mr reality 0 Posted May 2, 2009 Vilas, i dont think anyone will be upset that you are continuing your hard work and updating your files. I am sure the community like myself are very happy to do the bug finding for you if need be. Most people are very appreciative of your hard work. So please d not hesitate to update as often as you need too... Keep up the good work buddy I'll second that. I've just spent the best part of two hours looking at all those addons in the editor, simply put, they are amazing. The amount of work that went into making all that is beyond belief. Have a break Vilas, you deserve it mate. Share this post Link to post Share on other sites
vilas 477 Posted May 2, 2009 (edited) but i know it is annoying for people when updates comes so often :) PBR issue small 80 kb config was updated today too, because few bugs in sounds were reported by community today i also changed a little T90, T80U and BMP3 BMP3: new NOHQ and texture, little remodelled - rear side was not realistic T90: now KORD instead of NSVT T80U: changed commander MG mount, now has visor, but i haven't informed, cause i wait if serious bug in model/texture would be found on other vehicles, which would cause changing reupload but for "BMP3 freaks" with fast connection - vehicles pack was updated few hours ago for not freaks - it is just small graphical change not worthy 200 MB download, hehe Edited May 2, 2009 by vilas Share this post Link to post Share on other sites
.kju 3244 Posted May 2, 2009 (edited) Some reports from rpt: File p85_config\config.cpp, line 30331: '/CfgVehicles/P85_Fly_ParachuteUSSR14.displayName': Missing ';' at the end of line In Vehicle: p85_airs\p85_su25.p3d missing driver get in direction point Type BMPRes, model p85_v\p85_bmp1p.p3d - structure of turrets in config does not match the skeleton BMP2: otocvez_2 - unknown animation source Turret_2 BMP2: otochlaven_2 - unknown animation source Gun_2 BMP2: otochlaven_a - unknown animation source otochlaven_a M60: Hatch_driver - unknown animation source hatch_Driver Error: bin\config.bin/CfgVehicles/M60/Turrets/MainTurret/Turrets/loaderOptics/: Turret body OtocVez_2 not found while initializing the model p85_v\bds_m60a3.p3d Error: bin\config.bin/CfgVehicles/M60/Turrets/MainTurret/Turrets/loaderOptics/: Turret gun OtocHlaven_2 not found while initializing the model p85_v\bds_m60a3.p3d Strange convex component p85_airs\vil_lwp_mi2.p3d in component13:geometryFire Strange convex component p85_airs\vil_lwp_mi2.p3d in component14:geometryFire Warning: Shadow volume 'p85_v\p85_bmp1p.p3d' has got irrelevant selection 'pasoffsetp' Warning: Shadow volume 'p85_v\p85_bmp1p.p3d' has got irrelevant selection 'pasoffsetl' Cannot load sound 'p85_v\sound\engine_leo.wss' Might be a buggy replacement of mine in one or two cases too. Edited May 2, 2009 by kju Share this post Link to post Share on other sites
.kju 3244 Posted May 2, 2009 First set of replacements for P85 out: OAC C P85 dedicatedserver fix OAC R a10 P85 airs OAC R ah1w P85 airs OAC R bmp1 P85 config OAC R bmp2 bmp3 P85 config OAC R bmp2 P85 config OAC R bmp2ambul P85 config OAC R bmpres P85 config OAC R bradley P85 config OAC R d30 P85 config OAC R m113 P85 config OAC R m1abrams leo1a4 P85 config OAC R m1abrams leo2a4g P85 config OAC R m1abrams P85 config OAC R m60 P85 config OAC R mi17 mi2 P85 airs OAC R mi17 mi8 P85 airs OAC R mi17 P85 airs OAC R mi17mg mi2 P85 airs OAC R mi17mg mi8 P85 airs OAC R rhib P85 b OAC R su34 su25 P85 airs OAC R t55g P85 config OAC R t55g t62m P85 config OAC R t55g t64 P85 config OAC R t72 P85 config OAC R t72res P85 config OAC R t80 P85 config OAC R t80 t90 P85 config OAC R uaz P85 config OAC R zsu P85 config Easy way grab them from the OAC YAS server. Hard way grab their config one by one from the OAC repository and build them to PBO. Most replacements work for ArmA classes too. You can either click away the error message on startup or get the ofp_compatibility_addon.pbo from the OAC filebase. Enjoy. :bounce3: PS: In other words you can play CWR/RES and other OFP campaigns with P85 addons via the OAC project. Share this post Link to post Share on other sites
stingfish74 0 Posted May 2, 2009 vilas, u probably are aware, incase you're not the aks74 silenced with night scope, the mag does not anim when reloading. Share this post Link to post Share on other sites
tisse 0 Posted May 3, 2009 When i put the Soviet patrol boat in the editor it crashes and gives me an invalid class error! Share this post Link to post Share on other sites
vilas 477 Posted May 3, 2009 okay, thanx for report - i changed model path in Config, now crew of HRL won't cause CTD fixed - just changed config file (this first, smallest one) in future Soviet naval crew model will appear, now it is represented by regular soldier model Share this post Link to post Share on other sites
william1 0 Posted May 3, 2009 good idea to make a separate config addon , the updates are much easier this way :bounce3: Share this post Link to post Share on other sites
.kju 3244 Posted May 3, 2009 Here is a good set simple unit test missions thanks to Mopar: p85_test_missions_by_mopar.rar Saves you from placing the units in the editor yourself. Also two nice and simple infantry capture the city missions playable in SP and MP by mopar! (20+ playable slots in each) The one requires Everon (SAP Everon or ACEIP), the other Malden (CWR demo or ACEIP). P85_Combat_Test_Missions.rar :bounce3: Share this post Link to post Share on other sites
Alphadelta 10 Posted May 3, 2009 Hey gents. Thanks for P85 it's a great mod. There are no missions so I made this one: http://forums.bistudio.com/showthread.php?t=72482 DOWNLOAD: http://www.sendspace.com/file/myyy5a MISSION: West German airbourne and regular army forces have landed on the Soviet protectorate of Porto. You and your squad of GRU Spetznas will use small craft to insert on the north eastern tip of the island. Once inserted, clear the town of Largo and move inland assaulting the German strong points along the axis of advance. Move quickly and quietly into the town of Largo and attack Objective 1. Use the cover of the forest as you advance forward into a covered position to attack Objective 2. Move slowly and assault the enemy infantry squad to the south at Objective 3. Finally move on the enemy camp at Objective 4 be aware that your assault will be met by covering fire from a small enemy position to the rear. SCREENSHOTS: The plan The insertion The formation The silent take-down The death Share this post Link to post Share on other sites
Alphadelta 10 Posted May 3, 2009 The advance The stalker The preperation. Share this post Link to post Share on other sites
Alphadelta 10 Posted May 4, 2009 I've decided to extend this into a 6 mission set/campaign. I'll release it mission by mission. Mission 2 occurs litterally seconds after the end of mission 1. Part two is now available: http://forums.bistudio.com/showthread.php?p=1279185#post1279185 Share this post Link to post Share on other sites
ShadowY 0 Posted May 5, 2009 Would be nice when you make your missions on Schmalfelden or one of the ported OFP Islands and whatever looks alot more Cold War European. and: Porto is QG and alot of people around here don`t use QG. Share this post Link to post Share on other sites
Alphadelta 10 Posted May 5, 2009 (edited) When I bought ArmA I got the gold edition so I didn't know which islands came with ArmA and which came with QG. I wouldn't have used Porto if I knew it was QG only. :( I'm running out of space on Porto so I think mission 4 will be the last one there, and then I'll move over to Schmalfelden. There I'll start to introduce some of the other armed forces such as the US Marines, Paras and Poles. Mission three is now available. http://forums.bistudio.com/showthread.php?t=72482&page=2 Cheers Edited May 5, 2009 by Alphadelta Share this post Link to post Share on other sites
Alphadelta 10 Posted May 6, 2009 Vilas do you have any plans to add some light artillery and mortars? I know that players can't make much use of them, but they are a great tool for mission makers. Cheers Share this post Link to post Share on other sites
vilas 477 Posted May 6, 2009 plans for near future: - fixing bugs found - missions - more units for guerillas, civilians, Mi24 for 3 countries painting, AH64 or using in missions AH64 released by other mods, CH47 - Russian army bonus reskinned vehicle there is no plans for mortars or static artillery cannons like BIS gave as (M119, D-30), BIS gave us enough here far planes will be: - Soviet BMD, Soviet 155 mm selfpropelled howitzer as counterpart for M109 howitzer, 2S1 will left for other countries - Marder IFV for BW Share this post Link to post Share on other sites
Alphadelta 10 Posted May 6, 2009 (edited) there is no plans for mortars or static artillery cannons like BIS gave as (M119, D-30), BIS gave us enough here But we don't have mortars. 60 and 80MM motars would be awesome! :butbut: Looking forward to the BMD. Mission 4 of my Porto P85 campaign is available now! Happy spotting!! http://forums.bistudio.com/showpost.php?p=1280546&postcount=17 Edited May 6, 2009 by Alphadelta Share this post Link to post Share on other sites
S!fkaIaC 10 Posted May 7, 2009 Did you managed to get those 2 x 7.62 MGs working in that BMP3 with dedicated gunner positions? Share this post Link to post Share on other sites
vilas 477 Posted May 7, 2009 no, in future, now they only "look" why ? - because of lack of proper animations for crew inside, with current anims from game, it would be nonsense to make them work Share this post Link to post Share on other sites
S!fkaIaC 10 Posted May 7, 2009 Marder IFV for BW Are you aware that Marder is out of use? http://www.planetopia.de/archiv/2009/planetopia/05_03/21.html You see, if you want to simulate the actual state correctly, use the damage-crumbled model of OFP as normal one in ArmA 1 :) Share this post Link to post Share on other sites
GI-JoE 0 Posted May 7, 2009 Are you aware that Marder is out of use? Yes but in '85 ? :) Share this post Link to post Share on other sites
S!fkaIaC 10 Posted May 7, 2009 Stupid me :o Yep, by accident I dragged into ArmA context pretending that they deal with modern weapons. Share this post Link to post Share on other sites
vilas 477 Posted May 7, 2009 (edited) there was Everon island released: http://www.armedassault.info/index.php?cat=islands&id=27 and untill our missions are under test and development , Macko has converted 5 OFP missions to use on that island with P85 units copyrights of course goes to BIS and Codemasters, as OFP creators missions contain music from OFP for those missions to feel OFP atmosphere it is our tribute to OFP - best game in the world for many many years Macko missions: http://www.armaholic.eu/vilas/85temp/cwc_missions.7z we are also very gratefull for other people who created missions spontaneously :D soon we will release many SP missions for P85 it was not released to competee with OAC or CWR, simply for many of us OFP was "something huge and important in life" (althought it is "only game" but we all spent countless hours with OFP for many years) and also thank for Everon addon release and we wait for Kolguyev and Malden too hope you enjoy Macko's missions :) hosted by Armaholic: www.armaholic.com , thank you :) _________________ edit: soon will come with other things Edited May 8, 2009 by vilas Share this post Link to post Share on other sites
Binkowski 26 Posted May 9, 2009 I'm currently working on some coops for P85. Hopefully you guys can find them useful. Share this post Link to post Share on other sites
flv*venom* 83 Posted May 10, 2009 vilas, you're a monster! that hind looks just wow! that beeing said, is there any chance of a 'real' cobra?, you know the one that was realy used during the eighties, the one that is portrayed in ofp? (I don't know what kind of version of the cobra it is) I'm asking 'cause thats the only thing that P85 is realy missing at the moment(the retextured BIS one just doesn't fit in, especialy when you're standing next to one on the ground). Oh, and while I'm here, what happened to the MERDC units? Don't get me wrong, I'm just asking, you know. Share this post Link to post Share on other sites