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judas
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Think about it. 'Cube' road.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MadDogX @ Feb. 06 2003,17:41)</td></tr><tr><td id="QUOTE">I've noticed that some of the official addons contain one or more files called 'vssver.scc' or something like that. What are they and what do they do?<span id='postcolor'> Those files belong to MS Visual SourceSafe, a file administration tool for software developers. They have no function in the finished product.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Spitfire @ Feb. 05 2003,19:16)</td></tr><tr><td id="QUOTE">You can read the post here<span id='postcolor'> Interesting. If I remember correctly (which I might not), the manual states that 'hold fire' + 'engage target' should cause the AI to approach the target until he has a clear line of sight, and then wait for an 'open fire' order. That would be excellent for setting up a sniper to cover you, for example. But in my experience, the AI would report 'ready to fire', and then open fire. Every time.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ June 25 2002)</td></tr><tr><td id="QUOTE">Judas from Sweden?<span id='postcolor'> That would be me. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ALDEGA @ June 25 2002,16:23)</td></tr><tr><td id="QUOTE">Websites come and go.<span id='postcolor'> Of course. Every URL will become outdated at some point, but that doesn't mean we shouldn't be using them at all, does it?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ALDEGA @ June 25 2002,14:13)</td></tr><tr><td id="QUOTE">Do you want to transmit them from the host to all clients (and thus maybe spending hours sending 4 MB addons to 20 players)?<span id='postcolor'> Sometimes this is exactly what you want--if the addons are small, or if you are playing on a LAN. I think it would be very helpful if the game had this functionality, with a server option to turn it off, of course. Also, the addon definition could include a (possibly clickable) URL to the addon's homepage, which would be displayed next to the addon's name, when the addon is found to be missing. That should be easy to implement and would save the user a lot of time searching the web.
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Good point, about the console / character-mode version.
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Ping time should not be affected by the network code. But if the game plays better than before, with the same or even higher ping, then that is an improvement.
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This has been happening for a while. I remember there was a thread about this earlier, but I can't find it now. Anyway, it happens to me every now and then, apparently at random. All the text in the "laptop" menus (e.g. video options) disappear, but everything else works. I have a Geforce, too, so it might be driver related.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bojler @ May 15 2002,21:32)</td></tr><tr><td id="QUOTE">And another thing ... you have in readme link to old Beta test 1.2x forum.<span id='postcolor'> Also, the URL contains s=3ce27198388fffff, which is a reference to the readme author's ikonboard session. Okay, not really a bug perhaps, since ikonboard ignores invalid sessions, but it's redundant.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Kegetys on 7:44 pm on Dec. 18, 2001 Actually dust, fire and smoke are made of polygons too. (or actually triangles) they are just aligned to the 3d viewport so that they always face the "viewer", its called billboarding.<span id='postcolor'>Of course </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The reason why OFP runs so well is because all the objects and trees have alot of LOD levels, and so does the terrain.<span id='postcolor'>I don't think the terrain (i.e. the ground) has any LOD at all. Try a huge viewdistance, low "visual quality" and high "framerate" setting (to remove most of the vegetation). It certainly looks like the number of polygons in the ground is the same at the horizon as close up. (Edited by judas at 12:19 pm on Dec. 19, 2001)
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from PV on 6:05 pm on Dec. 18, 2001 umm... if you are facing one direction, and want them to swing the formation, why don't you turn and face that direction, and then hit ~1,1 (i.e "return to formation". Â Won't the soldiers then begin to move to their proper new positions in relation to yours? Â I seem to remember doing that a couple times. <span id='postcolor'>Sorry, but you remember wrong. You really do have to move. (Edited by judas at 6:23 pm on Dec. 18, 2001)
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Mister Frag on 5:59 pm on Dec. 18, 2001 Friendly fire fix? Please, no, this isn't Counterstrike!<span id='postcolor'>The promised fix is about AI being less likely to fire when their buddies are in the line of fire, nothing else.
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For the record, trees and bushes are polygon models too. The cloudlets (dust, fire and smoke) are the only regular sprites in the game.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from robarinodk on 5:24 am on Dec. 1, 2001 Who can i blame??<span id='postcolor'>Well, you certainly can't blame the game developers (if it is indeed a hardware problem). It would be impossible to create workarounds for every hardware combination.
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LOL! Yeah, someone definitely screwed up here.