su13zer0
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Vehicles jumping/bouncing/vibrating in multiplayer
su13zer0 replied to su13zer0's topic in TROUBLESHOOTING
Ah well..I guess improved uniforms and guns models are good enough thus far. Thx for posting. Anyone got a good link or file name for realistic sounds? -
Pappy, could you take a look at my thread? http://www.flashpoint1985.com/cgi-bin....1;top
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Vehicles jumping/bouncing/vibrating in multiplayer
su13zer0 replied to su13zer0's topic in TROUBLESHOOTING
When the t72 or t80 spawns in the game, it is 1 or 2 feet above the ground. Â And it stays that way throughout the game. Maybe that's what the problem is? Â Anyone know how i can change this? -
Vehicles jumping/bouncing/vibrating in multiplayer
su13zer0 replied to su13zer0's topic in TROUBLESHOOTING
I have 1.96. I play CTI alot. For example, I use SIG's t72 and t80 models/textures for east tanks (SIG_72B.pbo the 2 I use). They almost always shake/bounce/jump/vibrate. It's really annoying. Like I said before, it's only other people's vehicles, not mine. It is not lag. I also use CBT's M2A2 model/textues and it does NOT have any problems (CBT_Brad.pbo). OK so...I use texturep3d and find out what textures the model uses. Take only those, fix any directory entries if needed, then use MakePBO. Change my super config entries to point to the pbo file and all works fine in singleplayer. All I'm doing is telling OFP to use this model instead of the standard one right? Why should there be any problems in multiplayer? Again, the pbo's I use have only the p3d file and textures, nothing else. The M2A2 model is a little different i suppose. The M2A2.pbo has the config.bin file changed to point to CBT_Brad.pbo. -
Vehicles jumping/bouncing/vibrating in multiplayer
su13zer0 replied to su13zer0's topic in TROUBLESHOOTING
Suspicious? What wrong with changing the textures to make the game look better? Your implying that all addons are suspicious becasue that's what addons do - change textures. And, no, my problem isn't becasue of lag... -
What would make this happen? I have addons that replace original vehicles. Only the vehicles that I replaced with addons are effected. Only happens in multiplayer, singleplayer is fine. My addons do not have config.bin files in pbo's. Only textures are changed via addons through a super config.bin file. Plz help.
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Hmm..I got the same error, but -nomap solved it.
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Your error is occuring because you are leaving out a quote or semi-colon somewhere. Just read your config file carefully.
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Your problem is that your a Kerry/Edwards supporter and your computer disagrees with you. Seriously though, try out the ATI Doom3 beta drivers. Set everything to max and put your viewdistance to 1200. I get 6000 on the preferences benchmark. I really don't think there is a difference between the other cat's.
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Pappy, What pbo file are you using for the M249 sight?
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Pappy, what does it mean when it says modified config data - cfg/CfgWorlds/Defaultworld/Subdivision? I compare that area of my config.cpp to the original ofp config.cpp file and they are the same.
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Pappy, I was wondering how you unbinarize the original config.bin that comes with the resistence expansion pack? When I do it with Unpbo1.3, some of the data is messed up and MakePBO will have errors.
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But what about the Bradley MP Error though, Pappy?
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Thx for your replies. Have another question though. How would I tweak the Bradley addon to be compatible with multiplayer maps? That is, to make it act like the original M2A2. I get the Bradley MP error i've seen in other posts. Can anyone make a config that just replaces everything without the unessessary things? Cause some of the fancy things included in alot of the addons are useless and will probably never be implemented by 90% of the people using them. Im mean it's cool and all, but compatiblity is the key for this mod to have any prolonged use.
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You sure that gets rid of everything ECP? What if I comment out all the ECP_Effects entries in the config.cpp file and cpptobin it? Or is that a bad idea.