cornhelium
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Everything posted by cornhelium
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Somebody stop these guys! (joke, joke, please don't stop!
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Hi Baphomet, Read further down the thread - you can run it with just 98.4mb all in. Probably the optimal solution via OFP Launcher is to run Sebnampack plus a mod folder containing A Shau with the seb_Ilo.pbo and BAS_O.pbo copied in to it. Runs fine on my XP2100/512mb RAM (Viewdistance 1000m). I just had the most fantastic firefight with three Marine rifle teams fighting down from the hills to the village at Ia80, with DsHK's and Mortars around the Rice Paddies and Cobras in support. The steep hills and woods are really cool to fight in, and you get great angles down into the fields! * May I suggest using the BIS "rocky ground" (Nogova) textures here and there on the really steep areas? Say where the forest gives way to single-canopy scrub on a hillside, you could have the rock ground texture with those long grass clumps grouped together with trees so it looks like there's growth in little patches (Eg. look at Gf82 and Hf84) . A lot of mountain woods are like that - in the North of England at least  * I think some of the Nogova mountain/desert textures would look good at certain points of the river as well. Say on the steep sides at Bg21 and Ce21 you could use the grey rock texture, maybe with some rocks in the water to simulate upstream rapids. Then as you move South and downstream use some of the desert textures on the river banks to smooth the transition to Sebnam red dust banks as the river slows and widens? * About those rocks around the lowlands (Eg. Fb74). I wonder if the Nogova desert rocks might go better with the red dust textures on nearby bases? You could then use the grey rocks as you move up into the mountains. * The area around Ia80 is really nice and feels lush. Anything you can do to accentuate the lushness would be great eg. dappling the bright green/mid green textures together, grouping those tiny bright palms at the river's edge, etc. I love the running water sound in the rice paddies here. I'd take the Swamp sound away from the forests and use it only in lush riverside spots like this, along with the Frogs, Frog and Crickets 1, 3 and 4 sounds. The BIS Singing Bird can also sound appropriate used sparingly at the forest edges and around villages. Songbirds like that can be found all around the world, and it adds a bit more sonic variety. Try a dawn SpecOp raid here with all those sounds and Tonal Mist over the fields - brings a tear to the eye  Cheers, Cornhelium Ps. Here are some great roars & growls. It'd be great if a few triggers could be hard coded on the map so you have a chance of hearing Tigers at night: http://www.ilovewavs.com/Effects/Animals/Lion01.wav For birds, here's a list of Vietnam birds and a site where you can download their sounds. You could use them to expand the ambient soundset a little: http://www.blakup.demon.nl/birds/vietlist.html http://www.junglewalk.com/sound/Bird-sounds.asp ...Ah, Night-Herons, Bitterns and Fish-Owls by the water, Indian Nightjars in the scrub, Bay Owls and Tigers in the jungle - you're there!
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I've just tried it out. Very nice indeed! Addons I needed: From Sebnam2: Sebnam_obj.pbo and sebnam_ia_trang.pbo From Ilo Ilo: seb_ilo.pbo From Tonal: BAS_O.pbo Total Mod folder size including Ashao files: 98.4mb. A few comments: * It would be nice to have a few more of the palmy riverside areas like at IE84. Even a single stand of, say, 2 small and 1 large palms in some of the lowland areas would bring in a little variety, maybe mixed in with the bright green palmy bushes (With the creators' permission of course). * Some rocks in the mountain forests would be great. In the really steep places I think we ought to see some rocks under the canopy, and the canopy giving way to rocky ground as the soil would become thinner. * I love the bombed out village at HJ55 - it looks like an old village that was destroyed during the French era and has since been reclaimed by nature I like the scrub mixture there too - those bright green palm bushes add some variety colour-wise. * The river is really well done. I can see some great cutscenes in the narrow stretches (Å• la Deer Hunter/Tears of the Sun etc.) * Ditto the winding forest road in the NW corner of the map. Ambush central! Wish list: Maybe a few brightly-coloured flowering plants around the villages? Third World Explosion have some nice stuff, Ebud can probably help out with authenticity and which plants should go where etc. Cheers, Cornhelium
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Hi, This Island looks great. I wonder if the problems with trees that people are having are due to an older version of Ilo Ilo being used? I think Ebud fixed most of the object problems with Ilo Ilo release 2.0. Can't check this myself as all my addons are currently sitting on another computer. Great idea anyway of using all those different objects - gotta love the maximalist approch now and then  >Edit, see next post< Also, I think Ilo Ilo v2.0 has the Sebnam objects incorporated in the file, so probably no need to run Sebnam_obj.pbo too if you have that latest version? Cheers, Cornhelium
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Unified zombie pack release imminent
cornhelium replied to tracy_t's topic in ADDONS & MODS: COMPLETE
Thanks for this pack. I'm trying to d/l it at work and can't get the zombiessfx.zip d/led. I get 990bytes/sec and it always cuts off after about 3 hours! Is it possible to just run the zombies mod without the sfx, or are they required for it to work? Alternatively, can some kind person mirror the file pretty please? Thanks, Cornhelium -
Does ofp support armed motorcycles?
cornhelium replied to Crowley's topic in ADDONS & MODS: DISCUSSION
We will need this: If I remember right, this little beauty had a magazine-fed guided missile launcher and an M60 in the front fairing. Oh, and a laser cannon, just in case ...even better, it had the ability to change from a 1300cc to a 250cc, depending on the stunt or camera angle required Cheers, Cornhelium -
Ai forward observer & mortar packs
cornhelium replied to Unnamed_'s topic in ADDONS & MODS: COMPLETE
Hi Unnamed, Yep - sorry, please ignore my point 3 about the radio. I'm not hearing the enemy call out targets in the Ranging & Firing mission - I guess it was my meddling with the Observers & Mortars mission that caused problems Cheers, Cornhelium -
Ai forward observer & mortar packs
cornhelium replied to Unnamed_'s topic in ADDONS & MODS: COMPLETE
Oh wow - I just tried this and it rules! I just loaded up the Malden "Observers & Mortars" mission in the editor and played as one of the Russkies trying to take the hill instead of as the guy commanding the FO and voilŕ, enemy arty coming down on me & my squad   I've been trying to trick OFP into doing this for months - thank you Unnamed! Three superficial suggestions for the final stage: 1. One of the mortar shell explosion sounds has a nasty "click" at the end that sounds like digital distortion. Then again it might just be my speakers. 2. I really love the "swizzle" sound of the flying shells on the Sebnam/CoC UA mortars, but prefer the louder volume on these ones. I suggest taking the Sebnam sound and upping the volume to a shade quieter than these ones. 3. Edit - my mistake Overall though, this is just fantastic and a lot of work must have gone into it. Now we can have the immersion of knowing that Arty can be called down on us if we're spotted, whether  driving a truck behind friendly lines, duking it out on the FLOT or trying to escape on foot from enemy territory. And we can remove that threat by hunting down and killing the FO/and or the mortar battery. Ditto the sniper and FO pair. Hunting these two down should make for some serious OFP tension - thanks! Cheers, Cornhelium -
PMC Vietnam 12 & 25km islands released
cornhelium replied to Snake Man's topic in ADDONS & MODS: COMPLETE
Courtesy of the Avon Lady: http://www.filefront.com/?filepa....ck2.zip Cheers, Cornhelium Ps. Looks great Snakeman thanks! d/l'ing now. -
Ai forward observer & mortar packs
cornhelium replied to Unnamed_'s topic in ADDONS & MODS: COMPLETE
Hey Unnamed - great work, I was hoping you were still working on this since reading about it on OFPEC. I'll be giving this a go tonight (when I get back from work ) Cheers, Cornhelium -
Wow, great news - thanks ONS. ...I gotta get some coursework done to make some free time for this
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Ouf! Felicitations Å• tous! Vos travailles sont magnifique, comme toujours (et ma Francais es faible ) Cheers, Cornheluim
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Cheers General B - points 1-3 represent the best news I've read in a month
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Looks like a quality addon Zulu. Two suggestions: 1. In the screenshot, the detail on the tracks looks like it could be increased a bit. Take the tracks on RHS's tanks or VIT APC pack as examples. 2. The green seems a little too bright (luminous) in the camouflage - is it really that bright in real life? 3. Do the camo colours fade together like that in real life? Normally, the different colours of a camouflage pattern have sharp edges to them. Looking really good anyway. Seriously excited about the ROC 3 Mod Cheers, Cornhelium
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Looking d*mn fine Wilco. I like the way the canopy seems really dense but the ground underneath looks relatively uncluttered. Should make it easier for the AI to move around while still looking like a jungle. Cheers, Cornhelium
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Looking really nice - go Unsung mod! Will the grass obscure vision but allow vehicles to drive through it like I44 grass? Great work anyway. Ps. I love the way your storm sky puts a blue haze on distant objects. When trees come fading through the morning mist it looks like Chinese "Willow Pattern" artwork, and you can almost taste that good air - just brings a tear to the eye
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Great work Scud. And spot on for the Tonal fit Bonko. Looking in my 1980 World Air Power manual, the Reims/Cessna 337 Skymaster/O-2 Milirole was listed as flying with the following African countries AFs: (x1) Burkina Faso (then Haute Volta) (x4) Chad (x2) Niger *(x3) Madagascar* *(x20) Zimbabwe* (Known by the Rhodesian AF as the Lynx) ...Other operators at the time included Eucador, Iran, Venezuela & USAF. Would you consider adding compatibility with Footmunch's roundels system to any future version? ...some more stuff about its use in VN: "...selected "off the shelf" in1966 as being ideal for this [2-man FAC] role, and equipped with four underwing pylons carry flares, rockets and such light ordnance as a 7.62mm Minigun pack. These were designated O-2A and 501 were supplied to the USAF. In addition a version equipped for psychological warfare missions entered USAF service under the designation O-2B. This carried a powerful air-to-ground broadcasting system using three 600-Watt amplifiers and a battery of highly directional speakers. Total procurement...31. Both versions carried advanced nav/comm systems." Thanks for modelling this plane - she's unusual, she's seen some real action, she's a bit of a jalopy, she's my girlfriend Cheers, Cornhelium
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Hey hurry up with this addon man - I'm fiendin'
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Phuoc tuy province, long son & minh dam beta's
cornhelium replied to -HC-Para's topic in ADDONS & MODS: COMPLETE
Hey SPQR, I think HCPara was waiting for Ilo 2.0 before releasing the next version of Phouc Tuy (stops typing to gleefully rub hands together and say "Excellent") Cheers, Corhhelium -
Mighty. Damn. Fine.
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Hi Derek, Unscripted War has great artillery and fire support, and you'll need all of it http://www.flashpoint1985.com/cgi-bin....ted+war ...must try that PMC tactical campaign - cheers Snake Man for the reminder
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Hey Neph/Manticore, You could ask the Falklands Mod for permission to use the VTOL script from their beautiful Harrier. The AI can't use it yet though, so you might need a second version, config-ed as a helicopter, visible in the mission editor. That way you could give an AI the standard dropship and they would fly it as a jet, or give them the "Heli" version and they'd use VTOL etc. Here's a link to d/l the Harrier: ftp://www.gamezone.cz:8021/ofpd/unofaddons2/FLK_SeaHarrier.zip Alternatively, you could just config the dropship as a chopper with speed boost using a set velocity script like the RAN Airwolf (though again, AI won't use the boost under their own initiative). Here's a d/l link: ftp://www.gamezone.cz:8021/ofpd/unofaddons2/RANAirwolf.zip Both these are essential downloads anyway - but don't go having too much fun playing with them
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Hey - have a look at this! http://uk.news.yahoo.com/040328/325/epolk.html ...looks like the Dropship's scramjet propulsion system as described in the tech. manual will be in everyday use pretty darn soon ...I dunno - scramjets, companies richer than small countries, the new space race for resources (Helium 3). We've gotta be stumbling into that xeno nest sometime soon. Ah well, just as long as we avoid that HORRIBLE PLANET OF THE APES!
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Looks splendid - can't wait. Cheers, Cornhelium
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Great stuff Lee - thanks