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russin

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Posts posted by russin


  1. ok i ported over a MFCTI 1.16 on this island

    Quote[/b] ]

    one thing i noticed was that near the middle of the map where the 2 bridges are crossing the River ai walk in the water and drown mabe ai paths are in correct there...

    i found that ai will cross the bridges most exellent island for a CTI game  biggrin_o.gif

    still testing map ill post a link up in a few hours

    map can be found here www.MFCTI.com


  2. i'm making a few custom mission in wgl 4.12 trying things out. once i'm used to it i'll take it up online.

    i noticed quite a frame drop compared to vanilla ofp. is this due to wgl 'thinking' a lot more then normal ofp? it goes all the way down to the teens and even sometimes double digits. especially in towns.

    terrain detail is normal. visibliablity less than 2000 (think its 1400).

    running on amd 2800XP with radeon 9800 pro with 512MB ram so it shouldn't slow down so much.

    my mod folder is clear expect for 3 anims files. all other mods are @sorted in main ofp directory.

    PS - i DL'd wgl 5 beta dated 13 march from wgl website forum. is this the latest or is there a more recent version?

    loving the realism smile_o.gif cheers

    when playing WGL ya shouldn't run other MO0Ds it can cause buggy shit to happen biggrin_o.gif


  3. Thanks, that worked. Let me warn everyone who reads this that using a Chinook doesn't work. The model is so big, half the guys who drop out get their chutes hung up on the airframe model and get them ripped from their backs, and make some nice craters that the survivors can use for cover later. Switch to a Blackhawk, and not a single problem.

    i used a chinook fully loaded and all the chutes work great but i had to put a .5 sec delay between chutes if ya dump 24 men all at the same time i can see your problem tounge_o.gif


  4. WGLCTI has MHQ command viecles tounge_o.gif post up some pics of this sucker if the MHQ is better than the command viecles i can ask Phaeden to add them to wgl5 you might need to send him a OK to use yer units.....

    id take a look in game but im off too work ill be keeping a eye from work to get a look at the units tounge_o.gif


  5. Yes, you`re right! Most problems depend on OFP itself...

    I think this point system is the biggest problem for the OFP vehicles. This was the reason why my Patton was taking out by the .50 MG

    When WGL 5.0 will be released? Can you send me a list with all changes from 4.12 to 5.xx.

    I`ve played the 5.xx BETA but it seems that my "Puter" is to slow, is someone here who has the same problem?

    Best Regards,

    bm02_ofp

    The main pionts of what Phaeden has done:

    * reworked values so that body armor makes a difference against small arms, but it is not a massive difference (no body armor - 1 shot to chest, body armor medium - 2 shots, body armor heavy (SF guys) - 3 shots to chest).

    * tweaked a crap load of vairables within vehicles to better simulate the realistic, yet playable, MOD we are seeking

    * added new variants to vehicles (this is what is still broken)

    * adjust helo startup to be short and include more realistic startup sequence (it is about twice as fast now)

    * vehicles are stronger against small arms

    * added armored variants of HMMWVs and BRDMs

    * adjust bleedout/damage scripting to more closely replicate real life (there is now a chance that if you are hit, you will be stunned for a few seconds - this will make it less likely that you shoot someone (not killing them) and they spin and fire on you killing you instead)

    * edited textures for vehicles (some)

    * fixed SVD LOD error (I think)

    * dramatically reduced tracer visuals (they are there, but just barely) on small arms

    * vehicles are brought more up to date (like the M1A2 SEP, and the M2A3)

    * added new island (have a few minor p3d files to tweak before it is ready)

    - 4x the size of Gaia with no lag

    - Massive towns (not really cities (but larger than the "city" on Gaia))

    - rolling hills terrain type

    - very very difficult to land navigate as there are no easily identifiable features

    - town structures are typically based on 3rd world country slum development (fairly random building placement and spacing)

    - all buildings are enterable

    - all buildings react like real world buildings (walls are not bulletproof (unless you hit metal or heavy wooden structures within the walls))

    - buildings have multiple floors

    - realistic airport structures (hangers, etc)

    * reworked 95% of visual effects so there is no more "instant on" effects

    * tweaked a lot of the "behind the scenes" scripts to run faster

    * tweaked some of the radio commands

    he can update this thread if he has added anything

    biggrin_o.gif


  6. 10 server with over 30 player playing MFCTI vs

    2 servers with 6 people playin CRCTI biggrin_o.gif

    it is simple too see what people prefer too play and most MF players play all day and night smile_o.gif

    check the servers anytime you will see what is played more..

    there must have been 5 new leauge CR map updates threw the course of the tourny and still need more FIXs that they have no clue how too fix the players losing connection

    we just played a full 3 hours match on MFCTI vs Devgru not 1 person lost connection in a 9vs9 ithink the record shows what is bugged and what isn't....

    now go play a CR map and pray ya don't lose connection biggrin_o.gif


  7. i see more people lose connection playin CR-CTI than any other version that includes all MFCTI maps originals and moded ones,

    the record shows in CTITC leauge ive not played 1 match where the 14 players that joined where still playing the end of 3 hours...

    and in MFCTI you see full games of 9vs9 last atleast 3 hours/or before with all still playing at the end so feed me some more CR litterd scripts...

    hell in our last match 8 players where left in CRCTI match 5 Roughnecks vs 3 SWECS so in reaility CR can't handle a 7vs7 over mfcti witch can handle 9vs9

    we had atleast 12 players still playing after 5 hours on MFCTI recored breaking game there is somthing up with disconnections in cr something CR eaither ignores or just a buggy version of cti

    tounge_o.gif


  8. never called anybody no name what ya on about

    big deal you don't like a long back and forth battle.... the way you interpt CTI is over in the first 2 hours is usally decided in first 30 mins in any CR map just a matter of time after the 30 min mark...

    there are some people that like a nice long battle on a saturday afternoon with nothing too do this was one of those games where each side dished out there punishments over and over battling for towns attacking bases everything happened in this game and the trasishion too nightfall was a sign of a long game biggrin_o.gif

    gettin a little offtopic here anyhow Benu read the subject title and weep smile_o.gif

    crazy_o.gifcrazy_o.gif


  9. I find cti missions boring after two hours, but to each his own i guess. Most of the times the winner is clear after two hours and it is just a "lets throw everything we have against the enemy hq" by then which i personally find rather dull. I like the "win by conquering all towns" option some cti missions offer better than the (mostly boring) total destruction of the enemy base.

    And i think any other version (zeus version or cleanrocks version) of cti has less lag than the mfcti one. The CRCTI missions play on custom islands that are much "laggier" than nogova and perform really well.

    so untrue CRCTI is even more buggy people allways lose connection map bugs etc....

    look at our match with SWEC on CR .60 ver 5 SWEC vs 7 RN

    not even 2 hours in the game 4-5 players lose connection playing a buggy CR mission littered with Exploits...on Evron

    bored after 2 hours mabe go play CTF haha most games are 30 mins...

    also CR the Commanders job is very boring less for the CO too do and build,buildings build way too fast and everything comes upgraded...

    nevermind the the killing of yer own AI when his RPGS run out and kill yer own AI from a menu screen that is gay

    MFCTI is far better and more fun too play in my view...

    town victory is also a boring game.. drive bye flag capping if ya call that fun no wonder CR games in the tourny end in Draws if ya look at the record book in matchs played at CTITC 60% of games end in a tie after 3 hours hahahaha


  10. CTI is like RTS take towns hold towns to earn money to purchace tanks troops choppers etc... it take place on the whole island rather than just part of the island.

    teams have too make a base witch consist of 6 buildings armour fac Infantry fac light fac ammo fac contol centre for upgrades repair fac and ammo fac more than 1 base is possable and very likly   biggrin_o.gif

    you must Destroy all there buildings too WIN  crazy_o.gif

    MFCTI is far better CTI and majority of all games played in public is MFCTI

    MFCTI leauge

    MFCTI Offical site


  11. my squad is in a leauge that permitts hacked copies of OFP and hacked ID's there reasoning behind this is that they don't sell OFP in there Nation biggrin_o.gif

    and my squad is being attacked because we raised this issue are we wrong too expect a leauge to uphold and enforce a leagal game or are they right too allow them special privlages cause there unable too purchace a proper copy of the game ?

    im not gonna name names here as this is not the place for that

    but i feel i paid for every copy of OFP and ill fight the hackers till the bitter end of OFP also the leuage said that it is BIS's fault for not fixing the problem in the latest 1.96 patch

    and is there any other leauges that allow a hacked OFP in other leauges just wondering


  12. ive tested my onboard sound more and it has problems too i hear all sounds from all over island as if it where right beside me.

    but all other games and sounds are fine is it OFP sound bug that is poping up with newer Mobo and chip sets ?

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