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Finnish Defence Forces Modification 1.3

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I'm driving round your island and i've come across these "errors".

Grid ref FC72

FC72.jpg

Grid ref GB68

GB68.jpg

I also had this error when the Pasi bumped into a telegraph pole..

mipmap1.jpg

Enjoying your island very much,thanks Fin guys.. biggrin_o.gif

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sort of a "anoying feature" theres no shadows on roads...anyway to fix this?

OFP can't cast shadows over other objects I think.

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@Miles Teg

You can't expect addon makers, or even game makers to choke all the life out of their creations for people who need to upgrade. It's understandable that not everyone has the $$ to upgrade, but eventually you're going to have to do something. I mean, what are your plans for when OFP2 comes out?

The desert pack is really nice. I really like the island. I like the additions you have made to Malden and I am really looking forward to playing on it. There are a ton of great places for mission. Keep up the good work.

Monty

If OFP2 comes out and I have not been able to find the $$ to upgrade by then, then I simply will not be able to play OFP2. It'll suck, but that's how life is.

I was not demanding that they "dumb down" their islands. Their other islands actually do not freeze up my computer so much for some reason. Also there are plenty of people out there with slow machines who can't afford new computers period.

However I do plan on getting at least a new graphics card soon so hopefully then things will improve.

My comments were mainly just to let them know that their new update was unplayable on my system.

I also have dropped the graphics down to their lowest settings by the way. There may be some other reason why the desert map has poor frame rates also which is why I wanted to let them know as my own mod team has an updated Sinai map coming out that also is pretty object intensive but that has a similar frame rate as the stock Everon map.

Anyways, I still think these addons looks fantastic overall and I think that they deserve alot of praise. Keep up the great work FDF!

Chris G.

aka-Miles Teg<GD>

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I'm in the same boat as you Miles. wink_o.gif

I use CATSHIT's afghan map instead.

I did try out the FDF desert map using 1 jaeger and a uaz and it does indeed look pretty damn impressive (I just cant play on it) sad_o.gif

Btw, that arab facepack would be a great asset to have already on the arab troops instead of having to "this setface" for each and every single guy.

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I'm in the same boat as you Miles.  wink_o.gif

I use CATSHIT's afghan map instead.

I did try out the FDF desert map using 1 jaeger and a uaz and it does indeed look pretty damn impressive (I just cant play on it)  sad_o.gif

Btw, that arab facepack would be a great asset to have already on the arab troops instead of having to "this setface" for each and every single guy.

Catshit's afghan islnad is very beautifull. I think even the slowest comps can run this one.

FDF's desert island is demanding. Even I have problems with it (after recently upgrading to more RAM and a new vid-card). Although I must admit I run it with all options maxed out and with DXDLL. So I guess it's not that strange that things are a bit heavy for my comp.

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FDF's desert island works excellent for me. But i normaly play without shadows and a viewdistance of 1000-1400m (this are my MP-Settings)

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Works great for me, with normal terrain detail and about 1700 viewdistance. smile_o.gif Only mission that is really heavy is the FDF Battlefields, ~15 fps no matter what settings I lower wow_o.gif

2.8 ghz P4, 1gb PC3200, R9600XT.

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Can someone explain how you activate the barriers please ? ( rather than just driving over them in a tank )

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Works great for me, with normal terrain detail and about 1700 viewdistance. smile_o.gif  Only mission that is really heavy is the FDF Battlefields, ~15 fps no matter what settings I lower  wow_o.gif

2.8 ghz P4, 1gb PC3200, R9600XT.

With that kind of system I should hope that you get good frame rates. smile_o.gif

Chris G.

aka-Miles Teg<GD>

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I seem to have strange problems with this island as people say its is pretty resource hungry but whenever i put down a few units and look around the FPS is crap like 5-6 or so but when i zoom in like standing and right clicking simply to zoom a bit as its normal in OFP the FPS increases by leaps and bounds to nearly 25+ rock.gif , even if you keep viewing the same scene the difference by just right clicking is so much its bothering me a bit.

Any suggestions?

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I seem to have strange problems with this island as people say its is pretty resource hungry but whenever i put down a few units and look around the FPS is crap like 5-6 or so but when i zoom in like standing and right clicking simply to zoom a bit as its normal in OFP the FPS increases by leaps and bounds to nearly 25+  rock.gif  , even if you keep viewing the same scene the difference by just right clicking is so much its bothering me a bit.

Any suggestions?

I really don´t have any idea. This island is one of the lightest islands on my hd and it´s definetly the lightest island on FDF mod.

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Can someone explain how you activate the barriers please ? ( rather than just driving over them in a tank )

Get out and walk over to the point where they pivot. The action "Open Gate" should appear.

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For the Border map you use this, so i guess it's same for the Desert island...

Quote[/b] ]To open gate: objectid animate ["keppi", 1]

To close it again use: objectid animate ["keppi", 0]

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Can someone explain how you activate the barriers please ? ( rather than just driving over them in a tank )

It's actually in the readme....

ANIMATING BORDER GATES

------------

To open gate: objectid animate ["keppi", 1]

To close it again use: objectid animate ["keppi", 0]

The ID is a number which can be revealed by pressing the "show ids" button in editor.

Zoom close and you'll see the lot of numbers. Just find the gate arm and note the number of it.

To automatically open gates use following trigger:

Activation set to "Repeatedly"

Trigger name (this must be of course unique): trigger1

On Activation: (nearestObject [trigger1, "FDFrajapuomi"]) animate ["keppi", 1]

On Deactivation: (nearestObject [trigger1, "FDFrajapuomi"]) animate ["keppi", 0]

Only problem i find is that the AI still can't cope with the raised gate arm properly.I have to use at leat 3 waypoints to get through the gate.It's due to the fact the gate is positioned on the left and it doesn't raise vertical.The AI try to use the left side of the road so sometimes they hit the gate arm.

Quote[/b] ]Get out and walk over to the point where they pivot. The action "Open Gate" should appear.

I think he was refering to the AI using the gate..

Looks like HotShot beat me to it... sad_o.gif

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Island works fine with my Geforce GT6800 video card even in the mission my fps is around 30 to 35 FPS.

Dunno but maybe the road and other objects have only 1 lod so it lags for some people the island looks not a heavy island.

So what I think is all the new objects have only 1 high lod but not sure wink_o.gif

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Great island. Downloaded it and bombed the shit out of it with a SAAB Plane. wink_o.gif

Only problem i have is car start in the road when u place them on the road wink_o.gif

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Nice objects and very nice textures, good work smile_o.gif

Altough I think that you don't need 1024*1024 groundtextures, that'll slow down many computers, because their graphiccards havn't the capability to handly such a big amount of textures.

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you can walk and shoot through at least two of your buildings,

and as already mentioned the green vests on the desert units seem to be misplaced, but the rest is really great, keep it up!

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Well IRL FDF uses only the green vest or even the UN Blue vest.

But what buildings do you mean, walk and shoot trought? Can you give us a pic or something?

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Thanks for the barrier info smile_o.gif They work fine now , allthough as you mentioned the AI is still a little scared of them and have trouble getting through ( i have only tested armour atm )

I have a sugestion , perhaps you could make the barrier model wider to accomadate the road models and AI better ?

I found an errant section of fence down near the entrance to the airfeild .

The dust effect is very pleasing to watch.... is it possible to adjust the levels of dust and the time it "hangs" for and the direction it blows of in ? Perhaps to just simulate no wind conditions if you wanted .

Even with the slight barrier hitch its staying on my HD , the new GUI is far easier on the eyes .

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one question has been bugging me.

does finland even HAVE desert camo?

if so any photos?

it just seems strange an country that is only woodland and winter would even have a desert camo.

and lose the boonies caps i know kids love them but what guy would go into combat with a boonie cap?

other then those nice just do some desert dirty or camo vehicals. and the roads are interresting and oringal for ofp.

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