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Big-Rooney

Modern Combat Mod - SLX Released

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Hi All,

Today I've released my first project for Operation Flashpoint, The Modern Combat Mod (MCM) is combined with the SLX Mod by solus for my first release. The readme file included in the mod contains more information and screenshots. Links are available below this line.

Links

Download: Modern Combat Mod - SLX v1.0 Full Install (747mb) - FileFront (link Broken)

Download: Modern Combat Mod - SLX v1.02 Patch (311mb) - Filefront

Download: Modern Combat Mod - SLX v1.0 Full Install (747mb) - TechWarriorZ

Download: Modern Combat Mod - SLX v1.02 Patch (311mb) - TechWarriorZ

(News And Links Are Welcome)

Download: Additional Extra pack v2 (12mb) - FileFront

Note: Extract extra pack into @MCM-SLX folder and then run install.bat to install the extra pack.

*****************************

MODEL CHANGES

*****************************

*BLUFOR SIDE*

- US Soldiers -> HYK: US Army Soldiers (ACU).

- US Sniper -> HYK: US Army Sniper (ACU).

- US Crew -> HYK: US Army Crew (ACU).

- US Pilot -> LSR/MCM: US Army Pilot (ACU).

- US Blackops -> HYK: US Army Special Operators (ACU).

- US Jeep -> Combat: M998 Hmmwv.

- US JeepMG -> Combat: M1025 Hmmwv (M2).

- US Hmmwv -> Combat: M998 Hmmwv (Open).

- US M60A1 -> KH/INQ: M1A1 Abrams.

- US M1A1 -> KH/INQ: M1A2 Abrams.

- US M2A2 -> Combat: M2A2 Bradley IFV.

- US M113 -> Combat: M113A3.

- US Support Trucks -> Combat: Hemmt's.

- US Truck5t's -> Marfty: M925 5T Trucks.

- US Vulcan -> Combat/REM: M163A2 Vulcan.

- US AH-1 -> Marco Paulo: AH-64A Apache.

- US AH-64 -> Marco Paulo: AH-64D Apache.

- US UH-60's -> CSLA: UH-60 BlackHawk's.

- US OH-58 -> BAS: OH-58 Kiowa.

- US A-10 -> Diesel: A-10 ThunderBolt.

- US A-10LGB -> Diesel: A-10 ThunderBolt (GBU-12).

- US M16 -> SJB: M16A2.

- US M16 M203 -> SJB: M16A2 M203.

- US M60 -> Laser: M249 SAW.

- US M21 -> SJB: M24 SWS.

- US FAL -> BAS: FN-FAL.

- US HKG3 -> BAS: HK-G3.

- US UZI -> SJB: MP5A4 (SD).

- US M4 -> SJB: M4.

- US XMS -> SJB: M4 'Aimpoint'.

- US HK -> SJB: M4A1 (SD).

- US LAW -> Laser: M136 AT4.

- US Carlgustav -> Earl & Such: Javelin.

- US Revolver -> SJB: Desert Eagle.

- US Beretta -> SJB: Beretta.

- US Glock -> SJB: Glock 17c.

- US Glocks -> SJB: Glock 17c (SD).

- US Hand Grenade -> M67 Grenade.

*OPFOR SIDE*

- RU Soldiers -> RHS: RFMI Soldiers.

- RU Officers -> RHS: RFMI Officers.

- RU Crew -> RHS: Crew.

- RU Pilot -> RHS: Pilot.

- RU Sniper -> RHS: RFMI Sniper.

- RU Spetz Natz -> RHS: Vityaz Spetz Natz.

- RU Uaz -> The Sun: Uaz.

- RU Ural -> Spetz Natz Mod: Ural-4320.

- RU Support Trucks -> Spetz Natz Mod: Support Urals.

- RU T-80 -> Orcs: T-90.

- RU T-72 -> Orcs: T-80UM.

- RU BMP-1 -> Orcs: BMP-1P.

- RU BMP-2 -> CSLA: BMP-2.

- RU BRDM -> OFF: BRDM-2.

- RU Shilka -> Orcs/Spetz Natz Mod: ZSU-23-4 Shilka.

- RU M2 Static -> CSLA: Dshk.

- RU Mi24 -> RHS: Mi-24P Hind.

- RU Mi17 -> OWP: Mi-17 Hip.

- RU V-80 -> DKM: Mi-28 Havoc.

- RU SU25 -> Tomi-D: SU-39 Frogfoot.

- RU AK74 -> RHS: AK-74.

- RU AK74 GP-25 -> RHS: AK-74 GP-25.

- RU AK74SU -> Earl & Suchey: AKS-74U.

- RU PK -> Orcs: PK.

- RU SVD -> Orcs: SVD.

- RU Bizon -> Orcs: AS Val.

- RU RPG -> RHS: RPG-7v.

- RU AT4 -> Orcs: RPG-29.

- RU Tokarev -> Orcs: Tokarev.

- RU Hand Grenade -> RGO Grenade.

*RESISTANCE SIDE*

- Res Soldiers -> Willec: GRAA Resistance Soldiers.

- Res T-80 -> Orcs: T-90.

- Res T-72 -> Orcs: T-80UM.

- Res BMP -> CSLA: BMP-1.

- Res T55 -> RHS: T-55.

- Res Jeep -> The Sun: Uaz (FIA).

- Res Uaz -> The Sun: Uaz (FIA (Open)).

- Res AK47 -> Orcs: AK-47.

- Res AK47CZ -> CSLA: Vz-58.

- Res AK47GL -> Orcs: AK-47GL.

- Res Skorpion -> SJB: P99.

- Res Ingram -> SJB: P226.

- Res CZ75 -> SJB: USP.

- Res Hand Grenade -> F1 Frag Grenade.

*CIVILIAN SIDE*

- Civ Men -> FacePlant: Civilian Men

- Civ Car (Green) -> Orcs: Moskvich.

- Civ Bus -> Vilas: Ikarus 1991.

********************************

EXTRA ADDITIONS

********************************

*BLUFOR SIDE*

- US Army Winter BDU Infantry.

- US Marine Corp Marpat BDU Infantry.

- US Marine Corp Marpat Desert BDU Infantry.

- Machine Gunner - M240.

- Anti-Material Sniper - M82A1.

- Special Forces Automatic Rifleman.

- Special Forces Sniper.

- Special Forces Anti-Tank Rifleman.

- Special Forces Grenadier.

- Combat: M1025 Hmmwv (M240B).

- Combat: M1025 Hmmwv (MK-19).

- Combat: M1097 Hmmwv (Open).

- Combat: M1097 Hmmwv (Covered).

- Combat: M1038 Hmmwv (Cargo).

- Combat: M996 Hmmwv (Ambulance).

- Combat: M3A2 Bradley CFV.

- Combat: M6A1 LineBacker.

- Vix: Stryker (ICV).

- Vix: Stryker (Mk-19).

- Deisel: A-10 Thunderbolt (MK-82).

- Footmunch: F-16 Falcon.

- Footmunch: F-15C Eagle.

- Footmunch: F-15E Eagle.

- Footmunch: F-35.

- Tomi-D: F-117 Nighthawk.

========================================

************ Desert US Vehicles ************

========================================

- KH/INQ: M1A2 Abrams.

- KH/INQ: M1A1 Abrams.

- Combat: M113A3.

- Combat: M2A2 Bradley IFV.

- Combat: M3A2 Bradley CFV.

- Combat: M6A1 Linebacker.

- Marfty: M163A2 Vulcan.

- Marfty: M925 5T Truck's.

- Combat: Hemmt's.

- Combat: M998 Hmmwv.

- Combat: M998 Hmmwv (Open).

- Combat: M1025 Hmmwv (M2).

- Combat: M1025 Hmmwv (M240B).

- Combat: M1025 Hmmwv (MK-19).

- Combat: M1038 Hmmwv (Cargo).

- Combat: M1097 Hmmwv (Open).

- Combat: M1097 Hmmwv (Covered).

- Combat: M996 Hmmwv (Ambulance).

========================================

************ US Marine Vehicles ************

========================================

- SEF: LAV-25.

- SEF: LAV-25 (Anti-Air).

- SEF: LAV-25 (Anti-Tank).

- TOW: AAV-7.

- KH/INQ: M1A1 Abrams.

- KH/INQ: M1A2 Abrams.

- Marfty: M925 5T Trucks.

- SEF: M998 Hmmwv.

- SEF: M998 Hmmwv (Open).

- SEF: M1025 Hmmwv (M2).

- SEF: M1025 Hmmwv (M240).

- SEF: M1025 Hmmwv (MK19).

- SEF: M1097 Hmmwv (Covered).

- SEF: M1097 Hmmwv (Open).

- SEF: M997 Hmmwv (Ambulance).

- Vit: AH-1Z Super Cobra.

- Prep-H: UH-1 Huey (FFAR, MG & Unarmed).

========================================

************ End Of Section ************

========================================

- SJB: MP5A4 (SD) 'Aimpoint'.

- SJB: MP5A4.

- INQ: G-36C SD.

- Laser: M249 Para.

- Laser: M249 Para 'M145'.

- Laser: M249 SPW.

- Laser: M249 SPW (SD).

- SJB: M240.

- SJB: P-90.

- SJB: P-90 (SD).

- SJB: M82A1.

- SJB: M16A2.

- SJB: M16A2 'Acog'.

- SJB: M16A2 'Aimpoint'.

- SJB: M16A2 'Reflex'.

- SJB: M16A4 'Acog'.

- SJB: M16A4 'Aimpoint'.

- SJB: M16A4 'Reflex'.

- SJB: M16A4 'Eotech'.

- SJB: M4 'Acog' - M203.

- SJB: M4 'Reflex'.

- SJB: M4 'Reflex' - M203.

- SJB: M4 'Eotech'.

- SJB: M4 'Eotech' - M203.

- SJB: M4A1.

- SJB: M4A1 'Acog'.

- SJB: M4A1 'Acog' - M203.

- SJB: M4A1 'Aimpoint'.

- SJB: M4A1 'Aimpoint' - M203.

- SJB: M4A1 'Reflex'.

- SJB: M4A1 'Reflex' - M203.

- SJB: M4A1 'Eotech'.

- SJB: M4A1 'Eotech' - M203.

- SJB: M4A1 (SD) 'Acog'.

- SJB: M4A1 (SD) 'Acog' - M203.

- SJB: M4A1 (SD) 'Aimpoint'.

- SJB: M4A1 (SD) 'Aimpoint' - M203.

- SJB: M4A1 (SD) 'Reflex'.

- SJB: M4A1 (SD) 'Reflex' - M203.

- SJB: M4A1 (SD) 'Eotech'.

- SJB: M4A1 (SD) 'Eotech' - M203.

- SJB: Colt M1911.

*OPFOR SIDE*

- Russian Naval Infantry & Spetz Natz.

- Russian VDV Airborne Infantry & Special Forces.

- Spetz Natz Sniper.

- Spetz Natz Anti-Tank Specialist.

- Spetz Natz Machine Gunner.

- Spetz Natz Grenadier.

- Radio Operator.

- Anti-Material Sniper - OSV-96.

- Spetz Natz Mod: Ural-4320 (Open).

- DKM: 2S6 Tunguska.

- Orcs: BMP-1.

- Vit: BMP-3.

- RHS: BTR-80.

- CSLA: PT-62.

- RHS: T-62A.

- Orcs: T-72B.

- Footmunch: SU-33 Flanker.

- Footmunch: SU-33 Flanker (Bombs).

- Footmunch: SU-33 Flanker (ASW).

- Footmunch: AN-72.

- RHS: Mi-24P Hind (CAS).

- OWP: Mi-8 Hip.

- Orcs: RPK-74.

- Orcs: VSS 'Vintorez'.

- RHS: AK-74M.

- RHS: AKs-74.

- RHS: AKs-74 (SD).

- RHS: APS.

- RHS: APS (SD).

*RESISTANCE SIDE*

- Local Army Forces.

- Soldier - Fn-Fal.

- Soldier - vz. 58.

- Automatic Rifleman - RPK-47.

- RHS: T-62A.

- Orcs: T-72.

- Orcs: AKS-47.

- Orcs: AK-47 (SD).

- Orcs: RPK-47.

*CIVILIAN SIDE*

- FacePlant: Business Man

- FacePlant: Priest

- FacePlant: Pilot

- FacePlant: Worker

********************************

MISC CHANGES

********************************

*BASE CHANGES*

- Three Separate Editable Configs Added For Personnal Use.

- Woodland, Winter And Desert Islands Added To All Configs.

- US Army ACU Personnel Are Primary US Troops In All Configs.

- US Army Winter Personnel Added To All Configs.

- US Marine Corp Personnel Added To All Configs.

- Russian Federation Motorized Infantry Are Main OpFor Troops In All Configs.

- Russian Federation Naval Marines Added To All Configs.

- Russian Federation VDV Airborne Infantry Added To All Configs.

- There Are No Crossover Issues Between The Configs.

*SLX EFFECTS*

- AI routines roughly follow Sun Tzu's "The Art of War." Calculations measuring strength: Morale (strength, skill of leaders, backup, etc), Weather(bad weather affects things, like aircraft and munitions), Terrain (higher altitude versus enemy = tactical advantage) and Skill (of leaders, units).

- Squads scan through all other squads to collect information about known friendly and enemy forces and they pass information about enemy squads to each other.

- Groups shout out relevant commands while performing most actions and maneuvers.

- The strength of a squad is based on the number of armed units, type of vehicles, skill of units, skill of leader, and strength of nearby squads.

- Infantry squads rush weaker enemies using bounding over- watch. 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 over- matched.

- As an squad leader or RTO, you can call for “Artillery Supportâ€, heavy guns (135mm or 155mm) fire on the position you set on the map.

- Squad radios for communications. Default radio is SINCGARS (Single Channel Ground and Air Radio System), each side has its on radio (US = SATCOM AN/PSC-5D - Russia = R-109 Radio).

- Suppressive fire on squads. Rate of fire is determined from any known enemy, so two rifle squads could suppress if they are all firing. A unit can suppress by quickly firing a weapon at an enemy squad.

- Working smoke concealment. Smoke can not be seen through by AI's but can be walked and shot through.

- 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.

- When getting in or out of tanks and APC's the crew will turn out and then turn in, to simulate having to open hatches to get in or out.

- Some unit types can be configured to create a CoC artillery platoon near them. The unit can be of any side but it must be manned. The default artillery creating units are the ammo trucks for each side.

- Munition effects. Firing munitions creates effects such as smoke around the barrel, muzzle, and ejection port, a faint vapour trail along the munition's trajectory, tracers, munitions are affected by wind, hit effects with debris and dust, and ricochets. Smoke grenades create actual concealment, it takes a few seconds for the AI' s to lose track of you if you're already in their sights, and don't shoot while depending on concealment or the AI's will fire at you. If the AI' s are not targeting you then they will never see you if you stay behind the smoke. The smoke screen is affected by the wind, so if the wind changes the screen will move with it. Smoke is hazardous to breathe in for too long, and being in a confined space with smoke can be deadly. Firing a lot of tracers or explosives can set things on fire. Grass can be set on fire with machine gun tracers. Fire flows downwind, so you can plan for where it might go, but beware a change in wind direction sending the fire somewhere else. Uncontroled fires can cause widespread destruction. Launched grenades are not armed until they reach a safe distance of 14 to 27 meters, but unarmed grenades can still ricochet and hurt things that they hit. If you are using a weapon with good optics and the conditions are right you can see the "trace," or vapor trail, of the shot even if it's not a tracer round. You can use the trace to make corrections to your aim.

- Vehicle damage. When a vehicle is damaged an effect will happen relevant to the amount and position of the damage. Vehicle damage effects include munitions malfunctions, fuel leaks, fire, tire blowouts, broken glass, main rotor damage, tail rotor failure, and temporary engine failure. For example, if a helicopter gets hit in the tail rotor causing too much damage it will fail and start to go down. If a vehicle is hit in the engine, fuel tank, or body, it has a chance of starting a fuel leak. If a vehicle is leaking fuel it is vulnerable to catching on fire if it gets damaged again. The extent of the fire is based on the amount of damage the vehicle has, starting out as a small fire and eventually consuming the entire vehicle, then burning back down before extinguishing. The fire does damage to the vehicle and nearby things, ammunition cooks off while burning, and sometimes nearby things get set on fire. Fire can be put out by repairing the vehicle, submerging it in water, going over 400 kph, or if the fire is small enough you can try using the "put out fire" action (which has a somewhat random chance of working) until the fire goes out. People disembarking from a burning vehicle have a chance of catching fire proportional to the damage of the vehicle. They can put the fire out by getting healed or by keeping moving. People on fire will automatically crawl forward prone to keep moving, you can also try rolling on the ground to put the fire out if you are using a rolling mod such as DMA's. Helicopters with main rotor damage become more unstable the more damaged they are, eventually tearing themselves apart and crashing if they are too damaged. When a helicopter with main rotor damage crashes it throws up lots of dirt and dust as the blades are smashed apart on the ground.

- Commander machine guns on tanks that can shoot at low flying aircraft. Crew turns out when commander's gun is fired.

- Vehicle lights are left on when ejecting from a moving vehicle.

- 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.

- AI's do not eject from damaged helicopters while in the air to increase AI survivability.

- Squads take cover when over- matched.

- Realistic blood effect that appears every time you shoot at a human, even if the body is dead.

- People use SLX Wounds effects. See SLX Wounds readme for further details.

- The explosion effects follow the basic descriptions of an explosion written in "U.S. Army Field Manual 3- 50 Smoke Operations | Appendix G : Munition-Produced Dust"(http://www.globalsecurity.org/military/library/policy/army/fm/3-50/Appg.htm), the dust/fire ball, the dust skirt, the rising column of smoke, and some small lingering smoke. They are also based on videos of explosions of laser guided bombs, explosive ordinance disposal, hand grenades, aerial rockets and missiles, and improvised explosive devices. The fireball is usually very brief being usually a bright flash then mostly dust, but sometimes has a lot of fire. The dust skirt comes quickly after the dust/fire ball, it lingers for a while after the explosion before disipating. For larger explosions it spreads out over a large area but for smaller explosions it is just a single cloud and looks fairly good for the low fast appearing smoke from hand grenades. The smoke column rises after the explosion and dust skirt and drifts away in the wind, it is usually light grey and sometimes darker. Then a thin low smoke lingers near the crater.

- The unguided rocket smoke is based on a videos of helicopters firing rockets, it starts off dark black and then thins out turning grey.

- The water hit effect is based on videos and pictures of bullets hitting water, a thin plume of water.

*MISC EFFECT CHANGES*

- All Units, Weapons And Vehicles Have Been Replaced By The Best Community Addons Suiting The Modern War Era.

- All Weapons Pictures Have Been Updated.

- All Weapons Infomation Has Been Removed For Realism Purposes.

- All Weapons Have Been Replaced By Newer Versions.

- All Weapons Now Inflict A More Realistic Amount Of Damage.

- All Sounds Have Been Replaced By Improved Ones.

- Weapon Recoils Have Been Improved.

- The Dispersion Of Bullets Has Been Increased.

- Weapons Now Eject Bullet Cartridges When Fired.

- Rifles Now Produce Smoke When Fired.

- Shoulder Launched Rockets Have Backblast And Smoke Effect.

- BIS Grenades Now Take Up Only One Slot.

*VEHICLES EFFECTS*

- Tanks/Apcs Have Large Flames And Smoke When Destroyed.

- Tanks/Apcs Main Guns Have Recoil.

- Tanks/Apcs MG'S Have Tracers.

- Tanks/Apcs MG'S Now Have Realistic Smoke When Prelonged Fire Occurs.

- Tunguska, Shilka And Vulcan Now Have Heavy Barrel Smoke And Realistic Tracers.

- Tanks/Apcs Armor And Gun Power Set To More Realistic Settings.

*SOLDIER EFFECTS/CHANGES*

- Soldiers New Bleed When Hit And Can Die From Untreated Wounds.

- Soldiers Are Arrayed With Weapons To Suit Their Speciality.

- Soldiers Are More Aware On The Battlefield.

- Special Forces And Snipers Have Higher Awareness.

- Snipers Have Higher Accuracy Levels.

- Pilots Now Have A Life Jacket In Case They Bail Out Over Water.

- US Soldiers Are Armed With Different Varients OF The M4, M16A2 And M16A4.

- US Marines Carry Different Varients OF The M16A2 And M16A4.

- US Soldiers Carry The M67 Frag Grenade.

- US Grenade Launchers Now Fire The M203 Grenade.

- US Automatic Rifleman Carries An M249.

- US Machine Gunner Carries An M240.

- US Crews Now Carry The M4 And A Sidearm.

- US Pilots Carry A Sidearm.

- US Special Forces Carry M4A1 SD'S And Sidearms.

- Russian Soldiers Are Armed With Different Varients OF The AK-74.

- Russian Soldiers Carry The RGO Frag Grenade.

- Russian Grenade Launchers Are Armed With The VOG-25 Grenade.

- Russian Automatic Rifleman Carries An RPK-74.

- Russian Machine Gunner Carries A PK.

- Russian Crews Now Carry An AKS-74.

- Russian Pilots Now Carry A Sidearm.

- Russian Spetz Natz Carry AK-74 SD's And Various Other Special Purpose Rifles.

- Res Soldiers Now Carry A Variety Of Weapons.

- Res Soldiers Carry Stolen Frag Grenades.

- Res Grenade Launchers Armed With The VOG-25 Grenade.

- Res Crews Armed With The Aks-47.

*PLANE EFFECTS*

- Planes Now Piloted By Fighter Pilots.

- Planes Now Have Countermeasure Flares When AA Missiles Lock On.

- Planes Now Have Engine Smoke Trail.

- Planes Now Have A Splash Back Effect When Flying Near The Water Surface.

- Planes Now Have Splash Effects When Crashing In Water.

- Planes Now Have Burning Engine Effect.

- Planes Guns Have Tracers Effect.

- Planes Missiles Have Flame Effect.

*HELICOPTER EFFECTS*

- Helos Now Have A Rotorwash Effect.

- Helos Now Have Countermeasure Flares When AA Missiles Lock On.

- Helos Now Cause A Splash Effect When Crashing Into Water.

- Helos Now Have Large White Smoke When Destroyed.

- Helos Now Have A Tailrotor Failure Effect When Damaged Critically.

- Helos Automatic Cannons Have Tracers.

- Helos Missiles Have A Backblast And Flame Effects.

*****************

CREDITS

*****************

The Following Is A List Of The Main Addon/MOD Creators Whose Stuff Was Used In This Pack, The Below List Is Of The Main Stuff Contributed By Each Of The Addon/Mod Creators. I Would Like To Thank Them All For Some Additional Stuff And All Their Work For Operation Flashpoint.

To Any Addon Maker Whos Addons I Used In This Pack If I Missed You, I Am Sorry Some Of The Above Files I Don't Know Who Created Them But You Know Who You Are And Thanks For Your Hard Work To Keep The Community Alive. (PM Me If Something Belongs To You And You Would Like To Be Credited).

Also I Could Not Get A Reply From Some Of The Authors So I've Listed Them On The Credits List Just Incase They Think I'm Not Thanking Them For Thier Work (I Am Thanking You).

=======================================================================

Heres The Credits. Not 100% Accurate. Not-Listed In Any Order.

-Name Of Contributor, (Short Name Used Above), -Contributions To Mod.

=======================================================================

-SOLUX (SLX) - For The SLX Mod, Which Of Course Is Brilliant And He Must Be Thanked.

-Pappy Boyington (Y2K3 Mod) - For All The Great Work In OFP And Inspiration.

-ThunderBird84 (FFUR MOD) - For The Superb Mods In OFP And Inspiration And Assistance.

-Sanctuary - For The Basic Mod Design, Animations And Great Work In OFP, His Assistance Was Vital As Well.

-Red Hammer Studios (RHS) Team - For Their Russian Troops, Tanks, Gaz-66's, Guns, Mi-24's And Other Great Contributions To OFP.

-Combat Development Studios (CBT) Team - For Their Apcs, Humvees, HEMMTS And Other Great Contributions To OFP.

-Hyakushiki (HYK) - For The US Troops, Updated BIS Faces And Excellent Work For OFP.

-Our Weapons Project (OWP) - For Their Mi17/Mi8, APS Pistol, Pilots, Tools And Other Great Work For OFP.

-Orcs Development Studios (Orcs) - For The Russian Tanks\Apcs, Russian Guns And Other Excellent Contributions To OFP.

-Decisive Killing Machines (DKM) Mod - For Their Tunguska, MI-28 And Other Superb Contributions To OFP.

-Spetz Natz Mod (SFM) - For The Urals, The Shilka, The Mines And The Great Additions To OFP.

-Jackal326 (SJB) - For The Weapon Pack And Other Great Works For OFP.

-Footmunch (RKT) - For The F-16, F-15's, F-35 And SU-33 And AN-72 And Other Brilliant Contributions To OFP.

-Inquisitor (INQ) - For The Weapons The M1's And His Other Superb Contributions To OFP.

-King Homer (KH) - For The M1's And His Other Great Contributions To OFP.

-SEF Development Studios - For The USMC Hmmwv's, LAV-25's And USMC CH-53's.

-The Sun - For The Stunning UAZ Pack.

-Czechoslovak Liberation Army (CSLA) Mod - For Their Weapons, Apcs And Helicopters And Their Superb Modification For OFP.

-Earl & Suchey - For Their Weapons And Marine Assault Pack And Other Great Work For OFP.

-Laser (LSR) - For His Helicopter Pilots, Weapons And Other Excellent Work For OFP.

-Cameron McDonald (FacePlant) - For The Civilians, US Troops And Other Great OFP Contributions.

-Willec - For The Resistance Troops (Updated By Sanctuary) And Other Projects For OFP.

-Marco Paulo - For The AH-64'S And Other Projects For OFP And ArmA.

-Marfty - For The 5T Trucks And Desert M163A2 Vulcan.

-Deisel - For The A-10'S.

-Macser/Lamentin/Vix - For The Stryker ICV.

-Big Dawg (BD) - For The Hand Grenades.

-Vit - For The Apcs, Helicopters And Other Excellent Contributions To OFP.

-Preparation-H (Prep-H) - For The USMC UH-1 Huey's.

-Llauma - For The Highly Detailed Head Model And His Superb Sky Pack.

-Offtime, AG Smith, Sputnik Monroe And GR - For The Faces For Llauma's Head Model, BRDM-2 And Thier Seperate Contributions To OFP.

-Cell7 - For The Mustang.

-Rem Mod - For The M163A2 Vulcan.

-CSJ - For His Planes And Other Contributions To OFP.

-TOW - For The AAV-7 Used With The USMC.

-Sigma - For The US Tanks, Civilian Pickup And His Other Contributions To OFP.

-Vilas - For The Civilian Car Pack And Other Addons For OFP & ArmA.

-Chain Of Command (COC) Mod - For All Their Great Tools And Addons For OFP.

-Balistic Addon Studios (BAS) - For Their Brilliant Helicopters And Other Superb Contributions To OFP.

-Kegetys - For His Winter Kolgujev Island And All His Tools.

-Enhanced Configiration Project (ECP) Mod - For Thier Brilliant Modification For OFP.

-Dezoom - For His Great Death Animations.

-Tomi-D - For All His Excellent Planes.

-Evgeni - For The Brilliant KA-52 Alligator.

=========================================

Enjoy, Big-Rooney

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Going to download now, this release sound mighty impressive especially with all the add-ons in the pack smile_o.gif

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Quote[/b] ]Sanctuary - For The Basic Mod Design, Animations And Great Work In OFP, His Assistance Was Vital As Well.

Does this mean that you used his method where he replaced the default heads with Llauma's so it would be script free?

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Quote[/b] ]Sanctuary - For The Basic Mod Design, Animations And Great Work In OFP, His Assistance Was Vital As Well.

Does this mean that you used his method where he replaced the default heads with Llauma's so it would be script free?

Yes, in a way, The Llauma heads are standard. He also helped with some O2 help.

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700+ mB, thats massive!

How the framerates? Need to know I have a low end system.

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Wow, list of changes looks very impressive. I am downloading it now.

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Overall, a nice mod pack with a solid implementation of Llauma heads for people interested in this feature, regarding the rest, it seems to be an enhanced version of the current 'FFUR SLX 2007' pack, with more additions here and there.

Regarding the design of the GUI, some adjustements might be needed, especially in terms of the editor, just take out the current font and increase the size of the letters in the resource.cpp file to make them slightly more visible.

regards,

TB

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Downloading now.  Will try this later.  That additional extra pack looks nice.  Have you looked at Kurtz's M40A3 pack for the Marine sniper?  That would complete the Marine Sniper.   smile_o.gif  

GD Mast

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<s>Note on startup I get an Error loading mcm_ru_air\hind\hind MI24p-at, or something similar to that. Note everything else works.

The MI24 CAS doesn't work in game, the message pops up.</s>

Its a wonderful pack!

EDIT: I figured it out, my RU Air Pbo had a wrong extension, so I renamed it to pbo and everything works fine!

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I'm downloading this mod even as we speak, and I can't wait to take it for a spin.

The amount of hours that must've been poured into this thing must've been

massive. I swear, this community has no shortage of generous souls such as your's or Thunderbird's.

I'll give some feedback on my experiences later, because at the rate it's downloading now, it's not going to be finished till the early hours of the morning.

Yours,

Kyle

Oct. 30, 2007

smile_o.gif

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Pretty awesome mod, must have been a ton of work. Only bug I found so far is that the U.S. Marine armored vehicles all use the U.S. Army crewman in ACU. Small nitpick of course, but thanks for finally releasing smile_o.gif

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No doubt about it, a huge undertaking.

It's very late, so I'm going to keep this to the point.

Negatives:

1. No equipment-moving sounds when leaning.

2. Most of the grenades explode on impact; this is especially noticeable in the single player missions, such as Clean Sweep, Steal the Car, and others.

3. "SLX" islands do not load with SLX grass in place. By the way, if I wanted to play the campaigns and single player missions with the SLX grass, would I first need to load up the SLX island in the Mission Editor, quit it, and then reload the campaign/mission? Perhaps alternate configs could be supplied that allow the player to select which type of island he/she would like loaded up by default.

4. Before I installed the Extras Pack, I placed within it Solus' latest building updates. In FFSX, this results in all of the buildings being free of the awful "the AI can see you but you can't see the AI" bug that BIS never felt was important enough to fix. Here though, the buildings that are "L" shaped in Clean Sweep still have most of their windows intact, and there may be other buildings who's windows are still making the AI invisible, but I want to make clear that I'm not sure on this last observation though.

5. Movement speeds seem too rapid. It seems to me that we'd be slower walkers/runners with all of the equipment that's being carried.

6. My avatar wasn't affected by being suppressed, and it didn't seem to affect the AI all that much either. I like the "loss of bodily control" that one suffers when under pressure, as it's used in other mods that utilize SLX.

7. No flames for lit fire pits.

Unknown/Mixed:

1. No melee combat. I don't really miss it though, and sometimes it just looked strange with the AI looking up a lot.

Positives:

1. The AI kicks butt in this incarnation of OFP. They definitely use large amounts of suppressing fire, and seem to launch grenades from their rifles quite thoroughly. Their ability to communicate with each other is very impressive.

2. The AI does a fairly decent job of clearing buildings.

3. The ability to remove/replace sighting mechanisms such as aimpoints on virtually all of the small arms is very impressive. Please feel free to expand on such details in the future, especially if you can integrate the new "multi" focusing capabilities of the newer sighting aides.

4. Smoke and flames are nicely rendered, very smooth framerates for me.

5. I like the extra movies that play. They help to show off MCM's features.

Yet to Test:

All of the additional addons in the Mission Editor, although from the quick look I had at it, I'm starting to feel that Thunderbird's observations about it being too difficult to read are more than likely accurate ones.

More later. Over all an [/b]extremely impressive release, especially since it's your first one! I'm really looking forward to see what else you have up your sleeves for us.

Yours,

Kyle

Oct. 31, 2007

BOO!

Happy Halloween too!

biggrin_o.gif

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wow and thank you, thats all i can say/write

but i didn't get what the extra pack is for. huh.gif

thx

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Hi All,

Thanks for the kind words and bug reports, I new i missed some small things, nothing appears to be major problem that a small patch can't fix.

Quote[/b] ]700+ mB, thats massive!

How the framerates? Need to know I have a low end system.

The frame-rates are acceptable, you might get a slight pause at the start of any mission, but that's due to the SLX scripting system.

Quote[/b] ]Wow, list of changes looks very impressive. I am downloading it now.

Thank you very much.

Quote[/b] ]Regarding the design of the GUI, some adjustements might be needed, especially in terms of the editor, just take out the current font and increase the size of the letters in the resource.cpp file to make them slightly more visible.

Thanks Tbird, I had a feeling you'd spot that, I'll adjust accordingly.

Quote[/b] ]Downloading now.  Will try this later.  That additional extra pack looks nice.  Have you looked at Kurtz's M40A3 pack for the Marine sniper?  That would complete the Marine Sniper.    

GD Mast

Thank You, I will indeed look at the M40A3, the M24 was only temporary for the Marine sniper.

Quote[/b] ]Its a wonderful pack!

EDIT: I figured it out, my RU Air Pbo had a wrong extension, so I renamed it to pbo and everything works fine!

Thanks very much, I'll look into the .PBO extension see if it's on my end, Thanks for reporting.

Quote[/b] ]The amount of hours that must've been poured into this thing must've been

massive.  I swear, this community has no shortage of generous souls such as your's or Thunderbird's.

The coding and acquiring of the files was pretty hard, the hardest part was making it good enough for all you folks out there, you are the people that make OFP great after all.

With regards to TB, He is very talented and if it weren't for him, I probably wouldn't have started modding in OFP.

Quote[/b] ]Pretty awesome mod, must have been a ton of work. Only bug I found so far is that the U.S. Marine armored vehicles all use the U.S. Army crewman in ACU. Small nitpick of course, but thanks for finally releasing

Heh, can't explain how I missed that, but thanks for spotting, I fix that immediately.

Quote[/b] ]Negatives:

1. No equipment-moving sounds when leaning.

2. Most of the grenades explode on impact; this is especially noticeable in the single player missions, such as Clean Sweep, Steal the Car, and others.

3. "SLX" islands do not load with SLX grass in place.  By the way, if I wanted to play the campaigns and single player missions with the SLX grass, would I first need to load up the SLX island in the Mission Editor, quit it, and then reload the campaign/mission?  Perhaps alternate configs could be supplied that allow the player to select which type of island he/she would like loaded up by default.  

4. Before I installed the Extras Pack, I placed within it Solus' latest building updates.  In FFSX, this results in all of the buildings being free of the awful "the AI can see you but you can't see the AI" bug that BIS never felt was important enough to fix.  Here though, the buildings that are "L" shaped in Clean Sweep still have most of their windows intact, and there may be other buildings who's windows are still making the AI invisible, but I want to make clear that I'm not sure on this last observation though.  

5. Movement speeds seem too rapid.  It seems to me that we'd be slower walkers/runners with all of the equipment that's being carried.

6. My avatar wasn't affected by being suppressed, and it didn't seem to affect the AI all that much either.  I like the "loss of bodily control" that one suffers when under pressure, as it's used in other mods that utilize SLX.

7. No flames for lit fire pits.

OK, I'll start with the negatives.

1: Strange when I lean I hear a sound, Will look into it.

2: In the missions you specified, the unit is equipped with impact grenades not time-delay grenades. But if you wish all grenades where time fused, just enter the grenade name into the GL3_Settings file in the main folder an they will be.

3: Yes this is because the SLX islands are named Eden, Abel. The same names as the original BIS islands. I will fix and give the ability to use the SLX grass islands as the default.

4: I think thats because i'm using an older replacement pack, I will download the newer window free one and install.

5: I will look into this matter, standard soldiers will move a bit slower while larger soldiers (MG's, AT's) will move alot slower.

6: The Suppressive Fire script might be deactivated, look into the SLX_GL_Settings file and look for SLX_NOSuppress=1 place two // in front of it //SLX_NoSuppress=1 than suppressive fire should than work.

7: I will include a flame script on the fires.

Quote[/b] ]Unknown/Mixed:

1. No melee combat.  I don't really miss it though, and sometimes it just looked strange with the AI looking up a lot.

Melee Combat was disabled in the slx_gl3_settings file while I was testing the mod, I will put it back in. It follows the same pattern as the Suppressive Fire, SLX_NoMelee=1. Use the same system if you wish to fix it yourself.

Quote[/b] ]1. The AI kicks butt in this incarnation of OFP.  They definitely use large amounts of suppressing fire, and seem to launch grenades from their rifles quite thoroughly.  Their ability to communicate with each other is very impressive.

2. The AI does a fairly decent job of clearing buildings.

3. The ability to remove/replace sighting mechanisms such as aimpoints on virtually all of the small arms is very impressive.  Please feel free to expand on such details in the future, especially if you can integrate the new "multi" focusing capabilities of the newer sighting aides.

4. Smoke and flames are nicely rendered, very smooth framerates for me.  

5. I like the extra movies that play.  They help to show off MCM's features.

On The Positive Side:

1: They do use there grenade launchers a lot, put a few squads near each other, they'll just grenade, take cover, fire, grenade, shout, fire, and when the battle is over they start to find wounded and pull them away.

2: This feature is not well optimized, I'm surprised they do it at all.

3: Thanks, just wanted to mount/dismount on all weapons.

4: Thank Solus for that one, His work not mine, but thanks anyway.

5: Thanks, The intro anims from the original game didn't really show what OFP was all about.

Quote[/b] ]wow and thank you, thats all i can say/write

but i didn't get what the extra pack is for.  

thx

Thanks for the reply, The extra pack was just for sky, flag and building replacement.

Thank you all for the replies and kind words, I will get onto any of the bugs listed above and a small patch will be released to fix the errors. On another note I will be releasing a small additional file that will allow you to use the US Army Soldiers in BDU (Not ACU) I know its not modern or realistic but some people prefer the old BDU's.

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Finally done, eh, mate?

Well done on succeeding on realising your dream - something I failed in OFP, sadly.

Kudos to you, maestro! notworthy.gif

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Great mod, i really love it! A thing you might want to look into is that HYK's ACU Special Forces aren't the most accurate I have seen. If you want, just make sure you ask .Jonny First Here are some very accurate Army Special Forces -

.Jonny Special Forces Download link

http://ofp.gamepark.cz/news/pics3/jonnysSF1.jpg

http://ofp.gamepark.cz/news/pics3/jonnysSF2.jpg

Whatever is easier for you to do, you can stay with the Sf you have or go with these, either way... Great Mod!

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Quote[/b] ]Great mod, i really love it! A thing you might want to look into is that HYK's ACU Special Forces aren't the most accurate I have seen. If you want, just make sure you ask .Jonny First Here are some very accurate Army Special Forces -

When Johnnys pack was released I was very impressed with the way it looked. Then when I saw HYK latest soldier pack I was blown away. While HYK's may not be the most accurate I think they really look the best. smile_o.gif

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Big-Rooney,

A few more observations regarding your remarkable mod before I go to bed.

1. At the black screen that states "Big-Rooney Presents You", it would sound "smoother" if said wording was changed to "Big-Rooney Presents..." The "You" isn't necessary.

2. I love the new faces on the units, however there is one serious drawback: it screws up the faces for a multitude of other quality unit mods. Is there any way possible to avoid this from happening? Perhaps the new faces could be offered in its own config, or as a separate part of the installation. Perhaps when the option comes up for the possible install, it could say something like, "Install improved faces? Answering 'Yes' may degrade the appearance of other mods' units. Type "No" to not install the new faces, or any other key to install them."

3. There's a terrific weapon addon called "M202A1," and it was made available in the "DMA Huge Release" package, which can be found here: http://ofp.gamepark.cz/index.php?showthis=8960

Unfortunately, it looks like every time the player (and it seems like the bug happens ONLY when the player gets killed by this thing), the game freezes up so badly, that I'm forced to crash my computer. Now the weapon never caused such a crash when I was using FFSX, but then said mod didn't have any visible SLX flames either, which yours nicely does. I realize that the M202A1 is a different mod altogether different from MCM, but it would be great if we could get the addon to work bug-free nonetheless.

Time for bye-bye!

Good night!

smile_o.gif

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Hi All,

The patch is coming on nicely, all the known bugs are being taken care of, some reworked files are also going to be included.

Quote[/b] ]Finally done, eh, mate?

Well done on succeeding on realising your dream - something I failed in OFP, sadly.

Kudos to you, maestro!

I Thank you Cameron, But I don't think you failed in OFP, Your units are brilliant and your help was vital for many people.

Quote[/b] ]Great mod, i really love it! A thing you might want to look into is that HYK's ACU Special Forces aren't the most accurate I have seen. If you want, just make sure you ask .Jonny First Here are some very accurate Army Special Forces -

Jonny's SF's are great quality, but they don't really fit in with the HYK ACU soldiers, they were made to fit with CameronMcDonald's ACU soldiers.

Quote[/b] ]When Johnnys pack was released I was very impressed with the way it looked. Then when I saw HYK latest soldier pack I was blown away. While HYK's may not be the most accurate I think they really look the best.

That's true, the visual beauty of HYK units is great.

Quote[/b] ]1. At the black screen that states "Big-Rooney Presents You", it would sound "smoother" if said wording was changed to "Big-Rooney Presents..."  The "You" isn't necessary.

It will be changed accordingly.

Quote[/b] ]2. I love the new faces on the units, however there is one serious drawback: it screws up the faces for a multitude of other quality unit mods.  Is there any way possible to avoid this from happening?  Perhaps the new faces could be offered in its own config, or as a separate part of the installation.  Perhaps when the option comes up for the possible install, it could say something like, "Install improved faces?  Answering 'Yes' may degrade the appearance of other mods' units.  Type "No" to not install the new faces, or any other key to install them."

As the Llauma head is standard, such an undertaking would take time, I will of-course will attempt to get the BIS heads onto the new units, this will rely on external help and support and permission from the addon authors.

Quote[/b] ]3. There's a terrific weapon addon called "M202A1," and it was made available in the "DMA Huge Release" package, which can be found here:

I will indeed look into this bug, the weapon you speak of is indeed a very good addon.

Well that's all for now, Thanks for the reports. I'll add these to the list of enhancements and bugs and will act on them immediately.

Big-Rooney

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Big-Rooney,

You need to make an icon too. smile_o.gif That would be a small but nice touch.

GD Mast

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Big-Rooney,

I'm very happy to hear that you're already hard at work revising your initial release. To know that we may soon be getting BIS heads to work within MCM is quite a relief. There are a multitude of community-made missions that make use of nice looking custom units, and having their fouled up faces show up in one's crosshairs sure would take the player quickly out of the game in regards to feeling immersed in a believable environment.

Getting the M202A1 to work without causing the game to totally lockup would be a major boon. I haven't had any lockup issues since removing it from the mission I was building. It's one of those weapons that'll immediately cause one's heart rate to pick up due to the rocket's high velocity and devastating effects. By the way, do you think it's possible to assign this weapon a major suppression effect on the intended targets? Since ancient times, fire has been an extremely demoralizing force on its targets, and it'd be believable to see that played out through modern times as well (bombs with napalm too, for that matter).

Your suggestions to get the suppressing fire effects and the melee combat back were spot on, and worked immediately for me. Thank you for walking me through it with your excellently detailed directions.

I don't know how feasible this is, but since this mod is boldly entitled with the word "Modern..." I'm wondering if you could adjust all weapons bearing laser targeting devices to actually emit a red visible beam during the day, and a green beam at night that's only visible in the IR spectrum, and is thus only visible when a unit has his NVDs activated. Ideally, the laser could be deactivated through the Action Menu. This feature, if it could be pulled off, would be a major attention getter for your mod.

That's it for now.

Bye!

Kyle

Oct. 31, 2007

smile_o.gif

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In case you're interested in pursuing the working laser pointers there's an amazing pack of M4A1s that have them available, although as far as I know they can't be deactivated via the Action Menu. Unlike other weapon models that have tried integrating laser pointers in the past, the ones found in this pack are true with the weapon's center of mass. In other words, they're not pointing off into some wild direction, making them useless.

Well, unless you're cross-eyed. biggrin_o.gif

Here's that M4 pack: http://ofp.gamepark.cz/index.php?showthis=9803

Goodnight!

smile_o.gif

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Hey Big-Rooney. As some one who dosen't own any games right now, (due to work+college+lack of time) I have to say that just the list of units on this thread, made me miss the days of playing OFP.

Aside from that it also gave me an idea:

You made a list of USMC vechicles, so i'm suggesting making VDV ones as well. The thing is the VDV is the Russian equivalent of the Marines in terms of power-projection, and they do have their own equipment.

In the OFP world I remember seeing BMD3/3m in VIT's pack and BMD1/2 in FDF. Now if you can make those things parachute out of the sky, with crew inside... After all this is one of the unique abilities of the Russian forces to have a fully mechanized airborne force. And it would probably look pretty good ingame.

In terms of the feasibility of the matter- I do remeber parachuting in a BMD3M (VIT) from an MI-26 (OWP) helicopter in OFP. So maybe there are some usefull scripts there.

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In regards to checking out the suggested weapon pack for how to implement a laser pointer:

Note that only the close quarters battle ("short") versions of the M4A1s have the pointer attachment, and that these said models either are missing their LODs or the laser is creating a "white rectangle" to appear in the hands of the units that are using them when one's approximately 30+ meters away from a unit holding the weapon.

Another issue is that when the laser beam is lit by mechanical lights (such as inside houses), that the red beam turns dark, and that the Aimpoints on all units have a very dark aiming dot.

If these kinks can be ironed out, then it may be well worth it to have them available in the mod.

smile_o.gif

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