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r2101

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Posts posted by r2101


  1. ha! remeber delta force 1 & 2 ... good games :)

    onto the mission...like faguss said the island addon needs additionally files. after downloading cuba from opf.info i was ready to start. time compression on... and onto the objective ...

    ...my 1st attempt was as outlined in the briefing. i landed on the beach, a little bit southwest from the objective. maybe i was too optimistic but me & my team were cut down really soon (note to self... ww4 is quite a different beast than vanilla flashpoint).

    ...2nd attempt. after the 1st failed beach landing i was going to try another approach...forget the briefing and land on the northern beach and surprise the enemies. we crawled over the ridge, spotted the town where the objective is located in the south and managed to take down a complete squad, spotted a unknown vehicle in the mid of the town, and a motorized patrol. another group of enemies managed to flank our positions and it was again game over...

    ...3rd attempt... by now i was raging mildly...

    approaching the objective area by sea...still in the boat... still on the northern side of the island... we were quite close to the coastline... boom...rpg hit takes out the boat and me & my whole team...

    RAGEQUIT :)

    things i would like to see...

    a slightly more elaborate briefing to add to the mood. especially the old delta forces games (1&2) had quite nice briefings and settings (since you mentioned em). maybe faguss is right that 8km is a bit optimistic, but then again there is time compression :)


  2. hiho...thanks for the feedback & kind words about my 1st published mission. usually i hang around in the editor and never thought about publishing missions :)

    thanks for the hint about the end trigger...should be corrected now, although it takes quite a while until the boat arrives at the extraction point.

    added some ambient fx, and some ambient patrols and thingies a bit outside the mission area - and dabbled a bit with the skill settings for the opfor units.

    actualized download link in the 1st post

    again thanks for the feedback :)


  3. hey there...

    just a small SP mission for the outstanding WW4 modpack from Sanctuary. You lead a small team of eastern Shadow Ops to eliminate a high ranking everon Officer before the actual invasion of Everon. Your mission is to weaken the enemies command and control capabilities in an yet undeclared war.

    http://speedshare.org/download.php?id=2186E7F81

    feedback and help (especially with the mission briefing and notes section) would be appreciated, since english is obviously not my 1st language.


  4. Maybe I am a little bit late... but what a great MOD for good old Flashpoint! :)

    Can´t wait to see what 3.0 will bring - in the meantime I am really enjoying the experience.

    Greater engagement ranges & better AI eyesight are extremely exciting & enjoyable...

    ....thanks for all the work that must have went into this package! :yay:


  5. woah!!!

    this is excellent... in conjunction with "@proper world" a dream came true smile_o.gif

    together with patch 1.15 armed assault finally arrived smile_o.gif

    great work - especially for owners of older machines, like myself - runs beautiful on a pentium d and a ati 3850... me=happy!

    thanks for all the work that was involved converting these islands... very much appreciated!


  6. well... great!!!! smile_o.gif

    thank you! those islands are excellent... performance is a dream - and in conjunction with ecs armed assault becomes finally what i expected it to be in the first place.

    at least terrain the a.i. can actually use and navigate.

    ha! this is actually pulling me away from opf... never thought that might happen...normally i checked patches...played a little while and crawled back to opf again. but this is a really pleasant surprise.

    ironically this islands are a good showcase for the armed assault engine to be more performance orientated than the older flashpoint version... framerates are better with this than with the original flashpoint version. neat...

    one can only wonder what would have happend...if armed assault would have been designed around smaller - less performance eating - islands (with less complex objects)...

    again...many thanks!


  7. works great over here... no installations worries & performance is better...especially in cities... which were taxing my system more than the northern part of the island.

    draw-distance optimizations are really neat... unless i choke my system with too many units i can neatly push the draw-distance comfortably beyond 3000 m smile_o.gif

    the usual nitpicking follows... tanks still bounce around like easter-bunnies... the odd thing is... why exactly? never seen this in opf146? was this introduced in opf res...or is it an arma original feature?

    anyway... thanks for the patch... good work... me likes smile_o.gif


  8. 1st... jerry h. & suma thanks for doing the interview smile_o.gif

    kinda funny... i tuned in to the stream and was expecting some kind of "marketing bubble"... and was completely surprised as i listenend.

    at first it was a little strange (for the lack of a better word, probably because i still waited for the marketing/promoting aspect)... but then i thought... well that is really cool! a completely non-marketing/pr related interview.

    dunno if i ever heard something similar from a software company. but i thought it was quite a change smile_o.gif

    nice personal interview... without all the usual buzz-word phrases and uber-hype...

    p.s. should have sent in a question myself... when to expect fairytale 2? wink_o.gif


  9. 7300 doesn´t sound too good... sad_o.gif

    3850 is "available" as agp aswell... well available that is if a store has it already in stock...

    i am afraid that below nv 7800 line or ati1800 series armed assault is rather... slow... and even with my 1900gt i was kinda dissatisfied sad_o.gif


  10. good evening allthumbs smile_o.gif

    i run a similar setup (pentium d 3ghz, 2gb ram blah...). i exchanged my ati 1900gt with an ati 3850 512 mb thingie (not expensive & mine has a non stock cooling fan sitting on top of it... so no problem to oc the ram to around 2000mhz and the gpu to 750)..

    1st... patch up all the way to 1.09 beta...

    2nd... exchange that graphics card you have... won´t cut it for armed assault...

    my settings sofar...

    - 1280x1024

    - viewdistance 900 (stock opf1.46 settings *lol*)

    - terrain detail normal

    - object detail very high

    - texture detail low

    - shading detail very high

    - post process low

    - af normal

    - shadows very high

    - aa low

    - blood high

    runs like a dream. no more lag. bushes/trees/forests are very playable (in fact i don´t feel a difference between playing in a deserted area or a full-blown nothern sahrani forest)... didn´t actually measure my frame rate... but my "felt" impression is that it runs more fluid than old opf does...

    the only thing that irks me is that i get the occasional texture lag with textures on high or default...that is kinda odd...given the fact that the 3850 has 512mb video ram *sigh*... more probably that my aging pentium d system isn´t up to the task to feed the gpu adequately...

    hope that helps... a new graphics card did the trick for me...armed assault is quite enjoyable... compared to the expirience with the ati 1900gt that is wink_o.gif


  11. fish44 thnx for the nice words smile_o.gif

    funnyguy.... well... right... once your positions...or plan gets compromised (ha these little people have a mind of their own *lol*) it is usually game over... one of the downfalls of opf / armed assault... it is very difficult to order an ai squad to "break contact" *sigh*... without loosing 3/4 of your squad whilst doing so wink_o.gif

    about just "running around" with your squad smile_o.gif

    well i try to roleplay being a squadleader... and that includes imho to (at least) try to keep those virtual toy soldiers alive... and not "rambo-ing" it myself...

    had a weird moment in opf lately...trying to clear a village... one squad vs one squad... almost managed to destroy the other squad without own losses...almost... one guy died ... he tried to throw a handgrenade (HE TRIED...AARGHS) ...instead hitting the enemy positions he hit the housewall direct infront of him and blew himself up... i was like ... oh... huh?

    but that is what makes opf/armed assault interesting and fun to play imho... smile_o.gif


  12. well...maybe the new content, which got included in the latest patch already, was initially thought to be included with the expansion pack?

    so... i got something for free... which isn´t bad imho...

    anyway... 15 euros for a new island and a couple of new units is ok in my book...

    for another similar system it would have been a "terrain pack" and slightly more expensive wink_o.gif

    speaking of terrain... once wrptool/visitor gets released for armed assault the available content doesn´t look too bad smile_o.gif

    the terrain features included in sarani are quite versatile imho... with those models & textures almost every landscape can be modelled ... imho...

    ok... a winter texture set is missing... apart from that it is quite complete smile_o.gif

    (european woodlands, rural areas, southern european arid landscape, middle east/desert settings etc.)

    if bis would release "themed" island expansions that would be great imho... e.g. south american stuff, asian landscapes etc...

    more material to build own islands smile_o.gif

    and a good idea to generate some income to further develop armed assault smile_o.gif


  13. cpu definitely... but you shouldn´t walk around in slowmo with that graphics card ...

    1)disable shadows (kills my framerate with ease *lol*) / postprocessing ...

    2)maybe set terrain detail to very low (no grass)... but you should be able to keep it on normal... same with object detail...

    3) maybe shaders to low...?

    turn everything from catalyst to application controlled... (actually 1st step)

    4) drop viewdistance to 900...

    if it still crawls...try changing your mipmap detail level... and/or turn textures to low *sigh*...

    5) last resort...drop viewdistance to 500/terrain&object detail to very low... shaders low...texures low... pprocessing low... should still look better than good old opf...

    6) still more modern snail simulation than modern combat? shaders to very low *sigh*...

    by now should be over 20 fps....?

    7) didn´t help??!!! umpf... buy a new cpu & 1 more gigabyte... or even better new computer sad_o.gif

    8) forget big cities and massive battles... enjoy the rural activities wink_o.gif

    p.s. download drago island... should be much lighter on your puter than sarani smile_o.gif


  14. works well with my ati 1900gt smile_o.gif

    to bravo6...

    if nothing else helps try lowering the mipmap level (either from high quality to quality or performance)...should boost things a bit...disable shadows, shaders on low, pprocessing on low...everything else on normal... works quite well with my card ...

    i did a quick test scenario with the urban patrol script in the northern part of the island... random units (100something to 200something) on a large marker-sector (2000x2000)... mostly woodlands... my fps were normally between 23-40... apart from the stuttering as the ups script started up...

    too bad bis dropped the multi-texturing for the ground terrain *sigh*... otherwise i would run all the time with shaders on very low....


  15. "...If I choose to buy any of their products, it'll be

    because I think it's worth it..."

    agreed... but i think if buying the expansion allows bis to further patch armed assault and add new "content" it is (for me) worth it.

    i was truly shocked with the initial release...but 1.008 was - for me (again) - a big step in the right direction...

    actually i am not interested in new missions or a new campaign at all... the editor is the game for me... but as i said...if selling expansions generate enough income for bis to further patch the game then buying makes sense (for me)... and at an estimated 14.something euros... it will not make me starve for a month...

    ...vbs2 would *lol*


  16. yop...the wbuffer thing just sat there in the ini/cfg file... i guess the biggest boost was archived with the scene complexity setting...

    there is a fine line between reduced scene complexity and eye candy imho. too much of too little scene complexity and armed assault turns into an abstract piece of art *lol*

    but it can definitely help people with lower spec machines imho...

    since 1.008 i don´t feel the need to manually change stuff in config files anymore ...

    i guess once the tools are out we will have a completely new gaming expirience... less complex islands which still look pretty = less lag... (ah dream would come true with an specialized wrp tool edition for armed assault inlove.gif )

    i would suggest to anyone who doubts that the engine is good to download the pmc tech demo islands.... maybe not visually pleasing but an amazing proof of concept... great job! that would have been impossible to archive in opf!

    anyway apart from the scene complexity value there are only the standard things to change to get more performance out of armed assault...

    ...low texture quality (isn´t that bad), shaders on low (not that bad either), shadows disabled *sigh*...postp on low... terrain and object detail to normal.. if your framerate still crawls along reduce terrain detail to very low...

    right now i am gettin the worst fps in the bigger southern cities...northern sarani works beautiful... odd but true... seems as if the vegetation problem got somehow solved with 1.008 for me...

    but then again cqb in cities isn´t what i would call the special strength of armed assault anyway wink_o.gif


  17. it all depends i guess smile_o.gif

    the most promising (imho) tactic against "normal" bis ai squads is to surprise them (well it is the best tactic they have against me too...surprise meeting engagements are messy) wink_o.gif

    scout ahead... bring your squad in good firing positions... know where the enemy is located... pray to god that your virtual squadmated don´t loose their nerves and actually hold fire til you say them to open fire wink_o.gif

    higher ground is also very nice to have... a good concealed sniper on higher ground is a perfect spotter for the rest of your squad...

    keep the medic away from the actual "frontline"... in order to give injured soldiers a chance to actually move away from the hot spots ... otherwise they might think it could be a good idea to cross right into enemy fire to reach the medic wink_o.gif

    spread your squad out... (remember old opf cwc... "keep your intervalls... i don´t want one handgrenade to take out half of my squad") smile_o.gif

    if all works out you don´t have to fire a single shot yourself and the enemy squad will be destroyed within seconds...

    if all works out *sigh*...

    wink_o.gif

    downside... extremly slow approach towards enemy positions... best bet to keep your squad away at a safe place and scout ahead... use the terrain to mask your approach...

    and well uhm...micromanagment... the horror... like...1st step...all get down... and then for each and every squadmember... 1 goto that bush at twelve oclock...2 goto blablabla... when they are all in position you better tell em where to look ... uhm...in which direction to look... or even better whom to target... (it is a bit like setting up units in combat mission)

    take out snipers and officers first... that will seriously disable the enemies squad ability to orientate themselves... and as a bonus adds confusion whilst switching to the next squadleader smile_o.gif

    use squad-members according to their "useful" weapon range...

    works best against stationary targets... e.g. attack that village, that defensive position etc...

    and is as already mentioned a nightmare to manage...but quite satisfying...when it works wink_o.gif

    timewise it is somewhat funny... you spent twenty minutes to get your squad into position and watch a firefight which will last only seconds wink_o.gif

    moving your squad thru open terrain...is somewhat exhausting...imho... if you know there will be no enemy contact until you reach the area close to the target/objective it is kinda easy...jog along wink_o.gif

    otherwise...

    uhm...

    micromanage a bounding overwatch theme into your squad ... put a sniper and machinegunner into a good position to overwatch your squads movement... or send a sniper ahead in stealth mode + hold fire...

    works (imho) quite well against unmodified bis ai...

    throw the brilliant urban patrol script into your missions and things will become ...complicated... to say the least... i find myself beautifully outflanked time after time *lol*... yop krontzkys (spelling?) ups script makes the ai quite tough... extremly tough to be honest... fighting against a couple of enemy squad in the northern part is difficult ...

    anyway... i wrote a book *sigh*...

    my twohundred cents *lol*


  18. i think bis were quite honest about publishing and financial issues. in order to further enhance and develop armed assault they need some kind of steady income. this could be acomplished by selling expansion packs.

    apparently armed assault was only able to "produce so much" income for them... (at least that is what i understood from the last interview)...

    so buying the expansion would be like an investment in the further development of the game.

    so i am going to buy it...when it hit the shelves smile_o.gif


  19. to the initial poster...

    the x600 is killing your performance with armed assault... i would be quite surprised if you get more than a slideshow with that card and armed assault...

    armed assault likes video ram & texture and shader units smile_o.gif

    get a ati 19xx with 512 mb or similar 79xx setup... those should be quite cheap nowerdays... but keep in mind that these don´t support dx10 techniques...

    just to compare...

    i got an pentium D 3ghz, ati 1900gt 256mb (yuck) and 2gb ram.... and there are several options to get the game "up to speed"....

    the bare bones opf lookalike approach:

    disable postprocessing, disable shaders (very low), object & terrain detail very low...texture low.... shadows on normal...antialiasing normal, af normal to high.... runs faster as opf

    ... but then quite a lot of armed assaults visual magic get lost *sigh*...

    it never occured to me that shadows..no matter what quality setting they were on literaly ate my fps for breakfast...

    for now i disabled shadows, set object detail and terrain detail to high, shaders to normal, texture to normal ...postprocesing is low, antialiasing = normal and af=normal... view distance around 900ish...

    works pretty good on my good old pentium d smile_o.gif

    so my advice would be...

    1st) new grafx card

    2nd) one more gigabyte

    3nd) maybe check the upgrade options for cpus

    but option 1 should give you an immediate boost in your armed assault expirience smile_o.gif

    hope that helps....greetings - r2101

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