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Thunderbird

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Everything posted by Thunderbird

  1. Thunderbird

    FFUR-SLX 2007 2.0

    FFUR packs are aimed to be used in an english version of OFP. Sorry, but the lack of translation support has not allowed us to translate the menu actions, loadouts... etc in other languages. You have to live with that, unless you would carry out the translations yourself in the config.cpp/stingtable.csv regards, TB
  2. Thunderbird

    FFUR-SLX 2007 2.0

    Cheers for the nice words, glad you appreciate it. JdB, Pancho and NoRailgunner: Thanks for bug reports, copied & pasted' em in my Log files for the incoming patch. The US SF model available in the new FFUR pack has been extracted from HYK 2.05, as far as I remember, I will check it out and will make the necessary changes if needed. regards, TB
  3. Thunderbird

    ArmA 2

    In retrospect, despite my respect and admiration for BIS work and achievements, I must admit that they failed in some way to comply with what made OFP so successful in the past. In my judgement, they should have never released ArmA, or at least, only once some 'requirements' are accomplished. I hope the competition between both firms would end up with a new 'feeling' in terms of Infantry-Simulators, since OFP's getting a bit old and ArmA still does not deserve the title. regards, TB
  4. Thunderbird

    FFUR-SLX 2007 2.0

    Thanks for the kind words old friend, maybe time comes to switch to ArmA for further projects, heh. -First Post Updated. regards, TB
  5. Thunderbird

    PLA/VME 3.0 RELEASED

    Chinese characters seem to cause troubles, The best way to download the mod is to get it directly from here Link Check out yhk1985's post. regards, TB
  6. Thunderbird

    FFUR-SLX 2007 2.0

    Thanks for the kind words! Thank you very much deadeye, that's very kind. My apologies for this little forgotten issue, Here is a hotfix which should figure it out: (Now you can simply run the Launcher included in the mod. Hotfix 2.01 As stated in the previous thread, the Tunguska has been taken out because of compatibility issues between SLX/FFUR scripts with the original ones. I'm sorry but I have no idea what is causing that, Fortunately this is barely noticeable. Even being minor, thanks for reporting it. Heh, you are the welcome. regards, TB
  7. Thunderbird

    FFUR-SLX 2007 2.0

    Thanks for the kind words, there would be mirrors quite soon, your support would be greatly appreciated as well. :] Here's a second mirror, kudos to Marcin from ofp.bmj.pl Mirror regards, TB
  8. Thunderbird

    PLA/VME 3.0 RELEASED

    Download Password: code: ILovePLA regards, TB
  9. Thunderbird

    Another "FRIENDLY" fire incident

    French troops have been requested by the ivorian president Gbagbo to support his troops against rebels, in order to stop hostilities and establish peace. It wasn't an invasion 'A la US' in Iraq. This sounds more like 'a matter of opinion' than a 'common argue'. This question raises a lot of issues that would take a long time to fully explore. But I think it's slightly getting away from the thread's subject. regards, TB
  10. Thunderbird

    FFUR/SLX 2007

    <span style='color:blue'><span style='font-size:13pt;line-height:100%'>INTRODUCTION :</span></span> The SLX MOD created by Solus has proven to be one of the largest, most featured, and most successful Mod's ever created for Operation Flashpoint. Solus'SLX mod focused on regrouping, compiling and polishing high- quality community- made scripts with the spirit of making a very realistic challenge in terms of game- play and combat effects. By popular demand, we have combined the modern units and effects in FFUR 2007, with the even more special effects and enhancements seen in the SLX mod (1.093). We hope to provide a new feeling and deeper immersion to OFP' s Game- play. With the permission and support of Solus, the combined mod features almost every change, improvement and enhancement, of the 2 mod' s. All default Bohemia Interactive Studios units have been replaced with high- quality models set in the time period in and around 2007. Although I'm seriously lacking time, I have been working hard on connecting and making compatible SLX/FFUR scripts, animations and values trying to include almost all of SLX features without breaking BIS default missions and story- lines, the Beta testers exerted a huge amount of effort in making this possible. I just would like to let you know that, simultaneously running both mods by using the old classical way to run two mods would have never been properly playable because several of SLX/FFUR features were disabled. In terms of gameplay stability, immersion feeling and realism, this is probably the most well-advanced FFUR pack carried out thus far, due to the experience gained from the previous releases, every day we have been editing OFP's engine has been interesting, rich and stimulating. Concerning the multiplayer side of the MOD, unfortunately no tests have been done because of the lack of time, but logically, the MOD should work on dedicated servers, but with no guarantee from our side, though. The successful merger of both mods would have never been possible without Solus' support. Please join me in thanking him for his efforts to make this mod possible. We hope you will enjoy this new "FFUR 2007/SLX" Mod. <span style='color:blue'><span style='font-size:13pt;line-height:100%'>DESCRIPTION :</span></span> AI MASSIVE CHANGES AND ENHANCEMENTS: [*]AI routines roughly follow Sun Tzu's "The Art of War." Calculations measuring strength: Morale (strength, skill of leaders, backup, etc), Weather(bad weather affects things, like aircraft and munitions), Terrain (higher altitude versus enemy = tactical advantage) and Skill (of leaders, units). [*]Squads scan through all other squads to collect information about known friendly and enemy forces and they pass information about enemy squads to each other. [*]Groups shout out relevant commands while performing most actions and maneuvers. [*]The strength of a squad is based on the number of armed units, type of vehicles, skill of units, skill of leader, and strength of nearby squads. [*]Infantry squads rush weaker enemies using bounding over- watch. Squads split up into teams and try to stay in a small group when they are rushing while the other teams are laying down. By rushing in a team it's more likely that one of them will get a shot off when they run into an enemy, where as if they were alone they could be picked off one by one. [*]Squads take cover when over- matched. [*]As an US squad leader or RTO, you can call for “AIR Supportâ€, heavy bombers (A10 or F16 CAS) drop M- 82 bombs on the position you set on the map. [*]Squad radios for communications. Default radio is SINCGARS (Single Channel Ground and Air Radio System), each side can be set up to have their own type of radio but only the SINCGARS is included as default for all sides, some modern Russian man- pack radios may look similar to the SINCGARS though. [*]Suppressive fire on squads. Rate of fire is determined from any known enemy, so two rifle squads could suppress if they are all firing. A unit can suppress by quickly firing a weapon at an enemy squad. ------------------------------------------------------------ VISUAL EFFECTS: [*]Working smoke concealment. Smoke can not be seen through by AI's but can be walked and shot through. [*]Munition effects. Firing munitions creates effects such as smoke around the barrel, muzzle, and ejection port, a faint vapour trail along the munition's trajectory, tracers, munitions are affected by wind, hit effects with debris and dust, and ricochets. Smoke grenades create actual concealment, it takes a few seconds for the AI' s to lose track of you if you're already in their sights, and don't shoot while depending on concealment or the AI's will fire at you. If the AI' s are not targeting you then they will never see you if you stay behind the smoke. The smoke screen is affected by the wind, so if the wind changes the screen will move with it. Smoke is hazardous to breathe in for too long, and being in a confined space with smoke can be deadly. Firing a lot of tracers or explosives can set things on fire. Grass can be set on fire with machine gun tracers. Fire flows downwind, so you can plan for where it might go, but beware a change in wind direction sending the fire somewhere else. Uncontroled fires can cause widespread destruction. Launched grenades are not armed until they reach a safe distance of 14 to 27 meters, but unarmed grenades can still ricochet and hurt things that they hit. If you are using a weapon with good optics and the conditions are right you can see the "trace," or vapor trail, of the shot even if it's not a tracer round. You can use the trace to make corrections to your aim. [*]Vehicle damage. When a vehicle is damaged an effect will happen relevant to the amount and position of the damage. Vehicle damage effects include munitions malfunctions, fuel leaks, fire, tire blowouts, broken glass, main rotor damage, tail rotor failure, and temporary engine failure. For example, if a helicopter gets hit in the tail rotor causing too much damage it will fail and start to go down. If a vehicle is hit in the engine, fuel tank, or body, it has a chance of starting a fuel leak. If a vehicle is leaking fuel it is vulnerable to catching on fire if it gets damaged again. The extent of the fire is based on the amount of damage the vehicle has, starting out as a small fire and eventually consuming the entire vehicle, then burning back down before extinguishing. The fire does damage to the vehicle and nearby things, ammunition cooks off while burning, and sometimes nearby things get set on fire. Fire can be put out by repairing the vehicle, submerging it in water, going over 400 kph, or if the fire is small enough you can try using the "put out fire" action (which has a somewhat random chance of working) until the fire goes out. People disembarking from a burning vehicle have a chance of catching fire proportional to the damage of the vehicle. They can put the fire out by getting healed or by keeping moving. People on fire will automatically crawl forward prone to keep moving, you can also try rolling on the ground to put the fire out if you are using a rolling mod such as DMA' s. Helicopters with main rotor damage become more unstable the more damaged they are, eventually tearing themselves apart and crashing if they are too damaged. When a helicopter with main rotor damage crashes it throws up lots of dirt and dust as the blades are smashed apart on the ground. [*]AI' s do not eject from damaged helicopters while in the air to increase AI survivability. [*]Realistic blood effect that appears every time you shoot at a human, even if the body is dead. [*]The explosion effects follow the basic descriptions of an explosion written in "U.S. Army Field Manual 3- 50 Smoke Operations | Appendix G : Munition- Produced Dust"(http://www.globalsecurity.org/military/library/policy/army/fm/3- 50/Appg.htm), the dust/fire ball, the dust skirt, the rising column of smoke, and some small lingering smoke. They are also based on videos of explosions of laser guided bombs, explosive ordinance disposal, hand grenades, aerial rockets and missiles, and improvised explosive devices. The fireball is usually very brief being usually a bright flash then mostly dust, but sometimes has a lot of fire. The dust skirt comes quickly after the dust/fire ball, it lingers for a while after the explosion before disipating. For larger explosions it spreads out over a large area but for smaller explosions it is just a single cloud and looks fairly good for the low fast appearing smoke from hand grenades. The smoke column rises after the explosion and dust skirt and drifts away in the wind, it is usually light grey and sometimes darker. Then a thin low smoke lingers near the crater. [*]The unguided rocket smoke is based on a videos of helicopters firing rockets, it starts off dark black and then thins out turning grey. [*]The guided missile smoke is based on pictures and videos of TOW missiles firing, a thin grey smoke that can be seen through, especially since some missiles are gunner controlled [*]The water hit effect is based on videos and pictures of bullets hitting water, a thin plume of water. ------------------------------------------------------------ SLX DISABLED EFFECTS AND FEATURES: [*]Disabled wound effects because they are not well optimized, when the AI drags and heals a wounded enemy, a few seconds later the AI kills him after healing him, which makes no sense at all. [*]Disabled the surrendering feature in the aim to avoid breaking BIS missions. [*]Disabled Melee features because they were not that necessary in-game, moreover only special troops do focuse on their use. [*]Disabled APCs and Tanks deploying smoke walls feature in order to considerably increase the frame-rate level during huge firefights. [*]Disabled the Main Commander's MG feature because when changing the ammunition type you are using, this feature tend to block the gunner's cannon during a couple of seconds, which might cause some annoying issues, plus the commander's MG uses the gunner's Muzzle Flashes. [*]Disabled the Garrison script because OFP' s engine isn't that optimized for 'Inside- Building' combats, the AI tends to act in a weird way. ------------------------------------------------------------ MODEL CHANGES: [*]The models used in this conversion are high quality made Add-Ons by OFP' s community, including FFUR, these changes are intended to bring OFP to a new era, in terms of visual quality. - US SIDE - US Soldiers : FacePlant ACU Troops - US Special Forces : FacePlant ACU Special Forces - US pilots : FFUR/Laser Army Pilots - M16 : SJB M16A4 - HK : SJB M4 SD ACOG - STEYR AUG : Win$e F- 88 - G3 : NorFor G- 3 - G- 36 : B3liar G- 36 - M4 : SJB M4 AIMPOINT - M16M203 : SJB M16A2M203 - M60 : BOH M249 - M21 : SJB Woodland M24 - Stinger : CSLA Stinger - Law : Laser AT4 (M136 : US Version) - Carl Gustav : Earl & Such Javelin - BERETTA : SJB BERETTA M9 - GLOCK 17 : SJB GLOCK 18 - Satchel : C4 - Mines : SPETSNATZ Mod US Mines - Hand- grenade : US M67 - M113 : CBT M113A3 - M1A1 : KH/InQ M1A2 - M60A1 : Sigma M1A1 - M2A2 : CBT M2A2A3 - M163 : INQ M163 - M998 : CBT M1098 - Trucks 5T Support/Fuel/ammunitions : CBT HEMMTS - Trucks 5T Transport soldiers : [iEF] Mp 5T Trucks - Jeep : CBT HMMWV Open - Jeep- MG : CBT HMMWV Open with M2 - HMMWV : HMMWV troops - Ah- 1 : Franze AH- 64A - Ah- 64 : Franze AH- 64D - UH- 60 (mg/ffar) : CSLA UH- 60 (s) - OH58 : Franze Kiowa - A- 10 LGB : Diesel A- 10 - Added SJB M82 BARETT - Added SJB M240 - Added SJB M1911 - Added SJB P228 - Added Footmunch F- 16 (CAS) - RUSSIAN SIDE - Ru Soldiers : RHS Russian Motorized Infantry - Ru SPETSNATZ : RHS GRU SPETSNATZ Units - Ru Pilots : OW Russian pilots - Ak74 : RHS AK74M - AK74GP15 : RHS AK74GP25 - Ak74su : CSLA AK- 74u - PK : CSLA PK - SVD : CSLA SVD - RPG : ORCS RPG- 7V - AT- 4 : ORCS RPG- 29 - M2 : VIT NSV - TOKAREV : ORCS MAKAROV - BIZON : ORCS VSS VINTOREZ - Mines : SPETSNATZ Mod Russian Mines - Hand- grenade : Ru RGO - BMP- 1 : CSLA BMP- 2 - BMP- 2 : Akm74 BMP- 3 - BRDM : Akm74 BTR- 80 - T- 72 : RHS T- 80UM - T- 80 : Timmamas/ORCS T- 90 - Ural Transport soldiers : SPETSNATZ Mod Ural - UAZ : Python art's studio UAZ - Support Urals : SPETSNATZ Mod Support Urals (Repair , ammo and fuel) - Mi- 17 : OWP Mi- 17 - Mi- 24 : RHS Mi- 24 - V- 80 : Evgeni KA- 52 - SU- 25 : TomiD SU- 39 - Added RHS OSV- 96 - Added ORCS GSH- 18 - Added RHS MAKAROV PM - Added SPETSNATZ Mod SU- 27 Flanker - RESISTANCE SIDE - Re Soldiers : Williec Resistance soldiers - AK47 : RHS AKM - AK47GP15 : RHS AKMGP25 - PK : ORCS PK - RPG : ORCS RPG- 7 - BMP- 1 : CSLA Camo BMP- 1 - UAZ : CSLA GAZ- 169 - Truck : CSLA FIA Truck - Added Soldier with G3 - Added Soldier with FAL - Added Res NSV - CIVILIAN SIDE - Cars : Vilas/Sigma Cars ------------------------------------------------------------ GAMEPLAY IMPROVEMENTS: [*]Higher AI rates of fire at longer ranges, higher man class armor for more wounding while still being easily killed, smaller grenades for more capacity, many changes to missiles to make them work with manual control smoke, vehicles don't deform when they are destroyed, spent casings stay around, less accurate aiming precision, no radar on tanks or APCs, ammo counter removed (only number of magazines or last bullets shown), and many more all listed in the config.cpp. [*]New realistic sounds for all weapons , vehicles, aircrafts and explosions. [*]New Music based on patriotic music samples and war movie samples. [*]New Animations for all soldiers. Based on the so popular DMA NEXTGEN animations. [*]Standing and Crouching lean actions implemented, together with rolling while prone. [*]Added the ability to mount scopes on firearms as long as they comply with the soldier's ability and Speciality. [*]Incorporated the ability of swimming with the appropriate animations and this goes to all troops [This exclusively goes to the Player]. [*]Wilco 's Armed Assault Radio ending instead of Bohemia Interactive Studio's one. [*]Increased the number of groups in the groups selection menu based on real life combat sections. [*]New custom GUI for the main screen. [*]New Mission editor interface. [*]New Briefing book. [*]New Pictures for all weapons. [*]New Information available for all weapons based on FAS.org data. [*]New Compass and New Map Design. ------------------------------------------------------------ REALISM ENHANCEMENTS: [*]Realism Loadout, gear ammunition values and recoils, that fit in an authentic way with real life. (Thanks to the WGL MOD) - US Side - Anti- Air Specialist - M16A4/Stinger - Anti- Armor Rifleman - M4A1 AIMPOINT/M136 AT4 - Anti- Armor Specialist - M4A1 AIMPOINT/Javelin - Armored Crew - M4A1 - Combat Pilot - M9 - Helicopter Pilot - M9 - Engineer - M4A1 AIMPOINT/Mines - Grenadier - M4A1/M203 - Grenadier - MM- 1 - Laser Specialist - M4SD ACOG/SOFLAM - Machine Gunner - M240B - Rifleman - M4A1 - Rifleman - M4A1 Scope - Sniper - M24 - Sniper - M82 - Special Forces (Day) - M4A1 Scope - Special Forces (Day) - M4A1SD ACOG/P228 - Special Forces (Night) - M4A1SD ACOG/GLOCK- 17S - Special Forces (Night) - MP5SD/GLOCK- 17S - Squad Automatic Rifleman - M249 - Squad Leader (Night) - M4A1/Flares - Squad Leader - M4A1 Reflex/M1911 - M113A3 - HB M2 - M2A2 - Bushmaster (HE - AP)/ M240/ M220 TOW - M1A1 - Sabot/MPAT/ HB M2/ M240 Coax - M1A2 - Sabot/MPAT/ HB M2/ M240 Coax - M163 - Vulcan Cannon - Truck 5T (covered & open) - Light firearms magazines & grenades - HEMMT (Repair) - HEMMT (Fuel) - HEMMT (Ammo) - HMMWV - M2HB - HMMWV (Open - troops) - HMMWV (Covered - troops) - UH- 60 (FFAR) - 38mm Rockets - UH- 60 (MG) - HB M2 - CH- 47 - OH- 58 - Laser Designator/ 38mm Rockets - AH- 64D - M230/ AGM- 114L Hellfire Missiles/ Stingers/ M229 70mm Rockets - A- 10 - GAU- 8/ AGM- 65 Maverick Missiles/ Hydra- 70 HE Rockets/ AIM- 9 - Sidewinder Missiles/ MK- 82 Bombs - F- 16 - M61 Vulcan/ AGM- 65 Maverick Missiles/ AIM- 9 Sidewinder Missiles/ MK- 82 - RUSSIAN SIDE - Anti- Air Specialist - AK- 74su/STRELA - Anti- Armor Rifleman - AK- 74su/RPG- 7v - Anti- Armor Specialist - AK- 74su/RPG- 29 - Armored Crew - AK- 74su - Engineer - AK- 74m/Mines - Fighter Pilot - APS - Helicopter Pilot - APS - Rifleman - AK- 74m - Sniper - SVD - Sniper - V- 94 - SPETSNATZ Operator - AK- 74/PSO- 1 - SPETSNATZ Operator – VSS VINTOREZ - Squad Automatic Rifleman - PK - Squad Leader - AK- 74m/PM - Squad Leader - AK- 74m/Flares - BMP- 2 - 30mm (HE - AP)/ PKT/ AT- 5 SPRANDEL Missiles - BMP- 3 - 2A70/ 2A42 (HE - AP)/ PKT/ 9M117 Missiles - BTR- 80 - KVPT/ PKT - T- 80UM - 3BM42M/3BK29M/3OF26/ PKT/ NSV - T- 90 - 3BM42M/3BK29M/3OF26/ PKT/ NSV - Ural - Light firearms magazines & grenades - Ural (Repair) - Ural (Fuel) - Ural (Ammo) - UAZ - Mi- 17 - 57x192 Rockets/ PKT - Mi- 24 - YAKB/ AT- 6 Missiles/ 80mm Rockets - KA- 52 - 2A42 (HE - AP)/ VIKHR Missiles/ IGLA Missiles/ 80mm Rockets - SU- 39 - H29T Missiles/ R- 60 Missiles/ 57x64 Rockets/ GSH- 30 - SU- 27 - R- 27 Missiles/ GSH- 30 - RESISTANCE SIDE - Anti- Air Specialist - AK- 47/STRELA - Anti- Armor Soldier - AK- 47/RPG- 7v - Anti- Armor Specialist - AK- 47/RPG- 29 - Armored Crew - AK- 47 - Grenadier - AKM/GP15 - Machine Gunner - PK - Medic - AK- 47 - Officer - AK- 47 - Officer (night) - AK- 47/Flares - Officer - FN FAL/CZ- 75 - Pilot - AK- 47 - Sniper - Remington - Sniper - SVD - Soldier - BENELLI - Soldier - FN FAL - Soldier - G3 - Soldier - SA- 58 - BMP- 1 - Sabot/Heat/ PKT/ AT- 3 Missiles - T- 80UM - 3BM42M/3BK29M/3OF26/ PKT/ NSV - T- 90 - 3BM42M/3BK29M/3OF26/ PKT/ NSV - PV3S (Covered) - Light firearms magazines & grenades - PV3S (Repair) - PV3S (Fuel) - PV3S (Ammo) ------------------------------------------------------------ GENERAL IMPROVEMENTS: [*]This MOD doesn't need to be used with the SLX Mod anymore because this new FFUR release implements several almost all of SLX features, however, some of them haven't been included to avoid getting some compatibility and stability issues, as it has been mentioned above. [*]All Add-ons have been decompressed to further reduce lag and increase Frame-rates. [*]Only the required P3D models and textures have been retained for this pack. [*]2 Configs are available in the ffsx2007 folder : A multi-player config which does not include the “air support†feature to avoid an abusive use on-line, and a another single-player config, which does include a health bar that shows the soldier's status. As you can see HERE. ------------------------------------------------------------ SYSTEM REQUIREMENTS: To play the FFUR/SLX 2007 Pack flawlessly, we recommend the following: - Windows XP - 2,0 GHZ Pentium 4 or ATHLON XP - 512 MB DDR RAM - 1,5 GB Hard Disk Space (per pack) - For those wishing to use the Extra Effects Pack and High Resolution Islands:Fifth Generation Graphics Card (EG. GEFORCE 5 Series or RADEON 9 series). ------------------------------------------------------------ INSTALLATION: The installation is very easy, but if you still have difficulty then here is a guide: At first make sure you installed correctly the patch 1.96 from BIS then simply run the executable from the location you saved it and follow the instructions. When the installer starts, you will be told to select the location for the install. This should be correct without you changing anything, but in a small number of cases this is wrong. Depending on the version you bought of Operation Flashpoint : Cold War Crisis And that's about it! The files will begin to install and soon you will be playing FFUR/SLX Modern Crisis. ------------------------------------------------------------ RECOMMENDATIONS: [*]Make sure to run the MOD with a clean version of Operation Flashpoint Resistance. [*]Some extra-addons wouldn't work that well with the MOD (Keg's editor...), this is due to the amount of changes brought to the MOD and we are not responsible about that. [*]Please, read the instructions to avoid getting problems, we spent a lot of time in carrying them out, a few minutes spent reading' em would avoid making installation's mistakes. [*]The MOD already provides a ".exe" file, you do not need to make a new one to play it. [*]Make sure to close all programs running in the background to run the MOD flawlessly, and to make it much more appealing. ------------------------------------------------------------ SCREENSHOTS: Shot - 1 Shot - 2 Shot - 3 Shot - 4 Shot - 5 Shot - 6 Shot - 7 Shot - 8 Thanks to Parvus. ------------------------------------------------------------ DOWNLOAD: FFUR/SLX 2007 1.0[488 MB] Mirror 1 - GOL Clan FFUR/SLX 2007 1.2 Extra Pack (Needed)[10 MB] Mirror 1 - GOL Clan More mirrors would be available soon. Another Extra pack (version 2.0) is currently under developement by SamotH, it would feature a lot of changes, including high quality faces intended to replace BIS ones. ---------------- SUGGESTED EXTERNAL PACKS to run with FFUR 2007/SLX -Kegety's Dxdll: Enhances the graphics within the game through use of post-processing and by forcing trilinear filtering (because of this you'll need a GeForce 5 Series or above, or a Radeon 9 Series). [According to OFP2Files] -Mr. Burns AEC Islands selection: An amazing islands selection carried out by Mr. Burn from OFPC in order to replace BIS islands by the best islands carried out thus far, this replaces standard BIS files, so be sure to back them up (ones within /worlds and /dta, mainly). -InQuisitor Desert Island: A great desert island intended to replace BIS one, this desert island uses Resistance high quality textures. ------------------------------------------------------------ <span style='color:blue'><span style='font-size:13pt;line-height:100%'>CREDITS :</span></span> FFUR CORE TEAM: <span style='color:red'>Reven</span> Website Design/Hosting/Distribution/Readmes/Installers <span style='color:red'>Tomislav</span> Lead Beta Testing (Former member) <span style='color:red'>Benus</span> Ironsights designer <span style='color:red'>zGuba</span> Second Coder and Music Manager <span style='color:red'>Parvus</span> Publicity Manager and Photoshop Artist <span style='color:red'>Thunderbird84</span> (Team Leader) Main Coding/Script Writing/MOD Design COMMUNITY: - FlashFx Mod/Nemesis6 for their basic scripts - CSLA Mod for their outstanding helicopter models - CameronMCDonald for allowing us to use his amazing FacePlant ACU troops - Codeblue Mod for their permission to edit their US soldiers entirely - RHS Mod for their outstanding armored,infantry and weapons addons - ORCS Mod for their nice models - DKM Mod for their armored units - OWP Mod for their great helicopters and pilots - UKF Mod for their soldiers models used in the FFUR Euro - BOH Mod & Hyakushi for all of the nice work they provided thus far - INV44 Mod for their permission to use and edit their unique tracers scripts, and for basing our GUI on theirs. - VME Mod for their support with a couple of scripts - NorFor Mod for their support - AKM74 Mod for his nice armored vehicles - SJB Mod & Jackal for his kickass weapons - Swedish Forces Mod (SFP) for their models used in FFUR Euro - ECP Mod for their support - WGL Mod for their realistic ammunition values - Y2K3 Mod for their support - FDF Mod for their support - BW Mod for their great addons used in the FFUR Euro - Turkish Union Mod for their support - TheSun and his Team for allowing us to use his unique UAZ models. - Kylesarnik for his great grenades pack, which features a bunch of nice effects. - DMA Mod & Sanctuary for their nice work and their great support - EECP Mod for their support - REM Mod for their support - Franze for his nice helicopter models and his usual support - Ingram for the nice screenshots - King Homer for his great tank models and his support - Oyman for his nice A10 - Laser for the great human models he’s done so far - Colorchanger for his nice airplane used in the FFUR Euro - Williec for his nice rebel models - iakr for his nice car - WWIII Mod for their lovely RPK-47 - Llauma for his popular sky pack - B3Liar for his G36 pack - Inquisitor for his tanks - AfrographX for his nice Ch-47 - Python Art Studios for their amazing Ak-74su and Stingers models - Combat Mod for the great collection of armored vehicles - BlackBlood for the nice british models used in the FFUR Euro - Fishkopp for his nice pilots and Humvees - Sigma for his old and still so good tank models Huge thanks to FFUR partners for their great efforts towards us: - Solus for his amazing support towards the FFUR MOD and towards the new MOD' s pack. - Shadow Nx for providing us several of his great models based on RHS outstanding models. - Jackal for providing us several of his ‘incoming’ weapons from his popular SJB - Sanctuary for his kindness and usual support - SamotH for his great sky pack especially done for FFUR - Franze for his support and help - Kenwort for the amazing promo movie he has done - Tovarish for the executable - Imshi-yallah for his support in fixing some english text - Thruyersternum for his support in fixing some scripts - Nubbin77 for his support in carrying out english fixes - Marco.A.Aguilar1 for his nice song used in the first cutscene - Mr.Zig for his support - Wilco for his support and kindness - Raptor (OFPC) for his usual support by mirroring almost all of ours packs - Recon Tom (Coop Center) for hosting the final releases and his great help for hosting the main mirrors. - OPEC Team for having hosted several of ours packs. - OFP.info (News posters) for their kindness and support - King Homer for the intensive beta tests he carried out and his usual support Thanks to the BETA-TESTERS, the MOD has been accomplished and the biggest thank you has to go to all of them: - CameronMCdonald - Ch_123 - CanadianTerror - Ingram. - GOL clan and especially to Lt.Chris for the MP tests, - battle hampster - william1 - triumph - V.P. - SamotH - froggyluv - GOL clan - Blazin And to all others who wanted to help us. - Thanks to all the other great addon makers. Thank you for all for your hard work and enthusiasm in keeping the OFP community alive and kicking! - Special thanks to all the military guys who do this stuff for real and graciously took the time to advise us. - A lot of the used addons are the properties of their original authors. If you want to use them then ask the authors directly, not the FFUR members, - All credits are supposed to be correctly done, in the other case, please let me know about it. Thank you all for your interest, continued support and unique dedication! without you, the MOD would never have been that far! :] Sincerely, yours, TB
  11. Thunderbird

    FFUR/SLX 2007

    I'm afraid this comes a bit late since the final pack is completely finished, including the installer. You are the welcome. :] You have to be standing up when you select the rocket launcher to avoid auto-proning. This has been fixed by the removal of the addon due to some compatibility issues between the original scripts and FFUR - SLX ones. Anyways, your support, help, and dedication have been really appreciated and I sincerely hope we would get the same support for our upcoming projects for ArmA. This thread will be locked because there might be a new one quite soon. :] regards, TB
  12. Thunderbird

    19k Total Immersion Pack

    Excluding the permissions issue, the addons selection is well chosen, the mod is pretty well done, very stable and the scripts compilation is well established. That's really a nice start, keep up the nice work, indeed. regards, TB
  13. Thunderbird

    Another "FRIENDLY" fire incident

    In my judgement, civilians have the necessary hindsight to judge such situations, much better than 'militaries' do. Militaries are trained to be proficient in their tasks, it doesn't matter of the nature of their 'speciality' or 'the army they belong to'. Militaries are so involved in the mission they are assigned to that they are unable to 'properly/neutraly' judge a situation. The only and the best way to avoid friendly fire incidents, especially in situations implying 'non-state opponents' like Al Qaeda, Hamas and Hezbollah is to simply take the necessary time to clarify the situation in order to take the right decision, or at least the decision you would not regret taking. regards, TB
  14. Thunderbird

    FFUR/SLX 2007

    This issue is no longer available because I replaced Llauma heads/faces by BIS ones for the US troops models. Thanks for the tip sanctuary, I guess you spent a lot of time to get that working so properly, I would have liked to do the same for FFUR but I'm 100% sure a huge amount of people would be complaining about the uncompatibility of 'Extra-Infantry/Human-Addons' with FFUR. Moreover, the Mod is nearing completion and such changes would involve more time and efforts, thus delaying the release as you stated. Works so far good here, maybe you better should use it on the road. ;] I'm afraid I wouldn't be able to satisfy tastes of everyone, since such changes require 'some serious efforts' even if they sound 'so' easy to do. 2.05 (Last one) A 'google view'? I guess you have never put 'goggles' because those I used provided the same field of view than without 'goggles', of course, as long as you keep them clean. Thank you all for your kind words and support! once again, special thanks to all beta-testers who offered us their support. Because thanks to them, the mod's getting better every day. :] regards, TB
  15. Thunderbird

    FFUR/SLX 2007

    Thanks, any kind of support intended to improve the mod would be greatly appreciated. It depends on time. Llauma faces and heads aren't good to be used with 'total conversion mods' due to the following reasons (According to our beta testers): - Llauma Facial Head Script Cause Serious Lag In-Game. - Faces Change During Gameplay, Causing More Lag. - Breaks BIS Missions, Character Faces Do Not Appear. Thanks for the kind words and suggestions but please keep in mind that 'suggestions' require time, research, deep work, tests and retests to make sure everything properly work, so it might seriously delay the release. regards, TB
  16. Thunderbird

    FFUR/SLX 2007

    Informations about the incoming release: - The upcoming pack is envisaged to be our last release for Operation Flashpoint, and we are currently exerting huge efforts in order to make sure we will reach our objectives by taking out all of the bugs that our Beta-Testers are finding. Since, the incoming pack will be using all of SLX features, some 'Old systems' will not be able to run it flawlessly because of the amount of scripts and high quality models, but I will include a 'special light config' intended for this purpose. The AI will be dynamic, which means that some missions would not be similar to what you have seen thus far with OFP vanilla, but don't worry, if you see enemy troops retreating, then simply hunt them and take them out. In some situations, enemy troops will take decisions to attack your base and if they have 'available communication systems' [sINCGARS or R109] radios, they will regroup and reinforce to hit you hard. Combat will last longer, the enemy will use tactical heavy suppressive fire on your position to force you to get your heads down, all efforts we involved during the last 2 years in terms of, realism [ballistics, Gear, Loadouts, Camouflage, Model Replacements...], Gameplay [sounds, Effects, Music, GUI...] alongside SLX features will increase the immersion feeling and the atmosphere. Excluding the previous informations about the incoming FFSX 2007 version which have been lastly posted, here is the rest of key bug fixes and little enhancements: _new: Material values enhanced in a realistic and better looking way. _new: Sounds updated and improved once again. _fixed: M113 Engine Sound Is A Little Strange. _fixed: No FFUR Effects On M6 Linebacker Missiles. _fixed: No Tracers On The Vulcan Cannon. _fixed: US Sniper white Lods. _fixed: US Mortar Soldier Armed With M4, Reloads Mortar weapon switches to M16A4 Aimpoint And Weapon Is Placed About 1 Foot Behind The Hands. _fixed: M16A4 Has Incorrect Mode Name - M4, Also Mag Name Is Wrong. FIX: Use Double Name Like M16/M4 Mag or 5.56 M4/M16 mag. _fixed: M4A1 Acog Is M16A4 Acog Model, With M4A1 Marksman Picture And Is Named M4 Acog. _fixed: SR-25 Is Named M24, Uses M24 Pictures Also. _fixed: Stinger ManPad Has No Optics. _fixed: A-10 GBU Name Doesn't Fit, Mavericks Have No SLX Effects. FIX: A-10 (GBU-12). _fixed: No SLX Effects On F15-C Missiles, Cannon Has No Tracers, F-15 Fired Amraam Missile Has No Textures. _fixed: No SLX Effects On F-16 Missiles, No Cannon Tracers. _fixed: AH-64 Cannon Sounds Is Not Long Enough, 4 Sound Burst For 10 Round Burst. No SLX Effects On AH-64 Missiles. 4: No SLX Effects On Kiowa Warrior Missiles. *RU Side _fixed: RU Crews And Pilots Have No NVG Proxy. _fixed: No FFUR Effects On BMP-3, BMP-2 And Res BMP-1 Missiles. *Res Side _fixed: Res S-1203 Has No Texture On The Ammo Box In The Rear. _fixed: Res T-80 And Ru T-80 Are Different Models, Don't Fit In Resistance Campaign. *Misc _fixed: Bullets Drop In Front Of Some Vehicle Optics. _fixed: Ammo Trucks Spawn 4 Crewman - Uknown Purpose. _fixed: Reloading Or Changing Weapon In Water Locks Player In Position. _fixed: Strange 1-second Freeze At Beginning Of Mission. *UI _fixed: Redminton Picture Is Not Transparent. _fixed: Some Un-needed Objects Still In Editor, BDKS-Ammo And SLX_Objects. _fixed: HYK Updated Faces Are Still In The Face Selection Area. _fixed: No Cursors On Some Machine Guns And Main Tank Guns. _fixed: US Artillery Has Radio Messages, Ru Artillery Doesn't Have It. *Sounds _fixed: AH-64 Cannon Sound Error. Not Long Enough. *Scripts _fixed: Mount Acog Script Replaces M4 With M16A4 Acog, Wrong Weapon Or Model Used. _fixed: Artillery Arrives Too Fast, Arrives 1-sec after cannon sounds played. No Flight Time. Materials Hyakushi ACU High quality models with standard heads Huge thanks to all of our Beta-Testers because they are spending their free time finding a ton of issues that have since been resolved. Stay tuned. Regards, TB
  17. Thunderbird

    FFUR/SLX 2007

    Folks, Trusty Beta-testers are needed in order to make sure everything gets tested, since this would be the last FFUR release for Operation Flashpoint, "realism-maniacs" are the welcome, heh. ;] Just drop me a PM/E-Mail. Thank you. regards, TB
  18. Thunderbird

    FFUR/SLX 2007

    Hi, The sounds have been once again, fixed, improved and some SFX, replaced, for the incoming release. I wasn't satisfied at all with the previous sounds because they were lacking of 'deepness' and 'immersion'. In my judgement, it would be better to avoid to edit ORCS models since the ORCS team is 'totally' against it, asking permission wouldn't change anything, as I have already experienced that with'em a while ago, we have been asked to take out RHS stuff in order to get allowed to edit or use their new models. We better stick with the DsHK. Yes. Right now, I can't provide any accurate answer since I'm totally focused on OFP. But once this pack is released, we will close OFP's chapter for real . Btw, I have been working on a little project for ArmA that makes some changes, especially in terms of AI (skills, accuracy), Explosion Fx, realistic ammunition values (based on OFP's wgl values), Blood Fx and much more, It is envisaged to extend it more if time would allow it. This has been fixed with the SLX 1.1 version. Our ACU retex models based on Laser's work. The same goes to armored crews. regards, TB
  19. Thunderbird

    FFUR/SLX 2007

    Excluding SLX fixes, changes and updates, the incoming patch will feature the following fixes: _Fixed: A-10 GBU-12 attack objectives set by the laser marker. _Fixed: F15 error message _Fixed: Tripod NSV (Replaced by CSLA Dshk) _Fixed: Added Jet fighters speedmeter and alt meter _Fixed: Silent VSK, VSS and silent handguns. _Fixed: Artillery system stability, included voices and disabled the artillery limitations due to issues in game. _Fixed: Grenades that make tanks and apcs fly away. _Replaced: US Infantry troops models by Hyakushi ACU troops. _Replaced: M16A4 (Aimpoint) by M4 (Aimpoint, Acog...) _Included: A10A GBU-12 Sorry, there is no way to fix MP bugs as long as we have no server to carry out our tests. This rather sounds unnecessary because seemingly, the model isn't that bad and there are more important things to focuse on atm. In real life, you would have to exert a lot of efforts to carry out decent "shots" in a stress-environment. No need of this command since the scripts have been modified to allow AI disengaging and retreating. Maybe get a look at the servers' list, scroll down with the hope to grab one, sorry, no way to provide an accurate answer to this question since I have been busy with army and real life the last months. will check it out, thanks for reporting it. Negative. This doesn't make sense because soldiers don't carry sidearms in real life, only officers and elite/special troops do bring them. The mod is carried out using the most realistic possible amounts of data coming from 'serious' ressources (MODs [WGL], Websites...), I try to keep the realism level up, and to more fully immerse you in the game and in the mission. regards, TB
  20. Thunderbird

    FFUR/SLX 2007

    The incoming pack will feature a GBU version (A10a GBU-12) intended to strike objectives set by the Laser Marker. The Low NSV has been changed to the CSLA mounted DSHK (same hight as the orginal M2), in terms of realism, the russian army has almost replaced all of its DSHK's by NSV's, excluding some units which still use it. The amount of features (Effects, AI changes...) would be easily modifiable via the SLX_GL3_settings.sqf available in the main folder, you might encounter no difficulties to carry out changes since the settings lines are commented. ;] When it's finished, fully beta tested, refixed, packed and uploaded on at least 3 FTP's. heh Unfortunately, atm we have no MP server for the multiplayer purpose, any help in this regard would be greatly appreciated. It's obvious that firearms scopes are aimed to be mounted before getting to the mission, but this is really a matter of gameplay design rather than realism. Afterall, feel free to carry out any modification you want, just take out the "aimpoint, acog... classes" from the useraction main class. The "Open fire" SFX has been taken out and replaced by 3, 4 suitable new sounds. This seems to be fixed with the last SLX 1.1, I will check it out once again and I will make changes if necessary. Thanks for your interest. Regards, TB
  21. Thunderbird

    FFUR/SLX 2007

    Thanks for the kind words. In my judgement, OFP's engine is still the most well accomplished gaming-platform thus far. Keeping focused on it sounds better atm, at least until ArmA would get some decent improvements, especially in terms of "streaming" and "performance". Definitely. Sure. Btw, Just would like to let you know that the upcoming FFUR/SLX pack would feature a new "radio-chatter system" (US/RU voices) for tanks and apc's, intended to increase the gaming atmosphere and immersion. :] regards, TB
  22. Thunderbird

    FFUR/SLX 2007

    FFUR/SLX 2007 2.O Features and Enhancements: Thanks to the huge amount of efforts focused on improving the SLX MOD, solus has considerably enhanced several aspects of the SLX mod making it more stable, immersive and realistic than the previous versions, thus allowing us to incorporate all of SLX features which have been previously disabled. Here are the SLX features that would be available with the upcoming FFUR/SLX 2007 Full pack: [*]Infantry squads rush weaker enemies using bounding overwatch. Squads split up into teams and try to stay in a small group when they are rushing while the other teams are laying down. By rushing in a team it's more likely that one of them will get a shot off when they run into an enemy, where as if they were alone they could be picked off one by one. [*]Squads take cover when overmatched. If there are enterable buildings nearby infantry squads will garrison the building and use it's cover for a while. If the player is squad leader and enters a building with formation set to "Vee" then the player's squad will garrison the building. AI squads garrison nearby buildings at mission start. All buildings can be garrisoned from mission start but only buildings placed in the mission work for garrisoning after loading a save game. [*]Squads retreat when they are severely outnumbered. They use bounding overwatch to perform an orderly withdrawl. [*]Working smoke concealment. Smoke can not be seen through by AI's but can be walked and shot through. [*]APC's deploy smoke when infantry is disembarking in combat. [*]Tanks and APC's fire smoke grenades when attacked or injured to make them harder targets. [*]Wind affects aircraft and munitions. Aircraft flying with a headwind will slow down but get extra lift, flying with a tailwind gives more speed but can lose lift and drop in altitude. Wind speed is tied to the weather, so the more windy it is the more affected objects are. Flying in inclement weather can be dangerous, be careful of cross winds and wind shear. To tell how fast the wind is blowing and in which direction, watch for visual cues such as smoke or dust blowing in the wind. [*]Commander machine guns on tanks that can shoot at low flying aircraft. Crew turns out when commander's gun is fired. [*]Location based wound effects on people when they are hit. Arms - Small chance of an accidental discharge of their primary weapon. Small chance of dropping primary and/or secondary weapon when arms are very damaged. Legs - Good chance of falling down prone if legs are very damaged. No effect when already prone. Torso - Good chance of getting knocked down and out of breath for a second if damage is over 50%. If the torso is over 80% damaged and overall health is less than 60% then the person is critically wounded. Head - 30% chance of temporary deafness and a 40% chance of temporary deafness, disorientation, and falling down if head is less than 50% damaged, most likely caused by grenade blasts. 90% chance of temporary deafness and falling if head is over 50% damaged. If the person is hit in the head, body, or legs and overall health is less than the "SLX_Wound" value then they are critically wounded. [*]Critically wounded : The person drops their primary weapon and lays on the ground writhing and screaming until either they are healed or die. They are unable to shoot any weapons, but can still throw hand grenades, so watch out. Killing wounded people that pose no threat at the moment(haven't thrown a hand grenade) will deduct 450 rating points. So if you have 0 rating points and killing a soldier gets +200 rating points and you kill a wounded soldier you end up with -250 rating points. [*]Dragging wounded/dead: Wounded or dead units can be dragged to a safer location for giving first aid, corpse recovery, or item scavenging. Be careful of moving heavily wounded people though, moving them might kill them. [*]Giving first aid to wounded: Giving first aid is based on the skill of the unit giving first aid. If first aid is unsuccessful in stabilizing the unit's condition then you will have to wait for a while before trying again. Giving first aid gives you rating points proportional to the skill of the unit first aid is being given to. [*]Taking captives: If a wounded enemy is healed they will surrender. They can be taken captive and you can tell them to stay or follow you. If the captive is too far from you they will try to escape and continue fighting. Taking captives gives you rating points proportional to the skill of the unit being taken captive. Killing captives suffers the same rating deduction as for killing wounded. For a zero skilled soldier you should get 200 points for giving them first aid and taking them captive, the same as if you had killed them, but if you kill them after giving first aid and taking them captive you still end up losing 50 rating points. [*]Moving dead/wounded or captives in vehicles: Wounded, dead, and captive units can be moved into vehicles by using the Drag or Follow action when in a vehicle. Make sure the action is in your action menu when entering the vehicle or you won't be able to use it. There must be free cargo space in the vehicle for the unit to enter. [*]Dropped weapons: Dropped weapons can be destroyed by using the action menu close to them or by damaging(by shooting, etc) them to 50%. They can only be picked up by the action menu. They are affected by physics and can get thrown into the air from explosions. [*]AI's helping wounded/dead: AI's will automatically try and help wounded or dead units. They will attempt to drag them into a safer position before giving first aid or scavenging weapons. AI's immediately go into alert mode when someone is wounded or killed. [*]AI's taking secondary weapons and machine guns: If someone with a secondary weapon or a machine gun dies then another AI from their squad will attempt to come and pick up the weapon. [*]Dismemberment: If a unit is killed with a high explosive and their velocity is high enough then they will be torn apart. Can be disabled by setting number of gibs to zero. [*]Catching fire: If Group Link 3 is active and a unit is thrown into the air from a high explosive but not fast enough to dismember them then they might catch on fire. And much more. You would be informed soon about the rest of improvements as well as the model additions and bugs fixes. regards, TB
  23. Thunderbird

    FFUR/SLX 2007

    Hi fellas, Actually a patch is under development, it might probably turn to a full pack since people seem to be confused with the amount of patches to grab. I can't ensure that all of the bugs would be fixed but I will do my best to figure out the most annoying issues, this patch (pack) would be based on the last version of SLX (1.1), though. There might be some new model additions as well, thank you all for your patience and support. regards, TB
  24. Thunderbird

    XAM 1.3 Released

    Excluding some error messages here and there the MOD is overall pretty well inspired and well polished. Some minor changes might be required in order to make it "better", especially in terms of : -CSV Stringtable (Include the english part in the relevant place) in order to avoid having "english" words with "non-english" versions of ArmA. -Slightly increasing dispersion values might make combat last longer and would make it more immersive, it would be a + in terms of realism as well since it is hard like hell to hit anything in real life, especially in a high stress environment. -The tracers scripts architecture might need some little tweaks to avoid having'em disappear in "condensed battlefields" with a lot of vehicles and units. Regards, TB84
  25. Thunderbird

    FFUR/SLX 2007

    Hi everyone, Finally managed to find some time to sit down in front of the comp, sorry all for the long delay, I've been quite busy lately running in the woods with the army... heh. Anyways, I just would like to let you know that none of yours posts would be ignored and that I will spend the necessary time to read the last 30 pages of the thread. A patch would hopefully get done within the next incoming days. Best Regards, TB84
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