Thunderbird
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FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Hi all, Yeah , I know what you're talking about , well the G3 ironsight we provided to the turkish mod has been carried out a few weeks ago , the new one looks a bit better and the muzzle flash doesn't appear white as you've seen in the turkish union pack. btw I will inform them to fix that white thing. We still need a few days to upload the rest of stuff and to test the packs once downloaded from the links to make sure that there's no corrupted file. But don't worry , the release's very close Kind Regards Thunderbird84 -
I think that it's a bit too early to make a MOD for a game which isn't even published yet. it would be better to wait before deciding for a such purpose. Btw we expect to make enhancements for ArmA only if it's required. If BIS will bring a game which won't need any sound, models, ammunitions values...etc improvements then we won't do anything,though. :P Regards TB84
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If the problem's source isn't due to the model then try adding the following lines to your A10 class <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class IndicatorAltRadar { selection="alt"; axis="osa_alt"; angle=-360; min=0; max=304; }; class IndicatorAltRadar2 { selection="alt2"; axis="osa_alt2"; angle=-360; min=0; max=304; }; class IndicatorAltBaro { selection="nm_alt"; axis="osa_nm_alt"; angle=0; min=0; max=0; }; class IndicatorSpeed { selection="mph"; axis="osa_mph"; angle=-350; min=0; max=300; }; class IndicatorVertSpeed { selection="vert_speed"; axis="osa_vert_speed"; angle=-360; min=-45; max=45; }; class IndicatorVertSpeed2 { selection="vert_speed2"; axis="osa_vert_speed2"; angle=-360; min=-45; max=45; }; class IndicatorRPM { selection="rpm"; axis="osa_rpm"; angle=-320; min=0; max=1; }; class IndicatorCompass { selection="kompas"; axis="osa_kompas"; angle=360; min=-3.141593; max=3.141593; }; class IndicatorCompass2 { selection="kompas2"; axis="osa_kompas2"; angle=360; min=-3.141593; max=3.141593; }; class IndicatorWatch { hour="hodinova"; minute="minutova"; axis="osa_time"; reversed=1; }; class IndicatorWatch2 { hour="hodinova2"; minute="minutova2"; axis="osa_time2"; reversed=1; }; make sure there aren't duplicate lines. Kind regards Thunderbird84
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The best way to replace weapons is to do it via the cfgweapons and not by using the "already defined" class in the "magazines & weapons" lines of the cfgvehicles. -Advantages of a such method : you won't have any missing addon message while playing + less loading time once ofp's launched. -Disadvantages : none. E.G ///How do I replace BIS M16 by SJB M16A2 ?/// At first unpbo the addon which countains the wanted weapon intended to replace BIS one. Then open its cpp and look for the following lines "model=x" ; "modeloptic=x" ; SJB's config wanted lines : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> model="\SJB_TOSM4\SJB_M16A2_proxy.p3d"; modelOptics="\FFUR_Optics\M16_optic.p3d"; -> (Use the authentic line coming with SJB config cuz this one belongs to the FFUR mod) BIS config's lines intended to be replaced : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> model="m16_proxy"; modelOptics="optika_m16"; then overwrite both BIS lines by SJB ones as showed above and don't forget to convert the cpp to bin that you'll move into your \modfolderX\bin. This is a light replacement's method cuz it does replace only the weapon's model and the ironsight, nothing else. Kind regards Thunderbird84
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FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Hi, We didn't incorporate any artillery unit and we changed some of the ammunitions values. regards TB84 -
black smoke from destroyed vehicles
Thunderbird replied to hyori's topic in OFP : CONFIGS & SCRIPTING
You've to re-define some data in the following lines to decrease the smoke's level. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgCloudlets { access=1; class Explosion { access=3; cloudletDuration=0.15; cloudletAnimPeriod=0.5; cloudletSize=0.25; cloudletAlpha=0.35; cloudletGrowUp=0.01; cloudletFadeIn=0.05; cloudletFadeOut=0.35; cloudletAccY=-0.002; cloudletMinYSpeed=0; cloudletMaxYSpeed=0; cloudletShape="obrysove svetlo"; cloudletColor[]={1,1,1,0}; interval=0.0045; size=6.5; sourceSize=0.95; timeToLive=6; initT=2500; deltaT=-4000; class Table { class T1 { maxT=0; color[]={1,0.5,0,0}; }; class T2 { maxT=800; color[]={1,0.5,0,0}; }; class T3 { maxT=1000; color[]={1,0.5,0,0}; }; }; }; class CraterSmoke1 { access=3; interval=0.0555; cloudletAnimPeriod=4.8000002; cloudletSize="1.5+(random 1.5)"; cloudletAlpha="0.5 + (random 0.15)"; cloudletGrowUp=2.75; cloudletFadeIn=0.378; cloudletDuration="2.4 +(random 3)"; cloudletFadeOut=3; cloudletAccY=-0.12; cloudletMinYSpeed=-0.5; cloudletMaxYSpeed="1+ (random 2.5)"; cloudletColor[]={1,1,1,0}; initT=500; deltaT="-50 * 0.8"; cloudletShape="cl_basic"; density="0.2+(random 0.72)"; size="1.0+(random 2)"; timeToLive=0.15; in=0.152; out=0.95; initYSpeed="1+(random 1.5)"; class Table { class T0 { maxT=0; color[]={1,1,1,0}; }; class T1 { maxT=500; color[]={0.5,0.5,0.5,0}; }; }; }; class CraterSmoke2 { access=3; interval=0.125; cloudletAnimPeriod=3.8; cloudletSize="1.5+(random 1)"; cloudletAlpha="0.1+(random 0.1)"; cloudletGrowUp=0.8; cloudletFadeIn=0.8; cloudletDuration="1.5 +(random 1)"; cloudletFadeOut=1.2; cloudletAccY=-0.5; cloudletMinYSpeed=0; cloudletMaxYSpeed=5.5; cloudletColor[]={0.345,0.36,0.348,0.15}; initT=0; deltaT=700; cloudletShape="cl_basic"; density=0.9; size=1.0; timeToLive=0.11; in=0; out=1.6; initYSpeed=0.1; class Table { class T0 { maxT=0; color[]={0.345,0.36,0.348,0.15}; }; class T1 { maxT=300; color[]={0.345,0.36,0.348,0.15}; }; }; }; class CraterSmoke3 { access=3; interval=0.125; cloudletAnimPeriod=3.8; cloudletSize="1.5+(random 1)"; cloudletAlpha="(random 0.550)"; cloudletGrowUp=0.8; cloudletFadeIn=0.8; cloudletDuration="3.5 +(random 1)"; cloudletFadeOut=1.2; cloudletAccY=-0.15; cloudletMinYSpeed=-1; cloudletMaxYSpeed=0.5; cloudletColor[]={0.75,0.75,0.75,0}; initT=500; deltaT="-50 * 0.8"; cloudletShape="cl_basic"; density="0.2+(random 0.2)"; size="(random 10.500)"; timeToLive="0 +(random 15)"; in=0; out=3.5999999; initYSpeed=0.15; class Table { class T0 { maxT=0; color[]={0.7,0.7,0.7,0}; }; class T1 { maxT=500; color[]={0.4,0.4,0.4,0}; }; }; }; and especially these following ones Kind regards Thunderbird84 -
FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
All addons have been decompressed to further reduce lag and framerate difficulties. Only relevant and required P3D models and textures have been retained for the FFUR mod. If we would replace BIS stuff by the community releases using the dta's way , the size of the replacements won't change that much from a "classical" replacement method,but maybe the size would even decrease a bit. But I can't give more details about this project right now because it is entirely intended to ArmA. Just let's hope the community will still be as strong as now. Best regards Thunderbird84 -
FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Hi mates, I'd like to inform you that we found a nice way to replace all BIS units without the use of any .pbo from your \addons\ folder , but just by replacing BIS models and some of the textures in the data.pbo and the data3d.pbo... I've already tested that for 1 or 2 replaced units and it worked perfectly. Unfortunately we don't have enough of time to use this way of replacements right now cuz the whole packs are already finished and 80 % of them are already online. But there's a chance we'll use this method for our upcoming packs intended to ArmA. -Advantages of a such method : 30% or even more less loading time and a clean addons folder. -Disadvantages : a lot of work for us :P Btw I'll show you very soon the FFUR Asian Crisis's movie, it may be better than all others done until now. Kind regards Thunderbird84 -
Yeah , it may be me... well I sometimes enjoy playing AA while the packs are uploading... :P I do like playing Bridge crossing maps, you may find me in servers which use this map,though. Regards TB84
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Heh,well with 20 points as honor I may access to 90% of servers except those which requires the SF training,thanks for the advice though, I'd try once again. ; ) Nice indeed. Danke. Regards TB84
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I think we'll get ArmA before the end of this year for some reasons (Mainly commercial/financial ones...). Christmas's the year's period which usually brings us a lot of games. :P Regards TB84
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AA provided a bunch of nice textures which have been quite usefull for ofp's community (ironsights,etc...),plus the gameplay's interesting as well, but I still haven't accomplished the SF training cuz that guard on the bridge always notices me when I try passing under the bridge in the goal to reach the objective B :P Even being a bit a propaganda's game, it's still thus far one of my favorite online games. Regards TB84
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FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Hi, FFUR packs are logically intended to an SP game but try'em online then you will see , they would maybe work ,logically they shouldn't work for several reasons (Leaning animations,scripts...etc)... Maybe a few days after the release we would carry out an Extra Config pack which will bring several modified configs for each pack,though. Btw we finished 70% of installers and already uploaded several packs , we still need less than a week before finishing everything. Best Regards Thunderbird84 -
FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Hi, How can one deal with "honour" in games ? I dislike seeing such a word in a virtual context, your army's honor hasn't anything to do with such a situation. We changed all weapons values and tried to make them as authentic as possible, so the japanese and chinese powers aren't too different from each other, apart from PLA has more personnel. Of course not, funny but totally unrealistic. I'd prefer watching that virtually instead of watching it on Euronews! Both of your people have different mentalities and different ways of analyzing the events, don't forget that hating each other won't help you too much and be sure that I perferctly understand both partys feelings, but I think it would be best that this discussion should end in this thread. We may continue it privately if you wish. Kind Regards Thunderbird84 -
Turning OFP into your favourite game!
Thunderbird replied to gandalf the white's topic in ADDONS & MODS: DISCUSSION
Hm , well following the fact you play ofp since only few days I think it would be better to avoid editing the cpp , except if you're really determinated though... So if you wish incorporating ORCS Tanks effects , open the editable config then look for : ... watch carefully the bottom of this class in the goal to get the following line : once found copy and paste 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 EventHandlers { init = "_this exec ""\ICP_effects\tank.sqs"""; }; ... instead of <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 {\nmod_effects\Tcheckarray.sqs}; (_this select 0) exec ""\nmod_effects\dust.sqs""; _this exec ""\ICP_effects\tankstvol\tankstvol.sqs"""; killed="(_this select 0) exec {\nmod_effects\DKMM_RSC_Veh_burner.sqs}"; fired="[_this] exec {\nmod_effects\bulletstart.sqs}; _this exec ""\Nmod_effects\tracers.sqs""; _this call loadFile {\nmod_effects\shilkasmoke.sqf}"; }; and if you'd like to make a combination of both of them (ORCS Tanks explosions / Tracers / Smoke ) Copy and paste 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 EventHandlers { init="_this exec {\nmod_effects\Tcheckarray.sqs}; (_this select 0) exec ""\nmod_effects\dust.sqs""; _this exec ""\ICP_effects\tank.sqs"""; fired="[_this] exec {\nmod_effects\bulletstart.sqs}; _this exec ""\Nmod_effects\tracers.sqs""; _this call loadFile {\nmod_effects\shilkasmoke.sqf}"; }; ... don't forget to convert the cpp to .bin using this tool. If you'd encounter some difficults to carry out this work then just wait a bit for the upcoming FFUR packs which will use a lot of nice and unlagy effects , mainly based on the FlashFx ones though. Kind Regards Thunderbird84 -
FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Thank you , mirrors are always welcome -
Turning OFP into your favourite game!
Thunderbird replied to gandalf the white's topic in ADDONS & MODS: DISCUSSION
Well, if you've installed correctly the patch 1.96 then just wait a bit for the upcoming FFUR releases which will bring several enhancements to OFP. For more informations : www.FFUR.net Each pack's folder will have its own readme and install- Instructions. Regards TB84 -
FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Yes , will keep'em for the 2005 version and will still use Benus updated textures for the 85 variant though. Regards Thunderbird84 -
Not yet , they will be included in the upcoming FFUR 2005 as replacements instead of BIS US default guys. STGN Infantry addon seems that it hasen't been released yet as well. Regards Thunderbird84
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FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Hi, Well I know that during the occupation of China, the Japanese Imperial Army acted in a brutal and cruel way and I know that the Japanese didn't apologise... but you should not focus on that , e.g, Nazis have done a bunch of bad things against european people but only a few years later, europe rebuilt itself and left the hatered behind. Plus the relations between both countries seem a bit different from your description because Japan and China signed the Japan-China Cultural Exchange Agreement in 1979, and the two countries have been conducting various cultural exchanges, both at governmental and private levels. While avoiding to offend you, I have to say; you may know that actually Japan seems better than China on various fields and especially the moral issues way , I'm sure you have a lot of things to learn from the japanese and the same goes for them too. Everyone can learn from one another. What are the main causes for the recent tensions between China and Japan ? * General sentiment of the Japanese population that they don't need to apologise for the WWII because China will presumably not accept their apologies. * Chinese people still frequently killed by canisters of poisonous gas buried in China by the Japanese in WWII. * Dispute over the ownership of the Senkaku islands, near Okinawa. * Dispute over the exploitation of gas in the East China Sea. What's OFP ? At first I have to say : A GAME, a game which allows you to relive again historical moments which entirely changed the humaniTy (World War II, Cold War Crisis...etc ), or which could just allow you discover new armies that you have never been seen before, or just by creating a fictional story in a virtual environment. The FFUR Asian Pack will offer a new and enhanced OFP for many people. A total new experience. So I won't do it. Plus this conversion's project has been allowed, even supported and encouraged by Tony. Xie-Xie. I hope too my friend. Now please let's get back to the thread's original subject. Kind Regards Thunderbird84 -
Indeed, your BDU's very nice but looks quite different from ShadowNx one which's awesome too though, I wonder if the US army does use several variants of the BDU camo... (Dark brown, Larg/Small paterns)... Regards TB84
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Already done as you can see here. Regards TB84
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hm, I haven't been too accurate , *fixing* -> WGL mod has been the first one which replaced the islands notebooK. + Replacing .p3d/.paa in the Data.pbo isn't the only soluce to replace the computer, you can do it by the resource.cpp , I proceeded as that to change BIS computer by a notebook though. (FFUR) by replacing some data in these following lines <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class RscDisplaySelectIsland { access=3; idd=51; movingEnable=1; controlsBackground[]={"Background3","Background4","Background5"}; objects[]={"Notebook"}; controls[]={"Background1","Background2","Title","ButtonWizard","ButtonCancel","ButtonOK"}; class Background3:RscBackgroundStripeDark { }; class Background4:RscBackgroundStripeTop { }; class Background5:RscBackgroundStripeBottom { }; class Notebook:RscObject { model="kniha6.p3d"; animation="kniha2.rtm"; idc=102; type=83; autoOpen=1; autoZoom=1; animSpeed=0.7; positionBack[]={-0.5,0.3,1.5}; position[]={0.15,0.0,0.8}; direction[]={0,"-sin 15","cos 15"}; up[]={0,"cos 15","sin 15"}; inBack=1; enableZoom=0; zoomDuration=1; scale=1; controls[]={"Title","Islands"}; class Title:Rsc3DTextMenu { color[]={0.95,0.85,0.3,0.7}; font="garamond64"; idc=-1; selection="cover"; x=0.0; y=0.2; w=1.0; h=0.1; text="FFUR Modern War"; style=2; }; class Islands:RscObjNotebookListBox { type=22; idc=101; style=0; selection="2.strana"; x=0.02; y=0.02; w=0.96; h=0.97; angle=0; rows=16; size=1; colorSelect[]={0,0,0,1}; colorSelectBackground[]={0,0,0,0.2}; colorText[]={0.2,0.2,0.2,1}; font="garamond64"; }; }; class Background1:RscBackgroundStripeTopAlpha { }; class Background2:RscBackgroundStripeBottomAlpha { }; class Title:RscText { idc=-1; style=2; x=0.2; y=0.02; w=0.6; h=0.1; font="SteelfishB128"; colorText[]={1,1,1,1}; sizeEx=0.098; text="$STR_DISP_SELECT_ISLAND"; }; class ButtonWizard:RscActiveMenu { idc=103; text="$STR_DISP_MPW_TITLE"; x=0.05; y=0.9; w=0.35; h=0.05; soundClick[]={"",0.2,1}; }; class ButtonCancel:RscActiveMenu { idc=2; text="$STR_DISP_CANCEL"; x=0.6; y=0.9; w=0.25; h=0.05; soundClick[]={"\FFUR_GUI\click1",0.2,1}; }; class ButtonOK:RscActiveMenu { idc=1; x=0.85; y=0.9; w=0.15; h=0.05; text="$STR_DISP_OK"; default=1; soundClick[]={"\FFUR_GUI\click1",0.2,1}; }; }; /This is the changed version Regards Thunderbird84
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Hi, WGL guys were the pioneers of a such stuff . In any way , nice work! Regards TB84
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Well FFUR isn't intended too much to missions which need the use of extra addons because this may occur some conflicts if the necessary addons of the missions are already present in the FFUR addons folder. FFUR works perfectly in all campaigns and missions which don't need the use of extra addons [Logical -> FFUR has been disigned mainly for this objective though] (BIS campaigns/BIS missions...Retaliation campaign, SharkeyII...etc) and may also work with missions which don't need the use of extra addons already present in the FFUR folder. Honestly , I think DMA guys should focuse mostly on ECP compatibility. ... except if they expect to make some missions by using only BIS addons Kind Regards Thunderbird84