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Thunderbird

FFUR Huge Release !!

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heey can somebody help me.. I just instalt FFUR Total Conversion Packs v5.0 Woodland.. Butt i still get an error

"cannot load world 'worlds\intro.wrp'

I have a clean OFP. And every time i do it again "cannot load world 'worlds\intro.wrp'

it's driving me nuts

pistols.gifpistols.gifpistols.gif Damm Computersss tounge2.gif

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kevin88 : Honestly your problem is really weird because it do work on all computers which have these folders's names "Operation Flashpoint ", "OperationFlashpoint" ... but look , I will do a FFUR config especially for people who have this problem but unfortunately you won't be able to use FFUR with its islands anymore sad_o.gif

berro: mate , I know what you're talking about and I told that I will fix that cargo bug in the incoming patch wink_o.gif

Best Regards

Thunderbird84

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I don't Know.. i test it on my dad's pc and i get the same error

it's pretty fu*kt up.. (sorry for that) i'm gonne try it again..

which have these folders's names "Operation Flashpoint ", "OperationFlashpoint"

i'm not sure witch one.. I'm takking an look at it

Thanks mate

.. and greets from The Netherlands tounge2.giftounge2.gif

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I have a different problem. Everything works, except the sound?!

It worked before i installed FFUR. And the sound works in every other application, only in OFP it doesnt...

Oh yeah i noticed one thing, if i start FFUR i dont get any splash screens, i just get a cutscene with some soldiers posing in front of the soviet flag and some guards running around behind them? That's different than the first time i ran FFUR...It showed splash screens and all

<<EDIT:Nevermind, it works now, with -nomap parameter>>

There is only one problem now. Mouths dont open when someone speaks

<<EDIT:Solved that too...nevermind now everything works fine>>

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For some.. infact, no reason it works fine now. The mod doesn't like mornings it seems.

My only problem is I dont like the cross-hairs (Atleast I dont like the fact it's missing the outer bit, the controls are weird/annoying without it I find, but that's just me), and the cursour in the mission editor (When editing a unit) is a little hard to use (Theres no real arrowy bit)

But their both negligble, and editable, other than that, the only problems were the AI being stupid, but that was just the mission I shoved together tounge2.gif

Bug, the west snipers hands appear white from a distance, the previously pointed out BMP cargo sticking out.. errm, thats about it.

Great work, can't wait for the desert version biggrin_o.gif (I like missions in desert areas, but making missions for it is horrible because all vehicles/mounted weapons have woodland cammo, but not for much longer smile_o.gif )

- Ben

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hmm It should be "ffur" and not "FFUR" , btw mates , I'm sorry but I have to delete the current link , we'll release a new one asap ! wink_o.gif

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No , but I just received some important informations about the progress of winter and desert installers , so to avoid OFP News websites will post pack after pack , best to release all of them at the same time , I will also fix that minor bug with bmp and will do some enhancements too.

i will do for people who have allready downloaded a small patch to avoid you 'll download again the whole packs.

Thank you very much

Best Regards

Thunderbird84

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And also address the issue of GOTY and non-GOTY versions of OFP, if it is possible. Perhaps better readme file explanation on how to work this mod into current OFP. I find readme file installation instructions useless.

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Thunderbird84,

I am so happy that you're still working on your FFUR project! biggrin_o.gif Unfortunately, I haven't played any OFP/FFUR for a while now due to moving to our new home and having our first child delivered (a beautiful girl!wink_o.gif.

I hope to have some time soon to jump back into your wonderful work, and I have downloaded v. 5.0 so I have it handy when it's time to play.

But first, questions:

(1) The v. 3.5 build of FFUR weighed in at 761 MB, why is this later version so much smaller in size? Are the effects, sounds, models, etc., etc. fewer in the current build, or...?

(2) When playing the special ops missions, do the special forces units have access to more specialized weaponry (such as the M14/M 4)? I would think that special forces personnel would have greater access to a broader range of weaponry and equipment.

(3) Do the A.I. use the new lean and roll animations wisely?

(4) Are there penetration values integrated into the mod's ballistics? For example, an AK47 should be able to penetrate a standard wall and wound/eliminate any target hit on the other side, while a smaller round may not be able to penetrate the wall at all.

In regards to creating a FFUR that's designed to use more modern weaponry/equipment tied to the 2005 or later era I'm all for it, but please finish polishing up this fantastic 1985 era so it's a masterpiece level of a mod! I highly advise that once all the bugs have been corrected that the FINAL release of FFUR be called something like "FFUR 1985 Era" so that downloaders won't have a problem distinguishing between the 1985 and 2005 projects. Perhaps the more modern mod could be called something instantly identifiable, "FFUR 2005 Era."

SUGGESTION FOR "FFUR 2005 Era" MOD:

If the more modern weapons should be pursued please avoid/limit using weapons that are still in development. If a weapon such as the XM8 should be SO badly desired as to "have to" be put into the mod, then please use them VERY sparingly, perhaps for only the later special forces missions.

That being said, I'd open up weapon selection a bit for other weapons (such as the P90, or H&K G11 or H&K G36C). Actually, when I think about it, there doesn't seem to be much reason to limit the range of weapons the player should be able to select. This would allow for a greater degree of control for the player in regards to fine tuning the desired difficulty level for a mission. If they want a more challenging mission, they'd simply select older weaponry/equipment. Balance can be maintained somewhat by limiting the numbers of each weapon made available to the player's squad; after all, having a full squad of soldiers running around with XM8s, G11s, PSG-1s, or Robar RC50s would make for a VERY short encounter. But then again, it might be interesting NOT to have limits on the numbers of weapons made available when creating the loadouts for each soldiers' kits. Again, lifting the limits would give the player greater control of the type of experience he/she wants to have, and that's probably a good thing.

If you're interested in supplying science fiction based weapons, please do so only as an optional addon.

That's it for now! Thanks for all the hard work!

smile_o.gif

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A little observation: The model you've replaced the XM-177e2 with is an M4, which wasn't around back in 1985.

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The FTP download link will no longer work now, since I've changed the password. We're reuploading a fixed pack and a patch for those who've already downloaded it. Expect it shortly.

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Temporary closure due to impending <s>doom</s> announcement smile_o.gif

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