Taconic
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Everything posted by Taconic
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Yes, Maa has nicely given me permission to make use of CSLA units. I've been working stuff from the update in to the next EECP version. But doing a full merging of CSLA and ECP... I think it would be an interesting idea, but it's probably something that ECP and CSLA should agree upon as a whole. I also wouldn't be the one to do it. I have way too much work to do with EECP alone (I've actually had to kill off all other projects because of it... I was working on a campaign, I have Il-2 textures in the works, I have unfinished Morrowind mods and so on and so forth. It just eats up a lot of time.) I don't think I've gone to bed before 3 AM in a week.
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There's also the Falklands Mod Sea Harrier. ftp://www.gamezone.cz/ofpd/_hosted/1982/FLK_SeaHarrier.zip
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@Maa Found another missing texture: apcrus\tex\fifro.pac (used by csla2_apcrus.p3d)
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If all goes according to plan, yes. Yes.
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Fixed on both counts.I swore I had the JAM thing mentioned... This really shouldn't be happening... I've never run across it, anyway. If you disable rifle tracers, you shouldn't get any.NATO weapons are supposed to have red tracers Russian weapons are supposed to have yellow/green tracers. If you can hang on for just a bit, you won't have to worry about this at all... The next EECP incorporates bn880's tracers. They not only look better, but they can be set realistically (as in every X rounds is a tracer as opposed to EVERY round being a tracer like it is by default.)
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Yeah, I've done a lot of work over the past two weeks... Pulled a few very long nights. But I'm almost done. I had intended to release an update a long, long time ago. My notes say that I had pretty much wrapped up 0.50 back on 01/20. Lots of things have kept me delayed, but it will be much better when it comes out because of it. Any updates it needs should be pretty small from here on out. Expect to see some new updates very soon with some more details.
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Back to Flashpoint: Which mods?ver
Taconic replied to Katzelowski's topic in ADDONS & MODS: DISCUSSION
It improves effects, improves realism, and replaces the BIS units with better ones. EECP has been released for over a year. The current public version is 0.44 and you can download it from the thread or ofp.info. I'm currently working on a huge update that will be released shortly. The biggest difference between EECP and FFUR is that EECP puts more emphasis on realism. FFUR also has a completely different suite of effects. -
Very nice. I've been watching this mod since it was announced and it keeps looking better.
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And since this was bumped.. Have a small preview.
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Yes. It's very, very, very, very, very close at hand. I can't say any more than that or else I might be killed by angry coders. Not to my knowledge. Suma has said that AA will be as compatabile with OFP content as possible, though. No plans to.
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Missing textures: apcrus\tex\fifro.pac (used by csla2_apcrus.p3d) csla_us\hmmwv\m2_around.pac (used by CSLA2_UH60A_M2.p3d) csla_us\hmmwv\m2_spodek.pac (used by CSLA2_UH60A_M2.p3d) I think I came across one or two more so far. I'll list them later if I find them (or any others.) I also have a minor suggestion for a model edit... FIA has a GAZ-69 with a DShK, but no normal GAZ-69. Giving them one of the CSLA GAZ-69s (either open or covered) and swapping the body textures for the FIA GAZ-69 DShK ones would give the FIA forces another useful vehicle for very little work.
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This is bad news... Some people really are animals. Hopefully the worst is over. I've heard that the police have found several "devices," so it seems like they're getting on top of things. Also, the evaculations should help keep anybody else from getting hurt.
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It perfectly works here , btw it will be implemented in the incoming FFUR release too Regards TB84 Because if you do that, every weapon will have tracers. You don't want tracers coming out of sniper rifles or suppressed weapons because, not only is that unrealistic, it's a bit stupid (what's the point of suppressing a weapon if you're going to give a visual indication of where you are?) It also means that tracer color is determined soley by side... So if a civ picks up an M16, it will have green tracers even if it was firing red ones a minute ago. My (temporary) solution was this. You're welcome to use it if you want. Exec that as the Man class init EH. Nobody that shouldn't be firing tracers fires them, and rifles and MGs have different ratios of them.
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Thanks for the info. Currently I have it set up very simply (Man class init EH calls a script which checks the unit type and either exits or executes addTracerUnit.sqf with several different parameters depending on the unit.) It works fine for testing, but I may do as you say and make it weapon-specific before release.
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Great. I think I'll implement this in the next EECP release if there are no objections.
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I agree. I'm loving the Resistance BMPs, too. The CSLA team has some amazing texture artists. What is the exact model of the T-80, anyway? It looks like a T-80BV to me, but I'm not positive because there are so many T-80 models.
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I just finished playing with it for an hour in the editor, and I still didn't manage to try everything. Great work, CSLA team. You've got some great stuff in here. I'm really impressed. The only bug that I've found is that the periscope windows inside some of the BMPs are opague.
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Looks great. Downloading now.
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My PSU came today. Everything is fine, so work will resume this weekend. I'll do my best to get things into testing ASAP.
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Yes. In fact, a release date has been set for it... But I'm not at liberty to say what it is.
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A little (bad) update: I said before that I had hoped to get a new version of EECP out the door immediately after the next ECP release. Unfortunately, that isn't going to happen. About two weeks ago, the power supply in my main system blew. I've been waiting for a replacement ever since (which should come any day now,) but in the meantime I've been stuck on a system that I usually use for light serving duty that really doesn't have a prayer of running OFP (or anything, really.) So I've lost about two weeks of development and testing time. Dreamline has carried on for me while I've been out of it, but there is still a lot that needs to be done. I had hoped to be pretty much in a testing phase at this point, but that isn't the case. While I'm not making any promises, I'm going to try to shoot for a release 2 - 3 weeks after the ECP release.
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Very, very cool idea. I have wanted to see something like this for a while... I would have done something myself if I could model more than a crate in o2. It's looking very good so far. Have you considered making this a community initiative of sorts? It would be very nice to eventually have a foliage pack that contained all kinds of stuff from autumn maples to jungle palms and in high quality.
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It's nothing like that. It's done the same way as it is in FDF Mod or EECP. The modelOptics path has just been changed in CfgWeapons\NVGoggles. The new optics are contained in ECP_Effects.pbo.The actual path is definied elsewhere, so it's easy for the user to switch between any of the 7 optic models by simply commenting and uncommenting a line.
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Quite a bit less than that, in fact. A quick look at my ECP directory shows that vanilla 1.079 is around ~7MB all told. There are of course things that can expand this. Dynamic Range adds 43MB to the install size and other... secret... things add a bit more. However, those things are all optional. ECP is pretty lean.
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Thanks for the answers. I'm really looking forward to this.