quakergamer
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Everything posted by quakergamer
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Desert storm mod are up to their old tricks...
quakergamer replied to Eviscerator's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (supah @ July 23 2002,20:55)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ July 23 2002,19:21)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (supah @ July 23 2002,19:18)</td></tr><tr><td id="QUOTE">I called their C-130 ugly, the last time I saw screenshots of it the nose looked like a ... well... Cant say what it looked like but not a C-130. I understand that too many poly's makes the game slowdown but there is such a thing as overdoing it. It looked like someone making a C-130 out of lego without ever having seen on irl or on a picture. Sorry but thats just they way i feel.<span id='postcolor'> The crappy nose was 4 weeks ago  but now its changed ...<span id='postcolor'> Got any screens so i could "refine" my opinion then?<span id='postcolor'> Yes http://quakergamer1.multimania.com/nose.jpg I think it looks much better ... -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (dkraver @ July 23 2002,21:05)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ July 23 2002,20:20)</td></tr><tr><td id="QUOTE">The weapon and mag names are: ds_deagle ds_deaglemag<span id='postcolor'> Could you put a read me text in all your weapon downloads with weapon and mag name. Seems that you always forget it.<span id='postcolor'> I could but I dont have winzip I only have win ace so i make .ace files . Thats the problem ehhe Ill put a readme next time
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hybrid @ July 23 2002,20:03)</td></tr><tr><td id="QUOTE">Hey This is a great weapon. Good Job. BTW whats the weapon and ammo name so i can out it into ammo crates and such. Thanks and good job.<span id='postcolor'> The weapon and mag names are: ds_deagle ds_deaglemag Also I am makign shienr textures and also a bit smaller
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Desert storm mod are up to their old tricks...
quakergamer replied to Eviscerator's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (residuum @ July 23 2002,19:52)</td></tr><tr><td id="QUOTE">Quaker made a ramp. Â He is cool.<span id='postcolor'> yes yes, you too residuum -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpio @ July 23 2002,19:26)</td></tr><tr><td id="QUOTE">still needs a bit of shine <span id='postcolor'> Maybe Ill makei t shiner then !!
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Desert storm mod are up to their old tricks...
quakergamer replied to Eviscerator's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (supah @ July 23 2002,19:18)</td></tr><tr><td id="QUOTE">I called their C-130 ugly, the last time I saw screenshots of it the nose looked like a ... well... Cant say what it looked like but not a C-130. I understand that too many poly's makes the game slowdown but there is such a thing as overdoing it. It looked like someone making a C-130 out of lego without ever having seen on irl or on a picture. Sorry but thats just they way i feel.<span id='postcolor'> The crappy nose was 4 weeks ago but now its changed ... -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ July 23 2002,16:22)</td></tr><tr><td id="QUOTE">Desert eagle, anyone?<span id='postcolor'> Ive released it today http://quakergamer1.multimania.com/ds_deagle.pbo
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Desert storm mod are up to their old tricks...
quakergamer replied to Eviscerator's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RavenDK @ July 23 2002,18:00)</td></tr><tr><td id="QUOTE">just to thake this to the bone... ASK THE ONES THAT MADE THE ORGINAL ADDON Rember the AAV7 from the marines that suddenly appered over at the desert storm mod... Its all very easy... If you dont ask for permission dont do it.<span id='postcolor'> Well If I would be the MOD leader I wouldnt take any other peopl;es addon, I will make mine but Im not. the AAV7, I had to redo it (And still eviscerator thinks its frandsen one but its mine ...). Well I hope giaky will learn sometime to ask before taking -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (aLoneWolf @ July 22 2002,23:38)</td></tr><tr><td id="QUOTE">Hmm, check official 'CH47.PBO' package by BIStudio for file 'CH-47D.backup'; rename it to 'CH-47D.p3d' & you have Chinook in MLOD format - if anything is missing, only add what is necessary  <span id='postcolor'> Cool, now i can put my MK19 on the chinook
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Desert storm mod are up to their old tricks...
quakergamer replied to Eviscerator's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ July 23 2002,17:40)</td></tr><tr><td id="QUOTE">it looks like a toy, a very badly made toy, try using blueprints as a guide instead of pictures...<span id='postcolor'> Thats what I used -
Desert storm mod are up to their old tricks...
quakergamer replied to Eviscerator's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ran @ July 23 2002,17:03)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Xer0 @ July 23 2002,16:58)</td></tr><tr><td id="QUOTE">Someone in this thread said that the c-130 looked ugly.<span id='postcolor'> LOL sumebody said that and that .... LOL go back to the kindergarten the c130 is too small and too blocky that's a fact<span id='postcolor'> Too small , you keep saying that . I alawys compare to real life pictures and I dont see it too small, it might just be me but anyway -
Desert storm mod are up to their old tricks...
quakergamer replied to Eviscerator's topic in ADDONS & MODS: COMPLETE
Well anyway about the UH60 and the CH47. Two weeks ago ive asked giaky to reskin them, becasue Ive checkedo n OFPEC and I saw the same choppers that were in the DStorm Beta. So he said he will reskin them. Today he show those pics, ive tought they were reskinned but when I compared to the pics eviscerator posted i see its the same . Well Ive asked him again to reskin them, i iwll see what he will do :/ -
Desert storm mod are up to their old tricks...
quakergamer replied to Eviscerator's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ July 23 2002,16:43)</td></tr><tr><td id="QUOTE">i think he was actually talking more about the model<span id='postcolor'> The model isnt taken from cstrike too much polys. Try to find the same model on the net and youll see by urself. http://www.iquebec.com/quakergamer/test1.jpg -
Desert storm mod are up to their old tricks...
quakergamer replied to Eviscerator's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ July 23 2002,16:40)</td></tr><tr><td id="QUOTE">wow you took the cs model and stuck a low quality photo on the side...<span id='postcolor'> Yea sure ive took the CSTrike models. If my awp look a lot like the Countertrike one well im just good doign what Counter Strike guyz did, but comapre it you'll see by yourself. And im not the one who made the textures so talk to the guy who made it evis -
Desert storm mod are up to their old tricks...
quakergamer replied to Eviscerator's topic in ADDONS & MODS: COMPLETE
About the deagle it got canged the skin by me http://www.multimania.com/quakergamer1/deagle6.jpg Check by urself ran. And I have nothing to say about the ch47e and the uh60 . Ill talk to giaky *again* -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hudson @ July 20 2002,00:09)</td></tr><tr><td id="QUOTE">Ill give you 6/1 odds he closes this one in the next 4 hours :-)<span id='postcolor'> we are taking bets In the next hour. And he will move it to offtopic forum
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Yup i saw it already. good BIS
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Yup i saw it already. good BIS
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1st) the mortar have no shadow(M16 + mortar) 2nd) There is the same reload sound as the m16 for the MM1 when u shoot one grenade
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Dan_Sweden @ July 16 2002,12:43)</td></tr><tr><td id="QUOTE">Hi To be able to run optimized dedic server and help the community to draw conclusions on Netcode performance, it would be nice to have som technical info on the SOCKETS code. Please provide that. For example: Does all of of these still affect performence in SOCKETS? MaxSizeGuaranteed="512"; MaxBandwidth="2000000"; MaxSizeNonguaranteed="64"; MaxMsgSend="256"; MinBandwidth="900000"; DIRECTPLAY used a couple of ports above 2234. I for example opened 2234 to 2238 to get smooth running. In SOCKETS I am having trouble with ghost players, see previos post http://www.flashpoint1985.com/cgi-bin....t=15805 This could be that 2302-2306 is not enough? I have asked before, and will do it again, BIS, please provide a standard method or tool for evaluating the DEDIC server performance. This would help us all in drawing conclusions what is wrong. My suggestion: Map: 2-8_T_CAPTURETHEFLAG1.EDEN.PBO Number of players: 8 Player Max Ping: 250 ms Ports to open: 2302-XXXX The SERVER.CFG should look like this LINK_by_BIS BIS recommended tweaking parameters MaxSizeGuaranteed="512"; MaxBandwidth="95% of your MAX"; MaxSizeNonguaranteed="64"; MaxMsgSend="256"; ? Maybe also a tool for catching the #MONITOR 5 messeges into a logfile? Oh yes, how does the two extra numbers in MONITOR work, packets waiting and packets garanteed? Regards Lt_Dan_Dan<span id='postcolor'> Good Idea. Lez wait for BIS to check the thread .
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Very very nice
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Hello all, I've foudn 2 bugs that could be fixed in the next patch. First, all the grenade launcher in OFP got the M16 reload sound when u shoot a grenade .. Second, the m16+mortar is missing shadow Hope they will be fixed soon and great work BIS
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ran @ July 15 2002,18:38)</td></tr><tr><td id="QUOTE">quaker YOUR PALADIN IS TOO SMALL<span id='postcolor'> WElll I compared it to DKM mod M109 adats, it dosent look too small :/
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ July 03 2002,15:30)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ July 03 2002,01:17)</td></tr><tr><td id="QUOTE">Well I guess you are wrong. My M109 FIRES like artillery. Ai cant use it correctly, becasue they dont know how but you can it like artillery. Those who beta tested it know what I mean !<span id='postcolor'> Ok then please explain how it works. Â Screen shots maybe? If you mean that you can elevate the barrel high then that's not much of an artillery system. Â But if you mean that you can accurately fire at a target that is, for example, behind a hill, then I for one would be very impressed. Â The key word is *accurately*. Â I have a had other arty makers tell me the same thing but it turned out that all they had was a tank gun that fired at a high angle. Â There was no way it could be accurately targetted except for direct fire. Â I hope indeed that you have gone beyond this. Â If not maybe other people will enjoy just using it like a tank. Â I'd probably just use it as a prop and just use a bunch of artillery simulation scripts. Â Chris G. aka-Miles Teg<GD><span id='postcolor'> Well yes you can shoot target behind a hill. Ill show u an example . Also the maximum range is 2km (In real life would be 4km at 45* but for OFP engine is betetr 2km) I will fire like this http://www.iquebec.com/quakergamer/m109_artillery1.jpg After some minutes,i've climbed the hill and I saw where my shell has landed http://www.iquebec.com/quakergamer/m109_artillery2.jpg And then, the distance it traveled on the map. http://www.iquebec.com/quakergamer/m109_artillery3.jpg As you can see it went over the hill
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Example of setobjecttexture
quakergamer replied to suma's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ July 15 2002,16:50)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ July 15 2002,16:45)</td></tr><tr><td id="QUOTE">Can we set the size of the texture ?<span id='postcolor'> No. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Or it has to be done via oxygen ?<span id='postcolor'> Yes.<span id='postcolor'> Ok thank you!