456820 0 Posted December 3, 2006 Quote[/b] ]say, is there a different tree/vegetation replacement pack I can use with FFUR? I'm finding the collision detection of the Berghoff bushes trees to be extremely annoying... I'll stand about a meter to the side of the bush and the AT4 will blow up in my face. And if I'm hiding behind a bush, I have to run into the open to shoot back or else I'll end up hitting an invisible part of the bush Try checking you have the latest version of Nature Pack 3.0 i beleive there was a problem like that but was fixed later on. I cant say i ever experienced rockets hiting me but i couldnt shoot throuh them and now thats fixed. So maybe could fix your problem too. If not there is the Nogova vegetation replcement. IIRC it was done by WGL - think Q released it. What it does is replace the current trees with vegetation from Nogova. And with Berghoffs Nogova texture replacement (relaces textures on nogova trees) you can get a nice vegetation pack. Share this post Link to post Share on other sites
10motb 0 Posted December 3, 2006 ONCE AGAIN GREAT MOD, that is just amazing, I just have a little problem with the secondary explosion i think it has to big radius, i can kill the whole russian motorized squad with only one rpg, i distroy bmp-2 and almost all survive but then the second explosion in the bmp-2 kills all russian around it. I am using SLX effect... Great work, cant wait for the patch apart from russian sniper missing textures (i know it has been reported) and the other allready reported bugs, i didnt find any other. GJ Fuck armed assault use FFUR!!!! Share this post Link to post Share on other sites
Pancho 0 Posted December 3, 2006 Is the recoill efect being fixed for the RPK-74 and the M-249 SAW?? There´s no recoill on both. Share this post Link to post Share on other sites
Wook 0 Posted December 4, 2006 Tbird=I've not had a chance to play yet. Still very sick. West Sniper, he needs his inventory allowance increased to that of the full soldier. 5x5rnds is wasted in the first engagement rendering him useless thereafter. SVD sniper has 5x10rnds, old West M21 was 5x20rnds. I would encourage a full inventory allowance for the primary weapon for all snipers. Wook [iDGN] Share this post Link to post Share on other sites
jono_retard 0 Posted December 5, 2006 there is a bug/irratent when you place a us acu squad and when you click on them to name them it automatically makes them riflemen so you have to chose their class everytime you open them up. I dont remember this in the old ffur so if this could be fixed in the patch that would be great. it save me so much time in the editor, no more rename, rechoose class.......(i was using vanila ofp,no addons) thanks Share this post Link to post Share on other sites
Red_Evasion 0 Posted December 5, 2006 Tbird=I've not had a chance to play yet. Still very sick. West Sniper, he needs his inventory allowance increased to that of the full soldier. 5x5rnds is wasted in the first engagement rendering him useless thereafter. SVD sniper has 5x10rnds, old West M21 was 5x20rnds. I would encourage a full inventory allowance for the primary weapon for all snipers. Wook [iDGN] Well, you want a dedicated sniper rifle (M24) or a designated marksman rifle? (SVD) If you really want a designated marksman rifle and not a sniper rifle, you could ask tb to possibly use the SJB M14 DMR? But then you would need to get rid of that ghillie suit, as the sniper is no longer a sniper. Share this post Link to post Share on other sites
echo1 0 Posted December 5, 2006 there is a bug/irratent when you place a us acu squad and when you click on them to name them it automatically makes them riflemen so you have to chose their class everytime you open them up. I dont remember this in the old ffur so if this could be fixed in the patch that would be great. it save me so much time in the editor, no more rename, rechoose class.......(i was using vanila ofp,no addons)thanks I noticed that with Russian squads too, I think its a problem specific to this version of FFUR Share this post Link to post Share on other sites
Thunderbird 0 Posted December 5, 2006 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. The main objective of the upcoming patch (and full pack) is to increase the enjoyability of OFP as a whole as well as the long term game potential, keeping it realistic, quite authentic and friendly CPU (> 1.3 GHZ, 512MB). The incoming patch features a lot of enhancements and improvements that change the gameplay and make it more immersive, as you can see below: - New US ACU Models based on the popular and high quality FacePlant ACU troops by CameronMcDonald, several variants are available : Squad leader (with holster), Soldier (with M16/M4 pouches), Machinegunner and Automatic Rifleman (with "large box" pouches) and Grenadier (with 40mm pouches), these troops use BIS heads and faces to make the models fit with the rest of the troops used by the Mod. Removed the BDU troops to slightly decrease the .pbo size and because they were almost useless and not that popular, furthermore, the BDU camo is today almost outdated. -The implementation of FP ACU troops does fix the NVG proxy issue as well as the climbing stairs. (thanks to CameronMcDonald) -New Russian Motorized Troops based on, probably the best russian models carried out thus far for Operation Flashpoint, RHS Models, these troops use the VSR camo and a very authentic gear selection, like the US soldiers, these troops don't carry backpacks as in real life, several models variants are available: Squad Leader (with custom helmet), MachineGunner (with PKM magazine pouches), Grenadier (with GP-25 pouches), Anti-Armor Rifleman (with custom helmet and RPG-7 Backpack), Medic (with medical Backpack), Rifleman (with AK-74M magazine pouches), these troops use BIS heads and faces to make the models fit with the rest of the troops used by the Mod as well. (thanks to Shadow Nx) -New realistic and very authentic sound effects inspired by real life firearms SFX, intended to make combat more immersive, the new sound features a realistic echo Fx and a higher volume and this sounds very interesting during huge firefights, also makes the game seem more like a realistic simulation (inspired from Codeblue). -Artificial Intelligence values changed with the goal to make AI units very aggressive, making them smart in urban areas, just play again the Battlefield mission to notice how good they are; However, the dispersion values have been increased to make combat more authentic and last longer. -Numereous bug fixes, (Ability to climb up stairs, MP bugs, texture ratio errors, ural bug, squads that always turn to "rifleman", russian sniper missing textures, and much more...). -New and very realistic effects in-game, new smoke Fx that remains during long battles (thanks to INV44), new and realistic APC/MBT machine guns tracers and new flame textures that make burning effects look more realistic. (thanks to Solus). -New Soundtracks (thanks to zGuba) and minor GUI changes and enhancements (Inspired from INV44). A detailed list of credits would be published at the same time than the release. Here are a few shots US Troops Ru Troops Share this post Link to post Share on other sites
Thunderbird 0 Posted December 5, 2006 New effects and Fx changes (fixed the swiming animation issue, now soldiers heads remain out of the water) Sample of tanks/APCs new sights structure Stay tuned, Regards, Thunderbird Share this post Link to post Share on other sites
froggyluv 2136 Posted December 5, 2006 Wow this looks nice Hope the patch isn't too big as I just finished a 28 hour D/L to update to 2.5 Â which by the way looks and feels outstanding Share this post Link to post Share on other sites
william1 0 Posted December 5, 2006 all the changes are the most welcome except the new ACU soldiers , i think the 2.5 ones are just PERFECT , i think these new ones are a step backwards , well it's my opinion i had to say looking forward for the patch Share this post Link to post Share on other sites
456820 0 Posted December 5, 2006 Looks and sound great. Awesome work. Share this post Link to post Share on other sites
Von Stahlriven 0 Posted December 5, 2006 This mod is propably the best that I've ever played since I got OFP. Awesome work. Thunderbird84. Share this post Link to post Share on other sites
Big-Rooney 5 Posted December 5, 2006 Outstanding TB. Love the new ACU troops. Didn't like the 2.5 ones, too bulky. The rest of the improvements sound great. Share this post Link to post Share on other sites
Spartan2E 0 Posted December 5, 2006 Looking forward TB I found the 2.5 ACU soldiers kinda off... Like they are wearing diapers or something. Share this post Link to post Share on other sites
Thunderbird 0 Posted December 5, 2006 Quote[/b] ] Hope the patch isn't too big as I just finished a 28 hour D/L to update to 2.5 It would be around 250 - 300 MB, mainly due to the new DTA files (data.pbo/ dta3d.pbo) which include the new fire, sky and smoke effects. Quote[/b] ] i think the 2.5 ones are just PERFECT Not that perfect, they were missing the NVG Proxy and they weren't able to climb up stairs Anyways, thanks for the kind words, the incoming release would feature 2 packs : A Full pack - NSIS installer to make things easy to people/ and A Patch - NSIS/.rar archive for people who already have the FFUR 2006 2.5. As stated in the previous page, the patch is almost finished and being the last FFUR release, it still needs to get polished one more time, and intensively tested. Regards, Thunderbird Share this post Link to post Share on other sites
Big-Rooney 5 Posted December 5, 2006 Quote[/b] ]It would be around 250 - 300 MB, mainly due to the new DTA files (data.pbo/ dta3d.pbo) which include the new fire, sky and smoke effects. Thats Big. Could you not just have the fire and smoke affects on an additional download like a skypack. Quote[/b] ]As stated in the previous page, the patch is almost finished and being the last FFUR release, it still needs to get polished one more time, and intensively tested. I hope the tests don't take to long, I'm looking forward to those ACU troops and the new affects. Anyway nice job so far FFUR Team Share this post Link to post Share on other sites
Julian 0 Posted December 5, 2006 Hey TB after this new patch, are you considering working on the FFUR mod for ARMA?  Is there a way to convert your mod to Arma?  As I've been hearing regular OFP addons don't work in arma, and they have to be reworked.  I'm looking forward to seeing you in ARma if your going for it.   Armed assault is ausome, its just like regular ofp it has its bugs, but guys like you tb are the ones that make the game a whole much more enjoyable. The graphics will blow you away, the game needs new sounds too. and the flying of choppers and planes are very challenging  I'd hope you or someone else can make it like OFP flying.  Keep up the good work we love you man! Share this post Link to post Share on other sites
Wook 0 Posted December 6, 2006 Tbird= Bug Update::: -West Sniper's body actually may not be missing any Textures... 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. -M2 .50 Cal MG... I'm guessing I must have some 'similar' addon already. Have not figured this one out as to why the SOUND is not there for my M2's and thus ALL .50 Cal's. Running with alot of 'basic' addons like MFCTI and crCTI. Hope this helps. I'm still pretty sick but atm can test somewhat blurrily. Wook [iDGN] Share this post Link to post Share on other sites
Red_Evasion 0 Posted December 6, 2006 Well Wook. You'll just have to wait for the M24A2. I do not know of any 10-round 7.62mm NATO magazines for the pre-A2 M24 that are issued to snipers. Wook, you do know what a sniper does, at his range, he does not need more than five rounds. Does the L115A1 AWM have ten round mags? This is a realistic game and modification. Snipers use very few rounds, compared to DMs. Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted December 6, 2006 Thunderbird, It's been a while since I've commented on your Labor of Love that is FFUR2006. I've been busy, to say the least. I'm astounded with the latest build. Everything's just amazing looking and the sounds are terrific. I see from a comment that you posted in the SLX and this Forum that you're planning on incorporating some of Solus' groundbreaking work into your next release, and I can't wait to get your next release simply because of that fact. The advances that Solus has made both in regards to graphics, AI behavior and game play are extremely significant and raises the bar of excellence for the entire OFP community. Presented below is a comprehensive list of my observations having tried SLX in tandem with FFUR and then later in tandem with WGL. My notes have been primarily generated from playing the single player missions Clean Sweep and Steal the Car. Of course do with these notes what you will... 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. REQUESTS: ***Please try to duplicate the AI settings that are generated when SLX is running in tandem with WGL. It's unbelievable how cunning they are, and the fact that they utilize the interior of buildings is even more remarkable. I have tried running SLX in tandem with the 2.5 build of FFUR, but for some reason the FFUR+SLX AI just doesn't seem to be as competent in battle as WGL's does. ***WGL's units throw grenades more frequently and very wisely; sitting in one spot for too long virutally guarantees that they're going to quickly hunt you down. ***What I like about WGL's settings are that the AI aren't "sniper-gods", and they cover each well as they slowly advance or flank a position. ***I also appreciate how WGL+SLX's AI are able to twist their torsos more at the waist, so that they're better able to respond towards a target who's on their side. However, if it's possible to enable strafing for the AI, please do so, as it's one feature that's badly needed in OFP, and it seems quite weird to me that they didn't include it in the game to begin with. That said, I'm not looking for the kind of strafing that most first person shooters have. It should be fairly slow, and there should be a good deal of "camera shake" from the player's viewpoint when the side-to-side stepping movements are being made. ***Have you seen the very recently released FSB Special Forces units created by Shadow NX? They look great enough to fit right into your next release... Here's the release thread, if you're interested: http://www.flashpoint1985.com/cgi-bin....42;st=0 . ***I love the deeply immersive level of atmosphere that's created when friendly and enemy units can be heard calling out commands and statements to each other, as can be readily heard in the ECP, WGL, and SLX. ***Since it's likely that the next update is the last release from your terrific team of contributors, I am hoping in a MAJOR way that you include a config that has full effects enabled while removing any kind of magnification from weapons that do not include any actual magnifying optical aides. If such a config isn't doable due to your deadline, then if you (or anybody else for that matter) could direct me to a detailed step-by-step tutorial, I'd be happy to give it a try myself, although I might blow up my computer in the process. My fingers are crossed TIGHTLY that this config becomes a reality! ;-D That's it for now. I've always been very grateful for all of your hard work Thunderbird. Without any doubt, you're a terrific and generous member of this community! As always, Yours, Kyle Dec. 5, 2006 :-D Share this post Link to post Share on other sites
Wook 0 Posted December 6, 2006 Red=Ammo Desparity is all I'm noting. Yes, a sniper is one-shot 1-kill, for the best of the best. Yes. Give me a best of the best sniper then the ammo issue is moot. 20 rounds. Not 25 rounds. 4 clips of 5. This doesn't work well with many of the missions where the soldier in the field is outnumbered. Having only 4 inventory units for ammo is a bit on the 'empty already' side. *Adjust fire!* As far as not being any extra capacity mags/clips: American Magazines made serveral thousand batches of extra capacity mags/clip for the Army, Air Force, Marines and Navy. How many were actually in a M24 Remington 700 BDL Hi-cap is 10 that I knew of. Common kit? No. However, I was mentioning it for the purposes of balance. SVD has twice as many rounds. As, the M21 had twice as many before that. Just noting it for reveiw, thats all, Red. The Lapua round is a completely different animal. Half-again the power of the .308 NATO (7.62) round, a much more effecient cross-sectional density, and flatter trajectory. However, it is also nearly twice the volume of a .308 NATO cartridge. Also, the .338 Lapua and Lapua Mag use a long trhow bolt instead of the .308's. So, considering all the above it will probably for most SR's not have a 10-round mag. Note, the Barret DOES have a 10-round mag, and, Barret even has debuted a 15, and 20 round mag for it. Check out Barret's 2004 SHOT showcase. On the point of 'realism' the M-21 is still being used in Iraq. So, why would 'this' be more realistic than an M-21? Just points to ponder, nothing more. Wook [iDGN] Share this post Link to post Share on other sites
Red_Evasion 0 Posted December 6, 2006 Well, go ahead and suggest Designated Marksmen. Quote[/b] ]The Designated Marksman (DM) is a military role in a U.S. infantry squad (The analogous role in the Israeli army is "squad sniper." Soviet and Russian doctrines (snaiper' use the Dragunov rifle in this way). The designated marksman's role is to supply rapid accurate fire on enemy targets at ranges up to 500 meters (550 yd) with a telescopic-sighted, very-accurate, semiautomatic rifle. Like snipers, DMs are trained in precision shooting, but unlike the more specialised 'true' sniper, they are also intended to lay down accurate rapid fire. The M21 today is used as a designated marksman rifle. The M24 is a more traditional sniper weapon used with a spotter. If the gameplay is too frustrating for a traditional sniper, you can always dump an ammo bin in your mission and bust out an M14 DMR. Share this post Link to post Share on other sites
Wook 0 Posted December 6, 2006 Red= DMR sure, but, its not in any ammo box in FFUR. If it was added as say, part of the Mounted kit of a Bradley, then, fine. But, having to DePBO a mission just to put in something thats already used, well, you can't do that with the OC, or Expanded Campaigns. One of the primary reasons the issue of 'too difficult for a true sniper' is the Targets-to-rounds discrepency. When you simply have more targets than ammo... there's a bit of a problem. Many campaigns where you are placed in a sniper's suit you do not and can not find any ammo throughout the whole island. And, unlike real-life, in those campaigns you're expected to clear all 30 troops with your 20 rounds of the M24SWS. One of FFUR's major goals is to be a seamless TC [Total Conversion] that both implements modern Army loadouts while aiming to not break any missions made with stock OFP. The reduced ammo count since its not simply HALF but instead 1/4th of the original West M21 Sniper's ammo... can be mission breaking due to this. On another more 'realistic' note... how many snipers do you know who go out fieldrucking with only 20 rounds total kit? NONE. Period. Standard sniper loadouts are between 70-100 rounds minimum as per SF Reqs. down in Ft. Bragg. Wook [iDGN] Share this post Link to post Share on other sites