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Thunderbird

FFUR-SLX 2007 2.0

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An unexpected NSIS error,

My apologies, I'm uploading a new version, hang on.

regards,

TB

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An unexpected NSIS error,

My apologies, I'm uploading a new version, hang on.

regards,

TB

@ prodetar2

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The link should be available in less than 2 hours, thank you for your patience.

regards,

TB

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Should change your sig then TBird tounge2.gif lol

Says "Available"  biggrin_o.gif Haha.

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The link should be available in less than 2 hours, thank you for your patience.

regards,

TB

Alright bud, good luck i hope it works and thank you@! notworthy.gif

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Thunderbird what is the compatiblity of this mod with other mods/3rd part addons such as the SLX latest version etc... ?

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Thanks for the release smile_o.gif

Two things though:

The installer is in French (no problem for me, but not ideal);

You've changed the default installpath (I noticed because I installed 2.5 right after 2.0 :P)

Testing now biggrin_o.gif

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An unexpected NSIS error,

My apologies, I'm uploading a new version, hang on.

regards,

TB

@ prodetar2

xcuse me biggrin_o.gif thought this was already taken care of downlaoding now! thnx TB

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Quote[/b] ]The installer is in French (no problem for me, but not ideal);

Yes, sorry about that, I had to do an installer quickly since the envisaged one which was based on NSIS scripting, seemed corrupted, seems I missed something, Heh.

Quote[/b] ]Thunderbird what is the compatiblity of this mod with other mods/3rd part addons such as the SLX latest version etc... ?

FFUR SLX 2007 2.5 uses all of SLX features, I don't see why would you keep using FFUR alongside SLX since the purpose of the MOD was to combine both of them, heh.

Extra Mods without 'main config' should work properly, (VME, SFP, RHS...), Mods having their own configs wouldn't, though. (FDF, CSLA...).

Please take the time to check out the previous pages, or FFUR threads for further information.

Have fun everyone, :]

Regards,

TB

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Some testing done and would like to ask/say:

-While I am aware that this is a replacement mod, why has the SA-58 never been replaced with the AK47, which is far more numerous in the world? (so easier for guerrillas to get)

-The US Marines - Medic is indeed that, a Medic in ACU instead of a Corpsman in MARPAT wink_o.gif

-The USMC units don't have the possibilty to mount aimpoints or ACOGs while alot of Marines in Iraq have them, was this left out due to time restraints or performance concerns?

-A while ago I asked you about M240 and M249 sights, and you said you'd add an option to mount them. Did this prove hard to script? (multiple mount scripts running)

Nice work, although the LAV25 does stick out in terms of graphics. Like what you did with the 3rd person camera as well notworthy.gif

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I do agree with you about the SA-58 issue, to be honest, I have never thought of replacing the model by AK-47's.

By the way, I will come up soon with a little hotfix that figures out the ACU Marine, heh.

Concerning Light/Heavy MGs, they are currently under development and should be ready soon, because we need to add Jackal's Acogs to Laser/BOH Machine Guns Models in order to make the weapons fit with each others.

Anyways, Thank you for your feedback JdB.

:]

regards,

TB

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I REALLY like your work here but, one flaw, the 3rd person is pretty bad, i cant see where im aiming most of the time and i like to play the game in 3rd person most of the time. Sorry if im being annoying about this small flaw but its really annoying, otherwise, good work on the mod and the patch. (P.S. my fire and smoke textures disapeared for the 3rd time reinstalling the mod and OFP, a little help?)

Thanks smile_o.gif

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Came up with some more stuff, I did a fresh install (just for reference), I ejected the AV8 without it being damaged, and I got an error saying:

"_stat setdir direction |#|_plane': Error Unknown operator _plane"

The PK may have been replaced by the PKM, but it still says "PK" at the top left of my screen wink_o.gif

The TU-22M can refuel at it's own tailgun. Probably a limitation, nice to see you got it working at all.

After lowering the mudgards on the SA-13, the menu lists the option "Rise mudgards". Of course this should read "Raise mudgards" :P

The AK-74M seems to be floating in the hands of both the Naval Infantry, and the Motorized Troops.

Also I don't know for USMC units, but most of the time when I see US Army troops on tv, they have their aimpoints, ACOGs, Elcans (For M240/M249) already mounted. You could switch around the models (and script options) so that the optics are already mounted at the start of the mission, and the option is to take it off rather than put it on. Would be more realistic imo.

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Not to whine or anything, but US Marines never wear flags on thier uniforms.

I don't think any US troops use the bright flags that FFSX uses at this time (not in the field anyway), but rather badges dark by design, or "desaturated" badges/flags like [this] (also applicable to flags).

If you need a bright flag to distinguish friend from foe, you shouldn't be in the armed forces imo.

Edit: a yeah, "subdued" was the word I was looking for tounge2.gif

[subdued US flag]

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I love the new 3rd person view. Feels more immersive. Once again thank you! notworthy.gif

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I´ve installed the patch but I´m still getting 2.0 in the opening screen and nothing´s changed.

What I´m I getting wrong?

I´ve installed the patch directly to the OFP directory.

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Thunderbird,

It's been ages since I last posted anything, but I had an opportunity to very briefly try out v.2.5, and I'd like to give some feedback before I go to bed.

I only playtested using Clean Sweep. Terrific work. I can't overemphasize how rewarding it is to see that it looks like you've fully integrated FFUR with all of SLX's features. I'm sure that many community members greatly appreciate the fact that you released different configs for the 2.5 release, and the one's utilizing SLX's grass are a real atmosphere and tension builder. Thank you for going through all the trouble to come up with "high end" and "low end" configs.

I'm also pleased to see that the Resistance buildings are utilizing Solus' window fix so that the AI can finally be seen through them.

The work on the infantry AI is really quite a huge improvement. For the first time ever I saw comrades assault a building that I was laying suppressing fire to, and when the battle was won I entered the structure to see that they had taken out 3 opponents inside.

Seeing the AI trying to rescue their comrades reminded me once again of Solus' brilliance.

I have no doubts that when FFUR+SLX is finalized that it will have been the magnum opus of many long years of devoted OFP modding.

Keep up the great work.

Kyle

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I´ve installed the patch but I´m still getting 2.0 in the opening screen and nothing´s changed.

What I´m I getting wrong?

I´ve installed the patch directly to the OFP directory.

Make sure you change the install path in the installer. It defalts to Operaton Flashpoint (with a space). Take the space out. The OPFlashpoint directory has no space. (at least with my install).

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Make sure you change the install path in the installer. It defalts to Operaton Flashpoint (with a space). Take the space out. The OPFlashpoint directory has no space. (at least with my install).

That (without the space) is the default path, as I already mentioned Thunderbird changed it from the original 2.0 release, which did use the default location as used by BIS, so it might give people the "this patch isn't doing anything" idea wink_o.gif

We'll probably see this question several more times in the coming days tounge2.gif

I agree with the "far more immersion", it just feels alot more realistic than 95% of the other mods out there.

The M9 Beretta has the slide pulled back in the 1st res. lod, indicating it's empy (it's not) on startup.

Also when I shot a soldier with a pistol, I got the message on screen after trying to heal him "George Cornell is too wounded, they need a medic". Should be "George Cornell is too wounded, he needs a medic".

And yes, as indicated below, the M4A1 marksman's muzzleflash is still constant.

All Marines equiped with the M16A4 can't fire after having fired one magazine, the reload works, but the "Assault Rifle" remains red. Also their weapon has only one firing mode, semi auto. Having only semi auto mode does prevent wasting of ammo though, so I like it.

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Thanks to all those that made this great mod possible; I love it!

I'll be playing this for hours now lol.

One small bug I've noticed is that a US marksman's M4A1 ACOG has a permanent muzzle flash.

Thanks again.

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That was in 2.0 as well if I remember correctly.

I just have a question. Why not use the SEF LAV? It's better looking and carry 6 people.

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