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Pappy Boyington

Y2K3 - Updated Ofp Config.

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First of all, congrats Pappy on yhis great addon to OPF, it bring an new life to the game ;).

I instaled the HYK unit pack and did the editing part that you told, but Im having a funny bug with the oficer,

he has the beret and the cab at same time biggrin_o.gif, look funny though, but not realistic ;)

need a litle help to solve this.

Thanks

Regards

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you didnt do the editing.. you missed a few  wink_o.gif

you need to edit Class SoldierWB, SoldierWOfficer, SoldierWOfficerNight, and Sniper wink_o.gif

Quote[/b] ]search for "Class soldierwb"

on the second line of the soldierwb config you will see this:

hiddenSelections[]={"medic","mic"};

now add holster to is so it reads:

hiddenSelections[]={"medic","mic","holster"};

----------Soldier West Base Fix Complete--------

now find "class SoldierWSniper"

add the following line to the class

hiddenSelections[]={"bhat","beret"};

---------Soldier West Sniper Fix Complete--------

now find "class OfficerW"

add ,"beret" to his hidden selections

now find "class OfficerWNight"

add ,"beret" to his hidden selections as well.

Note: the coma IS part of the code. so it reads  ,"beret" in the officers' hidden selections part

--------West Officer and West Officer Night Fix Complete------

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I´m using the Performance Enhancer version and edit the Y2K3-NXB Final PE.cpp. But the error with the Officer is still present. Have I edited the wrong cpp???

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I done it again and is still the same... I must be doing something wrong, cant figure what sad_o.gif

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In his own config.cpp, Hyakushiki use for his officer

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hiddenSelections[]={"bhat","beret"};

So if you add this in the " class OfficerW " and " class OfficerWNight ", classes definitions get rid of your problem.

Of course, if you have already a hiddenSelections[]=something already in those classes definitions , replace it by the line located between the code tags at the beginning of this post.

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Any way to 86 the muzzle smoke? Anyone whos ever shot an M-16 / AR-15, etc, will tell you they dont smoke like that.

Awesome mod, however.

Thanks

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you need to edit the smoke part of the config.. but its a universial smoke thing.. so its either all or none. all guns got the smoke, or no guns have it

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Quick question...

Before I found Y2K3 I had ECP installed with the Dynamic Range addon installed... After installing Y2K3 it seems like the DR addon was taken off... is this correct> I just remember hearing things like whistling tank shells and such before Y2k3 and I don't hear that stuff anymore...

Do i just need to reinstall the DR addon?

Thanks for any help.

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DR sounds are used in Y2K3. Y2K3 was orginaly based of the ECP DR sound config... sadly thou it wasnt until months after release did i note that ECP had "commeneted out" or blocked about 78% of the cool shit like bullet whiz on every bullet, shell "whisteling".

thier logic for this: lets take out the automatic sounds.. and replace it with a memory hogging script that needs to be looped every split second and check every unit, every gun, every tank, every peice of dust on the map to see if anything fires and then set it up tto make that noise oly 20% of the time for REALISUM!!!!" crazy_o.gif

and if your using the Performance Enhancer version of Y2K3, it removes that memory hogging looping init script that then runs 19,325 other scripts that also loop constantly checking each and every unit over and over and over and over again to see if something happens and leaves in just the cool shit thats should be 'default'

bottom line is: Y2K3 is based off ECP so the default version of Y2K3 should have it, due to ECP's setting.sqs however it will only happen approx 10 to 20% of the time

to fix this: find Class Shell and uncomment (delete the //) in front of 'soundfly' in the editable Y2K3 config found in your Y2K3/Bin/Configs or Y2K3/Bin/OFP-Y2K3/Configs

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I just played thru the Codemasters Resistance campaign using the E-ECP mod, and had a good time. I noticed most / all the new weapons / units from the EECP mod were available in the Resistance campaign. The single missions were making use of the EECP stuff as well. For example, in the single mission "seal the car", when you go to gear the M-60 had been replaced by a SAW, etc.

I wanted to try the same with Y2K3, so I ran a second installation of Flashpoint, and installed the Y2K3 self installer, Y2K3 Addon files, and the raft / patch, llaumax sky, and Performance Enhancer script mod.

I started to play thru the campaign, and I noticed not much was changed. IE, I dont think the game was making use of all the Y2K3 good stuff. Pretty much stock weapons, etc. And in the single missions, I noticed the M60 was still the stock M60, and not a SAW or anything else. But, in the ground attack mission, the cobra had been replaced with the Y2K3 one with the sharkmouth. In the campagin, I did notice some new weapons, like the special M4 with scope. Is there any reason some new weapons / units might show up and some wouldnt?

Thanks

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default placed units have the new weapons... for isntance you put a machine gunner in the map and he has an M249... but you put "this addweapon m60" in his init line and he will have an M60. i replaced the old models but left them alone for several reasons:

1: other mods like the USCG mod for instance, still uses the M60 for thier vehicles

2: other mods like the nam pack rely on the M60 class having an M60... now unless you want to roam thru the jungles of vietnam in 1969 with an M249 saw instead of an M60 then thats on you... this is especialy true for JAM. JAM relys on those models being there since thier config doesnt specify a model, just the M60 as the base class.. so with EECP your JAM_M60 has an M249 model instead of an M60

i left the old weapons alone other then changing the models and sounds for other mods that use those weapons, and for missions that rely on those weapons being those weapons

and lastly, to provide more weapon selection. for instance early in the dev stages of Y2K3 i replaced the snipers M21 with an M24... and someone said "oh nooooo.. i loved the M21 dont change that". now.. going with EECP's theme of things... i would comepltly change the M21 to an M24, thus having absolutly no M21 whatsoever.. meaning that all the M21 fans out there are shit out of luck.

i personaly love the M60. shes a beautiful weapon. i did change her to have 200 rounds rather then 100 per box.

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=ASP= server is now running fine on y2k3 and linux. Was a bit of a hassle.... oh yeah for ur info pappy, problem we had was related to the resource.cpp file, apparently it has to be in the ofp root dir for y2k3 to work

We only have one minor problem now, a small but deadly error which crashes the server. Seems even on default maps i get an Invalid texture aspect ratio (512x32) error. Could this have anything to with the y2k3 replacements for default addons like g36 orso? Im still in the dark on how 2 solve this problem. One of the maps i luv 2 play is DawnRaid and it has this problem. Maybe any of u can check it out................

Started to go tru this thread, see if i could find sumtin that could help me solve this but i fell asleep at page 55 out of 137 :-)

greetz, Screamer

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ive heard of this problem before Y2K3.. i dont recall it ever being mentioned in this particualr thread.. but i have heard of the problem on other addons/mods. ill ask around about it but suggest you try the trouble shooting forum..

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Hi,

Pappy Boyington

I've one ask.

Would you release a new Version of your fantastic Mod?

and if it give a new Version , what are the changes? biggrin_o.gif

Thanks

Raptor

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nope. several reasons.

1: theres no need for a new version.

2: i have no time to re-make a new version

3: Y2K3 has come along way since tehn.. including several public servers, hundreds of users, tens of forums/translations, and (still working out the fine details) one magazine release

4: about 85% of the Y2K3 users havegone to the trouble to read the "customizing your OFP experiance" tutorial on my site, and have customized thier Y2K3 over, and over, and over again, and im pretty sure that they do not want to take the hours of work to do it alllllllllllllllll over again just cuz theres a new car or a new tank out there wink_o.gif

if ya want something changed or fixed.. .read the tutorial and do-it-yourself xmas_o.gif

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I myself am having a problem , i am loading the game ... and when it says " wait a moment..." and its about to go to main menu , it shuts off sad_o.gif

know whats wrong? thanks

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AND not to mention that when i do get it running it doesnt load ANY OF THE ADDONS GIVEN and shuts off mad_o.gif

its all good though , help me out!

:'cheers':

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my guess is your overloading your OFP addons folder. for instance, your trying to run too many mods at once.

try running just Y2K3 clear out your Addons and Res\Addons folders of all non-offical addons (just create a subfolder and call it "backup" and place all the addons that are non-BIS and non-Y2K3 in there and try running it.

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Quick question...

Before I found Y2K3 I had ECP installed with the Dynamic Range addon installed... After installing Y2K3 it seems like the DR addon was taken off... is this correct> I just remember hearing things like whistling tank shells and such before Y2k3 and I don't hear that stuff anymore...

Do i just need to reinstall the DR addon?

Thanks for any help.

The tank shell whiz sounds that you are referring to are part of the ECP core. They are present in both the DR ECP package and the non DR ECP package. The ECP core is common to both. They are not part of Dynamic Range.

Reinstalling DR will not help I am afraid.

regards

Zay

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"I myself am having a problem , i am loading the game ... and when it says " wait a moment..." and its about to go to main menu , it shuts off"

Mine used to do something similar to that. Adding the:

"-nomap" option, w/o the quotes, to the command line fixed it for me. That was with an older video card and computer system. On my new system, for some reason I dont have to add the -nomap option.

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nope. several reasons.

1: theres no need for a new version.

2: i have no time to re-make a new version

3: Y2K3 has come along way since tehn.. including several public servers, hundreds of users, tens of forums/translations, and (still working out the fine details) one magazine release

4: about 85% of the Y2K3 users havegone to the trouble to read the "customizing your OFP experiance" tutorial on my site, and have customized thier Y2K3 over, and over, and over again, and im pretty sure that they do not want to take the hours of work to do it alllllllllllllllll over again just cuz theres a new car or a new tank out there  wink_o.gif

if ya want something changed or fixed.. .read the tutorial and do-it-yourself xmas_o.gif

has it came on the magazine yet ? if so.. post a link xmas_o.gif

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=ASP= server is now running fine on y2k3 and linux. Was a bit of a hassle.... oh yeah for ur info pappy, problem we had was related to the resource.cpp file, apparently it has to be in the ofp root dir for y2k3 to work

This is well known (or so i thought) and afaik happens with all mods using resource.cpp/config.cpp. I just rewrote the ofpserver script to scan all modfolders for those files and copy them to/delete them from the server root accordingly.

Quote[/b] ]We only have one minor problem now, a small but deadly error which crashes the server. Seems even on default maps i get an Invalid texture aspect ratio (512x32) error. Could this have anything to with the y2k3 replacements for default addons like g36 orso? Im still in the dark on how 2 solve this problem. One of the maps i luv 2 play is DawnRaid and it has this problem. Maybe any of u can check it out................

Pappy Boyington: Could you go through the textures and see which one it is? If you have them all in one place, that is? Cause depboing all addons and extracting textures is the most timeconsuming part of this work...

like i said, still working out the fine details

As the new version of ecp seems to be nearing i would maybe wait for it and update y2k3. I have had lots of people that did not know of the savegame bug in ecp/y2k3 and did not understand why their savegames did not work with y2k3...

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i already have no map  mad_o.gif  

then wen i get it to run i go to mission editor and i get an error that says "Picture \ecp_effects\images\editor_gray_bar1.paa not found"

THEN I try the soldier (M4A1S) and it says "Error loading inq_weaponpack\m4\inq_m4 scope.p3d (magic)

and when i start Y2K3 i get error SUCH_russ requires C8X_russ

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Pappy, you mentioned that ECP has some bad cpu sucking looping scripts. Do you know which ones / where they are? is it in the config or in the seperate ECP scripts. I am noticing I lose roughly 15-25 frames when I use it (with EECP) over default. I thought it was just the improved models but now that I see your post from a page back, that it looks like these looping scripts are probably the culprit.

I'm not asking for a tutorial, just point me in the right direction if you would. I've been through the config file top to bottom so I know my way around it. I assume its one or 2 of the eventhandlers, but before I start changing all of that, it would be nice to know exactly where you improved the performance (with your performance enhancer config).

Thanks man!

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