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Thunderbird

FFUR 2007

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Quote[/b] ]What is up with that. all of the other units are cool but the helmets on the Resistance pilots are not showing textures. can any one fix it?

Thanks, haven't seen that one, added it to the list of bug fixes.

Quote[/b] ]Playing the CWC and Red Hammer campaigns even in a vanilla OFP (without any mods) and using a 2000 or more viewdistance will always lead into some problems during some of the missions.

Indeed, thanks for clearing that up.

Quote[/b] ]@Thunderbird, has the latest FFUR been actually tested with the Battlefield MP series, or MFCTI? I've recently found another very popular CTI called crCTI, does it work in MP gameplay with this?

Well, as I mentioned in my last post, the MP side hasn't been tested yet, but you will get all of your answers before the mod gets released. (once all of the tests are done).

Quote[/b] ]I am using your mod with SFP and i am unable to use some of the weapons in the APC. (SFP_strf904056)

Due to the fact that several extra mods's ammo, weapons, vehicles, statics and buildings classes are derived from BIS classes, which have been heavily modified in FFUR, some random compatibility issues tend to sometimes happen when using the FFUR mod with extra mods, as you're currently experiencing with not being able to use the weapon you want from the APC.

Quote[/b] ]Noo! Take out suppressive fire, seriously it does fuck shit up. Unless you can make it so they dont chuck n'nades and use RPGs?

Solus lastly updated his suppressive fire script and the AI reacts better using this feature.

Quote[/b] ]It would most probably conflict with numerous other Addons, IE CoC for one, the various other CTI series scripts for mortars, etc.

Negative, since it is actually an "AIR SUPPORT" that doesn't use none of COC, or other artillery addons scripting way, which are so far more complex, there should be no conflict at all.

But as stated above, we will test the MOD On-line to carry out the right adjustments.

Quote[/b] ]Thanks for this latest build of FFUR TB, I've only just had time to try it.

I wonder how much time you've put into it all together from the start? must be some serious hours!

Thanks for the kind words, you are the welcome, but it's thanks to the OFP's skilled modding community that it has been possible to get such a project going.

Quote[/b] ]hehe just came to mind!

in the CWC campaign the russians take over Le Port.. (guess u guys know what mission im talking about)

with tanks and stuff... use the airstrike!! and you win

Believe me, it isn't that easy to use,

First, being not the leader in this mission, you have to survive in order to get close to your leader's squad and use his radio, before having to wait another minute before the bombers strike the enemy's position, a minute which might be fatal for you, moreover, you have to be at least at 200 meters from the bombing position to avoid being hit because it's about MK-82 bombs, not JDAMs (if you see what I mean, heh).

Regards,

TB

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Bang on'job as always, TBird.

I have 5 oldtimer gamebuddies who for the most part won't play OFP because it looks old. One of them doesn't like how long it takes to complate a mission, but, thats war!

Keep hoping for that MP final series so I can pull them back off their Xboxes, and PS2/3's and into something much more realistic like we were with when OFP first came out.

Battlefield, Coop's and CTI's were out main feasts in those days.

I'm very much looking forward as always to those BF and CTI missions again.

---Code Issues for MP gameplay---

The Airstrike not conflicting would be a boon I suppose to those who'd like to use it. In CTI and Battlefield missions it'd be a game wrecker in 'Public' gameplay. Why? Because one smart Airstrike would entirely wipe out the OpFor's main base. No exceptions there. I would really not like to see that one particular feature in MP. Although, yes... it is a GREAT feature.

biggrin_o.gif

---Random Tirade---

@456820

Quote[/b] ]And even if i was one of those who cant limit themselves (im not though) wh(y) [sic. inept language fortitude expletive] does it matter?

It apparently doesn't matter. So, no reason to limit for SP games. As per your own logic within above quoted statement.

Wook [iDGN]

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Anyone know the classname of the AKS47 or whatever it is the Resi RPG soldiers use?

I assume it uses AK47 mag's.

oh, and the M1911 and its ammo.

And the APS. biggrin_o.gif

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Quote[/b] ]hehe just came to mind!

in the CWC campaign the russians take over Le Port.. (guess u guys know what mission im talking about)

with tanks and stuff... use the airstrike!! and you win

Believe me, it isn't that easy to use,

First, being not the leader in this mission, you have to survive in order to get close to your leader's squad and use his radio, before having to wait another minute before the bombers strike the enemy's position, a minute which might be fatal for you, moreover, you have to be at least at 200 meters from the bombing position to avoid being hit because it's about MK-82 bombs, not JDAMs (if you see what I mean, heh).

Regards,

TB

um... thumbs-up.gif

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Quote[/b] ]hehe just came to mind!

in the CWC campaign the russians take over Le Port.. (guess u guys know what mission im talking about)

with tanks and stuff... use the airstrike!! and you win

Believe me, it isn't that easy to use,

First, being not the leader in this mission, you have to survive in order to get close to your leader's squad and use his radio, before having to wait another minute before the bombers strike the enemy's position, a minute which might be fatal for you, moreover, you have to be at least at 200 meters from the bombing position to avoid being hit because it's about MK-82 bombs, not JDAMs (if you see what I mean, heh).

Regards,

TB

um... thumbs-up.gif

I second that. Good job TB + team.

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Good to hear that you are still enhancing this great mod with features from SLX, i am sure that its going to be even better now.

One thing that was already mentioned in this thread but didnt get an answer is that M4A1 SD and MP5SD arent really silenced (when you shot in the air you alert the enemy). That is the reason why "stealth" missions are much harder now. Also the VSS Vintorez and AKS 74B have silencers but have the same problem (maybe this is wanted cause Spetz Natz in OFP used unsilenced AK-74U, but they also used a silenced Bizon). I hope you make some changes here(not to weapon models, only to "sound detection" by the AI)

Here are some less important issues (i mentioned some of them before)

- there is no red texture when you shoot a USA or Resistance soldier models in the head

- BMP-2 2A42 30mm HE cannon fires BIS tracers together with new green tracers

- BMP-3 2A42 30mm HE and AP cannon doesnt fire tracers

- M2 machinegun mounted on HMMWV doesnt fire tracers

- Resistance T55 DShKMT 12.7 mm machinegun doesnt fire tracers

- Mi-24 the position of light source (when you turn on the lights) is a bit weird and it illuminates the cockpit (it becomes "white")

If you can easily fix them please do it, but if it would take to much time and effort forget about them cause they are just minor visual annoyance and not game breaking problems.

The ticking satchel charge is a bit funny, maybe you should remove the thicking sound, and please dont increase the dispersion value on tank MGs (in OFP there was almost no dispersion only the bullet drop and it worked fine)

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I just installed FFUR 2007, the 1.01 patch, then then 1.02 patch, then the 1.02 extra pack, then the 1.021 patch.

On loading OFP with no other mods other than Mikeros editor update, I get the following error :

Quote[/b] ] No entry 'config.bin/CfgVehicles/BBB001.simulation'.

any idea what's gone wrong?

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Quote[/b] ]Because one smart Airstrike would entirely wipe out the OpFor's main base. No exceptions there. I would really not like to see that one particular feature in MP. Although, yes... it is a GREAT feature.

There would maybe be a multiplayer config without the "Air support" feature to avoid frustrating some people. ;-)

Quote[/b] ]Anyone know the classname of the AKS47 or whatever it is the Resi RPG soldiers use?

I assume it uses AK47 mag's.

oh, and the M1911 and its ammo.

And the APS

Weapon Weapon class Magazine class

Aks-47 AK47s Ak47

M1911 m1911 m1911Mag

Aps aps apsMag

Quote[/b] ]of the AKS47 or whatever it is the Resi RPG soldiers use?

Res Medic; Res Crew; Res Pilot; Res Anti-Armor rifleman and specialist; Res Anti-Air specialist

Quote[/b] ]One thing that was already mentioned in this thread but didnt get an answer is that M4A1 SD and MP5SD arent really silenced (when you shot in the air you alert the enemy).

I will make sure to figure out and fix this issue for the upcoming FFUR/SLX Mod.

Quote[/b] ]Here are some less important issues (i mentioned some of them before)

The same goes to the rest of these issues as well, thanks for spotting and reporting'em.

Quote[/b] ]ny idea what's gone wrong?

This error message exclusively occurs when you use Mikeros editor update addon, I would include a specific Editor's addon that works properly with FFUR to the upcoming release.

Btw, Just would like to inform you that, excluding the amount of SLX/FFUR features available in the incoming MOD's pack, there would be some new features as well:

-Implementation of a friendly cpu blood Fx.

-Ability to add silencers to M4s and remove them.

-Probable incorporation of a realistic and new human body dismemberment.

-ECM/Flares Fx for helicopters.

regards,

TB

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Blood + Dismemberment!!!! What else could you want in a game??

LET SLAUGHTERAMA BEGIN !!!!!!!!!!! yay.gifpistols.gif

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"" Implementation of a friendly cpu blood Fx.

-Ability to add silencers to M4s and remove them.

-Probable incorporation of a realistic and new human body dismemberment.

-ECM/Flares Fx for helicopters. ""

sounds very cool! its so nice to see that you continue to add features to this mod!

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Blood + Dismemberment!!!! What else could you want in a game??

Hehe I agree. I always felt a little disappointed after a big explosion that everyone's body was still in tact. It will certainly add to the realism of the game. Good work!

Not that there's any rush, but is there any estimate for the next version's release? Are we talking weeks or months away from next release? Again, no rush - just curious (and excited!wink_o.gif.

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Quote[/b] ]Btw, Just would like to inform you that, excluding the amount of SLX/FFUR features available in the incoming MOD's pack, there would be some new features as well:

-Implementation of a friendly cpu blood Fx.

-Ability to add silencers to M4s and remove them.

-Probable incorporation of a realistic and new human body dismemberment.

-ECM/Flares Fx for helicopters.

This sounds pretty nice Tbird. Love what your doing. Just 3 things to say:

1: Will the dismemberment cause any CPU lag

2: Where did the idea of the silencers come from

3: Bug: When you click on missions on the main menu the book opens, the front of the book says FFUR 2006 (you might want to change that).

Thats all Tbird, Will post any more bugs if I find them

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I'm running ffur 2007 with slx and all the patches.

When I start op fp , i get this error :

script \SLX_GL3\SLX_Init_GL3.sqs not found

How do I fix this?

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I have a strange problem (sorry if it has been posted before, didn't read the whole thread), with the compass and clock:

Several time during the mission, i can't access compass or watch.

Now if i shoot once, i can access the watch and compass... for a while. Then i shoot again once, i can access watch and compass again.... for a while (start again).

Red hammer campaign

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"C:\Program Files\Codemasters\Operation Flashpoint\ffur2007\FFUR 2007.exe" -mod @SLX;FFUR2007+@SLX

This is what my shortcut looks like-is that right?

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TB great work! I like FFUR more than ArmA tounge2.gif

But some questions.

Am i right that all SLX effects must be in FFUR07? I don't see in game such effects

1. A BMP on fire with the rear doors hanging open

2. Wind blows fire from a burning transport onto bushes and trees

3. Places with hight grass

And many other SLX effects. What shall i do to turn them in my FFUR07?

And one more question. It's about MP. Where can i play in FFUR wihout eny trubles? I mean, is there any special server for it?

Thanks! Good mod, good game! biggrin_o.gif

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I'm running ffur 2007 with slx and all the patches.

When I start op fp , i get this error :

script \SLX_GL3\SLX_Init_GL3.sqs not found

How do I fix this?

Try taking the SLXGL3.pbo from your SLX/Addon folder and putting it in you FFUR/Addon folder. I couldn't get that to work either until I put almost all of SLX addons into FFUR's manually.

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Thanks mate.

Fixed that.Getting this now .

no entry config.bin/Cfgweapons.SLX_M9_Bayonet_Knife_Item

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Quote[/b] ]Not that there's any rush, but is there any estimate for the next version's release? Are we talking weeks or months away from next release? Again, no rush - just curious

The mod's actually almost done and works as wanted in SP but still needs to get tested on-line, well, let's say it would get completely ready within "a couple of days".

Quote[/b] ]Will the dismemberment cause any CPU lag

The script is light and the feature is random (1/3).

Quote[/b] ]Where did the idea of the silencers come from

Since it is possible to mount/dismount scopes by using the "addweapon/removeweapon" commands, the same way can be followed in the aim to incorporate "silencers", this idea is inspired from Marco-Polo's (Mapfact) weapons pack.

Quote[/b] ]Bug: When you click on missions on the main menu the book opens, the front of the book says FFUR 2006 (you might want to change that)

Thank you for informing about it but I'm already aware of, and it would be changed with the next release.

Quote[/b] ]I'm running ffur 2007 with slx and all the patches.

If I was you, I would rather wait for the upcoming release based on the combination of both mods and which would be much more optimized due to the relevant changes and enhancements intended to make both mods compatible, and hopefully for the MP side as well.

Quote[/b] ]Am i right that all SLX effects must be in FFUR07? I don't see in game such effects

1. A BMP on fire with the rear doors hanging open

2. Wind blows fire from a burning transport onto bushes and trees

3. Places with hight grass

And many other SLX effects. What shall i do to turn them in my FFUR07?

The standalone FFUR 2007 only includes a few SLX effects (particle effects and smoke/flame textures), unlike the incoming FFUR/SLX which would include almost all of SLX features and more.

Concerning SLX APCs, cars and truck models, those are mainly BIS edited models and getting the same done to FFUR replacement models might require a while and I'm afraid that wouldn't be that "worthful", the same goes to the grass Fx, though.

Quote[/b] ]And one more question. It's about MP. Where can i play in FFUR wihout eny trubles? I mean, is there any special server for it?

Check out the previous pages, some servers adresses have been posted here and there.

regards,

TB

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Thanks mate.

Fixed that.Getting this now .

no entry config.bin/Cfgweapons.SLX_M9_Bayonet_Knife_Item

SLX Melee PBO. Same deal, like I was saying, you might have to move your SLX /addons manually over to your FFUR/addons or wait for the new config. Personally I'll probably use both.

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Just loaded the @SLX mod and the 1.021 Patch / SLX Compatible Config - amazing work TB - a little lagish at times - but simply reduced the visibility and everything worked great - I had the same issue as Smasha but froggy was bangon - I just moved all the SLX Addons and put them in the FFUR folder and it worked great - love the surrendering anim as well as the medic drag during a fire-fight - simply amazing - this game is uberiffic now.

Cheers,

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I just got the time to play FFur07 proper, and wow it rocked. Tried one of the CWC missions ans was suprised when our Ruskis came in Guns blazing where we were supposed to do this! notworthy.gif

We got wiped out, but i learned a lot! notworthy.gifpistols.gif

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Love the surrendering anim as well as the medic drag during a fire-fight - simply amazing - this game is uberiffic now.

Yeah its too bad that the dragging of the wounded won't make it into the merged FFUR+SLX that comes out soon, but I guess there were troubles with it breaking single player missions. Maybe we'll see it reappear one day. smile_o.gif

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-CIVILIAN SIDE

- Civilians -> Mig/Edge/Peepers Civilian Men

- Cars -> Vilas/Sigma Cars

Uh, it says you updated/replaced the civs. I don't notice any new civs or replaced civs? Only replaced cars.

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Played "Battlefields" with the SLX/ffur config and it changed the whole scope of the mission. Instead of creating a relatively static situation where you have to defend one area, it turned into a free-roaming search and destroy mission where different fireteams branched out far and wide to hunt down and kill the scattered Russian forces. The Russian armor was quickly taken out of commision and there was more of a sense of the American army being "the greatest army in the world". I think there was only one American casualty! I'm not sure how it became so unbalanced but it wasn't entirely unpleasant being part of a dominating assault mission.

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