goldmember
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Everything posted by goldmember
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GMR_Crater.pbo not touches mission making at all, this is connected to GMR mod only (need if you use GMR_forevercrater = 1 ) --------------------------------------------------------------------------------- Blood can not be turn on/off in exp_ini.sqs file (yet), you need a blood_free version and will get it afternoon (GMT time) --------------------------------------------------------------------------------- GMR mod + Dynamicrange soundpack -------------------------------- copy config.bin (from DR(ECPversion)_to_v1.49.zip) to GMR_exploMOD/bin folder copy GMR.pbo (fom GMR_exploMODv1.49.zip) to GMR_exploMOD/addons folder copy GMR_Crater.pbo (fom GMR_exploMODv1.49.zip) to GMR_exploMOD/addons folder copy Dynamicrange.pbo (WSS! version it comes with ECP beta1.0) to GMR_exploMOD/addons folder copy ECP_DR_extra_sound.pbo (from ECP beta1.0) to GMR_exploMOD/addons folder -> start with "-mod=GMR_exploMOD"
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I checked those zips in my HD, there are can be extracted. I will upload them again just need a non yahoo link.
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As I said 27 minutes ! And ready Blood, Blood+DR , INQ to download ttp://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder
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countdown from 27 minutes and get it.
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Realistic explosion MOD v1.49 Modified explosion effect (shell,rocket and other) in config.bin and more! changes to version 1.48 ----------------------- - scorched earth effect under destroyed vehicle - smoking crater effect on impact point - crater stays under destroyed vehicle permanently - law settings are restored - bugfix: vehicles in "class motorcycle" do not explode anymore These new (and old) effects can be turn on/off in exp_init.sqs file. ======================================================================= NEW VALUES IN EXP.INIT.SQS ;change Cratersmoke value (0=off, 1,2=on) to turn on/off cratersmoke effect on impacted shell/missile. ;{1-> low smoke only, 2-> randomized, different size of smokes GMR_Cratersmoke = 2 ;Maximum number of smoking crater at the same time (to reduce fps drop). GMR_Cratermax = 7 ;Crater stays under destroyed vehicle permanently.Change Forevercrater value (0=off, 1=on) to turn on/off effect. GMR_Forevercrater = 1 ;change Probhotground value (0-100) to modify the probability of scorched earth effect under vehicle GMR_Probhotground = 19 ======================================================================= link to: GMR_exploMODv1.49.zip http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMRexplomod/version1.49 directory
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Does anybody know what is the problem on ftp.tacticalblunder.com? I can upload new version nowhere, because that yahoo breifcaise is full.
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If chopper was close to water when disappered then it was script fault (on the boundary water and earth hard to identify which one is under chopper), otherwise David Copperfield did it. --------------------------------------------------------------- I have a little problem. Golden age is over! My boss moved me to another position, which means I have to work much more than before. I must confess I developed my mod at workplace. My time to spend script making is reduced highly. I can promise there will be next version - crater effect, scorched earth - to the end of the week, but afterwards the update is uncertain. Luckily lots of effects are built in, if any new idea comes up sooner or later I try to implement or bother the ECP staff with it.
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Good idea. Maybe this way GM wouldn't have create so many different versions of his mod (flamer, DR, Inq, blood etc) every time he releases a new one - it could all be controlled by one settings file much like in the ECP. Are you drunk both of you? There is EXP_INIT.SQS file where every effects can be tun on/off. Other effects - smoker,middle,flamer version or messy battefiled, or INQ weaponpack or DR sound - can not be controlled by one settings file because all of them requries different CONFIG.BIN!!! (Nobody can controlled this by one settings file , even ECP )
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!!? Yes it is How does that answer my question? I tried this version, put the blood pbo into the GMR_exploMOD/Addons folder, and it says the blood addon is missing when I start the test mission. I'd always just had the blood pbo in the OFP/Addons default folder and it worked fine like that.. Is the readme accurate? Anyway, I don't like the bullet whizz sounds that ECP did, it was much better in the standard DR pack, so I'm going back to 1.47 unless I'm missing some new effect by doing so. Scorched earth effect is looking great though.. hope it becomes available without the ECP stuff being welded into it. Thanks, Konyak Folder called \GMR\ECP_Effects, and file called: ECP_Settings.sqs in GMR.PBO! Installation v1.48 not differs from previous versions, unless you want to use dynamicrange support. In case you need ECP version of DYnamicrange.pbo, plus ECP_DR_extrasound.pbo (this came from ECPbeta1.02.zip) GMR mod + Dynamicrange soundpack -------------------------------- copy config.bin (from DR(ECPversion)_to_v1.xx.zip) to GMR_exploMOD/bin folder copy GMR.pbo (fom GMR_exploMODv1.xx.zip) to GMR_exploMOD/addons folder copy Dynamicrange.pbo to GMR_exploMOD/addons folder (from ECP team) copy ECP_DR_extra_sound.pbo to GMR_exploMOD/addons folder (from ECP team) -> start with "-mod=GMR_exploMOD"
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Here the test mission http://www.tacticalblunder.com/~uploads/goldmember/crater_test.zip The crater object is last 3 minutes on ground so effect is last appr. 3 minutes. Hot ground around vehicle could be last as you wish -------------------------------------------------------------------------- Konyak-2: The filesize of version 1.48 is 3.5MB ------------------------------------------------------------------------- Nubbin make sure you did this: GMR mod + INQ weaponpack ------------------------ copy config.bin (from INQ_to_v1.xx.zip) to GMR_exploMOD/bin folder copy GMR.pbo (fom GMR_exploMODv1.xx.zip) to GMR_exploMOD/addons folder copy INQ_weaponpack.pbo (from INQ_weaponpack.zip) to GMR_exploMOD/addons folder copy XMS.pbo (from INQ_Mod.zip) to GMR_exploMOD/addons folder copy Dtaext.pbo (from INQ_Mod.zip) to GMR_exploMOD/Dta folder -> start with "-mod=GMR_exploMOD"
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Here is the rewrote crater smoke picture. And the screen of the scorched earth, with a blown up tank.
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When you talked about hot ground around destroyed vehicles come to mind I could do that on crates too what made shell/missile when missed the target. So there will be two new effect Mr Burns,I reduced by 0.5 meter the tall of smoke
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Here is the picture of new smoking crater effect
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First try to disable helidust and tankgundust effects, these ones new since v1.45 and not connected to vehicle explosion.
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You´re talking about ofp so there is no barrier. Get it as realistic as possible ! Now that BAS mist scripts are taken into consideration i fear that this mod will make me buy some upgrades for my pc sooner than i thought Yet i don´t have any lag issues with GMR mod but regarding the fast developement and the neverending flow of good ideas for GM makes me wonder when the first guys come here crying because they have toasted either their CPU or GPU Ok! You convinced me of this effect.I find out something ------------------------------------------------------ For those who lost here. If you do not use any DR version, need: ------------------------------------- GMR_explomod_v1.48 and usual support configs I you use DR version, need: -------------------------- GMR_explomod_v1.48 new DR version by ECP, wich is Dynamicrange.pbo ECP_DR_Extra_sound.pbo and usual support configs
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I implemented GMR mod into the "updated dynamicrange.cpp" file. For this not enough to use just dynamicrange.pbo, need ECP_DR_extra_sound.pbo too (which is in ECPbeta.zip). Maybe this couse missing sound probleam? ------------------------------------------------------------- I will restore LAW settings if you find it wired ------------------------------------------------------------- I checked BAS mist script.This is a low flying fog. How do you imagine this use? I do not really undertand
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I found a bug in 1.48. GMR prefix has dropped in two script files, therefore vehicle explosion with fire effect has no fire at all. I upload a small patch (GMR_patch_to_v.148.zip) .And this zip also contains remedy to avonlady's smoke problem. http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder
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No. I'm not complaining about the seconds those smoke plumes appear. When they reach their maximum height, they do not begin to fade immediately. There's 3 to 5 seconds of the plumes remaining frozen in mid-air. The fading should begin right away once they've reached maximum height. If we reduce fading time we got smaller smoketail. I do beleive that Caucuses Mod's effect also do not fades immediately, because they have long smoketail too ( as we see on pictures). But if you want to reduce fading time, goto "smoke_steam1.sqs" and "smokes_team2.sqs" and find that "4-random 0.5" line, this is the fading time in seconds, reduce it as you like. -------------------------------------------------------- I must withdraw my statement. There is a way if I accelerate smokes well, got long smoketrail with short fade time --------------------------------------------------------- But in this case enough to change "4-random 0.5" line to "2-random 0.5"
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I uploaded to briefcase bin's you need and Charlis [=FAB=] too. Blood_to_v1.48.zip DR(ECPversion)_Blood_to_v1.48.zip -------------------------------------------------------------- theavonlady: If you want longer flying smoke, goto "steam.sqs" file and change every number than equal "1.90" to "10", and smoke will last 10 seconds
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This error sometimes arises when you store too many addons in one directory. Try to remove some and test again, besides it is not effects gameplay. ---------------------------------------------------------------- I wondering why YAHOO is the biggest internet company if even it can not be store for us 3MB file? Time to find another storeplace
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Sorry guys I must have 1000th POST
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DR(ECP version)_Blood_INQ_to_v.148 ready to download at briefcase. Future plan to use new ECP Blood version because is much more fps friendly as you know
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So what is the DR situation now! ------------------------------------------ Sole: since version 1.46 missile and rocket speed was slowed down as couple of poeple wished , but there is an editable configs so easily can be restored original OFP settings.
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I uploaded DR(ECP version)_to_v1.48.zip file to briefcase. I could not download yet new dynamicrange.pbo - 30 MB huge for my modem - therefore I do not test it .So before I go further to implement blood and INQ weapons into it I need somebody to check how it works. Thanks in advance (need new Dynamicrange.pbo and ECP_DR_extra_sound.pbo to run)
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A couple of hour I will finish DR version (new one from ECP) support and put INQ weapons into it too. And It is wiill be I combined