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Thunderbird

FFUR 2006 2.5 ... Full Pack

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Quote[/b] ]Could you not just have the fire and smoke affects on an additional download like a skypack.

The purpose of including these files directly without having to install'em via .bat is to make things easy to carry out,

I think we would withdraw this way because it might cause some compatibility issues, according to Sanctuary.

Quote[/b] ]Hey TB after this new patch, are you considering working on the FFUR mod for ARMA?

Indeed,

But we would focuse on ArmA only once 505 version is released.

Quote[/b] ]His M24SWS is missing some textures on 2nd LOD, and somewhere abouts 3rd or 4th LOD is missing all textures. So, appears flat white.

-West Sniper has too few rounds to be useable beyond 1 to 3 'targets' he shoots at. 25 rounds in his Inventory sometimes is used up completely on the first target he engages. Most often on the 2nd or 3rd target he engages he's at that time empty. Would suggest either 10-round clip [extended capacity clips are available] or, expand the inventory to 10 units.

We would check them out and would fix'em if necessary,

concerning the M2 sound, this issue is mainly caused by the Sound card, this tends to happen with other mods as well, update your drivers and give it a try again, keep in mind that it is always better to run FFUR without "extra" addons.

Quote[/b] ]*The suppressed M4 fires tracer rounds.

*All small arms continuously use tracer rounds, even when this feature is disabled in the Difficulties settings.

This is not caused by FFUR, but we will make sure that the upcoming FFUR _ SLX combination would work as it should.

Concerning the rest of suggestions, some of them can't be done for some reasons (compatibility, framerate level...), but we would make sure to include as most as possible of SLX features, with solus cooperation and support. ;_)

No worries about the US Snipers issue, it would get fixed as well and they would carry more SWS Bullets.

Regards,

Thunderbird

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Tbird=M2 soundcard notes, I think this is actually an Addons bug. NOT a FFUR Addons bug, but, a case where there are already prior addons that FFUR is using but wherein those addons there is either a slight unit or soundFX name mismatch, or, possibly just having a duplicate addon running might be 'blocking' this soundFX from 'firing'. The Addons I have running are not basically 'packs'... such as FFUR, I wish I knew which addons were possibly in conflict, its gonna be a headache to run this one down. MFCTI, crCTI, HVCTI, ZCTI, Battlefeild's, SIGMA Tanks, COMBAT's various addons, BAS,  ORCS, RHS, etc... addons, hmmm, wish I had put them all in individual folders now. At the time of downloading them, they were all basicallly not conflicting with any Stock OFP. One of those cases where you download addons to 'match' those missions using them and in the process of running OFPwatch, end up with alot more than you expected.

Ideas, and Modern Unit Kit Loadouts::

- West Mortar unit, this man does not exist in the Modern US Army. No West soldier currently is assigned Rifle Mortar/Grenades that fire off the end of the barrel of an M-16 or M-14. However, thats not to say in the past 15 years we haven't seen R&D come up with some unique Rifle Grenades. Anyone remember the M-16 Bowling Ball?

-Suggestion: Change the Kit/Loadout and Unit ID from West Mortar Soldier [i forgot what his current title is in FFUR atm], to, West DMR Rifleman. Set his Kit/Loadout to the M-21 DMR [not the Aimpointed unit which is not in use anymore US Army/Marine/etc.] accordingly. This would basically produce a more modern setting for Infantry units. As, there is usually 1 DMR per Platoon. This wouldn't block the M-16 from using Mortars, would just replace the non-existant Mortar Soldier with his modern replacement, the DMR Rifleman.

=edited=

-M203 Grenadiers and their Russian counterparts should have the grenade size reduced from the dual inventory slots to singles. This wouldn't be mission breaking as those missions where the ammo is added individually only show up 3 empty inventory units at the end of said rucks. Tested it. Also, it doesn't bug ammo crates either which I thought it might. Then, these troops should carry 6 40mm grenades instead of just the 3 currently. Thats more in keeping with modern loadouts of 20-25 rounds minimum on in-action deployments, while still retaining the 4 M-16 mags currently assigned to them.

Just ideas in regards to realism.

Wook [iDGN]

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I believe the mortar man cannot be changed drasticly as I think that might break some BIS missions.

My thoughts on that.

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MehMan=Yes, that is a possibility. Scratch the replacement idea.

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Quote[/b] ]Hey TB after this new patch, are you considering working on the FFUR mod for ARMA?

Indeed,

But we would focuse on ArmA only once 505 version is released.

Good deal Tarik biggrin_o.gif

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Thunderbird,

I'm happy to hear that you're considering whatever items you feel you can from my Wish List.

Man, I don't want to sound like a spoiled brat, but there is one more item I'd love to see included in the next upgrade that's already been implemented to a limited extent in v. 2.5:

For all single player missions/campaigns, allow the player to be able to remove a scoped weapon's magnifying unit, regardless of that player's class. Please note that I'm not asking that all player classes be allowed to add a scope whenever they wish, just that if a mission is setup so that the player's equipped with a scoped weapon by default, that the aiming aide can be removed whenever the player deems it to be necessary. It's just more than a little frustrating to be stuck with a scoped weapon in an urban evironment that is better suited to using iron sights.

Of course, perhaps this feature is altogether avoidable if there's an option to use the standard "look through" features that are integrated into ACOG scopes. Is it possible to setup the sighting system with such scopes so that there's an alternate and realistic means of using the iron sights that are still visible when the ACOG is mounted on M4s and M16s?

I've just read that the TA01NSN ACOG model incorporates rudimentary ghost ring sights as a backup for targets that are within 50 meters (from Wikipedia article). And there's this as well, "The standard TA01 is designed to be mounted on the carrying handle of the M16 series rifle — when mounted, it features a "look through" base that allows the conventional iron sights to be employed. For "flattop" and M1913 Picatinny rail-compatible weapon systems, the ACOG series is usually mounted into an adaptor manufactured by ARMS." <----Also from Wikipedia's article.

So, maybe we can do away with the in-the-field mountable/unmountable scope system (which probably takes more time to do than demonstrated in the mod) and use the "look through" ironsights for the TA01 and/or the ghost ring system for the TA01NSN model, which are systems that are used in real life and are also immediately accessible; a feature that I'm sure is extremely important in a real firefight.

I also have a question regarding the Russians' "defensive grenade", in the mod, it explodes immediately upon impacting any surface. Is this how the grenade functions in real life, or is this a bug? It just seems mighty dangerous to me to design a grenade that can explode so immediately. By the way, I love its explosive effects, with the smoke trailing off of each bit of debris that's cast away from the explosion's center.

Nice work, as usual!

Yours,

Kyle

Dec. 6, 2006

smile_o.gif

.

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Kyle= Tbird wants to implement the 'timed' grenades, albeit this is a heavily lag producing issue for the OFP engine so, its being dropped from the Configs, sadly.

Acceptable loss for this great job on FFUR I'd say.

Wook [iDGN]

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Quote[/b] ] I think this is actually an Addons bug. NOT a FFUR Addons bug

I seriously doubt about that because the M2 sound's path set in the in the FFUR config isn't similar to the original one, and such compatibility issues occur only when you have 2 similar paths defined in the config, but I will keep searching, just drop a list of all addons you were simultaneously using with FFUR.

Quote[/b] ]For all single player missions/campaigns, allow the player to be able to remove a scoped weapon's magnifying unit, regardless of that player's class. Please note that I'm not asking that all player classes be allowed to add a scope whenever they wish, just that if a mission is setup so that the player's equipped with a scoped weapon by default, that the aiming aide can be removed whenever the player deems it to be necessary. It's just more than a little frustrating to be stuck with a scoped weapon in an urban evironment that is better suited to using iron sights.

There is way to get this feature done but it would require more time because there would be a need to implement more firearms 3D models.

Quote[/b] ]I also have a question regarding the Russians' "defensive grenade", in the mod, it explodes immediately upon impacting any surface. Is this how the grenade functions in real life, or is this a bug?

This is not a bug, as Wook stated above, this has been carried out in order to increase the framerate level in game, especially during huge firefights, actually the same goes to the US grenades.

Regards,

Thunderbird

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Hi all, Just wanted to post that i am loving this FFUR mod and it has certainly renewed my enjoyment of the game.

I hadnt played OFP in almost 2 years due to the dated graphics and sound and having to deal with all the addons to get online to play some coop and have just been waiting patiently for OFP2 or ARMA to be released.

With news of ArmA finally going gold (at least for the Czek version) I reinstalled OFPR and downloaded the FFUR 2006 2.5 mod and am having a blast just playing thru the 1985 campaign.

Ive also found a few coop servers that ive been playing in but unfortunatly......... none with the FFUR mod and when i join a server with the FFUR mod Im told to leave or it just doesnt play right.

I guess thats my big question .... lol .......... Where are all the FFUR servers at??? There definatly seems to be alot of interest in this mod so i figured there would be servers running it. Is it some problems with the current version thats keeping server owners from running it? And we are just waiting on the new patch to be able to run it on servers? Im hoping so!!

Thanx again T-bird for the great mod ......... Im loving it!

One other question ........... I was hoping when i downloaded the mod that it would have its own campaign and multiplayer missions but it didnt. Are there any campaigns or multiplayer missions that utilize this mod anywhere??

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Cage=One of the great things about FFUR is that it is a TC [Total Conversion] modification for OFP. What this means is that it seamlessly allows gameplay of any and all campaigns and missions written for stock/vanilla OFP. This makes every single mission or campaign written for stock/vanilla OFP brand new. I for one noticed something I do not know if is a feature of FFUR, or the Bradley vehicle being used or a particular Battlefield mission I have. Infantry in a squad where you add a Bradley will mount if not under fire, and dismount once the vehicle crew identify hostile fire. I was very much like... WOW! when I saw this repeatedly.

As to the FFUR servers, one of the reasons that there are none atm is that earlier versions of FFUR caused random crashes, and the later versions still contained such excessive lag from the really grand scale of effects that they were unplayable in MP. Tbird is working rather pointedly to fix the lag issue now that most of the server crashing issues have been quelled. I note the point most as I cannot run an OFP server so am unsure of the actual server issues that exist atm. Just reporting what things the life cycle of FFUR has evolved from.

TBird=Clarification on the M2 Sound issue. I think you read what I said just a tick mark under the front iron sight. What I was saying was, this Addons conflict or duplication is NOT FFUR's problem or issue. Its that possibly some of the other Addons floating abouts in the Community that FFUR also uses may be earlier versions of those addons, etc. Thus blocking out via conflicts the FFUR correct sound from being selected ingame, again, this is NOT a problem with FFUR, its an Addon or Addons that have been prior downloaded. I'm working to try to figure out which Addons I may have that are causing my own conflict with FFUR. However, by removing ALL Addons from the Addons folder... OFP hangs on starting for me. So, I need to figure out which addons are base OFP upgrades and which are not. I can PM you a copy or even post one here of my full addons list.

Everyone=Does anyone know how to force OFP to list all your Addons in a text page like it does when you crash out? Or, know how to force a crash on your system so OFP will automatically generate that text info in a crash report?

Wook [iDGN]

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Tbird=Tried to see if I could get OFP to crash out and auto-generate. Failed. Here is a DOS dump of the structure.

Volume in drive x is OFP

Volume Serial Number is OFP-RES

Directory of X:\OperationFlashpoint\Addons

. <DIR> 11-13-04 5:20p .

.. <DIR> 11-13-04 5:20p ..

6G30 PBO 2,902,677 11-13-04 5:20p 6G30.pbo

ABOX PBO 103,674 11-13-04 5:20p ABox.pbo

APAC PBO 2,931,731 11-13-04 5:20p Apac.pbo

BMP2 PBO 902,712 11-13-04 5:20p BMP2.PBO

BIZON PBO 385,138 11-13-04 5:20p Bizon.pbo

FLAGS PBO 1,802,248 11-13-04 5:20p Flags.pbo

G36A PBO 1,005,423 11-13-04 5:20p G36a.pbo

LASERG~1 PBO 229,893 11-13-04 5:20p LaserGuided.pbo

MM-1 PBO 316,113 11-13-04 5:20p Mm-1.pbo

STEYR PBO 376,196 11-13-04 5:20p Steyr.pbo

VOICERH PBO 22,194,589 11-13-04 5:20p VoiceRH.pbo

XMS PBO 442,864 11-13-04 5:20p XMS.pbo

BRMD PBO 1,983,444 11-13-04 5:20p brmd.pbo

CH47 PBO 6,883,853 11-13-04 5:20p ch47.pbo

HUMR PBO 1,416,789 11-13-04 5:20p humr.pbo

HUNTER PBO 567 11-13-04 5:20p hunter.pbo

KOZL PBO 328,261 11-13-04 5:20p kozl.pbo

M2A2 PBO 4,116,554 11-13-04 5:20p m2a2.pbo

OH58 PBO 1,439,697 11-13-04 5:20p oh58.pbo

SU25 PBO 1,873,113 11-13-04 5:20p su25.pbo

TRAB PBO 1,290,304 11-13-04 5:20p trab.pbo

VULCAN PBO 1,239,512 11-13-04 5:20p vulcan.pbo

KEGEPA~1 PBO 2,913 10-28-02 4:23p KEGepack_snow.pbo

KEGAK103 PBO 1,001,377 08-06-02 11:14p KEGak103.pbo

KEGAK107 PBO 950,100 08-06-02 11:14p KEGak107.pbo

KEGMAK~1 PBO 770,710 08-06-02 11:14p KEGmakarov.pbo

KEGNOE~1 PBO 59,374,027 11-03-02 11:41p kegnoecain_snow.pbo

KEGRPG7 PBO 2,859,963 08-07-02 1:06a KEGrpg7.pbo

KEGRPK47 PBO 693,928 08-06-02 11:14p KEGrpk47.pbo

KEGRPK74 PBO 462,062 08-06-02 11:14p KEGrpk74.pbo

README~1 TXT 6,888 11-03-02 11:38p Readme-Winter Nogojev.txt

EDITOR~1 PBO 223,722 07-28-02 12:01a editorupdate102.pbo

KEGEDI~1 TXT 3,329 07-28-02 12:08a kegeditorad_readme.txt

BASLIT~1 TXT 18,385 11-05-02 3:58p BAS Littlebird Readme.txt

MARINE~1 TXT 16,590 12-15-03 6:27p Marinereadme.txt

C8X_RUSS PBO 8,028,742 12-19-03 1:39p C8X_russ.pbo

C8X_USMC PBO 14,668,416 12-19-03 1:48p C8X_usmc.pbo

C8XMAG PBO 7,443,736 12-18-03 8:35p c8xmag.pbo

TACTEV~1 HTM 8,157 12-14-03 2:50p TACTEvents for Mission Editors.htm

SUCHRUS PBO 9,588,055 12-19-03 1:53p SUCHrus.pbo

SUCHUSMC PBO 11,213,766 12-19-03 1:58p SUCHusmc.pbo

MFCTI1~1 PBO 54,397 08-05-03 9:46p mfcti1.1.pbo

BISCAMEL PBO 6,596,379 12-07-03 10:08p BISCAMEL.PBO

TACTEV~1 PBO 146,111 12-19-03 1:58p TACTEvents.pbo

COC_MI~1 PBO 872,876 11-24-02 5:58p COC_Mines.pbo

MFCTI1~2 PBO 43,916 01-29-03 6:14p MFCTI1.0.pbo

MFCTI1~3 PBO 815,763 02-07-04 7:11p mfcti1.15.pbo

MFCTI1~4 PBO 819,283 03-06-04 7:53p mfcti1.16.pbo

CTI_MA~1 PBO 964 08-16-04 10:19p cti_markers.pbo

CTITC_~1 PBO 447,139 12-18-03 1:06p ctitc_addons.pbo

RECON PBO 59,179,415 05-31-05 6:30p Recon.pbo

KEGAGS PBO 1,194,271 10-25-04 11:17a kegags.pbo

BARACKEN PBO 9,803,414 01-20-05 12:04a baracken.pbo

CTIVILLE PBO 918,640 05-13-05 4:19p CTIVILLE.pbo

MISC2 PBO 3,567,423 09-17-03 11:55a misc2.pbo

MISC1 PBO 2,085,734 09-17-03 11:55a misc1.pbo

OBJECTS4 PBO 2,388 10-09-03 7:32a objects4.pbo

OBJECTS2 PBO 2,243 10-09-03 7:32a objects2.pbo

OBJECTS1 PBO 2,388 10-09-03 7:32a objects1.pbo

RKSL-N~1 PBO 1,936,797 07-16-04 11:47p RKSL-Netpack-US.pbo

AGS_INDS PBO 18,308,014 05-30-04 9:32a AGS_inds.pbo

AGS_PORT PBO 3,314,199 11-08-03 11:29p ags_port.pbo

F3WX_O1 PBO 15,173,722 06-15-04 7:18p F3WX_O1.pbo

FML_OB~1 PBO 4,836,851 05-23-04 12:03p fml_objects.pbo

LTH_D-~1 PBO 3,537,473 06-04-04 10:32p LTH_D-Day_Pack.pbo

BARACK~1 PBO 22,469 06-01-03 2:34p barackenworld.pbo

TRINIT~1 TXT 6,046 09-25-03 10:04a Trinity Island readme v2.00.txt

TRINITY PBO 1,567,797 09-24-03 7:38p trinity.pbo

TRINIT~1 <DIR> 06-27-05 11:31p trinity_anims

CASCA_SE <DIR> 07-09-05 12:30a casca_se

MAP_ED~1 PBO 255,085 02-20-05 4:30p MAP_Editorupgrade.pbo

MAP_ED~2 PBO 255,085 02-20-05 4:30p MAP_Editorupgrad.pbo

BAUELE~1 PBO 594,471 02-25-03 1:19a BauElementeV01.pbo

ZWA_TE~1 PBO 533,659 07-21-02 2:55p zwa_telbu.pbo

MAP_MI~1 PBO 4,781,397 09-07-04 8:55p MAP_MilObj-Pack.pbo

AUTO-A~1 TXT 168 08-15-05 4:15p auto-addon.txt

GDTCTI PBO 6,040,690 03-29-05 6:21p gdtcti.pbo

BASBLA~1 TXT 1,021 08-10-03 12:59p BASBlackhawkDemoReadme.txt

BAS PAA 229,035 01-30-03 5:58a bas.paa

SFP_HG90 PBO 1,044,059 05-19-03 5:34p SFP_hg90.pbo

SFP_HK~1 PBO 2,432,094 05-29-03 12:34p SFP_hkp10.pbo

SFP_KS~1 PBO 1,264,935 05-24-03 5:35p SFP_ksp58.pbo

SFP_KS~2 PBO 2,341,706 05-30-03 2:31p SFP_ksp90.pbo

SFP_M45 PBO 475,716 05-25-03 7:09p SFP_m45.pbo

SFP_M90 PBO 5,403,064 05-30-03 10:24a SFP_m90.pbo

SFP_M9~1 PBO 7,227,705 05-30-03 10:29a SFP_m90_2.pbo

SFP_M96 PBO 600,127 05-26-03 8:50a SFP_m96.pbo

SFP_P88 PBO 1,872,535 05-19-03 7:39a SFP_p88.pbo

SFP_PB~1 PBO 1,610,940 05-06-03 8:45p SFP_pbv501.pbo

SFP_PS~1 PBO 1,014,186 05-24-03 5:16p SFP_psg90.pbo

SFP_PS~2 PBO 924,978 05-20-03 10:46a SFP_pskott86.pbo

SFP_SI~1 PBO 1,066,190 05-20-03 10:49a SFP_signalpistol.pbo

SFP_ST~1 PBO 9,021,571 05-30-03 10:33a SFP_strf90.pbo

SFP_TG~1 PBO 5,902,122 05-30-03 11:13a SFP_tgb11.pbo

SFP_TGB PBO 2,307,325 05-30-03 11:12a SFP_tgb.pbo

SFP_TKSP PBO 3,901,774 05-24-03 5:19p SFP_tksp.pbo

README TXT 6,226 05-30-03 4:13p Readme.txt

CLASSN~1 TXT 5,442 05-30-03 4:09p classnames.txt

SFP ICO 3,128 04-05-03 9:53a sfp.ico

STRING~1 CSV 272,310 05-26-03 12:44p STRINGTABLE.CSV

SFP_AG90 PBO 1,100,780 05-30-03 4:11p SFP_ag90.pbo

SFP_AK4 PBO 1,835,509 05-30-03 2:39p SFP_ak4.pbo

SFP_AK5 PBO 6,000,407 05-30-03 4:12p SFP_ak5.pbo

SFP_AMMO PBO 2,499 05-26-03 9:06a SFP_ammo.pbo

SFP_GRSP PBO 220,306 05-26-03 9:19a SFP_grsp.pbo

MISSION SQM 12,343 08-25-05 12:29p mission.sqm

README RTF 3,400,435 08-25-05 3:01p ReadMe.rtf

CR09 PBO 107,645 11-04-05 3:24p cr09.pbo

CTIOBJ~1 PBO 470,934 11-04-05 3:24p ctiobjects02.pbo

CWKZOD~1 PBO 12,865,394 06-29-05 10:35a cwkzodiac.pbo

CR08 PBO 108,283 08-21-05 2:48p cr08.pbo

CTIOBJ~2 PBO 264,047 08-20-05 9:39a ctiobjects.pbo

ZSCTI1~1 PBO 394,997 12-25-04 7:19p zscti1.1.pbo

ZSCTI1~2 PBO 394,921 01-10-05 8:16p zscti1.2.pbo

MFG10~1 PBO 394,614 02-24-05 6:52p mfg1.0.pbo

ZSCTI1~3 PBO 8,537,186 05-19-06 7:53p zscti1.3.pbo

ZSCTI13A PBO 9,497,406 07-03-06 6:56p zscti13a.pbo

ZSCTI13C PBO 501,014 07-03-06 6:56p zscti13c.pbo

ADDONS-1 TXT 0 12-07-06 4:14p Addons-1.txt

117 file(s) 414,253,794 bytes

4 dir(s) 109.54 MB free

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i suggest that you run all those addons under MOD folders, that may clear any problems.

ofp.info has a good mod folder creation guide here: Mod Folders

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Roadkill=Agreed, however, I'm unsure which addons are from stock OFP upgrades and which are purely addons external as such. When I remove all addons OFP hangs on starting FFUR or when starting OFP alone.

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Hi,

The FFUR 2006 2.9.9 is nearing completion, and should be totally complete within a few days of intensive "MP" tests and to make sure that SLX - FFUR combination works as wished.

Thunderbird, does this mean you are combining SLX with FFUR in the install?

I haven't been able to get SLX to run stock or with any mods. I was hoping your magic could save the day.

Thanks for the great work. I can't wait to see what you can do with AA.

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I love the idea of integrating slx into ffur, but I don't think dispersion values should be changed, it already sometimes feels like you can't hit things in 2.5. I think 2.5 values are perfect as they are, and even then I find myself and my squadmates running out of ammo during single engagements, I fear that if dispersion is increased further the whole squad will be out of ammo before they could take out a squad or two. Please consider this when/if adjusting the values.

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Just as a note to the news posed on ofp.info.

It all looks great but please dont add those ArmA splash screens. Ive had ArmA for about 2 weeks now and everytime i see those splash screens I wish to god that the black screen with "Get Ready..." was kept.

Sureif you could have about 20+ backgrounds randomly chosen it would be btter since you wouldnt be getting bored of the pictures so easily.

But apart from that all looks good.

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looking forward to the final version. is it still expected very soon, or is a "before christmas" date more realistic?

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Hi all, just wanted to congratulate Tbird et al for their fantastic contribution to the ofp community and , say i am having the best time of my life with the game running ffur2.5 alongside SLX , so the news that you are going to be joining them is really nice , just a few questions, will the new ffur 2.9.9 include all of SLX's features like GL3 , and the SLX landscapes withe grass and enterable house?

or will i still need to run it in conjunction with SLX , and will that be possible ? also i know the BDU soldiers are not that popular but i really like them please keep them in for or my 80's style missions will look really wack, infact i prefer them to the ACU one's , i realise that the walking up stairs is a problem though...

okay regards

Neilreed101

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Wook - These are the OFP addons the rest are 3rd party

*6G30     PBO     2,902,677  11-13-04  5:20p 6G30.pbo

*ABOX     PBO       103,674  11-13-04  5:20p ABox.pbo

*APAC     PBO     2,931,731  11-13-04  5:20p Apac.pbo

*BMP2     PBO       902,712  11-13-04  5:20p BMP2.PBO

*BIZON    PBO       385,138  11-13-04  5:20p Bizon.pbo

*FLAGS    PBO     1,802,248  11-13-04  5:20p Flags.pbo

*G36A     PBO     1,005,423  11-13-04  5:20p G36a.pbo

*LASERG~1 PBO       229,893  11-13-04  5:20p LaserGuided.pbo

*MM-1     PBO       316,113  11-13-04  5:20p Mm-1.pbo

*STEYR    PBO       376,196  11-13-04  5:20p Steyr.pbo

*VOICERH  PBO    22,194,589  11-13-04  5:20p VoiceRH.pbo

*XMS      PBO       442,864  11-13-04  5:20p XMS.pbo

*BRMD     PBO     1,983,444  11-13-04  5:20p brmd.pbo

*CH47     PBO     6,883,853  11-13-04  5:20p ch47.pbo

*HUMR     PBO     1,416,789  11-13-04  5:20p humr.pbo

*HUNTER   PBO           567  11-13-04  5:20p hunter.pbo

*KOZL     PBO       328,261  11-13-04  5:20p kozl.pbo

*M2A2     PBO     4,116,554  11-13-04  5:20p m2a2.pbo

*OH58     PBO     1,439,697  11-13-04  5:20p oh58.pbo

*SU25     PBO     1,873,113  11-13-04  5:20p su25.pbo

*TRAB     PBO     1,290,304  11-13-04  5:20p trab.pbo

*VULCAN   PBO     1,239,512  11-13-04  5:20p vulcan.pbo

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BigRooney=Great help. Will get on this soon as some gameseating takes place. 48-72 hours. Much obliged.

Wook [iDGN]

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FFUR2006 v.2.5 Bugs (previously reported in the SLX forum):

*The suppressed M4 fires tracer rounds.

*All small arms continuously use tracer rounds, even when this feature is disabled in the Difficulties settings.

i found another bug (in FFUR2006 2.5)

when player/AI player mount in kord-12.7mm, then he become bulletproof.

(SLX has not this bug)

EDIT: i found out, that was known bug

how fix it? (fix or patch to config or something?)

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No problem wook.

Tbird, I've just noticed a strange sound on the M16/M4 burst sound, At the end of the burst after the echos a sound like a person happens (I might be hearing thing but I think there is something there).

Oh and BTW HYK has just released an updated version of his US infantry (with ACU). Maybe you could use them instead of the FP ones (FP has high quality, may not work well on some comps). Just a suggestion great work man, keep it up.

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That sounds good as I'm not a big fan of the FP ACU but if you use HYK's troops they need to be lightened a little bit - they seem a little grey right now.

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