redface 1 Posted December 2, 2005 with what settings do you get the graphics to look so polished and shiny? or is this due to the addon quality? looks like another game to me, especially the grass the grass types I use still look very poor even when I am on "high" Share this post Link to post Share on other sites
Johannes 10 Posted December 2, 2005 Mirrors by ofpc.de : Video1 Video2 Video3 Video4 Share this post Link to post Share on other sites
SFG 1 Posted December 2, 2005 To answer some questions: Hellfish I was aiming pretty low just trying to show off the explosions. If you aim it up it takes longer. But i'll mention it to the coder. I'm running it on an AMD64 3000+ 1gig of ram and Geforce 6800gt with medium quality settings fine and it looks and runs great. I had dxdll and llaumax sky pack running at the same time. Share this post Link to post Share on other sites
hellfish6 7 Posted December 2, 2005 Most mortars have minimum ranges - I don't remember what the min range for the German 5cm granatwerfer is (20-50m?) but even if you fire it at just over the minimum distance, its gonna take the round quite a bit of time to impact. Mortars that close are fired near vertical, so they shoot up several hundred meters in the air, stall, then fall again. It's not like rifle grenades or modern grenade launchers that lob rounds at relatively low velocity and low angles. These are low velocity, high angle weapons. Ah.. here we are, Min range is 55 yards. light mortars Share this post Link to post Share on other sites
SFG 1 Posted December 2, 2005 Thanks i'll pass this on. Share this post Link to post Share on other sites
Daniel 0 Posted December 2, 2005 Wow, that grass is amazing! And the sounds! Everything about the videos from the hands through ironsights to the explosion effects...excellent work. Share this post Link to post Share on other sites
tkkivi 0 Posted December 2, 2005 Most mortars have minimum ranges - I don't remember what the min range for the German 5cm granatwerfer is (20-50m?) but even if you fire it at just over the minimum distance, its gonna take the round quite a bit of time to impact. Mortars that close are fired near vertical, so they shoot up several hundred meters in the air, stall, then fall again. It's not like rifle grenades or modern grenade launchers that lob rounds at relatively low velocity and low angles. These are low velocity, high angle weapons. Ah.. here we are, Min range is 55 yards. light mortars Well, isn't the Inv44 mortar identical to the SEBnam ones? I mean, they're just like grenade launchers shooting a projectile straight forward not in a arc. Harder to implent working mortars, FDF had those but they needed a flat surface to properly work. Share this post Link to post Share on other sites
llauma 0 Posted December 2, 2005 light mortars Well, isn't the Inv44 mortar identical to the SEBnam ones? I mean, they're just like grenade launchers shooting a projectile straight forward not in a arc. Harder to implent working mortars, FDF had those but they needed a flat surface to properly work. Yep, the FDF mortars have some limits but if you can accept that you need flat ground to use them they are outstanding. I hope I44 goes with the FDF style mortars 'cause the SEB style mortars feels more like your firing a AGS-17. Share this post Link to post Share on other sites
hellfish6 7 Posted December 2, 2005 I'm all for whatever works best. I was just pointing out that the impacts were happening waaaay too fast - even simply slowing the velocity of the projectile should help. Share this post Link to post Share on other sites
UNN 0 Posted December 2, 2005 Quote[/b] ]I'm all for whatever works best. I was just pointing out that the impacts were happening waaaay too fast - even simply slowing the velocity of the projectile should help. Because of the limited life span, of a round in OFP. The Inv44 & SebNam mortars fire rounds at lower angles than the barrel shows. Otherwise the round would disappear before it hit the ground. FDF mortars use lower velocity and higher angles, but the round does not travel as far. To avoid the 20 second life time of a shell. You can use the same trick COC used, but it's probably easier just making them UA compatible. Share this post Link to post Share on other sites
canukausiuka 1 Posted December 3, 2005 I originally used some sounds from CC2 as placeholders, but I think the only remaining sound copyied is the PIAT, and that's only because I could not find a better one. Most of the small-arms firing sounds are taken from videos of the weapons firing. And currently, our mortar is set up exactly as it was with the I44 demo, which is like the SEB mortars (eg: low-angle). I would like to implement FDF style or even better, UA style mortars at some point, but I'm running a one-man coding/scripting show at the moment, and it will just have to wait. I'm actually looking for help w/ the scripts though, so if any talented scripters want to be a part of I44, please drop me a PM here or at the I44 forums (I usually check them daily). - Canukausiuka edit - The Bren and Vickers use CC2 sounds too, and there may be a few others I forgot. Where possible, though, I used actual recordings. Share this post Link to post Share on other sites
gunterlund 0 Posted December 3, 2005 Little bit worried bout the video of the vehicles driving down the road. It looks like the view distance is turned waaay down to get Framerate. Was this a function of making the vid or is there a lag issue. Share this post Link to post Share on other sites
SFG 1 Posted December 3, 2005 I had that low before (forgot to change it) i'll have another one with farther view distance... Share this post Link to post Share on other sites
canukausiuka 1 Posted December 3, 2005 Look at the other videos... I know that one has a short view distance, but the others do not. I usually run mine with 1000m view distance, so its really not as bad as some of you may think Share this post Link to post Share on other sites
Architeuthis 9 Posted December 6, 2005 New video. Arch. Share this post Link to post Share on other sites
hardrock 1 Posted December 6, 2005 Gnah. I got that already from your website yesterday. And now I was excited about you to make another one. Fooled. Edit: What I want to say is that the video is really great but waaaay too short. More of them bundled with a release couldn't hurt. Share this post Link to post Share on other sites
canukausiuka 1 Posted December 6, 2005 Pssh... when we release you won't need the videos Share this post Link to post Share on other sites
hardrock 1 Posted December 6, 2005 Pssh... when we release you won't need the videos Is this a hint? Come on, tell me, is this a hint? Share this post Link to post Share on other sites
breaker44 0 Posted December 6, 2005 Theyll take their sweet time... Breaker Out Share this post Link to post Share on other sites
harley 3 1185 0 Posted December 6, 2005 Pssh... when we release you won't need the videos  Is this a hint? Come on, tell me, is this a hint?  I thought it was a statement of the bleeding obvious myself. Are you by any chance related to Sybil Fawlty ? Share this post Link to post Share on other sites
Winters 1 Posted January 13, 2006 Heres another video, this features some ironsights, weapon sounds, effects, voices and a peek into the first part of the campaign. Enjoy  640x320 28.5MB: I44 Oosterbeek trailer 320x160 4.5MB: I44 Oosterbeek trailer Edit: i added a small version and the file sizes Share this post Link to post Share on other sites
Bambi 0 Posted January 13, 2006 Wow Can hardly wait for the release after watching that new video, amazing job guys! Lol jk about the subliminal msg part, take as much time as you need to polish it up Share this post Link to post Share on other sites
AKM 0 Posted January 13, 2006 Nicely said Bambi, nicely said. I second the motion. Share this post Link to post Share on other sites