-
Content Count
53 -
Joined
-
Last visited
-
Medals
Community Reputation
2 NeutralAbout remo
-
Rank
Lance Corporal
-
remo changed their profile photo
-
Hi I played BIS games since Operation Flashpoint in 2001 and one thing I loved was the interest for lively environment and details you never get in other game. There has been a constant progression in there until arma3 : we got more civilians, people and vehicles, civ presence module, women, animals, open building with furniture and then.... all this stop in arma3. we get new but we get far less contents. Having civilian rushing for cover and shouting, old and young civilian create this so particular atmosphere of arma, and in a way reflected the unique humanist and european approach of their conceptor. All of this disappeared with arma3... the engine has great improvement but why losing feature and content added before ? Walking in altis street is great but it is so great than it feel strange that it lacks of people living it. Entering the building is far more disappointing : no bed, no desk, do decoration, nothing we had since 2001. Ok there's the editor, but it contain very few civilian furniture (bed, chair, fridge, cooking etc) and even if we had furniture it's a pain to put it one by one in all the houses of a village. It's a big paradox : we have a huge map but we have to do micromanagement to make it alive. Why not making a "civilian and/or ambient life" DLC ? CONTENTS : - give us more civilians, even if not playable : old young, and why not children ? Nowadays conflicts cause more civilian causalities than military/armed personnel ones. - give us women : half of the world dudes ! even not customisable civilians. - Make the civilian and vehicle site module back, to help us populate the area, with options for altis and tanoan. (same for military site, there's only CSAT !) - more big boats... and vehicles... we had a lot in arma2 (bike bicycle bus trucks boats...) and plenty of nice civilian vehicles in Takeonehelicopters. - less rabits on altis please, and more birds on island : underwater world is fantastic, but so life is so poor on the ground Editing - sounds disappeared with eden editor. (ie battle sound, frogs etc) it will be great to have them back in a easy way : mission maker are not all top programmers. - Same with the camera : we had this great and easy option in OperationFlashpoint in the trigger or waypoint effect, to launch a preset camera view. it disappeared with arma1, too bad for low tech mission makers to make suitable intro and outro Engine - In the last update of Arma2, Helicopters can fly NOE at 15 m above the ground, adapting to topography and objects. This was an other feature that disappeared in arma3 : the flyinheight command became completely weird and same for the new flyInHeightASL. it works when set at less than 10 meters, at more than 50 meter, but impossible to make a bird fly at 25 or 30 m as in A2, whitch is the good height for NOE avoiding buildings and tree TANOA This island is fantastic. But please... make the buildings destructible... we can't destroy a lot of them (ie fuel tank in the harbor, crane etc...), this reduce al lot of sabotage mission possibilities others - would it be possible to put sachel charges in water ? it's a must for a demolition combat diver...
-
Hi, I have a Visitor crash at the step "importation of satellite+mask". I did the operation using bis sample island (256x256) using my config files+mymask+my sat png and it works but 256x256 map it too small. I need a 2048x2048 map. but when I set one of this size, elevation imporation works well but it leads to a crash when importing sat and mask. I suppose the problem lies in my (bad) the pre-configuration of my map parameters. I put : - terrain grid size : 2048 - terrain cell size 25 - texture layers base at 50 Do anyone could give me some hint to solve the problem and advance in my work ? I'm sure at 110% it's not a mistake in cfg file because mine work with 256 pre-set bis island. Also is there a kind of "size rules" for map (for exemple if you grid size is 2048, your satmap must be > or < at 1024, a kind of convertion board to respect to avoid crash) here's a link with my files : here (30mb) Or if someone could send me a sample *.pew map set at 2048 size.... Thanks by avance (ofpd) Remo www.ofpd.org
-
Hi, I have a Visitor crash at the step "importation of satellite+mask". I did the operation using bis sample island (using my config files+mymask+my sat png) and it works well, I can use this 256x256 map but it too small for me. I suppose the problem lies in the pre-configuration of my map parameters : - terrain grid size : 2048 - terrain cell size 25 - texture layers base at 50 my elevation png is 2048 as my mask and sat png. Importation of elevation is OK, it just crashed when importing mask and sat. Do anyone could give me some hint to solve the problem and advance in my work ? Is there a kind of "size rules" for map (for exemple if you grid size is 2048, your satmap must be > or < at 1024, a kind of convertion board to respect to avoid crash) here's a link with my files : here (30mb) Thanks by avance (ofpd) Remo www.ofpd.org
-
OFP-D Afganeveron v2.0 and AfganPack v2.0
remo replied to ALYGATOR's topic in ADDONS & MODS: COMPLETE
taleb.pbo which contains the whole "ofpd" Taliban/Northern Alliance pack is 100% standalone (as long as you have OFP V1.96). Check #1 these missions for CatAfghanistan have been made with ofpd Taleb pack and not another one Check #2 be sure you have the correct version of the pack. the new one has only 1 pbo as the former one a lot of it which HAS to be removed Check #3 There is a very light incompatibiliy between the former and the new pack, check the readme it's explained in french and in english -
OFP-D Afganeveron v2.0 and AfganPack v2.0
remo replied to ALYGATOR's topic in ADDONS & MODS: COMPLETE
You may find a small airstrip nera mil. a base south -
OFP-D Afganeveron v2.0 and AfganPack v2.0
remo replied to ALYGATOR's topic in ADDONS & MODS: COMPLETE
Hi Miles, it's pleasure to read you like the map, feel free to use part of it if it suits to your works. I chose at the end not to use 3rd party addons and keep BIS in order to to make the pack compatible with mod like FDD, CSLA or @ofpd. (Vehicles of the pack have HD config) @ here's a full mission Great ! Thanks ! by the way you can post missions here :AfghanEveron Mission Depot @ to resemble the region of Afghanistan We aimed at representing NorthEast part of afghanistan where Northern Alliance fought against Taliban until 2001, especialy the area north of Kabul in the Panjshir Valley. We worked using photos, google earth and "La Geographie Universelle" (R.Brunet, dir), Vol. 8, Belin et Reclus, 1995, plus various map of the area found on the net and at the librairy of (french) National Institute of Oriental Languages and Civilisations. We put some of our photographic sources here, have a look -
OFP-D Afganeveron v2.0 and AfganPack v2.0
remo replied to ALYGATOR's topic in ADDONS & MODS: COMPLETE
@ and "Toyota" 3 times etc It's because you have the 3 sides available for each taliban unit, but under the same sub group and with the same in game name, consequently, it appears 3 time in the empty group the first in the list is East, then resistance and West, I guess -
OFP-D Afganeveron v2.0 and AfganPack v2.0
remo replied to ALYGATOR's topic in ADDONS & MODS: COMPLETE
@ Theres a number of LOD bugs throughout. Well it's not realy "bug", but rather "laziness" not to have made proper low lod textures for each buildings... it also save space. You can "fix it" by setting your level of details high in flashpointpreference and inside game option menu. these low low lod start generaly at 1500 (in O2) so most of the time one is far enough not to see the wrong details. Concerning bugs I just found twinproxy on white medersa, bad ground texture South of NorthernAfrica style area and missing of gunner proxy at second lod of greenMG pickup. Concerning Bm21 the lack of proper view in gunner / commander comes from the diffuculties of getting around engine limitations and was just given up. 'hope you like the stuf anyway.... We'll put soon a 30 mission pack for US MP mission and a convertion of same mission for OFrP French Units We also have a kind of mission depots if some of you made mission for afghaneveron / taleb pack... -
OFP photography - No images over 100kb - Pictures only, NO comments
remo replied to Major Fubar's topic in GENERAL
AfganEveron V2 (173ko) -
@burroughs : well the OFPD site is not updated if we don't have particular things to post, anyway we added little words this afternoon . Concerning the North Korea update it's still schedule, I don't work straight road because I started in addons making from the 0 level, thus when I learned something by working on a pack, il go back to the other to improve it and "vice et versa". NorthKorean pack is done at 75% including renewed buildings set with the qualificationI acquired working in afghaneveron. Same for "Sector Charlie" mission, I learned a lot by making it and same mistake won't be there, only brand new bugs @Sanctuary (salut) : Jam is great but the choice I made doesn't depend of jam itself but on the way it works. I wanted to reduce dependency at the max, but more of this I wanted it could be play with any mod like CSLA, FDF, ECP, DMA or other. If it was "jammed", it would have been a mess to play it with nojammed units...
-
More Screenshots Here Afganeveron will be a 26 mb rar file Taleb vs NA less than 14mb rar file We'll put also an "AfghanBonusPack" to play the 35+ missions pack also in bound
-
technical question concerning hidden selection
remo replied to remo's topic in ADDONS & MODS: DISCUSSION
Ok thanks for reply and links Remo -
Hi I have a question to top addons maker / specialist in 3D etc. When you have a model with a lot of hidden selection not visible, do the engine of OFP take them in account or do it behave as is the model has only the visible poly ? In a other way, concerning the game speed/lag/etc is it better to have more model without hidden selection or is it the same to have only one model declined in 3,4,5 ways (with hat, no hat, ammunition, equipment ect) depending hidden or visible selection ? I hope my question is clear.... and I thanks in advance the one who may answer to it Remo
-
Some pics of AfganeveronV2, soon to come A small "Northen Africa style" hidden part : Near Taloquan : Main update : - Texture transitions are smother (made with visitor) - more vegetation and rock - more places (instead of just "desert" in the SouthOuest and SouthEast) Fixed : Building have been completly reworked and many useless poly removed, low lod adden, face transition corrected, and above all : - position now available (no more targering the building when ordered to go at position#1 - path added in cities/buildings in order to enable AI soldier to move in narrowstreets (work at 70%) Taleb vs Northern alliance pack update also on the way Remo OFPD PS I checked to a collegue of mine who is a (univ.) professor specialized in pakistanese languages : it's 100% accurate to make the taleb shout in penjabi
-
Thanks for the hint, I'll have a look on this to improve the system