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(zamerny - Memory Point)

 

According to BIKI -> ArmA Selection Translations

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zamerny - aiming_point, line_of_sight

 

Zamerny is a selection of a Memory Point section of a model. It is a point that an AI unit is required to see to be able to spot a unit. Zamerny is highly dependant on ViewGeometry components of models which are able to cover it from line of sight of an AI units. If the point is hidden/covered by a ViewGeometry component then AI cannot see/spot you. Zamerny memory point is also a point where AI aims and shots at. For a man model (from OFP/ACWA Sample Models) the point is located at its chest.

 

Due to the fact that Zamerny is just a memory point, and it can be covered by a plain ViewGeo component, it can lead to awkward situations.

WC4Tmi2.png

Situations like the one in the screenshot above, where an AI unit is not able to see & spot an enemy unit (knowsAbout = 0), due to a ViewGeo component of a road sign.

 

 

Zamerny memory point can also be found in other models, such as a jeep. As @suma states:

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The point "zamerny" is where driver sits. As a result AI opponents aim to kill the driver.
~source

 

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As a reference, I modified the M2A2 model of OFP:R (in CTI mod), reduce the height of its zamerny. Original zamerny is too high and tanks are easy to miss when shooting at M2A2, especially in moving.

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(Geometry of fallen tree - FIXED)

 

 

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Fixed geometry of fallen static objects (such as: trees) is one of the features of @customix - a modification for OFP/ACWA. All geometries (Geo, FireGeo and ViewGeo) of fallen static objects are maintained. As a result, the feature introduces new tactical possibilities as well as improved immersion.

 

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The tallest OFP/ACWA model (from the original vanilla content) is nabrezi_najezd.p3d. It is 55,5m tall in its LOD1. There's also nabrezi.p3d which is 55,4m tall in its LOD0.75. The reason behind such great height of the models is their "foundation" which covers majority of the model.

 

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nabrezi.p3d

wwvbLMA.png?1

 

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Both nabrezi.p3d and nabrezi_najezd.p3d can be found on Nogova island in Modrava and Vidlakov.

 

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1.96 vs 1.99 Gamma & Brightness (G&B) settings

 

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Version 1.99 Change Log

- Improved: Default gamma and brightness settings

 

Default 1.96 G&B settings:

gamma=1.600000;
brightness=1.200000;

Default 1.99 G&B settings:

gamma=1.200000;
brightness=1.600000;

 

Quote

 

1.96 vs 1.99 G&B settings comparison

1.96 G&B1.99 G&B

 

 

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An update on HUD Evolution that is part of tI0YPH7.png

(total overhaul of OFP/ACWA Heads-up display)

 

 

  1. Action Menu is located in bottom-right corner. It can display up to 50 rows.
  2. Commanding Bar is shifted to bottom-left corner of the screen.
  3. Vertical position of Radio Chat is dependent on being a leader of a group of units. By default, Radio Chat is located in bottom-left corner. If player is a group leader commanding other units then Radio Chat is raised above Commanding Bar.
  4. Vertical position of GroupDir is aligned with vertical position of Radio Chat
  5. New HUD for Parachute.

0NtuBSXl.jpg     GO9F7M6l.jpg

     

wgQyoNmh.jpg

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Change OFP/ACWA in-game fonts globally via CfgFonts

 


In the config of OFP (1.96) and ACWA (1.99) there is class CfgFonts. For ACWA it is as follows:

class CfgFonts
{
	class Korean
	{
		TahomaB24 = "hfont16";
		TahomaB36 = "hfont16";
		TahomaB48 = "hfont16";
		CourierNewB64 = "hfont16";
		Garamond64 = "hfont16";
		SteelfishB64 = "hfont32";
		SteelfishB128 = "hfont32_16";
		AudreysHandB48 = "hfont16";
		AudreysHandI48 = "hfont16";
	};
	class Czech
	{
		TahomaB24 = "CZ_TahomaB24";
		TahomaB36 = "CZ_TahomaB36";
		TahomaB48 = "CZ_TahomaB48";
		CourierNewB64 = "CZ_CourierNewB64";
		AudreysHandB48 = "CZ_AudreysHandB48";
		AudreysHandI48 = "CZ_AudreysHandI48";
		Garamond64 = "CZ_Garamond64";
		SteelfishB128 = "CZ_SteelfishB128";
		SteelfishB64 = "CZ_SteelfishB64";
		SteelfishB64CE = "CZ_SteelfishB64CE";
	};
};

This part of the config can be utilized to change fonts globally without editing the resource file.

 

ACWA uses English language as default. In order to change the fonts for this language one can add the following code to CfgFonts.

	class English
	{
		TahomaB24="TahomaB24";
		TahomaB36="TahomaB36";
		TahomaB48="TahomaB48";
		CourierNewB64="CourierNewB64";
		AudreysHandB48="AudreysHandB48";
		AudreysHandI48="AudreysHandI48";
		Garamond64="Garamond64";
		SteelfishB128="SteelfishB128";
		SteelfishB64="SteelfishB64";
		SteelfishB64CE="SteelfishB64CE";
	};

It is a starting point for further changes.

As an example let's change SteelfishB64 font entry with SteelfishB128.

		// SteelfishB64="SteelfishB64";
		SteelfishB64="SteelfishB128";

 

The result of such a change is:

Quote

 

SteelfishB64 vs SteelfishB128

kqIea09.jpgJuJu3cM.jpgptdpPPZ.jpg

u2f5XMP.jpgVFhF9rY.jpgFUkg0Ga.jpg

 

Readability of the text in-game has been improved.

 

 

By default the game engine uses font files included in DTA\Fonts.pbo (and respectively in modfolder(s)). Their names in CfgFonts have to correspond to font filenames. It possible to load a font from an addon file.

	SteelfishB64="\fontaddon\SteelfishB64";

 

 

CfgFonts can also be used for introducing new fonts in-game, for example, for a language the game doesn't feature. My native tongue is Polish. In order to introduce Polish fonts to the game I have to add an appropriate class to CfgFonts. As an interesting side note, the fonts for Czech language (ACWA originally features) also feature Polish diacritics. In this case all I have to do is to add this code to CfgFonts.

	class Polish:Czech{};

 

Next, I have to open ColdWarAssault.cfg and edit the line by changing English to Polish.

Language="English";

This way I can keep the game globally compatible and introduce new fonts or even new languages.

 

 

If you would like to convert new fonts to the game you should take a look at @faguss' CONVERT_FXY tool.

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Did you know?

Quote

There is a crate on the back of 5T-Truck (both Open and Covered) that is visible only when you are on board and you are in first person perspective mode.

 

 

aNKIcfl.jpg

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Did you know?

Quote

There is an ammo crate, next to a shack, on Malden at grid BF83.

FSs0VEl.jpg

 
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Did you know?

Quote

There are "invisible houses" along the road by the river on Nogova at grid F3 and G3. There are also two of them right below the bridge on the northern island at grid Hi02 / Hj02.

The model of the invisible house has been re-textured blue for better notice.

p16kxAv.jpg

 
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Animate (rotation) bug

 

 

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The animate (rotation) bug is a OFP/ACWA engine issue which causes deformation of object's geometries once animate command is used on it. The bug applies to Geometry, ViewGeometry and (under specific circumstances*) FireGeometry.

 

For a thorough (and easier) understanding of the issue I have recorded a video which reproduces the bug in-game.

In the video you can see that once the object gets animated, a part of its geometries becomes non-functional. As a result the AI unit can see the player through the non-functional part of the wall, as well as, the player can walk through that part of the wall. Additionally, the same bug-reproduction launched with disabled V-sync resulted in the AI unit being able to fire through the non-functional part of the animated object. Once the object gets de-animated to its original state, it becomes fully functional.

 

 

Factors which affect deformation of object's geometries:

  • angle of rotation - angle1
    • deformation increases with object being rotated farther away from its original position
    • rotation of 180 degrees (π) triggers the maximal deformation of object's geometries
  • size, shape and complexity of object's geometries
    • the greater the object, the risk of deformation increases
    • incorrect length-breadth-height ratio of object might be correlated
  • memory point(s) - axis
    • the farther the memory point(s) are from the model components, the risk of deformation increases
    • memory point(s) located beyond bounds of object's geometries might be the critical reason of deformation
    • deformation might be accelerated by axis which consists of only one memory point

Deformation might not apply to all of object's geometries as it is highly model-specific.

 

*if V-sync (Vertical synchronization) is disabled

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A 2n update on HUD Evolution that is part of tI0YPH7.png

(total overhaul of OFP/ACWA Heads-up display)

 

  1. Black background for HUD elements (UnitInfo-related displays, GroupDir, Radio Chat, Commanding Bar, Action Menu, Radio Menu)
  2. Vertical position of Action Menu dependant on display of Commanding Bar
  3. Introduction of Action Menu symbols
    • The symbols are ASCII Characters which OFP/ACWA engine displays as text. Available actions were grouped and appointed a unique symbol. The purpose of the symbols is to make recognition of available actions easier & faster for player. The feature has beneficial effects for regular gameplay and proves priceless for in-game life-death situations where time is crucial.
  4. Introduction of Dark Mode for Map Screen which reduces eye-strain
    • OFP/ACWA map theme and its components are solid white what causes eye-strain during longer gameplay (or while playing at night). To mitigate the issue the map background, the instruments (Notepad, GPS, Radio Menu) and some of the icons were re-textured & re-configured for dark theme.
  5. Introduction of Safe-Zone Indicator for Map Screen
    • The black square contour close to the edges of the Map is to indicate the area which is safe from auto-scrolling of the Map.

 

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Team Member VS Team Leader

D0uSt2ol.png 8RslNiXl.png

 

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Tank Commander

LdyE6Ts.png 

 

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Dark Mode for Map Screen

W5gO6h0.png

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