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kenoxite

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Everything posted by kenoxite

  1. If that's the case, that's a leftover from the original WW4 sights. Most of them are solid black, though. This is something we discussed previously. I personally like some transparency to simulate the stereoscopic view and to help a bit with aiming (see the WGL sights as an example), but krzy liked it plain solid (as most of the WW4 ones already are). So, they stayed this way. I guess spirit_jat is on the same camp as krzy regarding sight transparency.
  2. Church in Kolgujev Desert in New Sarugao Using OFP Materials and road retextures. Full album, featuring several islands: https://imgur.com/a/FPRVi
  3. kenoxite

    how to get group id

    As zulu1 and others say, you can also use this on the init field of the leader unit: (group this) setgroupid ["Delta", "GroupColor1"]; There's also other tricks regarding group names and colors. You can change all their names by creating a stringtable.csv file inside your mission's folder. This is an example from one of my missions: LANGUAGE,"English","French","Italian","Spanish","German","Comment" STR_CFG_GRPNAMES_ALPHA,"CROW 1" STR_CFG_GRPNAMES_BRAVO,"CROW 2" STR_CFG_GRPNAMES_CHARLIE,"CROW 3" STR_CFG_GRPNAMES_DELTA,"CROW 4" STR_CFG_GRPNAMES_ECHO,"CROW 5" STR_CFG_GRPNAMES_FOXTROT,"CROW 6" STR_CFG_GRPNAMES_GOLF,"TOMAHAWK 1" STR_CFG_GRPNAMES_HOTEL,"TOMAHAWK 2" STR_CFG_GRPNAMES_INDIA,"1ST TANK PT" STR_CFG_GRPNAMES_JULIET,"2NS TANK PT" STR_CFG_GRPNAMES_KILO,"KILO" STR_CFG_GRPNAMES_YANKEE,"YANKEE" STR_CFG_GRPNAMES_ZULU,"ZULU" STR_CFG_GRPNAMES_BUFFALO,"BUFFALO" STR_CFG_GRPNAMES_CONVOY,"CONVOY" STR_CFG_GRPNAMES_GUARDIAN,"GUARDIAN" STR_CFG_GRPNAMES_NOVEMBER,"NOVEMBER" STR_CFG_GRPNAMES_TWO,"TWO" STR_CFG_GRPNAMES_THREE,"THREE" STR_CFG_GRPNAMES_FOX,"FOX" STR_CFG_GRPCOL_BLACK,"1" STR_CFG_GRPCOL_RED,"2" STR_CFG_GRPCOL_GREEN,"3" STR_CFG_GRPCOL_BLUE,"4" STR_CFG_GRPCOL_YELLOW,"5" STR_CFG_GRPCOL_ORANGE,"6" STR_CFG_GRPCOL_PINK,"FIVE" STR_CFG_GRPCOL_SIX,"SIX" STR_CFG_PAPABEAR,"HQ" STR_CFG_FIREFLYBASE,"AIRBASE"
  4. Thanks for reporting. Something must have broken in one of the updates. I remember all this working before, with and without Fwatch. As for the dismounting, I don't recall noticing that problem. Is the leader of the troublesome groups a player or another AI? Was the dismount set by script or through waypoints? The bad news is my current time constrain. It's highly likely that I won't be able to devote any serious time to things like this up until around the end of this year (maybe more, unlikely less). But there might be a gap around july where I can go through all the reported scripting related bugs (yours and Spirit_Jat's), to fix then and test for any further problem. Krzy will handle the rest in the meantime, though.
  5. I'd like to say that it will be released eventually but, to be fair, that's quite unlikely. My intention was to deliver the full package, similarly to Arctic, which wouldn't only include infantry units, but vehicles, related soundtrack, etc... and probably a mini-campaign. The idea was also to expand it so it wouldn't only cover central/south american conflicts, but also south-asia and such. Basically the whole tropical spectrum. I was also testing the rolled-up sleeves thing with its infantry units, which wasn't finished yet (but you can check in screenshots posted in this thread). Anyway, those you linked were the tropical guerrilla units. The national army units wear tiger stripes. But, as with anything in EXT, you could use them in your mission to represent any faction you like. BTW, I already included a couple small things in the main Extended installation. Such as the latino faces and mosquito sounds.
  6. Thanks for your suggestions and bug reports, as always. We'll look into all this later. Right now none of us have much time to spare on this. It seems that something went wrong when applying the correct aspect ratio. Make sure you set a proper one (based on your monitor) in the Aspect_Ratio.hpp file found in the root of your OFP/CWA installation. Look in that file for a line starting with #define aspect_ratio_. You have all the available ratios in the comment just below that line. Simply replace the uncommented one with one of those. If you don't have the Aspect_Ratio.hpp then you don't have the latest Faguss Aspect Ratio program, so you might want to install it separately. But note that the WW4 Extended installer already provides a custom version of Faguss program, so you might want to reinstall it again, making sure you choose the proper aspect ratio when you get to the step where you have to choose one.
  7. You can always remove the pistols from the units you don't want to use them. WW4EXT_Tokarev WW4EXT_TokarevMag,WW4EXT_TokarevHDMag,WW4_TokarevMag,WW4_TokarevHDMag WW4EXT_Makarov WW4EXT_MakarovMag,WW4EXT_MakarovHDMag WW4EXT_MakarovSD WW4EXT_MakarovSDMag,WW4EXT_MakarovSDHDMag WW4EXT_Beretta WW4EXT_BerettaMag,WW4EXT_BerettaHDMag WW4EXT_Glock WW4EXT_GlockMag,WW4EXT_GlockHDMag,WW4_GlockMag,WW4_GlockHDMag WW4EXT_GlockSD WW4EXT_GlockSDMag,WW4EXT_GlockSDHDMag Which operating system were you installing this on? WW4 Extended installers are built with Inno Setup v5.5.5, with the help of Inno Script Studio. In this very same thread I posted the script(s) I created for the installer, so you can check them yourself, if only to make sure there's nothing malicious on it (or if you want to use it as a template for your own installer). Recently they have updated Inno Setup, which includes the fixing of some compatibility issues with Windows 10, so that might be it. I will probably release another full installer, which will use the latest Inno version (5.5.8 as of now), once the latest batch of bug reports and fixes are done here. Meanwhile, please use the zip files to install WW4 Extended if you have any issues with the installer.
  8. WW4 resources These are all the MLODs and textures released by Sanctuary, originally made public separately and now compiled in a single 7zip file. Download WW4 MLODs and textures compilation Permissions All these resources are public domain. No credit is required, although it'd be appreciated. Credits Sanctuary WW4 Extended resources Here is almost everything used in v1.1 of WW4 Extended. The only things you won't find are the models that aren't explicitely public domain or that I'm able to share for one reason or another (middle east units, zils, BTRs, BMDs...) and the vehicle texture masters. With that said, if there's still something that shouldn't be there please let me know and I'll reupload the zip files with those models removed. Note that the texture masters are in GIMP format (.xcf). Download WW4 Extended v1.1 MLODs WW4 Extended v1.1 Infantry textures WW4 Extended v1.1 Infantry textures for Cold War and Arctic Permissions Use them at will, as long is in an Arma game (there's the ported Arma vehicles there, and those have that restriction). No credit is required, although it'd be appreciated. Credits Sancturay - Base models and textures for infantry units kenoxite - Models and textures for anything not credited below (including the porting to OFP of the Arma 1 and 2 vehicle models) Bohemia Interactive - Original OFP, Arma 1 and Arma 2 models of the ported vehicles Macser - Desert 5t trucks Offtime, Jack, Agent Smith, FAB, Alderous - BRDM-2 Apocalypse83 - Desert retexture of BIS vehicles krzychuzokecia - National Army units ivosm - Unit textures afghan era SomerenV, Rusty and other members of the facepunch.com community - Digital Flora and other russian camo patterns
  9. First, as always thanks for the information and the corrections you've provided. It's always interesting to know more. But I still think that what you want with this mod is something beyond its scope. One of the goals of WW4 was to visually homogenize all the included infantry units. Visual fidelity and 1:1 representation of real life units isn't one of those. WW4 Extended has pushed the personalization and visual fidelity of unit models further, but still between some boundaries. There's other alternatives that might suit this need for you. And, if not, I'm sure someone else will create something along this line sooner or later, now that all the resources needed to tweak or create new units has been provided, or in other mods unrelated to WW4. With that said, you provide some interesting points that will eventually be adressed in this project, in a way or another, particularly regarding the russian motor rifle units. Not by me, though. As I said I won't be touching anything related to this project for a good, good while.
  10. Thanks, mate :) The only thing that will kill OFP/CWA is Bohemia Interactive. Other than that, nope, don't think so. BTW, yesterday I was fooling around with some arctic untis and added some of your AT-ATs. Here's the result: https://imgur.com/a/eV190 If I were to apply all those changes the russian and soviet units would be more realistic and detailed than any other unit. Not even the US army or USMC has that level of detail, and you could say I (and Sanctuary, and krzy) have a western bias. If you want visual fidelity you won't like WW4 or WW4 Extended. And if you think there's deviations from real life with the WW4 Extended russians... you should have a look at the original units by Sanctuary. You'll be hairless and very angry after that :) As krzy<something> says, you can all download now the models and textures I've used for this project. I've also created a new thread so it's more visible and easier to find in the future. Download it, tweak it to your heart's content and make it public, so we can all test it and play with it. All I can say is that creating russian units that will please the russian audience is extremely difficult. The fact that there's basically no information in english (or not enough and reliable enough) and that your armed forces have to get their shit together with standards regarding camo and other gear just makes it more difficult. So, I think only a russian can create russian units that russians will be happy with. Go ahead and make them happy! Now, some replies to some specific points, I hope you can understand all this (if not, I'll try to explain again in more simple english): VDV desert: If I were to use the reference photos of ODKB infantry you linked and the ones I found with some googling the VDV units would wear TARZAN assault vests and no plate carriers, because no single photo showed a soldier wearing one. In WW4 Extended what you see is what you get regarding armor values. So, no plate carrier means no protection against bullets. Do you want the VDV units to die in one shot? Because that's what you would get. You say they should use 6B43 in digital flora. I say there's no way to know. What I saw was a lot of soldiers with UCP-like camo on their helmets and other gear. And UCP, with all its faults, is better suited to a desert environment than digital flora. Assuming VDV is ever deployed in a modern desert environment (say, Syria, although it's unlikely) we won't know for sure what kind of camo pattern will be used in the 6B43. So, I just followed the trend the russian military has of copying western camo patterns and applied UCP to that vest. If they are ever deployed and they use that camo I'm going to have a good laugh, that's for sure :) Spetsnaz weapons: As you might have noticed, all commando units of any faction use rifles with suppressors. That's one of the rules I apply to any commando unit in WW4 Extended. Among other things, it allows both give special forces their own "trademark" and give them an edge in battle, as they can kill a few guys before they are noticed. The only exceptions to this rule are the national army units and now the russian multicam CT. The use of suppressors limits the type of weapons to be used, as not all weapons have suppressor in all rifle variants. It also makes that almost all units of a given side end up using the same rifle. To spice things up a bit I've given AS-VALs and AN-94s to some modern russian units. I can't give them AK-74M if I want them to use suppressors, as that rifle has only one variant with suppressor. Gloves: All WW4 and WW4 Extended units wear gloves. That's the way it is and it will never be changed (by me, anyway). You can imagine they all suffer from very cold hands or very bad blisters. Trees: What you see in the screenshots isn't Berghoff's trees, but the (IMO better) vegetation of the Finnish Building Pack. Those screenshots were taken in Kodiak 2. I also binarized that pack for my personal use, so that's why they look so particularly nice in the screenshots. Rucksacks: Since version 1.0 rucksacks are hidden when you use the "Enable all" logic (the rucksacks are replaced with the invisible version). The reason being that since v1.0 or so rucksacks are added after the unit has spawned. That means that the texture materials aren't loaded by the OFP/CWA engine and they look flat and ugly, unless you alt+tab the game to reset the rendering. That's all. I don't have much time anymore to tweak this project further or interact around here as before. So, from now on krzy will be the one mainly dealing with all this. At least for the time being.
  11. kenoxite

    WW4 Extended: Cold War

    Update to the Battlefields mission: https://www.mediafire.com/download/eozc382t51oe4v1/WW4EXT_CW_v111_mission.zip
  12. kenoxite

    WW4 Extended: Arctic

    Patch for WW4 Extended: Arctic v1.3.1 has been released More info and download links in the first post. Changelog
  13. WW4 Extended updated to v.1.1.1 More info and download lins in the first post. Changelog - Main Changelog - Arctic --- EDIT: Added links to zip files to the first post.
  14. Thanks for all the mirrors, JdB. You're a real human bean :) There's a problem with some of the links, though. Both the links to main EXT and Arctic actually link to the Cold War one. I've fixed them myself when placing your mirror links in my main posts, but there seems to be some kind of formating error, particularly with the main EXT one. The weird thing where it seems the link is broken into two parts when you mouse over it also happened to me. I had to basically rewrite it from scractch myself to fix that.
  15. Wait, was that bug ever reported? If so, I completely missed. Anyway, here's a hotfix that solves that issue: https://www.mediafire.com/download/wwaazrxlcbz6oib/ww4ext_scripts_v11_hotfix.zip Just place it in the addons folder of WW4_EXT, and overwrite the existing one. It was just a small stupid problem in the way it passed the vehicle unit to the autoflares script. It's funny because all the air scripts were fine except this one. No idea how this happened. Glad you are enjoying this update so far, though. And v1.1 works fine with the latest Fwatch. And it should with any further Fwatch update, unless Faguss changes the Fwatch detection method in a new release. --- MLODs and textures for v1.1 Now, regarding the ever promised MLODs and textures, I've finally gone ahead and sorted and updated almost everything used in v1.1. The only things you won't find are the models that aren't explicitely public domain or that I'm able to share for one reason or another (middle east units, zils, BTRs, BMDs...) and the vehicle texture masters. With that said, if there's still something that shouldn't be there please let me know and I'll reupload the zip files with those models removed. WW4 Extended v1.1 MLODs WW4 Extended v1.1 Infantry textures WW4 Extended v1.1 Infantry textures for Cold War and Arctic Note that the texture masters are in GIMP format (.xcf). Use them at will, as long is in an Arma game (there's the ported Arma vehicles there, and those have that restriction). No credit is required, although it'd be appreciated. -- EDIT: Forgot to reply to the Fwatch thing EDIT: Added link to the CW and arctic textures
  16. Hey, I said "mostly" dead. That means that for the untrained eye it might look like it's dead, but there's still plenty of life inside it :) And will keep apparently dead, but not quite as long as some of us nostalgics are still around, and as long as there's a crappy computer in the World. So, plenty life yet. Anyhow, I've always tried to test as much as I can in multiplayer, in the limited test environment a local dedicated server and two clients can provide. Most features (except the couple new ones I've mentioned in the changelog) are able to run at least on a small coop games without problems. Beyond that, it's terra incognita. As long as we're talking about using this mod on a server with the optional logics enabled. Just the infantry and vehicle units, without any extra, should work without problems... other than the couple cases that you mention, which were promptly fixed, or any other that might come up.
  17. WW4 Extended has always followed the same philosophy as WW4. This is the statment by Sanctuary himself, from the WW4 readme (emphasis mine): So, you got it backwards. It was WW4 being so smartly optimized (and visually appealing to boot) and a lack of better options (other than WGL) what got its place in the MP evironment. And why it's around in MP even after all this years. But MP wasn't it's main goal, as you can see. With WW4 Extended, as with it's parent project, MP was never the goal. That said, I've tried for the most part to make the new optional features compatible with MP. Not that it matters, though, as I never expected (nor wanted to, really) for this project to be used in that environment. Actually, I was quite shocked when I was aware that some clans were using this project in MP. Even when Krzy, after the release of v1.0, mentioned that he was planning to talk some friends into using it with their servers I explicitely prevented him from doing so. MP is not the goal of this project, never has been, and using it exclusively for that purpose is beyond my interest or the scope of all this. So, there you have it. Focusing on performance doesn't equal to MP exclusivity. IMO it's just the desirable goal of any game, mod, or related project you work on. Anyway, story time: I was as much focused on looks over performance as anyone for most of my time as an OFP player. But I ended up coming back to WW4 and WGL over and over again... We're talking about singleplayer, fooling around in the editor, creating or editing missions, etc, and I still favored those two mods over any other. In the end, it doesn't matter how nice your model looks or how many amazing things your script does if it makes me play in single digits. Having fun is what matters to me (thus, performance and gameplay, as I see it). And if you can have that performance and also something visually appealing, well, then you have something worth my time. You don't need to factor in multiplayer for that. As for the work vs reward part of your post, well, we're talking about a mostly dead game here (mostly dead, but not all dead yet, as Miracle Max puts it). I'm aware of that, so I don't pay too much attention to it (not anymore, anyway). I just do my stuff, trying to hamming it up as less as possible, maybe including some external suggestion, but mostly creating the expansion to WW4 I still wish Sanctuary did himself (so I could just relax and play :P). -- EDIT: Structured it a bit to sound less like a madman. Added some thoughts on the work vs reward thing.
  18. Thanks, Zulu1. As I said, the changelog for this one was quite meaty :P BTW, I've added already links to the zip files in the first post. For those who don't want or can't use the installer version. -- EDIT: I think I didn't include in the installer an unpboed version of the CCE2 mission. So, here it is.
  19. kenoxite

    WW4 Extended: Arctic

    WW4 Extended: Arctic has been updated to v1.3 More info and download links in the first post. Changelog
  20. kenoxite

    WW4 Extended: Cold War

    WW4 Extended: Cold War has been updated to v1.1 More info and download links in the first post. Changelog
  21. WW4 Extended updated to v.1.1 This update includes several additions and tweaks, regarding models, gameplay and other features. Units and objects There's now a desert version of the VDV infantry and a multicam version of the russian counter terrorism units. Russian infantry units in general have also been updated to keep a more coherent and realistic look, also adding some missing unit classes (such as off-duty soldiers) that weren't available due to the fact that they were previously using vanilla WW4 units. Arctic units now have at their disposal new vehicles, such as arctic versions of BRDM-2, BTR-80 and HMMWV TOW, and the M2 machinegun is now available to all sides. There's also a few new objects available. Some are ports from vanilla OFP ones and others are thematic variants (desert, arctic) of some of the already existing objects. New optional features A few optional logics to enable some new features have been created for this version. Namely, the ability to change the ammo of all the infantry units of a given side from normal magazines to HD ones, and the abilty to enable dust cloudlets for infantry steps, weapons firing and bullets impacting, and so on. Performance Every single infantry unit has been painstakingly revised to both streamline them further and revise both faces and section count. To the extent that most of them are now even more performance friendly than the vanilla WW4 counterparts. Gameplay Body armor and rifle ammo values have been revised to perform more coherently. Among other things, helmets now aren't the invincible shields that were before. All the recoils for infantry weaponry have been revised to either make it more noticeable or decrease it where they were too much incontrolable (this affected mainly to 7.62 magazine based weapons). New recoils with much increased effect have been created for the high dispersion (HD) variants. Units using this type of magazines will now behave like inexperienced or weak shooters. Due to this, it is now advisable to swap mags to HD for insurgent-like factions (by using the previously mentioned HD logic). Missions The existing previous missions have been revised and updated to use some of the new features and objects. Inconsistencies caused by the launch of version 1.0, causing some missions not to behave as they should, should be corrected now. There's also a new multiplayer mission available (2 player coop), using the b7.1.1 update for the CCE2 engine by Drongo69. As always with CCE2 we're talking here about a dynamic mission regarding COIN operations, this time featuring USMC Recon vs Middle East insurgents in Desert Everon. Minor tweaks have been made to make it work properly with WW4 Extended. You can also play solo by launching a LAN server (so you can respawn after your inevitable death), or move the mission to the "missions" folder (and play it like any other singleplayer mission). More info and download links in the first post. Changelog - Main Changelog - Cold War Changelog - Arctic EDIT: Added also the changelogs for CW and arctic.
  22. The texture used in both desert versions is the same used by the russian infantry unit from vanilla WW4. I think Sanctuary called it just "VSR desert". So, about the OBDK, what about making the VDV units use that one and keep the current one for RF army guys? It would help distinguish them and give the VDV a more modern and more well equipped look. Not sure how that ODKB texture will look in-game once downsized, though. I did a test with the SURPAT (?) and it looked like shit. Too many artifacts, making the texture look blurry and dirty. This also happened with the digital flora one, that's why initialy it was bigger than now. But, fortunatly, it's harder to see the glitches with all that green. The vest they use seems to be an UCP copycat, though. I guess I could go ahead and retexture the current vest with an UCP texture. And, yes, most CT multicam units use AK-74Ms with that sight. There's a lot of vanilla WW4 weapons and variants that are still unused, and this was a good opportunity to use those. With all that said, I'm afraid the release won't happen today, as I was planning. I haven't been able to advance much with this late hour changes plus the fact that I had the kid around all afternoon. So the release will be tomorrow, unless something unexpected happens again. And BTW, when I said more desert variants would be overkill I was referring to the main Extended project. I'm more than happy to see new units being published by others. Also, if you need a template (in GIMP format) for any new texture or tweaks you want to make just ask me and I'll send it to you. The same goes for models. This way we all make sure you guys use the latest versions of both textures and models (which have been further optimized for the next release). I was going to release all the MLOD version of the p3ds and the gimp texture masters, but I've never managed to do it. Mostly because there's so many of them that it would take forever to make it presentable for public release. Anyway, if you or anybody needs anything just ask me or Krzy (if/when he comes back from wherever he is).
  23. Well, you might have seen it already, but in the next release there will be updated models for the desert units. See screenshots below: and for VDV: Other than that, I think more desert versions for those units is just overkill. Regarding the alternative texture for the FSB inspired unit, would you like me to use that texture instead or multicam, then?
  24. Hi, I will revise the texture of the helmet. As for the rest, the unit isn't named FSB, but "counter-terrorism multicam". You can use it to represent whatever you want or need to fit your mission. I haven't changed the vest to keep it visually coherent with the other CT unit, which uses the vanilla WW4 model. If I update this unit then I will have to create a new model for the partizan one (not that I "have", but I know myself and would end up doing it... and there's way too many models already). TBH I'm about a dozen hours from release, so there's really no time for any more changes. And it can be changed later, anyway. Or someone can create a closer to reality version of this or other units, if someone really cares about visual fidelity. Thanks for all the input and the info, in any case. It's always appreciated. I'll see how much time and will I have to apply more of the tweaks you mention.
  25. kenoxite

    Cold War Enhanced

    Good job. It's always nice to see how you keep pushing the limits of the old OFP/CWA engine. Apart from all the mentioned already, I would add that it would be welcomed some way to identify and locate the leader of your group. I understand that you want to minimize the UI (for the sake of immersion, to rack difficulty up, or whatever reason), but right now it's hard to tell who and where your leader is when several groups are packed together. Some screenshots I've taken: https://imgur.com/a/3m67l
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