lendrom
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Everything posted by lendrom
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I didn't make it to ask a question on armedassault.eu so I'd like to ask the ones that saw E3's ArmA demo if there was any signs of prommised in some interview climbing over the obstacles? Or maybe Rastavovich said something about it? In that 160mb movie near the end the player was trying to cross the field in which there was a kind of fence and he had to turn back and go the other way. So either he didn't know he can cross it or he just couldn't
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Well, according to hardrock our hope can be now backed up by Rastavovich's (a BIS employe) statement: One of the most important news from the hardrock's article IMHO.
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It would be nice if it was done like in BIA2 (I know that this game can't be compared to OFP). In the game in the skirmish mode you can manually set AI skills in tactics, aiming and surpression (ah I still dream that surpression will be in ArmA). Anyway this video has some nice and some bad features. Did anyone noticed the way player's soldier grabs the barell of his weapon when running and releases it when aiming (in the part when he switches to PK)? And can anyone who specialises in island editing confirm that the size of map cells was reduced? I think it's lower than 50m...
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i think they are debating alpha pics of armed assault and discussing what needs doing before release, i aint seen any demands here in these forums, just people noticing anomilies and generally passing comments and time whilst they wait.no crimes commited here, infact it passes my time on reading. Thanks. That was exactly my intentions.
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Only if this is joke too. It's not about grass casting shadow. Its about not transparent grass that obscures the shadows that are behind it.
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I know how to say it. The grass seems to be a transparent and it's darker when there is a shadow behind it while it should obscure the shadow completely.
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I mean the shadow on the grass. Look at the shadow's direction. Shadow from the boot shouldn't cover the grass that is before the soldier. There's nothing to cast the shadow on to the grass so the grass shouldn't be covered by the shadow. I don't think i can put it down more clearly. I made a picture: The left one is how it looks like the right one is edited.
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Yup, if you look at the left guy you'll notice it too. On this screen you can see some weird shadow on the grass. It's darker in places where objects behind it are in shadow. Do you see it or I am just tired?
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Right, we had this statement in some of the interviews but can anyone (especially the guys that were at E3) confirm that there were some kind of climbing introduced? No trailers or screen show that feature so far.
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The '-ski' ending is typical for Polish surnames. However in Polish there is no 'v' only 'w'. Anyway many people that left Poland and went to US changed spelling of their names so Americans could prounance them correctly (Polish 'w' is prounanced more like English 'v' than English 'w' ). So James Gastovski could only be American whose family came to the US from Poland some years earlier. The other problem is that 'Gast' doesn't mean anything in Polish and the most of names ended with '-ski' are created like adjective for example 'most' means a bridge and 'Mostowski' is an adjective (like Bridges?). Anyway 'Gast' is a bit like 'Guest' (Polish 'Gosc' - Polish surname 'Goscinny' - name of one of the creators of Asterix comes from that BTW), maybe it's in Czech or Slovak? Ok. The lecture is over. You can go and play now
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I suggested that in some other topic some time ago. If BIS guys don't want to make the map scale fixed they could still implement two scripting commands (at the level of mission editing not map's config in order to be possible to use them with any map ever created) like PlayerMapZoomMin and PlayerMapZoomMax. When both were set at the same number the scale would be fixed. That's what i was hoping for the most. And if it's not in the game i will be very disappointed. I really think BIS should at first place improve things that can't be improved by modding community. And the AI is one of the most important things (i know that some mods improve it but it's all done by means of scripting which isn't very functional and hits the performance). Taking cover, suppresion and covering fire, carrying wounded, panicking are all things that the community tried to introduce to OFP but without an acces to the engine had no big succeses in it. We can still have a hope that AI module didn't make it before E3 but it's being worked on... But personally I doubt it I hope that there at leas be some improvements allowing the community to work on AI and commanding system (binding keys to executing scripting commands without fwatch, some fixes that will make GeneralBarron's nearestcover.sqs not cause CTD, some commands and maybe animations for carrying wounded even if not used in campaign) edit: more thoughts came to my mind As for animations we (except the two lucky guys that were at E3) saw next to no combat animations so its too early to tell if i like them or not. (Nihil volitium nisi cognitum ) We could only hope that there's a few variations of every of them as in WWIIEC Caen mod. As for the look of the Sarah... I liked the viewdistance (but 2km is not that far) but when compared to screens from some mods for OFP Sarah isn't extraordinary (compare it to Falklands mod, Inv44, or WWIIEC's Caen). At the end ill say that ill most likely buy ArmA in the day that it's out but this doesn't mean i don't see it's week points... For now im waiting for some of mods and addons being created by the community more than for ArmA...
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My computer isnt that bad. It's Athlon2800@3200, 1GB ram, radeon9600. And i'm running OFP with only those addons that are needed for the mission. Anyway i'll try it again when i'm back home.
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Isn't the OFPEC Blood included in the mission zip? (Yes it is ) I tried it a bit and run into missing addon problem (i can see you provided a link for it now - it was ch47 btw is chinook's British codename 'puma' as in your post?). I tried a mission but i must say i get a lot of lag. The script for reducing viewdistance seemed to work but i still had 5 - 10 fps. More reports when i will play it a bit more.
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Sounds good. Despite the big number of required addons i'm going to give it a try when i have some free time later this week...(month? year?)... From what i've seen in Deep Water (which is one of my favorite missions for OFP) you can make a very good use of user created addons. I'm tired with a lot of good addons with no missions for them and some good missions that are not using any addons at all. And one more thing... I think using General Barron's Hand Signals could add a lot to your missions.
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I second that. I used to play screemer 4x4 a lot and I imgained how nice could it be if the driving model from the game was ported to OFP. But I think that now we could only wish that it will be in game2 because the movies we've seen from ArmA don't confirm any big improvements in the area of driving model...
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I take it for a compliment Unfortunately true. One solution i see here is binding in fwatch some keys for adding units from your squad to an aray on which the script would be executed (instead of 'foreach units group player' it should be 'foreach arrayname' ). I think fwatch recognizes combination of pressed keys so it could be shift+1, shift +2 etc (and pressing shift+1 would result in executing a following command: _array_of_selected_units = _array_of_selected_units + unit_one_name). And when you have a key for adding/removing every unit in your group to such an array you can define a phrase in shoot to be recognized to press shift+1 etc (the whole thing above is have to be done because IIRC there is no scripting command for checking which units are selected by F1-F12) The second solution is to wait for a new version of GeneralBarron's Hand signals system . As I said before it is to have some nice features that are shoot friendly (queing orders and binding queues of orders to one key). And for selecting problem HS introduces the idea to give orders to whole fireteams instead of single soldiers (which is much more realistic and comfortable IMO). I am not aware of if you can have a pause in shoot... so i had to do by fwatch and an external script... I think there is still a lot of potential in this idea. I hope someone with skils better than me will look into it.
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You could do it by binding a key (using fwatch) to execute a script that makes this. edit I made a quick example showing how it should work. You need for this fwatch to be run. In the zip you have a simple mission with one simple script and a one-entry config for shoot. In the mission when you press 'o' (or say 'stealth' while running shoot with attached config) your men will change formation and hold fire. Example Kegety's great fwatch on OFP.INFO
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There was a topic about shoot some time ago in addons discussion http://www.flashpoint1985.com/cgi-bin....d+voice I was trying to make a config for useing shoot with GB Hand signals system but i can't remember now if i've ever finished it but i think i haven't as my mic broke down. But making your own config for shoot is very easy. I'll look if i finished mine when i'm back home. Anyway i think commanding a squad with voice command is much easier and gives more fun than by all those 1-0 keys and menus. It would be nice if arma had such a way of commanding built in. [edit] I've found it. But the current version of HS is a bit uncomfortable to be used with shoot because after every command you say you must wait untill next dialog shows up and your character completes animation. GeneralBarron announced that he's working on a new version in which there will be some fixes that are Shoot-friendly. The first is queing orders (so you can say the whole order at once) and the second is possibility to bind (thanks to Fwatch) a whole order sequences to one key (and the key can be binded to one voice command). Anyway here's my config for current version of shoot. And one more thing. Open the config (even with notepad) and check what are the exact phrases for every command because i made them a bit different than in original dialogs. HS Shoot config [/edit]
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I wonder if the language variety will be included in the missions. Something like dynamic ai voices in ECP or even in radio chatter. I can only imagine when you are the commander of militia forces and after giving "All find cover" order you receive such a answers from your squadmates: 2. Roger. 3. On my way. (with terrible accent) 4. aaaaaa.... Say again? 5. Que? 6. Nicht verstehen! 7. Ego non cognosco. 8. Non capisco! 9. Ne ponimaju! (sorry for spelling, my first language is Polish)
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From the new screens we can see a few features. To sum them up: - beautiful water - high viewdistance - big city (but will the AI be able to navigate in it?) - great models including hands models (as noticed) - new standing animations (Placebo said somewhere that the animations will be added as one of the last things... so, does the fact that they are allready in mean something? ) - no sign of multiple gunner positions - some old models (garages for tanks, barells, pavement place for tree; are they placeholders too?) - some impressive trees and bushes
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Good point. There is no forests either so the zoom out is even bigger than just without the trees and shrub. BTW. I'd rather see in arma maps like in Vietcong. Map that is an object in the game world and to see it you've got to put your weapon away and (at night missions) find some light that will illuminate the map allowing you read it.
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Im not sure if this belongs here but its the best place to post it i found on this forum. Anyway as in topic's title: OFP in GOLD version will be added to new CD Action magazine. For Polish users it is important to say that AFAIK this will be updated Polish translation (original was full of bugs and missing original sounds). The price of magazine is about 15 zl (less than 5$ ). For non-Polish users interested in it i'll add that there should be a possibility to make an english version of it - just by replacing stringlables.csv file... And BTW was there a full version of OFP (or OPF ) added with any other magazine? I havent heard about it...
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Great job! Inteligence agencies should really recruit their agents among BIS forum users But im getting back ontopic. Considering those screens the island looks quite small. But there is a way to figure out if it covers 400km2 or not. If someone could estimate a distance between any two points on the map from the second screenshot (how far can it be from player's start point to the city? 300m?) we could resize it to the big map preserving the scale and then knowing approximatly the scale of the big map figure out how many km2 it covers.
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Radio sounds seems to be improved but based on the same old OFP structure. I thought it would be changed a bit? From the movie i liked the look of the island. It's hard to say because there are no long enough sections of constant action to tell for sure but i think the trees look much better. (apart from the old OFP trees at 4:25) I mean there's no flickering when changing lods. (it was mentioned in some interview wasn't it?) The problem is with grass which blocks the view only at very low distances and gives no cover at all at higher distances. Can't it be done as in inv44 or OFPL's Lechistan island? I'm also worried about the AI. There's no visible improvements and i lost any hope for covering fire. And when player as a sniper shoots at those guards standing at ease I'd say that the AI is just dumb. About the realism of missions. I'm not an expert but what troubles me from the original OFP is would the spetznaz teams really do the parachute jumps into the battle this way? It just doesn't make sense to me. I'd expect them to be inserted the normal way behind some cover... And for the map. Don't you think that OFP's map which allowed you zooming to see every bush was too detailed? On normal maps you don't have that level of detail and it would be a bit more challenging to figure out where you are. And yes, it could be simulation of maps made from actual satelite photos but when it comes to WWII mods there should be IMHO an option to block the bigger zooms. Some small things now. Anyone noticed that when the 'select class' dialog appears there is no pause? It's only setacctimed to very slow motion. And am I right that when the mission in the movie starts one of the blackhawks starts on the LZ with it's engine off?
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Handsignals Command System Released!
lendrom replied to General Barron's topic in ADDONS & MODS: COMPLETE
Funny thing funnyguy I was just recently wondering if HS could be combinded with CoC Command Engine 2 and tried to figure it out. The problem again is in overwriting the OnMapClicks as both scripts use it. I havent been into it too much but i guess the solution can be achived relatively easy by removing the support part of HS and replaceing it with CoCCE2. The second thing is making player able to use CoCCE2 only when he's holding a radio. And now for something completely different: (sorry i couldnt help using this smiley )