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Winters

Invasion 1944 Info Thread

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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"

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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.

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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

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Thanks i'll pass this on.

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Wow, that grass is amazing! And the sounds! wow_o.gif

Everything about the videos from the hands through ironsights to the explosion effects...excellent work. thumbs-up.gif

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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.

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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.

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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.

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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.

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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).

smile_o.gif - 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.

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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. huh.gif

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I had that low before (forgot to change it) i'll have another one with farther view distance...

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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 smile_o.gif

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Gnah. I got that already from your website yesterday. And now I was excited about you to make another one. Fooled. mad_o.gif

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. smile_o.gifnotworthy.gif

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Pssh... when we release you won't need the videos wink_o.gif

Is this a hint? Come on, tell me, is this a hint? huh.gifwow_o.gif

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Pssh... when we release you won't need the videos  wink_o.gif

Is this a hint? Come on, tell me, is this a hint? huh.gif  wow_o.gif

I thought it was a statement of the bleeding obvious myself. Are you by any chance related to Sybil Fawlty smile_o.gif?

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Wow thumbs-up.gif

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 biggrin_o.gif

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Nicely said Bambi, nicely said. I second the motion. wink_o.gif

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