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Wook

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About Wook

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  1. Revising my comment on Tree Bitmaps. I think the 'Low Res' bitmaps need to be revised. The 'High Res' Trees although adding tons more Polygons to the overall 'game environment' are less than well done compared to the 'Low Res' ones already in stock OFP. Basically if the 'Low Res' tree foliage was re-done to improve the look a bit, they'd more than make up for what was attempted by the high-polly 'High Res' trees. Trees however need an 'AI vision blockage' added to them in the upper foliage to stop the insane 'can't see you but can shoot you' behavior that the AI does unerringly. In stock OFP islands, more 'rocks' and random debris needs to pockmark the islands to give soldiers some place to run to cover. This includes more 'random junk' in some forests as they're made as if someone drives through with a bulldozer creating clear lanes everywhere throughout the whole island. Not that this needs to be 'over done' of course. Just, would like to see some extra boulders, rocks, brickpiles, woodpiles, trashbins [in towns], fallen trees, stumps, etc strewn throughout these prestinely kept islands. Martha Stewart's Everon is not the kind of island I'm used to visiting on manuevers. Wook [iDGN]
  2. One that hasn't yet been mentioned is ... Russian - China Conflict. This is a very real possibility, as much as any other. There is plenty of historical conflict in evidence prior to modern times. One thing that NEEDS to be changed though... the Bitmaps for tReE's... must be upgraded. I find the 'Hi-Res' trees that add 'more branches' to actually look WORSE than OFP's 'Low-Res' tree bitmaps. It would be a great boon to see all tree types allowed in any one setting for an Island. So, that when you play Everon, you don't ONLY see the Everon style trees. However, I do not know if this is possible without so much conflict in the Mods to do so. BTW, FFUR 2007 2.0+ is incompatible with MP gameplay in CTI games. Both MFCTI and crCTI. Bummer. Would be GREAT if any future Mod focused on MP gameplay as its 'core' mission, instead of strictly SP gameplay for the loner gamer. Why do we even buy an MP game if all everyone's designing for is Solo gameplay? Anyways, have enjoyed the creative creations none-the-less. Wook [iDGN]
  3. Wook

    FFUR/SLX 2007

    TB, would be grand if you could test this pack with MFCTI and crCTI before you close the book on this Mod. We're talking FFUR/FFSX the single best East vs. West Mod for OFP and still sllllightly incompatible with the best MP gameplay missions, MFCTI and crCTI. Random crashes early to midgame in MFCTI and crCTI. Wook [iDGN]
  4. Wook

    FFUR/SLX 2007

    Tbird, fantastic. Uu-ragh! However, has this been tested with MFCTI? crCTI? Battlefield missions? That would be my hope. In MP groups at least. Wook [iDGN]
  5. Wook

    FFUR/SLX 2007

    -Blazin sounds plannable. I'm currently not home and if I am home I'm in some hot water for being on this comp since this is July 4th vacation! Bugger it all! I just went out and ArmA'd yesterday too. On the verge of starting that up since my crew has more or less given up OFP since we just cannot agree on a mod that TC's OFP and lets us run it MP. WGL is good perhaps too good for what can be modeled in OFP gameengine-wise for realism. FFUR and FFSX though bring the feel of a new game in that the troops and vehicles and in general all the gear seems modern while WGL holds to some low-poly models instead. Eye-candy. Can't live without it to some degree when the peeps have 4+Ghtz machines to prance abouts on. We gave Y2k3 a run now 2 weeks ago but it's lack of recoil on weaps entirely makes it feel too teenage. But, Y2k3 does have a quite handy CD Player for music ingame which has given us a few laughs with it's customization. I'm in on some testing with FFUR or FFSX. Give me a week, since I'm currently not home. Really. Wook [iDGN]
  6. Wook

    FFUR/SLX 2007

    Acidic, yes, its possible to change the models to HYK's. This will first and foremost have to be done through the Config.bin file located in the /bin/ directory. However, the FFUR and FFSX Addon probably has effects scripts tied to its use with its present model structure. To get the best usage the FFUR & FFSX Team would need to make the changes. Otherwise, you'll need to recode it yourself and try to track down whatever scripts are tied to the current models. Wook [iDGN]
  7. Wook

    FFUR/SLX 2007

    Halochief, this is only doable by modding the config.bin file in the /bin/ directory. Since this base animation issue you have is with the altered movement styles modded by FFUR and FFSX. I'm unsure if this altered movement was required by FFSX animations or if it was simply a 'stylistic choice' by the FFSX team. Either way, the config.bin will have to be re-modded to fix your issue that was also pointed out earlier by Blazin as it affects and breaks several Stock OFP missions and Coops. Wook [iDGN]
  8. Wook

    FFUR/SLX 2007

    Bug notices: Posting what we've noticed to try to help my crew determine if this is our side, a'la Addons we've got or if this is strictly FFUR 2007/FFSX in some cases. 1. MG on MG Tripod in some stock OFP missions.This breaks some missions. 2. KA-50 needs and REQUIRES both a Pilot and a Gunner or AI refuse to use weapon systems since apparently all Coops and stock OFP assume the KA-50 only has one trooper in it, the Pilot sans the Gunner. This breaks some Stock OFP missions. 3. Mi-17 East side officer cannot Pilot nor Gunner said vehicle if Player is Officer. Unknown if AI controlled officer can or cannot do so. AI Pilots and Gunners can be told to load, Pilot and Gunner positions normally. However, after AI Pilot and Gunner combo, they do not fire their weapons upon enemy troop forces. This breaks some Stock OFP missions. 4. Smoke affects only players in many cases where AI continue to shoot through smoke from explosions and burning vehicles with accuracy. Players however do not have this 'invisible smoke' capability. 5. Stock OFP Coop mission and some Campaign mission loadouts not realistic in primarily the case of West Sniper. 6. West Sniper has LOD issue showing white block's of untextured model at 55 meters and beyond. Unknown if affects latest version of FFSX, primarily noticed in FFUR 2007. 7. Ejection seats from KA-50 seems to be part of a problem of AI Targeting enemies. Further, damaged 'parts' from KA-50 seem to be part of an issue of AI Targeting 'unknown enemy' also. (Would further that this 'parts' issue also persists with other damaged vehicles. If a certain Class of 'damaged parts' are being applied to Air units in explosions then this may be a Global issue with Air Units. Unknown if this in fact is true, as to why this is being listed here for review.) 8. A-10 and KA-50 Ejection seats do not seem to disappear. Could be wrong about this point. Not completely convinced they do not, but, they are quite hard to track down in all cases. Would assume same situation with Su-25 ejection seat as well. 9. Blood spots from some troops do not seem to disappear ingame. Cannot define which troops this condition affects yet. Possibly some vehicle troops. Just quite unsure which troops are causing this condition. 10. M113 based vehicles have a very loud 'Clutch' sound. Do not remember off-hand if this persists in FFSX, I haven't been playing that lately as I enjoy the 'control' over my own trooper that FFSX takes away under fire. 11. Shilka's 'far' LOD is a flat green texture that appears to look as if the model is unfinished. Needs at least a placed 'black line' to indicate where forward gun's are facing to appear 'finished'. ~~Looked over this again and it needs a bit more than that. Lower turret break-line (split between Hull and Turret Ring) needs a 'line' or shadow due to how this nearly flat texture that almost appears to be more a placeholder than the finished texture appears. Hull texture needs a dab of shading either aft by the exhaust or forward by the driver's front hatch area to help indicate some idea of vehicle facing. Realism issues: 1. West ACOG Sight is under-zoomed. Presently ACOG zoom seems to basically equal the zoom of it's normal 'Iron Sights'. However, zoom mode for ACOG is 3.5x, for the original ACOG, to 5.5x in latest models. Present US Military issue is the ACOG TA01 4x32 from Trijicon I do believe. 2. Grenade toss seems just a bit shorter than I've seen most servicemen able to toss. Would extend about 25% more than presently modeled.
  9. Wook

    FFUR/SLX 2007

    Blazin, I find it difficult to fathom how your whole squad is able to run FFUR or FFSX without crashing out your LANs. Thats my group's experience. Unless there is some re-mod you've done to stabilize the gameplay, I just don't see how at this time. We've got 5-8 guys who would run it if it would stop crashing out the server. We've cleared up alot of our particular issues. For example: The soldier's inability to climb stairs, ladders, etc. is due to an addon conflict with either USMC, BAS or Combat! soldiers. We're not quite sure which group. It could possibly just simply be any other soldier addon that this condition shows up in. So, FFUR and FFSX cannot do Coops that have any custom content beyond what stock OFP:Res provides I would have to suggest. In several stock OFP mission Coops the East 'MG' is often the PK model which is too low as it comes out on a MG tripod [appropriate of course] however, stock OFP sets up all East and West emplaced MG's on MG Posts for blockhouses, sandbag and roadblock emplacements. So, this breaks many many stock OFP missions. Disregarding these points, we still have guys crashing out midgame in many long and short run Coops. Reasons unknown. We've gone and assayed each person['s] directories to determine if they're inadvertedly running addons other than FFUR or FFSX. We've tried out the FFUR 2007 this week and seen the same issues. Previously we had only been using FFUR 2006 and FFSX 2007 as our base Addon. I would seriously like to see FFUR or FFSX running on a Public Server so we can really wring it out and fix these MP game crashing issues. ~~ Edit: Was just having a chat with one of the LAN crew and it was suggested that it could be possible that one cause for some crashing might be due to picking up ammo that contains more ammo in it than FFUR and FFSX allows. He noticed a time picking up the M24 SWS that showed up 16 rounds of ammo from a dead trooper when FFUR/FFSX only allow 5 rounds as he he was crashing out. Is it possible some missions have this sort of error that continually go unnoticed? I can think of several weapons where this type of bug [if it exists at all] could show up, M24SWS replaces M21 which normally has 20 rounds instead of the 5 alotted to a M24SWS of course. The Bizon with 64 is replaced by the VSS with 20. Just some thoughts. I would rather play FFUR or FFSX than OFP:Res anyday. Much more immersive and enjoyable.~~ Wook [iDGN]
  10. Wook

    FFUR/SLX 2007

    Blazin, is your Squad using a Custom Modification of FFUR or FFSX? We had a good gaming weekend and my crew discovered: 1. Bloodspots that persist for hours after the troop they came from had died. 2. 'Enemy Objects' that our AI's attack but we have no clue what 'Objects' they are as they do not come up under 'targeting' that we can figure out. As per what I was able to find for TooTall with his Y2K3 mod in the past 2 weeks, I'm wondering if the "timeToLive" constant is not being applied to all objects that are not being subsequently called by a "deletevehicle" directive. Wook [iDGN]
  11. Wook

    FFUR/SLX 2007

    Blazin, I've not seen a FFUR 2007. Good to know there is one somewhere. HYK Inf to replace the FFUR's customs that are unable to use ladders, stairs, etc? Wook [iDGN]
  12. Wook

    FFUR/SLX 2007

    Blazin, did your whole clan actually run FFSX on that host? Also, Blazin, an addition to the 'Bugs List' is: Soldier LOD's blocking ability to use any ladders, stairs or simple inclines on boulders, rocks, and some buidling ledges. This limits the soldier's ability to find cover in combat environs which he is so placed. And, really limits just what you can do in OFP overall. Some missions require you to enter 2nd story buildings to 'rescue' or 'remove' certain key figures. So, this is a mission breaking feature for many OFP basic missions offered by the community and I do beleive 'breaks' a mission near the end of Resistance where instead you have to hand grenade the General in his 2nd story house. I actually cannot remember if he's on the 2nd story but remember the situation where I had to find a hand grenade on a dead OPFOR trooper to deal with the situation. Wook [iDGN]
  13. Wook

    FFUR/SLX 2007

    I've not actually tried to run both at the same time. But, I'm almost sure that FDF is also a TC Mod [Total Conversion Mod]. If it is supplied with its own /bin/ directory, then no they cannot be run together. OFP can only execute one /bin/ directory from mods without seeing some very very very curious side effects. // Edit: There exists no Mod called "FFUR 07" nor "FFUR 2007". The progression of FFUR as it exists discountinued with "FFUR 2006". The successor to "FFUR 2006" is "FFUR+SLX" which has now been "accepted" in nomenclature as "FFSX". This Forum Thread is in regards to "FFUR/SLX 2007" as per the Thread Title however that title should be renamed to "FFSX 2007" if anything. Since FFSX is the simplest way to refer to "FFUR/SLX" aka. "FFUR+SLX". The issue that is confusing you is in the myriad of names that have been used to refer to this thread's specific 'new mod' branding. Hence forth, "FFUR/SLX" aka. "FFUR+SLX" is NOW REFERRED TO AS "FFSX" 2007. Hope that simplyfies all that naming mess for you. Edit end.// Wook [iDGN]
  14. Wook

    FFUR/SLX 2007

    Because, with ArmA you can actually play it in MP without it crashing. Wook [iDGN] OK, thanks Wook, that explain why I'm been kicked off servers lately. I was not aware of this so I guess I'll play with Res then Escort, make NO MISTAKE, this is one exceptional Singleplayer Mod. I just very very humbly wish it was intended for Multiplayer. Absolutely. **Edit: One very curious thing about FFSX is that when it 'crashes' you out of the server, it takes the SERVER HOST down with it. Almost without fail, I'd further that about 80% of the time this is true. However, its predecessor FFUR 2006 when it crashes usually just takes you out alone. This is not exclusive as I have now seen on my own server instances where one person can be running FFUR 2006 and when they crash out its takes a couple people with them, entirely random. But, so far I'm not seeing FFUR 2006 actually crash our server host whether or not the server host is running FFUR 2006. But, if its running FFSX, then the host yet again dies when you crash too.** Wook [iDGN]
  15. Wook

    FFUR/SLX 2007

    Ahhh, one small mistake on my part. With FFUR 2006 it crashes the clients out without crashing the server. With FFUR +SLX [now referred to as FFSX] it crashes out the entire server host. This is pretty bad in MP gameplay where the server has to be remotely rebooted after such FFSX crashes. Wook [iDGN]
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