SamotH 0 Posted September 15, 2007 This update sounds great, downloading Share this post Link to post Share on other sites
JdB 151 Posted September 15, 2007 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. I agree, it looks really good On all fronts a much better vehicle. Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted September 15, 2007 Thunderbird, I just finished playing Clean Sweep again, and I had the following occur once last night, and twice today: Sometimes when I get wounded, I begin to apply first aid to myself, but then it seems like I get stuck in an "invulnerability loop" afterwards. I've been hit a dozen times by rounds and grenade shrapnel, and I still keep on living. Sometimes my avatar immediately begins to apply first aid, sometimes not. This has only occurred after I've applied first aid. Is there any way to limit the number of times a special forces operative can self administer first aid, perhaps cap it off at two tries? I wouldn't mind doing away with it altogether, as it seems to me to be too overpowered an ability. Also, is there anyway to setup the SF's M4s so that one can mount/dismount scopes? It's been my experience that too often in the SF missions that they're equipped with magnifying scopes in close quarter battle environments. That really isn't a wise weapons choice, so if it's at all possible, perhaps the SF missions should be reexamined for weapon assignment. A Reflex or EOTech sighting device seems far more appropriate a selection to me than an magnifying one. I also noticed that my squadmates aren't equipped with grenades--I guess this is to help keep them stealthy as the AI seems to immediately use them in a stealth based mission. If it's not too much trouble, could the loadout be changed so that the player and his squadmates are loaded up with 1-2 fewer grenades so that they can carry more magazines? Too frequently we run out of ammo for the primary weapon, and this holds true for the vast majority of the single and campaign based missions. Even so, the changes that have been made are a big improvement. Yours, Kyle Share this post Link to post Share on other sites
xplosiv 0 Posted September 15, 2007 I downloaded 2.01 a while ago, can I just install 2.5 over it? Great work! Cheers. Share this post Link to post Share on other sites
stYler 0 Posted September 15, 2007 i just downloaded the new ffur, installed 2.0, 2.5 patch and extra pack, i run it with wgl island texture replacement,all works fine, easy install, no errors > i have just played 2 missions so far, wow thats a new game, i love it, thx to thunderbird and all others who worked on parts of this i wanna give a short feedback on small bugs i stumbled over, nothing to worry about, that effects gameplay, only small disfigurements, perhaps u want to change it >when using RPG in prone position and crawling to left or right, the RPG launcher is replaced by the primary gun, and when not moving any more or just moving forward the launcher appears back in hands instantly >the soundeffect when dragging people is weird - perhaps replace it with default walking on grass sound? >two questions -is it possible to disable radiochatter? it kills my ears, i dont like it at all, its confusing, and makes combat difficult too, in ecp i disabled it, in ffur i dunno how -is it possible to change the position of the camera in 3rd person view? in config.cpp i know how to do it, but as ffur has no config.cpp i dunno that either anyway thx again for this great mod, this will be a long night, i will replay an old campaign now stYler EDIT i just played sp mission clean sweap and had a CTD as i took a captive Share this post Link to post Share on other sites
dkell3 0 Posted September 15, 2007 I think the reason why the SEF Lav-25 wasnt used is because, it is defined as a tank,meaning driving and steering wise, versus the car class Lav we currently have. Share this post Link to post Share on other sites
SamotH 0 Posted September 16, 2007 Awesome! Loving the mod Would be really cool to have some randomic missions using the different models of the mod Share this post Link to post Share on other sites
Ase290406 0 Posted September 16, 2007 @xplosiv- There's no problem with the 2.01 fix. You can just go over it. Worked for me. Share this post Link to post Share on other sites
njmatrix 2 Posted September 16, 2007 YEEHAW (sorry redneck came out of me there) new update. Downloaded and installing as we speak. Looking forward to it. Thanks TB Share this post Link to post Share on other sites
stYler 0 Posted September 16, 2007 i tried playing some missions from different campaigns, and half of the missions dont work with ffur !!! i hoped that this changed from last version of ffur, where much missions from cwc campaign were screwed up, but on the contrary it got even worse i started with cwc campaign > training mission> cant be completed because truck gets stuck at road on the way to training camp, tried it four times, squad went on foot to training ground, finished training there, squadleader gives order to board truck, all went a few hundred meters back to truck, but i cant board it had to abort mission the next missions seem to work, but i dont know if i like the new gameplay, because most of the time the opposing squads fire on each other from 300m distance and hit nothing, they dont advance, dont flank, just stay where they r and keep firing. firefights take 15 minutes or more like that, when i try to get closer to enemy my squadleader tells me to fall back in formation, although he ordered me to attack the enemy dont get me wrong, i like the fact, that its very hard to hit on large distance, im looking forward to have some cool close combat fights, but if im alone and the allied AI is not with me, i stand no chance vs an enemy squad in formation. next i started red hammer campaign, on first try after fighting back the counter attack of civilians at the lighthouse, i wasnt able to board the truck, and when i finally was able to board it, after restarting mission again and again, the truckdriver was standing next to it, doing nothing after some more tries it worked, heading to next mission object, the fuel station firefight at fuel station happened like described above, 2 opposing squads firing holes in the sky or the field i didnt wanted to wait until they had a lucky shot and flanked the enemy from right side, entered one house and took out all enemys from 3rd floor of house, what was really cool but after that, again, after ordered to board truck, i wasnt able to, the squadleader didnt board truck too, but the rest of the squad did. the squadleader followed mission plan, and went on foot ALONE!! to next objective, i followed him and of course we had no chance vs enemy force ok, i thought, i try a mission were i dont need to board anything and no scripts can go wrong, i choosed sp mission bomberman. at start all was fine, i blew up the convoy, i didnt even needed help from bravo squad. than i ordered bravo to attack, so they can help on attack at village. on the way back to starting point, i could already hear shots from the village, and guess who was shooting there. the russians were already firing on charlie squad!!! the bmp that in general head down the road to help convoy, stayed in village and was happy taking out charlie squad, i didnt even fired 1 shot on the village or ordered charlie, as whole charlie squad was already dead. GREAT !!! in last ffur i already had problems in missions, where in general allied vehicles r hidden for the enemy, but in ffur the enemy is able to detect them, and if the vehicle is important for success of the mission, the mission is screwed the conclusion of all this is, almost every mission has to be tweaked, changed and tested with ffur. unless i have missions or campaigns designed for ffur, i wont play it, sorry the new sounds, the grafics, the models, the textures, the new atmosphaere, the grass, the weapons, the animations, the dragging stuff, ALL is DAMN GREAT, BUT if i have to find out if the mission is working or not, and in worst case, already played 1 hour on a mission, and it gets screwed up because of a stupid i-cant-board-vehicle bug, than its not worth using ffur, than i stick to ecp+graa3 i hope this can help to fix some things, i also like to know if i am the only one experiencing things like that... so far... stYler Share this post Link to post Share on other sites
Thunderbird 0 Posted September 16, 2007 Thanks for the feedback, kind words and report of bugs, For unsatisfied people that complain about missions being broken by the MOD's AI, I would like to point out that there is a config that might make'em happy since it uses only FFUR effects, it makes the MOD work as an "FFUR 2007" because it doesn't include any of SLX features (Including the AI). Get a look at your @ffsx2007\configs\Grass or no grass configs\Low and read the instructions. regards, TB84 Share this post Link to post Share on other sites
njmatrix 2 Posted September 16, 2007 works great and i love the 3rd person view added in. I also uploaded it to our site as well. http://njmatrix.com/mods/FFUR_SLX_2007_2.5_Patch.exe Share this post Link to post Share on other sites
prodetar2 0 Posted September 16, 2007 in mission i also had a problem. in the first CWC mission in wich you have to take over Morton, the heli doesnt take out the tanks.. it misses every shot. then the BMP came right for me killing me and my squad... "so much for airsupport" @styler i suggest you create a mission of your own. takes more time.. but its more fun with ffur Share this post Link to post Share on other sites
SamotH 0 Posted September 16, 2007 Do we expect more updates, or we can call this finished? Share this post Link to post Share on other sites
Thunderbird 0 Posted September 16, 2007 First, sorry for the lack of 'details' in my last post, since time wasn't really in my side. Quote[/b] ]works great and i love the 3rd person view added in. I also uploaded it to our site as well.http://njmatrix.com/mods/FFUR_SLX_2007_2.5_Patch.exe Thank you once again, for the mirror Njmatrix. Quote[/b] ]Do we expect more updates, or we can call this finished? Regarding the MOD's future, of course there would be an update fixing the major issues, or at least, the most disturbing bugs. By the way, I would like to state that even if the MOD's core is based on people's suggestions and wishes, there is no way to satisfy everyone's taste, since I'm alone on the project and that doesn't help at all, even trying to do my best with the time and resources I have. The MOD is based on your wants, but it should follow some criterias to keep concrete, especially in terms of Realism and that might somewhat go against some people's tastes. Thank you for your understanding. Concerning Bugs and Issues, I regrouped your reports and feedbacks for further enhancement: Quote[/b] ]_ I got a weird error for the Marines. "ESS" is written across their foreheads even when there is no goggle there. _ I still have the old USSR flag even after I install the patch. _ 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. _ I just have a question. Why not use the SEF LAV? It's better looking and carry 6 people. _ the soundeffect when dragging people is weird _ 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 _ 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? _ I ejected the AV8 without it being damaged, and I got an error saying: "_stat setdir direction |#|_plane': Error Unknown operator _plane" _ 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" _ The AK-74M seems to be floating in the hands of both the Naval Infantry, and the Motorized Troops. _ 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). ** SEF LAV-25 (missed its release, heh). Thank you all for your support, Regards, TB Share this post Link to post Share on other sites
SamotH 0 Posted September 16, 2007 I have noticed after the patch that when playing as leader, i'm the second soldier of the group. I guess this is to get the radio. But couldn't find the option to call the airstrike. Edit: Just an idea, don't know if it's possible... Since flying planes in ofp is crappy and the models you add go so fast... why not slowing down time when player is piloting aircrafts? Share this post Link to post Share on other sites
Ase290406 0 Posted September 17, 2007 I disagree, think about the anti-air fire applications. You will be able to avoid both guns and missiles, as they will move slower than you. So the aircraft becomes a nearly invincible king of the battlefield. As opposed to combined arms etc.. What we do need is an AI capable of targeting infantry. Say a cluster bomb in the way of a 2/3 squad infantry charge. Share this post Link to post Share on other sites
Sevan 0 Posted September 17, 2007 very impressed by the changes you made since 2.0 release. I was going to ask if there would be more updates and it looks like there will be. amazing work. Share this post Link to post Share on other sites
tourist 617 Posted September 17, 2007 Hello to Thunderbird and the other FFUR creators, I would have stuck to OFP for some time to come even without your formidable mod, but now since FFUR SLX 2007 v. 2.5 is there, I get more and more the impression I should have never bought ArmA! So far, I have no new bugs to report which aren't already mentioned by other posters in this thread. But I would like to know if there is a way to play the mod without having the Resistance Vegetation. I tried running the Extra Pack Installer's option No. 1 saying 'disable resistance foliage' but I still get that when playing FFUR SLX. I did install the two Replacement Packs from OFPC.de which are called Modern OFP 1 and 2 prior to the FFUR SLX 2007 installation. They consist of Berghoff Nature and the WGL island Replacement and they overwrite BIS files and therefor I expected the Berghoff nature to show up in FFUR SLX which it does't. Only the WGL texture Replacement of the ground was there. Although I did put the two Berhoff .pbos inside the FFUR SLX modfolder as well as having them in the Res/addons folder too, I could not get Berhoff nature in FFUR SLX. When launching the game without FFUR SLX 2007, e.g. when I use only ECP plus GRAA 3.0, I get the Berghoff Nature. Since I like the Berhoff Pack more than the Resistance vegatation, I would like to know if it is somehow possible to use it in FFUR SLX 2007 alongside the SLX Grass included with your mod. Keep up the good work! tourist Share this post Link to post Share on other sites
Jimbo51D 0 Posted September 17, 2007 I know there isn't multiplayer support for this mod, but I figured I'd throw this out there because if it can be fixed, MP would be awesome. Played MP on LAN with about 6-7 people the other night, and tried 2.5. After about 30 seconds into the game, the squad leader player character started giving in-game commands non-stop. The player wasn't doing it, it was all automatic, looping, and very annoying. This was the only MP bug (at least it seemed like a bug) that we found, so fixing this would make us all very happy campers. Otherwise, THANKS A BUNCH for the light configs! Share this post Link to post Share on other sites
Thunderbird 0 Posted September 17, 2007 Quote[/b] ]why not slowing down time when player is piloting aircrafts? I think Ase290406's reply say it all, moreover I doubt this would 'enjoy' everyone. Quote[/b] ]I was going to ask if there would be more updates and it looks like there will be. Yes, as stated in the previous replies, there would be an updated aimed at fixing bugs and enhancing the MOD. Quote[/b] ]But I would like to know if there is a way to play the mod without having the Resistance Vegetation. Sure, Just make a shortcut derived from your Resistance.exe file and add to its properties: -mod=@ffsx2007 -nomap -nosplash Make sure you have BIS island files installed first (Original "worlds folder" & Original "Dta folders" as well in the right places). Regards, TB Share this post Link to post Share on other sites
JdB 151 Posted September 17, 2007 I would like to make a note on the "flags issue", the soldiers are textured with two folders, both containing a full set of soldiertextures. us1 and us2. By replacing the armr.paa texture in us1 with the following one, mostly SF and other specialist units will have the subdued flag while regular infantry mostly retains their current bright flags (which, judging by the usage of subdued flags in Afghanistan by units like the 101st ABN Div. and 173st ABN Bgd. is just about correct, while regular army formations use the normal flag in Iraq). [Following one] Share this post Link to post Share on other sites
prodetar2 0 Posted September 17, 2007 one more minorbug that has to do with the islands provided within ffurslx some buildings that have been replaced by res buildings dont fit! one suggestion: take a heli and fly over La Trinite, youll see what i mean. appartment buidlings are built on the road and in the neighboring buildings. so not a big issue but may cause AI to stop following the road cuze the buidling is in the way.... and realism offcourse rest looks cool Share this post Link to post Share on other sites
JdB 151 Posted September 17, 2007 some buildings that have been replaced by res buildings dont fit! Already mentioned, and from what I remember not much can be done about that Share this post Link to post Share on other sites
Thunderbird 0 Posted September 17, 2007 Quote[/b] ]I would like to make a note on the "flags issue", the soldiers are textured with two folders, both containing a full set of soldiertextures. us1 and us2. By replacing the armr.paa texture in us1 with the following one, mostly SF and other specialist units will have the subdued flag while regular infantry mostly retains their current bright flags (which, judging by the usage of subdued flags in Afghanistan by units like the 101st ABN Div. and 173st ABN Bgd. is just about correct, while regular army formations use the normal flag in Iraq).[Following one] Thanks JdB but this has already been fixed as you could see below, since the current patch is almost finished. ;] Quote[/b] ]one more minorbug that has to do with the islands provided within ffurslxsome buildings that have been replaced by res buildings dont fit! Having new buildings instead of the original ones in Everon/Malden does enhance the island's feeling and make them look better, some buildings might not fit but I think that's too minor to take into consideration. ;] Regards, TB Share this post Link to post Share on other sites