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Thunderbird

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Everything posted by Thunderbird

  1. Thunderbird

    FFUR/SLX 2007

    Thank you all for your kind words, but I'm afraid I would not get enough of time to sit down and carefully check out the previous pages since I have to get back to the army camp soon. Anyways, As promised, here is the new patch, it has been accomplished today because the previous one that was on my USB key seemed to be corrupted. [*]New artillery system with a friendly interface that allows you to choose the number of shells and the scattering, the new scripting architecture used in the script is friendly and doesn't cause any kind of troubles (CTDs, errors...), unlike the previous version. -> 3 strikes per side are available. [*]Sounds updated, modified, enhanced or completely changed with the aim to get louder and more realistic SFX in game. [*]Fixed the grenades issue. [*]Fixed silenced firearms issue, now they are aimed to be silenced, the enemy doesn't hear you. [*]Slightly increased pistols "Hit" power. [*]Fixed the US sniper visual field issue. [*]Fixed the M24 Mag issue. And a lot of other minor fixes and changes. Download [59 MB] Regards, TB
  2. Thunderbird

    FFUR/SLX 2007

    Hi everyone, Sorry for the kind of late reply, I have been busy with army and real life... I'm kind of surprised to see this thread still being on the first page. Thank you all for your ongoing support and interest, I actually have the unreleased patch in my USB key, I will try to upload it and publish it ASAP. Regards, TB
  3. Thunderbird

    FFUR/SLX 2007

    Alright, Thank you all for your support, the patch should be released within a couple of hours. regards, TB
  4. Thunderbird

    SLX Replacement Pack, Mod, and Addons

    Check it out once again, The M21 has been replaced by the M24 and the M24 by the SR-25, Actually, the Sniper M24 is additional in game, and if you would play again BIS missions that were using M21s you would have SR-25 instead. (Make sure you have the patch 1.01, though.) regards, TB
  5. Thunderbird

    SLX Replacement Pack, Mod, and Addons

    Ew.. I'm afraid some of the goodies you would like to keep aren't valid any more with the scripts selection I posted above. Still they feature [Damage/Explosion Fx, Dirt, dust and water Fx, impact effects, Suppressive fire, AI calling for reinforcement, Tracers and some of Sun Tzun Art of war tactics]. regards, TB
  6. Thunderbird

    Sams sound mod

    Heya, I'm the one who made it, I think the link expired but I'm making a newr one followed by a few other versions and a pack for ArmA as well. Here's a link for my samples: You can still install it and it wont mess your configurations or computer up. You can make a back up sound.pbo just in case you dont like it. Deep and very immersive sounds effects, the echo is pretty well implemented, I have been impressed by your first pack but this one sounds much better and more authentic. keep up the nice work. regards, TB
  7. Thunderbird

    BI Forum Reconnaissance Game

    Heh, kenji know' em all pretty well. :], I guess it is your turn. regards, TB
  8. Thunderbird

    FFUR/SLX 2007

    I tried it again and experienced no issues with it on the desert island, maybe make sure that you are using it on a flat ground surface. As I have already mentioned in one of my previous posts, the artillery system simulates a real system but without the use of any vehicle, it is a script that engages a huge amount of shells using the "camcreate" command. I'm afraid nothing have been done to figure out this little issue, but I promise I would focuse on it as soon as time allows it. Actually, the AI can't use this feature, but if possible, further research would hopefully be done in this field in order to make it possible. With no offense towards russian people of these boards, the US gear has always shown to be stronger than the russian one, this is so obvious that there is no need to deeply discuss it, the US have always taken the step first in terms of military technology. (Yum Kippur (US vs Ru gear used by ME countries), Gulf war I, Gulf war II...), If you get a look at some movies from the net, you might notice that almost all of lost Bradleys in Iraq are far from being completely destroyed. Paradoxally, this is true. Well, actually there is a way to enable the Tunguska's radar at the beginning by hijacking the hiddenselections, I would give it a try. Btw, I would like to inform you that excluding the features that have been stated above, the patch is almost accomplished, but unfortunately it wouldn't be ready soon since I have to get back to the army for some weeks. /Edit: Â Unless you want the patch now with only the features mentioned in the post of the previous page, just let me know about your opinion. Thank you all for your suggestions and nice support, regards, TB
  9. Thunderbird

    FFUR/SLX 2007

    Thanks everyone for your ongoing support! Would be curious to know about your current graphic card, if you don't mind, since I'm using a low'n old graphic card too. (GF5700). OFP's resistance side is meant to be using stolen gear, means that it isn't supposed to have the necessary military knowledge to use the artillery during combat, but I would consider to hopefully implement "Deployable mortars", but with no guarantee of success, though. Believe me, it is even easier than using the US artillery system, all you would have to do is to use your binoculars, focuse on the target you want to strike, and press a number to set the distance between your position and the enemy's one for allied artillery batteries. Raise the radar to use the surface-to-air missiles. You are probably the first one to complain about, nothing has been changed in the Kiowa's handling, though. regards, TB
  10. Thunderbird

    GRAA Modpack 3.0

    Glad to see some OFP gurus still around... amazing piece of art! I wonder how many hours have been spent in setting up all of the options. regards, TB
  11. Thunderbird

    FFUR/SLX 2007

    Hi everyone, I just would like to let you know about the main content of the upcoming patch which should be accomplished very soon: [*]New: Bullet holes show up on almost every vehicle now. (Still BETA since BIS team didn't really focuse on this feature which was apparently envisaged). [*]Added the MKII variant of Scars Su-30, with FF/SX effects enabled (Seat Ejection, Shell ejection, Explosion effects, etc.) [*]Artillery system completely reworked (Addition of a new artillery script [Thanks to Vektorbosen]). Every army gets its own artillery system inspired from real life doctrines, the US Army artillery is modern and precise intended to make accurate strikes, whereas the Russian one is huge and inaccurate, intended to cause massive casualties throughout the enemies depth. -> US Artillery: - Uses a dialog box - You can change the scattering - You can modifie the number of shells per strike. - You can set the target via the map. -> Ru Artillery: - You have to set the target by using your numpad (0 -> 9) numbers in order to define the distance between your position and the target's one for allied artillery batteries. [*]Fixed: Casings remain on the ground. [*]Fixed:Visual field of the US sniper. [*]Fixed:US Sniper's M24 missing magazines. [*]Fixed:Artillery CTDs. [*]Enhanced: Firearms sounds effects (M16, M4, M240, M249, AK series, PKM/PKT, KPVT, SVD). Stay tuned, regards, TB
  12. Thunderbird

    SLX Replacement Pack, Mod, and Addons

    I must admit that we have been facing a lot of bugs and CTDs with the first FFUR packs, but with a lot of perseverance, determination and dedication, the last FFUR packs (FFUR 2006 -> FFUR 2007/FFUR/SLX (FFSX) 2007) showed to be very stable due to the amount of changes and enhancements provided to the scripting architecture and to the configurations, the Beta testers exerted a huge amount of effort in making it possible, as well. The current 1.01 patch actually replaces the M24 by the SR25, just for the reasons you mentioned. Actually, the only way to make the SLX MOD fully enjoyable without any CTDs is to disable a couple of scripts. As you could see below, those are the most stable ones we kept using for the FFSX 2007 pack. (from SLX_Init_Unit) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_a=_this select 0; SLX_Units = SLX_Units + [_a]; if({MAN} counttype [_a]==0)then{if(count (crew _a) > 0)then{{[_x] exec (SLX_GL3_path+{SLX_Init_GL3.sqs})} ForEach (crew _a)};}; if(SLX_ShotFX>0)then{_a addEventHandler ["Fired",{if(({_x in SLX_Exclude}count [_this select 1,_this select 2,_this select 4])<1)then{_shot = (nearestObject [_this select 0, _this select 4]); [_shot,getpos _shot,getdir _shot,velocity _shot,speed _shot,typeOf _shot,_this] exec (SLX_GL3_path+"SLX_ShotFX.sqs"); if((typeOf _shot) in SLX_LaunchGrenades)then{deletevehicle _shot};};}]}; if(format[{%1},SLX_Acc]!=SLX_Null)then{if(({Man} countType [_a]==1)&&(getdammage _a==0))then{_a setdammage SLX_Acc; _a setskill (skill _a)+random 0.4};}; if(format[{%1},SLX_NoDmg]==SLX_Null)then{[_a] exec (SLX_GL3_path+{SLX_Dmg_Init.sqs});}; if(format[{%1},SLX_NoSuppress]==SLX_Null)then{if((count (magazines _a))>0)then{_a AddEventHandler [{Fired},{SLX_WhoFired=_this select 0;SLX_Suppress=True;publicVariable "SLX_WhoFired";publicVariable "SLX_Suppress"}]};}; if(format[{%1},SLX_NoVehLights]==SLX_Null)then{if({Man} counttype [_a]==0)then{_a addEventHandler [{GetOut},{if((alive (_this select 0))&&(((speed (_this select 0)) > 4) || ((speed (_this select 0)) < -4))&&((_this select 1)=={driver})&&({SLX_Dummy} countType [(_this select 2)]==0))then{_this exec (SLX_GL3_path+{SLX_Vehicle_Engine.sqs})};}];};}; if(SLX_DEBUG>3)then{player globalchat format[{SQF Unit init %1},_a];}; You would notice that a lot of scripts have been disabled (excluding the Wound system), that has been done in the aim to not only make the MOD stable, but to considerably increase the FPS level as well. regards, TB
  13. Thunderbird

    BI Forum Reconnaissance Game

    Nice'n pretty fast one... Turan 40M :], main WWII hungarian tank. regards, TB
  14. Thunderbird

    BI Forum Reconnaissance Game

    Heh, cheers, I'm lucky... Being french, it wasn't that hard to grab it. ;] Here you go, should not be hard to find... regards, TB
  15. Thunderbird

    FFUR/SLX 2007

    No worries, this would be fixed with the incoming patch. Since the scripting basis is modified, there should be no problem with the incoming patch, this issue was due to the logics used by the previous script, though. The artillery cannon's sound would be disabled and you would be hearing instead a new "wizzing" SFX intended to simulate flying shells. Thanks but I must admit that getting "realistic" sounds in OFP is not an easy task since as you stated, not everyone might be satisfied with the result. I'm afraid to be forced to answer the same thing as previously, since the lack of interest from the community towards OFP is not encouraging to involve efforts in carrying out new models. Plus, Laser's model is fine here and nobody complained about it so far, the previous US model has been taken out only because of its LOD issues, though. Thank you for the Ak samples, btw. regards, TB
  16. Thunderbird

    BI Forum Reconnaissance Game

    PANHARD 201 AM 40P regards, TB
  17. Thunderbird

    BI Forum Reconnaissance Game

    Then let's establish an unfriendly rule that gives the turn to other players if there is no answer within 2 hours after the last reply as it is the case above.. Bah... after all, it is just a game :] regards, TB
  18. Thunderbird

    Local conflicts are coming ?

    At a national level, these "regular" riots are quite minor even if they happen, they are mainly individual or small groups acts of violence, nothing "major" that could make France that different from the rest of bordering countries. regards, TB
  19. Thunderbird

    Operation Bulletholes

    Argh, you are right, seems I haven't waited long enough... Apparently, the bulletholes disappear after 20 seconds, I'm sure there is a way to make that longer... will keep searching and would keep you informed. regards, TB
  20. Thunderbird

    FFUR/SLX 2007

    Intensive footage, Now it is hard to get exactly the same sounds in OFP, with the same echo and same level, but I would try to extract the sounds from this 'movie', rework'em a bit and would keep you informed. regards, TB
  21. Thunderbird

    Contact some Addon Makers

    You would rarely meet laser on this boards, better send him an email or let some RHS guys know about your request since they are in contact with him, good luck. regards, TB
  22. Thunderbird

    Operation Bulletholes

    It works nicely here, as you could see below... 'followed the cfgvehicle's way as I have stated in the previous page: -Created a new class getting the same name than the wanted one, "crateronvehicle" under "class fxcartridge" (which is the cartridge's class). -Derived the "class crateronvehicle from thingeffect which is resulted as "CraterOnVehicle: ThingEffect". -Finally added the following lines in order to make the "impacts" not disappear at contact, and made' em random as well, in order to get the most stable possible FPS level, but you can change the timetolive if you want to keep' em forever. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> submerged=0; submergeSpeed=0; timeToLive="10+(random 30)"; disappearAtContact=0; As temporary model, I used BIS cartridge just to show how that looks in game. (model="nabojnice";) But don't forget to add // to every line of the previous class crateronvehicle. Before <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CraterOnVehicle { model=""; simulation="CraterOnVehicle"; }; After <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //class CraterOnVehicle //{ //model=""; //simulation="CraterOnVehicle"; //}; and the new class under "fxcartridge" should look to the following one (just replace BIS cartridge by your "bullethole" model). <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CraterOnVehicle: ThingEffect { model="nabojnice"; simulation="CraterOnVehicle"; submerged=0; submergeSpeed=0; timeToLive="10+(random 30)"; disappearAtContact=0; }; :] regards, TB
  23. Thunderbird

    FFUR/SLX 2007

    Actually there is one sound that simulates "walls impacts" which is defined by BIS, you can add more sounds but they would be random in game so you might have a breaking-wall SFX whereas it is simply about an accident between an Abrams and a Bradley, heh. The actual sound is a good balance between situation and relevant SFX imo. Concerning M4/M16 sounds, I somewhat agree with you about'em and they would be replaced by better ones, since the current ones sound more like "AK" SFX. Btw, the artillery feature has finally been fixed up, and even improved since there is actually a stable scripting architecture inspired from some old scripts I found in my usermission's folder, Now, you are able to increase/decrease the scattering and you can change the number of shots, exactly as modern artillery doctrines are meant to be, but keep in mind that you can call the artillery only twice, so make a good use of it. The Air Support feature would be temporary taken out, though. regards, TB
  24. Thunderbird

    BI Forum Reconnaissance Game

    Marmon-Herrington MK. IV? Built in South Africa, according to this picture regards, TB
  25. Thunderbird

    BI Forum Reconnaissance Game

    South-Korean Camo sheme, after some research, there is no results regarding this vehicle during korea's war, maybe it has been used later... keep searching. :] regards, TB
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