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Thunderbird

FFUR'85 (2008 edition)

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can anyone show me how/where to edit the animation for ofp? i like the features added in ffur85. can you share how to add the following features/animation.

1. standing/running when holding rpg for both sides

2. running when in the kneeling position

3. buildings and objects not collapsing.

any help would be appreciated.

p.s. hmmwv with mk19 from cbt!, doesn't have any ammo when using ffur85, how can we fix it?

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Thunderbird if I may ask what ever happened to the asian , european etc.... packs. I thought they were a great idea.

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If you read TB's previous post it should answer your question Universal.

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@ Universal i see you back at your old trick of suggesting every addon under the sun that fits in the 80s period. the idea of FFUR85 is to bring back the feeling of what ofp was like when it came out with only the original addons in the game replaced with better community made ones with a few small additions.

Otherwise leave it a that.

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Quote[/b] ]@ Universal i see you back at your old trick of suggesting every addon under the sun that fits in the 80s period. the idea of FFUR85 is to bring back the feeling of what ofp was like when it came out with only the original addons in the game replaced with better community made ones with a few small additions.

I dont just suggest every addon made under the sun. I research to support the posting of addons suggestions. Because I post long and lengthy suggestions/comments , I expected that it would not make certain people happy , but in the end it is up to the mods authors to make their final decision.

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Quote[/b] ]@ Universal i see you back at your old trick of suggesting every addon under the sun that fits in the 80s period. the idea of FFUR85 is to bring back the feeling of what ofp was like when it came out with only the original addons in the game replaced with better community made ones with a few small additions.

I dont just suggest every addon made under the sun. I research to support the posting of addons suggestions. Because I post long and lengthy suggestions/comments , I expected that it would not make certain people happy , but in the end it is up to the mods authors to make their final decision.

Which is all good and well. Wanting the mod to be more realistic that is.

However you fail to take notice of some key statements. Firstly in a previous FFUR thread TB told you that you would have to put up with some addons/mods being uncompatible with FFUR. Secondly, in the first post of this thread TB states this will be the last major FFUR release because of a lack of time.

Now all these 'realism suggestions' require a lot of work and time and Thuberdbird84 clearly stated that he does not have the time to do such things. So why you posted them in the first place is beyond me.

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Secondly, in the first post of this thread TB states this will be the last major FFUR release because of a lack of time.

Actually, what he states is that it is the last major release for OFP, which seems to suggest that he's planning on perhaps moving onto Armed Assault.

Ontopic, sorry for asking a question that's probably already been answered countless times, is it possible to play through the entire CWC(And/Or Resistance) campaign using this mod?

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Don't know if you can fix or change this:

- AI units doesn't move up in formation if someone gets killed eg. 2,3,4 dead and a big gap between 1 and 5

- M21 scope is a bit too scratchy

- BlackOP (BlackNinjas huhh) could wear some camo BDUs and maybe all SF units with camo faces.

Looking forward for next patch release with some nice 80s+90's era stuff! smile_o.gif

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He has moved on to ArmA but for a mod called Project 85. Point is he said he doesn't have time for anything major for this mod. End of.

You should be able to play through the campaign with this mod. That was the point of the mod. There will probably be a few bugs with cutscenes or something but Solus said that SLX 1.1 beta should be able to play through with no problems. FFUR 85 is based of SLX 1.1 beta.

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Quote[/b] ]Ontopic, sorry for asking a question that's probably already been answered countless times, is it possible to play through the entire CWC(And/Or Resistance) campaign using this mod?

I remember there was trigger problems with FFUR while playing red hammer ,resistance , and similar campaigns. I dont know exactly why but triggers etc... that should be executed dont always execute with FFUR or MCM-SLX. This really is a major flaw and as always i emphasize campaign and single mission compatibility. I think FFUR'85-SLX should have fixed the campaign triggers etc...

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Quote[/b] ]I remember there was trigger problems with FFUR while playing red hammer ,resistance , and similar campaigns. I dont know exactly why but triggers etc... that should be executed dont always execute with FFUR or MCM-SLX. This really is a major flaw and as always i emphasize campaign and single mission compatibility. I think FFUR'85-SLX should have fixed the campaign triggers etc...

The only way to fix this "Triggers issue" is to disable SLX maneuvers and that's what is actually being done (With Solus support).

Quote[/b] ]- AI units doesn't move up in formation if someone gets killed eg. 2,3,4 dead and a big gap between 1 and 5

- M21 scope is a bit too scratchy

- BlackOP (BlackNinjas huhh) could wear some camo BDUs and maybe all SF units with camo faces.

I'm really interested in editing the current US soldiers models in order to include new SF troops within the MOD.

But I need some help in finding a bunch of helpful pictures showing US Special Forces in '85.

Thanks in advance.

Regards,

TB

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This question got probably answered before, but I'm too lazy to read through 11 pages.

- Is it possible to run SLX independent from FFUR?

- Is it possible to deactivate the smoke/fire effects?

Which file to edit?

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I wouldn't make them looking kind of extra special. On all sides (OPFOR,Blufor,FIA) they will shot down with priority. Maybe switch those BlackOp as (night) CQB group make other SF groups with woodland and desert camo. Add to all (!! ) SF rucksack with some usefull things medipack, 1x radio for precission strike or extraction or small fireteam support or some ammo and explosives etc. I have seen some pics with special forces but they don't look so much different. Only sniper with different ghillies. It's all about to baffle (bluff), mask (camouflage) and of course get reliable informations. wink_o.gif

Another idea is an option "set camo" and after little time units have painted face and little foliage or sth. on their helmet and BDU.

Sorry if i make too many suggestions.

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Quote[/b] ]This question got probably answered before, but I'm too lazy to read through 11 pages.

- Is it possible to run SLX independent from FFUR?

- Is it possible to deactivate the smoke/fire effects?

Which file to edit?

1 - Sure, just get a look at the SLX thread. (Version 1.1).

2 - Yes, check out "SLX_GL3_Settings.sqf" file in \@ffsx85\ folder, every line is commented so it should not cause a problem to figure out the wanted line.

Quote[/b] ]I wouldn't make them looking kind of extra special. On all sides (OPFOR,Blufor,FIA) they will shot down with priority. Maybe switch those BlackOp as (night) CQB group make other SF groups with woodland and desert camo. Add to all (!! ) SF rucksack with some usefull things medipack, 1x radio for precission strike or extraction or small fireteam support or some ammo and explosives etc. I have seen some pics with special forces but they don't look so much different. Only sniper with different ghillies. It's all about to baffle (bluff), mask (camouflage) and of course get reliable informations.

Another idea is an option "set camo" and after little time units have painted face and little foliage or sth. on their helmet and BDU.

Sorry if i make too many suggestions.

The BlackOPs would not be replaced by Special Forces as they will only be additional, the "BlackOP (Day)" might get the BDU dress, though.

Thank you for the informations but it would be more helpful to get pictures regarding the request. ;]

Regards,

TB

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I think Afro means the other way round: Is it possible to run FFUR without SLX  tounge2.gif

If I remember correctly, this can be done in the SLX_GL3_Settings.sqf by removing the SLX_Path-variable.

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maybe some of this is helps a bit:

SOPAT uniform (different variants)

Equipment Rack

Some informations, patches and pics

SOCOM Training

Seals

Will you make extra groups for SF Army, Navy, Marines and Air Force? Whats about SF at OPFOR and "FIA" side?

Don't know if its better to make some SF units with camo faces and SF gear features first and add later some nice+new additional SF groups? Maybe included in finalfinal update to both FFUR Mods...

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this is pretty bad that i cant see my crosshair when 'im standing n' only see it when on the run, 'cuz in 90% when i'm shhotin at someone i use ironsight 'n using a crosshair only to 'know' where my arms are in a moment.

maybe is there an option that we can activate crosshair in menu or else ?

btw. ffur is a miracle. (if there will be a team to make a quake 1 deluxe 'n deus ex1 source i'll be in heaven 4 sure! heh)

keep up - U are my gods from a long time !

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Thanks for the pictures NoRailGunner, but pushing my luck slightly far, would there be any chance to get photos related more to the eightees?

Regarding the patch, almost all bugs are fixed except the "Invalid Crew" one which occurs with the Mission Ground Attack II, but with Sanctuary's support, we are trying to figure out its source in order to fix it.

Thank you all for your support and kind words,

Regards,

TB

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AEC Islands Pack

I will fix the link on the FFUR website ASAP.

Regarding the bug fixes, here is a list of what has been done so far:

+ Decreased the size of the grass by 72% = [better visual field, More realistic Grass].

+ Disabled a large part of AI maneuvers = [Missions are more stable + Less framerate Hit] (Special thanks to Solus).

+ Fixed the CWC'85 First Mission's bug when the truck was stopped by trees.

+ Fixed the 4th Mission (As the blackhawk was unable to fly over troops before being shot by the Hind).

+ Fixed SpetsNatz Soldiers hands.

+ Fixed the gear of the MIG-21, now it retracts rather well.

+ The USSR Repair truck is no more listed as Ammo.

+ Fixed the radar on the Shilka.

+ The Mig-21 is more "player friendly" in terms of manoeuvrability.

+ Put back the crosshairs.

+ Included a new Ironsight for the RPD.

+ Fixed the RPK-74 firing mode (Now Uses Full Auto Mode as well).

+ Fixed the annoying error messages : "Error alive: TypeArray, expected Object!" .

+ Renamed the M60A2 to A3 as the A2 carries missiles.

+ For the Cobra it says Hellfire, although it should fire TOW.

+ Renamed the Su-22 to Su-17M4 and the ZSU-23-4 to ZSU-23-4M3.

With Sanctuary's support, we are working like crazy to figure out the "invalid crew" issue, and hope to fix it soon.

Vektorbosen is doing an amazing work on his own and we hope to see his great US Models released soon.

Regarding the sounds issue, here I recorded a little movie showing a firefight (1st Mission of Retaliation Campaign) with the new SFX (You can also spot the M16 and M60 at the end), your opinion would be greatly appreciated for further enhancements.

[*]Increased the Supersonic Crack SFX level (Inspired by FAMM MOD 1.41 for ArmA).

[*]New SFX for the most used firearms (AK-74, M16A2, M60).

<span style='font-size:12pt;line-height:100%'>Video</span>

Regards,

TB

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Nice list of fixes and improvements.

I noticed another "bug", the ironsights of the mounted M240 MG on the Nato Humvee are not centered correctly.

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New sounds are great, question though did you change the M21 sound? Because I thought it sounded pretty authentic, just my 2 cents wink_o.gif

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Hello,

great mod!

But I've have found an error.

I experience a CTD when I try to play as the Soviet AT specialist.

I don't know if anyone has also experienced this or not.

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