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Everything posted by Marc13Bautista
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Operation Plastpoint: Toy War Crisis
Marc13Bautista replied to Revan9190's topic in ADDONS & MODS: DISCUSSION
Sounds like an amazing mod! -
cool
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Hoping for an update soon!
- 108 replies
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I'd appreciate it if you manage to make your custom dsai feature to work with ECP alone. Getting tired of female civilians speaking in a manly Russian accent.
- 108 replies
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Here's the (full) download for ECP Redux 1.3. (look for the 1 month old comment that requests link doesn't work and whitegold's reply. Or just go get it right here. https://db.tt/bSQ4A0qf By the way, are there any more updates for normal ECP? I didn't know at all that there was a 1.086 patch. Instead I thought it stopped at 1.085e.
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Unofficial downgrader 1.99 to 1.96 for License version Arma: CWA
Marc13Bautista replied to _xetex_'s topic in ADDONS & MODS: COMPLETE
So what's the big difference between 1.96 and 1.99? The patch works perfectly with the added server browser but comes with negatives. (no radio in some sequences or unable to end a mission after extraction in clean sweep). -
Any updates?
- 108 replies
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Found a typo in the Vanilla HPP file. you forgot to remove that extra space. There also seems to be more errors with kenney voice (medic, sniper, grenade, fire in the hole). Along with the reset of gun modes and weapons (burst/auto to default semi auto and from secondary launcher/pistol to main primaryweapon) when you get hit (when "hitfx" is enabled). Also found a way to do the running grenade animation: (you need to have your gun out) Switch to your grenades, start sprinting, then press r (or the button that raises your weapon) and click to throw. *EDIT: This doesn't seem to work with the WW4 EXT models. Still awaiting the disable burning script feature (I really have no clue on how to disable the burn script in EXT_scripts.pbo -> destroyed)! That script really hogs performance (along with the annoying vehicle dust trails which I figured out how to disable!). I have to say that the WW4_Etended_FX version is pretty damn amazing. Edit: To disable the vehicle dust that trails behind vehicles, all you need to do is find "class CfgSurfaces" and edit "dust=numbers;" into "dust=0.00;" (without quotations of course!). Gives a bit of a performance boost.
- 108 replies
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Shucks I missed the stream. I'll try out the mod though!
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You could already edit the phrases to your own liking in the words.hpp file. So if you'd like to use add in the o'clock, just find and replace it with Just use the "words_all" for reference to edit your own words.hpp to your liking. Sadly I'm not sure if "stay alert" can be edited separately (to the extent of my knowledge). Though you can try for yourself by editing the words in the quotes. Hopefully you read my earlier comments and suggestions kenoxite!
- 108 replies
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How about missions that use intensive scripting? This one is a neat SP/CO-OP mission that uses no addons.
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Thanks! I'll test out the new config. I'm still unable to use the DMA units for some odd reason, but that doesn't really matter. Well I hope you implement an option to disable the vehicle burning script and maybe a way to disable the performance heavy vehicle dust trails along with reduced explosion effects real soon. I've tried doing this and this but to no real avail. Edit (2/27) Alright so I figured out how to fix WGL's broken grenade sounds by installing WGL5 then WGL5.12 patch then adding Asso's grenade class fix (found in his comment) (along with re-enabled zoom from NacroxNicke (again, found in his comment)), and then downloading and adding in ExtFx and what not. Works very well now! Models still don't work but that's the least of my worries. Also found this neat fov guide from Avon Lady's site. http://www.theofpfaq.ashnav.co.il/ (singleplayer tab on left -> scroll down to "Adjusting your field of view (FOV)". + Located another bug! A "kenney_m_fireinthehole" error sometimes pops up when throwing a grenade. May want to fix that along with the kenney_sniper~. (2/28) + Is there a way to increase the throwing range of smoke grenades? I only manage to throw them at about a few feet in front of me. You may also want to use this grenade pack in place of your grenades. https://forums.bistudio.com/topic/48666-bd-grenade-pack-v33/ It also works indoors, has ai view blocking, and other cool features. I highly recommend adding this into your mod!!! (3/1) + The new WW4 Ext Models seem to be very blurry and low textured, tried it at all the possible texture sizes. What are the default texture sizes by the way for vanilla OFP/CWA? The vanilla uniforms seem to be so bland and a bit blurry also. I know this may seem impossible, but is there a way to intergrate this mod with other scripts? I just miss the amazing ECP grenade click sounds, the wide variety of night vision screens, and the ability to remove all cloudlet effects (while enabling only the initial explosion for vehicles/grenades/rockets). Pretty much only those features (aside from DSAI) are what I love.
- 108 replies
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I'll be looking forward to that option to disable the burning script!!! Anyways, I've found that there's a 5.12 patch for WGL and it replaces the config.cpp file. I tried editing in the same changes you did for 5.1 but the game won't load neither WGL or ExtFx. Does it also make a difference if I use ShackTac's version of WGL along with a plethora of missions and campaigns?
- 108 replies
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You could try finding good maps in Faguss' island database. http://ofp-faguss.com/islands.php
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It's pretty damn good! Had to edit it myself in order to be playable and my god is the game so much better and cleaner! Much better AI and whatnot. No zooming in but to be honest WGL is a realism mod. Here's an overview and some modifications for friendlier cloudlets if you need it.
- 108 replies
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¯\_(ツ)_/¯ I'm new to this community.
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Thanks for the update! I guess you're right then. I'm not really getting much of a performance with GRAA after all... Can you implement an option to disable the burning script just like GRAA though? I'd give eye candy for every bit of performance. HOLY SHIT!!! The WGL mod is amazing!!! I tried it out along with your config and I can say that it is the most performance friendly mod I've ever used!!! Thanks again bro!!! (shame I can't use the DMA Navy/Army unit replacements though, even with the required addons, they seem to be overwritten by ExtFx) There also seems to be a small bug with kennyvoices. A popup of "kenney_sniper" or something occurs. Small but not game breaking though.
- 108 replies
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Hey Kenoxite! The GRAA mod seems to improve performance by a lot! Is there any way you could integrate/update your mod with Sanc's GRAA modpack 3.0 (with new animations and what not)? The ENABLE_BURNING_VEH (disabled), ENABLE_FREEAIM (disabled), and ENABLE_DESTR_VEH options really caught my eye.
- 108 replies
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(Standalone) Resistance Enter-able Buildings and Vegetation Replacement Addon (FFUR 2008)
Marc13Bautista replied to Marc13Bautista's topic in ADDONS & MODS: COMPLETE
If you find any white textures, report them here so I can fix them.- 13 replies
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(Standalone) Resistance Enter-able Buildings and Vegetation Replacement Addon (FFUR 2008)
Marc13Bautista replied to Marc13Bautista's topic in ADDONS & MODS: COMPLETE
*Added a version without SLX grass. Handy for somewhat more performance. Make sure to delete SLX grass and SLX CWC_islands in the addons folder.- 13 replies
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(Standalone) Resistance Enter-able Buildings and Vegetation Replacement Addon (FFUR 2008)
Marc13Bautista replied to Marc13Bautista's topic in ADDONS & MODS: COMPLETE
I'll upload a less performance heavy version later tomorrow.- 13 replies
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OFP Clean Install - Which Mod(s)?
Marc13Bautista replied to anguis's topic in ADDONS & MODS: COMPLETE
Not sure about that. Best talking to kenoxite. :P What I do know is that WW4 (2.5 not extended) is already provided and can be enabled. WW4 EXT is unknown to me. -
OFP Clean Install - Which Mod(s)?
Marc13Bautista replied to anguis's topic in ADDONS & MODS: COMPLETE
Right now, you could try out extended fx from kenoxite and probably my more vegetation and enter-able buildings addon. Both mods should perform well with a laptop and work well with one another. -
(Standalone) Resistance Enter-able Buildings and Vegetation Replacement Addon (FFUR 2008)
Marc13Bautista replied to Marc13Bautista's topic in ADDONS & MODS: COMPLETE
Updated to add in FFUR's resistance grass and vegetation along with fixes to compatibility issues.- 13 replies
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I actually meant by removing all dust cloudlets (but not the initial explosion and bullet impact ones) I was able to do it in ECP. Again, thank you very much for the update! I'll get back to you If I find anything. Also a heads up, the mediafire download link is from an older version. Only Drive seems to have the newest. It's kind of a shame that I can't use the tree concealment feature without enabling unitvars (which causes heavy performance loss). (Edit) I managed to make my own version to work with Abandoned Armies, I now have FFUR buildings and vegetation replacements. Another thing kenoxite, I don't think ECP's dsai is enabled at all, even if I do uncomment it in the sqf files and have ECP_DSAI downloaded in my addons folder, I am only getting the default EXT_DSAI ones. Am I doing something wrong? (the _DEV isn't uncommented by default for ECP, maybe that's the problem?)
- 108 replies