the_shadow 0 Posted July 19, 2004 i was thinking... maybe i should remove all addons in my y2k3 folder and reinstall them but that would take all day since i have to redownload all addons again it would be so much easier if it only where 3 or 4 BIG addonpacks containing all addons needed.... Share this post Link to post Share on other sites
Drax 0 Posted July 19, 2004 I think the final Y2K3 version is just going to be 1 or 2 massive files with everything inclusive. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted July 19, 2004 like i said if the error message doesnt crash your game it dont count theres always been/always gonna be minor bugs like that. from start to finish there will always be bugs like that in EVERY mod. . no mod is immune from it. sometimes we just gotta learn to deal with em Share this post Link to post Share on other sites
Pappy Boyington 0 Posted July 19, 2004 I think the final Y2K3 version is just going to be 1 or 2 massive files with everything inclusive. 3 installer files 1) BAS Installer, Everything BAS_xxx 2) Y2K3 Installer, Everything Y2K3 Needs 3) Extra File Installer, installs the ecp scripts into an @ecp folder BAS Installer is done, Extra File Installer is done, all i need is the last pistol sight and the new humvees and ill prepare the Y2K3 installer for testing Share this post Link to post Share on other sites
Drax 0 Posted July 19, 2004 ...and then it's free beer for everyone! (where applicable) BTW One small request. For the Black Op (Special Forces) I use the DeltaGorro model vrs your setting which is DeltaSoldier. It puts a black mask over their face. I don't know if you use DeltaSoldier out of preference, but if not then give it a look. It's an easy swap for me if you don't dig it, so again... no biggie. Share this post Link to post Share on other sites
the_shadow 0 Posted July 19, 2004 great, then i can remove everything in the y2k3 folder and reinstall it that would solve the problem i hope... Share this post Link to post Share on other sites
xy20032004 0 Posted July 19, 2004 The CBT_brad_v1.3 is out. Fixed some bugs.Do we simply download it and replace the old one or we also need the new config.bin? Share this post Link to post Share on other sites
ypsilon 0 Posted July 19, 2004 Found a small bug, then shooting with the Skorpion I get the following error message: no entry `OFPY2K3NxB.bin/CFG Recoils.Skorpion.Single or Skorpion.Full No probs with the CZ75 or the Beretta though. Greets Share this post Link to post Share on other sites
Pappy Boyington 0 Posted July 19, 2004 The CBT_brad_v1.3 is out. Fixed some bugs.Do we simply download it and replace the old one or we also need the new config.bin? you install the new bradly 1.3 then download Beta PAck 2 from the site (Y2K3 site) and install the M2A2 pbo with the uipdates @ scorpion problem. . ill look into it Share this post Link to post Share on other sites
BAM 0 Posted July 19, 2004 Hey, I got the great FDF mod NVG goggles working with OFP2K3 by just simply changing the nvg model to: modelOptics="\fdf_w12\nvg\FDF_nvg"; and they also work perfectly with Kegetys DXDLL nvg shader fx. Share this post Link to post Share on other sites
the_shadow 0 Posted July 19, 2004 ah, yes... please change to the FDF NVG´s, i like those better (+ they work with kegs water) Share this post Link to post Share on other sites
Pappy Boyington 0 Posted July 19, 2004 i would. . but then i would need the FDF pbo file. . .which i would then have to edit out al lthe unnessacary stuff. . . which would get FDF's panties in a bunch. . .i already seen thier wrath by flipin out on kur for using a set of reciol numbers (which are in no way shape or form copy writed) how do u think they will react when i use thier pbo file unathorized? and plus i dont have the next century to play email tag. i already asked if i could release their civi boats as standalone addons. . that was back when fdf 1.3 came out. . .but did i get an answer? hell no. . why should they answer someone who downloaded 400 fuckin megs of thier mod? the solution is posted. . .so when i release the final u can change it yourself to the FDF stuff Share this post Link to post Share on other sites
benus 0 Posted July 19, 2004 about NV Goggles Pappy you are still using WGL once, because not everyone uses DXDLL, right... so we have to change it for ourself. see this that are not the default once... tell me if I'm wrong. what I did. go to your Y2K3 addons folder search for thr WGL pbo. in there there are the files for the wgl NV goggles. take this: nightvisiontl.paa and but it into your NEW DATA folder (when using HISKY / LLAUMAX) run the .bat file. go to the cpp file from pappy and change this Quote[/b] ]class NVGoggles : Binocular { displayName="$STR_DN_NV_GOGGLES"; showEmpty=0; valueWeapon=5; opticsZoomMin=1.000000; opticsZoomMax=1.000000; modelOptics="optika_night"; model="nvg_proxy"; }; this should work. well YOU have a bigger view now and the effects from DXDLL. the FDF one is nice, but unrealistic. when wearing NVGs it is like you wear a gasmask. _............___that is what pappy wrote about it . . . . Quote[/b] ]yea just go to the flashpointresistance/res/dta and get the Data3D, and Data.pbo (plus the HWTL folder) and put it in your Operation Flashpoint\Res\Dta folder (and hwtl subfolder) then run the llaumax installer included in the Y2K3 Beta Addons Pack. . now heres where it gets tricky. . before running the installer you need to go to your newdata folder in the llaumax directory and remove the following files: more_anim.01 more_anim.02 more_anim.03 more_anim.04 more_anim.05 more_anim.06 more_anim.07 night_sum.01 night_sum.02 night_sum.03 night_sum.04 night_sum.05 that will remove thecustom water and custom nvg textures from the installer (preventing their installation) while the installer is running open up the editable version of Y2K3 config (OFPY2K3.cpp) and find Code Sample class NVGoggles : Binocular { displayName="$STR_DN_NV_GOGGLES"; showEmpty=0; valueWeapon=5; opticsZoomMin=1.000000; opticsZoomMax=1.000000; modelOptics="\wgl_ui\nvgoggles\wgl_nvg_optics.p3d"; model="nvg_proxy"; }; and change the Code Sample modelOptics="\wgl_ui\nvgoggles\wgl_nvg_optics.p3d"; to Code Sample modelOptics="optika_night"; this will revert the NVG back to the default BIS veiw. finaly get the cpp2bin utility from OFP and rebin the edited config Share this post Link to post Share on other sites
Pappy Boyington 0 Posted July 19, 2004 i see what your saying revert back to the old sight since llumax installs new textures the only reason i havnt. . is how many of us are using the llumax installer? but alright im using it so it will be no change for me. . so if that works with dxdll and retains the clear line of sight. .sounds good Share this post Link to post Share on other sites
Sniper_Kyle 0 Posted July 19, 2004 3 installer files1) BAS Installer, Everything BAS_xxx 2) Y2K3 Installer, Everything Y2K3 Needs 3) Extra File Installer, installs the ecp scripts into an @ecp folder BAS Installer is done, Extra File Installer is done, all i need is the last pistol sight and the new humvees and ill prepare the Y2K3 installer for testing Is everything going to be less corrupted? I dont mean this saying that like NOTHING works, but I did find A LOT of error messages in the stable version of Y2K3, mostly pertaining to BAS units and sometimes it would even CTD me when I tried to preview a mission with BAS units in it Share this post Link to post Share on other sites
Pappy Boyington 0 Posted July 19, 2004 i should hope so. like i said theres no such thing as a bug free mod. . but one can only hope this one has alot less bugs then before Share this post Link to post Share on other sites
Drax 0 Posted July 20, 2004 I got the same NV results much more easily (wide viewing area, DXDLL pixel shader effects). Actualy I just followed your original instructions Pappy. removed... night_sum.01 night_sum.02 night_sum.03 night_sum.04 night_sum.05 Ran it, changed the config entry and bingo. Share this post Link to post Share on other sites
xy20032004 0 Posted July 20, 2004 Thank you for what you've done for all of us I have another idea. I like the "DKMM Mi-28" very much, can you use it to replace the origin v-80 or ka-50 heli of the ussr? Share this post Link to post Share on other sites
su13zer0 0 Posted July 20, 2004 What's the best way to disable all ECP effects except for sound? Share this post Link to post Share on other sites
Drax 0 Posted July 20, 2004 open up ECP_Settings.sqs file in your mod folder and set everything to "false". I have my Y2K3 mod in my @ECP folder, but if you have seperate mod folders sometimes ECP will use the settings.sqs file from the @ECP folder and sometimes it will use it from the Y2K3 folder so make sure both files match. Dont use the ingame ECP settings menu as changing values in there garuntees you wont be able to save games during a mission. Also the values reset back to whatever the Settings.sqs file is set at every mission. Share this post Link to post Share on other sites
su13zer0 0 Posted July 20, 2004 You sure that gets rid of everything ECP? What if I comment out all the ECP_Effects entries in the config.cpp file and cpptobin it? Or is that a bad idea. Share this post Link to post Share on other sites
triumph 0 Posted July 20, 2004 Pappy, is there any way to tweak it so that the pilot starts with the pistol "on back" so that he doesn't look like a cop making an arrest and also so that he can run from the get-go. It is kinda annoying that you have to manually holster the sidearm before you can run to your 'copter, especially when you almost never have to use the pistol playing as a pilot. I think that would be a little more realistic and more convenient. Otherwise, things are looking great! Also is bas_repairh a misnamed addon in the config? I can find bas_repair but no mention of a bas_repairh anywhere. Share this post Link to post Share on other sites
Drax 0 Posted July 20, 2004 Everything I've noticed ECP do seems to be in that settings file, minus the dynamic range sound pack (or high quality weapons but that's not relevant here). I could be wrong, but I'm pretty confident that's it. Have you looked at the file? It's got info and variables for every script ECP claims to run. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted July 20, 2004 Pappy, is there any way to tweak it so that the pilot starts with the pistol "on back" so that he doesn't look like a cop making an arrest and also so that he can run from the get-go. It is kinda annoying that you have to manually holster the sidearm before you can run to your 'copter, especially when you almost never have to use the pistol playing as a pilot. I think that would be a little more realistic and more convenient. Otherwise, things are looking great!Also is bas_repairh a misnamed addon in the config? I can find bas_repair but no mention of a bas_repairh anywhere. that BAS repair H has always been a problem. . .but no i did not use it in Y2K3 just having it. causes an error. . even if u never use it @ECP Effects: yes like drax said set all the ECP settings to false in the settings.sqs thingy @Mi28: if anything id use hawks Ka50 but im havin problems with the scripts so i scraped that idea all together i gotta test something i may release an update tonight with the final pistol sight. . the tokerev. . . and an updated cz75 Share this post Link to post Share on other sites