-
Content Count
5254 -
Joined
-
Last visited
-
Medals
Everything posted by Jackal326
-
The release of v1.1 draws ever closer (only a few days at the most now unless last-minute testing brgings out any huge bugs), so I figured I'd just give you all a quick run-down on the changes you can expect to see. The following is a quote from the readme: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">- VERSION 1.1 (This Release) > JAM Compatability Added for the majority of weapons. > Fixed various optic views (ELCAN, Eotech etc) which were incorrectly mirrored and/or not glowing. > Added a new AK47 optic (courtesy of the CSLA-II Mod Team). > Tweaked various config.cpp values (Recoil, ROF etc). > Fixed the detection rate of the suppressed PSG1, which, in v1.0 was higher than the M82A1 (whoops!). > Corrected the trigger grouping of the 'MP5 Navy' in the pack - now fires in semi-auto.(Old 'SJB_TOS_MP5_Mag' now fires in semi-burst-auto for the MP5A4, and a new magazine define has been included for the semi-auto trigger grouping - 'SJB_TOS_MP5_Navy_Mag'). > Added an MP5A4 which fires in semi-burst-auto as the MP5 Navy (incorrectly) did in v1.0. > Added scripts for adding the weapons to ammo crates more easily without the need for a lot of init line editing - see ADDON USAGE for more information. Only some of the weapons will be JAM Compliant, as not all of the weapons are supported (the UMP45 doesn't have a burst fire mode in JAM, so I've left it as "Jackalacious" as Cornhelium called it on the JAM3 thread).
-
Its a 25 round .45 mag, rarely used as far as I know, and frankly, I refuse to drop the 2-round burst fire mode from the UMP45.
-
JAM isn't about just changing the sounds of weapons. Its about adding "universal" weapon magazines which can realistically be used by various weapons of the same calibre etc. Having said that, the UMP45 is a rare weapon in OFP anyway, so I could probably get away with simply not using JAM amagzines for the UMP45.
-
How about adding 2-round burst support for the UMP45 Magazines, or an alternative S-E-F Trigger grouped UMP45 Magazine? My weapons pack has a UMP45 in it, and I am attempting to add JAM compatability, but as my UMP45 fires in semi-2 round burst-auto, and the JAM3 UMP45 magazine only has semi-auto, the weapon can't use them (due to the whole "trigger groupings must match exactly issues).
-
I have included scripts (created by Monty) in the 'SJB_TOSM4_cpp.pbo' file which, when executed from the init line of a crate and/or vehicle which is able to carry weapons/ammo, adds the various types (Assault Rifles, Sub-Machineguns, Machineguns, Pistols, Sniper-Rifles and Misc) to that ammo-crate. Details will be outlined in the readme.txt of v1.1 on how to run the scripts correctly. I feel these scripts would make the inclusion of an 'SJB ammo-crate' redundant.
-
Back on topic, over the past few days I've been attempting to successfully intergrate JAM Compatability into the pack, and as of last night, I believe I have succeeded. It still needs testing, but that was the second to last thing on my 'To Do' list for v1.1 of the pack. The last thing being to find out why the MP5A4 has a constant muzzle flash. It has a correct CfgModels entry, and the muzzle flash is definately defined as the 'zasleh' in the model, so it will require some deep investigation. But rest assured, once that is fixed, the pack will more than likely (bar any major bugs I discover) be sent for testing.
-
In that case, might I suggest that the 7.9 patch (as a very distant example), be able to upgrade from 7.5, 7.6, 7.7 and 7.8, instead of having to apply each patch individually. So then you have to download the 7.5 full, and only the 7.9 patch instead of having to D/L the three other patches. I've probably not explained that very well, so I'll try and summarise what I mean. Basically, it would be far more easier for Joe-Public, if the intermediate patches (the ones between the main (full) updates), were able to install the up-to-date version onto the latest 'full version' without the need for the other intermediate patches preceeding it.
-
I told him to add a unit wearing one, but as far as I know he didn't
-
Get an external DVD burner. I was able to find one for about Å40, and its pretty good specs - can't remember them off-hand, but I'm pleased with it In other news, I'm looking forward to the release of v7.3. Glad to see you're addressing the armour inbalance which, although a tad realistic in some respects, makes MP heavily biased, and MP is what OFP is all about in my opinion.
-
Hey Safety, nice work on the pack. I'm sure the community will welcome them with open-arms...well, the OPFOR wont, but whatever Glad to see my weapons are being put to good use
-
@olemissrebel: I'll check it out. Thanks. In other news, the MP5 issue has been resolved (finally!. The MP5-N now fires in single-full auto, and the (new) MP5A4 fires in single-burst-auto. I accomplished this by adding a new magazine with the new trigger-group. Both weapons (and their variants) can use either magazine, which isn't 100% realistic, but it was either that, or people complain about not being able to pick up the other guy's magazines when he's killed etc. I only have a couple of issues to resolve now (AK optic and a slight issue with the reflex model), then of course comes the testing EDIT: Just resolved the Reflex issue, and have incorporated the CSLA AK47 optic (permission pending) into the pack. Hopefully Maa et al will grant me permission to use it. Testing of the updated pack should begin tomorrow, and if all goes to plan a release should be sometime next weekend (around the 3rd/4th of September).
-
It is when you attempt to re-pack the O.pbo file after installing the textures and get an "OUT OF MEMORY!" error and have to close MakePBO...
-
No, because if I edit the gun model positions they'll be incorrect for people who use the default animations. So I'd suggest using better animations (DMA/Sanctuary etc.). As for the shotgun, I'll look into it. And as for JAM, I have plans to make it compliant, and will be releasing a seperate config sometiem after releasing v1.1 of the pack.
-
There will be a future version of the weapons pack, but this isn't a place to discuss it - please use the appropriate thread and keep this on the topic of Bambi's Black Ops.
-
Whats been updated in the new config Bunkerslusken?
-
Thats what I had done previously CrunchyFrog, but it messed up due to ODOL-Explorer incorrectly converting the 'shining' faces in the model, and no-matter what I did, they would not shine (the zasleh and the reticle area). So, this time I tried it without converting them to MLOD first, and changed the texture paths accordingly via "Mike's Texture-Path Swapper" tool. This caused the optics to appear strangely to say the least (grey and white boxes despite all textures being present and correctly pathed). So, I went back to the old MLOD versions, and remade the zasleh (muzzle flash) and aiming reticle to enable their shining ability. This is almost complete now, just a few tweaks need to be made. Then its on to the AK optic. I've decided upon the E/S AK47 optic, as it seems to be fairly top quality like most of the other optics in the M.A.P. Just need to know if its OK will Earl/Suchey for me to use it. They OK'd my use of the aimpoint optic etc. so I can't foresee them having any problems, but I've still got to ask Edit: Oh, and its my birthday today Edit 2: Added mirrors courtesy of OFP.info to first post.
-
Thats exactly what I was going to suggest but I see you beat me to it Wa_Va_Voom Pilots are looking good Fisch, and so are the Marines for that matter, keep up the good work.
-
Yeah, I wouldn't mind taking a look at the script Kyle, my e-mail is Jackal326@Hotmail.com. In other news, the only thing that remains to do is fix up a couple of optics (the glow of the ELCAN, and incorporate an AK47 optics for which I'm still looking for a good example - suggestions?). I also have to sort out the MP5 situation outlined earlier.
-
Well, from a personal point of view (when is it not?), I'd still like to have the Safe-Single-3rndBurst-FullAuto trigger-group on the MP5 Tactical, which still requires that I define a new magazine, so I might as well add MP5A4s into the pack. I'll just have it so the magazines can be alternated, i.e. the MP5N can use the MP5A4 magazines - they are exactly the same ammo etc. after all AFAIK. The only draw back is, as previously mentioned, you could be carrying an MP5A4, grab the MP5N magazines from a crate or whatever, and all of a sudden be able to fire in Safe-Semi-FullAuto trigger grouping. This is however a draw-back I'm prepared to live with.
-
Yeah, only that would probably take longer. Can we please drop this subject as I've already said I'm NOT going to do it. Right now there are more pressing issues I need suggestions on (read my above reply).
-
Well, I can't fix those issues without changing weapon classes, unless I crate new models etc. for the old classes (so they fit the designations etc), and then create new defines for the current models. This I have already done, but its where I run into a problem. The MP5A4 has a semi-burst-auto trigger-group, where as the MP5-N as you rightly pointed out, only has a semi-auto trigger group. So, the already existing "SJB_TOS_MP5_Mag" has to be used for one of them, but which, and what exactly do I do about the new magazine define? Name it "SJB_TOS_MP5A4_Mag" and give it the semi-burst-auto trigger grouping? Name it "SJB_TOS_MP5N_Mag" and give it the semi-atuo trigger group? Also, another problem arises in the support for these magazines. Do I add the ability for both the MP5A4/MP5N to use each-others' magazines? So you could be using the MP5A4, and find a dead comrade with an MP5N and be able to take his magazines (and fire with the semi-auto trigger group), or do I have them both independant of each-other and not allow the cross-magazine use? There is another option I've only just considered whilst writing this post out. I could, just modify the models/defines accordingly and leave them be, without including the MP5A4 etc in the pack. I've already made their models, but as they only took me 10minutes or so to modify, I wont lose much sleep if I decide to ditch them. Either way, I want your input, because at the end of the ay, the pack is being made for you, the community, so you should be able to have your say.
-
@Baz: Check out http://www.ofpbase.com/newsitem.php?id=137, they posted a few images of various weapons along with their news post regarding the pack. I've also seen a few images appearing in the Combat Phography threads. Also, several of the images of Fischkopf's Marines he posted a few days ago used the weapons. @remcen: Did you download fromGOTF.net or from the Stealthnet mirror? Try downloading from the other one to which you've already downloaded from. I have no idea what could be causing the continual error other than a corrupt mirror, although no-one else (to my knowledge at least) has complained yet, so it might be something your end. Did you use a download manager of some kind? If so, try downloading it without.
-
You're right....I am going to shoot it down. Most of the weapons share textures with other weapons which aren't of the same class e.g. the M24, a sniper-rifle, shares textures with the M4s, the M82A1 shares textures with the Colt 1911 (for the silencer etc) and with various other rifles. For each PBO to function correctly, I'd either have to copy all the shared textures into each, bumping up the filesize considerably, or have them co-dependant upon each other, which negates the whole purpose of the seperate PBOs. Before anyone suggests "Why don't you put all the textures in one PBO and just separate out the models to different PBOs?" - Thats pointless because they'd still need the huge texture PBO anyway, so they might as well download the whole pack in the first place. Its a nice idea, and could have easily been done from the start, but its not something I plan to encorporate now, especially seeing as how I'd have to change the texture paths of nearly 200 models.
-
Grrr....Thanks mate, I appreciate the help. That was there as originally, the Sniper variant of the M4 only came in the suppressed format, and the non-suppressed version was added at a later date. I appreciate the help Sanctuary, cheers.
-
I tried using the values posted by Sanctuary, but the suppressed M4 rounds still have a very prominent orange/red tracer effect - i.e. the same as that of the non-suppressed M4 rounds. I do have an idea of how to fix it, and I am about to test it out. I'll let you know how it goes. EDIT: OK, what I tried didn't work (inheriting from the Silenced bullet class). In testing I also noticed that the MP5 SD round hasn't got a tracer, and in comparing the define with that of the M4A1_SD Bullet class, I saw nothing different (except for damage and detection values)...something weird is going on thats for sure...