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miles teg

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Everything posted by miles teg

  1. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Airwolf @ Nov. 30 2002,06:11)</td></tr><tr><td id="QUOTE">Is it possible to stand in the back of the chinook while flying?<span id='postcolor'> Only if the addon maker makes a "standing" cargo position in the rear of the Chinook. Otherwise, no you can't walk in and stay inside when the helicopter takes off. You just fall out unfortunately. I REALLY hope that in the next patch BIS adds the ability to position vehicles inside aircraft. That would really add alot to the game. Also the ability to shoot rifles from the cargo positions would be cool also. But I expect that those things will be seen in OFP2. Chris G. aka-Miles Teg<GD>
  2. miles teg

    Project 1232.2 zubr

    Wow! Very nice. It really looks impressive seeing one of these babies pull up on the beach. It's cannons also really pack a punch. I know this is a beta, but I hope that you will include the following in newer versions: 1. New textures are needed obviously, although as it is it's not horrible. Just a little plain. Inside textures are definitely needed as well as some seats for the troops. You could also put some crates and stuff inside the cargo area as well to simulate supplies it might be carrying. 2. The Engine propellers should be animated if at all possible. 3. The sound of the engines should be much louder and they should sound like turbo-prop engines. 4. The loading/unloading ramps should be animated. But other then that it looks incredible! I was going to say that the troops should unload from the front, but then I realized that sometimes the AI hovercraft pilot turns around and faces towards the ocean, meaning that troops would drown. So I guess having them jump out to the sides was a good compromise and usually works fine as long as the hovercraft makes it far enough out of the water. At any rate, so far it looks great! I just need to figure out how to "camcreate" tanks near the landing area to simulate the Zubr landing some tanks to help support an assault on the main Nogova airport. Keep up the great work!!! Chris G. aka-Miles Teg<GD>
  3. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (edc @ Nov. 30 2002,00:57)</td></tr><tr><td id="QUOTE">I think the LAW is way, way underpowered.  It takes all three rounds just to take out a BRDM! lol  <span id='postcolor'> Well you can always just replace it with the BIS made LAW. Overall though I found the SEB LAWs to work fairly well against NVA and VC DShK HMG and 60mm mortar positions. Curiously enough, U.S. Special Forces in Vietnam had some problems killing the NVA PT-76 light tanks with LAW rockets due to the spaced armor in the tanks. Of coarse nothing an AC-130 couldn't solve. Ah... now if only we had an AC-130 in the NAM pack. So far my favorite weapon in the NAM pack is now the Ithica shotgun. I absolutely love that weapon. At close range it totally dominates. Plus I just love how it blasts back the enemy soldiers and how it has a nice hefty recoil and pump-action sound...plus it allows the soldier to carry a reasonable ammo load. I LOVE it!! I just wish that the texturing was done so that it was all black (or at least the barrel and receiver), and that they also perhaps made a short barrelled, pistol-gripped Remington pump shotgun perhaps to outfit some Vietnam-era combat engineers. If there were tunnels in OFP it would be great for "tunnel rats". However hats off to them for including the famouse "hush-puppy" silenced pistols for the SF and SEALs. That was a very pleasant surprise. Chris G. aka-Miles Teg<GD>
  4. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 30 2002,00:12)</td></tr><tr><td id="QUOTE">Miles, Next time it crashes, check the Flashpoint.rpt file for the error message. Maybe post the Fault Address, file and world details. SelectThis<span id='postcolor'> Sorry for the length of this post, but here is the error report generated by OFP. Â "River Ambush" is the name of the last mission I made on the Ia Trang map. Â I hope maybe Suma or someone with in-depth knowledge might be able to make heads or tails of those particular faults. Â My system again is using a AMD 1.33ghz Tbird. Â Motherboard is a MSI K7T Turbo and uses a KT133A chipset. I am using the latest VIA 4-in-1 drivers, version 4.43. Â On the older version of the VIA 4-in-1 drivers I had installed, I had the same problem. Â I got 256megs of just regular PC133 RAM and I'm running a Palit-Daytona M64 TNT2 32 Meg graphics card. Â The problem occurs on both Win98 and WinXP as I have a dual boot system. Â So far the problem only seems to occur on the Ia Trang map, the Jungle Everon map, and the Jungle Malden map. Â No problems at all on the stock BIS maps. Below is the fault summary in the flashpoint.rpt file after it froze up last time. Â This occured also in various graphics settings where I turned off the W-buffer, turned off all shadows, and multi-texturing (and with all that stuff turned on) Â Also tried different OFP:R installations (I have a seperate one for Win98 and WinXP but I can access either installation on either operating system). Â I also tested it with no other unofficial addons other then the NAM2 pack in order to insure it wasn't conflicting with another addon and still the same problem. Â Again the units themselves don't seem to be causing it...but rather the combination of the units and any of the Jungle maps. So far I haven't screwed around with the AGP settings...because I have no idea how to lower it (is that through BIOS?) Ditto for the PCI latency, but I suppose I could figure out how to do that. But it may not even be a video card issue and I have no problems with any other games or applications. If it is a graphics card problem, I'd probably just buy a new graphics card (seriously I love the NAM2 pack enough to buy a new graphics card just to play it with no crashes in the Ia Trang map). Anyways I hope the error report below helps. Â If anyone wants to investigate this further, email me at chrisgie@txdirect.net and I can send you the whole list of faults that it recorded. Chris G. aka-Miles Teg<GD> ===================================================================== == H:\PROGRAM FILES\OPERATIONFLASHPOINT\FLASHPOINTRESISTANCE.EXE ===================================================================== Exe version: Thu Nov 28 14:35:42 2002 graphics: Â Direct3D , Device: NVIDIA RIVA TNT2 Model 64/Model 64 Pro, Driver:NVDD32.DLL 4.13.1.4072 resolution: Â 800x600x16, w-buffer Addons: Â ebetree6 in simabel\, ebehouse2 in simabel\, sebnam_obj in sebnam_obj\ Â ebetree7 in simabel\, ebehouse3 in simabel\, sebnam_ci in sebnam_ci\ Â UH60p in black hawk p\, ebetree8 in simabel\, SIMViewTower in simabel\ Â ebehouse4 in simabel\, Su25 in su25\, Bizon in bizon\, sebnam_nv in sebnam_nv\ Â SIMForest1 in simabel\, 6G30 in 6g30\, BIS_WeaponPack in o_wp\, SIMForest2 in simabel\ Â SIMForest3 in simabel\, ebefence1 in simabel\, BMP2 in bmp2\, sebnam_m in sebnam_m\ Â sebnam_us in sebnam_us\, COCM18A1 in coc_mines\, Steyr in steyr\, Kozlice in kozl\ Â DKMM_FN_FAL_SoldierW in fnfal\, eberock1 in simabel\, AH64 in apac\ Â sebnam_vc in sebnam_vc\, F4 in f4\, C130v1a in c130v1a\, Vulcan in vulcan\ Â sebnam_a in sebnam_a\, sebnam_ls in sebnam_ls\, sebnam_wp in sebnam_wp\ Â CWKSkyhawkA4FR in cwkskyhawk_4k\, Hunter in hunter\, Trabant in trab\, Kolo in kolo\ Â Mini in mini\, seb_iatrang in sebnam_ia_trang\, ebetree1 in simabel\, G36a in g36a\ Â ebetree2 in simabel\, BRDM in brmd\, LaserGuided in laserguided\, XMS in xms\ Â Ch47D in ch47\, HMMWV in humr\, OH58 in oh58\, Noe in noe\, sebnam_s in sebnam_s\ Â SIMabeljungle in simabel\, ebetree3 in simabel\, BIS_Resistance in o\ Â sebnam_vh in sebnam_vh\, sebnam_vha in sebnam_vha\, COCMine in coc_mines\ Â COCMinesPut in coc_mines\, ebedenjungle in ebe1\, ebetree4 in simabel\ Â Flags1 in flags\, MM1 in mm-1\, ebetree5 in simabel\, ebehouse1 in simabel\ Â Bradley in m2a2\ Mods: RES ===FROZEN====>>>>>>BEG Version 1.90 Fault address: Â 00439021 010038021 H:\PROGRAM FILES\OPERATIONFLASHPOINT\FLASHPOINTRESISTANCE.EXE file: Â Â River Ambush world: Â Â seb_iatrang Prev. code bytes: 00 39 31 74 0E 42 83 C1 10 3B D0 7C F4 32 C0 5E Fault code bytes: C2 04 00 B0 01 EB F8 A1 F8 19 7D 00 80 A1 8D 01 Registers: EAX:00000000 EBX:00A0F4FC ECX:145AF360 EDX:00000006 ESI:15103A20 EDI:000000E0 CS:EIP:01770439021 SS:ESP:017F:00A0F16C Â EBP:00A0F194 DS:017F Â ES:017F Â FS:302F Â GS:0000 Flags:00200246 ===FROZEN====>>>>>>END ===FROZEN====>>>>>>BEG Version 1.90 Fault address: Â 004324E1 0100314E1 H:\PROGRAM FILES\OPERATIONFLASHPOINT\FLASHPOINTRESISTANCE.EXE file: Â Â River Ambush world: Â Â seb_iatrang Prev. code bytes: 89 F8 01 00 00 89 4D F0 89 55 EC 8B 09 8B 71 38 Fault code bytes: 85 F6 7E 52 8B 49 30 89 4D F8 89 75 F4 8B 09 8B Registers: EAX:10DF5C00 EBX:15103990 ECX:1069BF00 EDX:10DF5C00 ESI:00000001 EDI:15103A20 CS:EIP:017704324E1 SS:ESP:017F:00A0F000 Â EBP:00A0F028 DS:017F Â ES:017F Â FS:302F Â GS:0000 Flags:00200202 ===FROZEN====>>>>>>END ===FROZEN====>>>>>>BEG Version 1.90 Fault address: Â 0043252C 01003152C H:\PROGRAM FILES\OPERATIONFLASHPOINT\FLASHPOINTRESISTANCE.EXE file: Â Â River Ambush world: Â Â seb_iatrang Prev. code bytes: FC C6 45 0B 01 83 C1 04 FF 4D 10 75 E0 8B 4D F8 Fault code bytes: 83 C1 04 FF 4D F4 89 4D F8 75 B7 8B 4D F0 83 C1 Registers: EAX:10DF5C00 EBX:15103990 ECX:1068CED0 EDX:10DF5C00 ESI:10363100 EDI:151039C0 CS:EIP:0177043252C SS:ESP:017F:00A0F000 Â EBP:00A0F028 DS:017F Â ES:017F Â FS:302F Â GS:0000 Flags:00200246 ===FROZEN====>>>>>>END ===FROZEN====>>>>>>BEG Version 1.90 Fault address: Â 0043226F 01003126F H:\PROGRAM FILES\OPERATIONFLASHPOINT\FLASHPOINTRESISTANCE.EXE file: Â Â River Ambush world: Â Â seb_iatrang Prev. code bytes: F0 6A 01 FF 75 0C 8B CB E8 74 09 00 00 8B 45 0C Fault code bytes: 3B 43 14 7C BA 83 7D FC 00 7C 0A 83 7D F8 00 7C Registers: EAX:00000000 EBX:00A0F4FC ECX:00000000 EDX:00000001 ESI:00000F00 EDI:000000E0 CS:EIP:0177043226F SS:ESP:017F:00A0F174 Â EBP:00A0F194 DS:017F Â ES:017F Â FS:302F Â GS:0000 Flags:00200202 ===FROZEN====>>>>>>END
  5. miles teg

    Seb nam pack 2 out!

    Well I've just been playing a HUGE mission I made on Nogova with the NAM pack and so far, while the frame rate has suffered a little bit (especially during heavy combat), I've had no crashes even in the worst times of CPU usage where A4's and Huey Hogs are strafing the enemy village and 4 full squads are assaulting the village with the occasional POM land mine going off followed by an armored column of M60 tanks and M113 APC's roaring in with guns blazing. I also have the .ogg conversion of the song, "Paint It Black" going on as well as you enter the helicopter and fly into the hot LZ. Â But no crashes after hours of playing with the CPU under heavy stress (and my platoon under heavy fire). Â I also tried different units (both ground, armored, and air). Â So I think the crashes I'm experiencing are not CPU or graphics overload related and that they are definitely something specific to the Jungle Maps (Ia Trang, Jungle Malden, and Jungle Everon). Â I'm going to try one more thing.... using the old SEB Ia Trang valley map to see if that one freezes up. Â It probably will because it uses the same textures and stuff, but still it's worth a shot. Â Oh... by the way... I forgot if anybody mentioned this bug, but I noticed that the AI (and yourself) can shoot through the huts. Worse, the AI can see you through the huts so that you can't use them as cover when you're assaulting (or defending). I hope that bug gets fixed also. Chris G. aka-Miles Teg<GD>
  6. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ Nov. 29 2002,19:41)</td></tr><tr><td id="QUOTE">i have a VIA motherboard with XP 2000+ and a Geforce 4 and i only get a crash maybe once every 30-40 games, and it doesnt seem random, its definately linked to how much work your processor/graphics card is having to do as it only happens when im playing with a lot of units, although i have no idea what is causing Miles Teg's crashes if it works on nogova its probably not the ram usage, as nogova will probably require more, Ia Trang definately loads faster than Nogova (and from what ive seen loading times are normally attributed to the ram minimum bis gave for the islands), you say its only with the nam pack? can you run other units on Ia Trang? i cant see why the units would be the main cause, i know ofp gives an error report every time it crashes, maybe someone like suma or someone else could give us a hand by looking at it?<span id='postcolor'> Yeah it might not be RAM usage. However it also does this with the Jungle Everon and Jungle Malden maps on my computer... although those maps never caused my OFP to crash using other units or the old SEB Nam pack. So far no crashes with the standard BIS maps when I use the NAM2 units on it. I'm in the middle of testing it right now to see if I can get it to crash using one of the stock OFP maps and a whole ton of units. Normally I can have hundreds of units without any major frame rate slow downs, but so far I'm starting to get these little "freezes" that last for just a second. Those are usually so I think it's gonna end up crashing if I play it a bit longer...but we'll see. But if not, then my hypotheses is that it may be something in the jungle textures and vegitation that's not jiving with the rest of the NAM pack. Anyways I'm currently doing a huge mission with tons of American, VC units, helicopters, and I threw in some A4 skyhawks for air support. If those don't cause a freeze up then it's definitely an issue with the Jungle maps when combined with the NAM2 units. Chris G. aka-Miles Teg<GD>
  7. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ Nov. 29 2002,16:22)</td></tr><tr><td id="QUOTE">Yup I do have a VIA motherboard (something like a KT-133Turbo or something like that) and have 4-in-1 drivers, but perhaps not the latest. Â I'll check and see if there are some newer versions out. Â Hopefully that'll help. Thanks, Chris G. aka-Miles Teg<GD><span id='postcolor'> Ah crap... got the latest VIA 4-in-1 drivers (version 4.43) but still the same problem. (sigh). I also updated to the latest Nvidia drivers for my video card. Ah well...back to using the NAM units on Nogova, although more then likely it'll probably freeze up there as well if I play it long enough with the NAM units. Chris G. aka-Miles Teg<GD>
  8. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 29 2002,08:38)</td></tr><tr><td id="QUOTE">Miles, Do you run a VIA Motherboard? If so maybe the latest 4in1 would help, Suma mentioned somewhere else that random crashes can be caused by VIA incompatiabilities. Maybe the higher demands cuased by the Nam Pack are bringing out the problems. SelectThis<span id='postcolor'> Yup I do have a VIA motherboard (something like a KT-133Turbo or something like that) and have 4-in-1 drivers, but perhaps not the latest. I'll check and see if there are some newer versions out. Hopefully that'll help. Thanks, Chris G. aka-Miles Teg<GD>
  9. miles teg

    Proper release of the littlebirds

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dinger @ Nov. 28 2002,05:15)</td></tr><tr><td id="QUOTE">Uhhh -- presidents and binocs. Check snopes.com. Â They're fake. Miles Teg: thanks for the kind words on the mines. The AP mines have an explosive charge that's not range-specific (so if you're standing behind a claymore, you will get killed). As for the "toe poppers" -- yes, you're right. Â If you're standing on top of them, you will get killed instead of just losing your legs. Â It's tough. Â In OFP the only way to make a soldier completely incapacitated is to kill him. Â We opted for this solution (and the close-in killing is done by a CoCmineblastlight I believe). Â If you want to fiddle with it, you'll have to de-pbo it. Â The POMZ-2M and Apple both run the Pomzfire.sqs script. Â To remove the blast, simply change the server-side CoCMineBlastLight with CoCMineBlastSpoof (or whatever it's called -- it's in the client-side part of the script). Â Of course, if you want to redistribute, talk to us first <span id='postcolor'> I guess I could just use that old "toe-popper" script that came out a while back. Â That should work ok. Â It basically just cam_creates a grenade under ground at a depth where it doesn't usually kill the soldier when it blows up. Â I'll have to try that one out on some of your smaller mines. Â However it's just those little toepopper AP mines (I forgot the model#) that it would be realistic for. Â The others are larger AP pressure mines that tend to really tear you up and definitely can kill you by blowing your hole feet/legs off while sending a large amount of shrapnel up into your crotch. Â As for the claymore, yeah I just tested them again standing close to it in back and yeah...it got me. Â Â Damn frogs! Â In Delta Force Land Warrior, my squad (The Gun Dogs) called the claymores in the game "frogs" because they had a nasty way of jumping out at you. Â Â Will there be any more mines released by your team? Â There are a few more that would be useful. Â The Russians have a "bouncing betty" bounding mine called the OZM-4 and a newer version called the OZM-72. Â Another nasty and extremely lethal bounding mine is the Italian made Valmara-69 pictured below. Â Also the Russians have a copy of the claymore mine called the MON-50. Â It basically looks just like the claymore so you wouldn't really need to retexture it. Â Just rename a copy of your claymore model and textures for the Russian side. Â Â Info and more pictures of various Russian mines can be seen at: http://www.pmulcahy.com/russian_mines.html Chris G. aka-Miles Teg<GD>
  10. miles teg

    Seb nam pack 2 out!

    Ah crap... nevermind. I spoke to soon...freezes up on the Jungle Malden map also. But at least it takes longer to freeze up. (sigh) Chris G. aka-Miles Teg<GD>
  11. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 29 2002,06:41)</td></tr><tr><td id="QUOTE">note re: RPG's. Only the RPG2 will target air, the RPG7 will not, so if you want to make sure your VC/NVA troops have some anti-armor capacity give them RPG7s so they dont waste them on helis. SelectThis<span id='postcolor'> Ah ok...so that's the difference in RPG's. Thanks for that bit of info. Oh by the way good news.... For those of you who are having problems with the NAM pack locking up your computer, so far mine seems to be working well with the Malden Jungle map. The tradeoff is less trees and no custom huts and buildings like the NAM pack but the good thing is that you can stick in some huts from the objects that come with the NAM pack, plus you get jungle vegitation and of coarse no lockups . So I'm happy again. But still if you guys on the SEB team tone down the CPU demands of this pack (or at least of your map) that would be cool... either that or figure out what's causing the crashes but I imagine that will be tough to do as it seems to only be a rare phenomena that does not effect most players. At any rate I was just working on a mission on the Jungle Malden map with a lot of units. As my fire team was getting ready to disembark, the Huey was coming to a hover. Then suddenly I saw a guy in black pajamas and a RPG-2 kneel down and I see the rocket fly right by the chopper missing us by inches. Scared the crap out of me! We preceded to assault the town in some really intense close-quarters combat. Finally once the town was cleared, a chinook came to pick us up and take us back to the airbase as friendly armor and troops rolled in to secure the town as we pulled out. The new sounds on the Chinook is just incredible! FINALLY a realistic sounding Chinook!!! I hope the BAS guys ask you all to use your sound on their MH-47 Special Ops Chinook because it's truly and awesome hearing that huge bird roaring in just as they sound in real life. I have to say the more I use this pack, the more I love it. It's like playing a new game!!! Thanks again!!! Chris G. aka-Miles Teg<GD>
  12. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ebud @ Nov. 28 2002,16:13)</td></tr><tr><td id="QUOTE">I've had random crashes occasionally as well, but it ONLY happens when there are just too many units "thinking" at once, AND I have a high viewdistance with the graphics settings maxed out. The is the only time I've ever had a problem with the units or the island. I've literally been playing with them for months with no problem other than this. Also jungle everon is a sytem hog, so I wouldn't use it as a testbed... it has more problems than I care to mention <span id='postcolor'> Kewl. Yeah, so far no problems using the Nogova map with the Vietnam addons. Still it's strange that my system has these problems. The NAM pack crashes my system on both Windows 98 and Windows XP (I have a dual boot system) and my system specs are not exactly low end (but not high end either) at 1.33ghz, 256Megs of RAM and a 32meg TNT2 Palit Daytona card. I've also removed shadows, removed multi-texturing, and everything else I could think of to prevent cause less stress to my CPU and graphics card, but it still freezes up. I also updated my drivers to the latest Nvidia drivers and still the same problem. I'm hoping that perhaps it's just a RAM issue and that when I buy more RAM (upgrading up to 512megs or maybe more) this weekend the problem will go away (hopefully). Also...for those of you wondering, yes I am using a store bought version of both OFP and OFP:R and it is updated to 1.90 with no errors. I even tested it on a seperate installation of OFP:R and still I got the same problem to rule out possibly just an error in one of the upgrades or something. Anyhoo... if I find a solution I'll post it. Until then I guess I'll just have to play around with them on the Nogova map...not exactly Vietnam but oh well. Is the Jungle Malden map heavy on CPU usage? Or is that a lot better on the CPU compared to the Jungle Everon map? Are there any other jungle maps besides those two and the one in your NAM pack? Chris G. aka-Miles Teg<GD>
  13. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 28 2002,07:13)</td></tr><tr><td id="QUOTE">Re: crashes. I have no idea what could be causing it, I run the pack on a PIII700 512 Meg Ram, GF Ti4200. The island runs smoothly with object shadows off, view distance 900. I just play tested a mission by Dinger which was causing his higher spec computer (lower graphics card) to crash. played fine on my machine where it would crash on his at the point where the main firefight opens up. We thought it might be the sound, he runs a creative audigy, me a very old vibra128 with no fancy bits... could be EAX or something in the sound drivers...once again, grasping at straws here to find out what is causing it. - could be the multiple M60's opening up fire? SelectThis<span id='postcolor'> Curiously I'm also using a lower end graphics card, a Palit Daytona TNT2 32 meg card. Until now it has handled OFP and OFP:R wonderfully but only at 800x600x32 (which is just fine to me as I'm not a graphics freak). My main issue is frame rates. As long as frame rates are good and the graphics are ok looking, then I'm a happy camper. As for the sound issue, I'm actually using a rather unorthodox sound card. I'm using a M-Audio Delta 44 recording sound card that's specifically designed for studio quality recording with multiple inputs and outputs. However it has worked fine for all other games so I don't think that's the problem. (I never could get my SBLive soundcard to work in my computer). Plus the freezes often happen when not alot of firing is going and when there isn't a alot of noise... although that can't be ruled out. Still I think it's unlikely. It also crashes with the Jungle Everon pack so that rules out your island as the problem. I'll have to test them on Nogova as well to see if the same thing happens. Also I ruled out the helicopters as I had it happen when I wasn't using any helicopters also. I'll keep on testing to provide more info to see if I can narrow it down to specific units causing the problem or whether it's all the units doing it (where it is something common to them all). Ah don't you just love trouble-shooting bugs? LOL! At any rate, I'm glad you guys are really interested in fixing all the bugs. That's a good professional attitude that you guys are showing and it's much appreciated! Even if you guys don't find what's causing some of these crashes (which fortunately most people are not experiencing), I still appreciate the effort you guys are making. Chris G. aka-Miles Teg<GD>
  14. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ale2999 @ Nov. 28 2002,05:18)</td></tr><tr><td id="QUOTE">this addon is stunning> Kudos to every1 involved in the making . NICE JOB. I think some1 "cough" Miles "cough" should make a campaign even short.<span id='postcolor'> I would make a ton of missions with this pack, but unfortunately it freezes up my system. I tried using it with the Jungle Everon pack and it still freezes up my system even after setting everything to extremely low graphics settings 600x480x32, 2000 geometry, multitexturing disabled, shadows off, ect... ect... Still crashes. This sucks nuts because this is by far the best addon pack I've ever played. (sigh)... No other addon has caused my computer to crash like this as usually my OFP game runs extremely smoothly even on missions with tons of units. So something in this addon pack no like my computer. Maybe when I get a new computer to replace my 1.33ghz pc, I'll be able to use this pack. Chris G. aka-Miles Teg<GD>
  15. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CanadianTerror @ Nov. 28 2002,00:43)</td></tr><tr><td id="QUOTE">I recall some helis that had the radio chatter when you flew them. I thought this really added to the overall effect and perhaps might be a good thing to add? As well, what about adding this in to the soldier's radio?(as its not good for anything but looks) might be cool too if possible(but I'm not sure if it is.) just some ideas. EDIT: I also noticed that if you walk next to a pilot, you get the option to raise/lower his visor(although playing with that is only fun for about an hour or so) <span id='postcolor'> Actually I found that radio chatter in Martin's old UH-1's to be HIGHLY ANNOYING and VERY unrealistic mainly because you could hear that radio chatter on the ground from far away as if the helicopters radio transmissions were being broadcasted over a big loud speaker on the helicopter. Radio chatter should be saved for scripts such as when you board a chopper or when you reach a certain waypoint or set off a particular trigger. That's my opinion anyways. I do love those animations on the pilot's visors by the way. Even better is that animated gunsite on the Huey Hog gunships. Just incredible!!! Chris G. aka-Miles Teg<GD>
  16. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dinger @ Nov. 27 2002,18:46)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Nov. 27 2002,14:32)</td></tr><tr><td id="QUOTE">Has anyone tried playing the CoC Mines addon's demo mission "CoC Claymore Trainer"? The moment that mission starts up, the graphic rending crawls at a snails pace.<span id='postcolor'> -- Ouch. Â The moment the mission starts up? It should be a little slow, since it starts with an enemy platoon (48 AI units) in combat range. Â That means the computer is actively driving those AIs, and the graphics engine has to deal with all those polys. If you fire off all six claymores in rapid succession, your FR won't be pretty for about two seconds. (As it's plotting something on the order of 1000 pieces of shrapnel). Â The solution to this problem is wait a second between detonations. Outside of that, the only impact the Mines Mod has is one polling script every ten seconds. Â If you have too many mines on the map, (like 100), you will notice a slight "stutter" If the trainer is causing trouble before you fire the mines, it should be causing trouble solely because of the number of bandits. This can be tested by deleting the 6 claymores from the map, the Blasting Device, and the init.sqs file. Still, we want to hear about any problems people are having with this mod. Â We didn't work long hours for it to bring your computer to its knees --- As far as the SEB mod crashing the computer. Â I saw that too. Â I found that reducing the viewdistance solved most of these. --- I can't speak for the SEB people, but I know that when we were developing the COC_Mines mod, we tried to minimize the impact on system performance (which is also why we hate the trigger solution to detonation). Â For the mines, that means jostapo went for very low poly counts and as small texture maps as would look passable. Â Of course, these objects have a moment at which they have to "shine", and we decided that at that moment -- detonation -- a few seconds of lag on lower-end machines was acceptable. In general, good mods tend to assume a slightly higher spec than the original game. Â In part this is due to the time elapsed between the release of the game and the mod. If you look at SEB NP2's terrain, you can see what this means in practice. Ia Drang probably has fewer textures than Nogova, but it's got a lot of trees. Â That's gonna eat more of your video card. Â And the hard freezes I was getting looked like a function of video overload.<span id='postcolor'> No problems with the demo missions for the land mines here. However I just wanted to add that as a former member of the U.S. Army Corp of Engineers I trained on how to use those mines and saw both on explosives training ranges at Ft. Leanordwood and in videos what those mines can do. I have to say that your mines are incredibly realistic. When I checked out the mine demos that came with the NAM2 pack, my mouth just dropped. I was absolutely stunned at the realism in the way the claymores and M16A1 (which alot of people confuse with the rifle) "bouncing betties" just rips into soldiers. I also love the way the bouncing betties pop up like the real things. Absolutely superb. The one downside is the small AP mines... the little toe-popper mines shouldn't do so much dammage. They generally just wound soldiers and usually don't kill them. But if the dammage levels can be changed in one of the script then I'll have to mess around with that. At any rate, hats off to you and your team that made those mines! They are just stunning and something that was sorely missing in OFP. BIS should buy these suckers from you and make them an official addon. Either that or BIS should incorporate these mines into the game where they don't require scripts to use. They are just amazing mines with very realistic shrapnel dispersion characteristics (although real claymores send a little bit of shrapnel to the rear as well so it's not wise to be right behind one in real life without some cover.) Again fantastic job on those land mines!!! Keep up the great work!!!! Chris G. aka-Miles Teg<GD>
  17. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ebud @ Nov. 27 2002,20:37)</td></tr><tr><td id="QUOTE">It may not fit, Â but it's better than the alternative. I had thought along the lines of having one for the main game units as well, but pushed it to the back of my mind as it was more pressing to get it textured, working, and into the pack first. I think it would be a good idea to release a couple of the items from that pack as separate, individual addons so the non-nam era players could appreciate them. But I'm very against breaking out much more than the DSHK and possibly the mortars. Those are really the only things people would want, and the rest would be too much of a hassle to individualize anyway.<span id='postcolor'> I agree Ebud. The rest of the addons are pretty much Vietnam oriented aside from perhaps something like the SKS, but there is already a fairly decent SKS standalone addon floating around. There is also another fairly good mortar addon so even that you wouldn't have to individualize. Really it's just the DShK machine gun that I think the Russians really need even if it is something that the Russians quit using in the 70's. It still looks very similar to the NSV HMG and is MUCH better then having the Russians continue to use the American made Browning M2 HMG which is very unrealistic (I have no idea why BIS never fixed this). Also I was just checking my U.S. Army FM 100-2-3 field manual on the Soviet Army and as of June 1991 it still listed it as a standard piece of equipment in the Soviet Army with no mention of it being fully replaced. It's possible that the NSV replaced it in front-line units, but that the DShK soldiered on in Reserve units. But more importantly I think is the fact that 3rd world armies, guerilla groups, and terrorist orginizations all over the world still use the DShK as their main heavy machine gun. In Somalia for example, alot of these were mounted on pickup trucks in what were called "technicals". So in Operation Flashpoint it would also make an EXCELLENT Resistance weapon as well. If you do decide on making it a stand-alone addon, I would highly recommend that you use a heavier sound and perhaps brighter tracers. An excellent example is on the 14.5mm KPV heavy machine gun on that BTR-70 APC addon that came out recently. They did an excellent job giving it a nice hefty sound as well as a beautiful bright red tracer that looks extremely impressive during firefights that the BTR-70 is involved in. You could maybe even get permission from the BTR-70 creator/s to use that sound and the coding for the tracers unless you already know how to do the really bright tracers. Bright red looks the most impressive though as it really stands out and scares the hell out of you when you see those big fat tracers flying past your head or outside your helicopter (or worse slamming into your chopper). But aside from that I have to agree with others that beside the video card overload problem some of us have experienced, this mod is by far THE most impressive one that I have seen and really sets the benchmark for future mods. I can't wait to see Version 3 of the NAM pack once the armor and airplanes are added. Also hats off for adding those CoC landmines. They are absolutely superb. Keep up the great work and I can't wait to see that standalone DShK (preferably without the sandbags). It's a real beauty as is the entire mod. Chris G. aka-Miles Teg<GD>
  18. miles teg

    Seb nam pack 2 out!

    Ok... I just tried using the NAM forces just with the desert map and bingo... it worked. I still need to try them on the Jungle Everon map, but hopefully they'll work ok. I guess my 1.33ghz PC with 256Megs of RAM and a TNT2 32 meg card (Palit Daytona) can't handle it. That's a pity cuz the map looked incredible with amazing detail. (sigh)... Oh well maybe when I upgrade my PC I can use that map. Chris G. aka-Miles Teg<GD>
  19. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 27 2002,15:30)</td></tr><tr><td id="QUOTE">Miles, Avon Lady Are you using the -mod commandline? or have it running in the normal ofp setup? If it's the Mod setup then that might be the cause. Also does the computer lock up completely or does it slow down and stutter etc. In which case it might be the object shadows on the Ia Trang island - recommend turning off object shadows. Try using the units on desert island to see if that might be the cause. The Nam Pack was NOT tested for compatability with other mods, sound packs in particular. SelectThis<span id='postcolor'> Yeah I took off all the sound packs and every other unofficial addon. So right now I'm running just OFP:R version 1.90 with only the official BIS made addons and the ones that come in the NAM2 pack. No soundpacks are being used. But I'll try using a desert island and see if it still happens. If that's the cause then I guess I'll just try using the old "Jungle Everon" map. testing right now... Chris G. aka-Miles Teg<GD>
  20. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Nov. 27 2002,14:35)</td></tr><tr><td id="QUOTE">Miles and the rest of you, I suggest that you don't use the SEB Nam pack and the Dynamic Range sound pack together. I have a hunch that this combination causes problems.<span id='postcolor'> Yeah I took out the DynamicRange Soundpack. Same problem. I just tested it out with ALL of the unofficial addons removed except for the NAM Pack2 and it STILL freezes up on me in both Win98 and WinXP. So the problem is with the addon pack sadly. It must not like something in my computer. I never had this problem before. I also tried my other version of OFP:R version 1.90 and it works fine even though it's loaded with unofficial addons. I also never had problems with the old SEB NAM pack (with the Resistance fix addon). Maybe the NAM pack doesn't like OFP:R version 1.90? I'll have to try uninstalling Resistance and reinstalling it up to 1.85 to see if that solves the problem. This really sucks big ones. Chris G. aka-Miles Teg<GD>
  21. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Nov. 27 2002,11:13)</td></tr><tr><td id="QUOTE">Having problems here on a system that otherwise never has problems with OFP. I tried playing both the Trojan Horse SP mission and Blake's COOP mission. Several times, not always, at random points OFP freezes. I have the name pack set up in a separate mod subdirectory tree.<span id='postcolor'> Hey AL, I'm having the same problem. In fact, it is freezing my whole computer up. I'm right now trying to figure out why. I'm hoping it's because of some other Vietnam addon, but I have a sinking feeling that it's something in the addon itself causing the freezes as I've removed almost all other unofficial addons, and so I know it's not a memory problem. I only have a couple more to remove and if that doesn't fix the problem, then it's the SEB NAM2 pack that's the problem. If that's the case, then sadly I'll have to get rid of this otherwise excellent addon as well as dump any ideas of making missions with it until the problem is fixed. But before that I'll try troubleshooting using individual .pbo's from the NAM pack to see if I can narrow the problem down to one .pbo file causing the crashes. As it is I can only play for about 5 minutes before it freezes up on me. Chris G. aka-Miles Teg<GD>
  22. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Nov. 27 2002,13:58)</td></tr><tr><td id="QUOTE">Any plans to release the DShK as a standalone unit, maybe without the sandbags, as an East equivalent to the M2? Anyway, great work...brilliant! Â <span id='postcolor'> Yeah I was asking this same thing earlier. OFP REALLY needs a standalong DShK addon for the Russians. Like you said, without the sandbags would be very nice so as to be able to put it on rooftops and stuff like that. Chris G. aka-Miles Teg<GD>
  23. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Nov. 27 2002,06:36)</td></tr><tr><td id="QUOTE">Instead of running an entirely separate execution of Resistance, why don't you use the -mod command line parameter, as discussed here? That should solve your problems for you.<span id='postcolor'> I tried doing that...tried everything... and just can't get the mod folder to work. I have no idea why. Chris G. aka-Miles Teg<GD>
  24. miles teg

    Seb nam pack 2 out!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ Nov. 27 2002,00:18)</td></tr><tr><td id="QUOTE">you'll get your F-4 and Skyraider, probably not an F-105, i mentioned it but the F-4 can do the same jobs (although with less punch), im not sure about the DShK being released on its own, from the looks of it a lot of people have the pack so hopefully any missions set in later era's using the DShK will still be able to be used by a lot of people(also allowing you to use all the vietnamese weapons for guerilla/terrorists) also ive noticed a lot of people arent installing the sebnam_1a.pbo, this is the armour, it needs to go to the same folder as the other addon pbos (whether thats ofp\addons or res\addons depending on how youve placed them), i think it was accidently left out of the readme or something like that as ive found 5-10 people that havent installed it, and remember they use BIS models for now, and they use their closest lookalikes or clostest in roles, although as said in the readme there are glaring differences in some of them but the .cpp's are as accurate as possible, even in people loads, so things like the lvtp-5 carry 25 when using the m113 model (which carrys about 10-12), but make sure you put the player in the first 10 otherwise it puts him in the middle of the vehicle also a mission pack will be coming out soon to show people how to best use the units and probably(after stt reads the requests) examples of things like ammo crates and door animations/how to place new nose textures, it should also have some user made SP/MP missions<span id='postcolor'> Ah ok that's good news about the A1 Skyraider and the F4. However back to the DShK. The problem is this. This NAM pack is HUGE and takes up a BIG BIG BIG chunk of RAM because as you know all OFP addons reside in your memory when the game is booted up. So... if you don't have loads of memory (I only have 256megs of RAM) then you're out of luck if you happen to have a lot of other very cool unofficial addons. I am running the NamPack 2.0 on a seperate installation of OFP:R on my computer that is devoted ONLY to Vietnam addons and missions because my regular installation of it is full of other addons for more modern missions. That is why it would be nice to simply have the DShK as a nice small standalone addon for those of us who don't have tons of RAM in our computers. Of coarse I'll upgrade my RAM when I get some extra cash to blow, but that's not gonna happen any time soon probably. Anyways, it shouldn't be that hard to do it. If you tell me which .pbo it is in perhaps I'll try doing it myself. But I'd rather that the SEB team do it themselves to avoid any nasty flames, plus I'm not real familiar with renaming texture paths and stuff like that. So if one of you on the SEB crew could make a quick little DShK addon (that uses a BIS East or Resistance soldier), I would be very grateful. Thanks! Chris G. aka-Miles Teg<GD>
  25. miles teg

    Seb nam pack 2 out!

    4--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ex-RoNiN @ Nov. 26 2002,234)</td></tr><tr><td id="QUOTE">-D is stronger I think...or the other way around One of them also takes more guys (12 comapred to 8 for the other) EDIT: So how to I open the ramp on the Chinook through a script then? Anyone know <span id='postcolor'> Yeah that sounds about right. Â I also would like to know what scripts to use for all the new animations. Â They should have included a tutorial mission for doing that. All I can say about this addon pack is WOW!!!!!! Â That DShK heavy machine gun is amazing in my opinion. Â I've been waiting SOOOO long for one of those but there is a problem... Â Â Â I REALLY REALLY REALLY want to use the DShK in other modern conflicts, but this addon pack is just too damn big. Â Can somebody PLEASE release the DShK machine gun as a stand-alone addon using the regular BIS Resistance or East units? Â That would be very cool if someone could do that because I'd like to use it in some Afghanistan missions. Â Â The dispersion effect on the weapons is also just perfect. I own a real SKS and I have to admit that the accuracy is not all that great so this dispersion effect is actually fairly realistic. It also, as someone else mentioned, makes missions last much longer. The cool thing however is that they also included an option to use a ammo type with normal dispersion effect so that way a mission maker has a choice of whether they want to be more realistic or not. Hats off to the SEB team for doing this. Mission makers like FREEDOM to decide how to do these things instead of being forced to do things a certain way by the addon maker. But for right now I'm definitely going to be working on some kick ass Vietnam missions. Â I got a bunch of great 60's and 70's music for some Vietnam missions as well. Â I of coarse am going to have to include a sound sample in mission of some old Sgt. saying "Ahhhh...I love the smell of napalm in the morning!" Â Now if only we had some F-4 Phantoms, A-1 Skyraiders, and F-105 Thunderchiefs. Â Even better would be some B-52's with some type of bomb script to simulate massive carpet bombing. Â Â Now that the flyinheight command works for planes this should be very do-able. Anyhoo... Â GOOD MORNING VIETNAM!!! Â Chris G. aka-Miles Teg<GD>
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