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CAHEK

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Everything posted by CAHEK

  1. CAHEK

    FFN MOD

    Second that. This would help us save some fps. Tony, is there any chance you'll release a 'light' version of your great mod? I don't have intention to look demanding or something.. just a thought. Thank you once again TonyRanger for all the efforts you've put into this greatness!
  2. CAHEK

    FFUR/SLX 2007

    Like that black Apache, TB! Will download just to take its skin off for my own use! It's not a bug, man! Don't you know that american technology is the best in the world and their armor is simply invincible! Let's just wait for the patch that disables(for all non-usa tanks of course)that annoying and useless ability to shoot ammo at all
  3. CAHEK

    FFUR 2006 2.0 Total conversion pack

    2 meyamoti Wrong..wrong what? Seems like you didn't get zGuba's words right  We're just trying to tell TB not to take an excellent Franze's AH-64A/D out in exchange for some other...hm..crap  Even a bare unscripted Franze's model looks waaayy better, while with those 'laggy' vHUD and MFDs it becomes simply unbeatable in quality(to tell you the truth I couldn't notice any lag in missions even with current heavy scripted vesion of FFUR's Apache+ my lil addition of WBE tracers )
  4. CAHEK

    FFUR 2006 2.0 Total conversion pack

    New soldier model look a bit...weird to me sorry. Why mess with perfection? BTW, speaking about "the best of the best"- in my humble opinion DLEM's ACU are the best looking US soldier models ever. Have you ever thought about adding em to FFUR?
  5. CAHEK

    FFUR 2006 2.0 Total conversion pack

    ch_123, Big-Rooney...hehe Marijus! Do you really think that everyone here would approve such a replacement. Most people prefer RHS models for their more natural and less cartoonish look. But the major problem is the author's permission, as far as I know ORCS never gave TB one. (such a loss..why nobody regrets, ah?? ) BTW. Seems like you don't know Denorc good enough..he's a "hellish flamebaiter"(from his words) Sorry for self-quoting guys, but... totally agree!
  6. CAHEK

    FFUR 2006 2.0 Total conversion pack

    ch_123 I meant permission on their latest packs to be exact .
  7. CAHEK

    FFUR 2006 2.0 Total conversion pack

    Marijus! Do you really think that everyone here would approve such a replacement. Most people prefer RHS models for their more natural and less cartoonish look. But the major problem is the author's permission, as far as I know ORCS never gave TB one. (such a loss..why nobody regrets, ah?? ) BTW. Seems like you don't know Denorc good enough..he's a "hellish flamebaiter"(from his words)
  8. CAHEK

    FFUR 2006 2.0 Total conversion pack

    Tarik, you are the MAN!! Thanx a lot for your work on this mod. OK not a problem, everyone who really needs those effects can enable them back easily. That's a pity about Franze's AH-64 the heli REALLY ROCKS...perfect model, great vHUD and MFDs!!!! It just ROCKS! ( [whispers] put it back, TB[/whispers] ) I'll certainly put this lovely bird back for myself when the patch is out. And the most important. There's one thing I spotted that really could cause a noticeable lag- it's MLOD models. Why don't you have them ODOL'ed?
  9. CAHEK

    FFUR 2006 2.0 Total conversion pack

    You remind me of that Pancho with his "unsolvable" fov problem, man   no offence. You've changed aiDispersionCoef for one weapon class only.. so what are you expecting to happen? Look here! class CfgWeapons { class Default { ................ aiDispersionCoefX=1.0; //should be ~4.0 aiDispersionCoefY=1.0; //should be ~1.5 ................. } BTW, all machineguns don't have aiDispersionCoefY coeffs set.. therefore they inherit these coefficients from default class(that's why they still remain so deadly even after your changes to config). G.L.!
  10. CAHEK

    FFUR 2006 2.0 Total conversion pack

    2 zGuba Somebody positively should drop smoking and money will start to appear magically   . Just a joke, man. Wish you be lucky and wealthy . The fact that you don't have lags with your specs amazes me. We've CfgTextureToMaterial applied here all around, so...just keep'em usin' your "unbinarized addons"
  11. CAHEK

    FFUR 2006 2.0 Total conversion pack

    Don't think it'll improve anything, man! First of all- FFUR2006v2 is already perfectly lag-free mod, as I stated previously. Second...What OFP consumes most, as you know, is the raw CPU power (due to heavy AI handling&EH-scripting per unit) but NOT graphics card's one. For example..even "Hi-resolution Malden by Symbiot & Atherakhia" I'm currently playing missions on (it has huge 2048x2048 texture resolution) doesn't give me any lag at all on vanilla unmodded OFP. And my Gfx card is just an old %#$tty 5900XT But the same island lags like hell in conjunction with..let's say FFUR5.0 I'm pretty sure that most people here have powerful up to date graphics adapters capable of running all modern games smoothly, so I don't think that degrading textures would be the best way to improve anything. Cheers.
  12. CAHEK

    FFUR 2006 2.0 Total conversion pack

    2 343rdBadger Any screens, please? What is the source of retex, DKMM's woodland or self-made? Edit: If retex is self-made could you please pack tunguska related files only to make it easier download. Thank you .
  13. CAHEK

    FFUR 2006 2.0 Total conversion pack

    2 Chipper 1) You don't get any lag with it because you've disabled reflections . Using em usually cuts fps down to 2/3 or 1/2. 2) Desaturate=1 makes no sense because: DesaturateSR=0 DesaturateSG=0 DesaturateSB=0 3) UseSpecialNVGPP=1 is not for everyone, because it removes realistic color desaturation at nighttime. Everyone I know in my local OFP community hate having this option enabled. 2 mp_phonix Really?! Listen, in FFUR2006v2 you only encounter "degraded" in abilities Tunguska version to keep the missions balance..let's say it only looks like Tunguska, but inside it still remains Shilka's soul . Real one would kill you instantly with 9M311 missiles . If you want vehicle to have common "fold" effect upon destruction just add destrType=destructdefault; to its class definition .
  14. CAHEK

    FFUR 2006 2.0 Total conversion pack

    Yeah, noticed that too. But I think it's not TB's problem because he's already made his choice of texture . Do it yourself, man. Just DL dkmm_tunguska_v2.exe and replace the DKMM_2S6G.p3d model (and therefore textures too) in ..\ffur_ru_arm.pbo\sa19\ to what you prefer from DKMM_TUNGUSKA.pbo (I've changed mine already to woodland camo'ed). Don't forget to leave model's name in \ffur_ru_arm.pbo\sa19\ unchanged(i.e. DKMM_2S6G.p3d) or you'll have to edit config.cpp Cheers!
  15. CAHEK

    FFUR 2006 2.0 Total conversion pack

    Second that! Your mod is perfectly lag-free. Actually, it gives me even less lag than bare ECP1.085e. Don't remove those scripts, they add so much to the game, especially jet fighters crash (Ground Attack II mission for example). BTW: No offence, please.. but I think some people complaining about mysterious "lag" due to their lack of basic computer/software knowledge and therefore their unability to shut down unneccesary background processes/services and tune their hardware settings correctly. Â Edit:shortened quote a bit
  16. CAHEK

    FFUR 2006 2.0 Total conversion pack

    2 Kyle_K_ski Good morning, man! (yeah, it's morning at my place ) That's pretty easy to do yourself. Why should TB bother himself making yet another config? Â There'll be never enough configs anyway, you know Just change all values of 'opticsZoomMin', 'opticsZoomMax' in 'class CfgWeapons' and 'minFov' value in "class Man:Land" to be equal to 'initFov value' (e.g. minFov=1.00 etc. for current FFUR config) and job's done. You'll be unable to zoom at all . 2ThunderBird Greetings, mate! Â I'm exploring your new pack's config to customize it for my personal taste. What amazes me most is such a huge amount of work you've put into it in relatively short period of time. Taking into account your RL, it keeps me wonder, man. OK, back to the subject. Currently I'm trying to implement original Evgeni's seat-eject feature back to Ka-52Alligator. But it keeps crashing me to desktop. From what I've found so far the game fails to do "_k36 = "Ka52_K36Seat" createVehicle [0,0,0]" in Ka52_eject.sqs/Ka52_eject2.sqs. I've tried everything I know but in vain . Now I need your help badly (BTW maybe you could implement this cool looking feature in upcoming update.) Sincerely, Alexander.
  17. CAHEK

    FFUR 2006 2.0 Total conversion pack

    In that case could you explain the steps? Might change the topic of the thread if there were some actual useful info on this right here in this thread I'm not keen on the level of FOV myself, but I'd like something slightly more wider than FDF. If I can do this myself, I will. People, it's been explained already in a separate thread  . OK, once again.. Hi,Pancho! You should look at 'Class Man : Land' entry in editable config. There you'll find fov=1.00000; minFov=0.420000; maxFov=1.000000; Change marked values to 0.85000 (personally I prefer 0.75000  ) Wait, that's not all.. Look further below for this: class ViewPilot: ViewPilotBase { initAngleX=8; minAngleX=-40; maxAngleX=+45; initAngleY=0; minAngleY=-125; maxAngleY=+125; initFov=1.00; minFov=0.42; maxFov=1.00; }; Comment (use //) or delete marked string..or change it's values to initFov=0.75; minFov=0.42; maxFov=0.75; Now you can do usual cpp>bin and replace original config.bin. Good Luck!
  18. CAHEK

    FFUR 2006 2.0 Total conversion pack

    Greetings, Thunderbird84! Just noticed something..not a bug, just for eyecandy...but I think you should know. It's about CfgTextureToMaterial. Following models don't have their textures implemented into CfgTextureToMaterial class. T-80UM, T-90Resistance, Mi-24, Ka-52, Ch-47D When you see, for example, two almost similar tanks through NVG and one of them has great metallic shine on surface while the other is charcoal-dark. Don't know if it's done intentionally, but it looks a bit strange.
  19. CAHEK

    FFUR 2006 2.0 Total conversion pack

    Thunderbird, hope the new recoil and dispersion will be something in between of corresponding FFUR2006 & FFUR2006v2.0 values. Don't 'overtune' them, please And thank you for mod! A "must have", certainly!
  20. CAHEK

    FFUR 2006 FOV

    I wouldn't write my post if I wasn't 100% sure that it works. Mine works fine, binarizes without errors at all. I use cpp2bin.exe Cheers!
  21. CAHEK

    FFUR 2006 FOV

    Hi,Pancho! You should look at 'Class Man : Land' entry in editable config. There you'll find fov=1.00000; minFov=0.420000; maxFov=1.000000; Change marked values to 0.85000 (personally I prefer 0.75000Â ) Wait, that's not all.. Look further below for this class ViewPilot: ViewPilotBase { initAngleX=8; minAngleX=-40; maxAngleX=+45; initAngleY=0; minAngleY=-125; maxAngleY=+125; initFov=1.00; minFov=0.42; maxFov=1.00; }; Comment (use //) or delete marked string..or change it's values to initFov=0.75; minFov=0.42; maxFov=0.75; Now you can do usual cpp>bin and replace original config.bin. Good Luck!
  22. CAHEK

    FFUR - Huge Release !!

    Your new Day Operators guys look really good! No offence, but that balaclavas on NightOps are slightly erm...weird Maybe you should exchange them for black colored helmets or something? And I hope there'll be some kind of NVGs on NightOps since they're "Night"Ops
  23. CAHEK

    FFUR - Huge Release !!

    In real life, Armored vehicles do not explode in all cases, they would frequently catch fire especially if they are hit by 'Low range' rockets. A movie showing some light armored vehicles burning after getting hit by an AT-4 has been published a couple of days ago in the FFUR thread. Thunderbird, man if I get it right you're going to leave this non-wrecked armors "as is" . OK, not a problem, mate! Just do me a favor please- point me to the scripts that would define those wrecked models (though I'm not a modder, but hope I'm not that stupid ) and I'll try to correct 'em 4 my personal use. I suppose you didn't take neccesary *.p3d's out of corresponding *.pbo's Cheers, Alexander! EDIT: my really bad english
  24. CAHEK

    FFUR - Huge Release !!

    There's no need in alternative config, pal! 1)you'd just open upcoming ffur2006\bin\editable config\config.cpp....and look for 'class cfgmaterials'. 2)then make corresponding figures look like this: class Terrain { ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={1,1,1,1}; specular[]={.4,.4,.4,0}; specularPower=2; emmisive[]={0,0,0,0}; }; This will add "ground specular light fx" to your game( if you like it so much ) 3)save resulting config.cpp 4)convert it to .bin with cpp2bin.exe 5)replace original config.bin with yours 6)ENJOY! Â
  25. CAHEK

    EECP - Enhanced ECP

    Kurayami, man! How are the things going with your RL issues(and thus with EECP progress too). Hope you're O.K Don't disappear, please!
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