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Everything posted by CameronMcDonald
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Was it really necessary to quote that here? Nice to see my name, though. Anyway, create a shortcut of your FlashpointResistance program, and paste -nomap and -nosplash after the -mod=FFUR (which should be OUTSIDE the "x"s)
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Erm... that might be a problem. I wouldn't get your hopes up, mate.
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Yeah, true that mate. Well, I've solved the googly facing (ta to Offtime + AGSmith), so now the only issue: I need more faces!
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<Evil laugh> - ECP2010/Operation FacePlant Western units are go! Addons: FFUR ACU (some modifications by me - body armour alignment, patch rotation + addition), CBT Crew, LSR Pilots, HYK US Infantry, SJB Weapons, HCPara Kolgujev 2010, WGL Nogova Texture Replacement, Berghoff Nature Pack #2, Llaumax Heads v2. Yay!
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US DSAI Extension v1.0
CameronMcDonald replied to CameronMcDonald's topic in ADDONS & MODS: COMPLETE
Good point, Zay. I'd love if I could be a teeny part of the awesome mod that is ECP. You could do a helluva better job than I do. v1.1 is basically finished, I'm just running missions with large numbers of units to try and make sure there's no Russo-US chat going on, and that the arrays are all tidy and whatnot, though I'm having trouble hearing what units are saying what, so I've reverted to using invisible targets. -
Question on Renegade:Peacekeeper mod
CameronMcDonald replied to zootso's topic in ADDONS & MODS: COMPLETE
Yeah, the outro mission don't seem to work too well either... But hey, it's still good! -
Ak, k, my bad, mate. Well, they did with the previous versions, so I assume they'll do the same for this one (hopefully - I loved using the old one for massive tank battles).
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With all due respect, I think King Homer + Inquisitor know that only one LOD will cripple most lower end computers. - Isn't it obvious that they will add more?
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Question on Renegade:Peacekeeper mod
CameronMcDonald replied to zootso's topic in ADDONS & MODS: COMPLETE
Amen. I hope to beat it (fat chance, I know), but I'm not sure how to get that pro voice acting - and how much it'll cost! Play it with FFUR 2006 - and be amazed. -
US DSAI Extension v1.0
CameronMcDonald replied to CameronMcDonald's topic in ADDONS & MODS: COMPLETE
Hey mate, I had this problem too, at first (before I released the addon). Be sure the pasted bit from the readme is at the BOTTOM of the ECPsettings.sqf file, and you haven't missed any text ( these -> ; <- used to be a real pain for me) that you were meant to copy. If this doesn't work, bear with me, I'll release the update, and we can go from there. -
Looks damned nice, fellas. Good work.
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Will crank all settings to highest immediately, to see if my monster (currently) machine can run it. If not smoothly, I'll set 'em down a notch until I'm getting a nice, smooth level of FPS. Then the carnage will begin. Oh yes. <evil laugh>
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The spilt champagne makes me wince!
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Operation FacePlant has been completed for western units... OK, I've gotten the facebug fix to work, but only on CBTs crew... I've done everything right (I think?) on HYK's Infantry, but for some reason the bug still persists. Should I add the head first, then the fs1 and fs2 in memory + pilot-view lods, or what? Or maybe do the config first? I can't see how this matters, but after some similar tweaking, I got the CBT crew to work. Oh, and how is the BIS -> Llauma face project going? I'm hoping to have a larger variety of US faces beside <20 soon! Â
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Already been discussed. The team chose not to due to the amount of work it takes to convert BIS faces to Llauma architecture and the script problems experienced by addons using the faces (vehicle + savegame incompatability, basically).
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Couldn't agree more, Stashman. If KMan is reading this thread... how are your ACU units going?
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Like I said above, a bit of meat on the plot would help immerse the player a lot more - why are they there in the first place? What year is it? Who are the enemy (besides being Russian)? What is the situation? What was the main objective before everything went to hell? Problem is, all this info usually takes a cinematic mission to get across.
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AEF Trains cause the lag every 5 or so seconds problem you're experiencing. It's something to do with the traintrack models. Sadly, the only way to remove the effect is to remove the functional components of the track. I believe Agent Smith posted this functionless version in his Lechistan thread - no trains, but no lag is a fair switch, I say.
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Symbiot and a few other blokes (Sputnik Monroe for one) were working on a Ghost Recon and BIS face conversion to Llauma architecture project. You may want to ask them how they're going. As for scripts though... no fixes I can find... Pity, I've stuck the Llauma heads on all my addons, and it looks really really really good, just nonplayable due to googly-facing.
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Pappy - with all due respect for the Kman 3000, those ACU troops you're talking about were spotted on ofp.info about 6 months or so after they were released. The model still needs a lot of work, as do the textures. I'd advise you stick with the HYK BDU units, or make a retexture of them like FFUR (if you feel like it). Don't get me wrong - I'm for ACU all the way (especially if you can do the job... ) And stick with BIS heads, I Llaumax'ed all my units, and though it looks nice, the incompatability with vehicles (and lack of faces) really gets to me.
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The one you want (I assume you're playing Resistance) is in Res/Data/Htwl or something like that. Be sure it's from the CD and NOT from a mod. Be sure it's the one before you do anything, and copy copy copy until you're sure it works.
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ECP and FFUR have their own data3d files (obviously you haven't tried to install the skies in these mods?). Obviously, they are not corrupted. I'd advise you look on your CD for a data3d.pbo and try again. Whatever you do, don't copy the data3d files from a mod across! You may FUBAR everything. Just find an original on the OFP cd, and paste it over your buggered one. Then try installing the skies again.
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Sounds like data3d is corrupted to me.
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That's a good idea, Monty - may post a few o' my own later...
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Cancel that, here it is! Â 13/3/06 - 2140hrs. CAMERONMCDONALD BETA TEST INC. *EDF INVASION* BY XCESS SYSTEM TESTED ON: 3.94GHz P4 - 6410 OFP Benchmark. 2048MB RAM. 256MB ASUS GeForce 6800GTO, NVidia 84.20 Forceware Drivers Soundblaster Audigy Z2 w. 5.1 speaker setup. OFP SETTINGS: DXDLL (Set for best picture quality, reflections on, etc etc.) ECP 1.085e CAM DSAI Extension V1.1 (coming soon! Material Properties Addon WGL Texture Replacement Pack WGL Nature Replacement Pack Berghoff Nordic INGAME SETTINGS: Veteran Mode - All options disabled except crosshair and Super AI. 2070m Visual Distance Visual quality to full Frame rate to full. 1280 x 1024 x 32 Resolution. .005 LODS on objects + shadows BETA TEST BEGINS -- SPOILERS BELOW -- - Overview: None - don't forget it in the final release, XCess (that pic you put in the photography thread would go well). A different title than EDF Mission would go down well too! - Briefing: None - Woah, was I surprised. It's been ages since I've played a mission minus a briefing! I guess if it's still in Beta stage, that's OK, but you'll need one in the final release, since without it (and map markers) I dunno what, where, why and all the rest of it, eg. Who is Bravo? Why are we attacking? Who is the enemy? etc etc ad infinitum. Without a briefing, missions usually are a bit of a no-brainer. See later for more info. - Intro: Ah, one of these missions with an intro IN the mission - I see! Nice RSC you've got there, mate - I'm definitely going to be looking you up to make some for me in the future! However, consider adding a savepoint once it's over. It was irritating dying and then having to watch the boat splash around again. Solid, clean camera work. However, when the tracers are flying past, the boat keeps getting stuck to the same point - I think it's a setpos command gone wrong. In the final release, I hope you extend it to add some meat to the plot, with some tense squad chatter (think Red Dawn, except Retaliation style). - Mission: I started in the boat, invasion music started up (subtle nod to DidArt - the music is quite good). Two words at this point: Custom Voices. If you want people to LOVE this mission, get some good voice actors for your radio chat and just idle talk as well. ECP only goes so far - you need custom voices for those... well... custom + contextual moments. Landed upon the beach without a hitch. All good insofar. Hell breaks loose. Good scripted mortars (as afore mentioned, a horrified scream of "Mortars!" would g a long way...) knacker my leader. A squad of mechanised infantry pin us down like so many wingless flies in that little gully. Boat gets flattened like a tack by a BMP, which is promptly shot to scrap by a M72 rifleman. I capped the leader of one of the squads and his machine gunner, and get in a quick save. So far, so good, I think to meself. Then my squad gets totally wasted by grenadier flankers up in the trees on the right - good ole OFP super AI working as usual. I die about 10 times in the same spot, sometimes from rifle grenades, sometimes from a burst or 6. Feck this, I think. Down to 2 men, I get command (finally). My machine gunner and I take cover in the gully, and wait for the brainless Russians to come running down the side - together we waste about 6 or so between us, me hiding in a bush. Another BMP shows up and ruins the party, blowing my machine gunner into the sea. I leave my citadel a.k.a. bush, and race into the forest, hit once in the lower back by a PKT round slung at me by the vengeful BMP (turns out it hit my pack or something, because I took no damage). I'm all alone by now, overlooking Morton from the western edge of the forest - things don't look good. A distant explosion signals what I feared might happen... the low-flying Mi17 has impacted with a building in Morton, and incapacitated itself. Alone, and with 3 mags of 20 x 5.56mm ammo left in me M16A1, I decide to be a good lil EDF rifleman and scout the enemy positions in Morton before turning tail and running the hell away like the chicken I am. To faciliate my aims, I turn to a tried and true OFP-Professional player secret - crawling along the beach. About halfway there, a disembodied radio message (from myself to myself) - says that I should find some explosives to blow up the Urals - under my breath, I say "Bugger that." At about this time, some disembodied firing starts up somewhere behind me. Turning, I see Bravo squad meet its doom - a roving Russian 3-man patrol shut them up without a single casualty. Shit. During my long crawl, the uber-AI of the BMP crew throw a few PKT rounds my way (THROUGH the forest I'd ran into), but no HE-Frag PG9s - lucky me. Â I crawl along the steep slope of the Morton "cliffs," and peek over once I've got good visual into the town square. Jaw meets floor. Two or three squads of Russian infantry are standing, rifles slung, doing nothing in particular near the Morton fountain. I cap one, and then crawl along the cliffs to the two barracks buildings on the southern cliff. There, using helpful DMA rolling animations, I pick off 10 or so Russians attempting to flank me along the coast about 500m away. I laugh, wondering at the accuracy of the JAM weapons. After this, things get quiet - I wonder whether I've cleared the village all by my lonesome. Thus, I resolve to crawl into the danger zone. Doing so, a single Russian officer runs headlong into me (ironically, with a scream of "Americanski!") - I blow his brains out. 8 rounds left. Crawling to a Red rifleman's corpse, I make use of a dropped AK74. This is looking good, I think. Things may just be going my way... ...meanwhile, just to the west of the village, an AI Russian machine gunner sees an interesting EDF rifleman crawling across the corpse of his comrades near the Morton church. Being no different to any other AI, he drops prone and attempts to shoot me. As the rounds pass over my head, I realise that due to the high recoil of the PK the idiot cannot hit me - his rounds are all going high. Yawning, I casually squeeze off 10 or so rounds at him - all miss. The Russian is blazing away at me with no effect except to splinter the poorly textured BIS church's paint job. Getting slightly more agitated, I adjust my aim more carefully this time... ...and a very lucky 7.62x54mm bullet leaves the chrome-plated barrel of the PK, soars through the cold Everon morning air, zips under the rim of my US-made PASGT helmet and impacts with my beautiful EDF/Llauma face. I die. Understanding that there is no true ending built into this version of the mission, I proceed to unPBO the mission to take a look at its internals. - Outro: N/A, this is only a mission segment, as emphasised by XCess. COMMENTS: Obviously, XCess, this mission needs work, but your effort does demonstrate potential. It is plain to see that you have designed this mission for play in Cadet mode (or in Veteran with waypoints enabled, if possible). This is a big no-no for mission makers like you and I. I'm sure reading the above you saw how I managed to amble off the waypoints and go off on my own, thus disrupting all the nice scripted waypoints you'd placed, and causing Bravo to head to their doom all alone. A mission maker needs to be prepared for the player doing the unexpected, like throwing themselves out of a jeep, running away like a softie or, like I did, disengaging into a nearby forest. This can (in part) be assuaged by the Briefing (and associated map markers), which gives players a guide to landmarks, objectives, and (in brief) what to do. Many times I was stumped - how was I meant to know where on the western edge of the forest Bravo meets me? Where do I go? What do I do? I've already talked about custom voices, so I'll leave that alone. Be sure when that radio message about the explosives comes through, it's either from another unit in the squad (like it is now - good work there) - OR, if the player is on his own, HQ or some other entity, or said by the player (as opposed to the player radioing himself, maybe something spoken quietly like, "Hmmm... I bet those Urals would make a big bang" and a hint, "Find some explosives to destroy the Urals." I strongly doubt the player would radio himself. And maybe also delete the name "Player" from the radio message - how does anyone know he's the Player (unless he's cheated on his last 3 girlfriends and it's a callsign )? There are a few other little points I will list below: ADVICE: - Set the Mi17's flyinheight to around 40-50. This should prevent destruction of buildings and Mi17. Alternatively, place the Mi17's waypoints away from the town. - Use HD weapons - will generate more atmosphere, and should help prevent total death of squad within first engagement. Also circumvents OFP uber-AI problem. - More reinforcements needed, perhaps beef up Bravo. There are about 4.5 squads of Russians to < 2 of EDF, and 2 armoured vehicles to 0 (that KIA didn't make much of a difference, I'm afraid). That is, unless you want this mission played like a lone wolf scenario, or with OFPFreak mode on. - Custom radio + voices recommended. Easy to make, and add a whole new dimension to missions. - Briefing (or at least map markers) required for veteran players. - Consider a failure trigger (when the player runs away tooooooo far) and a "We're all getting wasted!" trigger for both squads. - Create a trigger for OPFOR Morton garrison to be set to alert and in defensive positions once the battle begins - if you were on guard in Morton, and you heard firing just over a hill, would you be relaxed about it? - For final version, build storyline via intro + outro (when you get there, mate ). - Finally, keep it up! I'll be happy to test your next version. Â

