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judas

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Posts posted by judas


  1. </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.


  2. </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.


  3. </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 smile.gif

    </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)


  4. </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".  Won't the soldiers then begin to move to their proper new positions in relation to yours?  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)


  5. </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.


  6. </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.


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Unl33t on 9:36 am on Oct. 28, 2001

    Somtimes the game can only sync at the fastest speed of the slowest modem. *some* games and internet things that is.<span id='postcolor'>This is what this thread should be about, IMO. I know some of the strictly military guys here would never come up with the idea of playing CS or UT or Quake, but if they did, they would find that dialup clients have no negative effect on the gameplay for broadband clients. Their player models might show jerky or irregular movement, but that's it. This is the way it should be. There would be no reason to kick anyone because of high ping. He would only be an easy target.

    In OFP however, it appears that the world simulation is somehow distributed among the clients, and if the vehicle you happen to be riding in is handled by a modem user's computer, then you will be just as lagged as he is. Maybe it has to be this way. After all, none of the above games have vehicles, and the server-handles-everything approach might not be applicable to OFP simply because of vehicles. Then again, it appears to work very well in Tribes 2. I admit I haven't thought about it that much. Corrections are welcome.


  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from JediDave on 12:11 am on Nov. 14, 2001

    When i get to the second auto save point ht egame crashes back to windows when it tries to autosave.<span id='postcolor'>I suppose your swapfile is 400 Mb or more?


  9. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Cantata on 11:48 pm on Nov. 13, 2001

    It was stated that this particular mission requires a pretty hefty machine to run it smoothly.<span id='postcolor'>Actually, that was the other mission (C02). But either way, it's okay. Big games require big computers. smile.gif


  10. Now I'm pissed off! I spent more than two hours on this stupid mission and it wouldn't let me win.

    First, when the convoy was ambushed and I took command, everyone had to tell me 'ready'. That took about 30 seconds, so when I finally got to give some orders, the battle was already over. Well, almost. Oh well, that's a familiar problem. Let's get on with the mission.

    I told everyone to get in the truck (which survived the fight). About four minutes later, everyone finally found their way, and got in, except nr 2, who was now lying prone next to the truck. 'Negative', 'injured'. I repeated the order a number of times, and suddenly he stood up and decided to get in. Hrmm.

    We got back to Lamentin and when I told 'all' to disembark, one of the medics simply ran off. He apparently decided to heal nr 2, at the location of the ambush. But nr 2 was in Lamentin with the rest of us. The medic ignored all my orders, ('supporting'), so I had to do without him.

    When the enemy attacked, my framerate went from 30+ to something like 10. No comment. I had to reload three or four times, but finally managed to kill all the tanks, BMPs and choppers, and I still had nine guys left in the squad (I think). Great! Then nothing happened.

    After a while, I walked from the center of the village to the machine gun nests, (where the 'hold' waypoint is). Then an enemy infantry squad came at us, and there was radio chatter about me taking command, a second time! Several of my guys got themselves killed by running around (looking for their new CO?). Then the radio sequence about spotting 'three, no four T72:s' and that stuff was also repeated. It was like all mission triggers had been reset somehow.

    Anyway, we won, and were told there was a boat coming for us. Excellent, except the boat had six seats, and there were seven of us. What the ####? Couldn't they have sent two boats? And since the boat wouldn't move, I figured one of us had to have an accident. Nr 2 volunteered. Then we all got into the boat and went home. Not. The boat still wouldn't move. After trying various ideas, I shot the driver and took his place. (Now there was one free seat in the back... sigh.)

    Finally we could go home. I got three red crosses. 'Court martial - you didn't follow your orders!' WHAT?

    ...

    Okay, I'm done. Sorry, I just had to vent. I'm going to log off and read a book or something now. At least they work as expected.

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