joltan
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Everything posted by joltan
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rage_Frost @ May 21 2002,02:26)</td></tr><tr><td id="QUOTE">4. auto land does not work you well fly in cycles.<span id='postcolor'> This is something i also wittnessed in V1.46. I had created a SP mission on Malden, just to fly around a bit in the Cessna. When I finally hit the Autoland button it just flew in circles...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hit_Sqd_Maximus @ May 21 2002,05:00)</td></tr><tr><td id="QUOTE">Im almost sure that his has been asked before but when I run 1.55 in HW T&L on a GF2 MX400, I dont see the new graphics and the 1.55 doesnt run at all in glide or direct 3d...... any tips?<span id='postcolor'> I'm not sure about the GF2 MX, my GF2 Ti works fine with the new features in HW T&L. Sun reflection looks very nice! What driver version do you use? Have you maxed all graphics settings in OFP? What about the detonator, any changes to the default settings?
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Hi, I was just playing a mission at Fraghaus, where there where several groups. first I selected to be a gunner and changed then to law. But what happend? The new unit got my name an was highlighted, but the old unit still had my name attached to it. When the mission started (Rescue Colonel Randolph) I just had a grey screen and couldn't move. It looked like i was very near to the ground, looking straight down. Might be a bug in the map (or incompatibility with 1.55), or might have been caused by a conflict between the two units obviously assigned to me. I don't know. The others could play, I didn't crash and just waited in the lobby for the next game...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KeyCat @ May 20 2002,19:16)</td></tr><tr><td id="QUOTE">First I don't want to be an a** hole about this but again the information needed to get 1.55 Beta up and running behind a NAT/firewall using socket implementation is NOT in Avonladys otherwise great FAQ!<span id='postcolor'> No it isn't, but the DirectX ports were already specified there, so I would just have tried them... although I don't see them in your log. Oh, and no offence taken, no worries!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (5thSFG Drak @ May 20 2002,20:09)</td></tr><tr><td id="QUOTE">thats right , Placebo is the right one here. Geeeezzzz what in the world was i thinking DOH !!!<span id='postcolor'> You can have a different opinion on how to behave as admin, and you are fully entitled to tell us so. It's just the way you reacted to a statement that wasn't even aimed at you. There you were definitely on a wrong track. So calm down and discuss instead of flaming...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (5thSFG Drak @ May 20 2002,17:22)</td></tr><tr><td id="QUOTE">It's Crap like this that ruin's fun not only for admin's but for player's.<span id='postcolor'> I think there's your problem. You think in two classes of people: admins and the rest. To me they just are players like anybody else. No difference. It's quite simple: If a player knows the commands and listens to other people on the server, he can be a good admin if need arises. If he doesn't and still tries to be admin, he's not helping anybody and therefore probably just a dictatorial asshole (or maybe a newbee who just doesn't know any better). Of course there are always lot's of people that qualify as one or the other, and many in between. So don't get pissed if someone makes a general comment about the second type of players/admins. In german there's a saying "dogs that get hit bark". If YOU consider your style more belonging to the "a******" type, and therefore took the comment personally, the YOU got a problem, not Placebo... Think about it.
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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">No, please dont.<span id='postcolor'> Despite all these twits using VON only for burping and other "funny" things, I found gamevoice to be a very useful tool. If the server has a good upstream connection no lag is caused by this. I have played coops using Voice-over-Net with 14+ players and several of them using their mics, fortunately in a constructive way. No lag & good coordination -> a good time and lots of fun, even though I connected to the US from Europe (ping around 180-200 minimum). You can't move while typing, but you can talk and do whatever you want at the same time. How you use this depends on your (and the other players) maturity, but with the right players this is extremely helpful. Also only ingame voice support can seperate as easily between global, side or group/vehicle chat. No way to do this as easy with Roger Wilko and stuff. If servers try to save money by limiting their upstream, they themselfes create a bottleneck that reduces the quality of gameplay very much. Hopefully a linux ded server will offer the possibility to find cheaper hosts and thus invest more money in higher bandwidth. Edit: It is already possible to disable VON on the server, so if you don't want this happen on your server, just disable it.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KeyCat @ May 20 2002,16:25)</td></tr><tr><td id="QUOTE"> Joltan, no offence but did you read the thread? If you use the old DirectPlay implementation you do not need to open any additional ports but if you use the new Sockets implementation my findings is that it does not work as before and additional ports need to be opened! <span id='postcolor'> Yes. And still, the two ports were already described for older versions. So there seemed to be some need for them before, too... Don't know why some servers need that or not. I had problems connecting as a player with 1.46 before opening the two ports. According to Avon's FAQ they are needed by DirectX, not OFP itself. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">"Direct X will need either TCP and UDP port 47624 or 6073,both incoming and outgoing..." <span id='postcolor'> You're right about the readme, that it would be nice to include. But then this is only a beta test version, for people who know what they are doing (and usually read the FAQ before), so treat it as such. Of course more and better documentation is needed for a final release.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ May 20 2002,11:33)</td></tr><tr><td id="QUOTE">If you can't do the mission, give me just time until next week (i'm moving to a new house - so not to much time left @ the mo), and i'll head up with the result.<span id='postcolor'> I can. I was just hoping to get an easy answer, insead of having to find it out all by myself (lazy me ). Edit: I tried. I put an AI in sentry mode, allowed it to engage at will and maxed its ability (although I didn't activate Super AI mode). I made it face in the opposite direction and came on crawling slowly from behind. Every few meters I stopped, waited a few seconds (to be sure it didn't react because of me crawling or coming near) and then shouted insults at it. No reaction. When I was only a few meters away the ai found me, but before I started shouting again. I tried it several times. Result: AI doesn't recognice the use of direct speaking. A pity, would have been funny to distract guards and stuff... :-) BIS: Couldn't you implement this? Shouldn't be too difficult, as the ai can already recognice gunfire and the speakers position is checked anyways in direct speaking mode.
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I think at least 2 things unrelated to the netcode are really causing problems when trying to test the beta. First: the problem with the admin codes... This is really annoying. How are we supposed to chose maps and stuff if this doesn't work properly? Second: The ammo boxes - not that I think its a bad idea to limit the content of these. No, the problem are the many weapons now lying outside the boxes, causing low frame rates even on faster machines (XP1700+, 1GB ddr, GF2Ti, HW T&L).
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Well, I haven't had any problems with the netcode so far (although I couldn't test it in a big MP game, because of the reasons statet above). But Suma already promised in this thread that there will be an updated test version in the next days.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hnd @ May 20 2002,10:53)</td></tr><tr><td id="QUOTE">I cannot understand your attitude here: you give us a product to test and then refuse the information which is vital for testing? Very wierd...<span id='postcolor'> Information about the ports needed can be found in Avon's Faq, and there doesn't seem to be a change since 1.46.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Damage @ May 19 2002,10:27)</td></tr><tr><td id="QUOTE">You know what we want implemented, it is available in other games. Please consider this.<span id='postcolor'> Amen!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ May 20 2002,00:19)</td></tr><tr><td id="QUOTE">Afaik it isn't possible to figure out, who is talking over the net, so i think, also AI doesn't own this ability.<span id='postcolor'> That's why I specifically asked for the "Direct Speaking" mode. In this mode only those around you or near to you can hear you. The computer knows the source, as he has to determine who will hear what you say and who will not. Therefore it wouldn't be very complicated to extend this to ai units, like giving them a direction and range, or just alerting them. Just like gunfire... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">If you could be detected by voice over net, there would have to be such an indication. And believe me, many out there would like to get this option.<span id='postcolor'> I know, just yesterday on a coop server there was a noob complaining and whining for fifteen minutes. He couldn't understand that we wouldn't stop the coop that was already running for more than 30 minutes... As there were more than one player waiting (5-6), we couldn't tell who he was...
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*Bump* Well not just that. Now that I could test the server I really have to say that the ammo crates are causing a lot of problems with maps not adapted to the new limits. These maps have a big lag, just because of this. Please implement a server switch to turn of the limit or an alternative workaround. Also not being able to choose your map, if you're not the server (#missions command) is a problem if there are more or less people online than nescessary for a map.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (gismo @ May 20 2002,00:17)</td></tr><tr><td id="QUOTE">a new 1.55 Server is up: ofp.evil-geniuses.net:2234 (CH, cable 512/128, behind Firewall with NAT)<span id='postcolor'> Cool, I was there tonight, but unfortunately nobody else was there. Although I get the server shown 3 times. When I choose one of them, and play a mission, afterwards all show the new mission (creating...). Edit: Tested it with a guy from the states. Pity is you can't choose missions. so we just experimented a bit. Some maps were a bit laggy (like Suchen&Halten) because of the ammo crates. But in general it was plain fun. Netcode is nice. Do you plan to keep the 1.55 server online for the next days? I'd like to test it with more people playing.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (-BZ- Wardog @ May 19 2002,22:32)</td></tr><tr><td id="QUOTE">apparently OFP has the ability when players join, that each of the joiners can dl (from the host?) enough components so the Mod/Map runs normally even though I never specifically installed it.<span id='postcolor'> Only the mission is downloaded. No addons. Addons have to be installed by the players in advance.
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No more servers? I tried all IPs listed here in this thread and none worked.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Red Oct @ May 19 2002,06:31)</td></tr><tr><td id="QUOTE">i wonder if the rumors about George Lucas making more movies that continue after Return of the Jedi.<span id='postcolor'> Well originally the story has nine parts, but in a recent interview of Lucas, he definitely said he wasn't going to do the three sequels to "Return of the Jedi". He said he didn't want to be still doing Star Wars at the age of 75... Well let's see.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tex [uSMC] @ May 19 2002,02:44)</td></tr><tr><td id="QUOTE">You would think I used the Jesus cheat, but I tried to resurrect my dead squadmates, but it didnt work  <span id='postcolor'> Well, it's still beta, what do you expect... more to come in the upcoming Resurr... ah, Resistance.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (-BZ- Wardog @ May 18 2002,16:34)</td></tr><tr><td id="QUOTE">Just as game went to launch..everytime I got dropped before entering.....Now..I only patched up to 1.46...and I did see many other players who were in shell with me..they got dumped too....<span id='postcolor'> This sound like the mission the server had loaded used an inofficial addon, that you (and the other players) didn't have. Like an island or just Gunslinger's editor upgrade (that's an addon that gives you some extra options in the mission editor - many mission designers use it). If the mission uses an addon you don't have, you will get thrown out upon start. Edit: For addons look at OFP.Info, they also have the the editor upgrade
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ May 18 2002,04<!--emo&)</td></tr><tr><td id="QUOTE">but btw - a ping of 150ms would still be the highest one, tolerated to be called as playable, while a ping of 350ms i would say, do something with your connection or continue playing in the past-tense.<span id='postcolor'> It really depends a lot on the amount of data transmitted. I sometimes play on servers in the US (from Germany via dsl), with pings around 200-250. While ping is usually high on the connections, even the download of big mission files (1MB+) is fast, so the throughput is obviously ok. I definitely wouldn't want to fly a chopper or drive a tank (some lag from time to time), but it is quite playable being infantrý - without enemies warping around or not dying when hit, and voice-over-net in heavy use. To reduce lag a server should have a good upstream (the one in the US has 1Mbit/s up, and 2 Mbit downstream - really makes a difference).
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ May 18 2002,14:25)</td></tr><tr><td id="QUOTE">I ran Opf a second time to log in myself first to check all was ok, that's the mission I tried, perhaps it messed things up, did you try again? Did it fix itself?<span id='postcolor'> No it didn't... I tried several times between 8-9 (CET) this morning and and around 10-11. It was alway still "creating" the same mission.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ May 18 2002,04:56)</td></tr><tr><td id="QUOTE">Server's back up from now until sometime tomorrow afternoon <span id='postcolor'> Seems like the server's got a problem - I just tried to connect, but while I was the only player connected to it, the server was already "creating a game" (Hostage Recue) and so all I got was the "wait for server" screen...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jawk @ May 17 2002,17:28)</td></tr><tr><td id="QUOTE">well i can see the sun into the hill when facing it... i m under direct 3D (i ddnt see that bug in Direct3D T&L thought).<span id='postcolor'> Without HW T&L this also happend in 1.46 and previous versions.