Jump to content

esti_the_big

Member
  • Content Count

    195
  • Joined

  • Last visited

  • Medals

Posts posted by esti_the_big


  1. gonna have a look at vte then... But yeah, ia drang using unsung jungles would really rock (especially as I said before for converting old ia drang missions)

    but to change subject...

    are you ging to add some napalm effects to ure missions/mod? There was this quite old napalm addon (somewhere on ofpec), it actually looked great, and it was really impressive when you could call in air support and then shortly after hell would break loose. Not funny, but definately scary...


  2. Para @ Dec. 15 2005,08:37)]
    How bout a Ia drang remake

    Been there, done that biggrin_o.gif

    wow_o.gif  Where is it then?! (I hope with these great new jungles then...)

    Quote[/b] ] whistle.gif

    Ah CJ... its always the same answer I get from you no matter how I try wink_o.gif I'm starting to get really confused now... well I guess thats what you're trying to achieve biggrin_o.gif Hope never dies...

    Well, then keep up the great work! hoping your mission pack is coming soon!


  3. Been restarting the campaign now... Gameplay has clearly gotten better now, great balancing job there! I like those short intense firefights in the jungle, and slow pace helps a lot. Its really a completely new ofp experience now. Has great moments, when you know you're alone, surrounded by VC just a few metres away somewhere behind a bush and you just shoot blindly around you hoping to get a hit (which is much easier now due that they can come a lot nearer without cracking a shot). Really, a great new experience!

    Have you also updated the grass lod? Game looks slightly better now, not that much LOD-blocks where grass is supposed to be. Theres still some LOD issues with the jungle itself though, it sometimes simply disappears when not directly looked at. And smoke looks a bit weird in the jungle, since foliage isn't hidden by smoke-grenades (dunno if its a OFP engine problem though)...

    Now just also do a remake of Ia drang and everything is going to be great wink_o.gif


  4. I haven't seen any real forests on those pics... while the flats look quite good, with a lot of objects, the surrounding hills look rather emty, no dense forests like we're used to in ofp...

    http://www.bistudio.com/games/aa/ArmA_Progress_06.jpg

    http://www.bistudio.com/games/aa/ArmA_Progress_01.jpg

    I hope its just because of the choice of angle or viewing distance or whatever, but it'd really suck if no forest was included anymore (can't really imagine a reason for that though...)

    No word about dds as well, looks like its gonna be game2 exclusive sad_o.gif Would have been the greatest improvement for me.

    But apart of that it looks great, especially since it seems the performance will have been enhanced a lot!


  5. Why not ask selectthis icon_rolleyes.gif ... it'd be a great treat xmas_o.gif . plus, you could maybe even easily port old vietnam missions for ia drang, since that island had a quite a lot of third party missions (its no problem as long as we do it in private, and if you'd ask for permission to the makers you'd have a really fat missions pack for the mod in the end). Still reading your mind biggrin_o.gif ? It'd be really a great thing if it happend...


  6. Well, ia drang size was good, not too big and not too small. actually, I'd love to see a remake of ia drang some day, with those unsung jungles and other map objects. To me its still the best addon island for ofp, regardless of its age and therefore old graphics. Topographically, it was perfekt for mission making with that central base, the landing zones, the hills, the river, the island base etc. It all fitted together in a very natural way, i hope the map will get used more again with the release of unsung.

    btw, just one thing i noticed in the demo... to me, the jungle ground foliage still seemed too light in colour, its quite a contrast to the trees who have a much more natural colour than the foliage. You going to darken up the foliage a bit in later releases so the overall look is more homogenic


  7. AI view distance in jungle is fixed (Thanks again to FAB), I've run several tests and if your very observant you can see the enemy before they see you, right now at about 50 feet the enemy might see you if they are facing you and your moving fast. I've come to around 30 - 20 feet before they open fire.

    Good to hear that!

    Is this achieved by area-based trigges? So you can define areas on the map (jungle parts) on the map where view distance is only 50 feet or so? and further viewing distances on open places?


  8. @ esti the big

    Already doing that biggrin_o.gif . I think your going to like what is coming out in the first chapter of the full mod. There will be very differing environs to deal with and all potenially deadly. from seeing great distances to only a few feet.

    Nice to hear that. Keep to those extremely dense Jungle elements like in the demo, its such a great new thing in ofp! The big majority of the jungle should still be really dense like in the demo, just some lighter spots in it for gameplay and visuals! Its just important that the different jungle types blend in nicely together and that they don't differ too much in feeling. After all, its one big jungle in the end, it'd be unrealistic if there'd suddenly be a big change in colour and tree types. Just different kinds of jungle densities (more or less rgound foliage), that should result in an extremely natural feeling!

    I guess you already know this, its just that I'm really excited about this jungle thing!


  9. Just an Idea about the final island... ever thought about lesser dense Jungle elemts? Its not that you should change all jungle forests into lesser denser ones, please don't, I really love that thick dense jungle and it adds a whole new element of danger to ofp (yeah, you kinda get scared of entering a jungle which is a good sign when a player gets scared. VC were kings of jungle warfare so its alright to fear them jungles biggrin_o.gif ). But maybe create less dense jungle elements that blend in nicely with the more dense jungle elements. You'd then have some few spots (surrounded by dense jungle elemts) where you could "rest" with your squad before continuing into the denser, more evil jungle parts. Would also bring a lot of diversity into the island and its jungles, if those new elemts would blend in correctly. I'm not a addon maker, I don't know how it would hit performace if ofp had to load yet another vegetation type. But as said, it'd be great if the jungles had some few "clearer" spots in them with lesser ground foliage so you can see further and rest your squad, maybe anbush the enemy. If the player sees he won't survive the fight in the dense jungle parts, he could to try to escape with his squad into those clearer spots where his chances would be better. And then continue into the dense forest.

    I've been repeating myself I know... But to me its a good idea smile_o.gif

    Another thing that I personally missed in the island was a nice river, not too wide, surrounded by thick jungle on both sides where you'd have to pass through with your patrol boat. But thats just a detail!

    Btw, its great you didn't make the island too big. It really helps performace, and since the game already has such a slow pace its not something that a player will notice (he's just a tiny footsoldier anyway). The size is in my opinion just right. Great to see that you haven't made the same error Bas did with tonai, since that fantastic island was simply too much a performace hit due to its size and object count. Being able to make compromises isn't easy, and you've done a great job there with ghost island!


  10. Sounds like the weapons are starting to get a mention now that the Ai prob has been hashed out. m60 vs rpd sounds very distinctively different, m14 vs m16 (m16 has a more tinny sound at the end), m14 vs ak47 .....I agree ak47 has to be changed it's to close to the m14 , thats not a big problem. muzzel flash prob is being addressed. We are going to make our weapons compatible to most likely jam2. I can go over to a dead unit and pick just mags or select weapon so I'm wondering if your running something in the background. BN_880 has given us permission to use his addon I've got it setup on mine it's very good really adds to the atmoshpere especially when laying down 5 round bursts from a M60 at night.

    So the ak47 needs to be changed enabling the player to tell friend from foe, to give him a fighting chance.

    what I found to make you experience last longer then 10 seconds after contact has been made, you really have to use the environment. get behind trees, logs, find a depression in the ground move from one place of cover to the next double time. make short bursts then move if your exposed, if rounds start to concentrate on your pos, chuck some nades then run like hell to another defensible position. if you stay to long in a nice cozy safe spot laying down a beautiful fan of lead you better get moving or the AI will start to rain nades down on your pos.

    anyhow I've developed this technique when I was developing this jungle. I works well but a stray bullet can still find a target.

    Also re the grass LODs as mentioned the distant LODs are still being developed, we are trying to keep the fps good but still give cover to the person in the grass basically the edges have to be blended, this is being done, just requires time and manpower.

    Demo is really great for a beta from what I've seen! Love that thick forest. Atmosphere is great (the fog really adds a lot in this case), you really start to panic a bit when you don't know from where they're shooting at you, thanks to that forest. It wasn't that impossible to survive for long, it just really required very slow advancing, alot of crouching etc, which is realistic and has great impact on the rather gritty atmosphere, so Keep to that slow-pace advancing! It may have quite a hard impact on gameplay, but not negatively, it just makes the game harder and more realistic which is afaik a good thing! The grass looks great as well (when your troops are kneeling in it, shooting as some enemy...), Like the new anims as well.

    Is it true that it doesn't have its full density in this release? Would be great if gets even more denser...

    The island and campaign run great on my pc (2800 athlon, 1 gig ram..., radeon 9800 and about 10 progs running in the background biggrin_o.gif ). Only bad thing atm is that I get about three error messages about missing stuff before even starting the campaign. I'm runing the mod together with the newest ecp.

×