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walker

Strategic ofp interface ce2 now available

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Hello

Thanks a lot to every people involved in this totally new way of play OFP . I find this incredible , and i have few word (my english is not very good biggrin.gif ) to describe the feeling of good surprise i had when i tested it .

I never thought that was possible in OFP , the amount of work is breathless (i already said i have limited english, so i have difficulty to find the exact word here he he biggrin.gif )

I wish you the best with your work , it reminds me my wargames years

Again, thank you very much , i really appreciate this.

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sounds interesting, i have some Q's.

1. do soldiers become "broken" in a battle?

2. do your soldiers require food from supply convoys as well as do vehicles need extra parts to fix dammage, rearm, and refuel?

3. is there troop morale and will things like a trench full of bodies of fellow soldiers effect morale or a injury?

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Absolutely incredible. I can't get enough of this and wish you the best of luck as you continue to develop it. I don't think I'll ever get sick of ofp, imagine the type of battles you could have as computers get even better and better and scripters get more ingenious. smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">1. do soldiers become "broken" in a battle?<span id='postcolor'>

In a limited sense, yes: a group can break if it suffers heavy casualties, then the soldiers will hit the dirt and the group doesn´t respond to orders (for a certain time).

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">2. do your soldiers require food from supply convoys as well as do vehicles need extra parts to fix dammage, rearm, and refuel?<span id='postcolor'>

Vehicles can get their supply via the ordinary OFP supply trucks for repair, rearm and refuel. Soldiers do not require supply (except medical supply). The battles still last approximately 1 hour (but beware we have a mission with > 5 hours smile.gif ), so I think food is not crucial. Nevertheless, our final goal is a dynamic battlefield that covers a whole island, so supply convoys from bases to the frontline will be added in the future.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">3. is there troop morale and will things like a trench full of bodies of fellow soldiers effect morale or a injury?<span id='postcolor'>

see 1. above

Thanks to all of you for your support.

Spinor

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Hi Nagaul

Thanks its now advertised on our site smile.gif

We welocome any help

Kind Regards walker

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Hi Munger

Thanks for the Heads up

We are advertising it on our site now not a moment too soon our primary dload has maxed and we onto our secondary, another ten gigs.

If this keeps up then I will have to open our emergency download site two gigs later our website goes down eek! I would have to throtle it back to alow us to hoble on to Tuesday when our primary dload resets.

Thank god for tripple redundancy plans. More mirrors please  confused.gif

Regards worriedly watching his stats logs walker

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LOL. Can't you disable the link on your own site, or redirect it to one of the mirrors? The ofp.zone site can handle mass traffic like you're experiencing. Don't know if this is feasible - just suggestions. smile.gif

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Hi Munger

That is exactly what we will do when we reach our cut off point. We are not there yet and we are getting other mirror offers. If we make it to Tuesday the primary site resets.

When we are on the backup site I will lock or throttle our forum download area.

We may make it through the month though.

Its amaizing how fast 10gb of throughput can be used up. we launched at the end of the month on our two servers in the hope that we could share the initial load over two periods.

But most of it has hit September.

Thanks for the advice

Kind Regards Walker

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Excellant work! It brings a totally new expericance to OFP. Just one request, could you make artillery a little more powerful? I was dropping 105mm shells down onto the soviets, but none of them were killed despite shells landing 10 feet away from them! If yuo could change this, I would be thankful smile.gif

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OMG this is amazing! Just played the introduction mission, now im gonna read that manual biggrin.gif

Anyway, nice work Walker, I never thought anything this big would come out of the good ol' OFP engine smile.gif

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1 thing i miss though for making it perfect....

In the options menu... cant u make music tracks available? Or just a randomizer of the ofp music tracks.. would be awesome smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I was dropping 105mm shells down onto the soviets, but none of them were killed despite shells landing 10 feet away from them! If yuo could change this, I would be thankful <span id='postcolor'>

It is fully customizable and up to the mission designer.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">In the options menu... cant u make music tracks available? Or just a randomizer of the ofp music tracks.. would be awesome <span id='postcolor'>

Adding music is also no problem. It is just a matter for the mission designer. It is not related to the CE2 at all smile.gif

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Great work guys, looking forward to the next version.

By the way, I registered on your forums denoir but I can't post can't a new thread or reply to a thread. Do you know what has happened?

RED

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I downloadet BS06, and was preparing for a long night, but when the intro was over the mission just exited to the main screen, is it just my ofp that is screwed, or can somebody confirm this?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Sep. 03 2002,20:59)</td></tr><tr><td id="QUOTE">By the way, I registered on your forums denoir but I can't post can't a new thread or reply to a thread. Do you know what has happened?<span id='postcolor'>

Try again. It should work. You are registered and have posting permissions set.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hovmand @ Sep. 03 2002,22:12)</td></tr><tr><td id="QUOTE">I downloadet BS06, and was preparing for a long night, but when the intro was over the mission just exited to the main screen, is it just my ofp that is screwed, or can somebody confirm this?<span id='postcolor'>

Try some other battle school mission and see if you get the same problem.

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Hovmand:

The mission should run fine after the intro, do you have the marker addon V1.2? You may wish to check the flashpoint.rpt in case there is any info there.

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I tried the intro mission and it worked fine.

Then i tried the first BC mission, but my guys wouldnt move at all, and i checked everything. Then I tryed BC02 and it told me that i needed an addon... some artellery-thing and then it just showed me the outro of a russian convoy entering Larche and telling me mission failed sad.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ Sep. 03 2002,22:51)</td></tr><tr><td id="QUOTE">Then i tried the first BC mission, but my guys wouldnt move at all, and i checked everything. Then I tryed BC02 and it told me that i needed an addon... some artellery-thing and then it just showed me the outro of a russian convoy entering Larche and telling me mission failed sad.gif<span id='postcolor'>

Confirmed and Confirmed. Sorry about that. Currently only BS06 and BS05 are working. We'll fix it as soon as possible.

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Hi Espectro

My massive apologies to you and the other people who downloaded BS01 and BS02 and found they did not work.

Here is what happened.

BS01

This was made with an earlier version of the CE it was then converted a later version with a different method of initiating the CE. This required one additional trigger to work properly I converted the scripts and the userinit.sqs but missed the trigger. The error was totally and utterly mine.

BS02

The error started when Abomb was testing different scenarios for this mission. An addon was placed in the mission this addon now refuses to stay removed despite being removed in a text editor. I thought I had managed to do this and released it in the firm belief I had.

What we are doing to fix the problem

I have just rebuilt BS01 from the Ground up with the latest approved version of the CE

I will now rebuild BS02 from the Ground up with the latest approved version of the CE

What we are doing to prevent the problem ever occurring again

We have now implemented a formal policy that all missions by The Chain of Command have an End to End play test by three separate CoC developers who must give their approval before it goes out to the public. This will mean we will be releasing missions a little slower but I am sure you can all see the reason why.

Once again I offer my sincerest apologies to all affected by my error both our users and the other members of The Chain of Command Team

With deepest Regrets Ian Walker

For the Chain of Command

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ Sep. 04 2002,04:42)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I was dropping 105mm shells down onto the soviets, but none of them were killed despite shells landing 10 feet away from them! If yuo could change this, I would be thankful <span id='postcolor'>

It is fully customizable and up to the mission designer.<span id='postcolor'>

Thank You!

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (walker @ Sep. 04 2002,03:43)</td></tr><tr><td id="QUOTE">Hi Espectro

My massive apologies to you and the other people who downloaded BS01 and BS02 and found they did not work.

Here is what happened.

BS01

This was made with an earlier version of the CE it was then converted a later version with a different method of initiating the CE. This required one additional trigger to work properly I converted the scripts and the userinit.sqs but missed the trigger. The error was totally and utterly mine.

BS02

The error started when Abomb was testing different scenarios for this mission. An addon was placed in the mission this addon now refuses to stay removed despite being removed in a text editor. I thought I had managed to do this and released it in the firm belief I had.

What we are doing to fix the problem

I have just rebuilt BS01 from the Ground up with the latest approved version of the CE

I will now rebuild BS02 from the Ground up with the latest approved version of the CE

What we are doing to prevent the problem ever occurring again

We have now implemented a formal policy that all missions by The Chain of Command have an End to End play test by three separate CoC developers who must give their approval before it goes out to the public. This will mean we will be releasing missions a little slower but I am sure you can all see the reason why.

Once again I offer my sincerest apologies to all affected by my error both our users and the other members of The Chain of Command Team

With deepest Regrets Ian Walker

For the Chain of Command<span id='postcolor'>

Okay, sounds really good. But i am having 1 more problem with the number 5 mission (the one on the airport).

It worked yesterday, but now it doesnt? The units simply stop moving or anything. I have tryed everything.... Changing formations work though, but they dont wanna move to a waypoint. I also noticed that the markers didnt move with me (the hq-marker).

Anyway, yesterday it worked, but now it doesnt, any ideas?

Also, its a pain to place markers if the fps is low.... well for me atleast, it can take several minutes to place a marker sad.gif But I know u cant do anything to this, but maybe BIS should change it so the map detects doubleclicking even though the fps is low?

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