poppi 0 Posted February 15, 2007 Outstanding mod. Many thanks, TB (and all you other guys involved). You made OFP greater fun than ever... Nevertheless, I'm experiencing a minor bug. The ammo display is somewhat out of position. Like that: Suggestions, anyone? Note: I don't think that it is caused by the dxdll fps-display, as it appears with that switched off, too. And BTW: I too have the impression that the AI is somewhat weaker than before. But haven't played much yet, so my impression may be wrong. Anyway, a great mod that will prevent me from buying ArmA for quite a while... EDIT: Resized the image a bit... Share this post Link to post Share on other sites
-Snafu- 78 Posted February 15, 2007 The ammo display is supposed to be like that, read the the first post in this topic it should tell you that. Share this post Link to post Share on other sites
Freshman 0 Posted February 15, 2007 Thats not a Bug. That is supposed to be this way so that you cannot see how many rounds are left in the magazine. Now you have to count them or guess how many you have fired. Only the number of magazines left is shown. Share this post Link to post Share on other sites
Big-Rooney 5 Posted February 15, 2007 I can answer that. Its no a bug. Its just like the SLX mod. The Ammo count is removed because it was not realistic. This is the magazine count telling you how many mags you have left. Its hard to know how many bullets are left in a mag. On ArmA I will buy it tomorrow. But will still continue to play FFUR edit: Jesus guys. 3 replies within a couple o minutes. Nice! Share this post Link to post Share on other sites
poppi 0 Posted February 15, 2007 Oh. Three answers. In a row. Thanks. I'd better read the readme next time... (if it only wasn't that long...) EDIT: But you have to admit that it looks like a bug, if you are not informed... Share this post Link to post Share on other sites
punishment 1 Posted February 15, 2007 YEY ! no more missing beretta error i got with just slx on its own Share this post Link to post Share on other sites
MisterXY 0 Posted February 15, 2007 Thats not a Bug.That is supposed to be this way so that you cannot see how many rounds are left in the magazine. Now you have to count them or guess how many you have fired. Only the number of magazines left is shown. But you will see the ammo counter when you use your last mag. Share this post Link to post Share on other sites
Thunderbird 0 Posted February 15, 2007 Quote[/b] ]Can i remplace ak and m16 sound by another and how? Sure, feel free to carry out any modification you want. Just replace the sound path in the appropriate [[ 'class' = the weapon's [class] you would like to modifie ]] by respecting the sound's format (.ogg/ .wss/ .wav/) and convert the config to a binary format (.bin) by using cpp2bin available in the 'ffsx2007/bin/editable config' folder. Quote[/b] ]But I have two things that could be improved.1. No recoil for the M203/GP-25 2. When you shoot with the SVD you get a HE grenade sound at the end of the sound file. It sounds like the HE explosion from the Bradly. 1. Indeed, the grenade-launchers recoil is low in-game, which isn't the fact in real life, having myself already used a grenade-launcher I second that and this would be changed with the incoming patch. 2. The SVD's bullet in the config is the following "ffur_762x54R_Sniper_Single_Bullet", it is derived from "ffur_762x54R_Single_Bullet", which is derived from "ffur_Bullet" which is finally derived from "BulletSingle", and it doesn't use HE impacts sounds, but I will check it out once again to make it sure. Quote[/b] ]The SLX explotion texture seems a bit strange, so I changed this in the config and changed it for the fire texture wich apears really fast and seems like part of the explotion Well found, this does indeed make a nice change. Quote[/b] ]heres my beef with FFUR and it involves the fact that tanks and other weaponry is that it is downgraded for example the T-90S "Vladimir" does not have ATGM's along with the M1A2 sep. I personally prefer realism over gameplay anyday. Missiles have not been incorporated to 'Main Battle Tanks' because they would be massively used by OFP's AI, which would not use other munition types to attack enemy tanks until there would be no missiles, plus missiles's incorporation would have broken several BIS missions. Quote[/b] ]However, am I the only one to struggle with the "ffur_slx_settings.sqf", for I have no idea on where to put it, and couldn`t find any clue. Just keep it in your 'ffsx2007' folder and the MOD would run as supposed to. Quote[/b] ]I also add a third point to my little "fix list". The recoil for MGs is way to much. When you shoot, it looks like your soldier has spastic attacks. (M240) The recoil values are SLX ones, which have been done with the aim of being the most authentic possible, for an efficient use with Machine Guns, you are forced to go prone and not maintain the trigger when you use it. Quote[/b] ]{GOL} server is dead? The links work fine so far here, give them a try again. Otherwise, use these new links, FFUR/SLX 2007 1.0 - Mirror 3 FFUR/SLX 2007 Extra Pack 1.2 - Mirror 3 Thanks to OFPC's team and especially to SWAT. Quote[/b] ]I belive I found a bug with the Airsupport too. My game crashed but I will check in to it more. Overall, the air support feature works fine on almost everyone's sytem, but some people experienced some CTDs problems, 'will check that out carefully in order to blow it down. Quote[/b] ]I have notice that the AI is not as smart as it used to be in the last MOD...Is there a reason for this? Please can you provide a bit more of details of what you noticed exactly, that would be more helpful. Quote[/b] ]Quick question, how do you use the airstrike option in the editor? Very simple, get close to your squad's leader radio and select "call air support", a message would appear in the top left of your screen as well as some radio messages, then select the area to strike in the map by clicking "once" on it and wait 1 minute. Quote[/b] ]Nevertheless, I'm experiencing a minor bug. The ammo display is somewhat out of position. As some people have kindly stated above, this is not a bug and it is indeed, wanted. Thank you all for the kind words, but please join me in thanking OFP's community as well, including its former members and pioneers. Best Regards, TB Share this post Link to post Share on other sites
Supernova 0 Posted February 16, 2007 thanks for clarifying that up Thunderbird Btw thunderbird whats the main menu song called ? Share this post Link to post Share on other sites
Tobruk 0 Posted February 16, 2007 Just to be sure, do I just delete all my previous installs of SLX and FFur before upgrading to this version? Share this post Link to post Share on other sites
Shashman 0 Posted February 16, 2007 Great stuff, and I love the title music A few observations: - There is no speed or altitude display when flying aircraft, which is a huge problem. - I was playing That Resistance mission, the attack on Mirov, and the machinegunners seemed to be constantly firing. The battlefield was full of smoke, and as cool as it sounded and looked, after a while, it became slightly annoying. I kept on asking myself wtf they were shooting at - I LOVE the fact you can now use AT weapons in whatever position you want, even though the walking with AT anim is hilarious (Benny Hill/duck-like ) - When reloading certain third-party AT launchers (ICP RPGs, E&S RPGs and SMAWs for instance) while still in optics view, the view follows the movement of your actions, so you're kinda spinning all over the place and end up looking at the ground to your left - Love the air support feature, although IMO the bombs are spawned too close to the ground, so you can see them appearing in mid-air. Perhaps change the altitude to a higher one so this isn't so noticeable. - Couldn't this feature be taken advantage of? You could destroy a batallion without moving, using just airstrikes All in all though, a great experience and 5 thumbs up to everyone involved in this project Share this post Link to post Share on other sites
Wook 0 Posted February 16, 2007 MP or SP version? Is this the FFUR 2007 +SLX upgrade for MP gameplay also, Tbird? The MP version is what I'm most interested in for my crew. This sounds like the SP version though. Wook [iDGN] Share this post Link to post Share on other sites
Mike31 0 Posted February 16, 2007 You can use GL3s Example mission. Make your own mission copy and past all of the scripts from the example mission in too your mission. Then you should copy the trigger over the unit in the Gl3 Example, and put it over the groups you want. There are to triggers point to it either one can be chosen. The example mission can be found in the SLX mod. I hope this clarifys how to get the GL3 Ai to work some what the way they used too. Share this post Link to post Share on other sites
froggyluv 2135 Posted February 16, 2007 @Mike31 Thanks Share this post Link to post Share on other sites
.COMmunist 0 Posted February 16, 2007 Great combination guys! Good old FFUR with a nice touch of SLX, I think you just found a great new brand of vodka! Found one problem though. Russian static MG (NSV) doesn't have a crosshair. There is no way to aim with that gun. I also think that it takes way too long for T-90 to reload. All this was noticed while using Editor and making my own missions. Share this post Link to post Share on other sites
VaiHalen 0 Posted February 16, 2007 Thanks for this great mod! But I found out a bug: It's the same bug long time ago FFUR got; if you make a firefight in the woods in Everon (so far I tested it in that island), let's say two enemy squads, they dont shoot, they just run each near the other and no one shot or get killed. You can test it easily for yourself. Thanks again. Share this post Link to post Share on other sites
Big-Rooney 5 Posted February 16, 2007 Finally Got around to playing this mod Tbird. Was on my comp all night from about 11 to about 7 in the morning. I love the features, shooting at enemys and seeing vapour trails behind the bullets its amazing. Got to give it up to you and Solus for a great pack, I'd give it a 9.2 out of 10. Quote[/b] ]Missiles have not been incorporated to 'Main Battle Tanks' because they would be massively used by OFP's AI, which would not use other munition types to attack enemy tanks until there would be no missiles, plus missiles's incorporation would have broken several BIS missions. I don't think this is true Tbird. I've put the Missiles back for the MBT's, And the only AI vehicles that engage with missiles are the BMP-3, BMP-2 and the Bradley. The T80 and T90 continue to just use there 125mm main gun. Quote[/b] ]I have notice that the AI is not as smart as it used to be in the last MOD...Is there a reason for this? I think he means the way the AI are not as accurate. I love it the way it is now. Playing SP mission clean sweep the AI couldn't hit me and I was 3 feet away and he was going full auto. I love it. Quote[/b] ]- I was playing That Resistance mission, the attack on Mirov, and the machinegunners seemed to be constantly firing. The battlefield was full of smoke, and as cool as it sounded and looked, after a while, it became slightly annoying. I kept on asking myself wtf they were shooting at Suppressive Fire Shashman. Laying Down Cover Fire Quote[/b] ]- Couldn't this feature be taken advantage of? You could destroy a batallion without moving, using just airstrikes Thats True. Playing the CWC campaign, the 3rd mission were your a squad leader and you have to attact the last russian base on malden. The base is so small I just called in 2 airstrikes and the base was flattened. Both BMP's were destroyed and 90% of the enemy infantry were killed. Quote[/b] ]Russian static MG (NSV) doesn't have a crosshair. Use The Optics. Tbird. Can't wait for the patch. I thought you were done with OFP when ArmA comes out. Anyways keep up the good work. Share this post Link to post Share on other sites
rheydrich 0 Posted February 16, 2007 I have notice that the AI is not as smart as it used to be in the last MOD...Is there a reason for this? What I meant was that the AI walks past you and doesnt shoot at you, I created a mission in the editor and the enemy kept walking past me and would not shoot at us...they tried to get too close to you or something , but I believe this is bug in the game...if no one else has notice this then Im wrong.... Share this post Link to post Share on other sites
Myxale 0 Posted February 16, 2007 Sorry mates, but need help here! I get the "Out of Reserved Memory" usage whenever i call CAS and point on the map. Anyone know-how on what to do?! Share this post Link to post Share on other sites
cjuraman 0 Posted February 16, 2007 Im lovin this mod, makes OFP that much better, but I'm having a problem. Everytime I fire the RPG29 with the resistance anti-armor specialist, he dies as soon as the weapon is fired. Anyone else have this problem? Share this post Link to post Share on other sites
.COMmunist 0 Posted February 16, 2007 Big-Rooney, you are suggesting using optics on static Russian NSV gun? As far as I can tell there is no optics on mine. Did I download a wrong version or you just talking out of your ass? Another thing. Is it just me or do you ppl also think that new "digital" camo for Americans is a bad idea in OFP. These poor bastards look like desert troops in the middle of green grass field. I can spot them from 500 m flying a chopper! Perhaps this is one of those examples of when realism and gaming don't work together very well. The sounds in fire fights are the best now! I was just playing the game and then watched some Youtube movies from Iraq and Chechnya and I noticed how much the sounds from this mod sounds just like the sounds from fire fights in those movies. Good job guys! Share this post Link to post Share on other sites
Big-Rooney 5 Posted February 16, 2007 Quote[/b] ]Big-Rooney, you are suggesting using optics on static Russian NSV gun? As far as I can tell there is no optics on mine. Did I download a wrong version or you just talking out of your ass? Well If there are no optics when pressing the V button. You'll have to make do with judging were your NSV is pointing. All Cursors have been removed from all armoured vehicles. Quote[/b] ]Another thing. Is it just me or do you ppl also think that new "digital" camo for Americans is a bad idea in OFP. These poor bastards look like desert troops in the middle of green grass field. I can spot them from 500 m flying a chopper! Perhaps this is one of those examples of when realism and gaming don't work together very well. It's true. The ACU camo pattern doesn't fit well in the OFP environment, but this is a realistic Mod, so it's gonna stay no matter how many of us don't like it. I think its good, no point having outdated US Army woodland troops. Share this post Link to post Share on other sites
Mike31 0 Posted February 16, 2007 Sorry mates, but need help here! I get the "Out of Reserved Memory" usage whenever i call CAS and point on the map. Anyone know-how on what to do?! Same here, thats why i cant use it. Share this post Link to post Share on other sites
.COMmunist 0 Posted February 16, 2007 There is a reticle on US staic MG either you push V or not, it is there in both views. So, it is obviously a bug or mistake on the Russian one. Thunderbird, could you please fix it in the next patch (if there is one). Share this post Link to post Share on other sites
SamotH 0 Posted February 16, 2007 To the ones with crash to desktop problems with air support feature: I had the same problem, tried many things, and found that a messy install of flashpoint can cause that (addons anywere) So a solution to that is to uninstall everyting, and install only flashpoint and ffsx. If it works fine start testing with your other addons, to see if you find the crash. When I did the reinstall and put all my addons in mod folders, no more ctd happened. Hope it helps Share this post Link to post Share on other sites