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snYpir

BISIM Developer
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Everything posted by snYpir

  1. snYpir

    Ecp released!

    There will be a 1.071 released in the next few days. This will fix: [*]player dying in aircraft when they should have ejected [*]shrapnel being targetted as 'enemy' units [*]alleged increase in animation speed [*]dudes ejecting from burning vehicles too fast [*]flies too loud and too often (also move additional flies config settings to ECP_Settings.sqs) [*]additional islands added to ECP_Island_Settings.sqs If you have any other requests now is the time to make them. If you have any additional islands you would like added plz send me a link, or even better - make an island matrix for me (see ECP_Island_Settings.sqs). The good news is that 1.071 will be compatible in MP with 1.07. Don't get too pissed off about the quick updates - until we release ECP version 1 *final* we will keep improving it.
  2. snYpir

    Ecp released!

    To repeat, the new release of ECP (1.07) is out. The main changes: [*]Level of detail implemented to reduce lag [*]Aircraft enhancement (flares and low altitude warning) [*]Buzzing flies around dead bodies (after awhile) [*]Hunters animations (including a few non-static ones) [*]AI units join player's group [*]First aid action when bleeding to death [*]Fire and explosions refined - these were previously causing MP problems [*]Tail rotor failure and burning bodies visible on clients in MP Note that 1.07 is not compatible with older versions of the ECP. If you are a server admin please make sure that all people using ECP on your server use 1.07 or there will be CTDs. Sorry Download the core installer from: http://www.ofpec.com/editors/ecfg/ The readme is here: http://www.ofpec.com/editors/ecfg/readme.html Enjoy! @Dwarden This happens ONLY with ECP? This is strange. Please don't notify BIS about it just yet, i'll try and track down the problem. Did it happen with older versions of the ECP? A script based problem, easily fixed. Wait out for it. I will investigate other 'fast-mode' issues tonight. This is the fault of the OFP physics model. We tried experimenting with the 'mass' of shrapnel (this is how you make things hang around for longer - ie bullet shells) but if they are too heavy they sink. We'll have to wait for OFP 2 to fix bouncing shrapnel and non-realistic grenades i'm afraid. @MEDICUS There were big problems between 1.057 and 1.069 with fires/explosions and MP. If I could ban that version somehow I would, but I can't. Sorry. Good news about 1.07 working fine though
  3. snYpir

    Ecp released!

    haha yeah no probs. there are three settings that you could add to ECP_Settings.sqs to make less flies (copy these directly into ECP_Settings.sqs): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; % chance of no flies every minute ? [ECP_flies_none_chance] call ECP_is_null: ECP_flies_none_chance = 0.25 ; time that there is no flies (range) - ie pause between fly sounds in seconds (make this big to decrease the amount of flies heard) ? [ECP_flies_none_time] call ECP_is_scalar : ECP_flies_none_time = [5,20] ; time before flies start up after a unit dies ? [ECP_flies_wait] call ECP_is_null: ECP_flies_wait = 120 otherwise you'll have to wait until the next version. Even with ECP 1.07? Do people with 1.07 CTD as well? In much the same way as you can't use 1.91 of OFP on a 1.95 server, the ECP is not backwards-compatible. I will post news everywhere asking people to upgrade, but that is all i can do. If server admins post a message in their config asking people to upgrade then that would also be good.
  4. snYpir

    Ecp released!

    ECP uses an island detection algorithm based upon a certain 'key' (island matrix) for each particular island. I have to go to work, but here is something you could try: Open ECP_Island_Settings.sqs. Uncomment the following line (line 55): ; [500,[12800,12800],10] call ECP_GetMatrix Run OFP. Close the dialog box that appears at the main menu, go into the mission editor, place 1 unit in the mission and then hit preview. The matrix box will come up. Use it to get a matrix string for the new abel and the new everon. What you will need to do is copy the existing malden and everon entries in ECP_Island_Settings.sqs, and insert (copy/paste) the island matrix for both as appropriate. So, at the moment you have: After copying, you'll also have: To get the new lighthouse object IDs turn on Object IDs in the editor, and enter them in to the appropriate fields. Or you can wait until this afternoon when I'll do it for you
  5. snYpir

    Ecp released!

    http://www.ofpec.com/editors/ecfg/#2 The only mirror we use is Toadlife's server. The new DR config installer is all you need.
  6. snYpir

    Ecp released!

    Where do you download this high-res island? This should be a simple fix (including an additional island matrix)
  7. snYpir

    Ecp released!

    1.07 is now released. I don't have much time, but safe to say that ECP has much progressed in this latest version. You'll notice a huge reduction in lag (especially on big missions), increased reliability and a few new features (see the readme for details). In short: [*]Level of detail implemented to reduce lag [*]Aircraft enhancement (flares and low altitude warning) [*]Buzzing flies around dead bodies (after awhile) [*]Hunters animations (including a few non-static ones) [*]AI units join player's group [*]First aid action when bleeding to death [*]Fire and explosions refined - these were previously causing MP problems [*]Tail rotor failure and burning bodies visible on clients in MP Two seperate internet servers have tested the latest version with great success. Proper installation is the key to making ECP work in MP. It is recommended that everyone who plays on your server download and install 1.07. Also ensure that it is properly installed on the server. I am certain that there will be an improvement in MP reliability in this latest release, however all MP bugs are probaly not gone. Keep those reports coming Please use the installers (for both core installation and seperate config installation). It will ensure that ECP works for you without problems. Finally, please read the readme, regardless of if you are a simple user of ECP, a mission editor or an addon maker. ECP page: http://www.ofpec.com/editors/ecfg ECP readme: http://www.ofpec.com/editors/ecfg/readme.html
  8. snYpir

    Ecp released!

    We've had a change of plans - favourable reports from MP beta testers have brought the next beta release forward. I expect to release 1.07 tomorrow. For the first time this will be stable for SP. We are still BETA for MP, however. A great deal of testing is required prior to a stable release for MP. We know we have fixed some of the reported MP bugs, however testing continues. 1.07 presents such a huge improvement over 1.057 in terms of lowering the framerate hit that to delay release is pointless. @ni-mh - thanks for the bug report. @benu - the latest dev is 1.069, to be replaced with 1.07 tomorrow with the latest release. It has been a rocky ride, but thanks for sticking with us dudes. The next release will be within the next 24 hours, otherwise i'll be giving reasons why not here.
  9. snYpir

    Ecp released!

    Any of the variables in any of the settings files can be set in-mission. A variable set in-mission (ie in an init.sqs file) will replace any user-defined settings. In this way mission designers can elect to turn off certain ECP features. To disable tail rotor failure, find the appropriate setting in ECP_Settings.sqs (ECP_tail_rtr_failure_enable) or something, and then do: ECP_tail_rtr_failure_enable = false in your mission's init.sqs file. regards
  10. snYpir

    Ecp released!

    You must be using an encrypted config.cpp file in your @ECP\bin folder. Use cpp2bin.exe to encrypt it, or download the 1.57 core installer to re-install the correct files. I have not seen them, however i will check them out. If they are as good as you say i'll ask DKM for permission to use them. So far the focus has been on improving framerate and making ECP fully MP compatible. Refining effect scripts will start next week.
  11. snYpir

    Ecp released!

    from the ECP readme: make a trigger in a mission as follows: - Size: 50000 x 50000 (as big as the entire map) - Activation: Anybody (Once) when 'Present' - Condition: this - On Activation: thislist call ECP_addUnits this should force all units to have ECP effects. i don't think it make units in vehicles have them though (damn, will have to do that in a future release)
  12. snYpir

    Ecp released!

    That is a bug, will be fixed in the next release. cheers! Snow effects are defined in ECP_Island_Settings.sqs. You'll nee for the winter island how to make snow work either randomly or only at certain locations. Further work is required on the island settings system (i want people to be able to define weather patterns), but this is low priority at the moment. MachoMan is looking into this. You can expect that it will happen. What specific effect do you mean?
  13. snYpir

    Ecp released!

    ok, ok, will do. give me a few days though. 90% of all ECP bugs are install related, so my plan was to make people use the installers to fix that. so much for that plan eh?
  14. snYpir

    Ecp released!

    Pollux, The seperate DR addons are here: http://www.ofpec.com/editors/ecfg/current/DynamicRange.zip http://www.ofpec.com/editors/ecfg/current/ECP_DR_extra_1.zip http://www.ofpec.com/editors/ecfg/current/ECP_DR_extra_2.zip http://www.ofpec.com/editors/ecfg/current/ECP_DR_extra_3.zip I'll fix the installer in a few days (when i have a faster connection).
  15. snYpir

    Ecp released!

    I am sorry if this has already been covered. You are sure that you have downloaded the DR addons installer and the DR config from the ECP page, and that it is installed correctly?
  16. snYpir

    Ecp released!

    It works fine using the normal 1.95 and -server. Are you talking about the seperate dedicated executable? Guys - just to repeat - the next release is not out yet. We are doing an internal beta test before public release. If you want to help out plz email me.
  17. snYpir

    Ecp released!

    Our next release is ready for testing. I am not going to do a limited release for testing this time because i really want the next release to be close to stable. If you want to test the latest version, please email me (morpj97@hn.ozemail.com.au) or send me a private message. Only contact me if you are serious about this and are happy to spend some time putting ECP through it's paces. MP beta testing is a priority cheers. here is a list of all updates since 1.057:
  18. snYpir

    Ecp released!

    This is fixed in the latest dev. Next release will be next week sometime
  19. snYpir

    Ecp released!

    Hmmm it seems that GOTY edition uses a different registry entry. This sucks. Can you do me a favour please? Go to your start menu, select run, and enter 'regedit'. Expand 'HKEY_LOCAL_MACHINE' and then 'SOFTWARE'. There should be a folder called 'Codemasters'. Please right click on that folder, and click 'export'. Save the .reg file to disk, and then send it to me via email: morpj97@hn.ozemail.com.au If you can't see anything that i am talking about here, please email me ASAP (i'll be here for another hour and a half). You have 2 options to install the DR pack. 1. In regedit, open 'Codemasters' and then open 'Flashpoint Resistance'. In the right hand pane right-click on 'MAIN' and then 'modify'. In the 'value data' box enter the correct path to your OFP installation directory. Click 'Ok' and close regedit. The installer should work now. or 2. Download and install the files manually: the DR addons are here: http://www.ofpec.com/editors/ecfg/current/DynamicRange.zip http://www.ofpec.com/editors/ecfg/current/ECP_DR_extra_1.zip http://www.ofpec.com/editors/ecfg/current/ECP_DR_extra_2.zip http://www.ofpec.com/editors/ecfg/current/ECP_DR_extra_3.zip The config is here: http://www.ofpec.com/editors/ecfg/current/config_DR_01.zip Please email me that .reg file - that way i can fix this problem once and for all. Cheers!
  20. snYpir

    Ecp released!

    I hope it will still be possible to download zip/rar/ace files or unpack the installer manually for us DIY guys. No. But that is do-able I suppose. I have 128k from next weekend so it shoudn't be a problem. Quote from the compact australian dictionary: whinge whingeing, whinged 1 to complain in a moaning manner. ~n 2 a complaint. So by definition you are in fact a whinger. Whingeing about it won't help you
  21. snYpir

    Ecp released!

    In another step towards eventual professionalism we now have an ECP installer. I went into overdrive to get this done because 75% of all ECP problems were install-related. The new installer is downloadable from the ECP page: http://www.ofpec.com/editors/ecfg At the moment we have installers for the following: [*]ECP core [*]DR config [*]INQ config An installer for the DR addons is uploading right now, should be ready by tomorrow morning. The idea is simple - download the new core installer when the next version is released (1.06?), and it will update or install as required. Then download the new config and install it as well. Now this is the tricky bit... ... the next time you download the ECP core the new INQ/DR/default config will be installed automatically. From then on all you ever have to do is download the new core installer, and never have to worry about manually installing configs again. I have tested the core installer, but I would appreciate someone trying it for me just so I know it works before we use it to pack the new version. You don't have to delete your exising ECP folder, the installer will go into update mode and bob's your uncle. It will even backup your existing settings files. This is not a new version - just the current version (1.057) in a new installer, so keep your panties on y'all.
  22. snYpir

    Ecp released!

    Nothing. However, there was some work done on the 'client' side of the mod that may have increased framerate on certain missions. 'Effects' are all client side - there is no MP comms at all except for when a vehicle explodes, burns or a 'man' unit is hit - and this has all been the same since version zero. Simulations are a little more MP intensive - weather, timed grenades, explosion simulation etc but still it is nothing to write home about. I can assure you that I have been doing MP testing with MP. I tested 1.057 again on a 5 vs 5 LAN game last week, and 5 of the machines were 1 GHz P3's. Granted we were playing CTF, but if we were playing on a big combined arms mission I am sure that there would be just as much lag in MP and in SP. Until the next release anyway In the next release we have implemented level of detail (as an option, of course) meaning that effects will only occur if the player is in range to see them. This should fix many of the current slowdown problems on big missions. There is this perception that the ECP goes into some sort of mega-intensive MP code when playing in MP - and this simply is not the case. I have been coding MP in OFP for a couple of years and where client side scripting is concerned there is no need for MP code. I don't mind constructive critism - but I don't like people coming into a public forum making sweeping statements about things they don't understand. Check the code if you like - we are open source for awhile yet - apart from an initial publicvariable burst MP code is hard to find. Additionally, it takes two seconds to turn down settings via the ECP settings dialog. The point has been raised that 'if you can't see the effects, what is the point?' Well, we've designed ECP aiming for the following override settings: Low - P4 1.5 GHz or lower Medium - P4 1.5 GHz to 2.5 GHz High - P4 2.5 GHz or faster It is a fact that your computer will always have limits. By adding features (especially particle systems) you will get lag - it is going to happen. We can only do so much as coders - eventually it is up to the user (you guys) to set the correct settings. We have sliders there as well - just turn blood down, for example, not off! By default ECP is set about half way between medium and high to show off all of the capabilities. I am never suprised when people with P3's email me complaining about lag. I do apologise for not making this sort of information (about the correct settings) more available, but the readme is pretty clear as is the settings dialog. In future releases i will set the ECP to around 'medium' by default I think. I like open beta testing - generally it works well. ECP is different to most mods because it is very experimental. We are doing things that BIS never did (they could of, but they chose not to). Eventually we will get there, but it is good feedback we need in this forum not pointless whingeing. Good feedback involves more than simply complaining - I would love it for example if some of you MP dudes could try turning certain effects off in MP and seeing if this helps the lag (at least then we'll know if it is a client side issue or not). I like to get things out there even though it is BETA - functionality like the Editor Enhancement is useless to people if they have to wait 6 months for it. So, I am going to get a beer from the bar. Get out from under your tables people! Grumpy old snYpir is sorry he tried to start a fight in the pub
  23. snYpir

    Ecp released!

    *stomps back in* Right, i've updated the text on the ECP page. It now reads: The ECP is currently BETA. New features are constantly being added, and BETA testing continues. Expect regular updates! Given that it is BETA, don't be disappointed or angry if this product does not perform as you might expect! If this concerns you, simply wait for a later, stable release! I didn't think I would have to go to this length, but here we are. We will be looking to change the license agreement in a future version as well to prevent people like LT Damage from starting an 'ECP modification' (a mod to a mod) which will undoubtably contain bugs. I thought that open source would work but clearly it will not.
  24. snYpir

    Ecp released!

    Ah LT Damage you are a constant source of ammusement. I am the only bitter one on the team Would you prefer we didn't release it until a final version? That is an option. I think that perhaps you are more than a little bit bitter yourself - were you dropped on your head as a child? All is not lost while we still have you to rip ECP apart, true. I look forward to seeing your MP friendly release. You probaly haven't realised the huge performance increases by the new blood, server-set variables for simulations, and the 100 or so bugfixes between now and then (including bugfixes to prevent cheating). The other option is for you to simply wait a few weeks while we sort out the few remaining issues. Or you could help us out - what a novel idea! *snYpir stomps off to take his bitter pills*
  25. snYpir

    Ecp released!

    @Lt Damage I will not be loosing any sleep over your negative comments. Again. 'Effects' are local to clients and can be turned down via either the settings dialog or the settings files. There is more to life than MP play, however the real challenge is making a mod like the ECP compatible for all. I believe that to this point we have done the best we can. There are certain performance issues and these will be addressed in future updates. I think most would agree that we have been steadily improving. We haven't. Everything it does in SP works in MP. We spend countless hours building something that you can use for free, and you are 'disappointed' at the lack of effort? Give yourself an uppercut. This is the worlds smallest violin... playing just for you LOL don't forget the big 'BETA' sign hangin on the door at the ECP page. eventually you will be using ECP again. Thanks to the rest of the community who have been nothing but supportive of what we are trying to do, it is the positive comments that keep us going.
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