Spy17 1 Posted January 3, 2005 Thanks for helping! Hope you get it fixed! Share this post Link to post Share on other sites
muju 0 Posted January 3, 2005 Quote[/b] ]No entry 'config.bin/ cfgVehicles/ural.simulation' I also get this ural.simulation error message every time i launch EECP... Additionally i get this two error messages every time when closing mission editor... back to "Main Menu". * No entry 'config.bin/ cfgVehicles.skodablue' (Everon island) * No entry 'config.bin/ cfgVehicles/ural.mapsize' (Desert island) All needed addons correctly installed and obsolete addons removed... i think. Share this post Link to post Share on other sites
Maj_Death 0 Posted January 3, 2005 I have the no ural bug as well. Here are the exact error messages I get when starting the first mission of the Resistance campaign: No entry 'config.bin/CfgVehicles/ural.vehicleClass'. No entry 'config.bin/CfgVehicles.Tractor'. No entry 'config.bin/CfgVehicles.SkodaBlue'. OFP:R then crashes to desktop. I also get the following error message on starting OFP:R when it loads the background mission for the main menu: No entry 'config.bin/CfgVehicles/ural.simulation'. I get more messages about the missing ural when opening the mission builder and working in it. I do not have the full version of CSLA2, instead I have the shortened version that is linked in the readme for this mod. I guess that could be the source of the problem but it is just a guess. Share this post Link to post Share on other sites
pandalefou 0 Posted January 3, 2005 HELP!!!!!!!!!!!!!!!!!! I get a error message when i try to start the ECP mod "Cannot create 3D device: Adapter 0 (Radeon X800XT) Fullscreen Resolution 1024x768, format X8R8G8B8/D24S8, refresh 75 Hz. Error D3DERR_OUTOFVIDEOMEMORY" I got this message when i tried to start the WGL mod too. Please help me I really want to try this mod.PC Specs: P4 3.2 Ghz 1024 mb ram Radeon X800XT Make a shortcut with option -nomap. That should fix it. it worked for me too next time see the TROUBLESHOOTING/TROUBLESHOOTING FAQ it's in Share this post Link to post Share on other sites
Taconic 0 Posted January 3, 2005 @muju and Maj_Death I'm working on fixes for those problems as we speak. *edit: Just to keep everybody updated, these are the bugs that I am currently aware of: Sa-58 optics Status: Fixed MP5, AN/PEQ-1, and M24 not listed as requirements: Status: Working on a solution that won't require bas_weap.pbo Missing simulation/addon errors pertaining to Skoda* and Ural Status: Fix in progress Share this post Link to post Share on other sites
Thunderbird 0 Posted January 3, 2005 he man , I found a solution for you instead of leaving M24 of BAS which uses much memory, you can use only M24 made by KABAL thus the pack of BAS of the RANGERS will not have any more any utility and could be removes here's the link to get it M24 and here's the new class , you need just replace yours by this one Quote[/b] ] class M21:SniperRiffle { displayName="$STR_DN_EECP_M21"; displayNameMagazine="$STR_MN_EECP_M21"; shortNameMagazine="$STR_SN_EECP_M21"; scopeWeapon=2; scopeMagazine=2; model="\M24\m24grass.p3d"; modelOptics="\M24\optik\optika_m24.p3d"; optics=1; opticsZoomMin=0.07; opticsZoomMax=0.07; initspeed=950; maxLeadSpeed=50; drySound[]={"\M24\sound\dry.wav",db0,1}; reloadMagazineSound[] = {"\M24\sound\reload_m24.wav",db0,1}; magazines[]={"M21"}; ammo="BulletSniperW"; count=5; modes[]={"Single"}; class Single { ammo="BulletSniperW"; multiplier=1; burst=1; displayName="$STR_DN_EECP_M21"; soundContinuous=0; sound[]={"\M24\sound\shot_m24.wav",db0,1}; ffCount=1; dispersion=0.00003; reloadTime=1.1; autofire=0; aiRateOfFire=5.0; aiRateOfFireDistance=500; UseAction=0; useActionTitle=""; recoil="sniperSingle"; }; }; Share this post Link to post Share on other sites
sanctuary 19 Posted January 3, 2005 Missing simulation/addon errors pertaining to Skoda* and UralStatus: Fix in progress It could be interesting for people making their own modification if you can explain, when you will find it of course, why these missing messages are appearing. Fortunately, on my own smaller scale private config replacements i never ran into these kind of error messages but by knowing what can cause them, if i run some day into those problems you would help me to not lose the few hairs that are left in the top of my head while trying to find desesperately a solution. Share this post Link to post Share on other sites
Thunderbird 0 Posted January 3, 2005 you are under development of the cpp, it is the best moment to propose to you to replace BIS resistance units by those of edge, if that appears annoying to you, it is not a problem because I 've made the replacement to be carried out Quote[/b] ] class SoldierGB:Soldier { additionalSound[]={"\DynamicRange\People\soldiermoving.wss",0.000003,0}; vehicleClass="Men"; scope=2; model="\edg_res\reso\edg_reso"; hiddenSelections[]={"medic"}; moves="CfgMovesMC"; displayName="$STR_DN_SOLDIER"; side=2; cost=10000; accuracy=0.7; weapons[]={"AK47CZ","Throw","Put"}; magazines[]={"Savz58Mag","Savz58Mag","Savz58Mag","Savz58Mag",& amp; amp; quot;HandGrenade","HandGrenade","HandGrenade","HandGrenade&a mp;a mp;q uot;,"HandGrenade","HandGrenade"}; wounds[]={"\edg_res\reso\00003mc_vojakg2.paa","\edg_res\reso\00008mc_vojakg2.paa", "\edg_res\reso\00000mc_vojakg2.paa","\edg_res\reso\00009mc_vojakg2.paa", "\edg_res\reso\g_hrud_p.pac","\edg_res\reso\g_hrud_p_d.pac", "\edg_res\reso\g_nohy_p.pac","\edg_res\reso\g_nohy_p_d.pac", "\edg_res\reso\g_nohy_z.pac","\edg_res\reso\g_nohy_z_d.pac", "\edg_res\reso\g_zada_z.pac","\edg_res\reso\g_zada_z_d.pac", "\edg_res\reso\xicht_a.paa","\edg_res\reso\xicht_a_zranen.pac"}; }; class SoldierGMedic:SoldierGB { accuracy=1000; picture="\misc\medik.paa"; model="\edg_res\resh\edg_resh"; cost=60000; displayName="$STR_DN_MEDIC"; weaponSlots="1 + 4 * 256 + 4096 + 2 + 4* 32"; additionalSound[]={"\DynamicRange\People\soldiermoving.wss",0.000003,0}; attendant=1; weapons[]={"AK47CZ","Throw","Put"}; magazines[]={"Savz58Mag","Savz58Mag","Savz58Mag","Savz58Mag"}; nameSound="medic"; hiddenSelections[]={}; wounds[]={"\edg_res\resh\00003mc_vojakg2.paa","\edg_res\resh\00008mc_vojakg2.paa", "\edg_res\resh\00000mc_vojakg2.paa","\edg_res\resh\00009mc_vojakg2.paa", "\edg_res\resh\g_hrud_p.pac","\edg_res\resh\g_hrud_p_d.pac", "\edg_res\resh\g_nohy_p.pac","\edg_res\resh\g_nohy_p_d.pac", "\edg_res\resh\g_nohy_z.pac","\edg_res\resh\g_nohy_z_d.pac", "\edg_res\resh\g_zada_z.pac","\edg_res\resh\g_zada_z_d.pac", "\edg_res\resh\xicht_a.paa","\edg_res\resh\xicht_a_zranen.pac"}; }; class SoldierGCrew:SoldierGB { additionalSound[]={"\DynamicRange\People\soldiermoving.wss",0.000003,0}; nameSound="crew"; accuracy=1000; model="MC crewg.p3d"; weapons[]={"AK47CZ","NVGoggles","Throw","Put"}; displayName="$STR_DN_CREW"; }; class SoldierGPilot:SoldierGB { additionalSound[]={"\DynamicRange\People\soldiermoving.wss",0.000003,0}; nameSound="pilot"; accuracy=1000; model="\edg_res\resn\edg_resn"; weapons[]={"CZ75","NVGoggles","Throw","Put"}; magazines[]={"CZ75Mag","CZ75Mag","CZ75Mag","CZ75Mag","Smo keShell","SmokeShellRed","SmokeShellGreen"}; displayName="$STR_DN_PILOT"; }; class SoldierGG:SoldierGB { additionalSound[]={"\DynamicRange\People\soldiermoving.wss",0.000003,0}; displayName="$STR_DN_GRENADIER"; model="\edg_res\reso\edg_reso"; cost=15000; accuracy=1000; weapons[]={"AK47GrenadeLauncher","Throw","Put"}; magazines[]={"AK47","AK47","AK47","AK47","GrenadeLauncher ","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher" ,"GrenadeLauncher","GrenadeLauncher"}; }; class SoldierGNOG:SoldierGB { scope=1; }; class SoldierG:SoldierGG { scope=1; }; class SoldierGMG:SoldierGB { additionalSound[]={"\DynamicRange\People\mgsoldiermoving.wss",0.000003,0}; nameSound="machineGunner"; displayName="$STR_DN_MGUNNER"; cost=15000; model="\edg_res\ress\edg_ress"; accuracy=1.5; weapons[]={"PK","Throw","Put"}; magazines[]={"PK","PK","PK","PK","PK"}; threat[]={1,0.1,0.8}; }; class SoldierGLAW:SoldierGB { additionalSound[]={"\DynamicRange\People\mslsoldiermoving.wss",0.000003,0}; nameSound="missileSoldier"; displayName="$STR_DN_LAW_SOLDIER"; model="\edg_res\reso\edg_reso"; cost=30000; accuracy=1.5; weapons[]={"AK47CZ","RPGLauncher","Throw","Put"}; magazines[]={"Savz58Mag","Savz58Mag","Savz58Mag","Savz58Mag",& amp; amp; quot;RPGLauncher","RPGLauncher","RPGLauncher"}; nightVision=1; threat[]={1,0.9,0.1}; }; class SoldierGAT:SoldierGLAW { additionalSound[]={"\DynamicRange\People\mslsoldiermoving.wss",0.000003,0}; nameSound="missileSoldier"; displayName="$STR_DN_AT4_SOLDIER"; model="\edg_res\reso\edg_reso"; cost=30000; accuracy=1.5; weapons[]={"AK47CZ","AT4Launcher","Throw","Put"}; magazines[]={"Savz58Mag","Savz58Mag","Savz58Mag","Savz58Mag",& amp; amp; quot;AT4Launcher"}; nightVision=1; threat[]={1,0.9,0.1}; }; class SoldierGAA:SoldierGLAW { additionalSound[]={"\DynamicRange\People\mslsoldiermoving.wss",0.000003,0}; displayName="$STR_DN_AA_SOLDIER"; nameSound="missileSoldier"; accuracy=1.5; weapons[]={"AK47CZ","9K32Launcher","Throw","Put"}; magazines[]={"Savz58Mag","Savz58Mag","Savz58Mag","Savz58Mag",& amp; amp; quot;9K32Launcher"}; threat[]={1,0.5,0.9}; }; class OfficerG:SoldierGB { nameSound="officer"; scope=2; model="\edg_res\resh\edg_resh"; picture="\misc\frcky.paa"; displayName="$STR_DN_OFFICER"; accuracy=2.0; cost=500000; nightVision=1; weapons[]={"AK47","Binocular","Throw","Put"}; magazines[]={"AK47","AK47","AK47","AK47","HandGrenade& ; ;quo t;,"HandGrenade","HandGrenade","HandGrenade","SmokeShel l","SmokeShell"}; wounds[]={"\edg_res\resh\00003mc_vojakg2.paa","\edg_res\resh\00008mc_vojakg2.paa", "\edg_res\resh\00000mc_vojakg2.paa","\edg_res\resh\00009mc_vojakg2.paa", "\edg_res\resh\g_hrud_p.pac","\edg_res\resh\g_hrud_p_d.pac", "\edg_res\resh\g_nohy_p.pac","\edg_res\resh\g_nohy_p_d.pac", "\edg_res\resh\g_nohy_z.pac","\edg_res\resh\g_nohy_z_d.pac", "\edg_res\resh\g_zada_z.pac","\edg_res\resh\g_zada_z_d.pac", "\edg_res\resh\xicht_a.paa","\edg_res\resh\xicht_a_zranen.pac"}; additionalSound[]={"\DynamicRange\People\soldiermoving.wss",0.000003,0}; }; class OfficerGNight:SoldierGB { nameSound="officer"; scope=2; model="\edg_res\resn\edg_resn"; picture="\misc\frcky.paa"; displayName="$STR_DN_OFFICERNIGHT"; accuracy=2.0; cost=500000; nightVision=1; weapons[]={"AK47GrenadeLauncher","Binocular","NVGoggles","Throw&a mp;a mp;q uot;,"Put"}; magazines[]={"AK47","AK47","AK47","AK47","HandGrenade& ; ;quo t;,"HandGrenade","HandGrenade","Flare","Flare",&am p;am p;qu ot;Flare"}; wounds[]={"\edg_res\resn\00003mc_vojakg2.paa","\edg_res\resn\00008mc_vojakg2.paa", "\edg_res\resn\00000mc_vojakg2.paa","\edg_res\resn\00009mc_vojakg2.paa", "\edg_res\resn\g_hrud_p.pac","\edg_res\resn\g_hrud_p_d.pac", "\edg_res\resn\g_nohy_p.pac","\edg_res\resn\g_nohy_p_d.pac", "\edg_res\resn\g_nohy_z.pac","\edg_res\resn\g_nohy_z_d.pac", "\edg_res\resn\g_zada_z.pac","\edg_res\resn\g_zada_z_d.pac", "\edg_res\resn\xicht_a.paa","\edg_res\resn\xicht_a_zranen.pac"}; additionalSound[]={"\DynamicRange\People\soldiermoving.wss",0.000003,0}; }; class OfficerGHG:OfficerG { displayName="$STR_DN_OUT_OFFICERG"; weapons[]={"AK47","Binocular","Throw","Put","cz75" }; magazines[]={"AK47","AK47","AK47","AK47","cz75mag",& amp; amp; quot;cz75mag","cz75mag","cz75mag","HandGrenade","H andGrenade","HandGrenade","HandGrenade","SmokeShell",&a mp;a mp;q uot;SmokeShell"}; }; you need The retextured guerilla pack done by edge Share this post Link to post Share on other sites
Taconic 0 Posted January 3, 2005 he man , I found a solution for you instead of leaving M24 of BAS which uses much memory, you can use only M24 made by KABAL thus the pack of BAS of the RANGERS will not have any more any utility and could be removes Yeah, I don't want to force people to DL the whole Delta/Ranger pack for a few weapons (then again, I'm sure that 90% of OFP players already have it...) I've asked Deadmeat for permission to include those models in EECP_RSC.pbo so that there will be no need for additional downloads. I'm pretty sure that I'll get it since BAS has been pretty forthcoming with me in the past, but if I don't, I can work out another solution (possibly making use of that M24. I can also take the MP5 from JAM. The AN/PEQ-1 will have to be axed, though.) It could be interesting for people making their own modification if you can explain, when you will find it of course, why these missing messages are appearing. Basically, I made a very, very stupid mistake. I split CfgVehicles into several parts during development for various reasons. It would seem that somehow I missed a couple of classes when I merged the parts together for the final config (the truck base, the Skoda classes, and the tractor.) It's possible that I missed more, so I'm going to revert to the default ECP 1.071 CfgVehicles and start anew for the patch. you are under development of the cpp, it is the best moment to proposeto you to replace BIS resistance units by those of edge I think Edge's units are nice, but I don't think that they really fit with the whole established FIA theme, which is why I haven't used them. That camo pattern has come to be representitive of FIA (it's on a ton of addons,) so it doesn't feel right to do away with it. I just think that they're better suited for a generic European guerilla force than for the FIA we've all come to know from Resistance. Share this post Link to post Share on other sites
rats404 0 Posted January 4, 2005 Just wanted to say thanks so much for the dedication and hard work that has gone into this so far. What a terrific community we have with OFP. Don't worry about the few bugs that have just appeared. MS has been selling software with bugs a plenty for years, even with with huge test teams, and it hasn't done them any harm ;-) Keep up the great work, it's really appreciated. Share this post Link to post Share on other sites
Taconic 0 Posted January 4, 2005 Just wanted to say thanks so much for the dedication and hard work that has gone into this so far. What a terrific community we have with OFP.Don't worry about the few bugs that have just appeared. MS has been selling software with bugs a plenty for years, even with with huge test teams, and it hasn't done them any harm ;-) Keep up the great work, it's really appreciated. Thanks for the kind words. Stuff like that is always nice to hear. Some good news: I just spent the past couple of hours reconstructing CfgVehicles. I'm done, and everything appears to be in order. All "no config entry" errors should be resolved by this. While tedious, it did give me a chance to fix several small things that I have been forgetting to do for a while, so maybe it was for the best after all. I'm still baffled as to how I never once saw an error message throughout testing and development. The Sa-58 optics are fixed. Deadmeat has given me permission to borrow the BAS models in question, so they will be incorporated into EECP_RSC. Nothing additional will need to be downloaded. If all goes according to plan, I will have the patch ready by tomorrow. Share this post Link to post Share on other sites
sanctuary 19 Posted January 4, 2005 Thank you for the precision, i will then try to avoid to divide an united category of class defintion in the config.cpp when i "tweak'" some of mines. Good to hear that you solved your problem, and that BAS accepted to give permission, to make your work easier. Share this post Link to post Share on other sites
Taconic 0 Posted January 4, 2005 Thank you for the precision, i will then try to avoid to divide an united category of class defintion in the config.cpp when i "tweak'" some of mines. Well, the dividing is not what's bad. It can actually be helpful to split up certain things when you're experimenting, especially given the size of something like CfgVehicles (10,197 lines in EECP.) The thing that you should avoid is forgotting to put it all back together when you're done. Share this post Link to post Share on other sites
Kin Hil 0 Posted January 4, 2005 Whens the patch going to be released? And can you give some idiot proof installation instructions... and maybe working links to the required addons. Share this post Link to post Share on other sites
One 0 Posted January 4, 2005 looks excellent! is there anyone out there with/ or willing to make a complete package for this mod (mod + all addon downloads)? that would be sweet Share this post Link to post Share on other sites
Kin Hil 0 Posted January 4, 2005 I can't get it to work. It says it can't find FlashpointBeta.exe. I have version 1.96...what gives? Share this post Link to post Share on other sites
Placebo 29 Posted January 4, 2005 Error D3DERR_OUTOFVIDEOMEMORY" I got this message when i tried to start the WGL mod too. Please search before posting, that is a question asked and answered numerous times over past months in the troubleshooting forum. This might be my worst release ever. I cannot believe that I overlooked a problem as big as the one that is causing this... Don't be so hard on yourself, you do great work in the community and I'm sure everyone who uses your mod greatly appreciate it, and they also accept and understand that occasionally accidents do happen Share this post Link to post Share on other sites
Placebo 29 Posted January 4, 2005 I can't get it to work. It says it can't find FlashpointBeta.exe.I have version 1.96...what gives? The shortcut is looking in the wrong place, nothing more or less complicated than that Right click it, select properties, and fix the shortcut to be looking in the right place, also add -nomap if you haven't already as in the pic below..... Share this post Link to post Share on other sites
QBA69 1 Posted January 4, 2005 I can't get it to work. It says it can't find FlashpointBeta.exe.I have version 1.96...what gives? You need just to replace the "FlashpointBeta.exe" with "FLASHPOINTRESISTANCE.EXE" and you're good to go ;) So your new command/target line in the desktop shortcut should look something like this: C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.exe" -nosplash -mod=@ECP And if you have some Radeon video adapter it's a good idea to add also "-nomap" switch to this line so you get something like this: C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.exe" -nosplash -nomap -mod=@ECP It works for me (I got radeon 9800pro) so it should work for anybody ;) And one more thing - this is for a default OFP istallation directory and ECP mod - if you installed them to somewhere else please change the path to it. Hope it'll help you. voodzia Share this post Link to post Share on other sites
Taconic 0 Posted January 4, 2005 Don't be so hard on yourself, you do great work in the community and I'm sure everyone who uses your mod greatly appreciate it, and they also accept and understand that occasionally accidents do happen Well, it's just that I've gone this long without having a major bug in a release version... and now something so major and obvious has somehow slipped through the cracks. It's annoying. In any event, the patch was finished last night and sent out to various people for testing. So far it seems like everything is working correctly. Providing that no other big problems are uncovered today, I plan to send it to ofp.info this evening (I go by EST, so ~10 hours or so from this post.) Share this post Link to post Share on other sites
Kin Hil 0 Posted January 4, 2005 Thanks Guys, I followed your advice and it worked. I also must say, this is a wonderful project! I've always looked at flashpoint as "That game with the old 80's units." Now its modern and works great. Anyone know where I can get a Chechnya or Iraq map to play this with. Everon, Malden, and Nogova just don't fit now... and Tonal looks too much like Somalia. Share this post Link to post Share on other sites
Thunderbird 0 Posted January 4, 2005 check your pm box kurayami Share this post Link to post Share on other sites
Scrub 0 Posted January 4, 2005 Quote[/b] ]Kurayami Posted on Jan. 04 2005,10:20-------------------------------------------------------------------------------- Well, it's just that I've gone this long without having a major bug in a release version... and now something so major and obvious has somehow slipped through the cracks. It's annoying. -Ford, General Motors, and Honda all have recalled hundreds of thousands of vehicles for design/spec errors. -$25 million exploration spacecraft hurtles into the abyss because an engineer doing the flight profile forgets to convert from metric to imperial units. -The Space Shuttle explodes because of an oversight into 'O' rings. -The Space Shuttle is destroyed on re-entry because of a faulty judgement on the damaging effects of foam insulation -yadda yadda..... All these projects had TEAMS of experienced people and checkers and critical design reviews.. Â And NONE of them were as enjoyable as your config. Â Â We know you can fix the problems, and we know it will be worth the wait. Â So, 'No Worries, Mate' Share this post Link to post Share on other sites
Taconic 0 Posted January 4, 2005 Forgot to answer this before: is there anyone out there with/ or willing to make a complete package for this mod (mod + all addon downloads)? that would be sweet This is something that I intend to look into in the future. Basically, I'd like to wait until CBT, RHS, et al, stop updating current units before seriously making a move in this direction. I would also require permission from everybody involved, which may be difficult to obtain. Share this post Link to post Share on other sites
Taconic 0 Posted January 4, 2005 Anyone know where I can get a Chechnya or Iraq map to play this with. Everon, Malden, and Nogova just don't fit now... and Tonal looks too much like Somalia. Chechyn island It isn't finished, but it's one of my all time favorite islands. Just stick to the south part. -Ford, General Motors, and Honda all have recalled hundreds of thousands of vehicles for design/spec errors.-$25 million exploration spacecraft hurtles into the abyss because an engineer doing the flight profile forgets to convert from metric to imperial units. -The Space Shuttle explodes because of an oversight into 'O' rings. -The Space Shuttle is destroyed on re-entry because of a faulty judgement on the damaging effects of foam insulation -yadda yadda..... All these projects had TEAMS of experienced people and checkers and critical design reviews.. And NONE of them were as enjoyable as your config. We know you can fix the problems, and we know it will be worth the wait. So, 'No Worries, Mate' I suppose that offers some perspective. Share this post Link to post Share on other sites