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ultimateflashpoint

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I've got a suggestion:

Would it be possible to change current house damage system on different one? Presently, if a house is destroyed it disperses which look funny and completly unrealistic. It would be really awesome if destroyed houses changed on simple ruins. At least space around them wouldn't be so buggy.

The idea behind it is very simple. On the same position where the building stands there are also ruins. If the building is destroyed it will be moved by a command/script(?) underground and the only thing we can see are ruins.

EDIT: It seems that changing in-built building via WRPEdit on ruins is not so easy. If so the easiest way is to make buildings indesctrictuble but to make it more realistic there should be used some fire and smoke effects(eventhandler).

1. Go to config.cpp and add in preprocessor commands:

//type destrType 
#define DESTRUCTNO 0 
#define DESTRUCTBUILDING 1 
#define DESTRUCTENGINE 2 
#define DESTRUCTTREE 3 
#define DESTRUCTTENT 4 
#define DESTRUCTMAN 5 
#define DESTRUCTDEFAULT 6

2. we add it in appropriate class of our building in CfgVehicle

destrType=DESTRUCTNO

3. For WRP-built buildings it is necessary to add in named property

dammage=no

More about this here: http://forums.bistudio.com/showthread.php?t=26315

Edited by Rozzzek

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if you want to replace destroyed buildings with debris model then it is possible.

you have to change destruction simulation to tent, addEventHandler Killed to house class and then, it that event handler, you just have to create new debris object with createVehicle command. The thing is, that creating debris objects for all buildings seems to be a huge work.

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All that went over my head. :) I am learning more and more everyday, but I am still relatively new to OFP modding. This is out of my skill level at the moment, but I may do something like this in a later release.

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In a couple of weeks or so, I will start taking applications for people that want to play the UFM beta. The number of testers will be limited, so be sure to check on MilitarySimulators in several weeks.

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Any progress? :)

Yes, it is coming along nicely. :) Me and the crew I work with started work on a new house but we need to get the roof done before it snows, so that is consuming most of my time right now. The weather is about to get nasty again. 3 months of summer and 9 months of winter explains where I live at. :mad:

Placing all of the vegetation, buildings, and trees hasn't been too much of a hassle so far, but the installer could take several weeks to make. I will have to get everything to work with all the scripts that will be included with the mod, and get the proper files where they need to be. Right now, my folders for OFP and UFM are a mess, so I have **** all over the place. :rolleyes:

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I apologize for the constant delays, but the mod is developing rather nicely. I should have some new YouTube videos up soon showcasing more new features. I should also have the closed beta application posted shortly as well to collect a pool of testers. Please note that I will not include all the content I have been working on in the beta, but you will get a huge amount of the new content I have been working on. :)

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The closed beta release is imminent. If you want to try it out, I have put the applications up on militarysimulators. I will give more details closer to the release date. BTW, I have a new video in the first post.

Be sure to read the system requirements section as well.

Edited by ultimateflashpoint

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The closed beta is about to be released. I will be making the installer very shortly. So far I have only two applicants, but you can still sign up even when the beta is released.

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Ok, just a few more details before the release. Right now I just need to finish up the GUI and pack it up and it will be ready for download. I have been working on making some combat ambience and environment sounds as well, so they should be released in a patch shortly after the beta goes live.

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it looks i am gonna need high end computer to play this mod considering that it looks like you edited the wold map and put lots of grasses and trees.

Wait, are you using the original world map or you made your own map?

But yeah, good job in combining the best mods of OFP to one, it makes the 10 year old game looks new

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Question about the grass. Those look like Sled88/Berghoff/Invasion44 team's grass models and textures, when I have used them there are some major problems:

1. When two people are lying in adjacent tiles of grass they usually cannot shoot each other, the bullets won't go through the grass. Have you solved this issue?

2. With the grass that has the ground texture layer, on steep hills it is possible for a prone soldier to lie "underneath" the grass model's ground texture. I got around this by only using the model with no ground texture and making a version that uses the alternative "grain" type texture. But it still doesn't solve the bullet problem.

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Will be release this year? I mean before christmas? And if this will be something more that ffur-slx + rest of addons ? There was a lot of replacement's like ffur,y2k3, etc and I saw at another thread that old version had 2gb packed. What filesize of new will be ?

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Question about the grass. Those look like Sled88/Berghoff/Invasion44 team's grass models and textures, when I have used them there are some major problems:

1. When two people are lying in adjacent tiles of grass they usually cannot shoot each other, the bullets won't go through the grass. Have you solved this issue?

2. With the grass that has the ground texture layer, on steep hills it is possible for a prone soldier to lie "underneath" the grass model's ground texture. I got around this by only using the model with no ground texture and making a version that uses the alternative "grain" type texture. But it still doesn't solve the bullet problem.

1. This problem does not exist. Bullets will fly through grass and find their target. Lying is the grass usually keeps you concealed from the enemy until they get within about 10-20 meters of you.

2. This bug does exist. It is not too much of a problem for the time being as they can still be spotted, but it will be much harder.

it looks i am gonna need high end computer to play this mod considering that it looks like you edited the wold map and put lots of grasses and trees.

Wait, are you using the original world map or you made your own map?

But yeah, good job in combining the best mods of OFP to one, it makes the 10 year old game looks new

Not really. You just need a fairly fast processor and a decent GPU.

Will be release this year? I mean before christmas? And if this will be something more that ffur-slx + rest of addons ? There was a lot of replacement's like ffur,y2k3, etc and I saw at another thread that old version had 2gb packed. What filesize of new will be ?

Yes, this mod is much more than just a collection of mods. There is a lot of shit I have made for the mod, like the SRT Policie units. Right now, I am working out the few remaining bugs and working on redesigning the OFP islands. The closed beta releases in the morning for my team to start testing and hopefully the public release will be done by New Years Day.

Right now the closed beta is at 4.2 GB unpacked and 1.8 GB packed, so it will take a while to download.

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So are the grass models Invasion44's or did you make them?

I'm aware this grass does work very well with AI, in singleplayer the bullet problem doesn't show up often because AI won't fire if the bullet isn't going to pass through, but multiplayer is completely different. I've often been lying a few metres from another player and emptied magazines at each other but just hit the grass in between.

I've been testing various grass addons as part of my own multiplayer mods for some time and while the bullet issue is extremely annoying the ability to lie underneath a solid texture is farcical. I found using WGL texture replacements for the islands with grass gives an acceptable appearance.

Edited by *Zeewolf*

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No, although I am thinking of using some of their grass. It is actully quite nice, but right now I am using sled's and berghoff's grass.

And with all different grass models I have used, bullets will got through the grass. But as I said before, the enemy almost never can see you hidden in it unless they are very close or you are lobbing tons of bullets at them. :)

Right now, I am sending the DL links to all my beta testers to get the last remaining bugs worked out. I am going to put a lot of focus on getting the new Policie units done for the current camo, and if the beta testers like them, I will probably make a MARPAT version too. :)

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Where did you get the original grass models from? Can you post a link? It's possible I'm using an earlier version of the same model which is causing my bullet problems (the models look extremely similar to yours).

Is the grass placement defined by the custom island .wrps you are distributing? Is the grass available in the editor so people can add more if they want?

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Where did you get the original grass models from? Can you post a link? It's possible I'm using an earlier version of the same model which is causing my bullet problems (the models look extremely similar to yours).

Is the grass placement defined by the custom island .wrps you are distributing? Is the grass available in the editor so people can add more if they want?

I had my helper track down the links because the ones that I found were expired, but I don't have the links anymore. It is very likely, as sled released quite a few updates and about halfway through development of the grass, he fixed the issue with the bullets not going through.

Not exactly sure what you mean here, as I don't have much experience with wrps, but I am using the wrp editor to replace and add objects that I see fit. And yes, the grass will be available in the editor. I think there are about 10 different models right now. I like the SLX grass, but the **** brown color that they used for it is ugly and does not fit well on any of the islands. Right now, I am looking at the possibility of using I44 grass as it looks pretty good and seems well optimized.

Because the closed beta that I released is pretty stable, I think I will distribute those links publicly on the 1st. It would save me a lot of time making a new installer and reuploading it. Right now, I think I am going to completely redo Koljuyev, due to it being so small. A couple of hours should be all I need to place grass and replace the destroyed buildings with new ones. I might even throw in an apartment block or two. :)

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What I meant was there are probably three ways to do grass placement:

1. Edit the island and add the grass as objects to the island, this makes grass "permanent" with no way of removing the grass from places it is not wanted.

2. Use scripting to create "dynamic" grass that is automatically spawned and despawned by the server at fixed points around clients.

3. Supply mission templates for the islands containing the grass as editor objects that can be altered as the user sees fit.

Regarding the models, do you remember the name of the addon they were from? Maybe I can request it in the forum. I've had a look through Berghoff's releases (vegetation pack 3 and Nordic) and only very small grass patches are there, compleltely unsuitable for the kind of densities we are talking about. I got my models from the Battletech grass pack.

I agree about the SLX grass, it can also be flattened by vehicles running over it. The concept of distributing a "grass" and "no grass" config.cpp was good though. With my mod I have a variety of configs that swap sides around, e.g. East = China, Resistance = Russians or East = Russians, Resistance = EU making it a bit more flexible for mission making.

Edited by *Zeewolf*

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Okay, now that I see what you are talking about, I am editing the island to make the grass permanent. I am not sure how well it will work on Nogova due to its size. I have tried to create grass spawning scripts but never really got them to work like I wanted them to. As far as templates, I do plan on making quite a few for each island, but it won't contain grass seeing as how I am editing the islands to contain it.

As far the models, I am using Sled's battletek grass, but I am not too pleased with the way it has been working. My beta testers like how it looks but it doesn't seem to work very well for what I need it to. Berghoff's grass is very nice but the tiny little patches just don't cut it. It would kill a PC trying to cover an island with that many objects.

The SLX grass could be nice, but like you mentioned, I hate the way it flattens, although I might place it around the coastal edges of Koljuyev where green grass would look out of place.

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I think sled's grass is the way to go. What exactly is the problem you're having?

There is also the UWAR grass that looks nice but uses scripting (and I don't think it's designed for MP use which requires the server to manage the spawning so all clients see the same thing). If you like the look of that maybe you can just use the models from it.

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The two biggest issues are that the enemy can hide under the "underlayment" layer for lack of a better word and that it does not load properly when starting a new game.

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