Thunderbird
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Everything posted by Thunderbird
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More mirrors are on the way. Coming from your side, they would be greatly appreciated as well! Thank you. regards, TB
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What kind of new models were you expecting? aren't those listed above not 'good' enough, nor realistic enough? The implementation and replacement of 'models' does only represent 10% of the needed time to accomplish the MOD, to be honest, it is the easiest part, unlike the scripting, munition and weapon values editing, MOD's designing, Interface, sounds and animation modifications, which involve a lot of efforts to ensure the MOD's stability and enjoyability. You are the welcome, Btw, if some of you would like to customize their own 'ffsx2007' there are several editable configs, depending on what you would like to edit (Multiplayer config, SinglePlayer with Health-bar config or SinglepPlayer without Health-bar config). The same goes to the animations, if you do prefer one of DMA Animations then go ahead and replace the current anim.pbo file in your 'ffsx2007\dta\' folder by your favorite one. Regards, TB
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A few scripts changes? heh. The entire scripting system has been changed, a lot of efforts have been put into implementing the SLX MOD into FFUR by carrying out the necessary changes to keep the MOD the most stable possible! And there is much more than "a few scripts and config changes", it is kind of disrespectful to submit such comments, even before testing the MOD and apparently you did even not bother reading my entire post once before posting your comment. Download it and give it a try to notice the amount of changes yourself. Regards, TB
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As the New Year approaches, the FFUR team is proud and very glad to present you its last release for Operation Flashpoint, which I hope would keep some of you quite busy (because this time, it works on-line :-)) at least, until the 505 ArmA variant gets released: <span style='color:blue'>INTRODUCTION</span>: FFUR 2007 calls upon years of refined technology from its predecessors, models and textures amounting to thousands of man hours of work (Special thanks to OFP modding community) and complex refinement to present you with a modern, fun and realistic experience whilst playing Operation Flashpoint. New features in this milestone version include: Complete on-line compatibility after extensive testing and changes - FFUR 2007 should run on dedicated servers with no problems whatsoever; All known bugs have been fixed - every mishap reported by the community was sorted; Optimized, updated effects, including several new ones from the SLX Mod (Thanks to Solus), all CPU-friendly and lag-free on most 1.3GHz machines and up (a recommendation down from 2.0GHz in previous FFUR packs); Several model changes, including new US ACUs (Thanks to CameronMcDonald) and some new Russians (Thanks to the RHS Team); Realistic and authentic sound effects. The largest change in FFUR 2007 is that the mod is now lag-free on all the machines we've tested it on. Previous problems with on-line servers and low-end computers have been addressed with more efficient effects and scripts. <span style='color:blue'>MODEL CHANGES</span>: -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 - US Model Additions - 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 -> CSLA 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 -> Russian Model Additions - 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 -> Resistance Model Additions - Added Soldier with G3 - Added Soldier with FAL - Added Res NSV -CIVILIAN SIDE - Civilians -> Mig/Edge/Peepers Civilian Men - Cars -> Vilas/Sigma Cars <span style='color:blue'>FEATURES AND ENHANCEMENTS</span>: Visual Effects Improvements [*]Tanks: A Tank’s machine guns now use tracers which help to improve the game-play through making missions more immersive. Each side has its own NATO color. -The new tank explosion has debris, bellowing smoke, flames, Our tests show that we can blow up several tanks at once and still incur no lag whatsoever. [*]APCs: (Armored Personnel Carriers) Anti-Air units such as the Shilka and Vulcan use very authentic tracers. -Realistic smoke for machine guns after periods of prolonged fire. [*]Civilian/military cars and trucks have flames once exploded. In addition, they produce a which smoke from the shock-wave due to the impact. [*]Helicopters now have a rotor failure effect - it produces black smoke and huge flames while falling to the ground, simultaneously twisting uncontrollably in the air. -Dust on the ground and water in the sea is affected when helicopters fly low. You can see waves and ripples formed while hovering. -Helicopters produce shock-waves when they hit the ground or sea. -Helicopters’ rockets produce smoke and sparks upon launch. -Realistic cannon smoke. [*]Plane effects: Ejection sequence added for jet fighters, so when a plane is damaged the pilot is able to eject using their seat, with the parachute opening once clear of the aircraft. -You are given warning messages when coming under attack from enemy fire. -Jet planes can launch flares to evade enemy missile fire. -Realistic cannon smoke. [*]Soldier Effects: Realistic rocket impacts based on flashes, flames and huge smoke. -Realistic smoke from firearms. <span style='color:blue'>GENERAL IMPROVEMENTS</span>: -FFUR doesn't need to be used with the SLX Mod anymore because this new FFUR release implements several of SLX features, however, some of them haven't been included to avoid getting some compatibility and stability issues (and if you do combine this FFUR pack with the SLX mod to get all of the SLX features, you might get some CTDs issues; please don't complain about them). -All addons have been decompressed to further reduce lag and increase framerates. -Only the required P3D models and textures have been retained for this pack. <span style='color:blue'>INTERFACE IMPROVEMENTS</span>: -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. -New Map design. <span style='color:blue'>GAME-PLAY IMPROVEMENTS</span>: -AI hears and sees better to varying degrees, Special Forces and Snipers have higher settings. -AI intelligently uses 3 firing modes: Single Shot from 500 meters, Burst Fire from 300 meters and Full Auto mode from 100 meters. -AI is more aggressive and more tactically aware. -AI understands when to press home a tactical advantage, and when to pull back. -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. -BIS quotes which appear at the death of soldiers replaced by more topical ones from the Cold War era. -Added the ability to mount scopes on firearms as long as they comply with the soldier's ability and speciality (including the ability to deploy/raise RPK bi-pod). -Incorporated the ability of swimming with the appropriate animations and this goes to all troops [Exclusively for the player and not for the AI]. -Wilco 's Armed Assault Radio ending instead of Bohemia Interactive Studio's one. -Increased the number of groups in the groups selection menu (F2). -Countless minor changes and improvements. <span style='color:blue'>LOADOUT AND AMMUNITIONS</span>: -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) <span style='color:blue'>DOWNLOAD</span>: FFUR 2007 1.0 Full Pack (Exe) [486.37 MB] Mirror 1 - (Thanks to scotchsoldier/OFP2Files) Mirror 2 - (Thanks to ofpdeadeye/OFP.info) FFUR 2007 1.01 Patch (.rar) [9.06 MB] Mirror 1 - (Thanks to scotchsoldier/OFP.info) Mirror 2 - (Thanks to ofpdeadeye/OFP.info) FFUR 2007 1.02 Patch +Increased the dispersion values to make combats last longer. +Replaced several SFX (AK series, PK, M16/M4, Shilka cannon...) by high quality SFX coming from the popular Dynamic Range sound pack. +Enabled the burning effect for all trucks and cars. +Included new tracers to Infantry troops Light Machine Guns and the same goes to the NSV and a few other MGs, the tracers are all standarized with the appropriate color and size. +Fixed : ffur_ru/mt/ffur_ru_gr.p3d(magic) +Fixed : Blood Fx which was transparent +Slightly Optimized the materials effects and removed the materials Fx from some infantry troops. +Replaced the Uaz by RF UAZ and the same goes to the Resistance jeep, which has been replaced by an appropriate model as well. (thanks to theSun) +A new Extra pack is available, which regroups a great collection of model replacements (Sky, Houses, sea, moon, stars, flames, smoke and much more), this pack is directly inspired from SLX extra pack. +Included a SLX 1.09 config/ FFUR 2007 1.02, (Read the instructions included in the SLX 1.09 pack to combine correctly both mods and to simultaneously run'em without experiencing any kind of problems). (Special thanks to Solus) FFUR 2007 1.02 Patch FFUR 2007 1.02 Extra Pack FFUR 2007 Patch 1.021 FFUR 2007 1.021/SLX 1.09 Config ---------------- SUGGESTED EXTERNAL PACKS to run with FFUR 2007 -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'>INSTALLATION</span>: First, you have to know that this installer is supposed to take out your "ffur2006" folder (for people who've already installed it) before proceeding to the FFUR 2007 installation. The installation is very easy, though, 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 make sure you deleted all of the previous FFUR 2007 versions from your 'Operation Flashpoint' folder. 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 Modern Crisis. <span style='color:blue'>SYSTEM REQUIREMENTS</span>: To play the FFUR 2007 Pack flawlessly, we recommend the following: -Windows XP -1.3 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). <span style='color:blue'>FFUR CORE TEAM</span>: <span style='color:red'>Reven</span> Website Design/Hosting/Distribution/Readmes/Installers <span style='color:red'>Tomislav</span> Lead Beta Testing <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[/color] <span style='color:red'>Thunderbird84</span> (Team Leader) Script Writing/MOD Design <span style='color:blue'>CREDITS</span>: - 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 - 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! - All the military guys who do this stuff for real and graciously took the time to advise us. Huge thanks to FFUR partners and beta testers for their great efforts towards us: - 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 - Solus for allowing us to use his amazing effects and to modifie'em. weapons pack. - Sanctuary for his kindness and usual support - Franze for his support and help - Tovarish for the executable - Imshi-yallah for his support - Thruyersternum for his support - 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. - OFP.info (News posters) for their kindness and support - King Homer for the intensive beta tests he carried out and his usual support - CameronMCdonald for the beta tests and advices about the ACU issue. - Ch_123 for the intensive beta tests and some models. - CanadianTerror for his usual support and help - Ingram for the outstanding screenshots he carried out so far. - Kenwort for the amazing promo movie he has done. - OPEC Team for hosting several of ours packs. - GOL clan and especially to Lt.Chris for the MP tests for his great support. · 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 for your interest and for your support, Sincerely, yours, Thunderbird
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According to our BETA-testers the script isn't well-optimized, due to some model issues in-game, so it would be temporary removed, at least until it would be fixed and better implemented. The NIM MOD's team has carried out an amazing pack a while ago, but unfortunately, these script cause some lag problems, especially when used with a lot of units. Btw, I just would like to thank you all for the great and unique support, and for your dedication, this thread would be locked now, as a major release is getting very close. :] Best Regards TB
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OFP's rain effects are in fact 'animated-textures', they can be changed but this doesn't go to the splash Fx, which requires to be scripted, though. Nice idea, but unfortunately, there are more significant priorities now. Regards, TB
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What could be more romantic than a valentine's day with Marek Spanel in Paris? heh Regards, TB
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Apparently, the concerned issue wasn't related to the resource.cpp but to some specific config.cpp values, and that has been figured out and changed for the incoming release. :] It is a BTR-80 and it does replace BIS 'BRDM', class brdm. regards TB
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It would have been much better for both sides (US and british) if the US pilots would have not shown zeal far beyond, and if they would have simply reported the "suspected" vehicles to another ground-source that might certainly have been more 'efficient' in clearly recognizing the concerned vehicles, plus the vehicles haven't shown any threat to warrant such an action, unfortunately the lack of experience, lack of competence, lack of judgement and misunderstandings always tend to cause such kind of 'avoidable' accidents. Regards, TB
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The FFUR/SLX MOD is intended to be used in Single Game mode, I can't garantee the mod's stability on-line as it has been done for the FFUR 2007 vanilla, the lack of time and the fact that more than 70% of OFP's community moved to ArmA doesn't help as well. You can't run FFUR with SLX on FFUR 2007 dedicated servers, unless if they use a FFUR - SLX config. Negative, the FFUR 2007 is meant to be used online, exclusively on dedicated servers, due to the amount of changes provided by the MOD. Well, some massive changes using powerful ++ tools have been utilized to get ride of BIS default color settings, so finding again the specific line in the resource.cpp to figure out the issue might require some time, I would give it a try but with no guarantee of success. Logically, AI should heal itself automatically after being hit, (with medical support = AI medic, tent, hospital... etc), but I would get a look at it too. <s>Btw, if some people are interested in helping us to Beta Test the FFUR/SLX BETA MOD, please let me know about it by pm.</s> Thank you all for your amazing support regards, TB
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Hyk modern u.s. infantry pack released
Thunderbird replied to hyakushiki's topic in ADDONS & MODS: COMPLETE
Your O2 viewer seems not being properly installed, retry again by following step after step Brsseb's tutorials. Then get a look at Sanctuary's post about "how to replace BIS heads by Llauma's ones" here as it has already been stated here. Keep in mind that it is always better to get things done by yourself instead of requesting'em, not only that makes you getting them in the way you want, but with patience and determination, you can learn a lot. Regards, TB -
Don't miss the patches, but to answer to your question, it is "yes", FFUR 2007 pack works properly online and we hope the next incoming pack (FFUR/SLX 2007) would follow the same way. Negative, all you have to do is to check out the first news post in this thread and download the patches after having installed the main full pack. Thanks, you are the welcome, I hope you would appreciate the upcoming pack as well. Concerning the incoming release, the second BETA is actually online and the installer would hopefully be carried out as soon as the BETA Testers would give their green light to release the pack. Regards, TB
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Better submit your wishes, offers and suggestions after the long-awaited release of ArmA (505), with no offense, I'm afraid BIS wouldn't get the necessary time and attention to take your 'well-crafted' ideas seriously. Just a friendly advice, it is up to you after all. Regards, TB
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Indeed, as stated above, you have to partially edit the model in order to implement Llauma's head and new faces, get a look at sanctuary's tut, it does explain very well the needed changes to carry out: Link Regards, TB
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The old school's way (combination of shortcuts paths) is really heavy in terms of system resources and causes some serious lag issues at times, and that's the main reason behind the creation of a MOD that combines both of FFUR and SLX. Still, if you want to take out bullets impacts particles in a sure way, then unpbo your 'slx_gl3.pbo', open 'slx_Init_Unit' and take out the following line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">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};};}]}; Thank you, nice implementation and good job on making it working that nicely. Some .c++ minor tweaks would be required to fix this issue, and a new 'tree-destruction' SFX might be needed as well. I can't confirm your point about the concerned branch's "strength", but in terms of game-play, the changes have been done with the aim to respect BIS campaigns storyline. This wouldn't help, as long as you don't provide the mission's name and the conditions of your error's message. There would be no patch, but a full pack combining both of FFUR and SLX, check out the previous pages for further information. Frankly, It all depends on ArmA 505 release, if the game would success then FFUR would move to the new world, otherwise we would keep working on the old'n good platform. Anyways, I just would like to let you know that the MOD is nearing completion and should hopefully be released very soon, the BETA-Testers have graciously done an amazing work on the first BETA, the second BETA would be available soon, more manpower would be needed for the second one, though. (Just to avoid bothering the first BETA's Beta Testers senses and health, heh). Best Regards, TB
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You probably missed the last patches which replace the russian firearms SFX by better ones, get a look at the first post of this thread to download them. BIS Cobra has been replaced by the AH-64A, which in terms of visual appearance, looks very close to the AH-64D intended to replace BIS Apache, the Cobra has been taken out from the mission editor (mainly to keep the size of the US Air Class close to the russian one, to avoid giving the impression that US get more aircrafts than russians) but it is still playable in missions as AH-64A. regards TB
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Upload your screenshot as .jpg file (>100 KB) by using the following free and popular images hosting : Imageshack then use the "Image" button in your panel to include your screenshot's link into your post. The next incoming FFUR/SLX MOD's pack would feature the SLX effects which look quite realistic and pretty well-optimized. Certainly, but the Flanker has been incorporated with the aim to balance between both sides (US and Russian) in terms of Jet Fighters because the US side was already having the Falcon. The smoke has been considerably decreased for the incoming release and the smoke particles have been replaced by SLX MOD's Fx. Well, as the FIA side is supposed to use the russian captured or stolen gear, the BMP is quite sufficient imo, but I would take this suggestion into consideration for future. Thank you for your interest. Regards, TB
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What is the point of keeping such an attitude towards'em? how well would that change things? I'm afraid this way is the worst to follow, because what has been done is done and all you can do now is to hope that things would get better with the next upcoming patches. regards, TB
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Since, having not tested ArmA yet, I can't put my grain of salt here, but according to the amount of negative comments and opinions about it, I think it would be nice that some people would be more indulgent towards BIS, I'm sure there are a lot of reasons behind the first bad step of ArmA, not that I'm trying to legitimate "the failure" but just look at the past few years and see how they improved OFP from its initial status. Keep in mind that patience is a virtue, let them get a step further and help them instead of throwing rocks on them, basing myself on what I have seen so far, I'm sure they know what they do. Regards, TB
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The french box doesn't highlight ArmA that much in my judgement, I'm getting the slight impression that there is a lack of information related to the game's features and capabilities and I'm afraid the average player who doesn't know about Operation Flashpoint wouldn't cling to the hook. regards, TB
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Some screens would be published as soon as the BETA pack intended to Beta-testers is on-line. Well, having already included both of these armored antiaircraft vehicles to the previous FFUR packs, I'm afraid they wouldn't be incorporated once again, first, because they don't fit with several missions, (Powerful/accurate cannons and missiles capabilities) and, by popular demand, we had to take'em out and put back the shilka and the vulcan. Heh, check out my profile page or just let me know about your issue here. Indeed. Probably, but some changes would be required in order to implement some of SLX needed animations to Sanctuary's anim pack. Thanks for the information, I will check it out and will keep you informed. Heh, there is some kind of nostalgy in the air, well I could make a config for your own use if you wish to get again the Tunguska, Linebacker and the Havoc, once the FFUR/SLX mod's released, though. ;-) This sounds interesting here as special troops have different specialties, indeed. This would hopefully be done with the next incoming release. Sure, a list containing all of magazines and firearms classes would be included to the upcoming mod's pack. It all depends on how the Zombie Mod is configured, if it uses a main config ( \bin\ ) then you would need to combine both mods in the aim to run them properly, otherwise, just move the Zombie Mod's addons into your main addons folder and run it with FFUR, it should work with no problem by following this way. Thanks all for the kind words, feedbacks and for the continued support, the upcoming mod is nearing completion and should hopefully be released before the end of the current week. regards, TB
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The kneedpads look kind of big in my judgement, their size should be slightly decreased, the textures look decent but adding some clothes folds layers to them would make them look better and make the model feel more realistic. The movie has been recorded in "Sale", a small city near Rabat, in Morroco, by using local people's houses and buildings but in real life, the somali (East African) architecture and houses structure is different from the north african one, the average "watcher" can barely notice that, though. Concerning your mod's houses, if they are aimed to look close to the movie's ones, then nice job. Good luck with getting the models done, nice start anyways. Regards, TB
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As already said in the previous page, it would be better to wait for the incoming MOD's release because it is based on a combination of both mods and is more optimized. Well spotted, the first thread's post should be updated. Heh, the upcoming FFUR/SLX MOD would always force OPFOR troops to attack your position without never fleeing or surrendering in the aim to avoid having again similar situations, which aren't helpful to accomplish the mission's objectives. I wouldn't call it an error as it was aimed to be a feature, heh, but thanks for reporting it, it would be removed from the next release. This happens because you haven't carried out properly the combination between both mods, just follow people's instructions that have been posted here and there or simply get a look at the 13th page of this thread if you can't wait until the release of the FFUR/SLX Mod. There is no point in including Desert/BDU camos to the US side because as stated above, not only that wouldn't fit with the islands climat and vegetation but the BDU camo is currently getting replaced by the ACU gear, if you are interested in getting these camos in FFUR then simply run the mod with (Laser, Hyakushi's... etc addons). The russian army still massively uses T-80 and T-90 as main battle tanks. The aim of the modification is to replace every default unit in-game with the best the community has to offer, which explains the meaning behind 'FlashFX Units Replacement Pack' - 'FFUR'. Each unit has to meet a certain high standard, and each unit has special features not seen in the original game. The mod isn't aimed to be realistic at 100% as the main objective to reach is to keep the Game-Play and Realism well balanced, but by slightly focusing more on the realistic aspect of the Mod as long as that doesn't cause any issues to BIS missions. Regards, TB
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The mod's actually almost done and works as wanted in SP but still needs to get tested on-line, well, let's say it would get completely ready within "a couple of days". The script is light and the feature is random (1/3). Since it is possible to mount/dismount scopes by using the "addweapon/removeweapon" commands, the same way can be followed in the aim to incorporate "silencers", this idea is inspired from Marco-Polo's (Mapfact) weapons pack. Thank you for informing about it but I'm already aware of, and it would be changed with the next release. If I was you, I would rather wait for the upcoming release based on the combination of both mods and which would be much more optimized due to the relevant changes and enhancements intended to make both mods compatible, and hopefully for the MP side as well. The standalone FFUR 2007 only includes a few SLX effects (particle effects and smoke/flame textures), unlike the incoming FFUR/SLX which would include almost all of SLX features and more. Concerning SLX APCs, cars and truck models, those are mainly BIS edited models and getting the same done to FFUR replacement models might require a while and I'm afraid that wouldn't be that "worthful", the same goes to the grass Fx, though. Check out the previous pages, some servers adresses have been posted here and there. regards, TB
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The french cover is horrible, its creators are kind of lacking imagination, such a cover has probably required less than 10 minutes in Photoshop and it doesn't provide any information about the game's nature-oriented play. It needs to get changed to a more commonly recognizable "simulation's cover" imo. regards, TB