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ducphuli

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Posts posted by ducphuli


  1. Hi bro.
    Looks like I'm getting a bug in the new version. "Script \Script\config_extractor.sqf not found"

    - Ambient audio includes what "tpw_soap_ambientvolume"

    - There are no shadows under the lights

    - The error of not being able to enter the car is automatically spawned (TPW PARK)  

    - I just used the spawn function today, I use to call in RHS mod. But when soldiers from both sides appear to shoot each other and then disappear from the map, is this a feature or a bug? Thank you! (TPW SKIRMISH)

    * I noticed that "CIVS" had no longer had the line "tpw_civ_waypoints = 15;"

     

    .RPT file: 

    19:18:50 tpw_puddle\data\tpw_puddle_m.p3d - Not all levels have On Surface set

    2:54:14 Sound: Error: File: TPW_SOUNDS\sounds\greek\34.ogg not found !!!
    12:55:38 Sound: Error: File: TPW_SOUNDS\sounds\greek\34.ogg not found !!!


  2. 1 hour ago, tpw said:

     


    Back again with a reasonably substantial update which mainly revolves around the new CSLA Gabreta map. You can say what you like about value for money, the subpar military content and other aspects of the cDLC, but the map is a fucking triumph*. I drove from Cologne to Prague for my honeymoon in the early 2000s and this map brings back memories. As I've said elsewhere on the forum, it runs really well (unlike Livonia), the mix of A3 and A2 vegetation assets actually works well, the ground textures and clutter are great, there's huge numbers of new building assets with furniture, and the placement of everything feels natural and unforced. It's prompted me to update TPW MODS to help bring the map to life even more. I've given it the standard Eastern European sonic ambience, but have updated TPW SOAP so that you can now use more than one language set per map. So you can for instance use German and Eastern European (Russian) sounds on Gabreta at the same time. I've also updated TPW PARK with optimised car placement routines based on the width of the road, which should greatly reduce the incidence of cars spawning into fences etc. And you can now opt to spawn a user defined % of wrecked vehicles (default is 20%).  Enjoy!

     

    * No I don't work for CSLA! Pretty much everyone feels the same as me . 

     

     

     

    Great thanks, a topic that I follow a lot.

     

    • Like 1

  3. Currently I only use RHS for soldiers and vehicles, I like RHS because the graphics look very detailed, but if the devs can make the gunfire have lower intensity bass that would be great.

    I've played 1000 hours with RHS, and I don't have the gun sound mod installed, the RHS sound is already great.
    I know the guy "LAxemann's" worked on the sound for RHS and I'm using the "Enhanced Soundscape" mod

    Good luck growing! 🤩


  4. Hello bro, I have some questions? 🙂

     

    1. If I leave it blank, will it automatically be applied from the AAF? I want to not apply the plane, what to do?

    Spoiler

    tpw_skirmish_resist_casstring[] = {}; // Classname/s of custom resistance CAS aircraft (comma separated). Empty = AAF default CAS
    tpw_skirmish_resist_chsstring[] = {"rhsgref_mi24g_CAS"}; // Classname/s of custom resistance support heli (comma separated). Empty = AAF default CHS
    tpw_skirmish_resist_uavstring[] = {}; // Classname/s of custom resistance UAV (comma separated). Empty = AAF default UAV

     

     

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