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andersson

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Everything posted by andersson

  1. andersson

    Usmc gaia island

    Nice work! About your special FX plans.. What about ECP? Isnt it a good idea to let the ECP fix all the FX for you? If you chooses to make your own FX I hope you are going to use the ECP_EventHandlers.
  2. andersson

    Aec island-3 in 1

    I made one map with all 5 maps (+desert island and nogova) 51,2x51,2 and it worked just fine but my computer is out of order right now I cant play...
  3. andersson

    The unsung sky pack released

    drow brown-yellow to vietnam-maps grey-blue-black to a more North-Atlantic look. I want it to look cold and hostile.
  4. andersson

    Ecp released!

    boats sink....
  5. andersson

    Coc unified artillery 1.0 released

    In Finland we use 6000. And if I remember right they use 6400 in Sweden. It was quit easy to use 6000 almost every idiot could give directions, its like the clock. Edit: Ok.. I suppose the_shadow are right in that Sweden has 6300.
  6. andersson

    Ecp released!

    Agree.. Middel or choice. Alittle stupid to say but middle is middel, not to much flame and not to much explosion....
  7. andersson

    The unsung sky pack released

    @drow  Was it bad to release it? Theres mostly positive feedback and constructive feedback in this thread. It doesnt surprise me that you already new of the issues but (atleast for me) it gives something to look forward to. This is something I´d like to see finished! I hope you give it the time it needs!
  8. andersson

    The unsung sky pack released

    Yes! This is, in my opinion, a better skytexture than Kegetys hisky. Fix the things xPeter mentioned and I will use it. Are you using the same method as Kegetys when it rains so there is more blue color?
  9. andersson

    Ecp released!

    Jumping must be very restricted if it will be done... You dont jump so good when equipped and have a rifle in your hands.
  10. andersson

    Cwc islands with resistance objects

    I cant download the new everon version because the link doesnt work and I cant find it at www.tacticalblunder.com. I´d like to have it.. ;)
  11. andersson

    Ecp released!

    @ECP-team About you using the goldmembers explosion are great! To be honest, I havent had an oportunity to test anything ofp for some time BUT I played with GMR before and I have followed the ECP-project since I first heard of it. So I´m looking forward to play with ECP and I HOPE that you will use goldmembers MIDDLE-CONFIG explosions. They are (in my opinion) the most realistic. Not to much flames, not to much smoke..
  12. andersson

    No color at night

    @DiabloTerror  Its supposed to be B&W at night. But there is alot of people disliking it, inkluding me. I think that it is ok because its realistic, thats the way the human eye sees it when its dark. BUT its not realistic when there is lightsources, then it shouldnt be so grey!  So if BIS cant make the OFP-worlds color to show when they are lit up during night they shouldnt use this feature. The positive effect are so small in comparison to the negative. When I played OFP at first I loved when the landscape where lit up by rockets, flares or headlights. But then I bought resistance and a GF4 and the villages and landscape was grey at night... I dont like that. Its not realistic.
  13. andersson

    No color at night

    The grey nights was the first thing I noticed with resistance that I didnt like. Does anybody know where you can change that? And by that I mean config.bin or any other file of ofp. I will change that!!
  14. andersson

    Big bad bright map...

    Maybe something for ECP? I´d like it.
  15. andersson

    Backpack

    I made a backpack addon. Its far from perfect but it works. Anyone who wants it can have it. I dont have the time and will to develop it at the moment. You can get the file here: backpack Its a backpack-addon (secondary weapon) to which you "assign" a special crate (cargocapasity 4 weapons, 20 magazines) and when you drop the backpack the assigned crate are moved to the units position and 1 meter under ground so you cant see it. But you can take and put weapons to the crate (name "backpack") as you would to the backpack. When a unit picks up the backpack the crate goes to pos [1,1,-10]. There are issues and basic scripting and so on but it works for me. So if you need a backpack at all cost then its maybe ok? Or if you want to make something of it youre welcome.
  16. andersson

    Backpack

    I know of some people that are working on backpacks, some of them on scripts also. But I really dont know so much about their work. I put my trust in Matthijs as I have limited knowledge in scripting.
  17. andersson

    Realistic explosion mod  v1.1

    @mr_dna update the drivers,defragment your hd and close all other programs while playing. Maybe you already have done that?..
  18. andersson

    Realistic explosion mod  v1.1

    I can play with this mod when I use DR, INQ, viewdistance 1500 and my own addons. No problem in the campaign or single missions. Ofcourse the limit on how big and demanding the mission are for the computer is lowered but no problem in the official missions. My computer is a P4 1600, Gf4 4200, 512 sdram, no clocking at all. This weekend I´m going to install my new system AMD 2.4xp, Gf4 4200, 512 DDR, a good nForce2 motherboard (and this computer I will overclock) AND I will use my old comp as a server! I´m looking forward to the big tank-war!! But I hope that Goldmember dont add effects that are beautiful but too cpu-heavy. Its a balance there.. And I hope that he will continue to develope this mod because if the next config are too heavy for my comp then I stick to the earlier. Theres no reason to stop, there is always people with better computers. The rest of us dont need the latest version, or am I wrong?
  19. andersson

    Realistic explosion mod  v1.1

    The weaponsounds from the riffles, and the vulcan, are the part of the DR I dont like. But that doesnt matter as I use JAM edit: but that was OT, sorry. I know its a thread about GMR and btw, I had missed two lines in FullDR-tut.... so to Munger, upload the file again and make a new try.
  20. andersson

    Realistic explosion mod  v1.1

    Its ok to ask. Yes its the latest version for 1.91. But I think it doesnt matter, I dont know. With the whole class I mean: class SoundEnvironExt { text };
  21. andersson

    Realistic explosion mod  v1.1

    Ok. Now is the corrected version there. Hope its right this time..
  22. andersson

    Realistic explosion mod  v1.1

    Hmmm..  Yes, youre right. I been spending to much time reading config.cpp´s so I dont remember how the originals look like..  I will upload a newer version. Yes  The latter. You copy over the whole "class" I forgot about that civilians dont have 'class SoundEnvironExt'. So there is a line missing also. I will correct that. No. The config.bin from the original DR-config.bin
  23. andersson

    Realistic explosion mod  v1.1

    I will do that. edit: its done I will not put any of my config.bin there because my addon folder is a personal mess There you have crossbreeding of all kinds... So to get my config.bins to work you had to download all my mod-folders...
  24. andersson

    Realistic explosion mod  v1.1

    If you add all specialsoldiermoves from the DR-config.CPP to your own and then make a config.BIN out of that you cant hear the specialsounds (its silent when you go prone and so on). You can read about it earlier in this thread, because there is missing some #defines that are missing when you decompile the original DR-config.BIN. If you use a hex-editor and copy that first part (all the #defines) from the DR-config.BIN and paste it over the same part of your config.BIN you add all missing #defines -> Full DR. I told Goldmember about this some weeks ago. Its possible to release all GMR_DR+whatever with full DR but then you cant get a editable config.cpp. If you want I can make a tutorial in how to do it and download it to his yahoo?
  25. andersson

    Realistic explosion mod  v1.1

    You can get full DR if you add all specialsoldiermoves to your config.cpp and then copy the first part with all the #defines from the DR-config.bin (use a hex-editor to do that) and replace that part in "your" config.bin. Save and play with full DR. I do
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