lendrom
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Everything posted by lendrom
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Handsignals Command System Released!
lendrom replied to General Barron's topic in ADDONS & MODS: COMPLETE
I wanted to suggest this as well but i didn't wanted to demand too much . Anyway it's very nice to hear you're working on the improvements (tab to open menu sounds great). I can't wait to try it in action!! I think its high time for me (or someone else - im not a good mission maker - I can only imagine how Sui could put it to a good use ) to make some good missions for HS to promote it the way it deserves it. And one more little thing. I know it was asked before, but any chance for ECP compatibility? I mean especially one thing. I can't beat the HS Houdan Raid using ECP because i can't change the position of marker that im supposed to use to direct arty and reinforcements. I tried it with FFUR and it works. But still i prefer ECP and it would be nice to be able to use it with HS system. Again thanks for what you did so far and I'm still hoping to see more!! -
Thanks for kind words about my model but it has a few big glitches and im only starting to learn making textures (btw anyone has a copy of alpha channels tutorial, all links i found are dead). But I dont want to hijack AtStWalker's topic so lets focus on admiring his model . @Cpt. FrostBite: Sorry to hear that you dont like my new purple camo for use at sunsets and sunrises. :P And about yellow camo i may do it but first i need a long way learning making textures.
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Nice work. As im learnning to model in o2 the first model im creating is a different version of german halftruck which is sdkfz 7. But it looks much worse, well, im only an amateur. here's a wip pic
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What do we think? Are you serious? What kind of question is that? What can we think? It's a b s o l u t e l y beautiful. I cant wait.
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Ive been watching Caen project from the start because the effects you want to focus on are very promissing. And with every new release of screens I'm even more amazed that you achived something like that in OFP engine (the overal look of the island, animations including bolt action reload). Now i wait for Caen more than INV44. Keep up the good work. I'm sorry to say that because i know that this is an additional work for you to do but can we expect any movie showing the animations in motion?
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When i was watching screens relaeased till now i didn't expect much from ArmA. But strangely a have just the opposite impresions about the interview to majority of people on this forum. As my main concern is not the graphics i think that for example this quotation is very nice: those are promising too: Movement Animations the one about AI is a bit dissappointing: And what can i say about the graphics? ArmA is supposed to brnig mostly engine improvements. For now without messing with the engine, just by modding the existing one INV44 team made much nicer graphics than we can see on ArmA screens.
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Handsignals Command System Released!
lendrom replied to General Barron's topic in ADDONS & MODS: COMPLETE
Yes MrN, your way is quite good but not perfect. You cant for example sacriefiece one squad for tieing in fight most of your enemies while realising mission objectives yourself at that time because enemy will follow YOU not your suicide squad . But that's not that big deal unless you are making US - Japanese war with Kamikaze . I typed about GroupLink just to show an example of 3rd party scripts that would need some hand work after automated conversion. Recently I played some skirmishes with HS at ECP 1.085 DMA Army replacement, JAM HD combined with setdammaging at minus values, Lechistan island with beautiful grass providing cover and reducing visibility, guard waypoints and its a great experience, almost different (but even better) game... -
Handsignals Command System Released!
lendrom replied to General Barron's topic in ADDONS & MODS: COMPLETE
AFAIK General Barron made a script for Grenadiers indirect fire but its not implemented in HS system... yet? The problem with automated converting standard missions to HS are mission specific conditions (triggers, scripts). For example I havent came up with good solution for missions created with Keycat's GroupLink. GroupLink works with only one group that is being chased and default HS team consists of 5 groups (player, radio, 3 teams). Also all events based on conditons in scripts which depend on something happening to players team can be messed up by automatic conversions (imagine that you have script that sends reinforcements when count group player < 5). The same goes with scripts execed on whole players group (foreach) etc. So when it comes to more advanced missions i dont think simple program would do the job. But of course it could be a useful tool for a start converting a mission... BTW I was thinking about releasing one of FDF's missions converted to HS but I cant contact its author for permission.... -
And I bought it to have 2 copies of OFP to be able to make LAN games on my two home PC's. It's nice and cheap ((about 8$ for OFP + Resistance) + All of FREE addons! ) solution.
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The reason i'd like to see ragdoll is that after some time of playing OFP you get used to how dead bodies look like that you can very quickly tell which soldiers are threat for you and which are not. Think about it? From how long distances you can in one moment tell if an enemy is dead? The answer is: from too far Ragdoll gives more randomness and in other games that use it I was sometimes very surprised and confused by the way dead soldiers layed. So my point is not exactly to have ragdoll anims of death but much more animations of dead bodies.
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Handsignals Command System Released!
lendrom replied to General Barron's topic in ADDONS & MODS: COMPLETE
Its because of the fact that when a dialog is being shown keyboard inputs are blocked and mouse is switched into cursor/pointer mode. And commad menu in HS is based on dialogs. I dont think anything can be done about this without acces to the game's engine... -
Handsignals Command System Released!
lendrom replied to General Barron's topic in ADDONS & MODS: COMPLETE
Maybe i didnt type it clearly enough. From what ive messed with HS i figured out that the way HS is currently build you cannot bind (in fwatch ) a key to "Squad return to formation". It's because selecting a whole squad is one scripted command, selecting 'move' submenu is the second, and ordering squad to 'return to formation' is the third one. There's needed a command to execute all those three steps in one in order to be possible to have it at one key (... fwatch again ). And i suggested that when commanding a squad by HS you have free F1 - F12 keys (because you need them only when commanding original way) and you can use them as shortcuts for most common commands to speed the things up. I think you can get used to it. As a matter of fact using HS with fwatch enabled is much (and i mean MUCH) easier than without it. And i agree that using HS is more difficult than original commanding system (not in every aspect though), but its again MUCH more realistic and whats even more important gives a lot of sattisfaction. For example i tried rebulding one fo FDF's single missions (the one with destroying an artillery battery beyond enemy lines) to HS system and adapted Sanla support script to be possible to be executed only when you're actually using a radio from your radiomans back. I think its a very nice feature. "Spoko wodza" (Peace, chief (?) ) -
Handsignals Command System Released!
lendrom replied to General Barron's topic in ADDONS & MODS: COMPLETE
I know Ag. Smith that in OFP you cant bind keys to commands but you seem not to know what Keyget's fwatch is. It's simply workaround solveing this problem. I really suggest you to try the HS system while runnig fwatch. It is even possible to use voice (using voice reckognition system and a program like Shoot) to pass scripting commands to OFP. Excuse me but the fact that i dont post a lot on this forum doesnt mean i know nothing about OFP engine. So take it easy... -
Handsignals Command System Released!
lendrom replied to General Barron's topic in ADDONS & MODS: COMPLETE
As this topic was bumped ill add something to it. First thing is that in my opinion HS is one of the greatests ( if not just the greates one) improvements of original OFP, so thanks G.B. Now the second thing - my suggestions for improvements, of course if G.B. thinks about improving HS. The problem i see is that commanding with HS is slower than normal one (its because of time needed for changeing dialogs i guess). So it would be welcome if some of frequently used commands were bind to one key. My suggestion would be: F1 - Squad return to formation. F2 - Squad halt. F3 - Radio return to formation. F4 - Radio move to my position. and all other F5 - F12 keys to some other functions as they are not used when HS is enabled. The second suggestion is to add command executeing the-very-useful script: nearestcover.sqs The last one is if HS could be compatible with ECP? I mean the thing with mapclick which doesnt work while running ECP (i tried it with FFUR and it works then). Anyway i love your work G.B. and i think improvements in Arma should be done mostly in the areas you are trying to take care of in OFP (commanding system, less acuracy (setdammage to a minus value, simplecover.sqs, Carrying wounded - was this project you showed screens on OFPEC forum some years ago totally abandoned? btw there are promissing attempts to do it recently; and the last but not least infoshare script). -
More detailed terrain is important but AI that can use it for cover would be most welcome. And when talking about what COULD be done in Arma i can think of lowering cells size on maps. We saw it in ARCTICPAW in InfantryRange tech demo. This way islandmakers could make much more detailed environments (little hills, causeways, little rivers etc). I dont think cells can be reduced to size of 5ft without a lag on 2km viewdistance but if we had cell size somewhere between original value and that from ARCTICPAW's 'island' with viewdistance at 1km i would be happy. When speaking of viewdistance I would like it to be as far as possible but not if this means haveing plane terrain without cover. And if the 'islands' were based on planes (like Leusderheide or Havelte islands) with forests and grass lowering visibility there wouldn't be hills from which you can see for miles and we wouldn't need so high viewdistances.
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OFP could be much improved in the area of anims. I think it can be summarised in three points. 1. Randomnes of animations (a few different animations for every action) 2. New movements animations Very nice idea. Some ideas i would point out are: being knocked off your feet by nearby explosion (and standing up from that position), panicking (if not incorporated to ai system it could be at least used in cutscenes), covering anims, droping a weapon, also faster moving with at weapons in hands (can be without ability to fire)... 3. Better transitions and more dynamic anims. I would like to see a bit faster animations - i think soldiers move under fire much faster than AI from OFP (for example in OFP at soldiers die so often because after shooting they always reload and have to finish their animation - in real world soldiers would sometimes even throw away their at weapon to get covered). From what ive seen in OFPE trailer transitions are still quite a problem in it (i mean the soldier receiving a few hits but dieing only after throwing grenade animation is complete). IN H&D2 there is a nice solution. You usually have non ready weapon animation, but when you slightly press fire button it switches into ready animation and if you dont fire for a time it goes back to non ready.
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I've got some troubles running this mission. Intro goes smooth but when it ends i get a message about missing addon VTE_sebobj. I've got patched version of VTE beta and there's no vte_sebobj.pbo in it (i checked original file x_vte_open_beta_11-03-05.rar and it's not there (i know it's unpatched but there in no this pbo in patch either)). Any ideas what can be wrong? Is it my VTE installation or what? And what's more HS system is not good to use with Group Link because IIRC GroupLink can support only one group that is being 'hunted' and HS uses many groups under player's command.
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Since the moment General Barron released his wonderful Hand Signales engine compatible with fwatch i can't understand how can anyone make a nam mission without it But anyway im inpatient to try this one (some really nice features you listed - Keycat's Grouplink is also one of my favorites, i dont know how did i overlooked this topic). Downloading now.
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I agree with you Sanctuary and im amazed that noone of OFP gurus poined this (AI) out in this topic. Me and Zendjir expressed our fears at 8th page of it but noone seemed to notice that and everyone is talking almost only about graphics, which btw i find not that good I like the viewdistance but it's not all. Inv44 or WWIIEC Caen have better looking grass and bushes, Mapfact and Agent Smith have better textures and objects, BAS, Our Weapons and many other addonmakers have much better models (with some beautiful features like recent OW invehicle anims etc which i dont think we'll find in ArmA official addons). I dont see it in ArmA so im not impressed at all. But im not so worried by graphics because i know its WIP (although i doubt much will change) and im not focused on graphics. What im worried about is AI. Don't get me wrong. I play OFP since the day on which the demo came out and i like it. But im not blind and i can see that some parts of OFP are bad. OFP is greate for taking sightseeing trips, sneeking missions, simulating some meeting engagements. But when it comes to real fight AI is dumb like hell, there's no cover, suppresing fire, firefights last for seconds, and then everyone dies. There are no panicking soldiers, incapacitated, carrying WIA by medics and all those things that are in real fights. Also i find commanding interface quite user unfriendly (only General Barron's HS system makes it better). So IMHO OFP's weakest point is... firefight. Yes! military simulator which have quite poor fighting system! (i know that being a soldier is 99% of not fighting and 1% fighting but surprisingly (?) all missions for OFP DO include fighting). Those are things that should be considered as most important improvements to THE ONLY Game.
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Does this mean they have not changed the AI? I hope not, although I always have my trusty AI script at hand. That's what im also worried about. ArmA could have the same graphics as OFP allowing BIS to focus on AI (and leaving CPU's resources for AI). Anyway if ArmA is to have oryginal campaigns the AI cant be changed too much because it could ruine their gameplay (look how different is oryginal campaign's gameplay when using ECP or FFUR)... Im affraid that means no suppresing fire and AI taking cover. I'd be very glad to be proven wrong.
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After reading all over the same things ill a motto for this topic: Blessed are those who have nothing to say and yet remain silent.
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What i would like to see is a few types of animation for the same thing. I mean not every soldier runs exactly the same way, not everyone stands in combat ready position the same way etc. And after playing OFP for so many years im sick of soldiers who have the same height, stand in the same poses in a perfect shaped formation... If the faces were not different this would be a real clone wars. And i think even if BIS didn't include many types of anims for one thing they should IMHO allow for doing that by the community. Adding this to engine can be done only by BIS, while making more anims can be done by the community. Even if BIS is willing to have only one anim for one thing they should define for example that running has 3 possible animations and setting their default anim for every of those possibilities.
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Yes it's full version and it's on DVD. And im prety sure it's legal. This magazine adds full legal versions every month. There were such a hits as Quake 2, Fallout Tactics, Unreal and many more and AFAIK they have never had any legal problems because they always have licencions from official publishers. Maybe Placebo knows something about it (although i think it was dealed with Polish publisher of OFP - Cenega games...)? And one more thing. I noticed that it is a custom for some publishers to release old games for free (or very cheap with a games magazine) to promote a sequel which is near... (that was made for example with other Czech game - Hidden And Dangerous). So maybe it means that ArmA is near...
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'Search' option returned: Thread about shoot - the program you are looking for There are links in the first post. Btw its a very useful tool. I really dont uderstand why isnt it in common use... That reminds me I wanted to make my own config for Shoot for General Barron's HS system ...
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(Kurayami @ June 10 2005,02:30) Not sure if im right in my guessing but have you seen this tread? (especially last post)