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MK1

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Everything posted by MK1

  1. MK1

    VTE open beta 09-13-05

    there is? the only one i've found is the dustoff which isn't quite what i'm looking for. actually, i noticed that it's not so much related to specific campaign or mission, but in fact related to vc units firing their weapon. Â the error seems to occur only when an east unit fires their weapon (at least on my comp). yeah, i suppose it can't be done then..
  2. MK1

    VTE open beta 09-13-05

    well i agree the seb hueys do look better, but it would be nice to have few more different choppers, ie. a cargo chopper with no guns. at least 'vietnam 1954'- campaign (should it be 1964?) did and 'war of vietnam' seemed pretty messed up since it first failed to load the intro due to missing addon (think it was t54 or something) and then the first mission was not vietnam related at all. i can't recall which missions did tho. gotta get back to that later. ok, checked this again and the machine gunner did fire at the chopper. maybe the map i was using the first time or low ai level affected this earlier.. but it would be nice if also the riflemen would fire.
  3. MK1

    VTE open beta 09-13-05

    i agree, and what about: http://ofp.gamezone.cz/index.php?showthis=7700 also, vc rifleman 7 seems to have wrong ammo, most missions and campaigns still give that tracer error and there are doubles in single player missions. i think the whole mission collection needs some kind of sorting though. keep it up! edit: also noticed that the vc won't fire their guns at aircraft, which i think did happen with sebnam pack. would be a nice and realistic feature..
  4. MK1

    VTE open beta 09-13-05

    nice one! Â BUT the update process was a nightmare, since i've only used the addons from the pack i now had to install the rest (unwillingly) to make the patch work and clicking thru every file wasn't that much of a joy either. next time i'd rather download a 300+mb file and overwrite the whole thing. would be much faster.. oh and one more request: could you add dak seang island to the pack.. and while at it, fix it too. ;D
  5. MK1

    dak seang island

    so, any news on progress? i too am currently making a campaign for this island and would really need the forests to work..
  6. MK1

    VTE open beta 09-13-05

    From MFA Home page www.mikeforceassoc.org: "Mike Force Recording the history the Mike Force and the success achieved by of these Mobile Strike Force units in their short time as a part of Special Forces, Vietnam, is our mission. The Mike Force was a reaction force that was meant to be force multiplier unit comprised of several hundred Mountgnards, Vietnamese, ethnic Cambodians or ethnic Chinese, all organized, equipped, trained, and led by United States Army Special Forces and Australian SAS advisors. Sometimes there were as few as one or two Americans or Australians assigned to a force of several hundred mercenaries. It was a difficult task to keep the units focused on their mission to reinforce Special Forces camps, and conduct reconnaissance in force, combat patrols, and search and destroy missions. In some cases, they also recaptured camps that were overrun by Viet Cong or North Vietnamese Army Regular forces."
  7. MK1

    VTE open beta 09-13-05

    is this, in fact, just a big collection of addons and missions made by several people rather than a mod with all new stuff? it just seemed like it, cos a look at my 'nam addons folder revealed almost the same number and types of addons.. if not, great, and even if it is, well.. nice work.
  8. hi, is there a way of detecting where a smoke grenade has landed after the player has thrown it? i'm working on a mission which requires this information to be used for calling an airstrike, using the "fired" eventhandler first to detect the shell being thrown by the player. if it's not possible i was wondering if the same thing could be achieved by getting an approximate distance of 5-30 meters in front of the player. wouldn't this be pretty much the same thing?
  9. MK1

    Pacific War Mod Completions

    nice! any chance for a proper driver with a life vest etc. and an openable ramp? i remember there was some talk about someone making an lcvp with a one, but i suppose it wasn't this one then.. :-/
  10. MK1

    Pacific War Mod Completions

    xelsis, maybe you guys could include at least the jap weapon textures in your pack for the sake of it.. or do we have a full new line of IJA coming out soon enough?
  11. MK1

    Pacific War Mod Completions

    old up_ww2.pbo, 17mb. new up_ww2.pbo, 4.38mb. so, like umm.. something missing? can or should these be used at the same time, ie. in different addon folders? anyway, i just tested the update and it does look quite nice - we just need a lot more of them! Â
  12. while we're working on a new set of objects for betio island i've started work on a smaller one, namely burton (ebeye) from the kwajelein atoll. this is only a small set of islands of which burton is the main one and there are three smaller ones. what i wanted is to create a really authentic look of the pacific atolls and i think i'm pretty close to getting there. the islands in this map will be small due to the realism that i'm after (and thus a large number of objects). burton island itself will include a waterplane factory with an apron and a landing ramp, hangars, a concrete pier and lots of other stuff.. oh and one more photo to set the mood right http://personal.inet.fi/private/cassu/Burton.jpg Last two images over forum limit of 100kb - Hellfish6
  13. MK1

    pacific feelings..

    hmm.. dunno about the iloilo error. doesn't sound like it's something to do with my map. i'm aware of the problem that ai won't enter the jungle. i was hoping someone could come up with some suggestions how to get around this one. the frame rate is also an issue and thus this file was released. at least on my comp, if i set fog level to one or two steps from the maximum, the fps is pretty ok. after all that single spot of woods has more than 4500 objects in it.
  14. MK1

    pacific feelings..

    ok, i made a small island which might end up as part of a larger set of islands for you guys to test and play around with. i think this is now very close to an authentic pacific style vegetation/jungle. why i need ppl to test this is because i need to know if this will be too cpu demanding to implent on a larger map, how to solve the ai routing problems and about the general look and feel.. so download the file and tell me what you think. oh, and do not report this to any news sites or anything.. this isn't an "official release", just a pre-beta-something. here's the download link apart from the files in the package, it requires seb iloilo objects, which most of you prolly have already..
  15. Hi, I'm currently working on Betio island (part of Tarawa Atoll) which is a new island. I've started the whole thing from scratch and based it as closely as possible to the original map. The scale should be pretty close to the real thing. I won't be making the island completely identical as it's almost impossible but the shape and terrain will be there. I have very detailed pics (all roads, houses & bunkers included) as reference. The process is progressing nicely. I've textured the whole thing and just started working on the elevation. Objects & roads will be after that. Expect some screenshots later on. The island will feature apart from "realistic" environments the airfield, the harbour and the pier. I'm also going to make the assault beaches look like ones (ie. arty craters, burned trees etc.) but the rest will be left for the players. Textures will be based on the ones from BIS, Iloilo and Ia Trang. Dunno if I could recude them to BIS and one 'nam island only. Anyway, I'm not part of any mod team at the moment, but I'd be happy to incorporate. If someone's making some nice LVTs, coastal cannons, bunkers and trenches I'd be very interested. Here's a screenshot of the map:
  16. MK1

    pacific feelings..

    well, the amount of sand is controlled mostly by the tide so when those pictures were taken the tide was at a higher level and pacific islands/atolls usually have very narrow strips of sand. work will countinue.. oh and sorry about the size.. i tried to make them very close to 100k, but didn't know those few extra k's count..
  17. MK1

    Betio (tarawa atoll)

    well, i suppose the big wheel has started to roll and things are progerssing. a little update on my behalf: - the complete road system on the island is complete - burns-philip wharf completed - the whole coral reef with it's barricades has been completed. the player might have to wade their way to the shore if the tide is "right" since higgins boats will be stuck on the sand. i hooked up with a person kindly helping my with objects so the island will (probably) come with a complete new set of pacific style objects (and textures of course). no screenshots yet, but look for another topic by me for something new ;)
  18. i'm currently working hard (and alone) on a pacific island, namely betio from the tarawa atoll, which is going to be an extremely detailed version of the real island. i would need a bunch of objects for my island and since i really suck at modelling and have my hands full of work with the island itself, i'd really apprecaite any help! the objects should be pretty basic for any experienced modeller and wouldn't take much of your time really. these would include: - a static log wall / log wall with rifle holes (basicly a simple wall object about twice the size of ofp sandbag-wall) - an over-ground tank ditch (in the style of current ofp trenches) - fire trench (same thing here) - a couple of pacific style pillboxes - a couple of buildings made of bamboo logs. that's about it. i can provide the textures for each object so all i would need is someone to make the models. i can also provide supplemental illustrations of the objects if needed. help would be highly appreciated, since i don't think the island will be what i want it to be without those objects. other than that the island is shaping up really well.
  19. MK1

    modellers ahoy!

    yes, i can provide them to you via email if you like. send me a pm if you're interested and we can talk more..
  20. MK1

    modellers ahoy!

    the reason why i'd rather stick to myself is that, as it seems, most teams are very silent / inactive when it comes to releasing stuff so i'd rather not fall into the same pit. but if they could provide me with help then why not.. and, i did contact the pacific '45 mod, but there were some technical problems on their server and most of my mails got lost. when i finally made contact, i never got a reply back.. i've also contacted some other individuals about co-operation, but received no response (well, i'm still waiting), so that's why i posted this here.
  21. MK1

    Possible OFP v1.96 problem

    ok, it seems that atleast this paricular problem is indeed in the 1.96 update! i also uninstalled the game, reinstalled and updated to 1.91 which came on the cd. the game seems to be running fine now, except that there's a new kind of problem which occurs a lot less seldom: instead of crashing to desktop, it now boots the comp totally. this has only happened to me twice, but it didn't happen until a longer while. next i'm gonna try if updating to 1.94 beta could solve this problem (without introducing the previous one). ..and it seems that the problem also occurs in 1.94 beta, which also causes my comp to boot or ctd. i suppose i just have to stick with 1.91 for now..
  22. MK1

    Possible OFP v1.96 problem

    i have the same problem, almost. constant ctd's and have tried about everything. and yes, ofp used to work fine but now it barely runs for few minutes. i get exactly the same access violation as you.. so the question is have you solved the problem and if yes, how? is there's a specific thread in the via forums that would address this particlar problem? i'm really gettig desperate since ofp is the only game i play and also the only program that doesn't work.
  23. MK1

    constant ctd's

    so you reckon it would be a good idea to buy a new motherboard? i tried changing the irq for the gfx and sound cards, which now are different, but both still share their irq's with other hardware since i have a pretty beefed up system. how could i isolate one only for my geforce? changing the slots didn't affect the game though.
  24. MK1

    constant ctd's

    hi, i've been trying to work on this problem for a long while and have searched this forum for solutions but it seems that nothing really works. my problem is exactly that mentioned in the topic. the funny thing is that the problem has kind of lured in within a year and seems to be getting worse all the time. changing some settings might have an effect of running the game a little longer but the period of crashes gets more and more frequent after a while.. first, here's my set up so you'll know what i'm dealing with: amd athlon xp 1700+ via kt266/333 motherboard nvidia geforce 6800 512mb ram sb audigy i'm running windows xp sp1 and ofp version 1.96 direct3d hw t&l. next, here's what i have tried already: - setting agp aperture between 128<->64<->32 - setting agp mode from 4x to 2x to 1x - installed new via chipset drivers - installed the pci latency patch - installed the sb live patch (did cure the sound crackling) - installed new nvidia drivers - installed the windows amd patch - disabled most of the effects from the nvidia setup - applied the loadmiminum registry patch (altough the value is forced to a different one from the suggested) - re-installed ofp - re-installed windows - bought a new gfx card (used to have geforce 440 mx) - checked the temperature is ok - cleaned all dust - enabled 4 bank interleave from bios - used -nomap when starting the game - tried different display devices, screen mode etc. the only things i have not tried so far are: - setting a new irq for my gfx card (dunno how to do that). currently my gfx is sharing the same irq with two other devices, a network card and sb audigy. - i also don't know how to fiddle with the pci latency as suggested in the troubleshooting faq, unless the patch does that. - finally there's the solution by robert van dijk, but his description is a little bit unclear for me, so if someone can enlighten that part i'd apprecaite it (like, how to do that operation). ofp gives me a cpu benchmark of around 4000. the frame rate is ok i suppose. did not improve a lot with the new geforce 6800. is that normal? finally, if this is of any kind of assistance, here's what the .rpt file says: Exception code: C0000005 ACCESS_VIOLATION at 0012DA6A Fault address: Â 0012DA6A 00:0012DA6A Unknown module the error is always the same.. any help would again be highly appreciated, since i'm pretty much out of ideas. thanks! oh, i forgot to mention: - yes i have checked the comp for any spyware or viruses - installed the latest directx drivers - set the page file to 1gig and to a different drive
  25. since we already have units of somekind, i'd go for lvt's and other track vehicles. tanks would also be nice since we don't have any japanese tanks.
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