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Binmod Release Thread

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Thanks for your reply. We already made it with using the eventhandler, and made a blur texture aswell. It works nicely, and it will be included in the next patch.

Great news!

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BitTorrent technology is not "wrong". It's a tool. Just because something is on P2P network that doesn't automatically make it illegal.

Only because many people are sharing the same files at once.

With frequent patches I think it would be pointless to distribute mod that way.

I maybe missed out few words, i meant after the release of full mod,now i would be much happier with 100 Mb patches...

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A peer-to-peer system would be good, but honestly, how many would give seeds for an OFP mod nowadays? Not many.

Anyways, here is the new patch (v. 0.9 to 0.98) for those who are interested:

It is recommended (not required) to use FWatch 1.1 for CWA by Faguss to get all the features working.

Changelog:

- Sonic crack system improved (it now works properly as in 3D environment)

- Many weapons to the 3D sights category

- Hill bug when lying fixed (3D sights are aligned correctly)

- Crouch and stand stances are working in hills with 3D sights (requires FWatch 1.1)

- Blur effects when hit (requested by NacroxNicke)

- New Humvee vehicles

- DSAI in stealth mode now silent

- New weapon: RPD

- Bullet vapor trail effect

- AI aiming & shooting adjusted

- Bugfixes and many more...

Download here: http://www.multiupload.nl/AK0R98E8VU (258.03 MB)

Unfortunately, we didn't have enough time to upload the base file of version 0.98, but it will come next week.

Edited by batis4
added things in the changelog

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Link won't work for some reason. But I really do love this mod. :D

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Link won't work for some reason. But I really do love this mod. :D

Odd, it is working for me.

I'm not sure, but is it blocked for your country?

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Thanks.

Odd, it is working for me.

I'm not sure, but is it blocked for your country?

Quite possibly. It always appears as a white blank page, which leads me to believe that this is indeed the case.

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Glad you can download it. Tell me what you think after you have finished the download. (implying you have started the download)

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I'll let you know what I think of it asap. I was going to last night, but I was at a coop night with some friends.

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Any news ? : D

Unfortunately not anything groundbreaking. Slowly making progress of getting every weapon 3D sighted, fixing bugs and improving things.

But we have decided to release the final version of Binmod this summer, and we are slowly working for the full presentation and finalization. Also, we have been thinking of making a "mini side mod thingy" for Binmod in style of the infamous DayZ mod for ArmA 2, but nothing on that case has been decided yet... it firstly has a list of difficulties to tackle. Only time will tell.

EDIT: Oh, and an important update: a modifiable value for the zoom on the 3D sights, so you can adjust it to your liking will be introduced in the next release. The zoom question seemed to cause little fuss, so this will help.

Regards.

Edited by batis4

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About the RF Motorized infantry, do you guys used the 3.0 orcs pack or the 2.0 according to the readme?

Because the 3.0 Pack has not llauma heads versions too, and it obviously has some models fix and more diversity:

http://ofp.gamepark.cz/index.php?showthis=10195

Instead of this 2.0 one:

http://ofp.gamepark.cz/index.php?showthis=7702

And maybe for the Naval infantry and VDV it would be better to use some old RHS packs without Llauma than the most elders ORCS and UCE addons

http://ofp.gamepark.cz/index.php?showthis=8710

Or those:

http://ofp.gamepark.cz/index.php?showthis=9394

Also, the VDV 1.1 from ORCS is the old version, the most updated one is this one (2.0):

http://ofp.gamepark.cz/index.php?showthis=6363

And Desert soviets could be changed for Soviet Era desert soldiers:

http://ofp.gamepark.cz/index.php?showthis=7720

I may edit this to add more ideas!

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Thanks NacroxNicke! A big help, these will be included in the next patch.

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Any news?

Greetings

0.99 will be released within a few weeks. It will include new unit models for some infantries that you gave, 3D sights for pistols, fixed animations for 3D sights, lodneeded added for Berghoff's objects to help keeping a constant fps, on-the-fly adjustable hand grenade throwing power, Berghoff's objects to all BIS islands + some other things.

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... Also, we have been thinking of making a "mini side mod thingy" for Binmod in style of the infamous DayZ mod for ArmA 2, but nothing on that case has been decided yet... it firstly has a list of difficulties to tackle...

Regards.

DayZ in OFP? its possible? ofcourse not the same like in Arma2 but...

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DayZ in OFP? its possible? ofcourse not the same like in Arma2 but...

No, I'm afraid it's not possible. Check the other threads of discussion about it if you'd like to know. But we will publish a SP dynamic mission in style of zombie survival if anybody is interested.

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No, I'm afraid it's not possible. Check the other threads of discussion about it if you'd like to know. But we will publish a SP dynamic mission in style of zombie survival if anybody is interested.

I'm afraid it's possible. ;)

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How about converting some fired eventhandlers scripts to sqf?

I was looking at the fired.sqs scripts, and they have large lines of ammo checks, they could be easily reemplaced by some faster sqf scripts, for example

...

_puhuja = "logic" createvehicle position _shooter

_puhuja setpos getpos _shooter

?(_Ammo == "Nato556x45"): _puhuja say "BIN_SonicCrack556x45Far2"

?(_Ammo == "Nato762x51"): _puhuja say "BIN_SonicCrack762x51Far2"

?(_Ammo == "Nato762x51s"): _puhuja say "BIN_SonicCrack762x51Far2"

?(_Ammo == "M60Bullet"): _puhuja say "BIN_SonicCrack762x51Far2"

?(_Ammo == "Sov545x395"): _puhuja say "BIN_SonicCrack545x39Far2"

?(_Ammo == "Sov762x39"): _puhuja say "BIN_SonicCrack762x54Far2"

?(_Ammo == "PKBullet"): _puhuja say "BIN_SonicCrack762x54Far2"

?(_Ammo == "terroauto"): _puhuja say "BIN_SonicCrack762x54Far2"

?(_Ammo == "terrosingle"): _puhuja say "BIN_SonicCrack762x54Far2"

?(_Ammo == "Sov762x54"): _puhuja say "BIN_SonicCrack762x54Far2"

?(_Ammo == "Sov762x54s"): _puhuja say "BIN_SonicCrack762x54Far2"

?(_Ammo == "Sov762x25"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "para9x19"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "maka9x18"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "brow765"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "Sov762x25Pistol"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "para9x19Pistol"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "maka9x18Pistol"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "brow765Pistol"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "LSR_M4_Single_bullet"): _puhuja say "BIN_SonicCrack556x45Far2"

?(_Ammo == "LSR_M4_Full_bullet"): _puhuja say "BIN_SonicCrack556x45Far2"

?(_Ammo == "LSR_M16_Single_bullet"): _puhuja say "BIN_SonicCrack556x45Far2"

?(_Ammo == "LSR_M16_Burst_bullet"): _puhuja say "BIN_SonicCrack556x45Far2"

?(_Ammo == "LSR_SAW_MG_bullet"): _puhuja say "BIN_SonicCrack762x51Far2"

?(_Ammo == "LSR_M240_bullet"): _puhuja say "BIN_SonicCrack762x51Far2"

?(_Ammo == "LSR_SR25bullet"): _puhuja say "BIN_SonicCrack762x51Far2"

?(_Ammo == "LSR_M14bullet"): _puhuja say "BIN_SonicCrack762x51Far2"

?(_Ammo == "LSR_M24bullet"): _puhuja say "BIN_SonicCrack762x51Far2"

?(_Ammo == "LSR_HK_Single_Bullet"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "LSR_HK_Full_Bullet"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "LSR_UMP_Single_Bullet"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "LSR_UMP_Full_Bullet"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "LSR_Socom_Bullet"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "LSR_Socom_Bullet45"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "BurstSov545x395"): _puhuja say "BIN_SonicCrack545x39Far2"

?(_Ammo == "BurstSov762x39"): _puhuja say "BIN_SonicCrack762x54Far2"

?(_Ammo == "BurstNato556x45"): _puhuja say "BIN_SonicCrack556x45Far2"

?(_Ammo == "BurstNato762x51"): _puhuja say "BIN_SonicCrack762x51Far2"

?(_Ammo == "BurstNato762x51s"): _puhuja say "BIN_SonicCrack762x51Far2"

?(_Ammo == "BurstSov762x54"): _puhuja say "BIN_SonicCrack762x54Far2"

?(_Ammo == "BurstSov762x54s"): _puhuja say "BIN_SonicCrack762x54Far2"

?(_Ammo == "BurstSov762x25"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "Burstpara9x19"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "Burstmaka9x18"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "Burstbrow765"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "BurstSov762x25Pistol"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "Burstpara9x19Pistol"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "Burstmaka9x18Pistol"): _puhuja say "BIN_SonicCrack9x18Far2"

?(_Ammo == "Burstbrow765Pistol"): _puhuja say "BIN_SonicCrack9x18Far2"

[_puhuja] exec "\binmod\things\soniccrack.sqs"

goto "nocrack"

...

To something like this

(Preprocessed sonicfunc.sqf as sonicfunc)

...

_puhuja = "logic" createvehicle position _shooter

_puhuja setpos getpos _shooter

[_Ammo,_puhuja] call sonicfunc

[_puhuja] exec "\binmod\things\soniccrack.sqs"

goto "nocrack"

...

Sonicfunc.sqf

_Ammo = _this select 0;

_puhuja = _this select 1;

if(_Ammo == "Nato556x45")then{_puhuja say "BIN_SonicCrack556x45Far2"};

if(_Ammo == "Nato762x51")then{_puhuja say "BIN_SonicCrack762x51Far2"};

if(_Ammo == "Nato762x51s")then{_puhuja say "BIN_SonicCrack762x51Far2"};

if(_Ammo == "M60Bullet")then{_puhuja say "BIN_SonicCrack762x51Far2"};

if(_Ammo == "Sov545x395")then{_puhuja say "BIN_SonicCrack545x39Far2"};

if(_Ammo == "Sov762x39")then{_puhuja say "BIN_SonicCrack762x54Far2"};

if(_Ammo == "PKBullet")then{_puhuja say "BIN_SonicCrack762x54Far2"};

if(_Ammo == "terroauto")then{_puhuja say "BIN_SonicCrack762x54Far2"};

if(_Ammo == "terrosingle")then{_puhuja say "BIN_SonicCrack762x54Far2"};

if(_Ammo == "Sov762x54")then{_puhuja say "BIN_SonicCrack762x54Far2"};

if(_Ammo == "Sov762x54s")then{_puhuja say "BIN_SonicCrack762x54Far2"};

if(_Ammo == "Sov762x25")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "para9x19")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "maka9x18")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "brow765")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "Sov762x25Pistol")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "para9x19Pistol")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "maka9x18Pistol")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "brow765Pistol")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "LSR_M4_Single_bullet")then{_puhuja say "BIN_SonicCrack556x45Far2"};

if(_Ammo == "LSR_M4_Full_bullet")then{_puhuja say "BIN_SonicCrack556x45Far2"};

if(_Ammo == "LSR_M16_Single_bullet")then{_puhuja say "BIN_SonicCrack556x45Far2"};

if(_Ammo == "LSR_M16_Burst_bullet")then{_puhuja say "BIN_SonicCrack556x45Far2"};

if(_Ammo == "LSR_SAW_MG_bullet")then{_puhuja say "BIN_SonicCrack762x51Far2"};

if(_Ammo == "LSR_M240_bullet")then{_puhuja say "BIN_SonicCrack762x51Far2"};

if(_Ammo == "LSR_SR25bullet")then{_puhuja say "BIN_SonicCrack762x51Far2"};

if(_Ammo == "LSR_M14bullet")then{_puhuja say "BIN_SonicCrack762x51Far2"};

if(_Ammo == "LSR_M24bullet")then{_puhuja say "BIN_SonicCrack762x51Far2"};

if(_Ammo == "LSR_HK_Single_Bullet")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "LSR_HK_Full_Bullet")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "LSR_UMP_Single_Bullet")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "LSR_UMP_Full_Bullet")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "LSR_Socom_Bullet")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "LSR_Socom_Bullet45")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "BurstSov545x395")then{_puhuja say "BIN_SonicCrack545x39Far2"};

if(_Ammo == "BurstSov762x39")then{_puhuja say "BIN_SonicCrack762x54Far2"};

if(_Ammo == "BurstNato556x45")then{_puhuja say "BIN_SonicCrack556x45Far2"};

if(_Ammo == "BurstNato762x51")then{_puhuja say "BIN_SonicCrack762x51Far2"};

if(_Ammo == "BurstNato762x51s")then{_puhuja say "BIN_SonicCrack762x51Far2"};

if(_Ammo == "BurstSov762x54")then{_puhuja say "BIN_SonicCrack762x54Far2"};

if(_Ammo == "BurstSov762x54s")then{_puhuja say "BIN_SonicCrack762x54Far2"};

if(_Ammo == "BurstSov762x25")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "Burstpara9x19")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "Burstmaka9x18")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "Burstbrow765")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "BurstSov762x25Pistol")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "Burstpara9x19Pistol")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "Burstmaka9x18Pistol")then{_puhuja say "BIN_SonicCrack9x18Far2"};

if(_Ammo == "Burstbrow765Pistol")then{_puhuja say "BIN_SonicCrack9x18Far2"};

Or maybe it can be reemplaced by lines like this:

...

(predefined _ammoarray in script)

_ammoarray = ["Sov762x25","para9x19","maka9x18","brow765","Sov762x25Pistol","para9x19Pistol","maka9x18Pistol","brow765Pistol","LSR_HK_Single_Bullet","LSR_HK_Full_Bullet","LSR_UMP_Single_Bullet","LSR_UMP_Full_Bullet","LSR_Socom_Bullet","LSR_Socom_Bullet45","BurstSov762x25","Burstpara9x19","Burstmaka9x18","Burstbrow765","BurstSov762x25Pistol","Burstpara9x19Pistol","Burstmaka9x18Pistol","Burstbrow765Pistol"]

....

if(((_x==_Ammo) count _ammoarray)>=1)then{_puhuja say "BIN_SonicCrack9x18Far2"};

...

(Semantic could be wrong (?))

Also, I noticed that the handler for the optics detach and attach could be reworked as a sqf, as it checks a lot of stuff in a small time and can lag a lot in a large mission. Same with some lines of the fired script

(Like this one: ?(_Weapon != "RPGLauncher" AND _Weapon != "LAWLauncher" AND _Weapon != "AT4Launcher" AND _Weapon != "CarlGustavLauncher" AND _Weapon != "RPG7Terro" AND _Weapon != "ICPRPG2" AND _Weapon != "ICPRPG7" AND _Weapon != "ICPRPG7v" AND _Weapon != "ICPRPG16d" AND _Weapon != "ICPRPG2" AND _Weapon != "ICPRPG26" AND _Weapon != "ICPRPG18" AND _Weapon != "ICPRPG29" AND _Weapon != "LSR_SmawLauncher" AND _Weapon != "LSR_LAWLauncher" AND _Weapon != "LSR_CarlGustavLauncher" AND _Weapon != "LSR_AT4Launcher"): goto "skipbackblast")

Overall I like the work made on the scripts and the effort to make it mp compatable, but there are small parts that when reworked can make this more performance compatable : D

Greetings!

-EDIT-

Also, I noticed that you guys used the 1.52 version of the Hyk pack to get around with the facestex stuff, but there is also an 1.53 version without facestex that fixes some models problems and adds a ranger version of the units

http://ofp.gamepark.cz/index.php?showthis=7763

Edited by NacroxNicke

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no news ):?

Wiineri's hard drive broke up, so it will take a while to get the next update on-line. Most likely those scripts will be converted to sqf format. Thanks for the advice.

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Anyhow, I just realized that in the lines "_puhuja say "whatevercrack"" there is no "goto "loop2"" so it keeps checking until the end all the others ammo types, that's a really performance hog

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0.99 will be released within a few weeks. It will include new unit models for some infantries that you gave, 3D sights for pistols, fixed animations for 3D sights, lodneeded added for Berghoff's objects to help keeping a constant fps, on-the-fly adjustable hand grenade throwing power, Berghoff's objects to all BIS islands + some other things.

Where is 0.99?:o

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