VTE Open Beta 11-03-05

VTE - The most detailed and comprehensive Vietnam modification for OFP

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Polish_GI
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Re: VTE Open Beta 11-03-05

Post by Polish_GI » 2005-11-21 16:46:13

I can't believe we forgot to add this to the readme... or was it there? :o
Okay, be that way then!  ;)  It could very well be there...  I need to check...  I was under the assumption that nothing in the readme file was changed with this second release.  

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Re: VTE Open Beta 11-03-05

Post by Polish_GI » 2005-11-22 04:06:29

Why don't you use the US guys that are provided, and use the setobjecttexture on them. For ecample you can try:
this setobjecttexture [0,"VTE_unitsp101st.paa"]
this setobjecttexture [0,"VTE_unitsp25thInf.paa"]
this setobjecttexture [0,"VTE_unitsp25thInfSub.paa"]
this setobjecttexture [0,"VTE_unitspcav.paa"]
this setobjecttexture [0,"VTE_unitspcavsub.paa"]
Can anyone else perform this?  I tried every variation with every type of US VTE infantry, nada, nothing...  I received a text box stating...

Picture vte_unitspcav.paa not found

Snake_Man

Re: VTE Open Beta 11-03-05

Post by Snake_Man » 2005-11-22 04:23:56

Its VTE_men like this

US Units armtags

this setobjecttexture [0,"VTE_menp101st.paa"];
this setobjecttexture [0,"VTE_menp25thInf.paa"];
this setobjecttexture [0,"VTE_menp25thInfSub.paa"];
this setobjecttexture [0,"VTE_menpcav.paa"];
this setobjecttexture [0,"VTE_menpcavsub.paa"];

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Polish_GI
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Re: VTE Open Beta 11-03-05

Post by Polish_GI » 2005-11-22 05:32:48

There it is!

Awesome!  Thanks to both!   8-)

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Re: VTE Open Beta 11-03-05

Post by Hawkins » 2005-11-22 06:37:20

Bleh, forgot that the pbo name changed. My bad mate. :-/
Hawkins
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Re: VTE Open Beta 11-03-05

Post by Snake_Man » 2005-11-22 08:31:10

Open beta 11-03-05, Patch #1 is released. I'm sending the file to mirror sites, if anyone wants to mirror this 8.9mb file, let me know.

Changelog

--- fixes open beta 11-03-05, patch #1
- added three new missions to PMC NAM SEAL campaign.
- ammocache CTD on start with JAM_45ACP_UMP_25HDMag: already defined, fixed.
- tweaked land units irscanrangemax thingys.
- tweaked air units irscanrangemax thingys.
- objects config fix for elephant grass.
- elephant grass object fixed.
- MC-130 the bomb is dropped on the plane, (semi) fixed.
- changed HD mags to village rebel sten, VC engineer 3 and viet minh rifleman.
- added HD mags to MP40 and Sten guns.
- jjr_vus5 has no pilot view right leg side texture, fixed.
- added / tweaked some SEAL sensitivity configs.
- polei kleng and vinh thanh islands fixed water depth and other stuff.
- added t34_85 platoon.
- zpu4 no firing sound, fixed.
- lrrp erdl gl, rag tails buggy view inside a vehicle, fixed.
- us officer (and others) buggy view inside a vehicle, fixed.
- sog recon rifleman (and other SOGs), rag tails buggy view inside a vehicle, fixed.
- launching AA missile to F-4 gets: "_missile" error, fixed.
- MC-130 has no texture, fixed.
- vte_objects mutilated soldiers missing textures, fixed.
- few island environmental sounds were ogg instead wss in config, fixed.
- in most if not all, jjr soldier models had errors, fixed.
- aircav pilot model errors, fixed.
- army1 model had errors, fixed.
- aussie1 model had errors, fixed.
- civ1-3 models had errors, fixed.
- marine1-3 models had errors, fixed.
- nva1-6 models had errors, fixed. (including NVA crew/pilot view block).
- seal1-5 models had errors, fixed.
- sog1-16 models had errors, fixed.
- us1-5 models had errors, fixed.
- lrrp3-4 models had erros, fixed.

Snake_Man

Re: VTE Open Beta 11-03-05

Post by Snake_Man » 2005-11-22 10:34:52

Open beta 11-03-05, Patch #1 mirror 1 x_vte_open_beta_11-03-05_patch-01.rar - 8.9mb. Thanks to ofpc.de

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Re: VTE Open Beta 11-03-05

Post by MACV_SOG » 2005-11-22 12:51:59

Why the hell SOG units use the SOF2 Weapons. I think all SOF2 weapons hould be removed. There's a Grease Gun from Invasion44, Colt from hm... SJB?, good M60 and M4 don't exist in this era

Snake_Man

Re: VTE Open Beta 11-03-05

Post by Snake_Man » 2005-11-23 22:51:09

New mirror added here - thanks to ofp.info site.

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Re: VTE Open Beta 11-03-05

Post by Polish_GI » 2005-11-24 07:57:05

Is there a script presently released, or can someone create one, that provides temporary invulnerability?

I ask only because I like having streams/rivers/bodies of water in my maps, and it really sucks when you have a seven man team and you lose 2-3 of them due to drowning while the others take a hit.

Is there a script that provides infantry units with the ability to ford a stream without taking damage?  Perhaps set it up as a trigger, while WEST is Present is this box/ellipse type thing or no damage sustained when land height is less than 0....  Then, just place this trigger area on the river sections, or areas that the mission maker know the player will cross?  Or perhaps label the areas on the river that are "fordable"?

If not, I can try and monkey with the islands to accomodate this, but wanted to throw this out into the public to collect thoughts.

I was putzing around with a dawn MFR mission, and I have been through two VC recon teams (meeting engagement and ambushed :( ) and only received one hit on the team.  Then I got to the river sections...  well, I hate to repeat myself...

Snake_Man

Re: VTE Open Beta 11-03-05

Post by Snake_Man » 2005-11-24 08:09:29

Is there a script presently released, or can someone create one, that provides temporary invulnerability?
No. BIS disbled the allowdammage due cheating or something.
I like having streams/rivers/bodies of water in my maps, and it really sucks when you have a seven man team and you lose 2-3 of them due to drowning while the others take a hit.
I told you so...
Is there a script that provides infantry units with the ability to ford a stream without taking damage?
No if the river is too deep. If you can pass it standing up, then you can make script that makes all units stand up in the river area. If you are squad leader, issue command stand up for them.
I can try and monkey with the islands to accomodate this, but wanted to throw this out into the public to collect thoughts.
You already monkeyed with it one time, right? So why bother doing it again. In the simplistic terms the river stuff sucks in OFP relating passing them etc, so save yourself some time a grief, and just forget about it.

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Re: VTE Open Beta 11-03-05

Post by Polish_GI » 2005-11-24 15:35:11

I told you so...
Yes, yes, this is true...  :(  :'(
You already monkeyed with it one time, right? So why bother doing it again. In the simplistic terms the river stuff sucks in OFP relating passing them etc, so save yourself some time a grief, and just forget about it.
True, it was a half #$& attempt but I did...  Okay, fair enough, if there is no script for allowing or not allowing damage then....

I was just hoping that someone knew of a white knight in order to get out of this situation...
Last edited by Polish_GI on 1970-01-01 00:00:00, edited 1 time in total.

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Re: VTE Open Beta 11-03-05

Post by Polish_GI » 2005-11-29 01:44:19

One other thing I noticed...

After spending a number of hours running around on an island, am I nuts or do objects appear once you are within a specified range?  Example, A squad is walking/running through a jungle area, trees are in place (yet not fully drawn), grass is in place, but certain bushes do not appear until you are close enough.  

I only ask because sometimes you can see an enemy squad approaching but as you draw nearer, bushes are drawn and they disappear, blocking the LOS.

I am making the assumption that this is in place to cut down on the CPU usage as far as the juice it takes to draw an island, correct?  I think it is a good idea but there are always those occasions where you see the enemy unit "before you should" so to speak...

Snake_Man

Re: VTE Open Beta 11-03-05

Post by Snake_Man » 2005-11-29 08:05:34

do objects appear once you are within a specified range?
Yes, but this should not be that noticeable, at least like in your example. It must be real bad resolution LOD on the forest/bush/canopy model.
I only ask because sometimes you can see an enemy squad approaching but as you draw nearer, bushes are drawn and they disappear, blocking the LOS.
That I would consider a "issue" then. Can you tell us what island and what map grid this happens so we could try it out, even better as you are WRP guy, would be great if you can track down the exact name of the vegetation models that are present in the problem area.

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Re: VTE Open Beta 11-03-05

Post by Polish_GI » 2005-11-29 15:39:57

do objects appear once you are within a specified range?
Yes, but this should not be that noticeable, at least like in your example. It must be real bad resolution LOD on the forest/bush/canopy model.
I only ask because sometimes you can see an enemy squad approaching but as you draw nearer, bushes are drawn and they disappear, blocking the LOS.
That I would consider a "issue" then. Can you tell us what island and what map grid this happens so we could try it out, even better as you are WRP guy, would be great if you can track down the exact name of the vegetation models that are present in the problem area.
Try the island I just sent you...  I believe the objects are:  ilo's forest squares, RSSZ Trees and ilo grassfields.  Everything else seems to be in order.  Hope this helps...

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Re: VTE Open Beta 11-03-05

Post by DF2DPXS » 2005-12-02 09:04:45

Hi guys, first let's say that the first beta was wonderful but i've tried to install the last version (11-03) with the patch and I got a (three in fact) problem (no solution in the two readme...):

So i download the beta 11-03 on OFP.info
then I unrar, got x_vte folder and create x_vte commonaddons with all required (with coc _divers of course) then i run llauma installer, move VTE_missions in missions folder (I conserve the same name...) and unrar directly the patch archive in x_vte and Apply the patch, who is "successfully applied"

so i create a shortcut x_vte; x_vte common and then

First problem

Image

So i say M...de (S...T in french) :whi: and click on Ok
OFP run and at the beginning screen : Second problem :

Image

RE-M....de but I'm French so I will survive

Re-Ok let's go to the Editor, open a vietnam map (All in fact) and got the third problem :
Something like No Busstop found but i can't remember anymore...

Then Ok

I insert A west soldier (classical) for tourism and then click preview : so loading and....
return to editor with
Image

But it's not finished on SEB maps there is no return to editor but BEFORE editor view got a CTD problem

What's the problem with this cfgAddon ?

Help me please you're my only hope

SOrry Sorry Sorry but I want to play this mod
:'(

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Re: VTE Open Beta 11-03-05

Post by Mike » 2005-12-03 00:07:41

in your shortcut did you put the magic words mods= x_vte ?

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Re: VTE Open Beta 11-03-05

Post by DF2DPXS » 2005-12-03 13:29:29

yes of course....like explained in the readme as i've already said ::)

No sebnam pack
Jam V2

and CWC/ Addons and Res/addons folders contains only Bis pbos, alla other pbo needed for the mod are in x_vte_common

But thanks for you try

Any idea ?
Prhaps a problem with the vte config cpp ?

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Re: VTE Open Beta 11-03-05

Post by DF2DPXS » 2005-12-05 13:41:29

So i've uninstal and reinstall OFP and VTE following the readme in order to reinstall VTE and still got the same problem.

Any Idea ?

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Re: VTE Open Beta 11-03-05

Post by Polish_GI » 2005-12-05 17:50:58

So i've uninstal and reinstall OFP and VTE following the readme in order to reinstall VTE and still got the same problem.

Any Idea ?
My guess is that something is not loading up when you fire OFP up! Which readme are you following? The Net based page or the readme within the VTE download? I tried to get cheeky installing VTE, but I would advise against it. Install it exactly the way the Net Based webpage says... I believe this is user/computer specific as there are many people running VTE without a hitch. So, how many files and what is the size of the folder for each of the vte and vte_common folders within the OFP directory?

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Re: VTE Open Beta 11-03-05

Post by DF2DPXS » 2005-12-06 09:31:13

Ok Polish'GI, first thanks for trying Help me.
I tried the two methods Net and readme.

Here is the x_vte folder (1,40 Gb)
Image
Here is the x_vteaddons
Image

and here is the x_vte_commonaddons folder
Image

the x_vteBin contain config.cpp and resource.cpp

I think it's correct but maybe there is a problem ?

Thx

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Re: VTE Open Beta 11-03-05

Post by Polish_GI » 2005-12-06 16:34:01

No probem, hope I can help!

The only difference I have lies within the vte folder:

My folder reads:  (attributing this to installing the sky?)

addons
bin
campaigns
data
newdata
temp
install-sky
VTE (image)

What about the shortcut to start VTE?

This is mine:

"C:Program FilesCodemastersOperationFlashpointFLASHPOINTRESISTANCE.EXE" -nosplash -mod=x_vte;x_vte_common -nomap

Let me know if this helps...

DF2DPXS
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Re: VTE Open Beta 11-03-05

Post by DF2DPXS » 2005-12-06 17:04:33

Ok guy, I will re download again BEta 2 and Patch for Beta 2
I will install and create the same shortcut

so tomorrow i will tell you if it woks

Pray for me....

See You Tomorrow

DF2DPXS
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Re: VTE Open Beta 11-03-05

Post by DF2DPXS » 2005-12-08 10:08:39

So after Trying to reinstall got always the same problems....

So has anyone a suggest ?

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Re: VTE Open Beta 11-03-05

Post by DF2DPXS » 2005-12-10 13:22:18

Maybe there is a problem with the Bin/config.cpp ?

But I've tried to remove/replace this and there's no change. So it was not worst nor Better......

I've never had this problem Before, and I play OFP since 4 years with many differents addons or Mods.

Has anyone already got this problem with another mod ?

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Re: VTE Open Beta 11-03-05

Post by Polish_GI » 2005-12-16 02:04:06

I think I located another potential issue....  Deals with the tallgrass.p3d object.  I am working on a new island, setup the LZ and surrounding area...  While attempting to find a good combination of objects, I decided to use the vte_grass & vte_tallgrass objects.  But, while testing a 'meeting engagement', I became surrounded by NVA.  At this time, I could not shoot nor be shot while present in the vte_tallgrass.  So I retested this...  I sat literally within 3 feet of 4 different NVA soliders and I could neither receive or inflict damage upon the enemy forces while in the tall grass.

Any thoughts on this?

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Re: VTE Open Beta 11-03-05

Post by MI_Fred » 2005-12-16 12:36:54

I think I located another potential issue....  Deals with the tallgrass.p3d object.  I am working on a new island, setup the LZ and surrounding area...  While attempting to find a good combination of objects, I decided to use the vte_grass & vte_tallgrass objects.  But, while testing a 'meeting engagement', I became surrounded by NVA.  At this time, I could not shoot nor be shot while present in the vte_tallgrass.  So I retested this...  I sat literally within 3 feet of 4 different NVA soliders and I could neither receive or inflict damage upon the enemy forces while in the tall grass.  

Any thoughts on this?
This is the same bug that the grass patches were riddled with, a missing fire geo lod. This happens somewhat randomly for me, perhaps when aiming low or from a low position. It will be fixed, keep 'em coming  ;)

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Re: VTE Open Beta 11-03-05

Post by Polish_GI » 2005-12-16 14:58:30

I think I located another potential issue....  Deals with the tallgrass.p3d object.  I am working on a new island, setup the LZ and surrounding area...  While attempting to find a good combination of objects, I decided to use the vte_grass & vte_tallgrass objects.  But, while testing a 'meeting engagement', I became surrounded by NVA.  At this time, I could not shoot nor be shot while present in the vte_tallgrass.  So I retested this...  I sat literally within 3 feet of 4 different NVA soliders and I could neither receive or inflict damage upon the enemy forces while in the tall grass.  

Any thoughts on this?
This is the same bug that the grass patches were riddled with, a missing fire geo lod. This happens somewhat randomly for me, perhaps when aiming low or from a low position. It will be fixed, keep 'em coming  ;)
Excellent...  It was funny, I ended up emptying several magazines before I realized this and had to take off before getting shot!!!  HAHA! :o

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Re: VTE Open Beta 11-03-05

Post by Polish_GI » 2005-12-20 07:07:06

Any idea when the next "update" will be out?

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Re: VTE Open Beta 11-03-05

Post by MI_Fred » 2006-03-08 22:32:54

Image

Hello, and welcome back. I know it has been a while and sh!t has hit the fan a few times since we last met, but I assure you, hang on tight for just a while and you shall see what once was and still is alive and kicking.

Something to look forward to:
- The Bra island (Leghorn - Route 96 - Binh Tram 37): heavy forestation, extremely harsh terrain, few roads
- New bush square, few new bush types and objects
- Bugs from last release fixed

This will be a patch due in one month. Future plans include completing the islands and perhaps... perhaps... you'll see in the summer.

Image

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Re: VTE Open Beta 11-03-05

Post by MI_Fred » 2006-03-25 15:59:59

Bug fixing, mission tweaking, island building and Charlie hunting continues. And ofcourse making this new material which you see here... and which you don't. Yet. 2 weeks and counting.
ImageImageImage

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Re: VTE Open Beta 11-03-05

Post by MI_Fred » 2006-04-01 13:01:58

:D

Image

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when??

Post by Ragman » 2006-04-01 23:59:30

When will "BRA" come out???, that blueeyed guy on the pitchure looks pretty cool ;D

Snake_Man

Re: VTE Open Beta 11-03-05

Post by Snake_Man » 2006-04-10 01:09:00

This is old topic, use the new v0.2 topic from now on.

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