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Snake Man

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Everything posted by Snake Man

  1. Snake Man

    Using ODOLex to convert to MLOD

    Hi guys, I thought to step in. But before we even begin, please, please lets not turn this into "THEFT" topic, its waste of everyones time. ODOL Explorer (OdEx) v2.44. Yeah it was eaked, but not in a serious way, kind of like big mistake, not any harm intended. New OdEx is on its way, but basically its just to clear the "leak" version numbering etc. Of course I'll try to get in any fixes possible. Okay so yeah I believe there are some problems when doing MLOD save on the v2.44, for example I've been battling this problem for some time: Vektorboson I believe touched this subject already, is this the same face texture issue? In Oxygen / buldozer the unit looks just fine, but in OFP it turns out like that. Face seems to be the one bearded type, while I believe the random face is smeared all over the body as seen on the image.
  2. Snake Man

    VTE open beta 09-13-05

    Something must have gone wrong in the patching. Just patch it again, be careful of the pbo's which you patch as there are several of them. I will add the new beta sometime in the future (but dont hold your breath, it will be weeks, minimum heh), meaning it will be another 330mb or more. But I still honestly believe that it is more suitable to have a small patch + small tinkering than to overwhelm mirrors and everyone with big download. Patch #2 is on the works at the moment.
  3. Snake Man

    VTE open beta 09-13-05

    VTE open beta 09-13-05, Patch #1 has been released. Changelog <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">--- open beta 09-13-05, patch #1 fixes - added ecp compatibility. - vte rij center is off, fixed. - added random asian faces to ARVN servicemen. - A6 Intruder looks textureless from a far, fixed. - added MK-82R retarded bomb into VTE_aw/ dir. - added MK-77 Napalm (VTE_MK77, we still have CoC napalm too). - Thunderchief small texture fix. - Thunderchief script fixes (drawmissiles, firemissiles). - added standard overview texts to all SP missions. - nva ammo truck pallets shift on the back on steep hills, fixed. - music track VTE_theend, squeeks at the beginning, fixed. - added V150 Commando. - added A-1J Skyraider wreck. - moved ch53 superstallion to VTE_air/ dir. - fixed ch53 textures and tweaked the LOD stuff. - ch-47c sound was too loud, tweaked. - all planes and helos, cockpit sounds insideSoundCoef=0.001 (simulate headsets). - moved c130v2/ into VTE_air/ dir and removed unused crap files. - C-130 running sound was wrong, fixed. - changed "CH47C" name to "CH-47C Chinook" name. - removed resistance bronco. - changed Bell47 gun to VTE_m60d. - VTE Ia Drang gives CTD on certain locations, fixed. - There are two T-34/85s, removed unused one. - added some NVA tank groups to editor. - NVA truck had ammo tag on the side, fixed. - added ZSU-57 model. - added T54 model. - added BTR-152. - added bin/config.cpp, now loads VTE Intro island at OFP start. - moved island cutscene menu backgrounds to dta/anims.pbo file. - SOG MG 2 has no vte_sogdeg sound, fixed (vte_sof2weapons\RPG_Reload.ogg). - On editor groups, the CIDG 1966 wont work, fixed. - changed some RPG2 soldiers to really carry the RPG-2 launcher. - moved NVA Repair Truck to VTE - Support. - added PT76 model. - Transferance mission in the 1969 campaign, mission wont end. (04 mission). fixed. - changed maxim NVA crew to NVA soldier. - moved dp27 weapon to VTE_weapons and tweaked config. - moved ppd40 weapon to VTE_weapons and tweaked config. - moved pps41 weapon to VTE_weapons, changed model and tweaked config. - added mosin nagant to VTE_weapons, tweaked config. - Maksim MG is spelled Maxim. fixed. - VC Engineer 3 and Viet Minh Rifleman have Mp40s with wrong ammo, fixed. - NVA Rifleman 6 gives a CTD, fixed. - added overview image for PMC NAM SEAL campaign. edited name. - ilo ilo, one texture missing, fixed. - renamed revenge, behind enemy lines missions and fixed them. - F4 bluscript error, fixed. - F5 bluscript error, fixed. - VTE_vilmat and some other object fixed. The patch only includes the changed/edited files, patch size is 32.5mb. Download here - 32mb, thanks to Raptor for the mirror. I must admit that the first patch got out of hand a bit, heh I truly was hoping for few hundred kilobytes update, or maybe meg or two... but now its over thirty, sorry about that Patch #1 covers the bulk of reported stuff in the forums, I'd like to thank anyone who posted feedback. More is needed so we can proceed with the development. Please do keep sending feedback, bugreports and comments, all is very much appreciated. Brief instructions how to run this patch. Unrar the downloaded packet, check out the readme TXT file which says like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> VTE 09-13-05 Patch #1 --------------------- October 4th, 2005. This is "Vietnam: The Experience open beta 09-13-05" patch number one, released 10-04-05. The file you see inside this rar is .exe one, but wait dont panic! its not a gay exe installer, its just self extracting RAR archive (check it with right click, rar unpack). This is how you install the patch, be patient and follow these instructions precisely, otherwise the patch will fail and you get corrupted VTE. 1) From x_vte_open_beta_09-13-05_patch-01.rar copy bin config.cpp into x_vte/bin/ directory (you need to create the x_vte/bin/ dir first, or just move the bin/ there). 2) copy dta/anims.pbo into x_vte/dta/ dir and delete the x_vte/addons/VTE_anims/ dir. 3) copy missions/overview.html into <ofpdir>/Missions/VTE/ directory (or what ever you use to store your VTE missions, if you dont have specific dir, then just ignore this part). 4) in <ofpdir>/missions/VTE/ rename two pbo files like this; behind_enemy_lines.vte_phuoctuyprovince.pbo --> behind_enemy_lines.vte_australianao.pbo revenge.vte_phuoctuyprovince.pbo --> revenge.vte_australianao.pbo 5) In the x_vte/addons/ directory delete the following files c130v2.pbo, lib_weap1.pbo, SPC_CH53.pbo and SPC_CH53J.pbo - if you fail to delete these, you might get errors. 6) Run the x_vte_open_beta_09-13-05_patch-01.exe patcher, follow the instructions and click each and all prompted pbo files. There are several, some take long time to patch, some are very quick so be patient and wait. Done. Sorry about this "messy" patch, but I dont think there is anyone who is willing to trade small 39mb download to full blown 330mb one :) If anyone has any bugs to report, or other feedback, feel free to post in either the VTE official forum or BIS forum A&M Complete topic. VTE official web page at: http://flashpoint.nekromantix.com/vte.php October 4th, 2005. VTE Founder and Leader Snake Man, PMC. One more time, thanks for everybody for the feedback.
  4. Snake Man

    VTE open beta 09-13-05

    We're working on Patch #1 at the moment, yeah it somewhat got out of hand with the fixes, first it was intended to be just a quick fix in few days, but now more and more fixes got in and time dragged on. Hopefully we get this first patch out real soon. First and all upcoming patches will be the EDITED files ONLY. This means the patch will be small, depending on which files we edited. I really cannot give an estimate one way or another, but since I'm sure somebody wonders how big the patch will be, its going to be like 1-2mb instead of 300mb, I hope that clears the patch download size questions
  5. Snake Man

    VTE open beta 09-13-05

    I'm re-evaluating using the INQ M60, M113 and the PT-76's etc as most of the people seem to think they would be nice addition to VTE. I recommend you try the Vietnam 12km island first, its kind of lag free compared to the "high tech" new islands. What kind of computer hardware you got? Also I recommend use viewdistance like 900m or less, it might help. This mission has already been fixed, will be included in the first patch. Two images by dabitup using VTE http://img318.imageshack.us/img318/4427/ch538mu.jpg http://img318.imageshack.us/img318/4030/ch53w4iz.jpg
  6. Snake Man

    VTE open beta 09-13-05

    Thanks for letting us know, this is being worked now. So far it works better than before but its not perfect yet, I need to get some weapon delivery system worked on for the MC-130. I see no error on the MAS36? Aren't both of these quite heavy on the CPU? No idea about that error. Can you describe how did you install VTE?
  7. Snake Man

    Big island

    Objects number aren't the problem, textures are. OFP can have only 512 individual texture types. When I made the AEC, Abel, Eden and Cain island with Everon, Malden and Kolgujev together, I think I had to reduce the texture amount there already. If we would be adding Nogova there it would go way over the 512 texture limit. Of course it can be done, but the island textures would look much more plain since less texture types would be in use. Speaking of Air Combat islands, there was topic discussing about large air combat type island but I cannot find it right now... if anyone remembers this topic, it might be helpful to throw us a link there.
  8. Snake Man

    PMC ranger path

    Enemy is using JAM HD ammo, the machine gunners and snipers are only with full skill, rest of the units are mission editor group defaults, or very much like those settings. The present day, I mean non 90s stuff.
  9. Snake Man

    PMC ranger path

    I guess by naming them one by one we could make some sort of system to defuse them. But I dont know its worth the effort, good idea though
  10. Snake Man

    Big island

    What is your point? We (WrpTool Dev Team) have been knowing and being able to do 102km x 102km islands for a long time now. So I'm not quite sure whats the meaning of your topic, at least it aint any news to OFP wrp/world building community.
  11. Snake Man

    PMC ranger path

    Heh yeah it was quite fun to visit the old missions upgrading them to LSR Delta/Rangers and Bn880 tracers. I did not really fix anything else so far, just added few units to the first mission. I sort of feel like if we add something to mission each and every time we learn new OFP mission editing stuff or new addons are released, then mission will never be finished. So this upgrade/change of PMC Ranger Path will definitely be the last, now its just fixing remaining bugs (which should be very little since this campaign has been tested for... uh oh months? Year(s) heh). I am dedicated to fix all remaining issues there is before labeling this as "v1.0 Final", which I hope happens in near future.
  12. Snake Man

    VTE open beta 09-13-05

    So where can I find and download this mission? Yes so everyone is welcome to post here if their addon was used. Of course I know most of the addon makers, but in all fairness its easier to say "VTE Credits ALL" than to list him, her but NOT YOU (by not knowing/mistake I mean). I dont know about rest of you, but this is how I see its done fairly. But yeah, I'll add the credits list into the next readme to the best of my ability. All complaints from people who did not get credits I forward to you Dinger This is SO old piece of addon which came to me from the range of FW200 - SelectThis - NPAM people. I never had any information relating that this is beta or so, it was passed to me as "here, napalm, have fun.". Private Message me on further details or contact me through Bn880, or finally come to talk to me directly on your IRC channel, as you know I'm always there. If you mean that I did this VTE release alone, it could not be further from the truth. I did not make this release alone, I had lot of people helping me! Thank you ESFD, good bug reporting and I'll assure you these issues will be checked out and fixed to the best of our ability. Meaning, for example 30rd mag versus real life size would mean we most likely still use the JAM 30rd instead real life size etc. Where did you download? Did you try two different hosts? Thanks for the feedback and keep it coming, all of it is much welcome and appreciated.
  13. Snake Man

    VTE open beta 09-13-05

    There is MiG-21, but its not on the screenshot. Yes we have that, I did choose the wrong color for the screenshot. Nope PEPE, those were good suggestions. I have written them down and will definitely go through them in time. Thanks for posting them and even finding the links, much appreciated. Yeah it seems to be somewhat strange. Also I think when the pilot ejects, he dont get parachute open and just plumets to the ground. I'll look into this. Thanks for reporting this, when I read it I actually recalled seeing it long time ago in development, yet for unknown reasons it never got fixed. Its fixed now. Okay, I didn't check its measurements since it feels quite big already. But will do so now. Thanks for letting us know. There must be something wrong in your installation/mod directory. Use only the VTE stuff with the VTE required addons, it should work fine. Okay, as I stated previously, I will not comment one way or the other for the mission quality made by others (and gee whiz not my own either). Yeah noticed this too, we'll try to fix this is possible. Must be related to your missing p3d (Magic) errors. I'm definitely hoping to get some improved models to replace them, yep. Thanks for feedback, regards, VTE Founder and Leader Snake Man, PMC.
  14. Snake Man

    VTE open beta 09-13-05

    First I'd like to thank anyone posting here, the response has been very nice. Thanks guys, keep up posting feedback, good or bad. Now lets sort out and answer some questions... No not all missions/campaigns are new, my PMC NAM 1965 campaign is new and then I have some other stuff. Hawkins have two new unreleased missions there I believe. Other missions are conversions of previously released stuff. Some are very simple conversions, some I had to edit bit more to suit VTE. Apparently no, but we'll look into it Okay send me a new one, convert it yourself so its completely your work. Yes some ground vehicle models are still under development and they are using placeholder models. Same goes for MH-130 Combat Talon, its just the same as C-130 cargo model, ie textures and all. Never, I'll never release any OFP addon with exe installer. If the instructions are confusing, try to just unrar the packet into your OFP directory. If you dont know how to make shortcut to OFP with the mod dir parameter, then I dont know what to say. Are you sure you're running JAM2 correctly? Yes two times, but that was mainly because so much changed after the intial conversion. What I mean is I personally converted these campaigns/missions and tested that they start and play cutscenes correctly. Which mission gives you a CTD? Ah indeed, this will be fixed. Thanks for letting me know. Link, fair point. But the idea of letting these addons be separate is that we havent done any modifications for them and they are considered as "industry standard", meaning everyone should have them now. I refuse to go down that road that people are sloppy making pbo's or install packages. I just freaking hate downloading X amount of megabytes and then finding out that gee whiz, I just downloaded AGS industry pack for ninth time. Oh and for those who say that VTE includes already released stuff, well these are edited/converted to suit VTE, they are not just dropped into the dir. Thanks for letting us know, we'll look into this. Umm nowhere. If I remember, I'll try to put a list together. But roughly we could say that from the SEB NAM Pack 2 base, M551 Sheridan now has new model. As said before, we're working on getting new models there. If anyone has such models or knows such released models, let us know please. Behind Enemy Lines and few others are buggy indeed. These will be fixed. I assume it works for somepeople because they have the old island installed, which this buggy mission refers to. Yes and No. This is not 100% new stuff, but then again what is. This however is not only a collection of addons packed to "MOD" and released, not even close. For example, our islands pbo is 242mb in size, our objects pbo is 144mb in size, these all are new stuff. Yes we use stull like Footmunch A-6 intruder and so on, but B-52 (Footmunch) and AJ-1 Skyraider (NPAM) for example are previously not released addons. Well what is "total" mod? We dont modify the Bin/ directory contents as of yet, so no mission editor or main menu GUI has been changed. I dont feel that this is important to get the NAM feeling. What is important to have the player sit in the rainy jungle under a palmtree holding hes JAM loaded weapon when aircrafts are dropping napalm nearby Later if the benefits are cool enough, we can surely modificate the GUI and such. Absolutely not. The first update will be as big as the updated files are (not pbo's, the actual edited files), no more. I do hope we can squash most bugs (in first release) by config.cpp edits, so the update might be really small then.
  15. Updated PMC Ranger Path campaign has just been released with the added LSR Delta/Ranger units. Check out the campaign at PMC Tactical Detailed release topic here in our forums. Good work Laser, I'm enjoying my campaign so much more with your great units.
  16. PMC_Euro is project name for 25km sized terrain and 34 mission campaign. PMC_Euro_map2-small.jpg 1200x1200 res image 1200x1200 res image with town names The island has now cities, roads and forests placed, everything else is missing like vegetation objects. All the campaign missions are done, but some of them only have minimal briefing (meaning no background story, only the essentials to know what to do) and no cutscenes. Island is european style greenish place. I feel like its (going to be) somewhere between Everon and Nogova in its feel. I need help in terms of feedback and suggestions. I'll do all the work, if someone just points me to the right direction. 1) Name for the island. 2) The island most likely needs more cities/populated areas and roads, also more forests might be a good idea. 3) Campaign needs more background story and briefing text to create the War feeling. 4) Campaign needs dates and times for the missions. 5) Names/faces for the campaign characters 6) Possibly few "special" missions like clishe rescue downed helicopter etc. This is the list of missions and extremely brief commentary of what happens in them. Format is number - mission name and then description of events. PMC Euro Campaign Plan 01 - Leisure US Army guys are chilling on Vaals with Hummer. Russians invade and guys are called back to base only armed with sidearms. When they get to the base, they get M16's and defend off the first wave of russians from Mi-17 HIND insertion. 02 - Lizard Tooth US Army guys are now on camo BDU's and armed to the teeth, they defend of more massive RUssian attack on the army base. 02a - Cutscene 1 cutscene for US Army guys calling to help from HQ. 03 - Ocean Breeze NAVY SEALs penetrate from the beach into the castle ruins at mountain, meet army squad and then bring them safely into a beach extraction location. 04 - Black Shepherd SEALs conduct reconnaissance at Velp and Vaals cities. 05 - Ninjas Song SEALs take out two command & communication sites and anti air compound. 06 - Blue Eyes SEALs start from H8 beach, proceed to take out enemy AAA at I8 and J8 hilltops. 07 - Knight Blade Rangers get helo inserted to E8, proceed north to attack tank refuel site at F7 road. Talk to farmers at E6 for intel. Helo extraction after talking to farmers. 08 - Hornet Spike Rangers start LSD sea, helo insert SW of target which is assault army base at L3. Reinforcements of regular Army guys arrive by UH-60L helo insertions. 09 - Hungry Bear Rangers start at base, assault supply convoy at Rozenburg. 10 - Ghost Cross Rangers start army base 1 and assault army base 2. 11 - Shiny Black Army guys assault Vaals, ammo depot, field HQ and acquoy. 12 - Ocean Gate US Army guys start from army base 2, assault Alverna sea port. 13 - Hawk Nest Army guys clear Dearsum, assault airbase and capture it. 14 - Silver String Army guys assault tubbergen, fuel depot, galder and bridge 1 road block. 15 - Red Anger Army guys defend russian assault near tubbergen. 16 - Night Eagle US Army AirForce AH-64 pilot starts from airbase, assaults group of vehicles in the road from Beckum to Charlois. 17 - Eagle Point AH-64 starts from airbase, assault on armored vehicles SE of Maarn. 18 - Mother Eagle AH-64 starts from airbase, supports ground armored assault on Sint-Annen to Rozenburg. 19 - Eagle Strike AH-64 starts from airbase, assaults Haelen targets. 20 - Storm Beach Rangers attack Colmont, outpost (hill), intersection and Fortmond. 21 - Dark Crown Rangers assault bridge at N5, Wolsum and castle. 22 - Shiny Jewel M2A2 bradley's start tubbergen, assault farm, house, charlois and hoorn/bridge 3. 23 - Copper Shell M2A2 bradley's attack farm, pekela, oss and beckum. 24 - Green Sabre M2A2 bradley's attack colmont, fortmond, kessel and moorsel. 25 - Gold Shield Army guys attack sittard 26 - Beggar Beach Army guys attack bergh 27 - Black Bat SEALs take out SCUDs on ruined town. 28 - Tired Bear SEALs destroy enemy field HQ at H6 mountain high. 29 - Steel Arrow Abrams attack houses, farm, maarn and camerig. 30 - Red Blood Abrams M1A1 tanks attack farm, houses, farm and Marum. 31 - Grey Lions Abrams M1A1 tanks attack house, farm and Haelen. 32 - Lion Cave Abrams M1A1 tanks defend against quick counterattack on Haelen. 33 - Night Warrior Rangers assault Zalne and Boxtel. 34 - Star Response Army guys start Maarn and assaults Asten capitol. 34a - cutscene 2 War ends. If you want to help by providing feedback & suggestions and agree that this is piece of crap ALPHA version of the island and campaign, then feel free to download this package below. Addons used: BAS Delta/Ranger v1.50. MH-60 Blackhawk. JAM2. LSD dock landing ship. CoC Unified Artillery. CoC Mines. etc. The island is configured to require OFP v1.96 ... Latest on Official PMC_Euro 25km island + campaign topic.
  17. Vietnam: The Experience OFP This mod, Vietnam: The Experience (VTE) has been long in the making. Basically all started when SEB NAM Pack 2.0 (NP2) needed an expansion. First came inside version of NP2 with JAM weapons which SelectThis (original maker of NP2) created, after that NAM Pack Air Module (NPAM) was born. NPAM however got stuck little bit during the development and after some discussions SelectThis nominated me to lead the project forward, from there we formed VTE as you see it today. Today we are announcing the next step in OFP Vietnam scene, a what we have, small future plans and of course those ever wanted screenshots. VTE does have now the good old NP2 units, its based on these. We have added tons of new models from different authors including aircrafts, ground vehicles, ground objects and many new weapons. But maybe few screenshots are in order (click thumbnails). Trenches VTE_promo01t.jpg Airfield VTE_promo02t.jpg Harbor VTE_promo03t.jpg Pier VTE_promo04t.jpg City Airstrip Another city Bunker Hut Watchtower Airfield Hmm There will be several old and new islands, these include the good old NP2 object islands like SEB Ia Drang and Ilo Ilo along with our new islands using the new objects featured in the screenshots above. VTE will come packed with extremely devastating mission load. We will feature single missions, MP missions and campaigns. Yep, campaignS. For example we have a 14+ mission campaign for 4 islands in the delta and highlands, 50 mission campaign for old Ia Drang valley (whole project got started based on this campaign, some of you've seen this). As the old NP2, we are using few addons as base. These are The Chain of Command Mines, Unified Artillery, USMC Markers and JAM2. These are four (4) additional addons required. Official Vietnam: The Experience homepage At this time we do not have idea when the first release will be out, but we aren't getting any younger so we want this out as quickly as possible. Things are looking very good for OFP NAM scene at the moment.
  18. Snake Man

    DFS is working on Scandrova

    Wow this was a surprise, I mean I knew Widow was working on an island but I had no idea you were the puppetmaster pulling the strings You started to edit too, way to go. So how you like working with WrpTool? Island landscape looks just great, no seriously, no asskissing involved. Good work guys, keep it up.
  19. Snake Man

    GODS OF WAR

    Could it be because there is no M110 unit in OFP yet?
  20. Snake Man

    GODS OF WAR

    Could you please make Vietnam era M110 unit?
  21. Snake Man

    WRP Tool

    Nope, no mentioned changes for the Object Placer in my changelog. Now that sounds strange. What objects are these, if they are released I could test them myself?
  22. Snake Man

    WRP Tool

    You guys make it sound like WrpTool is crashing all the time. For me it has never crashed under normal circumstances (I'm talking about v0.950 here, if you're not sure what version you got, download the latest from here). I'd suggest making sure the installation is correct and so on. At the moment I do not know any access violation which is caused something else than faulty installation and/or configuration files (ForestDef.xml, RoadDef.xml etc). If someone has way to re-produce a access violation / bug, I'm happy to receive a report from such event and I'll make sure we will try to fix it before next release.
  23. Snake Man

    WRP Tool

    I honestly dont know. I'm hoping Armed Assault will still be using same OPRW/4WVR wrp file format (no, I have not read any "rumours" about ArmA, I'm busy with OFP1). If it uses some new format then of course WrpTool will not work with it. We (WrpTool Dev Team) do not have any specific plans for OFP 2, we havent even spoken about Armed Assault yet.
  24. Snake Man

    WRP Tool

    Where do you get this kind of information? Yes. Regards, WrpTool Development Team
  25. Snake Man

    JAM3

    With JAM3 (not with the new fix) I got the "WGL freeze" where OFP just locks up while sound is playing/looping in the background and only solution is to reset the computer. I recall having three or four rifle squads with fire support on each side, West, East and Resistance (res was friendly to Nobody). These squads were all fighting each other. Lockup occurred after the battle was over and few soldiers were running around, I did not see which sides units were left alive (I was civilian observing the fight). No, I did not have *any* other addons in the mod directory at the time, just plain and simple JAM3. Quite alarming, huh...
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