JGreyNemo
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Everything posted by JGreyNemo
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The reason why some of you may have the white A-10 instead of the advertised BIS green version is because some of you have INQ's old White A-10 retexture replacement A10 LGB installed. (this replaces the BIS LGB A-10 textures with his own white ones. Â INQ obviously sourced the textures from the BIS library when making this beta model, and if you've changed it with his old A-10 addon -> TA DA! Â White A-10... which I think is much cooler anyway) A little laggy (the sounds I think need tweaking) but the rest is cool. Â Â Ie, GAU-8 smoke, Gau-8 explosions on the ground. Â It's a bitch being chased around on foot... desert island with AI packing this bird. Â Simply awesome. Inquisitor you rock, you totally ROCK. Pics to illustrate rocking-ness.
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So I gather the Germans were being ironic when they called this thing the "Maus"? "What happened to Sgt. Thomlin?" "He was done in by a Mouse sir...."
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just wondering, why doesnt PBOdecryptor 1.5 work with this? Because they removed the option to decompress BIN files in 1.5 Amalfi recognised that it didn't work %100 percent of the time. So he removed it so as he didn't have to deal with the complaints. Plus I'm sure a lot of paranoid addon makers would have wanted it that way. In any case you can find DePBO 1.3 if you look very hard or beg... I can't quite find a link, but do a forum and search and you should be able to score a link for it.
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Hooray Can't keep a good man down. And now that the unmoderated comments on OFP.INFO have been closed, there should be less flames and more constructive criticism on his absolutely amazing work. Nice to see Martin making a comeback.
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on all cept his OICW. oh well. thanks for the tip locke No no it works on that too. Make sure you have your file in a nonspaced directory. And have both files in the same folder Ie.  C:\TEMP\CUTPBO.EXE INQ_OICW Don't Change the new file name that it uses Then use PBOdecryptor 1.3 to extract the thing. It works for me?  well ive got it in C:\Documents and Settings\Name\My Documents\Everything\OFP and it worked on the httv and the sr25 but it wont work on the OICW nor the csla_air.pbo and change the new file name?  it just (so it apperes) to overwrite the orginal file. i thought maby the "my documents" thing threw it off. so i made a new folder in C:\Folder  and the same results. Yup it's not working for you because it doesn't Overwrite the file at all, it is supposed to make a completely new file like so -> NEW-INQ_.PBO (mind you it seems to call all of INQ's stuff the same thing, so you'll have to rename the folder after you'd DePBO'd it., so as it doesn't overwrite the next INQ addon you open) So I suggest you move both files to say a C:\TEMP\ folder (note no spaces in the folder name... just a simple directory name with no spaces in the name. This is the same principle for goes for OFP programs like WaveToLip.exe which only works in non WIN32 file structures) There you simply copy both the offending PBO and the CUTPBO.exe file into the folder. Then go to your START button, then RUN and type in the following: C:\TEMP\CUTPBO.EXE INQ_OICW.pbo And it should work. If it doesn't then perhaps your the INQ_OICW file is corrupt because it definitely can extract on my machine. Anyway let me know how you do.
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Well it works now.  Just a quick note to everyone. Unless you DON'T use the HW&TL options, this applies to you: 1.  The only PBO files you have to replace are the Operation Flashpoint\Res\Dta\Hwtl\Data.pbo & Operation Flashpoint\Res\Dta\Hwtl\Data3D.pbo Also I've noticed that Inquisitor made the NV goggle black overlay either too big or too small, resulting in the texture error whenever you load up a mission and causing you to get kicked out of multiplayer during the recieving mission data stage.  (plus the whole screen is just clear NV green rather than having a blacked out peripheral vision - which is more realistic as NV Goggles limit your Field of View) In order to fix this: FIRST: Do what INQ traditionally tells you in the readme and replace the corresponding files in the corresponding DATA3D and DATA PBOs, by UNPBOing them first.  You only need to do this for the \Res\Dta\Hwtl\ PBOs.  BUT DO NOT MAKEPBO JUST YET Now what you have to do after following INQ's instructions is where you've extracted the DATA.PBO, you'll find the following *.PAA file -> dalekohled_lh.paa COPY (NOT MOVE) this into a separate folder and rename it to nightvisiontl.paa  (and now replace INQ's modified one) This should now use the old BIS Binocs blackout (without Bino overlay crosshair and scratch textures so it looks very good, you still get the clearer NV mode) Now MAKEPBO both the replaced DATA3D and DATA PBOs (make sure they are ticked as resistance addons in the options of MAKEPBO) -> Hooray for finding this out the hard way Viola!!! There you have it working INQ NVmode which should work in multiplayer (I haven't tested this yet), but what I gather from other people is that the texture missing error is causing people to be ejected from games. Anyway I hope this helps anyone having issues. Thanks again to Inquisitor for making this addon, it's just that sometimes his readme's are all too German for us.   -> very efficient, but at times all too confusingly so.
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on all cept his OICW. oh well. thanks for the tip locke No no it works on that too. Make sure you have your file in a nonspaced directory. And have both files in the same folder Ie. C:\TEMP\CUTPBO.EXE INQ_OICW Don't Change the new file name that it uses Then use PBOdecryptor 1.3 to extract the thing. It works for me?
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wow thanks. im currently scanning the few ofp sites i have lookin for this. if anyone knows a specific site to look id apprecate it  @Locke, thanks very much for the help, I knew it was something silly like that.. @Pappy Boyington, I think this is what you are looking for. http://www.ciahome.net/modules....&lid=46 *Rubs hands*... can't wait to try this when I get home...  EDIT: It works!!
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Hyk modern u.s. infantry pack released
JGreyNemo replied to hyakushiki's topic in ADDONS & MODS: COMPLETE
Just keep on trying it keeps on going on and off. I have it now... only after lots of trying Whoever manages OFP.INFO should upload the new version as they only have the old version for download.. -
Wow perhaps Vectorbosen can make Fiats dropped out of F-117s... Corporal: "Commander we are being bombed by the Americans!!' Colnel: "What are they using? Slicks? LGBs? JDAMS? Stand off Missiles?" Corporal: "WORSE, we are being bombarded which cheap affordable 2 door cars with mid-range fuel economy" Colnel: (yells out window) "INHUMAN DOGS!!!!" Anyway it looks like a nice car... and if Vector wants to finish it I'm sure he'll do a good job.
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Sorry for resurrecting this topic but this is driving me insane. OK, currently I have installed the replacement textures and models but I keep on getting the original NV goggle model with the new textures. I'm obviously not doing something right with the DATA3D.PBO. So could somebody who's managed to get this addon/MOD working, please tell me what their MAKEPBO settings were (ie. Do I compile it as a resistance addon or non resistance addon?), or if they didn't use MAKEPBO, if they could explain how they did manage to get the new NVG_proxy.p3d to work??? Please I'm desperate here, I've tried several times with various locations of my OFP Data files and it's sending me insane. From the posts here I gather that you put this in your HTWL data folder. Do you just put them in for resistance? Or do you also have to put the new files in the DTA\HTWL folder as well? I'm on the brink seriously.... any help would be so much much appreciated.
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Yeah I don't particularly care for editing the nationality. Deltas are US and you can't really have them suddenly adopting Ughandan citizenship... lol I just want the original separate patch functionality which displayed their division to come back...
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Ahh I see, damn. I'll have to look at this when I get home then. (See if it's even remotely tinker-worthy) Still looks like a nice addon. I use INQ_weapons pack a lot, his weapons are great. (modified so as the MP5SD series of his weapons also have the correct 2 burst fire option, not just single and auto -> also changed the optics of the aimpoint (used in the MP5SDaimpoint and G36CSD aimpoint) to the more realistic optic used by the KMARNs sig552. (The original aimpoint optic made it difficult to shoot at anything with NVgoggles because the grey tinting obscured the NVgoggle mode) Anyway this addon looks good, thanks again to INQUISITOR for making such beautiful looking weapons. Thanks man!!! EDIT: Hehehe Kamikaze Watermelon, that's an excellent name for a mission.
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This is great!!! I think I'll do this to all the units I use in missions (except the ones in my Multiplayer MOD folders ) I love the new FOV, it means you can properly look behind you without having to swing your whole body around. THANKS!!!
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I'm curious what does 84bit encryption entail? Does it mean you can't DEPBO the addon? I regularly change the small elements for personal use, ie small texture fixes irregularities, config things that annoy me etc. So this 84bit encryption? What's the deal?
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Ahhh very nice, it's be good to replace existing LAW optics within BIS and other third party addons with this sight, as this one is spot on. Is the ranging accurate on it? Very nice indeed.
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Script idea regarding chemical warhead attack
JGreyNemo posted a topic in OFP : MISSION EDITING & SCRIPTING
Instead of thread-jacking a addons discussion thread I'll post it here. CHEMICAL/BIOLOGICAL ATTACK SCRIPT IDEA This is something that's been on my mind for a while now. Â I was thinking about how one could implement a chemical warhead attack, say a nerve-gas agent attack script. 1. Â The warhead itself can now be delivered via the BAS OPFOR SCUD launcher as SCUDS are known to be able to carry aerosol chemical dispersion warheads. 2. Â If anyone has seen CAT_SHIT_ONE's sandstorm addon which has multiple clouds of desert sand flying around the player, (used for his Black Hawk Down addon). Â What if you could make this into some eery green/blood red colour (unrealistic sure, gas is usually unseen but just for gameplay effect) - to simulate the gas from the warhead. 3. Â The effect that the gas has on player(s) is simple, it would cause you to have a setdammage countdown or take increments of health away from you. Â The gases's effects could be simulated by say the "coughing/blinking" script that BAS uses for their helo-dust without goggles effect. Â Of course you'd change the coughing sound to be something more sickly and desperate... 4. Â If a player continues to be subjected to the Gases' effects, they will eventually not be able to move and they will black out, perhaps using the "TACTheartbeat" script from the MARPAT and WGL player addons - to simulate the dying player and their last moments of life when ensnared in a deadly chemical attack. 5. Â They player can escape the gas's deadly effects by: a: Climing into a vehicle which has been script-defined via a customizable list to be NBC protected, say a BMP, APC or Tank. - this would turn off the damage effects to the player - Jeeps and open vehicles with no overpressure systems would still allow the player to take dammage. Â (need to get over the vehicles not being destroyed by the gas... probably have to define everybody who CAN be destroyed by a gas attack ie. humans players and human NPCS) b: Going into a house or safezone (activated by a area trigger) to turn off deadly gas effects - ie a bunker. Â Normal houses and buildings would not be protected, as they have numerous crevices that let gas in. c: Some wearable weapon, something like a LARS rebreather to counter the effects of NBC attack when the player selects or carries the weapon. Â -> Â alternatively a whole new soldier addon could be made to be equiped with a removable Gasmask ala "BKM Oxygen pilot", so when the player selects the mask to be on, the NBC script effects are again turned off. Why should we do this..? Hmm well.. just my opinion What would be great new experience for an OFP gaming is being trapped in a NBC attack and seeing other multiplayer characters or NPCs dying around you whilst you are looking for shelter as this green haze engulfs the defined attacked area. Â You finally stumble upon a APC and begged to be let in. Â Once you are inside you watch in horror as the rest of your plattoon stumble about and gasp because they not fast enough to find shelter from the chemical storm rained down upon you by some mad dictator. Sure it's not a pleasant experience in real life. Â But it would make an interesting scenario and give mission makers more scope to all those "Stop the Scud" missions etc. etc. I've been thinking about this alot because as I've pointed out above ALL the elements have pretty much been fleshed out. Â It's just waiting for some talented individual (not me, I'm a script editor/user not master creator) Â to bolt them together to create a pretty realistic script/addon for other OFP'ers to use. Anyway just an idea... let me know what you think. Â I may even try my hand at getting this script off the ground with my limited knowledge of all things OFP scripting. Kind Regards, Jeremy -
Script idea regarding chemical warhead attack
JGreyNemo replied to JGreyNemo's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for the link, I've changed the values of the colour and am now looking for the cough/blink script that bas uses. I'm also tinkering on the health count-down and NBC vehicle triggers. Will let you know I I fair on this. -
Hex editor works for me fine... I do it all the time to change texture paths when swapping weapon/player models, optic models and such. What editor do you use? Is it a twin screen setup? (So as you can see the code as well as the plain text version?) I use Multi-edit 8.0. It's an excellent resource for when things are binarized or locked P3d models. Also good for editing *.sqm, *.cpp and *.html files too... not to mention a whole lot of actual work-related stuff that I am supposed to use it for... lol
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Hyk modern u.s. infantry pack released
JGreyNemo replied to hyakushiki's topic in ADDONS & MODS: COMPLETE
Hmmmm well... these a frigging excellent. Nice to see some decent General Infantry Army guys and not just your special forces or marines. Nice dark horse entry for good US Army units. Thanks!!! -
Well look at this way. Kmarns International Soldiers have the same goggles functionality as the BAS units do. Â But what they also have is the ability to remove helments, (replaced with beret), ability to apply rank from PFC to COL (which is inbuilt into the units) as well as ability to apply Flag textures to their armpatch - hence their international status. In my opinion if you are going for all this detail within a unit, you just don't want to make it do the same thing over and over. Â If you can't add scope for the uniqueness of mission characters and such, you'd have a mission with no personality, it's just another battle. Â With those units I can adjust the setting so as I can apply them to a wide range of scenarios. Â As much as we all want addons with a specific purposes, the point is that it doesn't allow very much for imagination in a mission if a unit can only be put in one scenario over and over again. Â Oh look it's BAS units being special forces... again. Â With the international soldiers I can apply no helmets to simulate say, units interacting on base, doing GP things like admin, supply repair etc. Â (not in a combatitive role). Â These add to the atmosphere of the mission. Deltas gotta eat, sleep and do other stuff as well.. they don't always wear their helmets. Â It's great when they're all sitting in a room in a debriefing cutscene with their helmets and vests on like as if they can't trust their CO not to suddenly spray the room with bullets. Â Also if a Delta/Ranger is captured, and you have to retrieve them from the enemy, ie. Hostage rescue, do you think your enemy is going to let the hostage wear kevlar and body armour? Â I think not. Fatigues/BDUs maybe, but they'll remove anything that a hostage can use against themselves. So yes, the mission above was just an example not the only use of the useability of a simple armpatch option. Â Anyway enough of my ranting.
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@Korax The first one is "One Must Fall" -> which never ran properly on my Pentium 100mhz comp. Â Stupid himemory. It could however, run the most legendary game I have ever owned besides OFP... Â I only stopped playing it after OFP came out. Â I only switched to OFP only after realising it had a mission-maker as extensive and intricate as this game had. Even then I wish they would incorporate its aircraft flight-model/physics/interface into OFP, which incidently was perfect in its mix of gameplay/realism.
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Hmmm I guess my reasons for wanting the flag patches back was not so much wanting so much to change nationality but to implement different ROE for certain scenarious. Ie. A kind of "Heart of Darkness"/"Apocalypse Now" scenario where you are trying to engage renegade or AWOL soldiers who have mutinied against the chain of command. Treason in a battlefield is of course punishable by death. So you would be sent in to deal with the troublemakers who say, are wearing different armpatches ie. say a pirate flag (silly yes I know) and leave alive the rest of the squad who are not sympathetic to the rebellion. So ROE are changed so as not to eliminate non-rebel troops trapped in the middle of a mutiny. You need to ID the troops, by their armpatches etc in order to determine their friendly/non-friendly status. This adds an element of how to engage an enemy at range if you're not sure whether or not they're the enemy. (A lot of scope/recon/bino scrutiny work is involved obviously) Also if you are fired upon by non-armpatch wearing troops they are obviously mutiny sympathisers/collaborators. It adds an element of non-black/whiteness to a mission scenario. And the only thing harder than fighting elite shock troops of the Spetznaz, is renegade Ranger/Delta squads sporting your own kit. Anyway just my mission depends on it. But that's just my opinion. Also the new BAS soldiers have some backwards compatability issues with the old missions made with them. Ie, missing classes like "soldier" etc. Don't get me wrong, I still I love these units, sorry about the rant. I can't wait to see whatever else you may be working on.
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THAT PILOT IS AMAZING!!! I'm torn... am I waiting more for the Pilot? Or the F-117 Love your work Vector, your models and textures are as good and innovative as your scriptwork. I also admire the fact that you are passing on your innovations to the rest of the OFP community rather than keeping them to yourself. Thank you very much!!!
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Yeh thats right, The blast and firestorm would not be sufficient IMO to destroy a tank at that range and since the crew is protected they would not be burn't by the fire or killed by radiation. From memory extrapilations of the Upshot Knothole test data showed that a tank would get thrown around a bit, but at that distance would remain largely in tact. On the point of NBC protection, CHEMICAL/BIOLOGICAL ATTACK SCRIPT IDEA Moved to Scripting forums