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Madus_Maximus

Tales of War: Future Plans

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(THIS TALKES ABOUT OFP TOO! SO PLEASE MODS DON'T USE YOU'RE WHIP OF DOOM!wink_o.gif

Hi all. As some of you may be aware, we at Tales of War are currently preparing for Armed Assault, as are many other mod teams and addon makers around the community. We have quite ambitious plans, which we believe should benefit the majority of the community in some way or another.

Because of our plans, we’re in need of help. The recent inactivity of the mod, which has lasted for about a year without any real progress has left us with a very small team, the most capable of which is very short of time to realise our, or even his own personal plans regarding OFP development.

Our future plans for Armed Assault are to create standardised values and scripts, following on from the “JAM†idea. Our aim is to create three balanced (witch each other) sets of values and scripts for the following:

• Standardised Ammo & Magazine values: Using real world stats such as muzzle velocity, effective range and so on for various calibres and magazine sizes and the like. This will essentially be a “JAM†like system.

• Standardised Armour values: Just as “JAM†is a balanced standardised ammunition system, this will contain common armour types, thicknesses, penetration (if the engine allows it), weakness and strength against certain ammo types and so on. These will be balanced to react realistically with our ammo values.

• Common Scripts: The more popular scripts used in addons, such as bleeding out, black outs, smoke effects, fire effects, explosion effects. As Armed Assault isn’t out yet we can’t decide on what scripts will be used and what it already offers.

The idea of this is to create some community accepted values so that addons may work together without being overpowered or underpowered compared to another, which has been a problem for many addons for OFP.

The other advantage of such a system is the ease of which they can be updated. We can simply add or edit values then release a newer version without the need to go back and edit the units using them.

As you may guess, this will require quite a few coders able to write scripts and configs, as-well as researchers to ensure we get realistic values for everything.

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In other news, we were thinking of creating a new small project for OFP, based on a fictional location with fictional forces. The pack will contain an island, new BLUFOR and OPFOR units and a short campaign with several single and multi-player missions. This is still in the planning stages and as we’ve said above, the team is rather small, so if you’d like to help out by creating missions, models (mainly OPFOR units and island objects) and scripting and so on, please drop us an email.

This is NOT a definite project. We’re still unsure if we’ll go ahead or not, mainly due to the small size of the team and other real life commitments so please don’t hold your breath. We’d like to think we could give the OFP community one final thing before we move onto Armed Assault, but at present it may not be entirely possible.

Anyway thanks for reading. We hope you’re interested in our ideas. Please, if you can help out just email us telling us how you’d like to assist us.

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Website: http://www.tow.ofpcentral.co.uk

Forums: http://www.tow.ofpcentral.co.uk/forum

Email: madmaxpayne40@hotmail.com

I'm happy for people to add me to their MSN list if they wish, but please have a reason other than for the hell of it. My contact list is long enough as it is!

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the "common scripts" part was attempted by Mapfact, it was used by only one mod (CSLA) and it rendered entire missions unplayable.

I hope you will release such a pack very fast, and continue to improve it from there on. also consider making a "light, medium , heavy" variant, cause people with barely the minimum specs wont like the fact that 8/10 addons are depending on an addon the person cannot run smile_o.gif .

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That's a very good point. We'll most likely do something like WGL, they somehow made amazingly realistic effects that (for the most part) used less system power than the dault BIS effects! If we can do something like that then I'm pretty sure anyone who can run the game will be able to use them. But yeah, very good point. I'll bare that in mind for when the time comes.

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Why not just let Jam convert to Arma? What would you do better, use another calcualtion system? common scrips might be an Idear though.

STGN

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