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snYpir

BISIM Developer
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Everything posted by snYpir

  1. snYpir

    New vietnam island

    hey there marine! you using a newish version of winrar? 3.2 at least? http://www.rarlab.com/download.htm
  2. snYpir

    Ecp released!

    Rgr, interface improvements were put second to the spectating system. We won't be 'copying' the FDF mod, they are acknowledged for first discovering the debug concept (interestingly the code from the actual BIS debug console is still in the resource.cpp file). We'll see what we can do
  3. snYpir

    Ecp released!

    It is not recommended for MP use. Given your other comments with regards to ECP i'd say the entire mod is not yet stable for MP use. I have access to a 10 station LAN now and i'll hammer out a couple of hundred tests and see if I can't get things 'stable'. I can't shake the feeling that it is something to do with people having slightly different configs that caused the issues. Back in 1.051 or something it was a tiny config change that made ECP an effective trojan horse. Anyway, thanks for the in-depth feedback, i'll check it out. No, it shouldn't matter.
  4. snYpir

    Ecp released!

    We (the ECP team) are currently discussing the future of the mod, ie where to go from here. Whilst there are many things still to be done RL is pressing on us. Unless we get some capable volunteers ECP will progress very slowly from now on. We understand the demand for new configs such as DR/JAM and DR/INQ but we don't have the manpower. Sorry, but we don't have a release date for any new versions or when new capabilities will be added. We are taking a break for a few weeks to establish a future direction. Thank you all for your bug reports and patience.
  5. snYpir

    Ecp released!

    1.057 is available on the ECP page! http://www.ofpec.com/editors/ecfg The biggest addition is the first version of the ECP editor enhancement. Check the ECP page for screenshots. Note that the FAQ in the readme has been updated. Just for you dudes here in the forum - note that I am working on a new colour scheme. Uncomment the defines at the top of resource.cpp for a sneak peak. Also, there is a way to make a button for 'spectate' visible on the pause screen to speed things up a little (saving you from going back to the editor and hitting the button). You need to enable it in resource.cpp somehow... (a little challenge for you perhaps) ;) Also please note the changes to 'making your addon ECP compatible' in the readme - i have figured out a way for people to use their own init EH and still add the addon to the ECP. There is also a new function designed for use in a trigger to add ALL units in a mission to the ECP, regardless of if they are compatible or not. Finally, an ECP-compatible version of the Marine Assault Pack is now available for download on the ECP page. Changes this release: Cheers, I have a LAN available now and should be able to do some additional MP testing. We do MP tests (56k modem half way around the world) at regular intervals. What other mods were operational when you were playing? Only ECP? Could you perhaps send me one of the missions that crashed? morpj97@hn.ozemail.com.au. Look at the top of ECP_island_settings.sqs for instructions. All you need to do is simply uncomment the function call there, and then load and preview an empty mission on your island. Please email me any new island defintions you do up And thanks for the spelling correction. It won't be the next update, it depends on whether or not we get some more volunteers.
  6. snYpir

    Ecp released!

    Yep, it sure is possible. But as I have said all along we simply don't have the time to do everything we want to. Unless we can get some additional coders in the near future then progress on the ECP is really going to slow to a crawl (I start work again as holidays draw to a close). A bit of a 'to do' list woudn't hurt though: Scripting: [*]Chopper fastrope/ladder [*]Random weather 'trends' (definable in island settings) [*]Ammunition selection dialog [*]Threat warning system for aircraft + flares Config changes: [*]Realistic pilot head movement [*]Realistic AI engagement distances Plugins required: [*]MAP Many scripts - such as HALO - have not been tested with addon vehicles such as the Herc. This is the main problem we have actually. Keeping up with all the new releases is kinda impossible. We do our best though
  7. snYpir

    Ecp released!

    Whoa steady there! Keep your panties on This first version of the ECP Editor Enhancement provides: [*]The ability to spectate any unit [*]The ability to create 'hotspots' in the editor and spectate them [*]A 'freelook' capability which allows the camera to roam across the entire map under the control of the user (this has never been done before I don't think) [*]The ability to select objects by looking at them [*]Screenshot mode (clears the display) [*]A help system [*]Integrated debugging console [*]Collapsable items The eventual goal is to have a 3D editor, yes. But you have to walk before you can run... the next thing to be implemented (after we get this release out in the next few days) is in fact an object positioning tool. Unfortunately changes in the mission don't get replicated back in the editor so 'real' 3D editing is impossible. However, we can provide code to be copied into a mission.sqm file (this is a method that sounds tiresome at first, but it is infact quite fast). Acecombat - how would you like an addweapon/magazine system to work? we can include it if there is a demand. That exempt array will work fine in the current version, by the way. Kroky - the blank decompiled files are available here: config.cpp resource.cpp Use cpp2bin.exe to convert them back to .bin.
  8. snYpir

    Ecp released!

    @Acecombat The exempt array system was removed from ECP_Settings.sqs due to the possibility of people cheating. It was moved down further into ECP_Effects.pbo. In the next release version (due this weekend) i'll include all of those vehicles for you in the default exempt arrays. Although OFPEC is closed, the ECP page at: http://www.ofpec.com/editors/ecfg remains open. Here is a screenie of what you can look forward to in the next release: ECP Editor Enhancement
  9. snYpir

    Ecp released!

    USMC is totally not ECP compatible. We are having discussions with the authors to try and get ECP compatibility in there. If not, I would like to host an ECP-compatible version on the ECP page (similar to the JAM ECP-compatible version we host). The lack of EH inheriting is a real problem. Merry christmas
  10. snYpir

    Ecp released!

    Ah, some positve feedback! Thanks dudes. Gazman - all these things are of course possible. *But* we don't have the time. We need more dudes to help us out! If you are interested, please send me a message. cheers lads! http://ofp.toadlife.net/downloa....055.zip thank you, we'll see what we can do.
  11. snYpir

    Ecp released!

    Have you downloaded the DR config from the ECP page? Is the DR config.bin in the /bin folder of the ECP? Forget GMR's effects. We recommend using our .bins from now on. The DR sound PBO's (4 of them in total) need to be in the \@ECP\addons folder, not the regular addons folder. I'll point Zayfod in your direction, he is the sound man.
  12. snYpir

    Ecp released!

    1.053 is now available on the ECP page. Note that the readme has been updated also (two new sections: ECP Settings and Important MP Notes). Red and I played with this on a non-ECP server for quite awhile last night with no problem. Both our ECP's made good friends and synchronised away regardless. 1.054 will come out shortly, 1.053 is an interim release to fix the CTD issue (hopefully). The ECP is still BETA, and a system of this type has never been done before. If we make a screw up like with the CTD issue don't stamp your foot and say 'I am never using ECP again!'. Simply wait a month or two until we release out first 'final' version. We have toned down the number of shrapnel pieces created in 1.053, however the config-side explosions have not been altered. 1.054 *should* see a little less dust (Igor is on it). Please test 1.053 for us to see if the server CTD issue is indeed fixed! A word on explosion simulation - it has been turned off by default in 1.053 (turn it on via the dialog or settings files). Whilst it works, and very well (I am quite proud of it), it will not work in the following instances: [*]non-ECP players in an ECP MP game will throw normal grenades, not simulated ones [*]non-ECP players would not be damaged by the simulated grenades [*]addon units that define their own eventhandlers will throw normal grenades, not simulated ones [*]addon units that define their own eventhandlers would not be damaged by the simulated grenades Hence it has been turned off by default. Timed grenades are the suggested alternative for ECP servers. Changes: To answer some of benu's questions: No probs! No offence taken by anything that is said about ECP - it is all healthy. We do feel rather bad that we created a Trojan Horse mod that preyed on helpless servers ;) Hmmm. Good question. We have now tested client ECP to server ECP, and client ECP to server non-ECP. We haven't fully tested client non-ECP to server ECP. Technically there should be no issue. The benefits of installing ECP on your server: [*]You'll control the 'simulation settings' for every mission played on your server (that you define in your ECP_settings.sqs file). [*]People with ECP will get an almost complete ECP experience (obviously hit and killed EHs won't work on units local to computers without ECP) [*]As you upgrade the ECP version on the server, clients with older versions (from 1.051) will receive a message asking them to update. The only real downsides are 1) non-ECP clients to ECP server hasn't been fully tested as I stated above and 2) there is a slight additional processor load on the server. It should be noted that all effects are turned off on a dedicated server, it just controls simulations like weather and explosion simulation. Settings will remain unchanged until the end of the mission. Suppose there were two ECP clients on a non-ECP server. One of the clients would be designated server, and that client's simulation settings would be used. It would control weather also. If it dropped, the settings last sent would remain (the other clients would still think that the designated server would be out there somewhere). Weather would not continue to change. The units that were local to the ECP client would probaly become local to the server, which is non-ECP. Hence the hit and killed EHs would no longer be recognised (there would be no blood, fire or explosions) for those units. *edit* A quick point on 'synching' - this is a one-off thing that happens 1) at the start of a mission and 2) if the server updates it's simulation settings via the dialog in-mission. it does not create an additional MP load. everything damage or simulation related is 'synched' - damage from bloodloss, damage from fire etc etc. We've tried to keep MP load down as much as possible - createvehicle is generally not used, and publicvariables have been kept to a minimum.
  13. snYpir

    Ecp released!

    We've fixed the CTD problems, and the synching works (if for some reason ECP is used on the server as well). 1.054 will be up tomorrow. Thanks for all the feedback, and I am sorry that so many servers crashed because of ECP in the last few days. Any ECP computers playing on a non-ECP server will synch amongst themselves. Weather etc will be the same for all ECP computers. Use of the new dev config on client computers: http://www.ofpec.com/editors/ecfg/dev/bin_normal.zip Will fix the server CTD issue. Benu - From 1.054 ECP is both a client-side and server-side mod. Given a large internet MP game, all of the ECP mods present will synch 'simulation settings' (explosion simulation, weather), however people can still set their 'effect settings' local to their computer. In hindsight, whilst 1.043 worked, it was just shite *grin*. Ah, the bugs, the bugs...
  14. snYpir

    Ecp released!

    I assumed that modified .bin files simply weren't allowed on internet servers. What is to stop me from modifying the damage my grenades do in my config.cpp file? I thought that people would play with the ECP on ECP servers, otherwise they would simply not use it. I won't be losing any sleep in the short term. ECP is damn complicated in the SP environment, let alone trying to get it working correctly in MP. Getting it to work without problems in an environment where every client might have a different config is a total nightmare. Saying that, version 1.053 (the fully MP compatible version when using all ECP computers) is undergoing final testing. Once we are happy with it we will release, and then try and work out the cause of this ctd issue when using non-ECP servers. Bear with us plz! *edit* I hope to have the issue fixed by the end of play to day.
  15. snYpir

    Ecp released!

    Is this because people are using different versions? The ECP states 'not recommended for use on internet servers' for just this reason ;) We simply haven't had time to synchronise a number of important variables yet.
  16. snYpir

    Ecp released!

    The 40m grenade saftey fuse is indeed simulated. I think we'll have it set for too long, i'll make it a little shorter in the next release. Unfortunately we will have to make explosion simulation turned off by default in the next release. This is because units that define their own eventhandlers (ie addon units) won't be effected by the ECP grenade system at all. This is a major problem. To turn explosion simulation on you'll either have to use the dialog (which will be properly working in the next version) or edit ECP_Settings.sqs. With regards to weather - all weather settings are defined in the ECP_Island_Settings.sqs file. Most things (including the time of weather change) can be set in there. With the crashes - benu thanks for the testing. All players must have the same version of ECP, and all must have ECP in MP. I am sure those that had earlier versions would have received 'modified config.bin' messages. I am on holiday for christmas and hence the next release has been delayed. Hopefully it will be out today or tomorrow. We've concentrated on making explosions a little less CPU intensive, fixing the dialog and preparing for proper MP implementation (where certain settings will be passed from the server to clients at mission start). Thanks for all the feedback!
  17. snYpir

    Ecp released!

    The DR config at the ECP page in the DR config plugin section is current. The zip is DR007.zip or something like that. Hehe have u ever fired an M203 in real life? The grenades won't explode unless they have been in the air for a period of time. Explosion simulation is a mod that I think most people will hate - it is a little too 'real'. In the next 'limited release' (due the day after tomorrow) explosion simulation will be turned OFF by default. We are discussing a 'merge' with a mod that should provide that sort of thing. Watch this space. Rgr. Done! Thanks for the reports guys. Any comments on other features? Does snow and weather work as it should? Lighthouses? Any other requests? AT backblast?
  18. snYpir

    Ecp released!

    To all our new found BETA testers: [*]Should the new grenade system be enabled or disabled by default? [*]Are explosions too over the top? If so, how so? Note the that the dialog is a demo only, although most of it will work, things like override settings have been quickly implemented. Override settings mean that you can choose your level of effects with two mouse clicks.
  19. snYpir

    Ecp released!

    Rgr, I recommend turning explosions off (in ECP_Settings.sqs) if they are a problem for you (that is what the settings script is there for): ECP_explosion_enable = false We'll be working on making them a little more processor-friendly over the next few days (in time for the next full release). If grenades are not working turn off explosion simulation in ECP_Settings.sqs: ECP_explo_sim_enable = false and the normal grenades will be implemented. Explosion simulation is a *very* experimental concept at this early stage. It works on line of sight from the explosion position to units in range. Was the BAS unit in clear line of sight to the grenade explosion? In real life grenades are not the high-performance killing devices they are in the game. A mere shell scrape will protect from grenade shrapnel, as well small trees. We are trying to simulate this through explosion simulation. We do need feedback on this system, if it is not working then i'll turn it off by default.
  20. snYpir

    Ecp released!

    Ok, 4 days overdue, the release is out This is what we are calling a 'limited release' - I ask that it be kept here within the forum just for a few days so we can iron out any immediate problems people have. We are developing this continuously, hence the late release - that last thing we've done is implement some of GMR's work, except that we've included burning units that run from a exploded vehicle, and flame on burning debris. The down side is that we haven't had a chance to 'normalise' the effects - I think that at the moment we've gone over-the-top a little, especially with explosions. Please let us know what you think. On my P4 2.0 GHz things run fine, but the missions tested have been limited. 'Level-of-detail' is another feature yet to be implemented - in this version explosions will happen regardless of if the player can see them or not. So, in short - bear with us Nothing in this mod is 'final' - we are still BETA and developing new things every day. If you find any problems, please describe them in detail in your reply or email me at morpj97@hn.ozemail.com.au. And as I said, please do not notify news sites about this release just so we can be sure the new system works. Download 1.051 from the ECP page. Note the new html readme file!
  21. snYpir

    Ecp released!

    The next release is close. Hopefully we'll have it out by the weekend. The next release will be entirely different from the current release. We know more about how OFP EHs work now, and many scripts have been rewritten. I've included the change logs for effects and blood below for your perusal. These are changes since the last release. This doesn't include: [*]recent updates to the config for new explosion effects [*]smokeshells and explosive grenades can be switched with the space-bar rather than having to reload (config update) [*]recent changes to our fire and explosion scripts [*]the ECP settings dialog. A demo version of this dialog will be in the next release. In future there are many things we aim to improve, as well as new features. Zayfod, our resident sound guru, is working on a 'top secret' (hehe) <something> enhancement project and this is just the start. Igor Drugov has joined the team as a dialog and effects man, and is already doing good work. If for some reason the full release is delayed beyond this weekend, I still intend to do a 'limited' release here on the forum for all u dudes. cheers!
  22. snYpir

    Ecp released!

    Probaly better to use INQ as a base, and make DR changes to it (all DR changes are commented). Good luck!
  23. snYpir

    Ecp released!

    We don't have the time to merge the two together It would take a few hours I imagine, as there are something like 250 changes in the DR config, and none of the INQ changes are documented. But, if you feel like undertaking the task, the decrypted configs can be downloaded from the ECP development part of the ECP page.
  24. snYpir

    Ecp released!

    Oops I got ahead of myself. That was the latest version I've update that same link (at http://www.ofpec.com/editors/ecfg/#3) with a version that *should* work without errors. Please reply if this is not the case. Cheers!
  25. snYpir

    Ecp released!

    This is a known bug that happens when you play with a decryted config.bin file. Are you using the INQ version? If you are, download the recently encrypted .bin version from the ECP page (i just updated it so it will work with all units now). http://www.ofpec.com/editors/ecfg/#3 Not yet. All in good time. The JAM download on the ECP page is not a new config. It is simply JAM slightly modified so that the units defined within it work with the ECP. Thursday for sure. All good suggestions, but we are faced with alot to do and not much time to do it. The priority is getting the basic effects structure working (which will be finished by the next release on Thursday). Beyond that it will be a case of determining what needs to be implemented to fix various issues with the existing config.
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