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Thunderbird

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Everything posted by Thunderbird

  1. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    Get a look at my last post then, and please keep in mind that some of us have real life duties and that there are more important things in life to focuse on. I'm trying to make a good use of every free second in order to make things get further forward, but it is not that easy with the lack of time. Anyways, the patch's coming along nicely, keep patient. regards, TB
  2. Thunderbird

    First ARMA impressions

    As stated above, I haven't tried ArmA yet and I have no clue how it looks really in-game, have just watched some movies here and there, and after all, I haven't claimed myself as an "aircraft specialist" unlike you, ' just dropped an opinion from my experience so far. Regards, TB
  3. Thunderbird

    First ARMA impressions

    I haven't got the chance to try ArmA yet, but there is maybe a slight chance to change that directly via ArmA config in the "class helicopters" if the cpp data is still somehow the same one than OFPs. Regards, TB
  4. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    Opening doors feature does need an additional 3D work, furthermore, permissions to edit all of the vehicles would be required before carrying out these changes as well. Moreover, almost all of the vehicles included in FFUR are ODOL 3D files and converting'em to MLOD might screw the models. As already stated, with Solus cooperation and support, we would do our best in order to make the incoming patch the most compatible possible with SLX. Anyways, no worries about the delay of the upcoming patch, it wouldn't need that much of time, just some fixes here and there, and you would get the "Ultimate" FFUR Total conversion pack. regards, Thunderbird
  5. Thunderbird

    Arma bugs

    It would be great to get a kind of 'open-source' ArmA, I mean, the editable version of ArmA engine with the necessary tools that go with it in regards to the community, or, at least, the previous poseidon version which has been used to carry out Operation Flashpoint, but I'm afraid this would simply never happen, heh. Regards TB
  6. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    Due to the fact the forums were screwed, the last news (including the shots files) have been completely deleted, so here's the list of the incoming patch's main features again: -Update of the US models and new US Sniper model (Ghillie Suite), thanks to the Codeblue Mod. -Complete Update of the russian infantry models, new models based on RHS human models (excluding the heads which remain BIS ones), the new russian motorized troops will exclusively use the vsr camo, which is today, the most common camo in the russian army. -New and very realistic sounds, inspired from Codeblue unreleased firearms SFX (AK series, PK and SVD), these new sounds provide a new feeling to the gameplay and make combat more immersive, here is the PK sample. -Enhanced the distance the AI can see you and attack your position. Several bug fixes and enhancements, a detailed list would be published at the release of the upcoming patch. Regards, Thunderbird
  7. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    Weird, This is the first time in 2 years that I hear about such a bug, heh.. well, make sure you close all programs before you run FFUR, and make sure you run it with a clean version of OFP (that uses dedicated mod folders for "extra addons"). I'm afraid there is nothing more I could tell you about it than that. :-( -------------------Edit-------------------- Glad to hear about it. :-) Regards, Thunderbird
  8. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    Sorry but I don't get the point of this request, If there is something wrong with DKM addons then point it out in the appropriate thread if you don't mind, If you mean the fact that DKM commanche doesn't appear under the FFUR 2006 editor, then I'm afraid there is nothing I can do right now, just keep trying it out with your OFP vanilla. Regards, Thunderbird
  9. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    Indeed, That hasen't been done because the kneepads models we included didn't fit at all with the regular troops, so we removed them completely and kept the soldiers models without kneepads. The gameplay is quite well balanced now and there is no "AK-sniper" anymore from what I have tested so far due to the changes that have been carried out in term of AI's, maybe you just got a kind of lack of luck and faced a skilled soldier :-p, give it a try once again, especially in mission. I'm afraid there is nothing that can be done for the "stairs bug", though, because the models are actually binarized and we unfortunately lost the MLODs, converting'em again to MLOD with odol explorer kills several LODs and make the models look crap in-game, you have to live with this bug, fortunately it is not that major a problem and doesn't make crash your game or something. Concerning the Chinook issue, I will give it a try again with the hope to see what's going wrong. By the way, the big'n huge explosion Fx has been completely taken out because of the lag it causes in some missions, but I'd edit the readme to include a kind of little tut. I meant, all the units already included in FFUR can swim, If you wish to include this feature to external infantry addons (using FFUR as well), then follow these instructions step after step: 1- Unpbo the "wanted" infantry addon and open its config.cpp 2- Find the main class the addon is derived from, unless if it is already defined in the main config, or just find the "class" of the unit you want make swim and add to its "class eventhandlers": <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_this exec {\ffur_anims\Swim.sqs}"; in the init=, and if it doesn't get any class eventhandlers then add the following lines in the bottom of the "wanted" class: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EventHandlers { init="_this exec {\ffur_anims\Swim.sqs}"; }; The same goes to the "class animations", if your "wanted" class has already a defined "class animations" then just add somewhere between <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{ and }; the following lines <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class swiming_Switch { type = "rotation"; animPeriod = 0.02; selection = "switch4"; axis = "osa_switch4"; angle0 = 0; angle1 = 0.5; }; If your "unit" class doesn't have any class animation then add: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Animations { class swiming_Switch { type = "rotation"; animPeriod = 0.02; selection = "switch4"; axis = "osa_switch4"; angle0 = 0; angle1 = 0.5; }; }; As previously stated, this is not really a bug, this is due to the fact that jeeps in FFUR are replaced by Hummers which require specific animations that replace BIS jeep anims (that are needed to make work correctly some "extra addons"), so when an "extra" class is derived from "class jeep or class jeepmg" , the animations look somehow weird, actually the only way to get things work as they should, is to set up BIS jeep animations (cargoAction, gunneraction...etc) in your "extra vehicle" class again, a detailed explanation has been published a while ago in the previous FFUR thread if you're interested. Regards, Thunderbird
  10. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    This is due to the fact that you use the SLX modified version of the \ffur2006\config.bin, which tends to cause some errors if the ffur2006 or CSLA... isn't simultaneously used with SLX. Get a look at the list of changes below ;-) Heh, the FFUR 2006 2.5 is just smoother than any of the FFUR packs carried out thus far, and hopefully it would get better with the incoming patch. All 'humans' can swim with the 2.5 version. FFUR Islands collection is somehow outdated and doesn't use Berghoff new trees or Symbiot High def roads textures, unlike the AEC pack which includes' em. By the way, the next upcoming patch 2.9.9 would feature the following : Bug Fixes -Fixed the multiplayer compatibility issue, an aspect of the mod which would undergone very intensive tests. (Thanks to the GOL clan for the server they have especially set up for this purpose). -Fixed numerous bugs again, including all of those which have been reported thus far: *Russian sniper missing textures *M4A1 renamed M4 *Reworked the invulnerable NSV *The mortar bug that appears at the 3rd view. *Fixed the units which always turn to "rifleman" in the groups section. ... Changes and improvements -New russian infantry models based on RHS troops, now russian ground squads are composed of random camos and gear (VSR & Flora), the new camouflages we have selected between all those which have been carried out thus far, are probably the most authentic camos (No more "shiny" or "too" clean camos). (Thanks to the RHS mod and to Shadow Nx for his support). -New Tanks and APCs tracers, friendly cpu and very authentic, an enhanced version based on "Invasion 44" Mod tracers (Thanks to the INV44 Mod and especially to MSMS_KDXer) -Enhanced the distance the AI can see you and attack your position. -Removed the 'full effects config' because it was too laggy and put instead of it the "light" config, by setting it as the default one then included a "very light config" intended to low systems < 1.0 GHz which is exclusively based on model replacements. -Changed the RPK-74 magazine to 45 rounds instead of 75 to make it fit with the weapon's magazine. The SLX mod inspired me to update and improve several of the actual effects and Solus has kindly allowed us to edit or incorporate his features: -New flame, smoke and impact textures, which bring to the current FFUR effects a new blow, by making'em look more realistic and authentic. (Friendly cpu) -With Solus cooperation, the incoming FFUR 2.9.9 pach would be completely compatible with the last version of the SLX Mod. Thank you for your patience and kind words. :-) Regards Thunderbird
  11. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    Pretty nice source of informations. I will get a look at it as soon as I'd get the chance to put my hands on the stuff again. OFP Engine limitation, soldiers sometimes appear above the BMP when they all simoultaneously disembark, nothing of major consequence, though. I'm afraid it's not me, excluding weekends, the lack of time I'm actually experiencing and my real life duties wouldn't allow me to sit in front of my comp and play games, heh. :-p regards, Thunderbird
  12. Thunderbird

    SLX Replacement Pack, Mod, and Addons

    This has been discussed privately, just wait'n see.
  13. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    Excluding the model replacement, the new ironsight and the G-36 ammunition value which has been set to 5.56 WGL standards, nothing has been carried out on the G-36, so make sure you are running a clean version of OFP and that you are using "dedicated mod folders" for your "extra addons", because this issue is mainly caused by compatibility issues between addons. Heavy ammunition impacts (including the resulted explosion) cause some serious collateral damage in real life and we have tried to reproduce that in-game by increasing HE ammunitions power, btw, the incoming patch would slightly increase the humans "armor values" because humans are more difficult to kill and they should be wounded more often. Well seen, -> added to the list of bug fixes. Can't check it out atm but will fix it (in this case). regards, Thunderbird
  14. Thunderbird

    SLX Replacement Pack, Mod, and Addons

    The amount of features sound incredibly nice, unfortunately I can't try it atm, but I'm looking forward to a cooperation in order to make the incoming FFUR 2006 2.9.9 patch SLX compatible, by including the new smoke'n fire Fx textures to the incoming patch as well, of course, only if Solus would grant permission to use some parts of his nice mod. regards, Thunderbird
  15. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    I'm actually not at home and providing constantly answers to people's questions isn't that easy because of the lack of time, otherwise I would have done the config for you, anyways, I'm afraid you haven't done things correctly, I repeat again: -1 Open your \ffur2006\bin\light effects config\editable config\config.cpp -2 Find class man: land and a few lines later you should find 3 fov values, just set all of them as 1.0 -3 Binarize your config with cpp2bin or binview -4 Finally replace your \ffur2006\bin\config.bin by yours and everything would work as it should. I experienced the same issue with my previous sound card, as Shashman stated above, it is not related to FFUR, give it a try with CSLA or another mod's MGs and you would get the same problem again, maybe you should update your sound card driver. Why would there be a "new reworked ffur"? I'm quite satisfied with the actual mod so far and of course, the incoming patch would just take out all the bugs that have been spotted and reported thus far (with the addition of Shadow Nx new russian soldiers). ;-) Regards, Thunderbird
  16. Thunderbird

    CSLA 2 Update2

    Pretty nice selection of addons, including the new features which sound pretty good so far, I can’t imagine the amount of time and dedication you put into this update, thanks. regards, Thunderbird
  17. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    Then simply run it with your OFP vanilla, you can live with that, though. Get a look at my previous post, and if you read the whole thread, you might notice that this has already been posted more than once ;-) It just depends on the way you put your scope in front of your aiming eye as well as it depends on how you use your riffle, things tend to be different for each army too imho. regards, Thunderbird
  18. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    1- Open your 'editable config' (light effects or all effects) .cpp 2- Search for (CTRL + F) class man:land 3- Find : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fov=0.85; minFov=0.42; maxFov=0.85; located between: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">maxGunTurnAI=30; and <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">microMimics="Micro"; and replace'em by <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fov=1.0; minFov=1.0; maxFov=1.0; 4- Convert and replace the previous \ffur2006\bin\config.bin by the new one. ------------------------------------------------------------ I know about it as well as I'm aware of almost of all the bugs that have been reported thus far and all of these bugs that got safely through the previous Beta-Tests will be taken out with the incoming patch. You are the welcome. They work so far good here, make sure you are running FFUR with a clean version of OFP, otherwise transfer your "extra" addons into a dedicated "@mod" folder. This is certainly due to the fact that some objects have been randomly put on the island, just put back your BIS islands if you feel that disturbed. A screenshot would be greatly appreciated. This even tends to happen with the default Operation Flashpoint, probably an engine limitation which I hope it has been fixed with ArmA. They remain. As previously stated, these effects have been disabled in order to increase the framerate level in game, they would be re-enabled again for the incoming "all effects config". Due to the fact that OFP tanks can quite easily spot infantry units, we have decided to increase their machine guns dispersion values with the goal to make combat longer and more interesting. Indeed, this has been added to the bug fixes list as well. I second that, although being unrealistic, this provides a kind feeling to the gameplay aspect imho and we should keep in mind that we have to balance between realism and gameplay in order to avoid breaking BIS missions. I must admit that there's a kind of SFX glitch with the M113 (Just spotted it now after a few minutes of tests in-game) -> Added to the bug fixes list. As said in the previous FFUR threads, this feature has already been incorproated to the FFUR 5.0 BETA but we got ride of it because of some AI issues, including a decent "voices feature" a-la ECP isn't quite possible right now because of huge lack of time that several of us experience, unless we can put our hands on an uncondensed version of ECP, which might make things easy to handle. They work correctly here. Almost all of FFUR tracks have been extracted from war or patriotic movies, if you would like to get'em then open your ffur2006\dta\music.pbo and convert the .ogg files to .wav with a decent audio tool (Audacity is not bad at all). How can you properly run a mod with such an amount of addons? As stated above, your should carry out mod folders, that would make things much more easy to handle. We actually have a dedicated server (kindly offered by -GOL- clan), that will allow us to carry out very deep tests and to adjust some aspects of the Mod for the incoming patch. Indeed, but this might break missions using M113 with troops, because the Bradley can carry 7 troops unlike the M113, which actually can carry 8 troops. By the way, the patch has been slightly delayed due to the numerous changes that have to be carried out and to the lack of time I'm currently experiencing (real life duties...), thank you for your understanding, patience and support! Regards, Thunderbird
  19. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    As I have said in the reply to your pm, I would focuse on your issue as soon as the patch is done and ready to be downloaded. Thank you for your understanding. regards, Thunderbird
  20. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    That's gonna be done with the next incoming patch which should be accomplished quite soon, the patch would include new russian models as well, a little present from Shadow Nx. Thanks, glad you appreciate'em. As stated in the readme and in the first news post, several effects have been disabled to increase the framerate level in-game, but it would be exclusively incorporated to the 'ffur2006\all effects config\' with the upcoming patch. 1- Download a powerful notepad editor (Notepad ++...) and install it, that would make things easy to edit 2- Open the editable version of your "Light effects config" with Notepad ++, 3- Press CTRL+H and replace with "replace everything in all files" "ffur_m67" by "bd_m67" "ffur_anm8" by "bd_anm83" "ffur_rgo" by "bd_rgo" and finally, find class man:land and replace in the bottom of the class man:land <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EventHandlers { init="_this exec {\ffur_anims\Swim.sqs}"; }; by <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EventHandlers { init = "_this exec {\ffur_anims\Swim.sqs};[_this select 0,0] exec ""\ffur_grenades\AddNewUnit.sqs"""; }; Just don't forget to convert your edited cpp to .bin with cpp2bin and replace the previous \ffur2006\bin\config.bin by yours. ;-) FOV values have been modified and they are the same ones than OFP vanilla's FOV values. I second that, but in term of gameplay, this provides a pretty nice feeling imho, fortunately, this can be easily customized by replacing the previous '\ffur2006\dta\anim.pbo' by your favorite one (DMA, Previous sanctuary animations packs...etc). I envisage re-enabling them again. Who said it has been changed? a few things have been updated, though but the GUI was quite decent imo and it doesn't need to get changed. It would be very appreciated that people will get a quick look at the FFUR readme or at the news posts. ->Available Configs: -There are 2 configs available in the \ffur2006\bin\ folder: [All effects config] & [Light effects config] the only difference between both configs is that the [All effects config] enables bouncing grenades and blood Fx, it is recommended to systems lower than 3.0 ghz to run the [Light effects config], which is defined as the default config, though. Unzip your DKM MI-28 into your Addons folder and everything should work correctly. I'm afraid I can't carry out everyone's requests, especially this kind of requests, what about waiting for the next patch? You should try once again, this tend to happen with some specific versions of Windows Xp and Millenium as I have myself already experienced, 1- Launch your FFUR2006 (Make sure you run it with an original and clean version of OFP). 2- Immediately press ALT+TAB when the splash screen shows up. 3- Click on your "OFP reduced screen" and everything would work as it should. As previously stated, the tracers have been disabled for the light config (set as the default ffur2006 config), but an enhanced version of kylesarnik's tracers would be included with the next patch (exclusively for the [all effects config]). Send it to mail box, I will see what can I do, Nice movie, though, keep it up ;-) Anyways, as mentioned in the previous pages, we are currently carrying out the necessary changes and bug fixes, and the patch would hopefully be released before the end of this weekend, thank you for your patience and your support! regards, Thunderbird
  21. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    The patch is on the way, but still being tested. I won't have a list of all the fixes until it's ready to be downloaded, but all of the bugs which have been reported should hopefully be fixed. Thanks for the kind words and for your patience. Regards, Thunderbird
  22. Thunderbird

    Real life photography/photo editing

    Pretty nice photos there, here's a try with my cheap camera...
  23. Thunderbird

    The Middle East part 2

    Excluding the proud berberian and kabyles people, who represent the last indigenous minorities that survived through centuries, the rest of north africans are mostly arabs who established in north africa during the major arabic crusades. Concerning the current issue, I don't get the point of flying over UNIFIL forces, violating the lebanese airspace and legitimating an "attack" against the israeli aircrafts. This makes no sense at all, and as stated in the temporary threaty of "peace", israelis, like lebanese aren't allowed to face each other and this is the main mission of UNIFIL forces, they have to secure an area between both sides, and they are allowed to ENGAGE any side violating the rules, and israelis should keep that in mind imho. Both sides should rather focuse on establishing a kind of "peace", ignoring each other, because paradoxally, Hezzis do it much better than israelis thus far. regards, Thunderbird
  24. Thunderbird

    FFUR 2006 2.5 ... Full Pack

    -> So, make sure you run it with a clean version of OFP and everything would work as it should. regards, Thunderbird
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