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ECP Change Log -=- ECP Mod
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See individual change logs (addons) or header of .cpp files for detailed changes.
1.075 - 01-04-05 (MachoMan) - Public Version
Due to the size of the 1.074b update this table of contents may help.
* CONTENTS
* 1.075 Stability Update
- Rainbow added
- Code optimized / Bugs removed
* 1.074b Generic Update (for end users)
- explosion FX
- suppression
- helo commands
- AI suppressing fire
- smarter AI
- A.A.D (Adaptive Ally Detection)
- singing large churches
- new fountains
- new street lamps
- new ECP architecture
- new addon support
- new weather
- new lighthouse effects
- new sandbag config settings
- bouncing grenades
- bouncing/floating smoke grenades (AI view blocking)
- radio chatter
- enhanced MP reliability
- Burning houses
- lingering smoke from all weapons
- camp fire effects
- rocket trails
- previous visual FX enhanced
watch this space
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==== 1.075 Generic Update Description Begins ====
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* THE NEXT GENERATION ECP BEGINS!
* complete rewrite
- many bugs fixed and many new features added, to name but a few:
* new explosion FX from All ordinance
- soil thrown up
- shock waves
- large armour shrapnel and stones fly through the air
- water splashes and sprays
- engulfing dust waves that'll make you choke
- smouldering debri and crater holes
- ongoing secondary explosions, ammo cooking off streams through the air.
- large magazine explosions that'll make your ears bleed.
* new suppression from ALL ordinance.
- Ear ringing
- White out
* new helo commands including onmapsingleclick
- command AI helos for simultaneous fast insertions (as many as you like)
- have multiple AI helos standing by waiting for your "GO!"
- call for extraction (day time pop smoke, night time use strobe)
- order AI to fly low and skim the tree tops or go high for a HALO drop
- order emergency landings (remotely or while in helo)
* new AI suppressing fire
- crawl below sandbags and hear the bullets fly over you (alpha code, under development).
* new smarter AI -- And I mean they are bitchen smarter than before.
- AI hear better
- AI see better
- AI share information with surrounding allies (see A.A.D)
- AI information shared between all vehicle types. Air/Sea/Land.
- AI memory degrades
- AI may call for support
- AI group spacing increased
- AI throw smoke when retreating
- AI fire flares at night upon contact.
- AI accuracy decreased to more realistic values
- AI rate of fire increased (machine guns now open up)
- AI now fire over non destroyed sandbags at close range
- AI Artillery support is under development
* new A.A.D (Adaptive Ally Detection) Revolutionary!
- ECP now determines who Resistance is allied with and thus AI will share information with appropriate allies.
* new singing large churches
- light up at night
- Monks inside sing ancient Gregorian chants
- Works with large churches made using createvehicle command in game
* new fountains
- light up at night with water sound FX on all islands
- water DROP FX
- Works with fountains made using createvehicle command in game
* new street lamps (realistic reduced brightness on all islands)
- Finally, no longer will one single lamp flood light an entire town like it used to.
* new ECP architecture (performance enhancements like you wouldn't believe)
- Our entire architecture has been completely re-written
- All scripts and functions condensed and optimised for maximum performance
- High number of old scripts converted to functions
- The "Save Game" bug has been solved! (fingers crossed)
- D.G.A.S (Dynamic Global Array System) Revolutionary!
- D.G.A.S keeps all Functions, Variables, Strings and Bools in only four single global arrays
- D.G.A.S is self adjusting and adapts constantly during the game.
- D.G.A.S offers a massive performance increase.
* new addon support! (regardless of gun name, ammo name, or vehicle name)
- many ECP FX no longer require constant updating due new addons being introduced.
* new weather -- island specific
- optional heavy rain down pours that remain constant.
- Ability to set random/constant FOG now works correctly
* new lighthouse effects
- Nogova light houses now work
- hear the light house horns at night
- Lighthouse doors are lamp lit
* new sandbag config settings
- AI will now fire over sandbags in front of them without the need to detroy the sandbags. Note, AI have not been coded as such to "use" the sandbags. (Well, not yet at least

) However, they will now fire over them if they are standing up next to them or they are crouched next to them. Prior to this the sandbags needed to be destroyed.
* new animated bouncing grenades. Revolutionary!
- New High detail grenade Model
- Pin flys out when thrown
- They splash when they hit water
- They thud when they hit the ground
- They bounce off objects, tumble and roll
* new animated bouncing/floating smoke grenades that AI can't see through!
- New High detail smoke grenade Models
- Pin flys out when thrown
- They splash when they hit water
- They thud when they hit the ground
- They bounce, tumble and roll
- Reworked smoke DROP FX gives very realistic looking smoke
- AI View is Blocked accurately, exactly where the smoke drifts to according to the wind.
- Smoke canister Sound FX
* new radio chatter while in armour and aircraft.
- Hear actual real life recordings of sorties, engagements, and air traffic control in US English and Russian--adds fantastic atmosphere
* new enhanced MP reliability!
- Proven MFCTI stability
- Proven better MP code
- Many resource leaks fixed
- Many existing bugs fixed
* Burning houses
- Houses burn according to how large they are and their type.
- ECP adjusts for new house addons automatically
* new lingering smoke from all weapons!
* new camp fire effects.
- new smoke, flames, sparks, and ash
* new rocket trail effects.
- All aircraft and APCs now have ECP rocket trails
- Trail FX are dynamic according to rocket type (small or large)
- Trail fades out as rocket gains velocity (based on real life photos)
* Almost all previous visual FX have been enhanced including
- Rainbows!
- Enhanced fire and smoke FX on burning men and debri
- Enhanced smoke, ash, and sparks on burning vehicles
- Added grey smoke.
- Sparks and blood FX now seen at greater distances with no extra lag
- ECP_Blood code has been optimised for speed with much less cpu strain.