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Dr.Pepper

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Everything posted by Dr.Pepper

  1. Dr.Pepper

    Outbreak mod

    Your ideas sound good. But I wonder what addons did you plan to use. Will you create own ones or collect a pack of the many good existing ones... Or will your mod just be a pack of missions? I’m working on some zombiestuff by myself... perhaps we could exchange some work and experiences. And we ( Kanonenfutter ) have a server, where we could put your missions, when they are done.
  2. Dr.Pepper

    Drug Dealers

    If you like crime missions and stuff, visit our Homepage and server: kanonenfutter.myxg1.de (or just enter "crime" as filter for server search) We collected a number of addons and I made some retextures for myself (civilians mostly). here are 2 examples: And we have our big "Nogova Crimes" MPMission, where three teams compete against each other: Mafiosi vs. Bikers vs. Police We also add new features to our Mission from time to time... but read the Thread about the mission. Don’t want to repeat me here and it really has lots of possibilities and features.
  3. Dr.Pepper

    Operation Farmland Mod

    Check out our homepage and server: kanonenfutter.myxg1.de We uploaded the fml_civs, funeral pack, containers and the fml_hp3 pack... maybe we´ll upload other farmland stuff in later serverpack-updates. There will be some missions with these zombies soon (at the moment we just have the old Nogova virus & similar missions) and if anyone of you has made some missions, contact us on our site. cheers, Dr.Pepper
  4. Dr.Pepper

    Nogova Crimes

    Well, you just can not have played the mission a year ago. The first release was on 14th april THIS year. Don't know what you played last year... However the version we have now has many more features and less bugs, that's for sure. That leads me to the reason of my new post here: The newest Version has some new features again... (but still more to come though) - new streets for Nogova... I did not change the cities very much, but I changed the most dirtways to better roads and added a few roads... just like I told you in my previous post. And the people playing it like it very much. Driving around is much more fun now. - Taxi-system players are able to call a taxi, that takes them to the most cities... you can always stop the taxi or change the destination during the ride. But you should not kill the taxi drivers... and the cars are "safe" against stealing - Cops get rewards now for securing stolen cars and bring them back to their police departments. - and as always some minor changes and bugfixes were done... The highest player count we had is still 16 players... Sad but true... I don't know why there are so much players, that don't want to load our serverpackage. We have more than one mission that need it and there are always some players on our server. so, it's really worth it... But it seems they prefer to get kicked, instead of playing our missions... Well, but it's their problem. If you have Questions or suggestions... post them here or on Our Homepage If you create missions yourself, - especially Crime or other RPG-missions - feel free to contact us... we could upload them to our server, so you don't need to play alone We now have the fml_hp3 (Farmland Horrorpack 3) addon uploaded... missions will follow soon. (But I think I gonna make an own config for those zombies, when I find the time. They should be more like in the movies... )
  5. Dr.Pepper

    Idea for cool MP map

    You´ll never know, if you´ll never try. There are still people here that would help you, but you should make the start... If you really want it, put some effort in it.
  6. Dr.Pepper

    Nogova Crimes

    NEWSFLASH Yes, it´s been a while... but we´re still alive and still playing OFP ... no question. There´s an update for our KF_server_addonspack (1.1)... with a few more stuff and balancing. The coolest thing (imho) is the teargas grenades for cops and the teargas rockets for the police heli. The idea was taken from dmx police addon 1.2 (which we use in our mission) but the teargas didn´t work in MP...well, now it does We are still working on our mission, eliminating bugs, adding new features and so on.... We still have a list of things we want to improve and to add. Suggestions and critics are appreciated. I am working on an update for the Nogova-Island... Nothing big, I don´t want to add much, no new addons or textures to be sure I don´t mess up with the performance. (I´m very careful at this) What I do is mainly making the roads better and add some roads, where they should be... (there was no road to Joudov for example) People who tested the beta were enthusiastic It´ll be released soon. Now to your questions: Well, we had a little time in the summer, much to do in RL, but now we´re playing more often... Just check from time to time, use the shoutbox, forum or our calendar to find people to play with last time we were 12 players (with only 2 KF members) playing Nogova Crimes. No. The concept lives from players acting, it would not make sense in SP... Look at the list of all the possibilities and features... and then think how you could tell the AI to do all this stuff and be as unpredictable as a human... only players can do that... and btw. Multiplayer is always more fun, than playing alone. 1. Make sure that you do not have any addons running that are incompatible with our collection. We still try to improve the mission performance... Do not run Nogova Crimes with the ffur addon or similar mods 2. Sometimes, when you start the mission the first time it can take very long and your screen blacks out and it seems like nothing would work anymore... but like a miracle after waiting a bit more it starts... We thank anyone who has hints to detect cheaters and knows how to get rid of them... (what to do vs. ID changers? and how to expose cheaters, if you do not see them do it?) In the last month we had no big problem with cheaters though. PS: Ah, almost forgot: You can download the KF_serverpack 1.1 and the recent Nogova Crimes mission at the right top corner on our site Kanonenfutter.org So, you can test it alone and it takes much longer to download it via OFP itself...
  7. Dr.Pepper

    Nogova Crimes

    well, comradesniper, that can happen to you on every server, that allows to vote admins... You tried it another time again with more success didn´t you? Thanks Ize Well, our mission-developement is still going on, and everyone can post criticism (the constructive way) or suggestions and ideas on our site. The mission will always have the date, when it was done in it´s title, so you can follow the changes
  8. Dr.Pepper

    Nogova Crimes

    our server ( kanonenfutter.myxg1.de ) is online again. Thanks Haretuerk
  9. Dr.Pepper

    Nogova Crimes

    I´m sorry for the misunderstandings and I did not mean to be rude. I put a newspost on our site that should clarify the download-link-confusion. Is that ok for you now?
  10. Dr.Pepper

    Nogova Crimes

    Did you try the bold-letters-link right in the news from april 13th 2007 ? it says: "Download needed addons here (but register first! )" just klick on it... it´s not that hard... Otherwise... if you´re logged in, you can find the addons-pack here: nc_low download the updated peppercars_nc is important, that some things work properly: updated peppercars_nc.pbo We are still working on addons and there will be a few updates (improvements & corrections) When? ... We´ll inform you in our news-posts, when they are done and needed. We´ll make an "all-in-one-KF-addons-pack" then...
  11. Dr.Pepper

    Nogova Crimes

    Sorry Blazin... @Moderators: Could you delete the post in "Multiplayer" please: http://www.flashpoint1985.com/cgi-bin....t=63623 @Officer_Eric There is a rar-file called nc_low, but you have to register to download it. One other addon is needed: the upgraded version of peppercars_nc (from May 02 2007) the links for these 2 required files are found in the news posts... from time to time there will be updates or new addons, that will be needed for the mission. but we will inform everyone in our news-section. unfortunately our ofp-server is now temporarily offline I will post here, when it´s on again. stay tuned...
  12. Dr.Pepper

    Idea

    Definitly interesting OFP can do so much more than just War... visit www.kanonenfutter.org You´ll find 2huge packs of civilian addons you perhaps wanna use for your mission.
  13. Dr.Pepper

    Unified zombie pack release imminent

    Zombie1 has put together a collection of zombie-missions on his side: OFP Zombie Missions
  14. Dr.Pepper

    armed civilians

    Well, I made civilian addons at the beginning of this year... more differnt civilians added (compatible with zombie-mod) go here for download: http://www.kanonenfutter.org/downloads.php?cat_id=2 here are some screenshots: http://www.kanonenfutter.org/photogallery.php?album_id=3 There are some civilians with weapons found on the resisance-side...
  15. Dr.Pepper

    armed civilians

    Well, I made civilian addons at the beginning of this year... more differnt civilians added (compatible with zombie-mod) go here for download: http://www.kanonenfutter.org/downloads.php?cat_id=2 here are some screenshots: http://www.kanonenfutter.org/photogallery.php?album_id=3 There are some civilians with weapons found on the resisance-side...
  16. Dr.Pepper

    Operation Farmland Mod

    sure I could do this. But: Do you really want that each Mission-maker has his own zombie-config and his own zombie.pbo ? Does not sound practical to me. I´d like to have one pbo that is compatible and could be used with different missions instead of one pbo for each single mission out there Are you sure that works? Cause in the "initzombie.sqs" there already stands this line: "_z setdamage 0.7"... This is just what I mean: ofpforum has his own config, DarkTerritory3 has his own config... Matt Rochelle could make his own and me and...    everyone has his own config...  What´s there to be said against having a config.cpp with different zombie-classes for different difficulties ?
  17. Dr.Pepper

    Operation Farmland Mod

    Well, I thought we were talking about HEAD-shots... Are you serious with this? Well I think a mission with jsut one or two zombies would be quite boring. Watch movies like Dawn of the Dead or other movies from the "George A. Romero - Universe" The atomosphere comes from the numbers, but the zombies can be killed with one headshot... In my opinion this is, how this mod should be...
  18. Dr.Pepper

    Operation Farmland Mod

    add 3 zombie-classes with different armor-values... e.g. weak zombies (one head shot killes) for the very fresh ones, which make the largest number, medium (2 or three headshots) for more challenge, and a few hard (4 or 5 head shots) for kind of "leaders"
  19. Dr.Pepper

    Operation Farmland Mod

    I second BergHoff. At least the head should be the weak spot... I like to make zombie-missions with civilians and as you know they cannot carry much ammo and they are not able to take a heavy MG...
  20. Dr.Pepper

    Policie Pack v1.2a

    blub... classnames of version 1.1 were: dmx_policiebrdm now (v1.2) are: dmx_policieot64  and here´s my addon: http://www.flashpoint1985.com/cgi-bin....vilians And ok, it wasn´t a big problem to fix the classnames... @DeadMeatXM2 I´m a little sad to hear that you won´t work on with this addon... maybe you will allow someone else to do it, so that it will be as great in MP as it is in SP ?
  21. Dr.Pepper

    Policie Pack v1.2a

    Hmm well, Haretuerk and me tested it on a dedicated server... We could not see, if the other player was wearing a mask or not. and we could not throw the teargas... I hope you´ll gonna to improve this. in Singleplayer all works fine... very good work. and btw... what sense does it make to change the name of the BRDM to OT64 ? Now it´s not compatible with missiones that used the previews addon...
  22. Dr.Pepper

    Policie Pack v1.2a

    Looking great! I loved the previews version. Did you test it on a dedicated server? Does the teargas really work in MP-Missions? This would be really good for any crime missions.
  23. Dr.Pepper

    Operation Farmland Mod

    Hmm... I would suggest you make it possible for mission-makers to choose how fast the zombies can be... In my Opinion they are a bit to fast, but it would surely be an advantage to have different zombies with different speed... And if you want you may use my civilian textures, as Salvatore mentioned
  24. Dr.Pepper

    Space invaders mod released

    Hi Hitcher I like your Space Invaders Unfortunately I do not have that much time at the moment How about MP-Missions ?
  25. Dr.Pepper

    mission editing orders

    "Marker" SetMarkerType "empty" makes them invisible without changing their position... when the objective becomes active you can make it visible with: "Marker" SetMarkerType "flag" (or another markertype you like)
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