View Full Version : 1.46 update for satchel's dynamic range soundpack
PitViper
Mar 17 2002, 01:43
Well.. I took the liberty of trying to update Wright's 1.45 update to account for the changes in 1.46. It looks to have went smoothly. However, I need some people at 1.46 to test this with their 1.46 installations of the Dynamic Range soundpack. So, please give these files a try and give me feedback. Test to make sure that the Hind can now hold 8 passengers, and that scoring is proper in regards to objects and fuelstations and finally, make sure the grid coordinates are correct again. email me at efisher@<hidden> with feedback on the test or just reply here. please tell me it works perfectly http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
links at:
PV's Operation Flashpoint Addon Page (http://www.uvm.edu/~efisher/)
unzip to your BIN folder in your operation flashpoint folder.
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
I'll test http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
I got your e-mail and sent you a reply, hopefully you can get the updated version up soon if you hadn't already fixed it.
PitViper
Mar 17 2002, 02:41
yep.. i figured out that the weaponholder was missing and where it should be so I threw it in there. the current version up there has it. so, yes, i figured it out http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
so this works ok http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif no crash probs?
theavonlady
Mar 17 2002, 07:50
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PitViper @<hidden> Mar. 17 2002,04:43)</td></tr><tr><td id="QUOTE">Well.. I took the liberty of trying to update Wright's 1.45 update to account for the changes in 1.46.[/QUOTE]<span id='postcolor'>
Nice work, though I'm running the sound pack and 1.46 with Wright's last fix and no major problems.
May I suggest that you add a rendition number to the ZIP file's name so that people can identify whether they've already downloaded the latest copy you've put out?
Intruder
Mar 17 2002, 09:45
I'm running V1.46 with Wright's early 2nd fix and all works fine (that I know off)
na this latest fix dont work it crashes OFP back to DT
TheRoach[45Cdo]
Mar 17 2002, 12:35
Works great for me m8, well done http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
TheRoach[45Cdo]
Mar 17 2002, 12:46
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/sad.gif crashes on some levels fine on others, Desert Ambush being one it crashes on. Hope you can sort this
Ok Pitviper,
I didn't test any specific things like hind occupation and the like, but I did try a few games of multiplayer last night. When joining other servers, everything went fine except I consistently got the message Wright uses modified config: cfg/cfgworlds/Demo. The game didn't kick me though so I just kept playing. However, the one time I tried to host, it was an 8 person server and I lost six of them trying to start the level. I imagine that this config played a part. Let me know if you need any more help with revisions. One thing to consider...Satchel's config added a few classes like a Pkt to the bmp and a couple others that didn't exist in regular 1.46. I imagine those are causing problems and should be removed if it's not already done.
PitViper
Mar 17 2002, 19:05
wright. Satchel's has never worked correctly with multiplayer.
minion/theroach
Can you reproduce the crash? does it crash everytime you start a mission? just the desert map?
i only tryed once .. cozz when it had recived the data it then crashed to the Desk Top ... and it was only me that crashed no one else ...
i got no error what so ever .... so i swaped back to the orig cfg.bin ...
PitViper
Mar 18 2002, 04:44
try one of these then:
http://www.uvm.edu/~efisher/PV_DynamicRange_146_custom_old.zip
http://www.uvm.edu/~efisher/PV_DynamicRange_146_default_old.zip
tell me if it acts any differently.
are these older ones?
than the ones on your site?
PitViper
Mar 18 2002, 05:12
these are the original ones I made before I threw that new class in there. They are very similar to Wrights 1.45 ones except for a few lines. I'm trying to determine if it is that new class I threw in there (which are posted on my site) that is causing your problems.
nope no work either .... just drops back to the desktop with no error message =:/
PitViper
Mar 18 2002, 14:36
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (M|N|0N @<hidden> Mar. 18 2002,07:52)</td></tr><tr><td id="QUOTE">nope no work either .... just drops back to the desktop with no error message =:/[/QUOTE]<span id='postcolor'>
..and Wright's 1.45 works fine for you?
that doesnt make any sense to me.
ah i think i know why these are not workinh ..... the servers are running the beta server only upgrades ... could that be the prob?
i havnt tried wright's onefor a while i might have a go
PitViper
Mar 18 2002, 17:50
im talking single player. the satchel pack has never been compatible with vanilla OFP servers in multiplayer.
so, singleplayer missions work fine with it then?
theavonlady
Mar 18 2002, 18:01
I am running OFP 1.46 with Satchel's sound pack plus Wright's last fix, with no major problems in SP.
PitViper
Mar 18 2002, 19:13
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @<hidden> Mar. 18 2002,14:01)</td></tr><tr><td id="QUOTE">I am running OFP 1.46 with Satchel's sound pack plus Wright's last fix, with no major problems in SP.[/QUOTE]<span id='postcolor'>
yes I know. but I have updated to fix the following problems:
1. scoring effected by certain props + fuel station
2. cessna missing icon in leader bar
3. ammo box problems.
4. grid coordinate only one letter
5. Hind now has 8 seats, not 6.
6.. probably some more...
These are not addressed in Wright's 1.45 (as far as I know)
SpaceAlex
Mar 18 2002, 22:21
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PitViper @<hidden> Mar. 18 2002,21:13)</td></tr><tr><td id="QUOTE">5. Hind now has 8 seats, not 6.
6.. probably some more...[/QUOTE]<span id='postcolor'>
LOL. I don't use this addon because of the config file modifications. I like my original config there in my folder and i'm playing online a lot. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
ah yeah they prolly work fine in SP ...
i just wish we could use the sound pack in multi like in 1.42 with satchels orig files ....
i sure do hope BIS work with satchel to make it an official addon =:/
I just finished making a little extractor/installer for the Dynamic Sound AddOn using PitViper's second .CPP file (the one minus the add'l class and minus Satchel's custom reticule). All this does is make it so that you run one file and give it your OFP directory... Bang. Done.
I also included shortcuts on the desktop which will swap back and forth inbetween the original .BIN file and PitViper's .CPP file. This way, you don't have to keep going back and forth renaming/deleting/moving files.
Nothing terribly original. I'm just one for click-->install-->done. This might help some of the more Newbie folks get Satchel's great sound AddOn, plus use a .CPP file that will get them up and going. (not to mention quick switching on the desktop between orig and mod).
I'll of course update this once something a little more final comes about.
I'm currently FTP'ing it up to my site. I'll reply back in a few with notification and a link.
.:iX
IGFs TopGun
Mar 19 2002, 03:49
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpaceAlex @<hidden> Mar. 19 2002,00:21)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PitViper @<hidden> Mar. 18 2002,21:13)</td></tr><tr><td id="QUOTE">5. Hind now has 8 seats, not 6.
6.. probably some more...[/QUOTE]<span id='postcolor'>
LOL. I don't use this addon because of the config file modifications. I like my original config there in my folder and i'm playing online a lot. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif[/QUOTE]<span id='postcolor'>
Man, if you aren't using this sound pack then you don't know what your missing. You can use his orignal one w/ 1.42 and everything works fine.
It's a whole new game where I've seen posts of people starting the campaign over.
Plus it's stable for COOP http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
Here's the link: (as stated two messages above)
http://www.tngg.org/ofp/DynamicSoundUpdate.exe
Kudos to Pit Viper for updated .CPP file.
This will, of course, be updated as things progress.
Here's a thought.
Why doesn't BIS simply seperate the "sound" portion of the Config.bin from the necessary encrypted portion? (for the next patch)
This would effectively allow the users to make sound mods ad infinitum, without compromising the actual gameplay info.
If anyone has already thought of this/posted/gotten a response .....or if it simply can't be done....
Please inform me http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Trudge on....
.:iX
PitViper
Mar 21 2002, 04:30
ix:
which cpp is that? my latest one? beta2? have you tested it with beta2?
BTW, beta2 seems to work fine for me, even in multiplayer (reports modified config of course, but continues playing and doesnt crash or drop)
To use your words:
"these are the original ones I made before I threw that new class in there. They are very similar to Wrights 1.45 ones except for a few lines. I'm trying to determine if it is that new class I threw in there (which are posted on my site) that is causing your problems. "
I used the one minus the custom reticule. Hope that clears it up?. We're using it in multiplayer on the LAN here enjoying the snot out of it. I haven't had one problem yet.
Trudge on..
.:iX
PitViper
Mar 21 2002, 04:36
ok.. unfortunately I havent got any feedback, so I don't know if there is a problem with beta2. beta2 works fine for me in multiplayer. I'm just worried that the older cpp will crash the game for certain missions if it goes looking for the class that BIS put in there in 1.46 and I put in the beta2 cpp. I'm just wondering if you should put the latest in there http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Nice package BTW
Is there anyway you can assign an icon to the batch file/pif? Here's an ofp icon:
icon (http://www.uvm.edu/~efisher/OFP.ico)
theavonlady
Mar 21 2002, 05:07
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ixnaymu9 @<hidden> Mar. 21 2002,04:32)</td></tr><tr><td id="QUOTE">Why doesn't BIS simply seperate the "sound" portion of the Config.bin from the necessary encrypted portion? (for the next patch)[/QUOTE]<span id='postcolor'>
Because sounds can help cheaters, too.
Imagine you're on the west team in an MP game and you modified your config so that east soldier's footsteps are 4 times louder than the supplied sound.
Or you're on the east team and you've modified the MP5's silenced sound to be like an M16.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PitViper @<hidden> Mar. 21 2002,06:36)</td></tr><tr><td id="QUOTE">ok.. unfortunately I havent got any feedback, so I don't know if there is a problem with beta2. beta2 works fine for me in multiplayer. I'm just worried that the older cpp will crash the game for certain missions if it goes looking for the class that BIS put in there in 1.46 and I put in the beta2 cpp. I'm just wondering if you should put the latest in there http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Nice package BTW
Is there anyway you can assign an icon to the batch file/pif? Here's an ofp icon:
icon (http://www.uvm.edu/~efisher/OFP.ico)[/QUOTE]<span id='postcolor'>
I just tried out the Beta2 CPP file online. Woohoo! No problems. We played through a LOOOONG mission. Not a single hiccup.
I'm putting together an updated installer using the new one (beta2) as we speak. I'll leave the hot swap icons on the desktop just in case someone needs to switch back to the original. Doesn't hurt anything.
I got your icon. I'm not sure if I'll be able to attach it because of the way that the installer creates the shortcuts based on environment variables. We'll see what it can do.
Expect an updated installer in 15 or so....I'll name it accordingly. So that no confusion erupts.
Thanks again for the CPP file, PV. And thanks for the package props http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif Always appreciated.
Trudge On....
.:iX
Here it is: DynamicSoundUpdate_v2.exe
http://www.tngg.org/ofp/DynamicSoundUpdate_v2.exe
This includes PV's Beta2 .CPP file instead of the first one. I still included the quick switch batch file shortcuts on the desktop, but changed the verbage to reflect original vs. modded instead of singleplayer vs. multiplayer.
PV: Unfortunately, I couldn't add that icon to the desktop icon. I did include the icon in the build for anyone who wanted to (later) change the icon of their desktop shortcuts. It just would have been entirely too complicated to do. The "installer" is nothing more than a fancy self-extractor with some environment variable capability and some additional features. It isn't InstallShield...:(
Anyhow peeps. Enjoy! Hope this helps both Satchel and PitViper (and Wright) get some better exposure to the OFP community with this fantastic Sound Mod.
.:iX
PitViper
Mar 22 2002, 05:12
ok.. I have been testing it extensively and the beta2 has not had a single problem for me.
I am finalizing from beta2 to final.
I have updated my site accordingly
I have posted your package also.
http://www.uvm.edu/~efisher
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