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whisperFFW06

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Everything posted by whisperFFW06

  1. whisperFFW06

    HD weapons for human players...

    FDFmod way is the best, reallistic, challenging without being frustrating. No more 500m snapshots, long and dense fights, and no need of HD. Normal OFP system seems an "easy mode" after that Especially BAS weapons (really no offense intended, they are on line with normal OFP weapons), being Spec Ops weapon and made for accuracy and shooting punch. On the other hand, HD for AI, like demonstrated in Tonal campaign, gives you an ENOURMOUS atmosphere and fights without insta-killing you. I litterally made a 30cm jump on my chair when rebels in the church started opening fire when I came near the door, screaming and killing the woman hostage. Thrilling, some of my great OFP SP moments. Did not stop sweating until the town was clear.
  2. whisperFFW06

    Ofp2 - source code release

    Well, some see OFP MP other than you, and use public servers. And it's a world where cheaters exist. I had to ban one last week, damn CS kiddies! I'm like you, I do prefer coops and PvP against known pple/friends, but we are not the whole community. A whole lot of pple are open to public playing. BTW, it seems that OFP2 MP will be more "public server" friendly, with features like JIP. With the OFP editor, this would permit some incredible permanent, non ending mission, I can't even imagine it. Cheaters in such missions... and everything is just f*d up.
  3. whisperFFW06

    Ofp2 - source code release

    Problem is : OFP2 architecture. Does it resemble to HL architecture? Can it be broken into the same parts, with the same effects? Seeing JIP netcode issues, scripting system and how it handles in MP, I bet OFP architecture (and OFP2) is nowhere near HL and other classical FPS. And partial code release could very be the entrance for cheaters. No one can be sure.
  4. whisperFFW06

    Not using islands?

    I Totally agree with that. The islands are great. Note I have edited the mild profanity used in his post, but if you would like to see it then go back a couple of pages. Where the hell did you get the idea that terrain streaming = random terrain ??! It means that only a portion of the map is loaded at a certain time and updated without impact on gameplay (as stated by Suma) when the player is moving. Where does the word "random" appears in the above sentence? Nowhere.This is not "streaming or island debates". You can definitively have islands with terrain streaming from what I understood. So please, before saying "this is bullshit, I won't buy, blah blah...", do not judge something we do not know how it will be. We don't have any idea of how it will be other than "the terrains will be much larger", "there will be no limit on the size of the map".
  5. whisperFFW06

    What servers do all the people on the forumsplay

    Well, not that a big poster here, but you can sometimes (really not often) see me on... well, see my sig ;) BTW Waterman, crosshairs can be back when playing in Cadet mode (not 3rd view, though) ;)
  6. whisperFFW06

    Server fps steady, never rises?

    Same here, Frame_Rate_Pref 500 and frameRate 15 , FPS at 50 in lobby, Linux server. I fail to see where could your problem come from. Whis'
  7. whisperFFW06

    Auto-restart standaloneserver when hang-up

    make a start.sh file containing : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(while [ ! -f server.stop ]; do ./server -config=server.cfg done rm -f server.stop ) & Make it executable. The server will restart when crashed. Make a stop.sh containing : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">touch server.stop PID="`ps -fe | grep 'server -config=' | grep -v grep | awk '{ print $2; }'`"; kill $PID 2>/dev/null use it to stop the server. Whis'
  8. whisperFFW06

    Dual processor machines

    Watching process repartition on our dual PIII linux box, I saw the processes sharing evenly access to both processors. I would say it is better not to force process on one processor, because the ofp linux server lanuches multiple instance of itself (threads?), and when 1 server goes high on CPU, is when 2 of it's processes are running at the same time, one on each processor, while the second server instance uses the less crowded processor. Linux does share fairly enough, no need to force it. Whis'
  9. whisperFFW06

    Random restarts in mp

    Problem encountered once when obvious cheat was occuring, on Linux dedicated server. The cheater seemed to have disconnected just before strange behaviour happened (players auto-killed without any kill credit, in respawn area). 15 minutes later, server crashed, and all clients CTDs. Probably not related, but, who knows... Whis'
  10. whisperFFW06

    Vehicle targeting system

    The "radar" on OFP I never considered as a radar but as some simplified representation of all the onboard sensors and targetting devices. And it achieves a pretty good result. Terrain has various effect on it, ie buildings can be seen through terrain (not realistic), but not vehicles (realistic). We could consider the color system as an onboard IFF, disregarding the fact that these systems were not fielded to ground units in 1985. My main gripe is about the 360° field of view of the "radar", which transform it to something near god like, when it should only have a forward cone of detection (movable by gunner, for example following gunner aiming cursor) to represent the detection of various FLIR/LLTV operated by gunner. About unit categorization, this often resort to the gunner capabilities, it is him who classifies units into categories and put them on screen (at least it is the process in choppers, I don't know for tanks). What I would suggest is to differentiate visual range detection and non visual range detection (mainly, active systems like radar, perhaps an active/passive system differentiation would better fit) in config. The current main limitation on visual ID is that the viewDistance ingame is lower that the radarRange in config, resulting in units appearing on radar although it is invisible in game. If I understood correctly, the futur OFP2 engine will be able to render unlimited view, ie you can zoom max and see farther, without being stopped by today's viewDistance limit. If it is the case, why not build it this way : - have a "activeSystemRange" parameter, caracterizing active detection systems (mainly, radars). Any target in this range will be treated like today, ie automatically printed on radar, because no action from operator is needed, the unit is just detected. - Give the ability for the gunner to "report contacts" on radar : when the gunner sees something (through the use of passive systems like FLIR or LLTV, so he has better range than his eyes alone, he can zoom), the reveal fonction (right clic) will print the target on radar too. For correct IA gunner behaviour, a passiveSystemRange would probably be good. And adding a parameter to fix the field of view of the radar, not 360° automatically. Whis'
  11. whisperFFW06

    Maxspeed?

    And when changing thrust value or sideAirFriction (something other than zero)? Whis'
  12. whisperFFW06

    Cpp exec global scripts?

    Hmmm... Little question to experts, to continue on Bratty's init line idea : would an init line from a "createdUnit" be called on every computer? Like : in the init EH of your addon vehicle, call createUnit on anything, like for example SoldierWB, adding to the init line : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"SoldierWB" createUnit [[0,0,0], group _veh, {[] exec "myScriptExecutedEverywhere.sqs", MYTAGDummy=this}]; deleteVehicle MYTAGDummy Where _veh is the _this select 0 from init EH. Whis'
  13. whisperFFW06

    Mf conquer the island

    The fact is that my server had more pple playing when CTI was not installed . Whis'
  14. whisperFFW06

    Mf conquer the island

    I fully agree on the A&D concept, there should be way more concept tuning done on it. In this matter, games like americas army could give very helpful ideas. For me, main issues on current MP maps with many players : - time. Missions are really too long and keep other players out of the server for more than 1 hour, it's simply incredible. - respawn. The current state of respawn system simply destroy any constructive attempt to build an organized squad. As every player respawn alone, he HAS to be alone for at least a portion of the mission, don't know exactly what is to be done by which group, etc... This single person respawn system explodes the existing groups. About the popularity, it is perhaps an issue, but the CTI mission will make your server "popular" simply because players on it will use it for hours.... because the mission last for hours. That's all. I'm daily seeing on pingZero CTI whith 12 pple on it, reducing to 8 pple, or less, after 1h30 of game, so the server is blocked by let's say 10 pple on average. I wouldn't say it is popular. And during play time, countless number of player try to connect, and immediatly leave, seeing the huge wait time. And it's pretty disturbing to see a server where you tried to offer as much bandwitdh and capacity as you can being usefull for only 10 persons. I keep CTI on it just because some friends love it. And I'm seriously considering switching it to full coop/A&D server. And if possible FDF mod Whis'
  15. whisperFFW06

    Czech words in Visitor2

    Right click, "save image as...", and no need to go online ;) And a big THANKS to aLoneWolf
  16. whisperFFW06

    Ofp moments in gameplay

    Tense : A long time ago, on this mission where you as US Black Ops have to plant stachels in a russian village to blow a russion convoy passing by. We had done our job fine, convoy was out, time to reassemble and leave. We had chosen a meeting point in a forest north of my current position, and I was crawling in the open to reach it. Suddenly a team mate, watching my advance from the forest with his binocs - Hey Whisper, you have 2 tangos coming right at you to your right. I watch... There, 100m away, running to my position, having clearly seen me. I try to shoot them as fast as possible to avoid alarm raising... Too slow, I hear the sound of BMP moving in the village. Well, I here, in the open, the forest some 500m away... Time to run. Once again, too slow, too late to reach the forest. The BMP noise is approaching, it's freaky, I jump in the nearest bush and don't move, don't breathe. As often in OFP, the vehicles (2 BMPs) know where I am, but who know why, just move around, not seeing me because I am inside the bush. I hear them circling around the bush, luckily not trying to shoot inside. I stay there for 4 long minutes, before they stop.... on each side of the bush.... 5 meters from it. Now, I'm in big trouble. I hear my team mate laughing over RW. I'm sweating big time. Ok, time to die, but not alone. I plant a satchel charge, is about to trigger it before thinking.... Well, why not try escaping? I peek out of the bush, my nose just between 2 BMP tracks. Hem.... I try to crawl under the BMP. As I was about to get on the other side, I don't know why (my head touching the BMP?), the BMP suddenly detect me. I crawl, I crawl the hell out of under it... Now it's really time to die. I shut my eyes (really, taking a deep breathe, shutting eyes before my comp screen ), double tap the action key. KABOOOM! 2 BMPs out. I open my eyes. WTF! I'm alive. I'm alive!! Seems that the BMP's body protected me from the explosion, or whatever, today I still don't know how the hell I escaped alive. Funny : In my Abrams, disabled by... I don't know what/who. Next shot will destroy my tank, so I decide to jump out. I did not really understood what happened, it was really fast. All I remember is, has soon as I'm out, seeing a huge canon pointing to my face, and attached to the canon, a T80 passing just left of my Abrams, full speed. It's with great amazement on my face that I saw myself splashed by the T80, only having time to cry "NOOOO!". I laughed for 5 mn after that. It was exactly like in these cartoons, when Bugs Bunny get out of the car just to be ran over by another car going full speed in the opposite direction. Well, I was the bunny. Whis'
  17. whisperFFW06

    Elevation in visitor 2

    Use Photoshop or anything else (like The Gimp) to create for example a 256x256 TGA image, and make a grayscale image. Black drawing is for lowest level, white for the highest. Save, use kegetys tool to make it an ACE file, import in visitor, specifying lowest level altitude (black layer) and highest level altitude (white layer). Whis'
  18. whisperFFW06

    Retextured ofp

    Stunning! Great work...
  19. whisperFFW06

    Super config discussion

    Hi, excellent idea ! Will cfgRecoils be modified too? I mean, not coming back exactly at center after firing, thus avoiding bullet spread at long distance, which enable kill when it shouldn't. Whis'
  20. whisperFFW06

    Nuclear energy being dispersed

    I was not talking about "solar energy", but nuclear fusion. The opposite of fission (hydrogen, deuterium atoms fusioned together, instead of uranium "broken"). It is what makes the sun shine. It has better ratio than fission, produces minimal radioactive elements (pure hydrogen fusion doesn't produce any radioactive element, but is veeeery hard to achieve), and use one of the most common element on earth : hydrogen. An easier way is to use deuterium, present in water in big proportions (well, not so big compared to the ocean, but really enough for...phoooo.... a loooong time ). Whis'
  21. whisperFFW06

    Nuclear energy being dispersed

    What I really don't get is that we have the perfect example of continuous energy source, providing our planet with the majority of its energy, just above us, every single day of our life. Futur is not fission, it is fusion. And we have not yet been able to adapt the process, mainly because it seems that no one is interested, so research on it received near zero funding. Well, I bet working with oil gives you much more money. When will pple stop thinking with their wallet, I wonder. Whis'
  22. whisperFFW06

    Linux init line

    It is absolutely normal to have multiple instances of the server running under Linux.
  23. whisperFFW06

    Pitch of the chopper

    Using a drop command to put an object relatively to your chopper (there is a placement mode of drop which places the object relatively to another), and then checking for example the height difference, and doing some trigonometry, you could get pitch/roll. For example, drop an object 1 meter to the right, get height difference betwenn this obect and your chopper, and you can have roll by some trigo formula. Same for pitch, just drop behind the chopper instead of to the right. Problem is that it is working over flat grounds, not over hills, as getPos does not return ASL hight. You would have pitch and roll relative to the ground, not horizontal level. Whis'
  24. whisperFFW06

    Mod/addon site links~! :d

    Could it be possible to stick this wonderful thread? Thanks CuteQA
  25. whisperFFW06

    Thislist

    I don't see how to get this list without trigger. But I used this to get the whole list and it worked for me, Resistance (so o.pbo installed), no error, no null variable. Which side do you try to get the list of? Whis'
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