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C4P741N

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Posts posted by C4P741N


  1. Fallout, Fallout 2 and to a lesser extent, Fallout: Tactics are (IMHO) the greatest RPG's ever made. The location and world design is excellent (if someone would make a Tonal sized version of THIS map you'd be my hero). Vehicle and weapon designs with that rusted wasteland look. The character development with skills/perks/traits, it's humour and in-game references to other media (books/movies/magazines/TV).

        For a couple of years I've thought about a Fallout Mod for OFP but lacking any ability in O2 and limited skills in Photoshop and Configs, my options are reduced to hoping for it to be made. I did once make a mission that I never finished with NPCs, weapon shops, hotels where you could sleep/heal, random encounters, raider/slaver camps and a skiptime script so that 24hrs would pass in 1hr as fallout had that 1/2hr day 1/2hr night thing. I lost this mission long ago though. Anyway... I wish  blues.gif

    Cap.


  2. I've recently had the extreme pleasure of beta testing the new ECP and I must say the changes made between v1.071 and v1.075 is massive.

    @Blackdog: I argree (sort of), unit replacements are great for playing missions but as an editor it simply makes multiple units of the same type in my editor menu. I don't need the default units being HYK or others, if I want them in a mission I use them instead. However I am putting together a weapon replacement config for the new version ECP, similar to the INQ config and even using a couple of them. No offence BIS, your blocky weapons suck.  tounge_o.gif

    @Extraction: Unfortunately the carrying of wounded soldiers didn't make it into this release. But is still coming...

    @DayGlow: I haven't tested ut I believe the savegame bug has been solved.

    Captain.


  3. I've recently had the extreme pleasure of beta testing the new ECP and I must say the changes made between v1.071 and v1.075 is massive.

    @Blackdog: I argree (sort of), unit replacements are great for playing missions but as an editor it simply makes multiple units of the same type in my editor menu. I don't need the default units being HYK or others, if I want them in a mission I use them instead. However I am putting together a weapon replacement config for the new version ECP, similar to the INQ config and even using a couple of them. No offence BIS, your blocky weapons suck.  tounge_o.gif

    @Extraction: Unfortunately the carrying of wounded soldiers didn't make it into this release. But is still coming...

    @DayGlow: I haven't tested ut I believe the savegame bug has been solved.

    Captain.


  4. I've had this game for over 3 years now and never seen those darn trees; how cool.

    I've had it that long too and known about the trees for the the same amount of time and still haven't seen them.  sad_o.gif

    xmas_o.gif

    Cap.


  5. Quote[/b] ]Silician and I was working on a retexture mod a long time ago.

    I found a copy of your previous work on the Fraghaus FTP (less complete than your pics) and I think this is a really good idea but I dislike the extreme variations in camo. The 5t is alot lighter than the M1A1 and as others have said the M113/HMMWV/Vulcan camo is too... green. It just looks like the US military couldn't decide on a colour scheme. crazy_o.gif

    The M1A1 camo is great, if you could base the rest on that it would be excellent. I will download any future versions you care to release as the BIS units look bland by today's standards.

    Cap.


  6. I don't know if this is the right place to post this but anyway... I've modified 'BAS_60sling.sqs' so the black/pavehawks now carry these awsome HMMWVs but the positioning or the ropes is wrong. I'm somewhat scripting retarded. Is the rope placement set in this script and if so what do I have to modify to make it line up with the hummers? No pics sorry.

    Cap.


  7. I can't apologise enough for the first release of the "Winter USMC", at the time I'd been editing addons for about a week. They are currently in this state...

    wusmc.jpg

    ...and have been since about 3 days after the originals. The problem is, knowing how to edit addons does not a good texturer make. They are missing blood textures, stiching on the helmet covers, goggle straps, etc.

    Cap.


  8. what about taking stuff from vbs one and importing it to use with ofp:R? i know it sounds illegal, or against some kinda violation code of some sort. i dunno, its just what i heard. whats the legality or technical possibiltiy of doing it?

    Not possible, believe me.

    Are you sure?  rock.gif

    I found THESE on EDonkey which claim to be VBS1 USMC, I haven't seen them before, the legs seem thinner. The only official pic I can compare it to is THIS one.

    Cap.


  9. FDF mod has the best chutes I've seen. There are round and square ones, they're steerable, repackable and it (FDF) also has a new free fall animation. FDF members have already said they won't/can't release a standalone version of these chutes because it needs things added to OFPs' config.bin. I have removed (what I believe to be) all the bits (.p3d/textures/.rtm/scripts/config) to implement it into an ECP config but to no success yet.

    Cap.

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