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Sevan

What made OPF better?

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Head over to NWD's tank ballistics addon thread seems he's got a pretty darn good solution :thumbs-up: . Oh and ditto baddo's comment if you guys want a properly simulated damage model. You need to tell your kids to freeze you and come back to life 500+ years later where instead of having 2000 mb of ram you will have 2000 cores in your processor to compute that. At the moment super computers do calculations that can only calculate impact and plastic deformation never mind penetration and (RANDOM anyway) fracture. ***Plus differant materials, methods of manufacturing and heat, bah its impossible so just get NWD's ***:notworthy: ***stuff cus its as good as it will get.

Edited by SAbre4809

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I own both and gotta say i also enjoy OFP more. The graphics aren't quite as good as Arma's but give me WGl or FURRSLX 2007 and we play for hours every week and the game plays TOTALLY different than the original. gotta love cti. Also you can customize it to your tastes will all the addons out there.

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I think the player movements from ofp to arma is what really changed the game play.  

OFP there was alot of player vs. player. And player movements were quicker and you could actually dodge bullets by moving around corners.

ArmA you are very sluggish and seems if you go around a corner you still die being shot at.  

Of coarse I love both Ofp and ArmA  I mainly play online so the SP missions are just when i get bored.

I think it comes down to just player movements.  Animations really need some work in ArmA.  I think thats why COOP is played more cause pvp is no fun.  

This really killed CTI.  In OFP thats all i played was either MFCTI or CRCTI.  I can remember Monty was the number 1 place everyone wanted and both sides would usually meet there.

Quicker Animations and less sluggish movements would make ArmA 100 times better.

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Don't know how many times I've sought cover around a building or other, what appeared to be good cover only to still die a sec or so later. Most times i felt i succesfully(beat the bullet) but still died. Just my 2 cents but always contributed this to game/server lagg. none the less always a lil frustrated but just taught me to always keep eye open for hard cover an if'n i think I'm outgunned or missed the drop on th enemy to keep closer to cover.

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Check

Very buggy sprint (fast forward) transition..., What about a workaround?

and also this:

CFT / CQB people should test this addon:

PROPER Gameplay Weapon No Dexterity

Quote[/b] ]Reduces vertical weapon sway for all infantry weapons

besides launcher type weapons. Horizontal weapon sway does

hardly exist (or not at all) for non launcher type weapons. So the

delay is mainly / solely related to ones mouse sensitivity settings.

Gives the player a lot more direct mouse control over the

weapon.

More precise weapon control demo video

Also note these tips:

Quote[/b] ]In addition you are recommended to double the y axis sensitivity value

(mouseSensitivityY) based on your x axis value (mouseSensitivityX).

The values are to be found in your "YourUser.ArmAprofile" file.

Thanks to Ryan for the tip!

Quote[/b] ]The floatingZoneArea should be set to the very left (equals zero) too

floatingZoneArea=0.000000;

in order to get the best direct mouse control over the weapon.

More info here:

PROPER Mod

Hope you guys like it. smile_o.gif

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If comparing the fully patched vanilla versions of OFP and Arma I would probably prefer OFP, I liked the simplicity of the units and weapons, the faces also seemed alot more individual to me, though arma does have the upper hand with Leaning and rolling among other things

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performance makes a huge difference in whether you can enjoy a game or not. i could not play this game for 15 minutes cause it lagged so bad. i upgraded and it is became more enjoyable(plus 1.08 seems to have tweaked a few of the gameplay annoyances)

overall ofp just had much better atmosphere, story, large scale invasion type battles, and much better cutscenes and dialog. oh and it was way longer and felt more epic.

also the campaign missions had more variety and was more story driven. in arma there's a lone wolf mission centered around a funny spec ops guy. there should have been more missions like this in the campaign.

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First let me say that I agree with most of the guys here that OFP is – not was - a better “game†than Arma. I bought Arma three times banghead.gif (foreign version, over the net, retail in my country) installed it played for a while, finished the campaign and removed from my pc and reinstalled OFP which I play to this day and for ages to come.

Two more reasons why OFP is better:

yay.gif 1. Un-impossible Mission (macguba) and Abandoned Armies (THobson). Both ingenious missions made by spirited fans with community support.

2. The ability to tell the gunner to shoot or target “there†by moving the crosshairs to any point in the terrain. wink_o.gif

There is a great number of players who are either not comfortable or unable to play multiplayer online and play exclusively SP, what about them eh?

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The default armor system is completely broken (600 .30 caliber bullets will destroy a T-72), but if you want to check out my Tank Fire Control Systems mod, I've got a decent solution. I've even been able to fire multiple canister shells (containing 1,150 12-damage projectiles each) at my tanks without causing any noticeable damage. Such shells cause nearly 13,800 damage to BIS tanks, destroying them instantly.

I don't think direct damage actually exists in ArmA. Hitting something with direct damage actually applies indirect damage to the hit points defined in the model, scaled according to distance. If your shell hits something but doesn't damage a hit point, it doesn't do damage. There should be some indirect damage radius at which direct and indirect damage are exactly equal (except that direct damage only affects the vehicle that's hit), but I don't know what it is. The problem with the BIS vehicles is that they have hitpoints everywhere, and any damage to the hit points is applied to the global damage state as well as the individual components.

So, I just set the global armor high enough that it didn't matter and hid all the hit points inside or above or below the tank. Anything that does less than ~30 damage will have its damage reduced to near zero because it's too far away from the hit points. Even firing fifteen thousand 12-damage projectiles at the tank (which I did) won't have much effect. And since the hit points are closer to the rear of the tank than the front, it takes a much bigger gun to cause damage when you're shooting at the frontal armor.

This doesn't work at all for explosives, though. Hit geometry is completely ignored for anything that already applies indirect damage--it just applies the indirect damage to the hit points and is done with it. This means hand grenades rolled under the tank will unfortunately be just as damaging as before. If indirect damage could be replaced with individually-tracked fragments, however, this wouldn't be a problem. Lots of newer sims and even some older ones have done this. It might be possible to mod it in, but you'd never get credit for a kill with explosives.

It occurs to me that I might be able to get the same effect by replacing all direct damage with indirect damage with a very small radius (smaller than that used for "direct" damage). If it's small enough I might even be able to put the hit points just under the real armor of the vehicle--then only penetrating damage would count. This would be a much larger undertaking, though, and does nothing to address explosives.

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Absolutely, I also often play OFP after getting the ARMA.  For ARMA playing, now just like play C.S. and something just like a small special mission since I could only put few soldiers and vehicles in game. Because even with 3G RAM, T7700 CPU, 120G Harddisc and 8600GT VGA Card, my notebook still got much lags under VISTA system. But for OFP, now I could put more tanks, troops, planes and others and made the battle just like a real one in larger scale. Of course, I just use Invassion 44 and Liberation Mod's high quality addons in OFP game.

Although the graphic of ARMA is really awesome and it's also the reason why I still play ARMA after encountering so much lags in game, the OFP graphics now also became very nice with my latest notebook intended for ARMA originally. confused_o.gif

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After installing Kegetys Lowplants and the performance boost that comes with it i noticed that the low performance before was one of the main fun killers i had in ArmA.

But after some more playing i noticed that the AI was the biggest problem, not really how the react or anythign but the fact that i can even set them to 0 skill and they look at me doing nothign for seconds while the next time i played the same mission from 50 or more meters they see me even as a sneaking specop and kill me with usually one shot.

I know that problem is old as ArmA but each time i really try to paly again and want to like it stuff like this happens.

ArmA makes it hard for the user to really love it.

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Baddo - you wrote about mechanical analysis

i am engeeneer too since 2002 and i will tell you that making new game for informatician it would not be so complicated

simply:

we are not talking about full dammage system as in real vehicles, but:

programmist can make some materials structure like now we have in LOD geometry of models

simply:

in such "geometry" there can be defined materials like "soft" "hard" "important"  (like LOD geometry or fire geometry in model)

and for example in config of every vehicle there can be defined armor of such material like "soft"=5, hard=200

also there can be definded parameter like "passthrough=xxx"

where xxx would be a barrier of bullet penetration for "soft", or "hard" or dammage barrier for "important" (important can be something like now, that causes dammage of whole vehicle)

so for example than we can make working bulletproof vests

or we can make situation like we have "soft" plates on APC, that stronger bullet penetrates and kill personell inside without making dammage to all vehicle

when you hit  "hard" with the same bullet, than makes no harm nor to vehicle nor to personel carried inside (like extra steel plates on back of APC for example)

and when "important" section of model is hit, than bullet makes no dammage to personel, but makes dammage to vehicle (like now we have since OFP)

for exaple in car some parts like engine, fuel can be "important" materials in such model selections,

if we will have "hard=500" on front of tank, soft=300 on rear, than hiting tank in back wil give better results than in front, which for example will not do harm to vehicles

than "important" can be other mesh of tank, and for example hitting by SABOT or HEAT than will destroy whole tank

such material simulation would not be difficult, and we will not have stupid situation, where after some shots in doors makes car expolde !! or you shoot some 20 mm rounds at back of BMP, and soldiers left that APC alive, and BMP goes in fire in some seconds

so i think that even when defining some materials like ; soft, hard, important, glass, and using such "maretialstructure" LOD in model can solve problem, but it requires new game engine

like now in ARMA we have other LODs than in OFP, than i think in good "game" we could have for example "materialstructure" LOD without complicated analysis finite analysis method , because this is not big science :P

it requires new models/engine structure

so when making new game engine this should be taken under thoughts, not just "lets' give better graphics effects" :/

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