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shinRaiden

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Everything posted by shinRaiden

  1. shinRaiden

    Scripting

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #include values myfunction tag_function.sqf/s (enumerates functions available and their sourcefile location, with values such as global or local in scope.) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> myfunction(_blah.class.property, values, misc) could create: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> get(player.position.x) set(player.position.x) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Cargo.index.contents (or driver, gunner, commander, crew, pilot, etc; each of those would be indexable as well, for multi-gunner, -pilot, etc crews...) As for the debugger logging to a file, as file writing has been added to VBS, it should be easy to implement into OFP2 as well. I'm looking for some of the following: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> called-from file called file line numbers(?) code line error values given values expected When a unit boards a vehicle, ofp knows that they are now in a proxy slot. I want <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> get(unit.position.relational) to return <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> objectid.index where objectid 0 would be out in the world, otherwise inside a vehicle; and the index position, again 0 for the world, or the respective proxy location.
  2. shinRaiden

    Swedish Army use of OFP.

    Hmm... 1km x 1km area in the middle with the photographic terrain... that = 20x20 cells, so 400 of your maximum 512 textures are devoted to that area. You could also scale it larger by shifting your terraingrid and using larger textures to reduce texture count, but that reduces your terrain resolution unless you really start straining your comp. Looking at the other screenshots, I'd recommend that they go and scale up the texture resolutions, they don't appear to be very high. On the WRPtool forums we've had reports of as high as 8192x8192 instead of a measly 128x128. That should address the crummy textures when viewed up-close.
  3. shinRaiden

    Possibility of releasing OFP source code?

    Where the analogies to other games hits a crossroads is that for example quake 2, all the AI and physics and weapons specs are all compiled into the .dll or .so. In OFP, we've been lucky to have the definitions external in config files, but those values disappear into the physics black hole of the exe. Look at the explanation of how CoC built their artillery system. They set up a firing range and logged the position of countless shells fired to try and guess how the physics system worked, so that they could know what values to feed into the system. Unfortunately, as there has been no universal acceptance of a unified config system aside from BIS's, edc's comments about opening the source would sadly be the likely outcome. Now if you could make the core abstract enough to support dynamic component loading and unloading in-game (not in mission of course), that would be a start. But until there is more universal standardization, encouraging further fracturing is counter-productive.
  4. Right now, the only solution is to pray that addon makers use an OFPEC tag appropiately, and have their website URL updated on their tag profile. Most of the major Mod work is generally tag-compliant, but a lot of the independent stuff is marginal. Maybe it would be of interest to BIS to add the tag's to the respective links on the community page?
  5. shinRaiden

    move in cargo area of c-130.....

    @4 in 1 iirc, the cargopositions are tied to specific rtms. For example with the BIS UH-60 you have to dig all the way back to the master "All" class in CfgVehicles to find this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> cargoAction[]={"ManActCargo"}; But I was just thinking, how about just adding a "bail" action so that the actioned unit or object is 'ejected' and immediately setpos'd x distance behind the plane pos, with a velocity fractional to that of the plane? Since running in place would look stupid, the best alternative would be to line everyone up, but bail in 'reverse' order so that the line gets shorter in the right way. To do it in the correct fashion, ie closest to the ramp bails first, would require unloading and reloading your set of proxies to repack the order. @unnamed_ Thanks. That will help a bunch. Now I just need to find a mega-reference on what game-logics really have to offer.
  6. shinRaiden

    Possibility of releasing OFP source code?

    It wouldn't have to be like that. However, the time and effort required to significantly restructure the code to secure third-party licensed libraries and provide an infrastructure to enforce verification to meet MP's needs would take a huge pile of time and effort. I would like to see that done, but in the OFP2 track. Regettably, retrofitting OFP1 would be a major distraction and delay imho for BIS.
  7. shinRaiden

    move in cargo area of c-130.....

    I've been thinking about that as well for other projects. But is it possible to get the specific cargo position of an object, or in reverse query a cargo position to see what's in it? Looking through the comref, I'm not seeing anything like a <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> getCargoPosition getCargoContents setCargoPosition Without those we're going to have to build a nasty little system for manually figuring all that out and keeping track of it. Additionaly we're going to need various 'invisible' men to swap in and around to pad the positions appropiately. However, if done right, I envision something like this: The way that this would work would involve a pile of named invisible men, and keeping track of what order they are placed in, to get around not knowing their slots. Several major problems exist with this approach however. The first is the unique naming if multiple helicopters are ingame. I guess the solution would be to use a format command to concat a chopper name to the script managed invisible men. The second problem is dealing with back-fill issues, reboarding, and group entry. Generally, you will tell squad to board, not 1 then 2 then 3, etc. I guess get group count then add/remove based on that count. Another problem is sniping. To deal with that you'd need a loop trigger to detect isalive for each invisible man, and respawn them if they got sniped. While I know this is not AC-130 specific, I think it hits on a bunch of the issues with messign with proxies. Please, in OFP2, give us indexable control over specific proxy positions! Thanks.
  8. shinRaiden

    how to convert mlod to odol?

    Interesting way of going about things. Buldozer ought to be more applicable to what you are trying to do, but agreed, ODOLexp is much more friendly doing it, once you binarize it all.
  9. shinRaiden

    1.96 resource.cpp UI index

    There are two components in the resource.bin that I have no idea what they do. They're spec'd out, but I've never seen them. This "All Missions" is a activemenu resource like the buttons on the main screen that the title points to a stringtable.csv resource suggesting it is a function for looking at 'all' missions for the designers. However, just because a resource is defined doesn't mean that it ever gets called. Consider the mission editor. You can move stuff around all you want, but you can't control what the Simple/Advanced button toggles. I strongly suspect that this and the debug resource are only available in the private exe builds. I just indexed the mess, I don't know what most of it does yet.
  10. Hey all, I took an afternoon after dnld'ing BIN view and indexed out all the UI classes in /res/bin/resource.cpp. If you want to make any UI hacks, this will really save you a lot of grief and time in finding the component you're looking for. Version 0.1 - 2139 lines - 60kb Get it here. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Notes: ---------------------------------------------------------------- Credits: snypir: Thank you, ECP has really shown the potential for screwing up ofp's UI. :) Takano: Your tutorial on the blessed Ayumi-hime-mod no tame ni, arigataki shiwase ni zonzuru de gozaru.;) Confucius: Binview saved me a whole pile of time and effort in digging this out. Thanks. ---------------------------------------------------------------- Howto: Okay, I wanted a way to find stuff in the resource.cpp file, but the problem with implementing an internal changelog like what was done with the @ECP project is that that works too well with line number calls. The problem is that moving lines moves ALL the line numbers below, and can make maintanence alone cause for babbling madness. So I took the liberty of running the BIS 1.96 /res/bin/resource.cpp through BINview in an afternoon and indexing out a text list of EVERY class name relating to the UI. There was about 2K of lines up at the top of defines and audio and such that I ignored. I tried to preserve the parent-child dependency tree as best as possible, while maintaining a sequential list based on the order that the entries appear. You will notice some lines that say -- inherited [BLAH] -- These are situations such as class BISthx:creditsbackBIS { ... controls[]={"Back","background","web","BIS1","BIS2","work2","name2","dev"}; class work2:RscText{...} class name2:RscText{...} ... }; where the classes "Back","background","web","BIS1","BIS2", & "dev" are inherited as-is from the parent creditsbackBIS{} class. You are free to add in the code to create local derivatives, however it is not present by default. ---------------------------------------------------------------- Tidbits: I'm not totally sure yet on the inter-relation between /bin and /res/bin. It 'feels' like that the mod comepletely supercedes the root /bin contents, however there is material present in /bin/stringtable.csv that is not in /res/bin/stringtable.csv. The pic sizes in RscMapControl should be scaled down for all map sizes, and must be significantly smaller for 51km and 102km maps. The warrant gizmo (map screen) is non-functional iirc. Good luck with the 'debug' framework. Poke at it and see what you come up with. 'Notebook' = laptop 'Notepad' = daytimer While I presume that you can thrash the UI all over the place, I would expect that the engine is hard-coded to specific named objects, and perhaps their IDC's as well. The dynamic content overlaid onto the InGame UI is -NOT- specified in */bin/resource.cpp, it is handled in */bin/config.cpp in the CfgWrapperUI and CfgInGameUI classes. Any changes you make to any */bin/* file require a resart of OFP. There is no resource.hpp in the commented configs as of edition 1.85. :( ---------------------------------------------------------------- questions? comments? translations? [email protected] flames? /dev/null. Holy crap, I just indexed a 60kb 2139 line reference in an afternoon. I really need to get out more.;) Ja ne.
  11. shinRaiden

    Possibility of releasing OFP source code?

    The biggest problem is how to appropiately seperate the codebase. OFP is currently combined into one app, and what Suma was hinting at was that there would need to be a significant amount of OFP2 / VBS work that would have to be put on hold to handle this. Lets take the Quake2 code for example. It uses two files, a quake2.exe and a gamex86.dll. The code for the later was released for non-commercial development, that's where all the mods and Halflife came from. The exe handled all the Windows specific code, the restricted graphics engine, the early cd-check routine, and other misc. material. One of the likely interests if we had code would be physics. However, I don't know if that is propietary Immersion Foundation Classes or not. I presume that would require an additional wrapper to protect the protection, and when you get messes like that you either kill performance or you make costly mistakes. Fade and EAX come under this catagory as well. Now the netcode and graphics might be an option, however that is still going to require a significant amount of BIS work to be able to open those sections, for how much likely input? Since we haven't seen the code, and in any case wouldn't be able to get the appropiate context, we wouldn't know the base point of where our desired changes would really need to start. In short, while I would love to see the code for OFP, it's not real practical due to licensing and NDA's with Codemasters, Immersion, Creative, and probably MS too. The solution? SDL and OpenGL, but that pushes things W-A-Y out on the time frame.
  12. shinRaiden

    unicode support

    Has there been any consideration made for supporting a richer language codepage like unicode? Good points: * Framework for handling any character in any language (except for klingon). * Helps to avoid points of misunderstanding / contention / confusion in europeon languages. * Opens Asian market for VBS2 as well. Bad points: * two-byte encoding instantly doubles the length of all text strings, passed strings - including in network communications - would be longer. * MS does not install full-unicode compliant fonts by default on US Windows systems, they are on your CD however. * The current font system would have to be replaced as well.
  13. shinRaiden

    Install!

    Just because you do not see it, does not mean it is not there. Go to Tools (menu) - Folder Options (menu item) - View (tab) and select "Show hidden files and folders". In the mean time, select "yes" to schedule a scandisk for next boot.
  14. shinRaiden

    1.96 resource.cpp UI index

    And... I found some bugs in my list, so they have been corrected in version 0.2, available by clicking the link above. Additionally, I was busy digging through the commented configs when I caught the vision of the potential that #include could have. So, if you click this link, you'll get a copy of the 1.96 config.bin and resource.bin (the later wasn't available in the 1.85 commented configs), but exploded out into itty-bitty files, maxing out in the general area of 200 to 400 lines of code. If you want to do a UI mod, or a config mod, this could really help you out in keeping your code clean, ie instead of looking through ~38000 lines of code, you only have to sift 380 lines. This isn't a replacement for the commented config's, you still need those so that you know what they all do. This is just a supplement, so you can find stuff and replace stuff easier. What would be really cool though would be if someone (I suck at this) could make a "mod'ulator" where you could select components to swap in and out complementing MOD folders. Enjoy.
  15. shinRaiden

    New release date worldwide: Spring 2006?

    1. small amount of xbox ram forces tight coding and possibly dynamic content loading. 2. lower-end CPU forces more off-loading to GPU. These are engine issues that have been at the core of most of the complaints about OFP. The experience and mindset from the shackles of Xbox development can help if learned right.
  16. shinRaiden

    AI Take Off

    Could you post the config.cpp code for your runway pathing, along with an screenshot of the runway with coordinates noted? It would help to identifying problem and solution.
  17. shinRaiden

    New release date worldwide: Spring 2006?

    While I agree that the xbox project is a economic rathole on the premise that generally Joe W.(almart) Xbox != mature milsim player/developer/analyst, there are some technical advantages that could come from it. First off, the comments from Maruk about the Xbox platform constraints requiring them to seriously tighten up stuff could really pay off on the fork back to the PC in OFP2. Secondly, this could be a new market for VBS, considering the application of Full Spectrum Warrior. Just pack up a crate of Xbox's and TV's, ship them anywhere in the world, unpack, and instant on-demand training, no admining neccessary. We here grumble because we want to poke and fiddle and tweak, and so far we've seen no real hint of being able to do that for Xbox other than a basic mission editor. Gut hunch is that we see a revamped AAE program between now and then for community integration, with an Xbox preprocessor app. I guess in short, think of the Xbox project as the engine development sandbox. Yeah work on it may push the timeline on OFP2 out a bit, but will help tremendously with technical development.
  18. shinRaiden

    OFP Community Census Project

    Perhaps the confusion is because the survey will need translation.
  19. shinRaiden

    USAF Base Gateway

    Will the gateway be available as seperate components, or one combined package?
  20. shinRaiden

    OFP-MANIAC-MAP-Locator

    Interesting dispersion... nothing from the 'new' EU sections and east really, and most of the AU/NZ contingent is AWOL as well... That and the Orlando crowd is sparse as well... we 'know' winters is not the only one down there, but maybe he is just this week.
  21. shinRaiden

    Enthusiasts Eye Assault Rifles as Ban Nears End

    A local crackhead was just sentanced to life for emptying the clip of an officer's handgun into the officer during a fight last year iirc. Should we disarm the cops so this doesn't happen again? Lets say that most of my friends think I'm a bit off my rocker. Fine, but what if they are the ones that are crazy and I'm ok? How do you manage that? Thats why the laws are such to allow everyone some breathing room. America is not a democracy, it never was. It is very much a federalist republic, because the powers that be believed that the whims of the populace are far too unsteady and easily manipulated to allow for a true democracy. Complaints about nothing being done were viewed as ultimately far safer than concerns about too much being done and yo-yo government. Mob rule is the punditpeople running back and forth screaming "the sky is falling!!!" when they know if they don't get you all worked up they don't get their money. As for dangerous items, how about sharp or pointy sticks? My brother and I were lightsaber-fighting with 6ft wood tomato stakes and I broke mine across his face. Well he got a shovel and chased me around the yard so I grabbed the peavy (log-turner, big nasty swinging hook) and we had a standoff in the backyard until my mom thumped us both. Should we ban shovels and peavy's? I hunt slugs with a pitchfork. Should there be a waiting period and background check before you can buy a hayfork? My dad works with comps all day, and he hates them. I use them all day and I love them. The difference is I view the computer as an idiot tool that normally doesn't work, so if it does it's a good day, but 99.99% of the problems are of my own creation. (How my boot.ini disappeared the other day I still have no clue.)
  22. shinRaiden

    Mysterious signals from 1000 light years away

    That's been brought up before recently as a novel concept by those who previously based their calculations and work on the idea that space was 'empty'. The concern was about voyager getting battered to bits going through the transition zone. Probably the same guys though.
  23. shinRaiden

    Enthusiasts Eye Assault Rifles as Ban Nears End

    Grandpa worked at Los Alamos immediately after ww2 back when they still did tests by hand. He wrote in his autobio about the test to determine the critical mass of uranium. The lab guy had about a softball size lump of (enriched?) uranium and a bunch of beryllium shells. He propped the last two apart with a screwdriver while the geiger counter was humming, not beeping. Then he sneezed and the screwdriver fell out and the shells connected. Room started glowing blue, things got melty, but the guy managed to 'hot-potato' it around to knock off enough shells. That guy died a couple days later. Soundbite this morning from Kerry said this was putting AK's and Uzis on the street. Was he talking about the full auto ones? Here's a copy of the National Firearms Act of 1934 that says thats out of line. If he'd stay on his press release and stop adding words he'd stop proverbially shooting himself in the foot. The Brady group also has a concise overview too: Again, under the 'named' section, aren't most of those already covered by the NFA1934 Once again the politicians would rather murder trees than allow us to get lead contamination at the range. Finally from the Washington Times
  24. shinRaiden

    Mysterious signals from 1000 light years away

    Why do you all try to put God in a itty-bitty box? Genesis (For all you CJM folks) sez God built the heavens and earth, so there's no 'ban' on other people or planets elsewhere. But I digress. Anyway, this came across today on slashdot: Pioneers consistantly off-track Basically, the two pioneer probes have not been where they were 'supposed' to be in a consistent fashion since passing Pluto. Furthermore, they have no idea why thats happening
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