Pappy Boyington
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Everything posted by Pappy Boyington
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no the config, or config values are not "property" of anyone. thats like saying this post is proprty of me. which means if an admin deletes my post they stole my work from me and i could sue them. models and textures are hand crafted. configs are just modified numbers. thats it. as long as the model and textures are unmodified then he isnt doing anything wrong. i did that with the motorcycle and pistols for Y2K3, among other things. and if that offends you, or doesnt sit well with you. i honestly dont give a shit, and im pretty sure neither does thunderbird. ITS A GAME PEOPLE!!!!!!!!!!! he isnt making a profit off it, he isnt claiming credit for it, he just took out the config so the editor wasnt all blblblbblah. geeze you people sure are uptight. you know i really suggest you look into a good proctologist for that tight analexia that yall suffer from. as the Eagles once said in their Hell Freezes Over reunion album: Get Over It, Get Over It!! oh and in the spirt of the season Merry F%#k'in Christmas ~Denis Leary
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mabe its the models then... try the "low res" version here: http://www.edgefiles.com/files/20865.html it reverts the russian tanks back to the ones used in 7.2 and earlier (the sigma ones)
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exactly. i went with common sense instead of fact here. my biggest flaw in life. thinking that other people also think. common sense would tell me: when you make an addon anything above 1024 is insane, and 512 is optimal. orcs saw it differntly. fact tells me, post release, that orcs uses 2048x2048 textures. the biggest mistake in OFP history. why addon makers insist on doing this is beyond me. it drops framerate by 10 to 20 fps. as i did not have time to fully look into this stuff, i tested it seemed fine and i was good to go. it wasnt til later i realized my mistake. so if you want to attempt to fix this, since time is not on my side, but work irl and debt are, i cannot acomplish this myself. you must resize the textures for the orcs T72, T80, and T90's to somewhere around 512 or 1024 if you have a really really good computer; however 512 is optimal in this situation. i did a small experiment myself by simply resizing the texture and replacing the file in the decompressed pbo file and found that the detail werent lost.
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the best way to find out is: download kegetys sky addon, or unsung, or any one of those.. and then match the files. the files with the same names are the sky. the rest is the new laptop, watch, and NVG
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just delete the sky files before u install it
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edit: never mind.. Â posted this before download links were available
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Please confirm these addons are compatible.
Pappy Boyington replied to stingfish74's topic in ADDONS & MODS: COMPLETE
you cant run mods together like that. your running 3 relacment mods at the same time. ECP, Y2K3, and GMR. wont work. its one or the other. so you know: Y2K3 uses the GMR explosion mod in it by default since noone else wanted it. -
Tell us some more Pappy, did the enemy headshot you from 200 meters when you were behind dense foliage, moving slowly, and not firing, back when you were in 'nam? Â hey! i stormed the jungles of veitnam during the gulf war, you werent there man! actualy i do sympathize with you... however: ive had the whole "head shot at 500m from a machine gunner with a PK as he was running, gun pointed to the side" in regualr OFP. from day one when i installed it.. i have on several.. thousand, occasions seen the AI running at me, gun at hip, not even pointing my way, fire off one round, and one round alone. and next thing i know im reading death messages. jam's HD soldiers are the only ones that arnt as lucky. however in the jungle here.. its only happed once in the missions provided. the rest of the time i used the suggestion, before it was suggested, to hide behind anything hard and randomly fire at where i think they are. ended the one mission with 8 kills
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i still feel that the JJR and INQ sounds are the best suited for the job. but if u dont feel the same.. then perhaps at some point ill do the same thing i did to the SEB stuff and go ahead and swap out everything for my choices. once the mod is more concrete (not beta) and i dont run anything in the background besides messengers. i dont use ofp launchers or crap like that.. i edit shortcuts like we used to do in the old days the not being able to pick up mags off dead bodies was noticed only in the campaign.. i havnt tested anything individualy. i only played the campaign and based my bug reports from that
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i mentioned the M60 sight is the M16.... i said all the west weapons, m60, m14, all of them have an m16 sight. but anyway. althou i died twice in the demo campaign.. both by mystery killers. i am not upset or complaining about the not being able to see the enemy. from those who know, will tell you thats how it was. you didnt shoot at faces, people, or even shadows... you shot simply at sounds. which is why i complain about the weapon sounds cuz i dont know if im shooting at an m60 sound or an rpd sound. i noticed a tiny tiny differnce between teh M14 and the M16. its really hard to figure out who i need to be shooting at or toward. i do have another complaint.. and question: what scripts have you implemented into these soliders that you used the eventhandlers for? with the SEB stuff defaults carried down.. so for me, a Y2K3 user, fire fights in the jungle were horrifyingly beautiful. tracers from all directions. actualy seeing that flaming ball right before it hits you. scary, nightmarish, beautiful. plus the blood, exploding bodies, ect were nice too.. but at the very least id like to see the bn_880 tracers introduced to the nam units to add more realizsum. oh and before i forget.. fix the weapons.. make the weapon pack your priority (its what i would do.. but im merely suggesting) since i cant pick up and extra clips off dead bodies. i have to drop a gun and then pick up a new one. when all i needed was 1 or 2 extra mags. anyway like i said i was very pleased with this stuff thus far. the playability of the missions and the island was truely shocking. oh and i dont remember if it was you or another nam mod that asked.. but i also have an edited seb vehicles pbo that uses alot of 3rd party addons to make the vehicle work. in otherwords a "bmd" isnt a bmp. and a "LLVP" isnt an "M113" i found a buncha vehicles for east and west to replace the SEB name ones.. but i left the pbos intact due to i knew im the only one thats gonna use it. so if u want my collection i got here.. i can try and pack it together for u and u can take the task of seperating vehicles and textures and putting them into your own pbos.
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i think the biggest complaint about not mirroring the file is due to future gamers. a year or so from now there wont be a BAS or a Team Yankee or a DKM. an FFUR or Y2K3 or Unsung or any other mod for that matter. we will have moved on to new games, weither it be OFP2, AA, or just newer better games. for those of us that are lucky.. the rest of us will be forced into societys ways and forced to take on full time jobs. some of us 2 just to make the bills... but there will still be an OFP. and websites like atwar, ofp.info, and other big name sites will still be running, managed by newer younger people. so that the next generation of people that discover such a great game can still download this stuff. a great example of what im talking about is the hasbro game B17G Flying Fortress: the might 8th! a great game even by todays standards... you cant even download a patch for it since its from 2001. and no websites ofer mirroring for it. game files? please gnats site is the only one with working links to anything related to that game. so what happens in 2008 and on? i figure OFP will remain community strong until about mid '07 when even the most diehards finnaly move on. ofp.info will most likly still be around. so if the nextgen user comes to the forums and searchs and finds bridges or traffic lights and then go to download it and find out that the team yankee website is "page not found" then they wont be able to enjoy the addon like we do. i will not agree or disagree with their desicion but i thought i should explain why i think so many are upset
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forgive me if these have been mentioned: Weapons: -have 2 sights. west all use the m16 sight and east all use the ak47 sight. no matter what rifel i use -sounds are.. in need of imporvment to say the least. Kyle Sarnicks (sp?) units have wonderful sounds in them, as does INQ weapon pack. please try to use one of those 2 (or both) since as it stands right now i cant tell east from west when firing. -magazines dont show up in the gear loadout just says "empty" Units: -no real problems here Vehicles: -only seen the CH34 and it has the muzzel flash and light on bug Campaign: -no config.bin errors on alot of vehicles (config errors refer specificly to vehicles i cant remember them all) -bad campaign order error crashs game at the cut scene about "norman owens" going home -personal opinion here, but i highly suggest agasint voice acting for missions and campaigns. not just with this one but any custom campaign i really suggest agasint voice actors for several reasons ~they have no emotion whatsoever, ~half the time it sounds like they smoked half a dime bag before recording, the other half it sounds like they swallowed the mic. in my opinion amature "voice acting" for custom missions and campaigns really kill the ambiance and imersin that a decent campaign ofers. other then my general complaint about voice acting.. the campaign is pretty good, until it crashed i mean. Compliments: i was VERY skeptical when i heard about how much vegitation was used. i thought id be around 4fps but surprisinglu i was between 8 and 13 fps. during missions with lots of troop activity too. not thats VERY good for me. so i was surprised that the island the campaign was on played as well as it did. Edit: if u wish i have a custom SEB weapon pack pbo (sebnam_wp?) tht uses the JJR_weapon pack and INQ weapon pack weapons and sounds for most of the guns. your RPD and SKS are very nice thou so they can replace some of the models i missed or didnt have time to change. let me know via PM if this edited pbo interests you
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the box wont work since the second vehicle in line will drive around the box. the more i think about it. it is impossible to do. via script. only mission makers can do it using setfeul 0 stuff for cut scenes
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i have a question? does the red light make the AI actualy stop? if so, in leimens terms, how was that acomplished? someone else was doing a simaler project and suggested an invisable wall for the AI... however ive seen the AI attempt to drive thru a house..
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i have no clue why this error is being generated. the beretta works fine for me. no errors here using 7.3: default exploding bodies config
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i know u did but by the time 1.5 was ready the link was down. so i couldnt download it. i guess i coulda PMed you about it. but.. like... that invovles work. ick
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i coudlnt find a working link to the swatvan that didnt have the model special error
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oh how i wish
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word yo about the infantry thing: i think tbird is using an enhanced script for infantry to shoot at helos.. im not sure on that. i did look into infantry enhancing scripts like covering fire and the like but i found that using scripts outside the hit/killed and fired eventhandlers was just too costly in terms of performance. and since ive used many other scripts in other aspects of the game i felt that the cost outweighed the benifit. no promises but perhaps before the new year breaks.. or mabe even early christmas present there might be a 7.4 patch (which will combine the 7.2 and 7.3 upgrades into one patch) that will include retextured orcs tanks using lower resolution textures. and my inside source says that mabe we can get that new shilka pre-release. but once again the patch hinges on one varable: the shilka. if theres no shilka. theres no 7.4 patch cuz that will be the only changes is lower res orcs tanks and new shilka. plus a few bug fixes with the engine start up sound bug and whatnot. might even come up with a catchy name for the 7.4 patch since it will be a compilation patch (that will weigh in at 70 megs approx) that will replace the 7.2 and 7.3 patchs (ill remove the links from the site and just replace it with this" with a simple "Y2K3 Ultimate Upgrade" or something catchy like BIS called their patchs. ill figure all that out later if it comes to be.
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the orcs tanks are required for the weapon, ammo, and sounds. the low-res patch should solve the lag problem. thats the only major change that would be causeal to the lag issue
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Download 7.3 Low-Res Version Here this version is untested.. but by all means should work (assuming the sig tanks are still in your Y2K3\Addons directory) edit: the only thing changed is the tanks back to the sig ones. the orcs tanks are still needed for the weapon, ammo, and sights.
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neo: your not suppose to debin it, your suppose to edit the config.cpp and then turn it back into a bin before using. once turned back into a bin, move that config.bin file to your Y2K3\Bin directory bobcat i thank you for the kind words, the armor lagg issue woulda been a non issue had i had the time to really test those missions out with lots of tanks in them i woulda learned the truth and left the orginal sig tanks alone. Â as a personal request: can someone that speaks orcs laungage (russian?) please ask them for a lower polly/res version of those tanks? or if a modler with the time please go over the T80, T90, and T72's and try and tweak the models for better performance? edit: in the mean time ill create a 7.3 "low res" patch that returns the tanks back to where they were for the time being
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tbird: the orcs tanks main source of lag has nothing to do with eventhandlers. its the high polly models and extremly large textures. at the time i didnt realize they used 2048x2048 res textures! otherwise i would have NEVER used them. fischkopps H53 pack does the same thing to me for the same reason. insanely high res textures are not only dumb they are pointless, and lag the game like hell. i resized the textures from 2048 to 512 and retried and gained about 5fps, so the highpolly/detail model must be partley to blame too
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Y2K3 Skypack & more has it (its a package deal)
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ok did you de-bin the config.bin?? or did u use the included config.cpp in the Y2K3\Bin\Configs\Exploding Bodies Effect (or the desired config style [exploding bodies, no exploding bodies, unit replacment])