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Thunderbird

FFUR - Huge Release !!

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We currently use FFUR 2006 on 2 servers, one public and we still have one server with just OFP.

We are looking forward for FFUR patch so now moving back to 2005 and adding add ons would just mess things a lot.

We have some maps that use to crash and we are about to remove them, sometimes it is not FFUR fault but extra stuff the maps have but that is not totally compatible with FFUR dunno why. Some other maps NEVER crash. Interesting isn't it?

We hope the patch will be released soon and we will use it on our server as soon as it is avalaible.

We are trying to get a number of non CTD maps on the server to ensure playability to the max.

Lets hope FFUR team sort out the issues permanetly so we can enjoy FFUR all the way!! yay.gif

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Adding MFCTI116 and the coops doesn't hurt anything, however we here at KaoS tested the 2006 mod with every type of config and all island packs/sky packs in different variations.

We found that the 2006 mod crashes randomly for different people including the server no matter what map, config, or island/sky packs were being used.

We also found that all of the other FFUR mods, Euro Crisis, Asian Crisis, and FFUR2005 worked without any crash issues what so ever. We been playing MFCTI.16 CooP with these mods and thought it was alot of fun. The conversion is sweet with these missions because you can pick and choose the weapons and vehicals you want to use.

Anywho you should at least try it out so that you can see for yourself that MFCTI1.16 actually does work with no problems using these FFUR mods. Regular 1.16 maps worked great. I found that the 0.80 maps had buggy scripting so we haven't been playing with them.

Does anyone know if there is a 1.40 Coop MFCTI?

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MFCTI seems to be the in-thing at the moment, every 2nd server is running a CTI map lol. I agree it is a good concept and a good map, but personally I've had enough of CTI. We at SWAF specialise in realistic and challenging coops (we are currently working on a couple of very promising concepts. A dynamic island-wide (on Libya) counter insurgency/peacekeeping mission based on the current situation in Iraq, and on a large scale, realistic, combined ops, capture and hold mission)

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lol wish I could say that MFCTI is the "in-thing at the moment". Shoot we don't even run an official server anymore because of the lack of players these days. MFCTI1.16 was popular about a year and a half ago. Created in 2003, MFCTI has pretty much been converted to what people know today as RTS3 addons found on the Karrillion server hosted by OFPWatch. RTS is good.... but the lack of lagg that the FFUR Mod offers to the game and the fact that you don't have to touch the old MFCTI missions at all to experience the full and complete conversion of the game just brings these old missions back to life.

Anywho not trying to change your mind about putting MFCTI on your server, although it is only one addon required to play the missions. pistols.gif

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Hi,

Quote[/b] ] Congrats to you all for making this, a very good job, I cant even imagine the work that went into it, maybe you guys will get some attention from particular gaming companines, where someday you may get compensation in the form of valuable paper for efforts.

You're the welcome, and thanks for sharing your impressions, I really enjoyed reading your experience.

smile_o.gif

Quote[/b] ]If any clouds should be used, use the ones currently in the Mod. The PhilCommando ones look naff.

We do not envisage including any clouds, and the FFUR Euro patch will disable'em due to the lag they cause when several Jet fighters are simultaneously flying.

Quote[/b] ] My question simply is would the new weather schemes overwrite my maps again, like the Nordic island pack did, it looks like they dont from what I have read on the FFUR sit

Not a good idea at all.

Quote[/b] ]Well,is there anything I could do to apply bouncing on american and russian FFUR grenades on third party units?Should I write something in initline to get them working?

What do you mean by 'Third party units'?

Anyways, if you wish to apply the bouncing effect to your 'own' grenades then add the following line to your 'class man' who'll be carrying'em:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_this exec ""\ffur_effects\Nade_Bounce.sqs""";

As 'Fired='.

Then unpbo 'ffur_effects' and get a look at

Nade_Bounce.sqs

First, Add this line

Quote[/b] ]?(_anade == "YourGrenadeClassName"):[_nade] exec "\ffur_effects\Nade_Explode.sqs"

under

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(_anade == "Grenadehand"):[_nade] exec "\ffur_effects\Nade_Explode.sqs"

?(_anade == "FFUR_M67"):[_nade] exec "\ffur_effects\Nade_Explode.sqs"

?(_anade == "FFUR_RGO"):[_nade] exec "\ffur_effects\Nade_Explode.sqs"

You should be having something more or less like that:

Quote[/b] ]?(_anade == "Grenadehand"):[_nade] exec "\ffur_effects\Nade_Explode.sqs"

?(_anade == "FFUR_M67"):[_nade] exec "\ffur_effects\Nade_Explode.sqs"

?(_anade == "FFUR_RGO"):[_nade] exec "\ffur_effects\Nade_Explode.sqs"

?(_anade == "YourGrenadeClassName"):[_nade] exec "\ffur_effects\Nade_Explode.sqs"

Get a look at the second part of the script

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

?(_anade != "Grenadehand"):exit

?(_anade != "FFUR_M67"):exit

?(_anade != "FFUR_RGO"):exit

?(_anade != "FFUR_ANM8"):exit

?(_anade != "FFUR_M18Yellow"):exit

?(_anade != "FFUR_M18Red"):exit

?(_anade != "FFUR_M18Green"):exit

?(_anade != "FFUR_XM84"):exit

?(_anade != "SmokeShell"):exit

?(_anade != "SmokeShellRed"):exit

?(_anade != "SmokeShellGreen"):exit

And finally add

Quote[/b] ]?(_anade != "YourGrenadeClassName"):exit

under

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(_anade != "SmokeShellGreen"):exit

Quote[/b] ]in the patch thunder' would it be possible to introduce a new song? (resident evil main theme).

Send it to me

Quote[/b] ]In the MP version of the FFUR config, the Kiowa's pilots are standing on top of the helicopter. They can't pilot and ultimately fall off and die.
.

This will be fixed as soon as the MP config will be updated.

Quote[/b] ](we are currently working on a couple of very promising concepts. A dynamic island-wide (on Libya) counter insurgency/peacekeeping mission based on the current situation in Iraq, and on a large scale, realistic, combined ops, capture and hold mission)

Sounds very interesting, 'will closely follow their progress, good luck with that. smile_o.gif

Btw, some shots of the ACU units will posted ASAP in order to show their current progress.

And once again, thanks everyone for the kind words.

Best Regards

Thunderbird84

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cool the ACU soldiers look so much better every time i wonder how good the final versions will look

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Does this thing have patch? I am experiencing lag, I have enough RAM(768MB DDR) and ATI X800 256mb.

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You should have at least 1GB of Ram to say i have enough Ram.

Anyway, are you using -nomap? That would help, if you start this mod with the automatic created shortcut you already start OFP with -nomap, you should decrease the viewdistance or the level of grounddetail.

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Regardless of how Powerfull your PC is, I believe this game will always lag if you set your view distance high, but thanks for the help anyway.

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Hey TB Vixen is working on a Strkyer Armored Vehical and maybe when its done you can use it in FFUR2006 patch to replace the m113a3.

Check this thread for updates on it http://www.flashpoint1985.com/cgi-bin....t=51137

[im]http://members.home.nl/martijn.wagtmans/Stryker-004.jpg[/img]

where do these people come up with replacing the M113. The Stryker is not replacing the M113 atleast not anytime soon. They are way to expensive to make an abundance of. Just implement it as a new vehicle.

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Great work guys. Got a question though. Are you going to make a Desert 2005 US Army / Iraqi or Arab/Russian Total Conversion Mod.

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Ehhh you posted twice in under 2 minutes  icon_rolleyes.gif

A US vs Arab insurgents mod wouldn't be possible simply for the fact they're armed with 72nd hand weapons and have no vehicles

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Hmmm, yeah, it would turn into an Operation Find-The-Enemy for the US soon enough, and an Operation Plant-The-Bomb-And-Run-Away soon enough. I can't imagine any insurgent armies meandering around... just not realistic. Plus, like Mixmaster Shash-thousand said, no vehicles = no fun.

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Plus, like Mixmaster Shash-thousand said, no vehicles = no fun.

Bahahahaha... I love that one. I do actually mix and DJ in real life rofl.gifbiggrin_o.gif

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Ehhh you posted twice in under 2 minutes  icon_rolleyes.gif

A US vs Arab insurgents mod wouldn't be possible simply for the fact they're armed with 72nd hand weapons and have no vehicles

Hmmm I think I can prove you wrong

T-72

T-55/T-55 Enigma

BMP-1

BMP-2

MTLB <-- OPGWC if you can get permission to use them that is if you can find Quakergamer.

Shilka

Iraqi Infantry/Arab Insurgents

PVS Trucks

Mi-24

Mi-17

MIG-29 or something

That looks like a good list to me but i'm sure we can keep going.  How about some toyotas from DMA.  I believe you can do it.  Just got to get some permission from some people.  I can add more if you would like but i'm sure I won't need too. Who cares, how many times have 3 World countries fought against super powers. Russia / Afghansitan. Isreal / Palestine. US / Iraq. US / Iraq and others.

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arab insurgents use Mi24's and Mig29's?

christ, thats some insurgent

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Sounds more like a US vs Iraq FFUR pack to me then... or wait should we call it the BF2 FFUR pack? ^^

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Heh, yeah, since when do insurgents have armoured formations? Maybe a coupla buggered T55s/BMPs at most, but T72s? I haven't seen any of those taking on the US in Iraq after the start of the war, and that's insurgentville.

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@ Shadow

BF2 can kiss my ass. To unrealistic.

@ Messiah

I did say Iraq/Arab insurgents so yeah it is a US vs Iraq 2005

@Cameron

Yes Iraq still had T-72's left after Desert Storm and Desert Fox <-- No one hardly knows about. In Desert Storm, off the top of my head, the US practically destroyed all but 2 Republican Guard Division. Republican Guard Divisions had mainly T-72's for their main battle tank. There are vehicles. I just listed them...

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B_ringer25 you don't sound like you know what you're talking about, nor what others posting after your suggestion are talking about...

Shadow meant that what you want to do is basically turn FFUR into a BF2-esque mod... That's not gonna be very popular with the vast majority of OFP aficionados wink_o.gif

What can you expect the Iraqis to do with a handful of poorly maintained and in serious need of upgrade T-72s, BMPs and other various outdated pieces of equipment against US forces? icon_rolleyes.gif

Your suggestion isn't proving very popular so far, and I'd say the people who have objected so far to your suggestion know what they're talking about

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yeah i would prefer to stick with US+Russian forces as a desert modern conflict.

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ECF wanted to host the 2005 pack until the 2006 pack was updated, but were having some problems running the mod on a dedicated server. Everything seems to be installed correctly but once the server starts up it crashes and restarts.

If we take the bin folder out the server starts and runs but of course the game doesn't run the same and when you do a combat roll or peek around a corner it crashes.

Anywho were running a linux Debian 64 dedicated server and I can only imagine that we will need to mess with the editable config that comes with the mod. Any insight as to resolving this issue with the linux dedicated server?

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