Spinal Tap 84
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Everything posted by Spinal Tap 84
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Ok thanks for the reply. I dunno why mine keeps dying. I have a good broadband connection. I guess I'm just unlucky. I have it downloading now at a pretty decent rate using Firefox instead of Opera. I'll just cross my fingers and wait.
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Has anyone actually successfully downloaded the mod? My downloads keep crapping out at around 40% (which takes a good 3 hours to get to). I even tried to stop and resume the download in my Opera download manager, but then it says that the download is complete even though it is not.
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Yeah I definately see your point, that was a cool feature.  I never had any issues with it (but I honestly havent had much time to really test out SLX to its fullest) but TB had his reasons.  Like he said, ofp wasn't really intended to simulate urban warfare, even though SLX + DMA Lybia (gotta love those buildings) is good fun as you  mentioned.
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@TB, while I am only 6% done with the dl, I know what to expect quality wise from all the previous FFUR editions. Â So thanks again and job well done (I know you must hear this all the time lol). EDIT: Â I forogt to thank Solus as well. Â SLX has so many features that I don't know how it was possible to complete such a mod even if you started from the day ofp was released. Â I am grateful for the HUGE amount of effort that went into the mod. Â It really has become a standard download for all ofp fans and with good reason. Â Without people like you, there would be nobody left to push the boundaries of ofp. Â Thanks for SLX and thanks for this collaboration with FFUR.
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Thanks for taking a look, but don't worry too much over it. Â It's not a big issue with regards to gameplay, and I didnt realize how complicated it could possibly be to solve.
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Just two issues I figured I would mention for the update: 1. Â Can we get friendly units to display as green on the radar instead of white? Â I also think that the "green" map markers actually show up as white as well, not sure at the moment however. 2. Â While playing a mission I had two injured tank crews and I could not get them to heal at my medics or a field hospital tent either. Â Their action menus were empty even though they were right next to the field hospital/medic. Â I tried the same thing without FFUR and it worked fine, so I am not too sure what happend there. EDIT: Just for reference I was just using FFUR2007 and the patches.
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Has ANYONE used the LoBo Iran/Iraq map???
Spinal Tap 84 replied to miles teg's topic in USER MISSIONS
Hey Miles. I do use your Iran/Iraq map, but I do not release missions as my mission making skills are quite poor and I tend to use lots of extra addons in them as well. I just wanted to compliment you and the LoBo team on a job well done. -
That is the most loaded question in history.  I would tolerate that as just some good old fashioned team spirit if you were an actual marine (which your avatar would suggest), but your lack of knowledge about the status of the m16a4 in the us military as discussed in another thread leaves me to think that you are not.  The whole USMC vs. US Army argument is stupid for three reasons.  One is that they are very different organizations.  Don't forget that the USMC is much smaller than the US Army.  Two is that they are both highly effective organizations, which renders the whole discussion pointless.  Finally, each branch of the armed services is dependent on the others to one extent or another.  If you want to argue about the individual toughness of a marine or soldier, that is even more ridiculous.  How can you ever come to a conclusion in that argument?  All of the evidence would just be hearsay.  Men and women in both the US Army and the USMC are highly trained and motivated, and they protect our country.  That is the bottomline.  Is a soldier's sacrifice not worth as much as a marine’s?  They are all brothers/sisters in arms and deserve our respect. To answer your actual question, there are most likely two reasons for why FFUR uses the US Army in favor of the USMC.  One is that the intention of the mod is to update the units in operation flashpoint with modern equivalents (as TB already pointed out).  Since the game originally had army units, so does the mod.  Secondly, simply put there are not enough good USMC addons for a total conversion. I'm sorry if I come off as a bit harsh, but that quote is very ignorant. I have friends in both branches and I get very irritated when either branch is bashed (or any branch of the military for that matter). I do agree that the marines could use some more attention in the operation flashpoint community. You are obviously very interested in the USMC, so if you want I can find download links to some of the best addons available incase you do not have them already.  That way you can have joint operations between the two branches while playing FFUR07. @TB, good news on the mod’s progress.  Your beta testers did a fantastic job with FFUR2007 by the way.  It is funny, with every release I say to myself that this mod can’t get any better.  Somehow you find a way to surprise me every time.
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The buildings from IM:UC will compliment the ones from DMA Lybia well, though after testing the IM:UC island some more some of the enterable buildings have clipping issues where you get stuck on stairs or corners. Incase anyone reads this, I had a question regarding the current version (Beta2) of this map and mission making.  I absolutely love the layout of the towns esspecially the one with brown buildings that is  near the highway with the gas stations.  Every building has a wall around it and it looks very realistic.  My problem is that (and this happens on other islands as well) the AI will not go through the gates or archways in the walls.  To the AI that doorway is just another piece of the wall (ironically on some other maps the AI just runs through walls and buildings).  I am trying to find a way to have my squad follow me through the wall and either go into a building or just use the courtyard as a shortcut through the town.  It would also be nice to have enemy AI running through the courtyards as well.  I know that there are mods that make the AI better (ECP, FFUR, and SLX has a garrison script), but do any of them  solve this pathfinding issue?  So far the only fix that I have found is that you have to blow sections of the wall up with a satchel charge.  Incase you see this but do not have Arabia (you can dl it here http://operationflashpoint.filefront.com/file/Arabia_Island;71467 ...I have noticed that the old mirrors seem dead) you can recreate this problem on Nogova at the compound in the middle of the farmland to the north of Lany and the south of Bitov.  Any help would be appreciated.
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What a fantastic mod that keeps getting better. The light version was an excellent idea and the bonus packs are terrific as well. I was using the light version, but after seeing the third bonus pack, I had to switch over to the full pack once again. Keep up the excellent work!
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Hyk modern u.s. infantry pack released
Spinal Tap 84 replied to hyakushiki's topic in ADDONS & MODS: COMPLETE
It is funny how often people get confused about the different variants of the m16 and m4.  I am sure everyone here is familiar with the m16a1 and m16a2.  Most people get confused with the m16a3 and m16a4.  The m16a3 is a fully automatic m16a2.  The m16a4 is a single and burst fire m16 lower receiver with a flat top upper receiver to mount opitcs on and is usually fitted with the m5 rail accessory system (same thing as the m4's rail interface system, just a different name for the m16 version).  Most m16a4's are just modified m16a2's, where the rifle's lower receiver will be stamped "m16a2," but have the new m16a4 upper receiver with the removable carry handle and rail system. Now as for their usage, the m16a3 was developed with special operating forces in mind and never meant for the regular units. It is not seen very often (partly due to the clandestine nature of sof), but it is definately in use.  Most regular army soldiers use the single and burst fire m4 (not the fully automatic m4a1 used by special operating forces) along with most marines.  You will see the m16a4 in service more with the marines than the army as they like to use the acog 4x scope on them.  I am sure you can find some units either in the army or marines using m16a2's if you look hard enough, but it will probably take you some time.  I know that the army national guard units in my state have m16a4's for the most part. Keep in mind that I am a civilian with no actual military experience, but I am very confident that the information I posted is accurate (provided that I didn't make any typos).  I got most of my information from the actual m-16 dash ten (manual).  Hope that this helps to clear up some confusion.  Oh and about the actual addons.  I am sure this must have been posted already, but the only remaining bug that I have found is that when you are in a vehicle with these units and in first person view mode, you can see your soldier's goggles.  At least this happens for me while running no extra mods. It’s a small bug, but sort of annoying. EDIT: had to fix a factual error I made after checking the dash ten and reword some stuff. -
Just incase anyone is worried about the "alpha" status of the addon, don't be. I have only found one visual "bug" after giving them some quick testing. There were no CTD's. The only reason why they are alpha is probably because there are only a handful of units instead of a fully fleshed out squad. So if you are curious, give the units a try.
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I was watching the thread for these units in Addon & Mods: Disuccsion board for quite some time, so I am happy to see them released. Good job zerg!
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I'll second that action man. Â TB can do no wrong. Â No matter what FFUR will be awesome, just some people may prefer one or two things to be a little different, but love the mod nontheless. Â Addon/mod creating is an art and the artist's number one customer is himself. With that being said, I still think it is always a good thing to read comments to get ideas, inspiration, fix bugs,push the limits of FFUR, and make the mod as high quality as possible. Oh and thanks for the help TB with my problem. Â I havent had the chance to try it out again, but I am confident that was the solution because my soud card drivers were extremely old. Â (I bought the comp last October and the drivers it came with for the sound card were from 2004.)
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Hey Sanctuary, I finally had some time to try out GRAA 2.0, absolutely fantastic. I had just one question, the ironsight for the PK is the one for the M249. Was this intentional as you just wanted something nicer than the stock ironsight, or a bug? That is my ONLY "gripe," which goes to show how excellent this little mod is.
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Hey guys, after just giving the mod a quick check in the editor at release, I finally got some time to try out FFUR at length, but I seem to have run into a problem and would like to know if anyone else encountered it. Â Well basically I was trying to play some single player missions and in the middle of play my game would lock up and make a really loud screeching sound. Â The only way out of the lock up is to restart my PC. Â This happened on "Heavy Metal" the one time I tried it and all three times I tried playing "Commander." Â It usually took a good 5 or 6 minutes to happen. Â The only mod that I am running at the moment is FFUR no extra packs or SLX. Â I would appreciate any suggestions.
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I just wanted to post again to give my thanks for another great release. FFUR 2007 really is the best (imo) version of FFUR to date. The only real complaint that I have is the Ak/Pk sounds, and that isn't really an issue (esspecially since they will be patched). The main thing that I appreciate about you and the team is how you try to perfectly blend realisim with gameplay and performance...and the forumula that you use works very well.
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Even with all the bugs, I am still REALLY excited for Armed Assault here in the states. However, I am even more excited for the next release of FFUR. FFUR is another fine example of how an awesome online community can make a great game even better. Keep up the good work guys.
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GRAA infantry replacement modpack
Spinal Tap 84 replied to sanctuary's topic in ADDONS & MODS: COMPLETE
Excellent mod Sanctuary. Â Of course we all know that anything with the DMA lable is going to be a high quality download. Â The online community is lucky to have such dedicated content makers such as Sanctuary and the addon creators involved in this project. EDIT: Lol, yeah I can't believe I left them out in my original post...fixed now. -
I just wanted to thank everyone involved with this addon...Vix, Wilco, Lamentin, and everyone else I forgot. Â It has been a long time comming, but I am just very grateful that dedicated community members would not let this addon die. Â THANK YOU! EDIT: Oh and thanks to ofpdeadeye for uploading it to ofp.info
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Yeah I think that the problem may be that the grenades are from the BD Grenade Pack. Â Usually you execute a script on the unit with the grenades so that they bounce and then explode at the appropriate time, not right on impact. Â TB has been streamlining the mod so the script is gone, but maybe the grenades remain. Â The grenades have their wieght somehow altered (im know nothing of modding just repeating what I have read) in order to allow them to bounce (which they wont since they explode on impact in 2.5). Â The weight value is extremely high and when throw at a vehicle will send the thing into oribit. Â Should be a simple problem to solve. Â Hope this adds some background, but correct me if I am wrong.
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Thanks for all the updates TB. Â Your dedication really shows in the quality of your (and your team's) work. Â On a side note the RPK-47 uses some strange 75 round stick magazine. Â I thought that the only 75 round magazine for 7.62x39mm was a drum, not a stick. Â But I guess that is an issue with the creators of the addon itself though. Â And since there is a 75 round drum magazine for the RPK-47, it really isnt an issue at all. Â I was just curious if anyone knew of such a thing. Â It was more of a problem with the RPK-74 because there have only been a few experimental high capacity (well higher than 45 rounds) drum magazines for 5.45x39mm, so I'm glad to see it got on the bug list. Â TB you really don't miss a beat on these forums! Â Thanks again. EDIT: Â Incase anyone is interested, I found a nice link on 5.45x39mm magazines. Â http://mywebpages.comcast.net/shooter2_indy/ak74_mag_guide.html 2nd EDIT: I did not notice this being reported earlier, but it seems that the resistance pilot is missing textures for his helmet.
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I noticed that the RPK-74 magazine has 75 rounds, but when you look at the model, the weapon is using what looks to be the standard 45 round magazine RPK gunners are issued. Just thought that I should mention it.
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Hey TB, I'm loving the 2.5 update, thanks and job well done yet again. Â Just wanted to ask one little question about the groups tab. Â For US mechanized infantry, the squad depolys with a M113 APC. Â Not sure if this is intentional, but a M2 Bradley would be a better choice. Â M113's, as far as I have seen, are really only used by combat engineer units today. Â (Too bad there isn't a Stryker addon out there. Â That would have made a nice addition to the mod.) Not a big issue at all (esspecially with the editable config), but just figured I would mention it. EDIT: Oh and for some strange reason if I go to the editor and put in a group of Russian GRU Spetsnaz, then try to click on the unit to edit him so he is the player, the unit changes to the regular rifleman in the scroll menu. All it does is require you to go through the menu and select the proper unit, so again its nothing huge, but I thought that I would report it. Other groups might have the same issue, haven't tested the whole mod out yet.
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RHS Motorized Infantry v3.00 FINAL!
Spinal Tap 84 replied to Shadow NX's topic in ADDONS & MODS: COMPLETE
Thank you very much RHS. Your addons are fantastic, but I'm sure you already knew that! Anways, I had a quick question. The other infantry packs you released had JAM scripts, but the Motorized Infantry pack does not. Was this overlooked and intended to be in the pack, scrapped, or are the units still JAM compatible via the sole Script file somehow? Thanks again.