

BAM
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Everything posted by BAM
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I really hope that more AI will engage aircraft, especially helicopters in the new ECP - it was always strange in the original game to be able to fly over groups of enemy soldiers, gunposts and tanks without ever having to worry about them firing on you. It would really add to the immersion if you were under fire from enemy ground forces, instead of just worrying about the odd shilka here and there. Having so many more units targetting you would obviously make things vastly more challenging, so it would be a good compromise to make enemy ground units who targetted your helo to be inaccurate shots. Are there any plans for this type of change to the AI? I remember that there were a few helo addons released in the past which "attracted" the attention of enemy forces and were fired at, so I guess it is possible to implement to some degree, my fingers are crossed it has somehow been globally added via ECP ;) Cant wait till this thing is released!
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Thanks for the detailed info Nubbin77, I got the tracers ingame now, you are the man! THANKS! BAM:D
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I think the hires Islands replacement with better textures by FatWombat deserves a mention. There was also someone who created new wrp files for the islands too so that they all used the resistance objects (trees and bushes etc.) which also deserves to be listed, although the name of the person who done that escapes me... BAM
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Turning OFP into your favourite game!
BAM replied to gandalf the white's topic in ADDONS & MODS: DISCUSSION
I think the hires Islands replacement with better textures by FatWombat deserves a mention. There was also someone who created new wrp files for the islands too so that they all used the resistance objects (trees and bushes etc.) which also deserves to be listed, although the name of the person who done that escapes me... BAM -
Hi, I realize that the required piece of code to add these tracerfx to a config.cpp has already been listed previously in this thread, but the codes' exact placing in the config file isnt clear to me (im an ofp config virgin) ...so I was wondering if someone would be kind enough to illustrate where abouts I would paste this code so that tracerfx works for all soldiers in the game by default? Many thanks in advance... im sure im not the only one reading this thread wishing to see these tracers in full-on action, but being unable to due to not having basic scripting and config editing skills ;) Are there any plans to add these sort of fx to vehicles guns, such as the shilka? Regards, BAM.
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Well atleast good news for owners of a 5600 Ultra. Â For all those that still got a 4200 Ti and mainly play OFP: At this moment i'm trying the very old 40.41 and it seams that there is a FPS gain of 5 - 25 FPS dependig on situation. Im using a gf4ti4400 and have been using the 56.72 drivers since they came out as they have been very compatible with dxdll (no slowdowns). I put on the 66.93 drivers yesterday and the dreaded dxdll slowdown is back (<1fps!!!). I will try these 67.xx drivers and cross my fingers...
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Hey, I got the great FDF mod NVG goggles working with OFP2K3 by just simply changing the nvg model to: modelOptics="\fdf_w12\nvg\FDF_nvg"; and they also work perfectly with Kegetys DXDLL nvg shader fx.
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Hi, get well soon Pappy... One quick question, when I follow the instructions on the previous page to reinstate the original BIS NV Goggles, will this also make the nv goggle view the smaller version of the elipse again, or is there anyway to keep the larger elipse view but just add the required BIS "fuzz" texture so that we can have the best of worlds with bigger nv view AND the dxdll fx? Is there even some way to have a fullscreen nv goggle view? Thanks, BAM.
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Revisiting STT Desert Malden Island in OFP 1.96
BAM replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
There was a thread started about this very problem a month or two ago, sorry I cant remember the title, but it was due to the hires replacement versions of the OFP island pbos simply not keeping the lowres textures within it. All you need to do is depbo the original island pbo into a dir, then depbo the hires island pbo into the same folder, which will end up with you having all the hires textures there, as well as any lowres ones from the original island that were never in the hires version in the first place - now just pbo up the folder again and there u have the hires version island with all the required lowres original textures and NO missing textures in game. -
@Muju Thanks for the info on the sounds, now I know it must be some conflict or soemthing with my addons as I do have a hell of a lot of different mod folders that I load up all at once through the one shortcut. @pappy Is there anything that can be done to the config to make m113s and/or other apcs/tanks fire upon helos? Many thanks all, BAM:)
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I only recall seeing the vulcan shooting at helos, although it would be nice if all tanks and apcs shot at them, cos in missions where your apcs / tanks are getting attacked by helos, its pretty stupid when the only thing you can do to stop the helo is to use an aa stinger. Pretty unrealistic when you are surrounded by such firepower on your apcs/tanks, which just sit there waiting to be destroyed by incoming missiles. With helo addons which come with their own config, some have been set to be targets for everything - even soldiers on the ground which means when flying, you take gunfire which makes things pretty hectic and perhaps a little too difficult. This situation is still cool though, if ECP or ofpy2k3 could be made to make apcs/tanks always attack helos, and then also make soldiers attack too when the helo is within 50m or so, that would be amazing. Do you have any idea how we could enable somtehing like this in the config?
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Anyone get a chance to check whether they have hmmmv and apache engine / rotor sounds missing? ...and yes, I do have ALL of the dynamic range addon soundpack pbos before anyone suggests it lol :P I have another query about editting the config, is it possible to make apc gunners engage and attack helicopters? I know the vulcan apc gunners do (only occasionally though!) so it would be nice (and logical) if all apc gunners shot at enemy choppers, no? Is it possible to enable such a thing in the config? Thanks, BAM.
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Just a quick query for everyone, does anyone have probs with missing hmmmv engine sound and apache engine / rotor sounds? They are missing from mine and i dont know if its do to with the enhanced ecp config or something else. Thanks:)
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Any chance of releasing the updated stars and moon alone since your skypack v2.0 has been put on the backburner?
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Hi, it seems that llaumas sky pack is still only v1.0 which ive downloaded and found that it doesnt contain your stars or moon textures? Is there anywhere I can get those textures? Thanks! BAM:)
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@Moty: The error is telling you that you are out of -video- memory. Even though your ATI has 128mb on board, ive seen this very same problem on other ATI cards (9800pro) and come to the conclusion that there is some issue with the ATI catalyst drviers, as the same config works on my lowly GF4 with same amount of video memory. You should turn off any FSAA or Anistropic filtering settings and try running the game again. If it still fails, put down OFPs draw distance and terrain detail until it works. @Pappy: Your config is AMAZING. One thing however, I have noticed that the footstep sounds seem to have dropped in volume level significantly. What area of the cpp should I search for to increase the level back to BIS defauls, and what is that value? One other thing, when you place a satchel charge, the little blip/beeping sound that emits from the explosive repeats, whats worse however is that you can hear this beeping very clearly from miiiiiiiiiiiles away LOL (just check out the Interdiction mission from the original CWC campaign for a perfect example!). Its very unrealistic. Do you have any suggestions on what aspects of the cpp I could change to make this sound stop repeating as well as cut its sound range down to realistic level? Sorry for all the questions, and hope you continue to maintain your config, it really has brought OFP up to the next level by integrating so many of the TOP qualtiy addons that the community has devoted their time to creating. Regards, BAM:)
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Whilst playing OFP for the past 2-3 years or so, there has always been one aspect of the graphics that I occasionally wondered about. It is mainly to do with how "jaggy" the lightsouring is at edges of the light. This isnt easy to explain in words (party due to the fact im not good at explaining stuff!) so I have included a pic to get across what im blabbering about: Looking at the yellow lightsource around the fire, and the light beam at the top left of the picture, you can clearly see what im on about. I know the Posideon (is that correct?) engine is 7 years old or so now, but I was wondering if there was any way of increasing the "resolution" or decreasing the size of the "lightmaps" or whatever such that you could get smoother, less jagged lighting? I have seen this jagged effect in other standard textures too, in areas on the map where two different terrain textures meet and blend together, as demonstrated by the coastal area in the pic below: With all the utterly incredible enhancements made to the appearance of OFP through user addons and mods, this is one thing that still really stands out as looking poor. Now that I have shown what im talking about, is this a standard "feature" of the OFP engine, or are there any graphics settings I can tweak to improve the situation? I wasnt sure whether or not this should actually be posted in Troubleshooting, due to the fact that I dont actually know if I have a problem with the graphics or not, so maybe some of you gurus can tell me ;) Oh btw im using a GF4 Ti4400 with Detonator 56.55 drivers if thats of any concequence. THANKS, and look forward to seeing what others opinions are on this little query. Many thanks, BAM:)
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Hi all, thanks for all replies. I am already using the highres islands and resistance objects combined. My terrain detail is set to high already. I had a play around with the flashpointpreferences.exe and the only thing I think could have possibly made a difference (but didnt) was the terrain texture size - by default I had it on 4096x4096 but even when I put it down to 64x64 it made no difference:( I was hoping that this may have possibly made those jaggies much smaller due to terrain being constructed by many more much smaller polys, but alas no:( Could there possibly be any hidden settings to play with, such as from the flashpoint.cfg file? Anyone? Thanks, BAM:)
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Thanks for the reply Pappy:) I love the combo of replacement addons used in this config, especially the new M16/M203 along with the INQ weaponspack and combined USMC optics As for your own exploding soldiers effect, that is a great addition, but in its current state I think its just a bit too unrealistic. You could make the blood splats much smaller and dont make them shoot so high into the air or last anywhere near as long... just my own suggestion, I know this is your config and you made it to your own preference and im thankful you have decided to share it with the rest of us Im also glad you are continuing to work on it for the benefit of others, cheers m8
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This new config is excellent, but is it just me or has several of the original ECP settings gone AWOL? Specifically, -Blood missing -Bullet whizzes missing (for men only, tank shells still ok) -Flies around dead bodies -Random secondary big explosions -Explosion simulation Anyone else with same issue, or is it just me? Many thanks. BAM:)
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Wow, this is great fun, very addictive, and a fresh mission for OFP - I hope you continue to work on it and create more like it! We need more missions like this!
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OMG what skypack is that?!
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Are the Shankill and Falls Rd. gonna be in it? What about RUC Landrovers and the Brits green APCs? hehe :P On a more general note, Belfast City Hall would be nice, even if the Nogova city hall place was used. Yes, I live in Belfast lol.
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Would it be possible to add the possibility to enable enemy soldiers, tanks etc. to engage all helicopters, like the way they do when you use a BAS chopper? I think someone mentioned this before somewhere, but I couldnt find it upon looking back through this topic. Thanks, BAM:)
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Has anyone found a way round the bug where u use the BAS Blackhawk and soldiers dont get into it when u land beside them?