found

and when using a default BIS mounted m60 it reports a similar 'CBT_M113a_Scripts\fx\m60mg.sqs" is missing.

Anybody got any ideas why this is happening? CBT's M113's are fine on the usual ECP mod.

St3wy

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Great! As expected biggrin_o.gif

Will you release a config.ccp version of this too, like you did before?

I was actually planning on cleaning things up a bit before posting the cpp, but in all honesty I probably won't get around to that before the next version.

Here it is for anyone that wants it.

0.5, which will feature the new ECP core, will be signifigantly cleaned up and easier to work with. Related classes will all be grouped and more clearly labeled with comments so that you don't have to hunt around for anything. Until then you'll just have to put up with the "hey, there's a blank space here! I'll just add it there!" version. tounge_o.gif

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I just ran the EECP mod, but I seem to have a couple of bugs:

When using the standard M2 MG found in the default 'Armored' menu in the editor it lacks any sound, notably the ECP/DR 'bark'. Equally, none of the M2's on Combat! M113's have any sound.

Additionally, when I use the M2 (Prone) it reports the error:

  Script "\CBT_M113a_Scripts\fx\Browning.sqs" not found

and when using a default BIS mounted m60 it reports a similar 'CBT_M113a_Scripts\fx\m60mg.sqs" is missing.

Anybody got any ideas why this is happening? CBT's M113's are fine on the usual ECP mod.

St3wy

hey Kur ol buddy

to fix this problem put this under the M2Static class (same for the M2 East)

class EventHandlers{};

the Mg's are classified as an M113 for a base definition.

adding in an undefined or empty eventhandler will fix that script error for the main gun smile_o.gif

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I just ran the EECP mod, but I seem to have a couple of bugs:

When using the standard M2 MG found in the default 'Armored' menu in the editor it lacks any sound, notably the ECP/DR 'bark'. Equally, none of the M2's on Combat! M113's have any sound.

Sounds like you don't have Sigma-6's US tank pack installed. That is where the sound for all M2s is located.

Quote[/b] ]Additionally, when I use the M2 (Prone) it reports the error:

Script "\CBT_M113a_Scripts\fx\Browning.sqs" not found

What is the M2 (Prone)? The only M2 is the one mounted on the tripod. I can't guarantee that everything will work with every third party addon.

Quote[/b] ]and when using a default BIS mounted m60 it reports a similar 'CBT_M113a_Scripts\fx\m60mg.sqs" is missing.

There is no BIS mounted M60. There is a pack of M60s mounted on tripods, though.

This is probably caused because this addon is a child class of the M2, which in turn is the child class of the M113 class, so it is inheriting the M113's eventHandlers. It's caused by this line:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> fired = "(_this select 0) exec format [""\CBT_M113a_Scripts\fx\%1.sqs"", _this select 1]";

I'll fix it in the next version. In the meantime, anybody that wants to fix it themselves can grab the cpp version and add the following to the bottom of the M2StaticMG class (right beneath " transportMaxWeapons=0;"):

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class EventHandlers : ECP_EventHandlers

{

};

That should take care of this problem. Just a careless mistake on my part.

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It may be stupid what I say, but what the hell.

I would preffer to hear "LAST MAG" instead of "ammo low"

and "EMPTY" than "OUT of AMMO".

Also It would be cool to hear "LOADING" when a soldier is reloading his weapon.

Obviously, I watched BHD.

Also, I don't know if it's possible but IT'd be cool to make a soldier that went dry to get a weapon on his own, rather order him to.

Now, U can shoot the idea down.

Actually its SOP for special ops in close quarters combat, usually Recondos, Rangers, and SF units they operat so close to eather the drill to keep from standing in the line of fire while reloading your buddy can cover your ass while your slaping a mag back in. You run out aand shout, out and reloading and kneal down to reload giving your buddy the ability to fire over your head or shoulder at what you were just shooting at. Its not used by standard troops, they operate in a different way and in larger groups and areas.

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Great! As expected biggrin_o.gif

Will you release a config.ccp version of this too, like you did before?

I was actually planning on cleaning things up a bit before posting the cpp, but in all honesty I probably won't get around to that before the next version.

Here it is for anyone that wants it.

0.5, which will feature the new ECP core, will be signifigantly cleaned up and easier to work with. Related classes will all be grouped and more clearly labeled with comments so that you don't have to hunt around for anything. Until then you'll just have to put up with the "hey, there's a blank space here! I'll just add it there!" version. tounge_o.gif

Thx!

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did you ever consider the possibility of changing the officer model to "team leader" for the west, or "ast. squad leader" for the east?

cool work i love all the model changes while still playing with ecp like im used to biggrin_o.gif

did you get the model changed for the russian UAZ? you apparently use the clsa mod vehicles, but the first mission i played after i installed the config was "steal the car" and the uaz was the shitty old one

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I'm testing EECP, playing the classic Ambush SP mission. At some point I pressed ESC and clicked on SAVE. Then a while later, I used the equivalent SAVEGAME cheat. Soon after I hit ESC and tried clicking on LOAD. I got this reported:

Mods: RES;@ECP;@EECPaddons;@BAS;@JAM;@Combat;@HiSky;@NewWorlds

ErrorMessage: Cannot load 'Users\The Avon Lady\Saved\missions\02Infantry.abel\save.fps'. Error 'No entry' at '/GameState/Variables/Item369/data.value'.

Any idea what caused this? rock.gif

Other questions:

I'm running this with the latest version of Llauma's Sky. I notice that sometimes the weather can jump from totally overcast to blue skies. Are there known problems using Llauma's sky and EECP? Does EECP have its own sky? If not, it's should, don't you think so?

Also I'm using FatWombat's Hi Res Islands. Any possibility that these will be incorporated into the EECP?

Also, any replacements for BIS' original UAZ's?

What about Edge's Resistance units?

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I'm testing EECP, playing the classic Ambush SP mission. At some point I pressed ESC and clicked on SAVE. Then a while later, I used the equivalent SAVEGAME cheat. Soon after I hit ESC and tried clicking on LOAD. I got this reported:

Mods: RES;@ECP;@EECPaddons;@BAS;@JAM;@Combat;@HiSky;@NewWorlds

ErrorMessage: Cannot load 'Users\The Avon Lady\Saved\missions\02Infantry.abel\save.fps'. Error 'No entry' at '/GameState/Variables/Item369/data.value'.

Any idea what caused this? rock.gif

Other questions:

I'm running this with the latest version of Llauma's Sky. I notice that sometimes the weather can jump from totally overcast to blue skies. Are there known problems using Llauma's sky and EECP? Does EECP have its own sky? If not, it's should, don't you think so?

Also I'm using FatWombat's Hi Res Islands. Any possibility that these will be incorporated into the EECP?

Also, any replacements for BIS' original UAZ's?

What about Edge's Resistance units?

uh kur hope you dont mind my popin in here to answer this one for ya

ECP, EECP, Y2K3, and any other ECP related mods have a save game error that prevents the user form saving the game. ECP is said to have fixed this problem in thier next version, but that is to be seen

Random Skys: this isnt a sky problem, rather an ECP one. ECP has "random weather" which looked cool with kegetys skys . . with the dramatic stormy skys "approching", but that too is an ECP 'bug' or rather setting.

and the other stuff i cant mention on cuz it pertains to your choice of updated things smile_o.gif .

if you , kur, would rather i not mentioned my comments on such problems in this topic, i can just PM the user in ths future, all the bugs they mentioned ive "been there done that" so i figured id save ya the time and just answer the question for them, and you, but i can understand if u find this 'rude'. so just let me know if ya dont want me to mention anything in the toic smile_o.gif

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What I'd like to see is an ECP-type project that remains true to the 1985 setting, correcting some of the errors in that. For example, instead of the Bizon, Spetznaz would carry either an AS Val (which may have been first used as late as `87, but at least that is better than the 90's-era Bizon) or a VSS Vintorez. A silenced AK-type is another possible choice, but I didn't start seeing anything about silenced AK's until 1998 or so.

The HKG36 would be dumped in exchange for something else and the stopping power on the FN FAL and the HK G3 would be fixed.

Pilots would have only pistols, but helos would have a modest store of rifles, so if the bird survived you'd be able to grab one (while the Apache's Stingers would be possible to dismount and use).

Lastly, the CUCV would be much more common than the Jeep, and the Humvee would be a rare bit of eye-candy.

There are probably some other changes I can't think of at the moment.

Ah yeah, the M16A1 would still be in use by quite a number of units, especially National Guard and Army Reserves, Navy, Air Force, etc.

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did you ever consider the possibility of changing the officer model to "team leader" for the west, or "ast. squad leader" for the east?

I have considered it, but I haven't done it because, if I did, there'd be no officers at all in the game.

Quote[/b] ]did you get the model changed for the russian UAZ? you apparently use the clsa mod vehicles, but the first mission i played after i installed the config was "steal the car" and the uaz was the shitty old one

I'm waiting for RHS' UAZ pack.

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I'm testing EECP, playing the classic Ambush SP mission. At some point I pressed ESC and clicked on SAVE. Then a while later, I used the equivalent SAVEGAME cheat. Soon after I hit ESC and tried clicking on LOAD. I got this reported:

Mods: RES;@ECP;@EECPaddons;@BAS;@JAM;@Combat;@HiSky;@NewWorlds

ErrorMessage: Cannot load 'Users\The Avon Lady\Saved\missions\02Infantry.abel\save.fps'. Error 'No entry' at '/GameState/Variables/Item369/data.value'.

Any idea what caused this? rock.gif

As Pappy said, this is a problem with ECP itself. It's caused by the fact that the savestate doesn't record all variables in use by ECP while playing.

Hopefully this will be worked out in the next release of ECP.

Quote[/b] ]I'm running this with the latest version of Llauma's Sky. I notice that sometimes the weather can jump from totally overcast to blue skies. Are there known problems using Llauma's sky and EECP? Does EECP have its own sky? If not, it's should, don't you think so?

ECP has a random weather script, which can be disabled if you'd like.

The "jump" is caused by llauma's sky. He uses textures of different resolution for clear and overcast skies, so there's a big difference when it goes from sunny to overcast. This will happen with his sky even if the weather changes normally without ECP.

Quote[/b] ]Also I'm using FatWombat's Hi Res Islands. Any possibility that these will be incorporated into the EECP?

Probably not. They're easy enough to install on their own and I'm trying to keep the number of things that people need to download to a minimum.

Quote[/b] ]Also, any replacements for BIS' original UAZ's?

See my last post. tounge_o.gif

Quote[/b] ]What about Edge's Resistance units?

I'm waiting to see what happens with the Resistance Millenium mod before I make any decision about the Resistance units.

Resistance vehicles will be replaced with RHS vehicles in resistance camo as they become available (of course, I'm assuming that they'll be making Resistance versions of everything like they did with the T-55s. tounge_o.gif)

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What I'd like to see is an ECP-type project that remains true to the 1985 setting, correcting some of the errors in that. For example, instead of the Bizon, Spetznaz would carry either an AS Val (which may have been first used as late as `87, but at least that is better than the 90's-era Bizon) or a VSS Vintorez. A silenced AK-type is another possible choice, but I didn't start seeing anything about silenced AK's until 1998 or so.

The HKG36 would be dumped in exchange for something else and the stopping power on the FN FAL and the HK G3 would be fixed.

Pilots would have only pistols, but helos would have a modest store of rifles, so if the bird survived you'd be able to grab one (while the Apache's Stingers would be possible to dismount and use).

Lastly, the CUCV would be much more common than the Jeep, and the Humvee would be a rare bit of eye-candy.

There are probably some other changes I can't think of at the moment.

Ah yeah, the M16A1 would still be in use by quite a number of units, especially National Guard and Army Reserves, Navy, Air Force, etc.

I would be more than happy to do this if there were an adequete number of quality '80s addons. The problem is that you'd only be able to replace 40 - 50% of the BIS units if you wanted to use authentic '80s units since most people haven't focused much on them in lieu of developing modern, Vietnam, or WWII era units instead.

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As Pappy said, this is a problem with ECP itself. It's caused by the fact that the savestate doesn't record all variables in use by ECP while playing.

Hopefully this will be worked out in the next release of ECP.

Then I'll have to shelve EECP until this is resolved. sad_o.gif

I save often, mixing OFP with work at home and at the office. smile_o.gif

Thanks, both of you, for the answers. ;)

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if you , kur, would rather i not mentioned my comments on such problems in this topic, i can just PM the user in ths future, all the bugs they mentioned ive "been there done that" so i figured id save ya the time and just answer the question for them, and you, but i can understand if u find this 'rude'. so just let me know if ya dont want me to mention anything in the toic smile_o.gif

NO! THIS IS MY SPECIAL TOPIC. YOU MUST BE SILENT HERE!

I don't care. It's fine. tounge_o.gif

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Small discrepency:

The original BIS Blackhawk is armed with FFARs. The default BAS UH-60L only has an M60 MG.

Maybe the BAS AH-60L DAP should be the EECP's game default? Better more than less?

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My authorization finaly approved!

(...Uh, thanks mystical forum member with powers and abilities far beyond those of normal people... you know who you are)

Heya, this is an awesome mod!  I have a work around for the save problem btw.  I originaly read this when I was using just the ECP mod.

You CAN use save games just like normal in ECP if you don't modify any of the ECP settings using the in game menu.  Instead go to the ECP directory (or applicable mod folder for EECP) and look for a file called...

ecp_settings.sqs

Modify the settings in there instead, and when you run OpFlash don't touch the in game ECP menu.  As long as you do that your saves wont corrupt.

At least this is the case for me.  I haven't had a single corrupted save since doing this months back.  I've been using both the this mod and the Y2K3 mod for a while now with no corrupted saves as well.

If you have a fast computer set the "ECP_expeff_num_debris = XX" to something nice and high.  When I was just using ECP by itself I had it set to 49, when something exploded it looked the 4'th of July smile_o.gif  With these new mods though I have it set lower to compensate for all the other extra candy.

And one last bit, don't forget to set either Explosion Simulation, or Timed Grenades to true.  Make sure whichever one you don't use is set to false.

Hope this helps!

(BTW I have not found a way to change the Explosion Detail setting as it doesn't appear to be in that file, but it's default setting is high enough IMO)

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Hi Drax (who has helped me out by email, until now). Welcome to the forum! wink_o.gif

Some glitches. I started up EECP and went to replay the Retaliation Campaign's mission "Black Hawk" (07_airport). First of all, the text dialog in English did not show on screen during the first part of the intro, where Guba is addressing the troops.

Next, and I've seen this bug before, when the "Black Hawk" mission's intro cuts over to the Americans preparing to board the Blackhawks, the game comes to an impossibly slow crawl. Looking in file Flashpoint.rpt, I'm getting a lot of entries like this:

===FROZEN====>>>>>>BEG

Version 1.96

Fault address:  0053C108 01:0013B108 C:\Program Files\Games\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE

file:     07_Airport

world:    eden

campaign: retaliationieu

battle:   intro

mission:  07_Airport

Prev. code bytes: FF 8B 18 85 DB 0F 84 19 02 00 00 8B 73 54 85 F6

Fault code bytes: 89 74 24 64 0F 84 0A 02 00 00 8A 86 26 01 00 00

Registers:

EAX:23938B98 EBX:22B38900

ECX:23935900 EDX:0000000B

ESI:17ED4EC0 EDI:00000000

CS:EIP:001B:0053C108

SS:ESP:0023:0012F54C  EBP:00000CB1

DS:0023  ES:0023  FS:0038  GS:0000

Flags:00000206

===FROZEN====>>>>>>END

Now I said I've seen this bug before. That was when I ran the same Retaliation mission using the GMR Explosions mod earlier last week. Obviously, something in both GMR and ECP is bugged and something in this intro is triggering both of them the same way.

Finally, another bug. I pressed ESC to cancel the mission and return back to OFP's main menu. The original Everon anim cutscene (at the US base, with an Abrams and an M60 tank in the foreground) was about to start when all of a sudden, I got the following error window on the screen:

cannot load mission, missing addons: c8x_magazines

I do have file c8xmag.pbo, along with all the other S&E Marpat addon files in one of my mod folders.

When I press ENTER, the anim cutscene appears to continue working as normal.

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Another bug: when playing the original Ground Attack II SP mission, getting message:

missing addon: bas_repairh

Mission's cutscene doesn't play. Get same message in mission but the mission is playable.

Famous old BAS bug? rock.gif

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I made some changes to original config.

Ural -> Zil

Ural repair -> Zil repair

Civil Truck -> Avia

Ural ammo -> Kamaz

mod.jpg

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Drax,that solution don't work for me,even if I don't touch the ecp menu I still get dropped to desktop after loading a savegame with Eecp or Ecp.If I save long after I've begin the mission and then load-bang-to desktop. sad_o.gif

Guess I have to wait the next version of ECP.

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I'm sorry to hear that.  Very odd that it should work for me...  sad_o.gif  

As a general rule though, make any ECP changes using that config file, as making changes in game is garunteed to cause the save game crash.  I can reproduce this 100%.  And go back to non-corrupted saves every time by restarting the same mission and not changeing the ecp settings (as long as I exit back to the main menu then restart the mission from it's beginning).

I get the same exact Ground Assault II error Avon's seeing btw.

And thanks for pointing out that Retaliation Campaign.  D/L'ing now, sounds awesome.  To think I've been playing OpFlash since it came out but never thought to visit it's forum... D'oh!

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Drax,that solution don't work for me,even if I don't touch the ecp menu I still get dropped to desktop after loading a savegame with Eecp or Ecp.If I save long after I've begin the mission and then load-bang-to desktop. sad_o.gif

Guess I have to wait the next version of ECP.

Could be the good old low-mem/resources problem kicking in again, have you tried to use a well defragmented fixed swapfile tweaking it to find a sufficient size ?

just my 0.02 €

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Well,on partition where Ofp is installed I've just defrag it four days ago,I have a lot of free space on it if thats what you reffering to.

I also have 2 dimm with 512 sdram(good ol' sdram smile_o.gif ) so I don't think that's the problem.No problems with crashing at all until I installed ECP and EECP,of course with ECP installed it's crashing only loading a game.

One more thing,the solution Drax gave it works only partially,if I save at the begining of the mission the loading works,but if it's a long mission then it's crashing.

I use lots of add-ons on my missions plus with all the settings in ECP and EECP I guess OFP can't handle that much data in a save file.

Also I forgot to thank Kurayami for all his work,I never enjoyed so much the Ofp campaign with all these great add-ons and ballance tweaks. smile_o.gif

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