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esti_the_big

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Posts posted by esti_the_big


  1. I also get errors involving some getpos script sequence, but I only encounter this error in cinematic sequences, and I don't see any difference at all.

    check out some of the official single player missions from BIS including cinematic intros...

    about the trackdust:

    Do whatever you think makes the game better. Imho the track dust is not quite appropriate sometimes, so any improvment would be allright. I do like dusty effects though, but the dust in the track effects is too dense in my opinion. Maybe let the dust stay more or less that big as it is now, but make it less dense, a bit clearer. And of course if possible, make it appropriate to the ground the vehicle is driving on!


  2. But the error is in a mission I didn't make myself... it's one of the standard single missions included in the original ofp resistance by BIS... that are already pboed...

    I encountered this error just before again...

    In the standard original BIS mission "lone wolf" (with number 08).

    It seems I only get this error after some time after I blowed up a tank or similiar...

    Try a mission where you gotta blow up tanks. Blow some of them up, and continue playing. Maybe you'll get the error then, some minutes after you've blown up the tanks...

    btw, I use a separate mod folder, only addons included in that folder is GMR.pbo; GMR_crater.pbo and OFPEC_Blood.pbo . I use the middle fire bin version with blood (and no inq weapons or DR)


  3. Personally, My gretest wish is to implent a good base of physics in the code...

    Especially including better physics for all vehicles, and better physics for humas. Ragdoll might not be gameplay important, but in todays gaming it's simply standard that must be achieved by high quality games such as OFP, as well as inverserse kinematics that allow realistic recoil effects for gun shots and bullet hits.

    Then theres realistic damage system. War is terrible, it's about death and destruction. Death was included more than enough in OFP1, now they also gotta think about destruction. A small town after a battle must look like it experienced the most terrible time ever. Meaning i don't want strangely distorsed buildings but realistic damage visuals, such as realistic explosions and fires and destroyed buildings. same for vehicles, they gotta look like they were destroyed by some terrible force. It's not always realistic seeing a small car distorsed a little after the impact of a massive bomb. The car must be ripped apart by the force, debris lying around everywhere, same for other vehicles (planes shouldn't be able to be recognized as planes anymore after a ground crash with 1500 kmH, tanks should be more destroyed-looking). A dynamic physics system implenting this would be great.

    And about terrain deformation...

    This IS something that can bring gameplay up to a new level. Terrain deformation for realistic cover taking etc, and shooting holes in buildings. if OFP2 includes enhanced indoor combat, real-time deformation of buildings is a must-have, especially in a large scale war sim such as OFP, where the war isn't only inside the building, but outside as well, which can strongly influence indoor fighting (where a misplaced bomb crashing into a building can open up completely new hiding and camping possibilities...)

    All the other stuff mentioned would be logical developments that can be achieved physically correctly using these physic rules that should be implentet in the source. Weight management, jams etc is all a thing of scripting etc...


  4. Rarely during the game, i get an error message telling me that GMR_crater.pbo is missing. It happend to me in the resistance standard SP mission "Tankplatoon", shortly after the first encounter with enemy tanks.

    I checked my addon folder and the GMR_crater.pbo file is in there, so it must be something else...


  5. cuz im sick and tired of having to walk 10 miles around a fence that is no more then a foot high. liek the barbed wire, and those tank spikes... shit i could step over those in real life. so why should i have to walk over the hill and thru the woods just to get around the stupid thing

    I'm not big of a scripter, but you could somehow create an animation (or even simpler without an animation at all) binded to an action that can only be chosen if your near a fence. The action would carry the name "climb over fence" or so. if chosen the soldier automatically climbs over the fence, in my eyes the best solution, since jumping wouldn't add anything to the game apart from the example with fences...

    Back ontopic

    Looking forward to the new ECP release, i really hope your partnership with GMR allows you implent decent explo effects!


  6. I noticed my performance issues while playing a self made streetwars mission in tatu. I had about 6 soldier platoons east and west. In normal OFP, I never would notice a bit of lag here, with view distance 3500. But on Tonali, it lagged horribly, i had to set down the view distance to 1500 to play decently.

    No really, I think BAS shuld consider about splitting the island in two. Because it really doesn't have much disadvantages. I don't think a mission is going to be created that really can use all that largeness of the island, let out airplane missions which are really rare though...

    All other missions would only take advantage: Faster graphics and more Island details that could be implented.

    I really wish BAS would consider this, maybe release a separate version of Tonali where the Island is split in two. Though i admit I don't know how much work it would take.


  7. you know... looking at the island topographie I imagined that splitting the island in 2 separate sections would actually be a good idea. Cut it in 2 in the middle, making one island a jungle island (consisting of the jungle part of Tonai in the west) and a desert island (the east part of the island).

    I say this because performance IS a bit of a problem with this island (I own 3 gig + radeon 9800+1024 mb ram and do have here and there performance problems). And there won't be a lot of missions around that actually use the whole island topographie with journeys accross all the island. One island side for jungle-war and one island side for desert-war.

    Imagine it. You get a far better performance, and you can even make the 2 Island parts a bit more detailed. And even then, the Islands will be Huge. For me its a very good solution, it brings far more advantages than disadvantages.

    Please give it a try. The island is too fantastic to be killed by performance issues.


  8. Yes we did run out of time, if you want new intro cutscenes they can be made.

    There will be a new ECP version out this week, that will contain a number of fixes and new effects smile_o.gif This will be the last full size release, after this release patches will be 1Mb in size.

    RED

    Its nice to have your future updates released as patches, but if possible, a new full release of every version would be good as well since patches for OFP addons have proved not to work all that good.

    Best would be to release a patch and full version includung all the patches before, every time an update is released.


  9. Compared the ecp explo effects with smoker version from goldmember, and yes, the explo effects in ecp do seem to be not as good as the smoker from goldmember explo mod, even though it should be the same.

    In goldmembers separate explo mod, I apparantly do get a glimpse of a nice fireball in smoker version (even though there is a lot of smoke), followed by a lot of great looking debris. And the vehicles burn sometimes after being destroyed, which they don't in ecp. I blew up all armored vehicles from east & west about 5 times each, never did I get a fire coming from the wreck.

    I really hope you can implent goldmembers explo addon in the next version without any problems and with all its features. Personally I'd appreciate the middle flamer version, with burning debris (that might stay some time), random Ammo explosions and burning wrecks. But best would be if you could choose through the configuration script what kinds of explos you like of course.


  10. Do all other effects work? I will try and figure out what is happening.

    RED

    Well, I hear bullet wizz (great btw!), dynamic sound also works, tailrotor, blood etc. All fine. But I only get the same old explos as always. And vehicles don't burn after being destroyed (as in goldmembers addon).

    Just tried it on the scud 4 times (on desert island), never was there a real fireball or a burning vehicle after explosion... Neither in the testmap included

    IMHO you should try to implent the original effects Goldmember has used. Judging from the pics they're a bit altered (though I can't judge from ingame, maybe its better than on the pics...) And maybe let people choose which explo version they like (smoker, fire etc, as in goldmembers explomod, debris or no debris...).

    Other than that, I really enjoy this addon though...

    edit

    just read about you implenting the explos last minute. So its understandable that the whole explo thing is a bit unfinished. Try to make em well looking, because they really add a lot of Atmosphere, and thats what the mod is finally about, isn't it?

    G luck in further developing of ecp, nice work!

    btw, explos still dont work for me sad_o.gif


  11. Fire and explosions doesn't work right for me. I have goldmembers explo addon (v1.47 I think), it worls ok. But with ECP, I don't get burning vehicles nor do i get the nice explosions from goldmembers addon (I ue the middle fire ones). As config, i use the new DR config. And settings in the sqs seem to be OK as well.

    But no nice fire effects...


  12. hi people,

    I'm new to this topic and somewhat confused.

    I'd like to xperience this mod ingame, but due to all those different files in that yahoo folder I don't know which one to download and to use.

    gernerally, I'd like to download the complete mod, and play the game in the end with blood effects and that explo mod. What file must I dl?

    And how do I install it?


  13. guys,

    Please stop complaining about buildings not being enterable and having poor textures... You certainly have to admit that BAS has made the best looking cities for OFP up to date. They look as least as good than all the other buildings ever created for ofp, with the small difference that BAS achieved to make them almost completely LAG-free unlike other mod teams. The textures are more than good enough for an ofp game, they give the city a realistic look well enough... and thats what ofp is about, isn't it? If you guys want more detailed buidings for the cities, then go play Delta Force black hawk down. Problem is you'll miss the freedom of ofp there, you won't be able to explore a whole island... LAG free that is...

    As for buildings not being enterable... Thats really a minor thing. How many missions do you know that actually use buildings as a central element? Very few...

    And the city theme allows sufficient possibilitys for taking cover, just add some broken down cars and other garbage, you'll get enough cover possibilities.

    It was a good decision to design the buildings and cities that way.

    Please keep them so.

    As for poorly detailed rebel soldiers,

    They look better than the delta force BHD soldiers. And because rebel soldiers usually come in huge masses, it's totally OK to make them low detail for preventing LAG, the thing many are complaining about.

    So was a good decision to make the rebels that way.

    Please keep them so.

    Conclusion:

    BAS' decision not to implent astronomic detail in buildings and soldiers is absolutely legitimate. It's the best decision they could have made, it shows that those guys know that they're programming for a game that's all about realistic environment in combination with LAG-free gameplay. Unlike many other mod-teams and professional dev teams, they don't fall in love with beautiful graphics and start sacrificing lag-free gameplay for beauty. And achieving that isn't as easy as it sounds. In fact, it's the thing almost all devs (even professionals) fall in for and that finally kills their game. BAS didn't kill their game/mod. They made it beautiful and almost LAG-free. And I think they should keep it exactly that way.

    Of course, I eagerly await the new version of the island. There are some unfinished spots, but they don't disturb the overall impression (which is absolutely fantastic) too much. It's really great to hear that you'll finish them as well!

    So keep up the good work!!!

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