fighter 0 Posted June 4, 2003 JörgF from the German site mapfact.net released new version of his great Baracken Addon - ver. 1.1. There are by this version many new objects, small island "Barackenworld" and others. Great addon, as usual by guys from mapfact.net. ofp.fighter@quick.cz ofp.info Share this post Link to post Share on other sites
Hit_Sqd_Maximus 0 Posted June 4, 2003 Yeaya Say I want to use them in wrp edit. 1) is it ok w/ you guys 2) how do I do this and still keep all of the addons in 1 pbo when I release the island? Share this post Link to post Share on other sites
FatWombat 0 Posted June 4, 2003 Wow, these look great It's good to see some new good quality quality buildings and objects being released, downloading now. Share this post Link to post Share on other sites
blackdog~ 0 Posted June 4, 2003 Frickin a'! (I don't know...) Share this post Link to post Share on other sites
ag_smith 0 Posted June 4, 2003 2) how do I do this and still keep all of the addons in 1 pbo when I release the island? Don't do that! IMHO it's very bad habit to pack everything up in one pbo. I'll still have a standalone pbo copy of this excelent buildings, and having them in every additional island pbo would simply waste my memory! Better way: ask him for permission to include it in zip file with your island... Share this post Link to post Share on other sites
theavonlady 2 Posted June 4, 2003 2) how do I do this and still keep all of the addons in 1 pbo when I release the island? Don't do that! IMHO it's very bad habit to pack everything up in one pbo. I'll still have a standalone pbo copy of this excelent buildings, and having them in every additional island pbo would simply waste my memory! Better way: ask him for permission to include it in zip file with your island... By incorporating the units within an island PBO, you considerably reduce processing overhead versus dynamically placing them in missions. Share this post Link to post Share on other sites
ag_smith 0 Posted June 4, 2003 Hmmm, not sure about that. I thought it goes about placing them in WRP file vs. placing them in mission editor. I think there's no big performance change if game has to open to .pbos insted of one. But maybe I'm mistaken... Share this post Link to post Share on other sites
theavonlady 2 Posted June 4, 2003 Hmmm, not sure about that. I thought it goes about placing them in WRP file vs. placing them in mission editor. Â I may have misunderstood. I meant comparing placing them in a WRP file versus a mission. Regarding an island that references an external PBO, I don't know. Share this post Link to post Share on other sites
ag_smith 0 Posted June 4, 2003 Anyway, there's certainly wasting-limited-amount-of-RAM effect. That's why I generally tend to not allow this as far as my addons are concerned. But this time it's not me to decide.... Share this post Link to post Share on other sites
theavonlady 2 Posted June 4, 2003 That's why I generally tend to not allow this as far as my addons are concerned. I fail to see why you don't allow this, as long a credit is appropriately given. Share this post Link to post Share on other sites
MP Studio 0 Posted June 4, 2003 You can use the addon on your island if you dont change the addon that means you let it be the original PBO file and give a small credit in the readme to JörgF. You neednt prise him as god  For use in missions: Why not? Addons are made to be used @Hit_Sqd_Maximus A readme is there to be read. I think its described how to use it Share this post Link to post Share on other sites
ag_smith 0 Posted June 4, 2003 @theavonlady: If each time somebody asked me for this (putting my p3ds and textures in pbo contianing his/her island) and I agreed, you would end up having a few different islands containing the copy of identical files (p3ds, texturec, etc.). Plus additional standalone pbos containing my addons(ags_inds.pbo, and so on). Simply, the same files taking X times HDD space, where X is number of islands that have my addons included INSIDE its .pbo file... Total size of active addons (ones that are in ADDONS, RES\ADDONS, maybe some mod folders) is somehow limited by total amount of RAM your PC. Therefore it's better not to have many _identical_ files in addon folders. Consider that I just take into account the number of addons you can currently run. I don't want people want to just COPY my p3ds into their .pbos, not changing anything. There's simple way to have my buildings on your island, use them as they are now (including them from ags_inds.pbo, ags_port.pbo, etc.) and there's no problems with that in WRPedit. I understand that some people don't want their islands to be dependant on other addons' .pbos, but in this case this reason is not good enough. The only exception from this rule is when given island maker wants to retexture/remodel my models. Then he's welcome to do this. I hope this makes my opinion clear. Â Share this post Link to post Share on other sites
theavonlady 2 Posted June 4, 2003 I hope this makes my opinion clear. Â Got it. So this leads back to the question: does and island's referencing an external addon increase processing requirements at all, as much as referencing the addon in a mission or somewhere in between? Share this post Link to post Share on other sites
ag_smith 0 Posted June 4, 2003 I hope this makes my opinion clear. Â Got it. So this leads back to the question: does and island's referencing an external addon increase processing requirements at all, as much as referencing the addon in a mission or somewhere in between? No, I think there's no increase on processing requirements for Wrp-placed objects. Even BIS islands are made in this/similar manner. *Edit* In fact every single island uses at least one external .pbo (for example dta\data.pbo, dta\data3d.pbo, res\addons\o.pbo , etc.). There should be no big diffrenece adding a few additional files like ags_inds.pbo. Share this post Link to post Share on other sites
ruff 102 Posted June 4, 2003 these are really good barracks u can walk around freely and insert units inside without a problem of getting stuck in the walls u guys thinking of making houses????would be really cool for cqb with the ai scenarios like arresting and assassinating someone Share this post Link to post Share on other sites
Guest Posted June 4, 2003 There is a slight difference in when they are loaded however. If an object is in the wrp file, it is loaded when the world is loaded. If an object is is the mission file, it is loaded when the mission is loaded (obvious I guess.... ). Ultimately there's not much of a difference though. BTW.......nice work as always....gotta love that JorgF Share this post Link to post Share on other sites
theavonlady 2 Posted June 4, 2003 Ultimately there's not much of a difference though. I think you are very wrong on this point (objects in islands versus same in missions), based on past experiences and tests done by players. Share this post Link to post Share on other sites
Supah 0 Posted June 4, 2003 The obvious point would be that objects in the wrp would be loaded even if not used while if they are in the mission they wouldnt be loaded because they wouldnt be placed on the map. Share this post Link to post Share on other sites
Postduifje 0 Posted June 4, 2003 The obvious point would be that these barracks look really great. -Post Share this post Link to post Share on other sites
MP Studio 0 Posted June 4, 2003 I dont think it is a problem - think of Nogova. In fact it wouldn't be playable because O.pbo is loaded where the houses and trees are I think thats nearly the same Share this post Link to post Share on other sites
Guest Posted June 4, 2003 Ultimately there's not much of a difference though. I think you are very wrong on this point (objects in islands versus same in missions), based on past experiences and tests done by players. Do tell....no really...if someone has done some extensive tests on this I am interested to see the results. It would make certain aspects of my life easier Share this post Link to post Share on other sites
theavonlady 2 Posted June 4, 2003 Ages ago, Inquisitor made a mission map called Devils Island. It had a ton of objects placed in the mission.sqm file. It lagged like crazy. There was then a discussion on the implications of placing objects in a mission versus permanently defining them in an island. The conclusions were there's a major difference in performance. Share this post Link to post Share on other sites
theavonlady 2 Posted June 4, 2003 Ages ago, Inquisitor made a mission map called Devils Island.It had a ton of objects placed in the mission.sqm file. It lagged like crazy. Here's Inquisitor's Devil's Island Page. The download is no longer available there. Share this post Link to post Share on other sites
Hit_Sqd_Maximus 0 Posted June 4, 2003 @theavonlady:If each time somebody asked me for this (putting my p3ds and textures in pbo contianing his/her island) and I agreed, you would end up having a few different islands containing the copy of identical files (p3ds, texturec, etc.). Plus additional standalone pbos containing my addons(ags_inds.pbo, and so on). Simply, the same files taking X times HDD space, where X is number of islands that have my addons included INSIDE its .pbo file... Total size of active addons (ones that are in ADDONS, RES\ADDONS, maybe some mod folders) is somehow limited by total amount of RAM your PC. Therefore it's better not to have many _identical_ files in addon folders. Consider that I just take into account the number of addons you can currently run. I don't want people want to just COPY my p3ds into their .pbos, not changing anything. There's simple way to have my buildings on your island, use them as they are now (including them from ags_inds.pbo, ags_port.pbo, etc.) and there's no problems with that in WRPedit. I understand that some people don't want their islands to be dependant on other addons' .pbos, but in this case this reason is not good enough. The only exception from this rule is when given island maker wants to retexture/remodel my models. Then he's welcome to do this. I hope this makes my opinion clear. Â Ah, got it, I was wanting to do this so that people wouldnt have to keep track of the addons that are required by my island, but I guess this wont work. Share this post Link to post Share on other sites
raedor 8 Posted June 4, 2003 i think it is better to make the objects in the mission. but with a script. if player's distance to the object is e.g. smaller than 1000m, then the houses will be "built". if he goes away, they'll be deleted. i think that is the easiest way... have u ever played JorgF.s  "Das Tagebuch 2" (The Diary 2)? there are thousands of objects. and on my petium III (550mhz) it laggs only a bit. (needed addons & needed addons 2) sorry, but it is only in german Share this post Link to post Share on other sites