Jump to content
Sign in to follow this  
Thunderbird

FFUR-SLX 2007 2.0

Recommended Posts

ffurtitlehn5sl3vg4.jpg

FFUR-SLX 2007 2.5 (New Version) PATCH

Mirror - 1 (Thanks to GOL clan)

Mirror - 2 (Filefront)

Mirror - 3 (Thanks to Njmatrix)

More Mirrors to Come Soon.

Requires FFUR-SLX 2007 2.0

FFUR-SLX 2007 2.0

Mirror - 1 (OFP.bmj.pl)

Mirror - 2 (OFP.info)

Mirror - 3 (njmatrix)

Quote[/b] ]

<span style='font-size:14pt;line-height:100%'><span style='color:blue'> ·: FFUR-SLX 2007 2.5 New Version Patch :·</span></span>

CHANGES, BUG FIXES AND ENHANCEMENTS from 2.0

--------------------------------------------------------

_Enhanced: Now you start missions with scopes already mounted, you can dismount'em, though.

_Enhanced: US Infantry/SpecOps models, they look more realistic.

_Enhanced: Flares/Chaffs cause less lag and are more realistic

_Enhanced: Scripting architecture and configs: (eg: Common Tracers with different colors for Jet Fighters)

_Added: Macser/Lamentin/Vix High quality Stryker to replace the M113

_Added: SEF High quality LAV-25 instead of the previous one, the new model can carry 6 soldiers instead of 5.

_Added: ELCAN's to M249/M240 with the ability to mount/dismount the scope.

_Added: Foot dust effect to Human models when running/walking.

_Added: Friendly CPU Flares/Chaffs to Helicopters

_Added: New Special Forces classes with Rocket Launchers (E.G: SMAWW For Marines SpecOps)

_Added: New Groups (E.G: Marines Assault Groups or Naval Squads)

_Added: Several configs to allow everyone to enjoy the MOD (E.G: Light Config/Light Config with Grass/Normal Config with Grass)

BUG FIXES LOG

---------------------

_Fixed: 'Ess' Logo removed and implemented realistic US arm patches for both marines and US army.

_Fixed: 'XXX is too wounded, they need a medic' is replaced by a better sentence.

_Fixed: Weird sound when dragging.

_Fixed: SA58 replaced by AK47 due to matter of realism.

_Fixed: 'Rise mudgards' replaced by 'Raise Mudgards.

_Fixed: Marines Medic uses MARPAT instead of ACU.

_Fixed: Marines unable to reload their magazines.

_Fixed: Burst Mode added to Marines M16A4.

_Fixed: CTD when soldiers surrender.

_Fixed: TU22 able to refuel at its own tailgun.

_Fixed: Vulcan and M6 crews have turn out option now.

_Fixed: M4 Acog Muzzleflash.

_Fixed: Marines are able to mount/dismount scopes (Aimpoint/Elcan).

_Fixed: AI that screw up BIS/Community Made missions waiting a lot for reinforcement before attacking.

_Fixed: Wind's error message

_Fixed: Fuel station's explosion error message

_Fixed: Dismount/mount do appear twice in the action's menu

_Fixed: Missing kneepads straps

_Fixed: US Soldiers blurry faces (thanks to Sanctuary)

_Fixed: Russian Anti-Armor Specialist dying after firing the RPG 29

_Fixed: Wind affecting rockets and missiles

_Fixed: Wrong weapon and magazine names

_Fixed: PK updated to PKM including a new model

_Fixed: White Grass on Malden and 'Islands menu colourful squares'

_Fixed: Added -nomap command to the .exe file to fix the "no memory video" issue

MODEL ADDITIONS

------------------------

# F-35

The F-35 Lightning II is a single-seat, single-engine, stealth-capable military strike fighter, a multi-role aircraft that can perform close air support, tactical bombing, and air-to-air combat.

The F-35 is descended from the X-35 of the Joint Strike Fighter (JSF) program.

Its development is being principally funded by the United States with the United Kingdom and other partner governments providing additional funding.

It is being designed and built by an aerospace industry team led by Lockheed Martin with Northrop Grumman and BAE Systems as major partners.Demonstrator aircraft flew in 2000; a production model first took flight on 15 December 2006.

In-Game: Carry realistic loadout (Air to Air and JDAMs)

Stealth

Uses The Mod's features (Tracers, Chaff/flare, Seat Ejection, Explosion Fx... etc)

Materials

Screenshot

(Thanks to Footmunch - The author of the Model.)

# F/A-18E

The McDonnell Douglas (now Boeing) F/A-18 Hornet is a modern all-weather carrier-capable strike fighter jet, designed to attack both ground and aerial targets. Designed in the 1970s for service with the U.S. Navy and U.S. Marine Corps, the Hornet is also used by the air forces of several other nations. It has been the aerial demonstration aircraft for the Blue Angels since 1986. Its primary missions are fighter escort, fleet air defense, suppression of enemy air defenses (SEAD), interdiction, close air support and reconnaissance. Its versatility and reliability have proven it to be a valuable carrier asset, though it has been criticized for its lack of range and payload compared to its contemporaries.The Hornet has also been exported to several nations worldwide.

The F/A-18E/F Super Hornet is a distinct, evolutionary upgrade to the F/A-18 designed to serve a complementary role with Hornets in the U.S. Navy.

In-Game: Carry realistic loadout (Air to Air)

Uses working MFDs

Uses The Mod's features (Tracers, Chaff/flare, Seat Ejection, Explosion Fx... etc)

Materials

Screenshot

(Thanks to Franze - The author of the Model)

# US Marines

The United States Marine Corps (USMC) is a branch of the United States military responsible for providing power projection from the sea, utilizing the mobility of the U.S. Navy to rapidly deliver combined-arms task forces. While the Marine Corps works alongside U.S. Naval forces, it is part of the Department of the Navy for administrative reasons.

Originally organized as the Continental Marines on November 10, 1775 as naval infantry, the Marine Corps has evolved in its mission with changing military doctrine and American foreign policy. The Marine Corps has served in every American armed conflict including the Revolutionary War. It attained prominence in the 20th century when its theories and practice of amphibious warfare proved prescient and ultimately formed the cornerstone of the Pacific campaign of World War II.By the mid 20th century,

the Marine Corps had become the dominant theorist of amphibious warfare. Its ability to rapidly respond to regional crises has made it, and continues to make it, an important body in the implementation and execution of American foreign policy.

The United States Marine Corps, with 180,000 active duty and 40,000 reserve Marines as of 2005, is the smallest of the United States' armed forces in the Department of Defense (the Coast Guard, about one fifth the size of the Marine Corps, is under the Department of Homeland Security). The Corps is nonetheless larger than the entire armed forces of many significant military powers; for example, it is larger than the active duty Israel Defense Forces.

In-Game: Very Realistic Models done by Hyakushi and Edited to get BIS heads.

Carry realistic firearms and loadouts (M16A4, SMAAW)

Several Marines groups are available (Assault Group, Infiltration Group...etc)

Uses The Mod's features (Tracers, AI features, Blood...etc)

Materials

Screenshot

(Thanks to Kyakushi - The author of the Models.)

# Lav-25

LAV-25 is an eight-wheeled armored personnel carrier (APC) used by the United States Marine Corps built by General Dynamics Land Systems Canada, based on the Swiss Mowag Piranha family of armored fighting vehicles.

Powered by a 6V53T Detroit Diesel Turbo-Charged engine, they are 4 wheel drive (rear wheels) transferable to 8-wheel drive. These vehicles are also amphibious, meaning they have the ability to "swim", but are limited to non-surf bodies of water (no oceans). While engaged in amphibious operations, the maximum speed is approximately 12 km/h. The current SLEP (Service Life Extension Program) modifications will hinder amphibious ops. Typical land speeds are approximately 100 km/h (62.5 mph) in either 4 or 8-wheel drive, however fuel economy decreases in 8-wheel drive.

The vehicles operate on diesel fuel, and require 3 weights of lubricants to remain in running condition.

In-Game: Carry realistic loadout (AP/HE and secondary machinegun)

Can Carry a few soldiers only, much less than the US Army's M113

Uses The Mod's features (Tracers, Explosion Fx, Radio Chatter... etc)

Materials

Screenshot

(Thanks to Wilco - The author of the Model.)

# Russian Naval Troops

The Russian Naval Infantry, are the amphibious force of the Russian Armed Forces. The naval infantry includes the 55th Division of the Russian Pacific Fleet, the detached brigades of the Northern and Baltic Fleets and of the Caspian Military Flotilla, and the detached regiment of the Black Sea Fleet. SPUTNIK is the name of the Arctic Ocean Northern Fleet Marine Main Naval Base.

There is at least one naval infantry regiment attached to each of the major Russian fleets. In total the Russian Naval Infantry numbers 12,000 men and has very little organic firepower or support, and if committed to combat it would require reinforcement within less than a week. Russian military doctrine calls for the naval infantry to be used as shock troops spearheading an assault that would be followed up by ground forces.

Its primary wartime missions would be to seize and hold strategic straits or islands and to make seaborne tactical landings behind enemy lines. During the 1980s Soviet Naval Infantry exercises in the Kuril Islands north of Japan indicated that the intended target of Naval Infantry was the shores bordering various chokepoints. In a conflict, these troops would most likely be sent ashore to capture the Dardanelles or the Kattegat straits and then wait for rapid reinforcement.

In-Game: Very Realistic Models done by the RHS Team and Edited to get BIS heads.

Carry realistic firearms and loadouts

Several Naval squads are available (Assault Group, Infiltration Group...etc)

Uses The Mod's features (Tracers, AI features, Blood...etc)

Materials

Screenshot

(Thanks to RHS and especially to ShadowNx - The authors of the Models)

# Tu-22

The Tupolev Tu-22M (NATO reporting name "Backfire") is a supersonic, swing-wing, long-range strategic and maritime strike bomber developed by the Soviet Union. Significant numbers remain in service with the Russian Air Force.

The first prototype, Tu-22M0, first flew 30 August 1969. The resultant aircraft was first seen by NATO around that time. For several years it was believed in the West that its service designation was Tu-26. During the SALT negotiations of the 1980s the Soviets insisted it was the Tu-22M. At the time, Western authorities suspected that the misleading designation was intended to suggest that it was simply a derivative of the Tu-22 rather than the far more advanced and capable weapon it actually was. It now appears that Tu-22M was indeed the correct designation, and the linkage to the earlier Tu-22 was intended by Tupolev to convince the Soviet government that it was an economical follow-on to the earlier aircraft. Actually, the fore gear leg and the bomb bay cover were inherited from the original Tu-22. (Much the same happened in the U.S. in the 1950s with aircraft like the Lockheed F-94C Starfire, originally F-97, and the North American F-86D Sabre, originally the F-95.)

In-Game: Carry realistic loadout (Air to Sea)

Have a working tail Gun

Uses The Mod's features (Chaff/flare, Explosion Fx... etc)

Materials

Screenshot

(Thanks to Footmunch - The author of the Model.)

# Sa-13

The 9K35 Strela-10 is a highly mobile, visually aimed, optical/infra-red guided, low-altitude, short-range surface to air missile system. "9K35" is its GRAU designation; its NATO reporting name is SA-13 "Gopher". It is the successor of the 9K31 "Strela-1" (SA-9 "Gaskin") and can also use the Strela-1's missiles in place of the 9M37. Other missiles in the series include the 9K32M "Strela-2" (SA-7 "Grail") and 9K36 "Strela-3" (SA-14 "Gremlin"), which are both Man-Portable Air Defense Systems (MANPADS).

Rather than being mounted on an amphibious but lightly armoured BRDM chassis like the SA-9, the SA-13 is mounted on a slightly better protected and more mobile tracked, modified MT-LB. Four missiles are mounted on the turret in boxes, ready to launch, and eight more are carried inside the vehicle as reloads. Reloading takes around 3 minutes.

Each 9M35 missile is 2.2 m (7.2 ft) long, weighs 39 kg (86 pounds) and carries a 3-6 kg (7-15 pound) warhead. Top missile speed is around Mach 2, engagement range is 500-5000 m (0.3-3 miles) and engagement altitude is between 10 and 3500 m (33-11,500 ft).

In-Game: Carry realistic loadout (Surface to Air Missiles)

Uses The Mod's features (Radio Chatter, Missile Fx, Explosion Fx... etc)

Materials

Screenshot

(Thanks to Marfy & Sebastian Müller - The authors of the Model.)

Quote[/b] ]

<span style='font-size:14pt;line-height:100%'><span style='color:blue'> ·: FFUR-SLX 2007 2.0 Full Pack for OFP :·</span></span>

OVERVIEW

- We are pleased to announce the release of our last full version FFUR pack for OFP (You wont need any previous packs to properly run this version),

which is mainly about MOD's optimization and improvement of existing key features, bug fixes and updates, the mod has been upgraded to the 1.1 version of SLX, but this time it includes and implements all of its features, especially in terms of AI tactics, wounds (dragging features) and melee. A lot of effort have been exerted in order to enhance every aspect of the mod (Sounds, Radio Chatter, Materials, US Troops Models, Artillery...), basing our work on people's reports and suggestions, we really hope you will not be disappointed by this community made mod pack.

<span style='font-size:13pt;line-height:100%'>CHANGES, BUG FIXES AND ENHANCEMENTS from 1.O5</span>

*SLX Features

--------------------

[*] Infantry squads rush weaker enemies using bounding overwatch. Squads split up into teams and try to stay in a small group when they are rushing while the other teams are laying down. By rushing in a team it's more likely that one of them will get a shot off when they run into an enemy, where as if they were alone they could be picked off one by one.

[*] Squads take cover when overmatched. If there are enterable buildings nearby infantry squads will garrison the building and use it's cover for a while. If the player is squad leader and enters a building with formation set to "Vee" then the player's squad will garrison the building. AI squads garrison nearby buildings at mission start. All buildings can be garrisoned from mission start but only buildings placed in the mission work for garrisoning after loading a save game.

[*] Squads retreat when they are severely outnumbered. They use bounding overwatch to perform an orderly withdrawl.

[*] Working smoke concealment. AI cannot see through smoke but they can walk and shoot through it.

[*] APC's deploy smoke when infantry is disembarking in combat.

[*] Tanks and APC's fire smoke grenades when attacked or injured to make them harder targets.

[*] Wind affects aircraft and munitions. Aircraft flying with a headwind will slow down but get extra lift, flying with a tailwind gives more speed but can lose lift and drop in altitude. Wind speed is tied to the weather, so the more windy it is the more affected objects are. Flying in inclement weather can be dangerous, be careful of cross winds and wind shear. To tell how fast the wind is blowing and in which direction, watch for visual cues such as smoke or dust blowing in the wind.

[*] Commanders machine gun can now be used on tanks to shoot at low flying aircraft. Crew turns out when commander's gun is fired.

[*] Location based wound effects on people when they are hit.

Arms - Small chance of an accidental discharge of their primary weapon. Small chance of dropping primary and/or secondary weapon when arms are very damaged.

Legs - Good chance of falling down prone if legs are very damaged. No effect when already prone.

Torso - Good chance of getting knocked down and out of breath for a second if damage is over 50%. If the torso is over 80% damaged and overall health is less than 60% then the person is critically wounded.

Head - 30% chance of temporary deafness and a 40% chance of temporary deafness, disorientation, and falling down if head is less than 50% damaged, most likely caused by grenade blasts. 90% chance of temporary deafness and falling if head is over 50% damaged.

If the person is hit in the head, body, or legs and overall health is less than the "SLX_Wound" value then they are critically wounded.

[*] Critically wounded :

The person drops their primary weapon and lays on the ground writhing and screaming until either they are healed or die. They are unable to shoot any weapons, but can still throw hand grenades, so watch out. Killing wounded people that pose no threat at the moment(haven't thrown a hand grenade) will deduct 450 rating points. So if you have 0 rating points and killing a soldier gets +200 rating points and you kill a wounded soldier you end up with -250 rating points.

[*] Dragging wounded/dead:

Wounded or dead units can be dragged to a safer location for giving first aid, corpse recovery, or item scavenging. Be careful of moving heavily wounded people though, moving them might kill them.

[*] Giving first aid to wounded:

Giving first aid is based on the skill of the unit giving first aid. If first aid is unsuccessful in stabilizing the unit's condition then you will have to wait for a while before trying again. Giving first aid gives you rating points proportional to the skill of the unit first aid is being given to.

[*] Taking captives:

If a wounded enemy is healed they will surrender. They can be taken captive and you can tell them to stay or follow you. If the captive is too far from you they will try to escape and continue fighting. Taking captives gives you rating points proportional to the skill of the unit being taken captive. Killing captives suffers the same rating deduction as for killing wounded. For a zero skilled soldier you should get 200 points for giving them first aid and taking them captive, the same as if you had killed them, but if you kill them after giving first aid and taking them captive you still end up losing 50 rating points.

[*] Moving dead/wounded or captives in vehicles:

Wounded, dead, and captive units can be moved into vehicles by using the Drag or Follow action when in a vehicle. Make sure the action is in your action menu when entering the vehicle or you won't be able to use it. There must be free cargo space in the vehicle for the unit to enter.

[*] Dropped weapons:

Dropped weapons can be destroyed by using the action menu close to them or by damaging(by shooting, etc) them to 50%. They can only be picked up by the action menu. They are affected by physics and can get thrown into the air from explosions.

[*] AI's helping wounded/dead:

AI's will automatically try and help wounded or dead units. They will attempt to drag them into a safer position before giving first aid or scavenging weapons. AI's immediately go into alert mode when someone is wounded or killed.

[*] AI's taking secondary weapons and machine guns:

If someone with a secondary weapon or a machine gun dies then another AI from their squad will attempt to come and pick up the weapon.

[*] Dismemberment:

If a unit is killed with high explosives and their velocity is high enough then they will be torn apart. Can be disabled by setting number of gibs to zero.

[*] Catching fire:

If Group Link 3 is active and a unit is thrown into the air from a high explosive but not fast enough to dismember them then they might catch on fire.

*BUG FIXES LOG

---------------------

_Fixed: A-10 GBU-12 attack objectives set by the laser marker.

_Fixed: F15 error message

_Fixed: Tripod NSV (Replaced by CSLA Dshk)

_Fixed: Added Jet fighters speedmeter and alt meter

_Fixed: Silent VSK, VSS and silent handguns.

_Fixed: Artillery system stability, included voices and disabled artillery limitations due to issues in game.

_Fixed: Grenades that make tanks and apcs fly away.

_Fixed: M113 Engine Sound Is A Little Strange.

_Fixed: No FFUR Effects On M6 Linebacker Missiles.

_Fixed: No Tracers On The Vulcan Cannon.

_Fixed: US Sniper white Lods.

_Fixed: US Mortar Soldier Armed With M4, Reloads Mortar weapon switches to M16A4 Aimpoint And Weapon Is Placed About 1 Foot Behind The Hands.

_Fixed: M16A4 Has Incorrect Mode Name - M4, Also Mag Name Is Wrong. FIX: Use Double Name Like M16/M4 Mag or 5.56 M4/M16 mag.

_Fixed: M4A1 Acog Is M16A4 Acog Model, With M4A1 Marksman Picture And Is Named M4 Acog.

_Fixed: SR-25 Is Named M24, Uses M24 Pictures Also.

_Fixed: Stinger ManPad Has No Optics.

_Fixed: A-10 GBU Name Doesn't Fit, Mavericks Have No SLX Effects. FIX: A-10 (GBU-12).

_Fixed: No SLX Effects On F15-C Missiles, Cannon Has No Tracers, F-15 Fired Amraam Missile Has No Textures.

_Fixed: No SLX Effects On F-16 Missiles, No Cannon Tracers.

_Fixed: AH-64 Cannon Sounds Is Not Long Enough, 4 Sound Burst For 10 Round Burst. No SLX Effects On AH-64 Missiles.

_Fixed: RU Crews And Pilots Have No NVG Proxy.

_Fixed: No FFUR Effects On BMP-3, BMP-2 And Res BMP-1 Missiles.

_Fixed: Res S-1203 Has No Texture On The Ammo Box In The Rear.

_Fixed: Reloading Or Changing Weapon In Water Locks Player In Position.

_Fixed: Redminton Picture Is Not Transparent.

_Fixed: AH-64 Cannon Sound Error. Not Long Enough.

_Fixed: Mount Acog Script Replaces M4 With M16A4 Acog, Wrong Weapon Or Model Used.

_Fixed: Artillery Arrives Too Fast, Arrives 1-sec after cannon sounds played. No Flight Time.

_Fixed: US Pilot: Helicopter Pilots Boots Are Incorrect Colour. Should Be Brown Boots Not Black, Too Fit With ACU. Brown Boots Texture Included In Lasers US Pilots Pack.

_Fixed: US UH-60: Cannot Be Identified As Friendly Or Enemy, Only As Unknown. Fix This By Changing The Accuracy Or By Making A New Inherit Class ie - UH60:HelicopterW. HelicopterW Can Be A Small Unit Inherit Under Helicopter With Its Side Set To 1. eg: HelicopterW:Helicopter {side=1;};.

_Fixed: US AH-64: Pilot Optics Are Used By Main Cannon, Optics Follow Main Cannon And If Its Pointed To The Side, The Pilot Optics Will Look To The Side.

_Fixed: RU Soldiers: Carry Standard AK-74 Mags In Front Pouches, Soldiers Are Armed With Ak-74M Mags. Change The Colours Of The Mags In The Pouches To The Black Of The AK-74M Mags.

*OTHER ENHANCEMENTS

------------------------------

[*] Sounds Updated

Included more realistic sounds in order to increase the immersion feeling and the atmosphere.

[*] Realistic Materials

Realistically looking material values for models textures.

[*] Radio Chatter system

Included radio voices for vehicles and helicopters, this considerably increases the immersion in combat.

[*] New US Troops Models

Due to popular demand, we included Hyakushi's good-looking ACU troops, with some little adjustements to make them fit with the rest of the pack.

<span style='font-size:13pt;line-height:100%'>REQUIREMENTS</span>

Minimum Specification:

- Operation Flashpoint Resistance or GOTY patched 1.96

- CPU: 2 GHz

- RAM: 512 MB

- Nvidia Geforce FX with 128 MB RAM & pixel shader 2.0, ATI Radeon 9500 with 128 MB of RAM & pixel shader 2.0

- Free HD Space: 1 GB

- Software: Windows XP or Windows 2000 and DirectX 9

<span style='font-size:13pt;line-height:100%'>INSTALLATION</span>

- To install, simply run the executable from the location you saved it and follow the instructions. When the installer starts, you will be told to select the location for the install. This should be correct without you changing anything, but in a small number of cases this is wrong. Depending on the version you bought of Operation Flashpoint And that's about it! The files will begin to install and soon you will be playing FFUR/SLX Modern Crisis.

<span style='font-size:13pt;line-height:100%'>NOTES</span>

- Tested in Single by several Beta testers.

- I don't garantee the way it works online.

- You don't need any of the previous FFUR packs to get this one properly working.

- Further tweaks to come.

- Special thanks to the following Beta-Testers for their input, feedbacks and supports:

[*]JdB

[*]SamotH

[*]Ase290406

[*]Big-Rooney

[*]Blazin

[*]murkz

[*]njmatrix

[*]Jakob

[*]marcomio

<span style='font-size:13pt;line-height:100%'>DISCLAIMER</span>

The work represented is the intellectual property of the parties listed in the credits list. Any use without credit to its authors might not be appreciated.

Thunderbird84 - Have fun. :]

Share this post


Link to post
Share on other sites

Sounds great! smile_o.gif

Thanks FFUR!

Starts downloading now!

Damned 14kb/s!

Share this post


Link to post
Share on other sites

Oh cool!!! I guess I will make a final OFP movie using this awesome MOD yay.gif Thanks Tbird! I was really waiting for the dragging animation.. now i can make my movie more realistic thumbs-up.gif

Share this post


Link to post
Share on other sites

Thanks for the kind words, there would be mirrors quite soon, your support would be greatly appreciated as well. :]

Here's a second mirror, kudos to Marcin from ofp.bmj.pl

Mirror

regards,

TB

Share this post


Link to post
Share on other sites

Thanks for all your hard work and dedication TB. You and the team have done so much for our beloved sim. The best FFUR yet. You guys rock.

A dancing banana to you all!!!! yay.gifyay.gifyay.gifinlove.gif

Do I click the star icon to start. it looks as thought it replaces something.

Share this post


Link to post
Share on other sites

OK,I need help. I have never had this happen with any FFUR version before. I have no icon,on my desktop like previous version.

I went into the FFUR folder only to see icons such as a star,that says Launcg Mod. After clicking that,it seems to got through some kind of new selection process. WTH? do I need my previous version back or something.

Share this post


Link to post
Share on other sites

OK! I think there is a small problem

This version of the mod needs the extra pack installed.

And that's not possible because there's a missing file in bin folder..

bin\cpbo.exe

That one is needed to extract and remake the pbo files.

Even if you put it, I think it causes the old (magic) errors, because it makes some corrupted files, so that's why i used other tools in my last pack.

If that happens, just copy the code from my installer and adapt it to yours.

I'll now try adding cpbo.exe... confused_o.gif

--------------------

Ok! installed the extra pack on XP with HWT&L

The game runs, didn't try much the mod's stuff yet, but...

withebuggp0.th.jpg

Share this post


Link to post
Share on other sites

I cant get it to work. I will unistall and wait till this gets sorted.

Share this post


Link to post
Share on other sites

One more problem

The faces are blured, this pics are with the same settings in FFSX 2007 2.0 and ofp vainilla(or whatever it's called)

blurfacessh5.th.jpg

The config of the helicopter with the dsai sounds and the new model is sweet yay.gif

Share this post


Link to post
Share on other sites

Just from the description, it sounds like an awesome FFUR release.

Thanks for all the hard work TB. Downloading.

Share this post


Link to post
Share on other sites

OK a few remarks -

1. I run the replacement pack install, but when I run the

"Launch the MOD.exe" it says that the pack is not installed.

I press Enter - install, run it again and - it says- "replacement pack not installed".

2. I managed to activate the Mod via the "-mod=" parameter. No resistance objects visible. (I only checked Madlen so far)

3.Why was the Tunguska taken out? The US still has the M6.

4.When I get into an empty tank I'm in a turn out position. This causes problems with the T-62's gunner. As in the T-62 there is no turn out option for the gunner. (Not critical as far as I'm concerned but I still thought it should be reported)

5. All the bugs I had problems with in the previous version have been fixed. Thanks.

Share this post


Link to post
Share on other sites

Damn...just when I downloaded 1.0 yesterday!

Just to say, great job on the FFUR packs, they've really brought me back to Operation Flashpoint (haha, even if they lower my fps down from 60 to 30 min with textures etc...maxed out)

Onwards! To 2.0!

Share this post


Link to post
Share on other sites

Thanks for the kind words!

Quote[/b] ]An here is the OFP.Info Mirror :

FFUR-SLX 2007 2.0 from OFP.info

Thank you very much deadeye, that's very kind.

Quote[/b] ]1. I run the replacement pack install, but when I run the

"Launch the MOD.exe" it says that the pack is not installed.

I press Enter - install, run it again and - it says- "replacement pack not installed".

2. I managed to activate the Mod via the "-mod=" parameter. No resistance objects visible. (I only checked Madlen so far)

My apologies for this little forgotten issue, Here is a hotfix which should figure it out: (Now you can simply run the Launcher included in the mod.

Hotfix 2.01

Quote[/b] ]Why was the Tunguska taken out? The US still has the M6.

As stated in the previous thread, the Tunguska has been taken out because of compatibility issues between SLX/FFUR scripts with the original ones.

Quote[/b] ]The faces are blured, this pics are with the same settings in FFSX 2007 2.0 and ofp vainilla(or whatever it's called)

I'm sorry but I have no idea what is causing that,

Fortunately this is barely noticeable.

Quote[/b] ]When I get into an empty tank I'm in a turn out position. This causes problems with the T-62's gunner. As in the T-62 there is no turn out option for the gunner. (Not critical as far as I'm concerned but I still thought it should be reported)

Even being minor, thanks for reporting it.

Quote[/b] ]All the bugs I had problems with in the previous version have been fixed. Thanks.

Heh, you are the welcome.

regards,

TB

Share this post


Link to post
Share on other sites

Seems it was a good idea to not deinstall OFP so far, if even half of the features work as written then this has all i ever wanted in ArmA ( exept the graphics sad_o.gif ).

Great work TB ( and all that worked on this project offcourse )!

Share this post


Link to post
Share on other sites

Thanks for the kind words old friend, maybe time comes to switch to ArmA for further projects, heh.

-First Post Updated.

regards,

TB

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
Sign in to follow this  

×