ultimateflashpoint
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Ultimate Flashpoint Mod
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: COMPLETE
That is what it will say if you try to open the other ones. Only open #1. -
Ultimate Flashpoint Mod
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: COMPLETE
Okay, I just tried it a minute ago and it worked fine. The same files also worked fine for my beta testers. 1. Put all archives in same locations. 2. Double click ultimateflashpoint.7z.001 file or right click and go to "7zip - Open Archive." 3. Double click on the first folder and it will open up to the two directories that you need. 4. Extract them. -
Ultimate Flashpoint Mod
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: COMPLETE
All you need to do is open archive 1 in 7zip and it will auto open the other ones. This is why they have to be in the same spot. Extract the two folders. :) -
Ultimate Flashpoint Mod
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: COMPLETE
Make sure all archives are in the same spot and open number one. -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint posted a topic in ADDONS & MODS: DISCUSSION
I am redesigning UFM to make OFP popular again hopefully. All islands will undergo huge changes as far as environment goes, and buildings will likely be redesigned as well with new, nice textures. I plan on incorporating some materials from ArmA 1, 2, and OA, mainly sounds. SYSTEM REQUIREMENTS When I first started work on the new environment I had no lag impact whatsoever. Unfortunatley, having to render several hundred sections of grass as once is going to cause some slowdowns. I am seeing some performance hits but nothing too serious. You will have extreme lag if you place a ton of AI though. A single core processor will run better than a dual or quad core if you do not use affinity properly. With all the demands on the PC, quad core systems are going to run pathetically slow. To counter this, you will need to use CPU 3 ONLY! I would not try to run this mod with a processor slower than 2.6 ghz. If you do you will really have to lower the view distance. Another essential that you will need is lots of VRAM. All the new textures are very GPU intensive. I am currently running a GTX 260-Core 216 with 896MB of VRAM and it gets very hot and the fans go near full speed when it is rendering the new environment. The game also seems to use a ton of RAM, so be sure you have plenty of it as well. ARMOR AND BALLISTICS I am going to make some changes to the armor and ballistics system that is already in place. For example, units equipped with shotguns only fire within about 40 meters. Slugs have an effective range of 100 meters, although they will have a high dispersion rate. Buckshot has an effective range of 50 meters. I am also going to make drastic changes to unit armor depending on what the unit is equipped with. For example, a US Army soldier typically is equipped with Interceptor body armor with level 3 NIJ capabilities. You can usually kill them with one rifle shot right now, but with the proper changes, they will be able to take two or three bullets to the vest before they die or are seriously injured. Units with no armor at all will receive no protection values, hence they can be killed easily. ENVIRONMENT Here is a video showing some changes to the environment. Note that the grass will not be placed all over due to performance issues but you can expect alot of it. Berghoff's trees and shrubs will be sprinkled all over as well, especially in towns, where grass placement is not very effective. Hiding in it is very effective. Some preliminary tests I have made in custom missions show that you can step on top of Russian soldiers before they know you are there. :) Grass placement is not causing so much as a single frame loss per second from what I can tell. It will drop a couple of FPS if I use it heavily in one spot but other than that it plays very well. Grass will mainly be used for countrysides and around farms where corn and tomato fields will be present, which brings me to another subject. I will probably add some villages here and there and add quite a few farms through out the OFP islands, except for Kolgujev. The mountainous areas on that map are not suiteable for farm placement. There will be a good variety of things placed in them, such as grain silos, hay stacks, apple trees, corn and tomato fields, etc. As far as trees and shrubs go, they will mainly be added to towns and cities to beautify them and give them a look like the towns are more alive. Grass placement in towns and citys does not work well in it's current state with UFM. Cities will be expanded a little and have better textures for the buildings, and new buildings such as apartment blocks. The vanilla OFP building textures look horrible in their current state so they will be redone. AiZAgjLZM5s nw4LtcIskvE XKUmlnMZ21k PWLa2GtUusk AI I plan to redesign and change the AI drastically. Field battles of 600 meters or more should be possible, but I want to make the enemy AI to where they are not so smart. They can still shoot you hiding partially behind a building with dozens of friendlies firing at the enemies. So far, enemy and friendly AI's are using cover and moving carefully, but they still need much tweaking. You will be able to see this in the video. The AI will start to utilize grenade launchers and AT weapons more effectively. Tanks won't be rolling around infantry without being blown to bits. Infantry and armor must work with air units to overcome enemy forces. As far as grenade launchers go, the OMOH and Vityaz units are the only ones that use them as they should. Resistance and West units need to be edited to fix this issue. GROUPS Groups of units will be largely available now. No more will you have to wade through a menu of placing units that aren't in a group. Convoy groups will be added. An example of a Russian convoy would be 1-2 BMP's, Fuel truck, Ammo truck, BMP ambulance, and repair truck. VEHICLES AND INFANTRY As of right now, there are about 100 or so different infantry types for each side, along with many aircraft and vehicle variants. POLICE Police are going to have a very large role in the mod. Current plans are to include the following: SRT Units in ACU, MARPAT, Flora, as well as other camo variations. Vehicles such as the BMP-1, BTR-80, HMMWV, and Ural. Helicopters such as the UH-60, Mi-8, and the Mi-24. Undercover units with a large variety of weapons. Uniformed units with a large variety of weapons. Here are some videos showing the new police units that are going to be included in the mod: rxWAtCVQ004 -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
Right now, I am just learning how to model and texture in OFP, so it will be a while before I do any of that. When I say not loading properly, the textures that I have, have an LOD problem so to speak, as they always look like crap for the first minute or so when I start my game. Another thing I am disgruntled about, is that all the downloads I found only had two grass variations. I see you have the one with the flower grass, which probably contains the other variations. -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
The two biggest issues are that the enemy can hide under the "underlayment" layer for lack of a better word and that it does not load properly when starting a new game. -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
Okay, now that I see what you are talking about, I am editing the island to make the grass permanent. I am not sure how well it will work on Nogova due to its size. I have tried to create grass spawning scripts but never really got them to work like I wanted them to. As far as templates, I do plan on making quite a few for each island, but it won't contain grass seeing as how I am editing the islands to contain it. As far the models, I am using Sled's battletek grass, but I am not too pleased with the way it has been working. My beta testers like how it looks but it doesn't seem to work very well for what I need it to. Berghoff's grass is very nice but the tiny little patches just don't cut it. It would kill a PC trying to cover an island with that many objects. The SLX grass could be nice, but like you mentioned, I hate the way it flattens, although I might place it around the coastal edges of Koljuyev where green grass would look out of place. -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
I had my helper track down the links because the ones that I found were expired, but I don't have the links anymore. It is very likely, as sled released quite a few updates and about halfway through development of the grass, he fixed the issue with the bullets not going through. Not exactly sure what you mean here, as I don't have much experience with wrps, but I am using the wrp editor to replace and add objects that I see fit. And yes, the grass will be available in the editor. I think there are about 10 different models right now. I like the SLX grass, but the **** brown color that they used for it is ugly and does not fit well on any of the islands. Right now, I am looking at the possibility of using I44 grass as it looks pretty good and seems well optimized. Because the closed beta that I released is pretty stable, I think I will distribute those links publicly on the 1st. It would save me a lot of time making a new installer and reuploading it. Right now, I think I am going to completely redo Koljuyev, due to it being so small. A couple of hours should be all I need to place grass and replace the destroyed buildings with new ones. I might even throw in an apartment block or two. :) -
OFP Addon request thread
ultimateflashpoint replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
That is an interesting idea, but it would take tons of time and patience to do it. Would it be designed similarly to the HD tropic island? -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
No, although I am thinking of using some of their grass. It is actully quite nice, but right now I am using sled's and berghoff's grass. And with all different grass models I have used, bullets will got through the grass. But as I said before, the enemy almost never can see you hidden in it unless they are very close or you are lobbing tons of bullets at them. :) Right now, I am sending the DL links to all my beta testers to get the last remaining bugs worked out. I am going to put a lot of focus on getting the new Policie units done for the current camo, and if the beta testers like them, I will probably make a MARPAT version too. :) -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
1. This problem does not exist. Bullets will fly through grass and find their target. Lying is the grass usually keeps you concealed from the enemy until they get within about 10-20 meters of you. 2. This bug does exist. It is not too much of a problem for the time being as they can still be spotted, but it will be much harder. Not really. You just need a fairly fast processor and a decent GPU. Yes, this mod is much more than just a collection of mods. There is a lot of shit I have made for the mod, like the SRT Policie units. Right now, I am working out the few remaining bugs and working on redesigning the OFP islands. The closed beta releases in the morning for my team to start testing and hopefully the public release will be done by New Years Day. Right now the closed beta is at 4.2 GB unpacked and 1.8 GB packed, so it will take a while to download. -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
Ok, just a few more details before the release. Right now I just need to finish up the GUI and pack it up and it will be ready for download. I have been working on making some combat ambience and environment sounds as well, so they should be released in a patch shortly after the beta goes live. -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
The closed beta is about to be released. I will be making the installer very shortly. So far I have only two applicants, but you can still sign up even when the beta is released. -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
The closed beta release is imminent. If you want to try it out, I have put the applications up on militarysimulators. I will give more details closer to the release date. BTW, I have a new video in the first post. Be sure to read the system requirements section as well. -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
I apologize for the constant delays, but the mod is developing rather nicely. I should have some new YouTube videos up soon showcasing more new features. I should also have the closed beta application posted shortly as well to collect a pool of testers. Please note that I will not include all the content I have been working on in the beta, but you will get a huge amount of the new content I have been working on. :) -
How many of you old OFP Veterans are still playing BIS games?
ultimateflashpoint replied to nettrucker's topic in BOHEMIA INTERACTIVE - GENERAL
I started playing OFP since the demo disc was released by PCGamer and since then, I have bought several copies of the game. You just can't beat a classic. :) -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
Yes, it is coming along nicely. :) Me and the crew I work with started work on a new house but we need to get the roof done before it snows, so that is consuming most of my time right now. The weather is about to get nasty again. 3 months of summer and 9 months of winter explains where I live at. :mad: Placing all of the vegetation, buildings, and trees hasn't been too much of a hassle so far, but the installer could take several weeks to make. I will have to get everything to work with all the scripts that will be included with the mod, and get the proper files where they need to be. Right now, my folders for OFP and UFM are a mess, so I have **** all over the place. :rolleyes: -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
In a couple of weeks or so, I will start taking applications for people that want to play the UFM beta. The number of testers will be limited, so be sure to check on MilitarySimulators in several weeks. -
http://militarysimulators.net/ufm.aspx http://www.youtube.com/watch?v=JKBA5dNBj7E Work is still going on as I speak. =) Ultimate Flashpoint Mod has many of the best OFP mods and features integrated into it. A big thanks to all of the people who created the mods listed below, because if it were not for them, this mod pack would not be possible. Some of these are listed below: FFUR SLX 2.5 is used as the base for UFM RHS MVD OMOH and Vityaz Special Forces Mapfact Nogova All of BAS' addons for OFP combined into UFM Nogova Police Forces Berghoff's Nature Packs and Island Replacements JAM Facetex2 Everon Army Nogova Army and dozens more mods! 2.6 ghz single core processor or better(Dual Core recommended for Windows Vista) 1 GB of RAM or more(2 GB for Vista) 256 MB ATI or Nvidia Graphics Card(7800GTX or X1950 or better for optimal experience) At least 6 GB of free hard drive space While Operation Flashpoint is not the best optimized game around, you can still get good performance with it. I run a GTX260 and I can force 16xQAA and 16xAF with no speed decrease whatsoever. I would recommend that you have at least 256MB of video RAM to keep crashes minimal, as this eats a lot of it. Also, please keep in mind that while you processor can be below 2.6 ghz, it will probably be laggier. OFP Resistance 1.96 is REQUIRED to play this mod. The following operating systems are not tested but UFM may work on them: Windows 7 32-bit Windows 7 64-bit Windows XP 64-bit Linux distributions(Ubuntu, Fedora, etc.) The following operating systems are tested and UFM works on them: Windows XP 32-bit Windows Vista 32-bit Windows Vista 64-bit Older windows versions If you use one of the non-tested operating systems, please send me an email through "Contact Us", and notify me if it is stable or not. Thank you. I would like to thank all the below people and any others I forgot. Credits go to: AEF(Trains, Ports, and other buildings) Baracken BAS BD Grenades Berghoff Nature DMX(Police) ECP Facetex FFUR JAM MapFact OFP Poland Red Hammer Studios SLX WW4 mod(Sanctuary) SUCH team If I forgot your name or forgot to get permissions I apologize, so please let me know and I will remove the links and get the appropriate action taken. Please keep in mind that is looks like it is just FFUR installed, but there is much more than that. Until I can contact the creator, I cannot modify any of his content in any way, shape, or form, which means you will be using his .exe for the time being. :)
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Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
All that went over my head. :) I am learning more and more everyday, but I am still relatively new to OFP modding. This is out of my skill level at the moment, but I may do something like this in a later release. -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
Thank you for your interest in the mod and your questions. As far as grass goes, it does appear to block AI view for both the enemy and friendlies, even in veteran difficulty. There have been instances where I have stepped on enemy soldiers hidden in the grass and they never knew I was coming up on them. I plan to make a video soon showing this in great detail, but it seems to work very well. In another test, I was in a ghillie suit shooting 50 meters from several enemies, again this is on veteran difficulty, and they were unable to locate me. I do not plan to place very much grass in the forests as there is a lot of vegetation present, however it will still have enough to provide a lot of cover. In an instance of testing the cover of a forest, I was playing on Everon with a team of 12 men, with an enemy OMOH convoy of 30 men travelling about 200 meters away. When fired upon, they got out on foot and shot in our general direction, however they were not able to pinpoint most of our locations even though we used suppresive fire. Again I plan to make a video of this instance as well. It is in these two examples I have given that rifle grenades come into play. When the AI is unable to locate and precisely attack the enemy, they will use rifle grenades to attempt to flush the enemy out. When under fire from these, the defending AI will sometimes crouch or stand up and sprint for better cover allowing the attackers to pinpoint their positions. One new feature that I am trying to implement is "explosion shock." When an explosion goes off near you, you will fall to the ground and temporarily lose your hearing. However, it does not seem to be working very well, so that idea may get scrapped. To answer your last question, I believe almost all vanilla units have been replaced. Any that haven't will likely be replaced later on. :) -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
Ask as many questions as you like. :) The grass is rendered for about 150-200 meters, but it is rendered slightly past that point. From what I am seeing, people with high clocked processors will benefit greatly in terms of performance. I am running a 2.6 ghz quad core and I am suffering quite a bit of lag even with affinity. I plan to upgrade to a 3.4 ghz quad so things should improve quite a bit. :) By the way, the new video is up now. You can see the grass in action now. :) -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
I see no more lag with grass than without. I am uploading a video to show that on YouTube at the moment. :) -
Ultimate Flashpoint Mod Previews and Videos
ultimateflashpoint replied to ultimateflashpoint's topic in ADDONS & MODS: DISCUSSION
I added a screen to the first post. =)