Jump to content
Solus

SLX Replacement Pack, Mod, and Addons

Recommended Posts

Solus, it's been a looong time i posted in this forums, and an even longer time i didn't play OFP, but now with your addon i did and got hooked again...my university work is on halt because of YOU! crazy_o.gif

well, everything works like a charm, with only one problem (forgive me, i didn't read all the 26 pages to see if it has been mentioned before):

i play your addon with FFUR2006 and no matter which config i use (even with the light ones), when i play the mission battlefields (i don't remember if it's an original one but i think it is) where a lot of soldiers run around, i only get 4 fps...

my specs:

P4 3.2 GHz

1GB Ram

SATA 100 GB HD

ATi Radeon 9800 pro 128 MB

Creative Audigy 2

all the latest drivers

Share this post


Link to post
Share on other sites

I really dont like this

AI is moving and hiding into the buildings, so how can I disable it? confused_o.gif

Share this post


Link to post
Share on other sites

why disable it? They are using proper tactics of covering and supporting each other, it looks so much more realistic, but it means you need to be more careful when in towns especially if the nme has garrisoned buildings.

This mod is really good, unfortunately it doesn't run very smoothly on my laptop huh.gif, well as im at University i don't have my proper pc with me:rolleyes:

Still a great MOD thumbs-up.gif

Share this post


Link to post
Share on other sites

I have a question - What's with the whole thing with planes not exploding when hitting the ground? Seems a little... (fuzzy?) to me. Other than that, extraordinary work on this mod.

Share this post


Link to post
Share on other sites

There is somewhere in the config a "rule" that says the vehicles needs to have got an amount of damage and damage in specific places to turn into an inferno... that's what i read but it more applyed to ground vehicles in the readme

Share this post


Link to post
Share on other sites

Snuffy, i had same problem when i had the ak 47 optic problem. download newest upgrade to the mod, and use installer where reads "NO_HWTL_Install_win2k_XP" or "NO_HWTL_Install_win98_ME" depending what windows system you are using. Then it should woek. The newest upgrade is in this topic (Too lazy to find it for you though biggrin_o.gif). Hope this helps.

AceTalker out (of here temporaly).

Share this post


Link to post
Share on other sites
why disable it? They are using proper tactics of covering and supporting each other, it looks so much more realistic, but it means you need to be more careful when in towns especially if the nme has garrisoned buildings.

Iam making a stealth mission,

and "guards" are still escaping to houses from their guard post(WPs dont work)

Share this post


Link to post
Share on other sites

versus: Ah, each update contains all of the previous updates content, you only need the latest one. I've put the tracer count on the todo list, and it will get implemented when I work on the shot effects again. That slowdown must have been the fuel leak looping every fraction of a second which causes a lot of lag, I've changed it to loop every one second now so it should be much smoother. Thanks for that bug report and the info about the tracers! If there's anything else you spot let me know. :]

gunterlund: ;] Those bugs are on the todo list and I'll look into getting them fixed when I can. Thanks for the information!

capitan_caceres: Thanks, good to hear it worked! It's easier to enable/disable the voices in the next update.

tarrega: Those are some very strange bugs. I really have no idea what could be causing them though, sorry. :[ Maybe try installing the stuff manually if you want to. More information on your computer configuration might help.

AceTalker: Thanks! Good to hear you like the melee units! :] Try making like a small bridge or dock over some water, then put a bunch of sword/melee guys on it, then make yourself on one end of the bridge/dock and try to fight through them to make it to the other side, and see them make splashes in the water when they get thrown off. biggrin_o.gif It would take some work to get some addon units to work with the animations though, so I can't do anything about that, sorry. Only units that use the default animations will work.

Harlock_GBase: Sorry, it's up to you to play or not. tounge2.gif It could be that OFP isn't optimized to run on faster machines, like I've heard said before, or it could be a very fast looping script running that slows things down but it's hard to pinpoint what exactly is causing slowdowns sometimes. So I'm not sure what could be the cause in your case in such a large mission, sorry. It could also be from the FFUR units or something. Maybe as my scripts improve in speed in general it will get better. I'll keep working on stuff and try and improve the overall speed. Thanks for the feedback!

Salvatore_Lee: If you're making a mission with GL3 please read the readme to see about integrating a custom version into your mission if you want to. In your custom version you could put "exit" at the top of the SLX_Garrison.sqs script and they shouldn't garrison buildings anymore. I'll put an option to disable it globally in a future update.

R0adki11: Thanks!

Nemesis6: I was planning on eventually making one of the scripts simulate an aircraft being completely destroyed, which would replace the default exploding and crumbling effect that happened every time planes were destroyed. With the default exploding effect turned off planes are now able to make crash landings without exploding, and when the new aircraft destruction effect is implemented aircraft will also be destroyed completely when they should be. I'll try and make them at least catch fire and explode more often in another update until the completely destroyed effect is in there.

Share this post


Link to post
Share on other sites

Thanks ace iam allways patch updated when in case of SLX

i manneged to pull it through in the end by some menual labor biggrin_o.gif

i think the problem lay in the if exist command the my winme get stuckin

never mind all behind time 2 patea

Share this post


Link to post
Share on other sites
why disable it? They are using proper tactics of covering and supporting each other, it looks so much more realistic, but it means you need to be more careful when in towns especially if the nme has garrisoned buildings.

Iam making a stealth mission,

and "guards" are still escaping to houses from their guard post(WPs dont work)

Disable the AI's ability to move with the disableAI "Move" command (might be an incorrect syntax, but the theory is sound).

Share this post


Link to post
Share on other sites

Great stuff i really love this mod and apreciate all the time and effort gone into it.

I found one bug though, for some reason while i was playing a few mission especially the last mission of red hammer I noticed the radar thing with the little red white and grey squares that u get while in a chopper or tank ect wasnt there anymore and it made the mission next to imposible for me to finish. Loading up the same save game in default ofp with no mod brings it back every time, I have no other mods installed because I reinstalled today after I got a virus from a porno site, I was feeling horny and the missis was at work and I made sure the radar wasnt switched off in the options.

But anyway thaught id let you know, because i want this mod to be perfect, because it allmost is.

xmas_o.gif  xmas_o.gif  xmas_o.gif  xmas_o.gif  xmas_o.gif  xmas_o.gif  xmas_o.gif  xmas_o.gif

Share this post


Link to post
Share on other sites

Totally realistic, means you cant lock on to targets miles away, the only chopper i would say this would be available would be the Apache Longbow.

Share this post


Link to post
Share on other sites

there's one thing that i don't quite understand...

when using SLX together with FFUR for example it seems that the SLX effects are "added" to the FFUR effects.

for example the smoke coming from vehicles. i often see the FFUR smoke AND SLX smoke/fire which looks kinda weird. also i'm pretty sure it's not so good for the overall performance. confused_o.gif

other effects i notice overlapping each other are tracers and hit effects.

it would be very cool if using the modified SLX config for FFUR it would use all the SLX effects to actually REPLACE the FFUR ones.

or is it something i did wrong with the installation?

Share this post


Link to post
Share on other sites
Totally realistic, means you cant lock on to targets miles away, the only chopper i would say this would be available would be the Apache Longbow.

Merkava tank can probably lock targets two miles away, let alone advanced attack helicopters.

Share this post


Link to post
Share on other sites

i hope another update comes soon =) i love this MOD to the max. again list of changes i would love to see

- make the m16 and ak rifles smoother aiming instead of it going from point a to point b making it look like your arms r laggin but around u isnt

- make aiming a little easier also so we can shoot better

- when shooting lets say a bmp with an rpg make the bmp go on fire and make the crew come out burning like the ones in ECP

- Give the radar back

- again stressing leave original BIS islands alone and give a seperate installer for those who want original BIS or the NEW islands

- i say give the black ops the ninja movement like the one in that ninja addon. black ops r quite skilled soldiers and i feel that they should have special features like climbing on buildings, jumping, swimming, and sneaking

- tone down the smoke a little bit when hitting a tank as it causes way too much lag for me [side note i got 3.2ghz pentium 4 and 512 mb ram with a 224 mb ram vid card]

- leave the sky alone just change the rainy weather by changing the clouds in a darker shade of grey instead of making it green

- keep the AI cover when they r in buildings thats the neateset feature i seen in this MOD.

- make the tanks stay back like for example in resistance i was playing that mission where the camp was under attack by the soviets. when we went in the cutscene about the mines the tanks already came and killed me and my men during the cutscene. Try to work on that

everything else is suburb work i love this MOD thank u for the wonderful MOD thumbs-up.gif

be extremely cool if FFUR did this too

yay.gifyay.gifyay.gif

Share this post


Link to post
Share on other sites

Need help here please. Just tried to place the config.bin file from:

@SLX\Mod Configs\FFUR2006\bin\Default All effects config

into my:

\OperationFlashpoint\ffur2006\Bin

folder - replacing the existing .bin file. However when I try to run FFUR2006 I get the following error code:

no entry 'modelSpecial'.

When I try to play a BIS SP game I'm unable to view my own character (iron sites missing as well).

Am I doing something wrong? huh.gif

Share this post


Link to post
Share on other sites
Need help here please.  Just tried to place the config.bin file from:

@SLX\Mod Configs\FFUR2006\bin\Default All effects config

into my:

\OperationFlashpoint\ffur2006\Bin

folder - replacing the existing .bin file.  However when I try to run FFUR2006 I get the following error code:

no entry 'modelSpecial'.

When I try to play a BIS SP game I'm unable to view my own character (iron sites missing as well).

Am I doing something wrong?   huh.gif

Isn't that config supposed to be used instead of the SFX/bin/config.bin file, and not the FFUR config.bin file?

Share this post


Link to post
Share on other sites

@kosta87- " when shooting lets say a bmp with an rpg make the bmp go on fire and make the crew come out burning like the ones in ECP"

SLX already does this and better IMO

IN EC, it was quite funny the first couple times I saw the burning tank crew but grew old as it was always the same thing 0ver and over.

In SLX I've ssen people on fire coming out of all sort's of vehicles screaming for help, the difference is that you CAN help them- it's not pre-rendered automated death but dynamic to the situation.

Share this post


Link to post
Share on other sites

Jocko Flocko: ;]

snoofkin911: Glad that you got it working, so it was a problem with one of the commands in the .bat not working in your OS ? Maybe I should remove that part from that installer.

Jackal326: "this disableAI {move}" should work to keep them outside, although it might cripple them in combat when they spot an enemy. I don't know what Salvatore_Lee wants to happen, but the sentry could just stay where they are and another squad could come running to help. It would be cool to see them all come running out of the buildings when the sentry spots an enemy.

insum: Thanks! I'll see about re enabling the ability to lock on to things in the next update, without being able to see anything on the radar.

versus: Having the FFUR effects along with the SLX effects is normal. It would be too labor intensive for me to go through and take out all of FFUR's effects.

ijozic: I'll see about having the lock on ability for tank gunners in the next update.

kosta87: Thanks for so much feedback!

1. I'll look into the weapon movement and see what I can do with it.

2. Aiming while rested should be easier in the next update.

3. Vehicles already have a chance of catching on fire depending on where they are hit and proportional to the amount of damage they are hit for. People disembarking from burning vehicles have a chance of catching on fire proportional to the amount of damage a burning vehicle has.

4. I'll see about having the lock on ability back in the next update.

5. There will be an option in the configs to easily turn them off in the next update.

6. I'll see about having blackops with ninja abilities in the next update.

7. I can't really test to see what amount of dust causes lag for you, so I can't change it to look right without causing lag. I'll try looking into it in a future update.

8. The next update will have a copy of the sky replacements in a folder in the NewData folder so you can find the parts in the main NewData folder and delete them, then run the installer and you will have no sky replacement.

9. Garrisoning buildings will always be enabled by default, but in a future update there will be an option to disable garrisoning buildings.

10. Not much I can do about that, the infantry that attacked in the first part must have felt outnumbered and called the tanks, and the tanks felt like rushing there. Try taking out that first infantry squad quickly and be prepared for the tanks to get there soon.

seminara: That config should be a default FFUR config, it shouldn't have any problems related to the SLX mod. The backup default configs are only included in the update in case your original one got overwritten, FFUR also includes it's own backup configs. Try using one of the other configs provided in your FFUR folder to see if they work.

froggyluv: Exactly. :]

Share this post


Link to post
Share on other sites

on question abut this great mod.

does it add names to people? if so how can i disable it cause i find it frustrating to be asked to pick up whatisnames primary weapon or four others in a row.

Share this post


Link to post
Share on other sites
seminara: That config should be a default FFUR config, it shouldn't have any problems related to the SLX mod. The backup default configs are only included in the update in case your original one got overwritten, FFUR also includes it's own backup configs. Try using one of the other configs provided in your FFUR folder to see if they work.

OK then - obviously my day for being useless.

I've now left the original FFUR bin file in it's place and have simply added the following path to my desktop shortcut:

-mod=ffur2006;@SLX

The effects work fine - however - I now loose FFUR units (replaced by basic BIS ones).

I'm doing something wrong again right?  tounge2.gif

Share this post


Link to post
Share on other sites

twisted: It uses the names that the units have in the group menu on the map screen. To disable it you could use SLX Wounds from a mission folder and modify the SLX_Wounds.sqs to remove the lines "_dropweapon addaction format[etc..." and the actions with names will not be applied to dropped weapons anymore. Please read the readmes to learn more about using SLX Wounds from a mission folder, and see the example missions folder in the 1.07 update for an example.

seminara: Ah, so you want to use the SLX FFUR config instead of the default FFUR config ? First backup your original FFUR config then copy the SLX FFUR full effects config in @SLX\Mod Configs\FFUR2006\bin\Full effects SLX config\config.bin to the FFUR2006\bin\ folder. Then run OFP with -mod=@SLX;FFUR2006. Make sure you're using the config from the "Full effects SLX config" and not the "Default All effects config" folder.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×