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xy20032004

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Everything posted by xy20032004

  1. xy20032004

    SLX Mod WIP

    Solus, I tried that new 'findcover' pbo. It seems it works just as the 95 version, hard to see stutters, now I have updated all pbos to 96 version, thanks, good job! And as I said before, most pbos work well in OA, hope you get your OA copy asap, so this excellent mod can swich to OA officially.
  2. xy20032004

    Are new tools for OA out?

    Cole, thanks a lot! I have tried those tools and now I have modified some files successfully. :-) OA only reads 'bin' format, different from AA1/2.
  3. xy20032004

    Are new tools for OA out?

    Shadow NX, try to use a removing pbo assosiation registry tweak in one post. When you install AA2 or OA, the game will assosiate pbo extension to its own exe file and remove cpbo.exe assosiation. Use that registry tweak to get rid of the problem, then use cpbo.exe or other tools to assosiate pbo files again. You will see 'extract' command in right mouse click menu. ---------- Post added at 11:35 AM ---------- Previous post was at 11:25 AM ---------- Cole, thanks for your advice. I have a full backup of those pbos in my second hd, so I can always restore any file. To convert 'cpp' back to 'bin', is there a good tool that you can show me? I only used such tools a long time ago in ofp times. From AA1, I always use 'cpp' in mods, long time not touched any cpp to bin converter. Are those old tools useful in AA2OA?
  4. xy20032004

    Are new tools for OA out?

    Thanks everyone. I now can unpack and pack oa pbo files with those updated tools. But.............another problem comes up................ OA dose not use modified pbos!!!!!!!! For example: I unpacked ' desert_e.pbo ' and unbined its ' config.bin' to ' config.cpp', then made some changes in cpp file. All changes are right, no mistake, I have done such things before in aa1,aa2. I then packed it back to pbo file and replaced the original one. But, in editor menu, I can not find 'desert' island to load. OA ignores it. So in OA, do we must use ' config.bin ', not ' config.cpp ', before pack it again? Or, is there something else that prevents modification in OA?
  5. xy20032004

    Are new tools for OA out?

    Really? I used cpbo.exe to unpack new oa pbos, yet, everytime it extracts out only 2 small files, no other things. I used ' PBO View ' tool in ofp times, ok, I'll try it.
  6. xy20032004

    SLX Mod WIP

    Tried 1.9996 again, it seems that it is ' slx_findcover.pbo' which caused the stutter. I replaced that file with pbo form 1.9995, seldom to see stutters, 95% possibility. Tried 1.9995 with OA, all slx_ai***.pbo and slx_anim***.pbo files work with oa well, I can see the effects in game and did not see any pop up error. slx_wounds****.pbo has problem with oa, the game says that some config thing is missing. Not tried gl3, I use gl4, now full mod of CAA1, GL4, most SLX work with OA. Waiting for new tools to unpack OA files, so more modifications can be made.
  7. xy20032004

    SLX Mod WIP

    I did not use gl3, but gl4. I used about 30 pbos from your slx mod. In version 1.9995, all those chosen pbos work fine with gl4, no stutter. So maybe it is not the problem of gl3 in your mod. I will try to use slx mod 1.9995 with oa to see if some effects work. I'll report back :-)
  8. xy20032004

    SLX Mod WIP

    Solus, in this version, too many stutters, something is wrong, maybe with ai script. Simply put two groups of soldiers in utes, one east, one west, join them to shot each other, the game frequently stutters, although at very short time, say 0.01 second. This has never happened before. I now use 1.9995 again with the new shoteffects.pbo of v1.9996 which I like much and thanks for updating this part. Combining 95 with the shoteffects.pbo of 96, I find another small thing, when a tank fires its cannon, there is no dust raised around the tank. Of course, that is what I have seen so far, not sure about other people. Anyway, thanks for your hard work :-)
  9. If you have large physical ram, 6 or 8GB, making a ramdisk with all the pagefile in it will do good to your overall performance not only to AA2. My question is that, for users with only 4GB physical ram, we need to use hd to make more virtual ram, say another 2 or 4GB virtual ram, in this case, I have 1GB ramdisk pagefile in Z: , 4GB pagefile in hd partition D: , which one will win7 use first? How does win7 handle virtual ram or the pagefile?
  10. When we use win7 32bit to play AA2, does anyone know how win7 handles virtual ram? I mean that I create one 1GB virtual ram in physical ram (with ramdisk4g), and another 4GB virtual ram in a harddisk partition, which one will win7 use first when it needs virtual ram? Will win7 use all space in one virtual ram before it begins to use another one, or it just uses some space in one virtual ram and at the same time uses some other space in the second virtual ram on hd?
  11. oktane, thanks for your job. In the game, there are two kinds of running blur. One is screen edge blur which is cool, the other is full screen blur after running for some time. I do hate the second blur which is not real. Everyone can run for 10 minutes and does not see things in the game way. So can you make a version which removes the full screen blur?
  12. You are not alone, rosentorf, I do hope to have brighter nvg. :-) ---------- Post added at 09:27 AM ---------- Previous post was at 09:24 AM ---------- By the way, it seems ai does not affected by darkness, they can still shoot me at long distance without wearing nvg.
  13. xy20032004

    SLX Mod WIP

    When will the final 2.0 be released, solus? Hope to play it as early as possible :-)
  14. xy20032004

    SLX Mod WIP

    At least on my pc, gl3 or gl4 will create the same few seconds 'freeze' at the very beginning. remove it, all 'freeze' disappears. But for the good things gl3/4 brings, that can not be called a bug. I have noticed this 'freeze' long time ago when I first used your mod and got in touch with gl3. Now I use gl4 with ace and your slx. For the _tmp value, 0.008 is what I like, I am not sure if other people will like it. From me, a big thank to you! :-)
  15. xy20032004

    SLX Mod WIP

    Thanks for your reply, solus. I am not a script pro as you are, so I can only modify ready scripts to fit my taste. I don't know how to make xeh things either. From my point of view, I think tank's main gun should have powerful shake effect if one is inside or very near to it according to movies or footages which shows tank firing. I increased _tmp to 0.008 for viehcles, but that is only good for tank cannon fire, for other things, this value is too high. So can you make some adjustments to the shake effect, or make a hpp file for us to change at will? Once again, thanks for your hard work, I love this mod. ---------- Post added at 12:47 PM ---------- Previous post was at 12:39 PM ---------- By the way, for the 'freeze problem', I think it is the cause of gl3. I used gl3 in the past, now I use gl4. This mod will scan the whole map to set something at the very beginning of a mission. For me, the screen will freeze 3-5 seconds and the hd led light will be on during this time, after that, everything goes back to normal. If you start the mission again, this will not happern. If you quit the game and enter to play the same mission again, this thing will happen another time. How long the 'freeze' will be depends on how large the map is and what kind of pc you have. Better pc, less time. Of course, this is all my point of view as a player, not a script master.
  16. xy20032004

    SLX Mod WIP

    After some test, I think the 'screen shake' for infantry is perfect, but the shake for tanks may still have room for adjustment. I mean that can you seperate the shake for tank's main gun and its machinegun, solus? The main gun recoil should be stronger than present value. Tank machinegun recoil is perfect. I tried to increase the _tmp.xxx value, but it increases both. And can you tell us how to make other tank mod to use your shake effects? I tried a t-72 mod, but it has no such effect. Thanks.
  17. xy20032004

    SLX Mod WIP

    Big thanks, Solus, I love the 'screen shake' effect! This brings reality to a higher level, great one!
  18. xy20032004

    SLX Mod WIP

    I have already used the 'proper mods'. For view distance, only building mod is effective, the rest are not. After 3000m, important objects are missing. BI did this on purpose, in VBS2 or vbs2 lite they unlocked the block. You can even set objects to be seen at 10000m!!!!!!!!!!!
  19. xy20032004

    SLX Mod WIP

    Solus, thanks for your hard work to give us better game feeling. Someone told me that your mod has somewhat a 'screen shake' function when fire a rifle. I tried it, but can not find this effect which I like very much as it will bring more reality. A few days ago, I started a topic here - http://forums.bistudio.com/showthread.php?t=100204 talking about different kinds of 'screen shake' caused by vairous fire conditions. I don't know how you think about this idea. If it is possible, can you add theose effects in your mod? ---------------------------------------------------------------- And another thing here, http://forums.bistudio.com/showthread.php?t=100028 , it is a topic about view settings in vbs2 and aa2. You are a script pro in aa2, is it possible to realize the vbs2 view setting in aa2 unofficially and put it in your mod? Thanks in advance!
  20. In the movie, when t55 and t72 tanks fire their main guns, the screen shakes which brings more reality. That's exactly somethig I had talked about in this topic http://forums.bistudio.com/showthread.php?t=100204 . Can some make a 'screen shake' mod for AA2 so we can have the same effects both in AA2 and OA?
  21. Very good job indeed! Thanks a lot! I have found a file in @ace folder 'ace_sys_camshake.pbo'. After unpacked it, I found many camera shake definitions which I like so much as they give me a more real feeling in batterfield. I opened a topic in http://forums.bistudio.com/showthread.php?t=100204 which asked for a 'full screen shake' mod. How do you ACE team think about this idea? Is it possible to add such a thing to your mod? Thanks. When we are in a tank and fire the main gun, we will feel the strong recoil. So if the screen shakes up and down a bit, would it be more real?
  22. When we shoot in the game using a m16 or AK, the gun has recoil effect. But in real life, most people will press the back of a rifle against the shoulder to get better stability. So some of the gun recoil effect will pass to our shoulder which results in a tiny 'full screen' recoil effect ---- tiny screen shake. If we stand beside a M109, the huge recoil effect will almost push you down to the ground. In the game this can be simulated as huge screen shake. So, Is there a mod to enable screen recoil effect? If not, hope some moder can make one. :-)
  23. xy20032004

    Is there a mod to enable screen recoil effect?

    Please come back to the 'full screen shake' topic. It seems the topic changed to better simulation of tanks. Although 'screen shake' can be part of it. For slx mod, I tried it. But I have not found the 'screen shake' function, can someone tell me which file controls the effect?
  24. xy20032004

    Is there a mod to enable screen recoil effect?

    There is no need to change animation if we want to make things easier. Someone writes a script which runs automaticlly at mission start to detect weapon firing and do the screen shake for human player only,especially in SP mode, big or small. That would be enough at present.
  25. I downloaded the free VBS2 Lite UK version and in the video option menu I see two viewdistance settings: No.1- the normal view distance setting (AA2 has this one with lowest 500m,highest 10000m?) No.2- the 'object view distance setting' (VBS2 Only!!! with lowest 3000! and highest ?????? too high!):p As we all know in AA2, objects like men, tanks, trees etc will suddenly disapear after 3000m, even you set your No.1 view setting to 10000m. That's really unrealistic. But in VBS2 which only uses the AA1 engine, it can enbale No.2 view setting and set it to at least 3000m. If your pc can handle 6000m, it's ok to set 6000m!:eek: So it is not a tech problem for BI to enable No.2 'object view distance setting' in AA2, it is a problem that BI is willing to give us the option! Do hope the BI develope team can see this and enable the option in the next patch, thanks!
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