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Snake Man

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Everything posted by Snake Man

  1. Snake Man

    ODOL Explorer v2.0

    ODOL Explorer v2.0 for OFP P3D Models from PMC Tactical From ODOL -> MLOD converted and loaded to O2 models of BAS Blackhawk MLOD1.jpg BAS Delta/Ranger MLOD2.jpg BAS Littlebird MLOD3.jpg And also BAS UH-60L in ODOL Explorer itself with textures MLOD4.jpg Official WrpTool Forum and specific PMC Tactical Forum OFP ODOL Explorer Topic and also check Bis Wiki ODOL Explorer. Download from WrpTool Homepage.
  2. Snake Man

    What is Streaming Technology then?

    If its same system as Falcon 4.0 used, then the terrain file(s) can be huge, lets say 1100 x 1100 kilometers, but the game engine only loads for example 1.5 x 1.5km at time. How about this "island" with realistic distances for OFP? If it works like the F4 terrain system, then I'm baffled how the AI would handle themselves with waypoints beyond this loaded range. I mean if you setup a patrol around a city or through it... how they walk around the buildings when player is out of the range AND what happens when he appears in range, how can OFP tell if the AI units are inside a building or other object. I have no clue. Anyways the terrain would not be empty/flat beyond the loaded range... it would just not exist. Imagine 1.5 x 1.5km OFP island, it would be really small compared to the standard 12 x 12km BIS islands and 25 x 25km & 51 x 51km possible user made islands, meaning very light on CPU and memory load. Streaming terrain is very interesting in ArmA, I cannot wait to get it.
  3. Snake Man

    VTE open beta 09-13-05

    VTE open beta 11-03-05, Patch #1 has been released and file sent to mirrors. If anyone wants to host the 8.9mb file, please let me know. Changelog --- fixes open beta 11-03-05, patch #1 - added three new missions to PMC NAM SEAL campaign. - ammocache CTD on start with JAM_45ACP_UMP_25HDMag: already defined, fixed. - tweaked land units irscanrangemax thingys. - tweaked air units irscanrangemax thingys. - objects config fix for elephant grass. - elephant grass object fixed. - MC-130 the bomb is dropped on the plane, (semi) fixed. - changed HD mags to village rebel sten, VC engineer 3 and viet minh rifleman. - added HD mags to MP40 and Sten guns. - jjr_vus5 has no pilot view right leg side texture, fixed. - added / tweaked some SEAL sensitivity configs. - polei kleng and vinh thanh islands fixed water depth and other stuff. - added t34_85 platoon. - zpu4 no firing sound, fixed. - lrrp erdl gl, rag tails buggy view inside a vehicle, fixed. - us officer (and others) buggy view inside a vehicle, fixed. - sog recon rifleman (and other SOGs), rag tails buggy view inside a vehicle, fixed. - launching AA missile to F-4 gets: "_missile" error, fixed. - MC-130 has no texture, fixed. - vte_objects mutilated soldiers missing textures, fixed. - few island environmental sounds were ogg instead wss in config, fixed. - in most if not all, jjr soldier models had errors, fixed. - aircav pilot model errors, fixed. - army1 model had errors, fixed. - aussie1 model had errors, fixed. - civ1-3 models had errors, fixed. - marine1-3 models had errors, fixed. - nva1-6 models had errors, fixed. (including NVA crew/pilot view block). - seal1-5 models had errors, fixed. - sog1-16 models had errors, fixed. - us1-5 models had errors, fixed. - lrrp3-4 models had erros, fixed.
  4. Snake Man

    Flashpoint Photography 4 - No images over 100kb.

    Valley of Death in A Shau Valley (island + mission by Hawkins) Bunkers SEAL in the jungle Addons used: VTE and DXDLL v1.0.
  5. PMC Rattler - 25km terrain It is a 25.6km x 25.6km sized desert island with war torn feeling of ruined towns, then some modern oil well / refinery and sea port locations. Also there is military bases, airbase and airstrip. Two Apaches patrolling near oil refinery Rattler-02.jpg Two Apaches patrolling Rattler-17.jpg Apache on small hillside Rattler-18.jpg Apache closing to military base Rattler-27.jpg Next we have few screenshots with viewdistance 3,500 meters. With amd 2800, radeon 9800 pro, 1gb ram machine it is fully playable with this kind of insane viewdistance. A10 flying above hills Rattler-44.jpg A10 flying above valley Rattler-47.jpg A10 near refinery Rattler-51.jpg A10 over sea port Rattler-61.jpg The island has the mentioned ruined towns using resistance objects (or cwc whatever kolgujev destroyed buildings?), then those oil well/refinery areas along with sea ports are using AGS industrial pack and harbor kit. The airbase and military bases use resistance and Baracken objects. Most of the locations are connected with dirt and sometimes asfalt roads. The airbase is of course configured to use the AI landing autopilot. As usual, PMC provides the island with several missions so people cannot slam this to be another of those "5 minutes in editor" addons. Hey, we made this island for our missions, so missions we surely will add to it. Is this excuse for normal island since its "desert", no its not. There is no big dedicated desert island released so PMC Rattler changes that now. It is pure desert because as seen on earlier user island releases people dont really like island with tens of different landscapes combined. PMC approach is european green theme with PMC Rugen and now desert with this PMC Rattler. When people want to have specific landscape, they can just choose an island. You cannot swap from units woodland camo to desert camo during mission, so why add gazillion terrain types on one island? Check out large size image of the mapview with names (496kb) to get better idea of the terrain, roads and objective locations. This release comes with few single player missions (MP ones might follow) and one campaign. The missions included are: PMC Fight Video Desert - Nice and hugely large & boring "dynamic" combat cutscene. Just sit back and watch the fight erupt. This indeed is a long mission and as its completely random camerawork, sometimes you see units standing around while you hear intense battle on the background. It also takes some time to watch the units move, surely this will make viewer to appreciate the actual combat footage he sees eventually. There should be tons of such footage since there are going to be alot of combined arms units on the map. PMC Gunship Assault 1 - Apache attack on airbase, (perhaps opening for a new campaign). You with your AH-64 and OH58 wingmen attack the enemy held airbase in dawn. Expect to see infantry, soft vehicles along with heavy tanks. There are also shilka threat present so you need to be careful while approaching. There is A-10 flight standing by for you attack order when you have acknowledged that any AA threats are taken down. PMC Hercules Rescue - CoC CE, SAR operation, get the survivors to safety. You have three blackhawks, two apaches and chinook to ferry your two ranger and one SEAL squads around. First you need to find the downed C-130 somewhere in the huge desert, it can be anywhere, then you must get your troops foot on the ground to rescue the survivors and neutralize the delicate equipment onboard the C-130. Finally you must bring all survivors back to the HQ. Enemy presence is heavy, youre short on time, will you bring them home? PMC Valley Escape - LSR Rangers are evacuating from oil farm under heavy enemy fire. Your Ranger squad is located on one of the oil well/farms, enemies are closing in on multiple directions, HQ promised to send support but you must hold back the attacking russians until its safe to bring in extraction helo. Keep your men alive. PMC Dynamic CE - Dynamic CoC CE CAMPAIGN, huge battle with dynamic AI/campaign structure. Yep as it says, this is dynamic campaign. No, we're not just toying with words here as seen before, this is DYNAMIC and its CAMPAIGN, period. Ok, so lets take an example; in mission one enemy capture objective a, b and c, while you capture e, d and f. Well in next mission enemy has placed defensive troops in the locations he captured and will not anymore send his assets to these locations, instead he goes after the remaining objectives such as your e, d and f. While your forces have done the same, there is now defensive forces in e, d and f locations so you can move on and focus on the other objectives. Weather will be random and saved for next mission, ie if it was raining when you ended your mission, next one will start as rain too until the weather changes. Use your forces wisely, you got Rangers, SEALs, regular infantry. UH60L Blackhawks, Apaches, Abrams and Bradleys. Support assets are M252 mortars, M101 howitzers, M109 Paladins and Cruise missiles from the nuclear sub below the ocean surface. Your goal is to run off the reds from the region by capturing all objectives and at the same time preventing him to capture any of yours, also you get specific mission(s) like search and destroy for enemy artillery (more will be added later, time permitting). All in all, you have never seen campaign like this on OFP as of yet. Its still work in progress and feedback is welcome, it is however completely playbale since there is no showstopper bugs/issues at least none that I know of. Required addons for missions are different than from the island of course. Basically the missions need: JAM2 LSR Ranger/SEALs bas blackhawk CoC Unified Artillery C-130 Hercules SA-11 Gadfly Bn880 tracers and something else I'm sure that I forgot 🙂 Required Addons Island requires few addons, these are; Agent Smith (AGS) Harbour kit, AGS Industrial Pack and Baracken. No other addons needed. Download these from: Industrial Pack v3.0 Harbor kit v1.3 Baracken v1.5 Version and Download The island including missions are now designated as Alpha 1, but we hope to move into beta testing and eventually final release in very quick pace. If there is any dramatic errors or I get fabulous user suggestions, I'm going to fix/change what is necessary. People are semi-encouraged to create missions with this versions as I will NOT "delete cities" just out of the blue. Honestly, I think its pretty ok as is and if nothing comes up (what I expect) we dont see many changes for final version. Get PMC Rattler island at PMC Tactical OFP Downloads page. Official PMC Tactical OFP Homepage is always open with PMC Tactical Forum. We will gather bug reports and feedback in BIS topic as well in our own forums. Remember, it is your feedback which makes the island/missions better, nothing else. Check also PMC Rattler 25km Desert Terrain Official Forum Topic.
  6. Snake Man

    VTE open beta 09-13-05

    Umm okay... VTE forum
  7. Snake Man

    PMC Rattler (25km desert terrain)

    Small correction, PMC Euro was the project name for PMC Rugen. Check out the PMC Euro topic and the new PMC Rugen topic here at BIS forums. Old PMC Euro topic and new PMC Rugen topic on the PMC Tactical forums. I have only released PMC SmallVille and these two new big islands (besides the two NAM islands which are now located in VTE). I dont have any real islands under work, but I do have bunch of playground projects like aircombat island and the mentioned big Afghanistan. From those two topics you can find the big ones, there is no real island other than them. The islands are not in PMC Tactical's download page since they are such project state now, they will be added later.
  8. Snake Man

    PMC Rattler (25km desert terrain)

    I have interest on the Afghan desert terrain type since its somewhat similar to Rattlers theme - few populated locations and few objects scattered around. I did test version of large Afghanistan island, but haven't really put any time to develop it so far. No, I will not use catshit Afghanistan objects on PMC Rattler, if there is demand and/or I'm still eager, I might do that big Afghan island. Yes there is. Its a desert island meaning its got mostly sand and only few tree/bush objects here and there. Other PMC islands... like PMC SmallVille and PMC Rugen? Yes indeed Rugen has much less objects than normal islands, thats its catch also, but to say the stuff is centralized around few places isn't true. Download the latest PMC Rugen and you'll see. Sure, understand what you mean. Rugen & Rattler is not meant to be object littered laggy islands. For example, I was thinking that "how do I take nice screenshot?" well you cannot, Rugen and Rattler's point isn't on one single screenshot, you have to go into the 25km x 25km terrain world to see for yourself how is it like to operate there with other units/vehicles. For example, try out the PMC Hercules Rescue mission, when you go out to look the downed bird you'll get the idea whats it all about. If you dont like it, then its just isn't your gameplay style, nothing wrong in your gameplay style or PMC Rattler.
  9. Snake Man

    Bn880's Tracers V1.0

    That looks like the error VTE gets when the soldiers init eventhandler runs the tracer script, but at mission start the soldiers mission-editor-init-line says deleteVehicle this; Does that cause any harm, lets say some mission has many of these deletevehicle guys at mission start (like the unscripted war for example, I guess the whole 64 heh)?
  10. Snake Man

    PMC Rattler (25km desert terrain)

    Thanks, will fix that. Click on the AH64 marker, click the group option at radio which opens the detailed menu, from here click Action. And there should be "Land" option. Make sure the helo has no active waypoints/move orders otherwise it takes off immediately after landing.
  11. What is speed up feature? If you're "noob" you should read the manual. EVERYTHING in life takes time/is difficult if you're a newbie. What do you suggest we update? Oh btw, we are working on v1.0 final update. And better yet, dont reply here as it is too offtopic, head to WrpTool forum for more feedback.
  12. Snake Man

    VTE open beta 09-13-05

    Try this script from the mission. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?CoC_RadioBridgeRunning:Exit _radiotypes = ["VTE_prc25","VTE_typ63"] CoC_RadioBridgeRunning = true #NoRadio ?({_x in weapons player} count _RadioTypes>0):Goto "StartRadio" ~5 Goto "NoRadio" #StartRadio [player] exec "\CoC_Arty\scripts\openmenu.sqs" CoCIFRadioAlwaysOn = true [] exec "\CoC_Arty\scripts\RadioMonitor.sqs" #HasRadio ?({_x in weapons player} count _RadioTypes == 0):Goto "StopRadio" ~2.5 goto "HasRadio" #StopRadio [player] exec "\CoC_Arty\scripts\EndMenu.sqs" CoCIFRadioAlwaysOn = false CoCIFRadioChatter = false goto "NoRadio"
  13. Snake Man

    Sniping-Jack's WRPTool Preview-Set

    Thanks for supporting WrpTool, much appreciated guys.
  14. Snake Man

    Quad 50 "gun truck", and Halftrack

    We would be interested of getting this to VTE for sure.
  15. Snake Man

    VTE open beta 09-13-05

    I have added VTE Installation Help page to guide everyone through the installation process. Let me know if there is something I left out or wrote in the way its difficult to understand. I'll upgrade the page if there is any need for it.
  16. Snake Man

    VTE open beta 09-13-05

    Glad to hear you got it working, and even more happier to hear there was nothing wrong with VTE No need to convert or edit anything, VTE works "as is" from the rar, its optional to run the sky installer, but recommened for nicer skies. Ah indeed, good catch. My mistake, will try to remember to write that down on future releases Thanks for letting me know, these slipped through the tests as I didn't come across them (actually I think only Valley of Death mission by Hawkins is using these objects at the moment). Will be fixed on next release. If I'm correct that direct error display looks for "snake.p3d" or perhaps even "snake" object file on the data3d directory, it baffles me where such error could come since nothing like this on any of the missions came up while testing. Yes this is because so much have changed since 1st open beta patch #2. There are two choices, edit the missions yourself, simply removing the addons[] required part for "VTE_sof2weapons", string (and any other edits you need to make). Or send that non-working mission to me and I'll fix it for you. Better yet, if your mission is ready to be played you can have it included on next VTE release? If you want to send that mission to me, remove all sound files you might have added (to make it smaller in size), rar up the mission directory and email it to flashpoint at nekromantix dot com address. Any idea what OFP Launcher did wrong here, can it be fixed somehow or is it just something we cannot do nothing about?
  17. Snake Man

    VTE open beta 09-13-05

    No, there are too many things changed for patching. Next release of course will be a small patch again. Those planes work just fine here on my computer. They were thoroughly tested for these script errors before release. Again I do not get that kind of error in my computer. Both of these reports might be caused by wrong installation, can you guys please explain in detail how did you install VTE open beta 11-03-05?
  18. Snake Man

    VTE open beta 09-13-05

    Vietnam: The Experience (VTE) open beta 11-03-05 has been released. This is full install including everything without any patching necessary, the download size is 395mb. There is too many changes/fixes/edits to list, but this version has been greatly enhanced and tweaked since previous release. Again as usual all feedback, good or bad is more than welcome. We are waiting for you guys to test this out and report anything you come up with, thats the meaning of open beta. So dont feel afraid to post if you find bugs/errors/etc, none of the VTE team will flame you, but we do ask anyone to make sure any feedback from this point on is from Open Beta 11-03-05 and not the previous release(s). Thank you. Download VTE open beta 11-03-05 from ofp.info Check out details at Official VTE homepage for mirrors and stuff. November 4th, 2005. VTE Founder and Leader Snake Man, PMC.
  19. Snake Man

    VTE open beta 09-13-05

    I'm still considering the INQ vehicle replacement. The sampan is already in game, check it out. Has already been fixed, will show up on the next release. Good catch, will fix that on next release. Thanks for letting me know. Yes. Maybe, I'll keep that in mind.
  20. Snake Man

    OFP photography - Questions & comments

    http://home.arcor.de/parvus/OFP-Daily6/BI_Sebnam_3_t1.JPG No, this picture is from VTE if we assume Parvus didn't completely do his own mod, in either case SEB NAM Pack 2 statement is still not valid for the CH34 picture. http://home.arcor.de/parvus/OFP-Daily6/BI_Sebnam_1_t1.JPG http://home.arcor.de/parvus/OFP-Daily6/BI_Sebnam_2.JPG These pictures are completely modded since neither SEB NAM Pack 2 or the current VTE does not have the Scud's new boat and the INQ M113, oh well yeah VTE does have Rumble In The Jungle (island) by Ebud. Whats the difference between SEB NAM Pack 2 and VTE you ask? Well NP2 is the old version, VTE is the current (developed) version. Check out the vehicles/units list in the official VTE homepage.
  21. Snake Man

    Daisy Cutter

    Yes VTE has one, still bit work in progress but were getting there.
  22. Snake Man

    VTE open beta 09-13-05

    Loading a Saved game wont work on larger missions, this is old known OFP bug and nothing we can do about it. I'm very sorry about this, its frustrating to play (large) mission which you cannot abort and continue later. You'll just have to finish the mission at one OFP session. We're glad to hear you like it Its a Work In Progress. Basically VTE version of SEB Ia Drang is rather 5minute job on WrpTool where I just replaced objects with the closest match and same for ground textures. Don't worry we do plan to add the finer "VTE object" details there, like the grass and stuff to make it real thick jungle style. The fact is that Ia Drang island is so old that it has all the missions, VTE has only been available from September 13th, 2005. So far I have seen two missions put out to it, one was the actually already done Tropical Lighting by Garcia (released as beta on ofpec I think) and another one is just an quick airstrike example on PMC Tactical (official VTE) forums. So yes I will personally make missions to the other islands.. hey damned, I just realized, I have already made 7 "PMC NAM Fight Video" cutscenes. Anyways, yeah I'm going to make missions to the other islands and my dream is to make another campaign to them. My current excuse is that I'm too busy editing the backbone of VTE right now, so mission editing is low priority. Btw VTE Development News Update! Some news tip from the development labs. The next version of VTE will be full install, so nobody has to use that scary PboPatch. The reason is that there has been already so many changes/updates to the files that its not suitable for patching anymore (well it is if you know your stuff) so we have decided to put out full install instead. I do not know whether the install is smaller or larger than the previous 330mb. It will be naturally only in RAR format which causes no problems like exe installers. All I can say is that IF you can guarantee that nobody comes to me, in this or in the official VTE forum complaining about XYZ error or similar on the download you provided, then sure go ahead and put it to public download What I mean is, its great that you have made one single download, but in the long run it just causes more confusion as "uh oh there is now TWO versions of VTE?!?". Also note that I just posted on the above that next version will be the big full install again (sorry no release dates). Wow, is the icon cool? Want to send it to us so we can include it to the next release? I never bothered to check, how many megs are the required addons rarred up at max compression? Hmm didn't my readme guide people pretty much to do so already, I mean not to mess up the original missions dir? Hmm perhaps I should rename the missions/ dir inside the release rar to Missions/VTE/ directly so nobody can accidently overwrite the original OFP Missions/ dir. Did you do careful check, can you list which ones are hardcore MP only missions, ie which dont work at all on SP mode? Oops, too many config edits last time. Heh thanks for reporting that, will fix it for next release. I already offered to help Phaeden/WGL 5 beta team with the patching, they seem not particularly interested. But if you want to give it a try, the util I'm using is the Rom's PboPatch.exe program. Simply unrar (not just run) any of the VTE patches and you get bunch of dirs and PatchFiles.txt and PboPatch.exe - I guess you figure it out from there, going bit too offtopic here now Feel free to PM me for further details. It was some KillSwitch magic on the config / unit init files, apparently the vehicles still are missing the ecp compatibility. More than this, I dont know what ecp compatible means... Beats me, I never used ecp. I just used KillSwitch tips to configure VTE. Hey no problem, glad you like it. Thank you for reporting that mission bug and keeping the spirit up with the full-patch install.
  23. Snake Man

    How to create a new island?

    Its all explained in WrpTool manual with great detail and in the WrpTool download there is even example files for 12, 25 and 51km islands.
  24. Snake Man

    VTE open beta 09-13-05

    There is unarmed version of the Huey already. Or what did you mean by cargo chopper? These campaign missions have now been fixed, thanks for reporting. To this date I dont know any OFP mod that has basic rifleman firing at flying helicopter. MAS-36 is using JAM_W762_5mag ammo at the moment, I think thats pretty close? Hmm yep. You have to use addWeapon command to add them. Perhaps later we add specific units with these weapons. Loadout 1: 20mm Cannon, 2 Sidewinders and 4 MK-77 Napalms. Loadout 2: 20mm Cannon, 2 Sidewinders and Rockets.
  25. PMC Rugen, a 25km terrain using resistance objects and textures, formely known as PMC_Euro 25km. mapview_rugen_t.jpg The island uses Agent Smith (AGS) Industrial Pack, Harbor Kit and Baracken addons. There is also campaign included called PMC Hero's Path, it has 34 missions using LSR Rangers & SEALs, JAM2, CoC Unified Artillery, Tomahawks & Mines, Bn880 Tracers, bas Blackhawk. Island works nicely even with 3500m viewdistance where you can really have nice air/tank combat missions. This release is designated as Alpha 4. I consider it to be the last of the alphas, meaning that its an excuse if I have to do some more changes. But as OFP community has learned from the past, like for example catshit afghanistan where complete cities were removed between version numbers, I will not do something like that. All changes/fixes made at this point will be miminal so that all existing missions/etc work nicely. Of course I hope that there will be no changes/fixes made, but we'll see what you guys come up with. Check out the sheer size of PMC Rugen compared to puny Everon. Rugen-Everon_t.jpg Big, eh? 🙂 Check our PMC OFP Islands page also. The purpose of this Alpha #4 release is to test the island and campaign, to fix all the remaining bugs and/or make the final changes necessary for best gameplay before going to Beta stage where I'd say there will be no more changes to the island, only bug fixes (which should be absolute minimum at that point). So please send alot of feedback, good or bad, all is very welcome. Get it from PMC Tactical OFP Downloads page.
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