Pappy Boyington
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Everything posted by Pappy Boyington
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i did for awhile.. unfortunitly they dont have "catagorys" that i saw. that put all the non-addon missions in one group, all the coops in one group so on and so forth, from what i can tell they have single player and multiplayer. ctf, cti, coop, dm, tdm all in one group with 45 pages to go thru. and no search function to even enter in a "no addons" term to help search. i spent about 2 hours goin thru the first couple pages finding no addon missions.. i found like 4 or 5 and gave up after that. back to the subject, i also ask that anyone sending missions.. if you could bundle them... or at least bundle the links in your PM. i dont want to have 9000 messages in my inbox (or even posted in teh forum) with just one mission. try and get at least 2 or more when messaging me. and dont be offended if i dont reply back, i suspect ill get a large bulk of PMs from this request. you can post your replys to missions here in the topic or PM, either or works for me
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ok folks one of these days im thinkin of hosting an MP server for day thats Y2K3 based. but before i can do that i need missions! i need the following: Coop Missions 2+ Players on the following islands ONLY: Everon Malden Kolgjev (did i spell that right?) and Desert Island. i want them on BIS islands only and i want missions that are NO ADDONS REQUIRED. once i get enough missions, ill plan a date for hosting also keep in mind not all of us have fast computers so try and keep that in mind as your mission hunting.
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that aside it would suck if u were east vs AI west. you would spawn and be all "alright! lets roll and get some... *BOOM* ok wtf?! who killed me? i dont fu... *BOOM* where is he!?... 20 minutes later and a helo ride "NO EFFING WAY HE COULD SEE ME!"
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either one. im using the patrol version, but its got some minor issues like the "gun on back" and "sitting" animations if ur unarmed or have a pistol it looks weird having the guy pretend to carry a rifel. otehr then that it is very nice
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and no offense to the creator of that script, which is very uniqe and creative, i really dont see the point in implimenting it. first the helmet doesnt always come off when u die. and secondly.. its bad enough with tank fragments laying around and smoke billiowing from the dead tanks... do we really want 90 or 100 helmets laying around too?  its just my opinion, and as you all know im very opinionated.. and stubborn to boot  Edit: i suggest sanctuarys new animation pack too replace the current one in your Y2K3\DTA folder
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New replacement XMS and XM-177E2
Pappy Boyington replied to sv5000's topic in ADDONS & MODS: COMPLETE
doesnt matter -
New replacement XMS and XM-177E2
Pappy Boyington replied to sv5000's topic in ADDONS & MODS: COMPLETE
the short barrel kicks ass use the paa textures from the version i hosted. OFPers will thank you -
New replacement XMS and XM-177E2
Pappy Boyington replied to sv5000's topic in ADDONS & MODS: COMPLETE
thats cuz this model is in ODOL format, and p3dtextureswap doesnt do ODOL, and TxtPathSwap is for ODOL. the other is for MLOD. try to open an MLOD in TxtPathSwap it freezes up, or says "invalid file". so each tool is for a differnt format. althou i wish someone would modify TxtPathSwap to work on both becuz it is SO easy to use -
New replacement XMS and XM-177E2
Pappy Boyington replied to sv5000's topic in ADDONS & MODS: COMPLETE
same one a i used. a rare and elisive program that is like texturep3d for MLOD's. texturep3d is for swaping textures on "locked" models where as textureswap is for "unlocked" models. or was it vice versa? i can never remember which is which. one is for ODOL and the other is for MLOD. textureswap works on MLOD's only and texturep3d works on ODOL's only. althou textureswap is a helluvalot easier to use, wish it worked on both -
New replacement XMS and XM-177E2
Pappy Boyington replied to sv5000's topic in ADDONS & MODS: COMPLETE
are you running any mods? like FDF, Y2K3, Llumax, Kegety-Hisky, lluma-skypack, unsungskypack, or any other mod that has its own DTA folder? he doesnt call it anything, BIS calls it that and look at the BIS model, its an extremly lowres version of what our fine sv5000 just made. or i should say he made a hi-res version of the BIS one. so technicly he didnt do anything wrong -
New replacement XMS and XM-177E2
Pappy Boyington replied to sv5000's topic in ADDONS & MODS: COMPLETE
well what i ended up doing was going back to the INQ "XMS" replacment (the scoped M4) since in game the XMS soldier is more or less an advanced marksman, BUT i absolutly love the XM177E2 replacment, as the only thing its ever really used for is the west tank crews (for me at least) and the much smaller variant is more beliveable to fit inside the tank then a full sized m4 would. so im lovin the XM177E2. about it not working for some of you, i suggest you check out a total conversion mod (Y2K3 or FFUR), and learn the quick "do it yourself" way of replacing weapons via configs its alot easier, and much more conveinant then waiting 20 minutes for an upbo of the data3d.pbo file. -
Sanctuary's Animation Pack 1.5
Pappy Boyington replied to sanctuary's topic in ADDONS & MODS: COMPLETE
what do you mean it wont be tomorrow?!   lol im just kiddin. how about for the safe animation you have the gun... oh shoot hang on.... ok got 2 more pic ideas then. i forgot about the safe stand to walk interpolation. so heres a new idea for the safe stand/walk that would still involve the gun to "warp" from one postion to another, but i honestly dont think it would look that bad in this case since in real life you would move pretty fast from postion 1 to postion 2 Patrol/Standing Safe Patrol/Walking Safe and to get an idea how it would interpolate, open both pictures in 2 differnt windows. then quickly click back and forth between the two. the rifel would "Warp" quickly to the new postion but it wouldnt look that bad. i hope you consider the sitting animation too, due to OFP's possibilities you gota remember there are civilian and unarmed times too, not to mention pistols (hidden from veiw) so it looks weird having a phantom weapon there. PS: i know my sitting picture i look weird not having shoes on but keep in mind its 5am here   so im not exactly "dressing" up completly just for pics  Edit: and its no problem me takin pics to show you what i mean. its alot easier to show you then try and tell you. and secondly i could describe all i want.. and you could make 90 differnt animations that wouldnt be what im suggestion.. so if u want something done right.. do it yourself. so if i want the animation to look right then i better take a pic myself to show what i mean. (my suggestions are for everyone and im not suggestion that you go to all this trouble just cuz i wanted something differnt, im attempting to suggestion something that im looking for, but would also benfit you in ofering a more universal sitting, safe, and salute animations for pistol toting and unarmed fellas) -
FlashFx Units Replacement pack 5.0!
Pappy Boyington replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
exploding body and no exploding body... its like de ja vou all over again copycat by the way nice promo shot there. very nice indeed -
Sanctuary's Animation Pack 1.5
Pappy Boyington replied to sanctuary's topic in ADDONS & MODS: COMPLETE
I tried during 10 minutes to reproduce this bug with different soldiers and weapon models, firing full auto emptying 3 mags each time and did not hurted myself. If you can find a pattern about the exact situation when this occur (soldier model and weapon model) it could be helpfull as it seems that none of my tests can do this . During those 10mn i tested while standing and in external view on Suchey , ORCS , HYK and Laser units and found nothing with their own weapons. (tested with a medic unit next to me , to check if the "Heal at medic" action appeared , showing that i was damagin myself without blood textures appearing... and nothing in my tests) as i said its very hard to reproduce, so its really nothing to worry about. i do have one suggestion, if your still open to them? the salute animation looks awful weird when your unarmed so i propose a suggestion. and to save me the time of looking for waht i mean. i took the liberty of posing myself to show u what i mean. Ideas for: Sitting Animation (sorry its kinda dark) Salute Animation (perfect to interpolate with the next suggestion) At Ease/Safe Animation now what i like best about the new Safe suggestion is, that if you are armed with a rifel the butt of it sits in the palm of your hand, which if your armed with a pistol or unarmed, then the place for the rifel is invisable and you look like your unarmed (normal walking) and thus in missions where someone is armed with just a pistol (IE: nogova police) its not so obvious that they (the AI) are armed adding a more realistic touch to it. and if your unarmed then its not so weird having your hands in an odd manner without anything in them, same with the sitting suggestion. so basicly im suggesting you use the BIS unarmed stance.. and just put the rifel proxy in between the arm and the chest, and have it "attached" to the left hand so that when the person is walking and thier hand "sways" back and forth the rifel sways with it in a casual manner. these are merely suggestions for ya. i know you been kickin out updates and trying to make a "Final" so i can understand if u arent open to suggestions anymore -
New replacement XMS and XM-177E2
Pappy Boyington replied to sv5000's topic in ADDONS & MODS: COMPLETE
PAA Version: (no change.. just felt like posting my own screenshot ) Download PAA Version Here changed the texture paths on the "XM-177E2_proxy" to teh xms.pbo. all textures in paa format (im pretty sure you figured that much out already ) and this will not clash with the jpeg version if another person, dispite all the facts, use the jpeg version and you both are on the same server File Hosted from @war Note: for custom config modders and users to use this in your config mod do the following: 1: depbo the xms.pbo and add the XM-177E2_proxy.p3d to your XMS folder 2: pbo the XMS folder, then place the updated xms.pbo in your addons folder 3: open up your config.cpp (for which ever mod you use) 4: replace the "model=" path under "Class M4" with: model="\XMS\XM-177E2_proxy"; Note: the above applys only to Y2K3, FFUR, EECP, and any other "unit replacment" mods (users and creators) that ofer a customizable (editable) config. -
New replacement XMS and XM-177E2
Pappy Boyington replied to sv5000's topic in ADDONS & MODS: COMPLETE
sv.. if u want i already converted all the jpegs into paa, and remaped the xm177_proxy textures to the one in the INQ weapon pack. i was just on my way to test it out if it works, i can just host the updated file for you -
New replacement XMS and XM-177E2
Pappy Boyington replied to sv5000's topic in ADDONS & MODS: COMPLETE
the model uses the INQ weapon pack.... JPEG TEXTURES  double-u tee eff  now to find out which textures are paa and pac and remap thos and see what happens edit: and what is "INQ_CONST" -
i think thats a decent enough photo to make textures from. but to be honest i think you should ask some previous M82 makers if uc an use their textures. well some of their textures. would match up nicely
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Sanctuary's Animation Pack 1.5
Pappy Boyington replied to sanctuary's topic in ADDONS & MODS: COMPLETE
me too i have noticed one small bug when firing from the standing postion, looking in 3rd person (i havnt fully experimented this) you somehow shoot yourself in the hands/arms. after about 15 to 30 hits your arms are dammaged (blood textures) so somehow im shooting myself, and it has something to do with the animation.. BUT the problem is that its only in certian postions. like if you spray fire up and down (using 3rd person) theres only 2 points where u end up shooting yourself. i mean thats good.. that it doesnt happen often. but its a problem in recreating it. oh and the new sitting animation is awesome! its a lil wierd if u have a pistol or are unarmed, but thats alright its a small comprimise for great animations. i watched some cut scenes when i booted up the game, and also played "camping" since we start out in the safe animation for awhile and all in all its very nice, very realistic. since most of the game's action is war based, and "camping" or no.. there is no such thing as "relaxation" so your patrol/safe animations are perfect. a nice balence between "not worried" and "alert" perfect for in the gaurd towers or just walkin around camp. -
DSF Scud Collection version 1 released
Pappy Boyington replied to Deepsmeg's topic in ADDONS & MODS: COMPLETE
and laggy someone needs to make a script work with all the new NBC units out there so that the gas doesnt harm the unit wearing a gas mask -
Sanctuary's Animation Pack 1.5
Pappy Boyington replied to sanctuary's topic in ADDONS & MODS: COMPLETE
ok i got sick and tired of seening the news about this on ofp.info. so i downloaded them so i could bitch about them lol and well... i have nothing to bitch about i havnt tested everything.. but so far i like what i see my only wish that someday someone would make a differnt sitting animation. a more casual one like the sitting animations in the BAS h60s. other then that they are VERY nice. i love the transitions. -
forgive my iggnorance, but what is the humor of #2?
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Wow. I'm sorry, but the only "attitude" that you've gotten from anybody is the result of you making false claims about ECP. I and other members of the ECP team have provided you with assistance when you've asked in the past. Nobody ever turned you away or insulted you. Any problems you've had have stemmed from your very deliberate attempts to undermine ECP and paint it negatively in public. You have no right to complain about "attitude" when you refer to other peoples' work as "shit" and attempt to marginalize it at every opportunity. You'll notice that not one member of the ECP team has said anything negative about Y2K3 in public. wow. your pyscic, i did not realize that. see if you could remove your head from your ass for 2 minutes you would know, that my problems with the ECP members where via MSN back when ECP was a brain fart from someones wild imagination. back when ECP had 3 members in it. since then their additude is a joke in the forums and thus feeding my rage here in the forums. now im gonna kindly ask that you refrain from posting in my topic further. it seems like everytime you come around... theres an argument. and i would apprecate you stop trying to ruin this topic like your failed attempts in my 6.0 topic. i dont have time to deal with your bullshit over and over again.
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You have been proven wrong on this point several times in the past. ECP is scalable. ECP's scripts are no less efficient than anyone else's. People have posted benchmarks to prove this. I don't know why you keep insisting upon saying something that is blatently false. its true. for ECP to work on a normal computer, you change all the settings, to fity your PC, which means turn off blood, and AT back blast, and AI join player, and by the time ECP is playable... you have turned OFF 80% of the effects. which now you have defeated the purpose of ECP by turning it OFF. the point of scripts in a mod is to have them ON. not OFF.  why do i talk and noone listens? it would be a SHIT load of work. and im busy job hunting right now to worry about anything OFP. but the old version 6.0 http://www.edgefiles.com/files/16142.html version 6.0 for you. yes the CWC bushs are the ONLY thing that blinds AI. the buildings were AGS ones. but there was times on nogova, by the bridge where the hills are "rolling" and in this poor diagram ill show you.. \a/---\b/ now the hills arent that steep, but you get the idea. now B is the enemy soldier, a is myself. i ran over the hill and down into the "rutt" B soldier shot at me once, missed, and kept his rifel trained on me. i went to command veiw and watched B soldier. i ran left he followed left. i stoped. he stoped. i ran right, he followed right. i zig and zaged and the entire time he kept his rifel trained on me. in 1st and 3rd person veiw B soldier was not visable. and he followed me thru the hillside activly. and not the "phantom lock on" where OFP trys to anticipate where u ran, ive seen those personaly, and AI fall for it. but this wasnt a phantom target, phantom targets continue moving in one direction. that AI knew EXACTLY where i was the entire time. dispite about 8 tons of dirt and rock between us. "o2 documentation says so" oh well if its in writing then it must be true  oh i dont blame ECP for "bugs" or anything, my beef with the ECP team is merely a personal thing amongst some of thier members, and thier overall additude. so yea i never said that was "ECP"'s fault,
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you mean that you want a total modification based on the ECP 1.071 ? so easy, check Sanctuary and pappy tutorials , take the config.cpp of EECP , and let start changes by using the addons in the Y2K3, Â I feared this answer. I know how to edit the config to fit for me I just hoped Pappy Boyington is gonna implement all the fancy ECP scripts into his Y2K3 conversion and save me a lot of time..... Yes I have a dream... sorry, too much work, and i have too little time. Y2K3 used to be 100% ECP based but in 7.0 i did away with the 100% ECP for several reasons: 1: Performance (ECP is NOT computer freindly at all, and dont give me that "settings" bullshit either, that defeats the purpose of using the scripts) 2: conflicts with other scripts 3: i dont like ECP all that much anymore but dispite my feelings toward them, i did use some of thier scripts such as AT backblast and blood, and flies, and a couple other ones. i also used the "AI blinding smoke" but honestly thats a joke concept cuz the AI can see thru ANYTHING. getting off topic here but the other night i was playing a game (solo) and i died, so it kicked me to the auto spectate (with Y2K3) and i watched my AI partner attempt to avenge me right? so there he is on that testisland that the one guy made (its a barron island suppose to be post nuclear holocost) watched my AI partner lay down, with his M16 "lock on" to an enemy unit, and flawlessly followed him as he ran behind not one, not 2, but 5 buildings, and due to AI pathing it was NOT a straight shot, so dispite 5 buildings blocking the line of sight the AI followed the OPFOR as he ziged, zaged, doubled back, and ran out a side that NOONE could of predicted, and naturaly killed him in one shot. gotta love AI marksmen. hell theres been times when ive had AI not only see me thru a closed door... but SHOOT me thru a closed door. so no offense to ECP or BAS or whoever made this. but "AI blinding smoke" is a serious joke.