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feersum.endjinn

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Everything posted by feersum.endjinn

  1. feersum.endjinn

    Armed Assault videos

    I think you might wanna pay more atention to the trailer sounds, read above... It's all completely moddable anyway with slight resource.bin change... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ... class GlobalChannel: { level = 1; noise = "loop"; micOuts = "micOuts"; ... class GroupChannel: { level = 3; noise = "loop"; micOuts = "micOuts";
  2. feersum.endjinn

    can someone who has arma confirm snipers

    If ArmA modding scene is anything like OFP's we'll have thousands of sniper and M4 addons...
  3. This is small tool I wrote that can convert config.bin format used in ArmA and OFP: Elite to human readable config.cpp. It has been tested extensively with Xbox version which should use same config.bin format but until amazon.de delivers my own ArmA, I can't guarantee ArmA will accept resulting files - they look valid to me however . Mod writers might find this tool useful to take a sneak peek at config file structure since there is no official commented config out yet. I know there are few tools that can open ArmA config.bin out already, but this one comes with full source code for those that might want to customize it to their needs. http://jarkko.ip.fi/armaunbin_v10.zip (btw mods, is there going to be ArmA-specific modding forum section or should we just post this stuff to OFP ones in future?)
  4. feersum.endjinn

    ArmA config.bin conversion tool released

    Well, true credit goes to whoever wrote excellent documentation at community wiki.
  5. feersum.endjinn

    ArmA config.bin conversion tool released

    Note that it does conversion from .bin to .cpp, not other way around which modmakers would probably want for build system Though it will most likely help if you are going to write your own .cpp to .bin converter.
  6. feersum.endjinn

    Armed Assault videos

    BF2 mod thing sounds bit overdone compared to the real thing.. Here's the real thing - some guy just took camera out to range and shot at it http://video.google.com/videoplay?docid=8309992055555328231
  7. feersum.endjinn

    Armed Assault is GOLD !!!

    Just waiting for mod tools now...
  8. feersum.endjinn

    Question: Things that can be permanently changed?

    It all depends on what files server admin wants to check. From games point of view changing sky, nvgoggles or unit textures to bright white are just the same - you override data.pbo with something else.
  9. feersum.endjinn

    Question: Things that can be permanently changed?

    It all depends on what files server admin wants to check. From games point of view changing sky, nvgoggles or unit textures to bright white are just the same - you override data.pbo with something else.
  10. feersum.endjinn

    P3d to 3ds and 3ds to p3d

    Whatever you do, when converting from MLOD to 3DSMax it will break selections because there is no support for that kind of functionality in 3DSMax apart from breaking up each selection into distinct object - but that causes all kinds of problems in itself when editing models.
  11. feersum.endjinn

    Gradual Alpha transparency

    It is probably true that BIS didn't really write any internal documentation about .PAA format, if you read ther post mortem of OFP at Gamasutra, one of things they mentioned doing wrong is lack of documentation. However PAA format has been reverse engineered and documented by community ages ago, check it out in Community Wiki. http://community.bistudio.com/wiki/Paa_File_Format
  12. feersum.endjinn

    Gradual Alpha transparency

    DDS as in DirectDraw Surface files? Not directly but OFP supports DirectX compressed textures and that's exactly what DXT1 textures are. PAA format isn't exactly same as .DDS but compression used is same. I used exactly same DXT compression library from Nvidia when writing PAATool as Nvidia used on their .DDS plugin for Photoshop. PAATool just doesn't have preview window Nvidia plugin has but many of the options are same.
  13. feersum.endjinn

    Gradual Alpha transparency

    Or just wait couple of months until Armed Assault is released and there will be native support for grass detail textures.
  14. feersum.endjinn

    Gradual Alpha transparency

    To get it work bit better it would require code changes to OFP to increase alpha test threshold and even then end results might be bit funny depending on which blending mode is used on those textures. It would require modifying actual engine EXE or DXDLL or similar program.
  15. feersum.endjinn

    Confirmed release dates and countries.

    Not good. 2006 release in Germany + 2007 release in rest of EU + broadband connections = rampant piracy. They've got to release it earlier or they are f**ked, I know I'm not able to wait for official release date in Finland but at least I'm enough of a fan to buy real thing whenever it comes available around here. But not too many people will be... Time to dig up my old German schoolbooks.
  16. feersum.endjinn

    STARFORCE

    If I were going to pirate ArmA, I wouldn't really care either way being owner of Nvidia4 motherboard with SATA hard drive because StarForce is impotent on any non-IDE (PATA) hardware. They don't have any documentation on Nvidia's proprietary hardware, so they can't check whether game is being run from real CD or emulated disk image. I'm very likely going to buy retail version of ArmA, so I'm still bit worried about compatibility, for reasons mentioned above. Though if there would be some reasonable online distribution like Steam, I wouldn't mind buying the game that route through. Yes, Steam is ok, I've got HL2 (got it free from ATI offer way back) and I haven't had any trouble with it so far.
  17. feersum.endjinn

    Paatool 1.1 released

    PAATool 1.1 is now available, quick list of changes: - Fixed buffer overrun in compression code which sometimes caused crashes or produced invalid texture files - Added option to mark texture file so that OFP does not try to interpolate alpha channel for DXT textures - Sharpening filters are only applied to mipmap textures - Compression for non-DXT textures is still too slow, optimized version has too many bugs.. maybe in 1.2 Download it here
  18. feersum.endjinn

    DXDLL 1.0 (not Geforce MX compatible)

    If it helps it doesn't work on my new graphics card either (GF 6800 GS) without FPS drop from steady 60's to low 10's. It was originally developed and tested on my Radeon 9600 and Geforce 4something (or whatever Kegetys had at time). It is just a very crude hack and in a way it's a small miracle that it works at all for so many people. I guess it could be debugged to work better with newer graphics cards but why bother when ArmA release is fairly close...
  19. feersum.endjinn

    P3D MLOD Format Description

    When I was writing 3DSMax <-> MLOD converter, I ran into some problems with that MLOD format description not being completely accurate. I can see if I find my old notes... I eventually abandoned the converter though because there was no way you could get selection and UV data into 3DSMax and then export it back to Oxygen intact. And MaxScript was pain in the ass to code
  20. feersum.endjinn

    Pc spec...what to change?

    Dual core systems have quite a lot of compatibility issues with older games and drivers that can't cope with timing issues caused by parallel execution of threads. Most of them can be solved by forcing process to use just only CPU (CPU affinity). It sometimes doesn't work with copyprotected games though. AMD64 X2 4400+ here, many Unreal Engine games are just plain broken. Bad programmers, bad!
  21. feersum.endjinn

    FDFMOD 1.4 OUT

    Telling mod team where exactly you can find it because most of us apparently didn't know it was there in final version
  22. FDF Mod 1.3 released! - Many 1.2 bugs fixed. - Custom Island "FDF: Maldevic", Malden with new objects, fields, textures and cities. - Reworked FDF: Eastborder with custom Finnish buildings, city layouts and fields. - Fokker F.27, Saab J-35 "Draken", Shmel-1 Unmanned Aerial Vehicle (UAV) - BMD 1&2 IFVs, BRDM-2, ZSU-57-2, BTR-70, BTR-60PA, Military tractor variants, UAZs with PK and SPG9/Musti, Saab 900 police and civilian variants, 'amis' car with loud stereos - SPG-9 recoilless, AT-3 "Sagger" ATGM, "Eurospike" ATGM, Vigilant ATGM, Illumination and smoke mortar - Finnish RDF soldiers (desert and woodland), HALO paratroopers, Paramilitary & Rebel troops, totally reworked soldier models, civilian units such as policemen and bodyguards - Jurmo class coastal assault boat, civilian speedboat, police boat, sailboat, small motor boat, rescue raft - Some retextured and remodelled OFP vehicles such as UAZ, Hind and T72 - Numerous new firearms for FDF and Russian troops, working close-combat weapons: axe and police baton - Steerable & re-packable parachutes, new NV goggles, smoke grenades for tanks, working handcuffs for police and MPs, carriable fuel canisters, etc. - Dozens of new authentic bird sounds for increased immersion and realism - 7 new single-player missions, some reworked classics for FDF: Maldevic such as 'Ambush' - Reworked 6-part 'Band of Comrades' co-op 'campaign' for FDF: Maldevic island for up to 25 players - Altered old FDF campaign with new units and bit more challenge - More military music FDF Mod v. 1.3 FULL (487 MB, requires OFP Resistance 1.94+) DOWNLOAD it using BitTorrent DOWNLOAD from mirror hosted by Finnish Platoon, Finland DOWNLOAD from mirror hosted by Tacticalblunder, USA DOWNLOAD from mirror #1 hosted by OFP.info, Czech Republic DOWNLOAD from mirror #2 hosted by OFP.info, Czech Republic DOWNLOAD from mirror hosted by SWEC, Sweden DOWNLOAD from mirror hosted by Pelit, Finland (Magazine subscribers only!) DOWNLOAD from mirror hosted by The Citadel DOWNLOAD from mirror hosted by Filefront DOWNLOAD with eMule hosted by OFP fanatics (thanks to Gecko) (MD5 Checksum: b510d959629a8e1aecc00afc36deb415) DOWNLOAD fixed Band of Comrades Missions DOWNLOAD fixed Band of Comrades Missions from mirror hosted by Filefront DOCUMENTATION for FDF Mod v. 1.3. Contains installation instructions, class names for units, frequently asked questions with answers etc. Same documents are also included in FDF Mod v. 1.3 archive, when installed these should be in your Operation Flashpoint directory. NOTE! Due to large size of installer .exe, some firewall/software programs might hang during installation. You can try to disable .exe scanning, or if you're uncomfortable with that, extract files from installer .exe using WinRAR. From personal experience, at least Tiny Personal Firewall 2.0.15 has bug which results to problems with installer when MD5 checksumming option is turned on, which might result even to bluescreen. Reason why installer asks for net access (if one is available, it is not mandatory for installation) is that it checks for possible news updates on FDFMod home page and displays them on installer screen before unpacking files. Bug workarounds: As with every FDFMod release, there are some bugs and some of them affect gameplay pretty seriously - UZI bug / Paramilitary 3 fix  - copy your FDF_w12.pbo and rename it to FDF_w13.pbo
  23. feersum.endjinn

    Guild Wars

    I wouldn't call it MMORPG though, as it is missing the Massive part of it. What I saw from it while playing it with my friends account, most of the battles were max 10vs10 which I hardly could call massive... Not that we have technology infrastructure to support really massive online games right now... World of Warcraft has some potential but forget about any 200+ player raids unless you have 1GB of RAM and at least 2M/512k ADSL.. But if you can afford it, it is truly sweet - now if they only could tone down that comic book look of WoW...
  24. feersum.endjinn

    BIS should be ashamed of itself :)

    And as a banana, I'm deeply offended by game Bubble Bobble which suggests that being a monster and being engulfed in a bubble of dragon spit is prerequisite for achieving my current exalted state of being. Come on, you're playing a war game aiming to have some degree of realism. People get killed and houses of worship get destroyed, but guess what, it happens in real life too. It's not like BIS is implementing "Wipe your a** with Bible/Torah/Quran/whateveryourholybookis" action. I smell trolls.
  25. "Easy" way in linux would be to make a FIFO out of objects.sav with mkfifo() (see man 3 mkfifo) and have separate daemon to listen the other end of pipe and to translate objects.sav writes to whatever external format you want to have. For example you could have your daemon write data into SQL or LDAP database and have multiple OFP servers using same data source... I'll let you use your imagination to possibilities this would offer. This depends on OFP server writing objects.sav all at once everytime it is modified, since I don't think named pipes support seeks...
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