kuIoodporny
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Everything posted by kuIoodporny
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FFUR 2006 2.0 Total conversion pack
kuIoodporny replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Stop speaking about FOV. It's boring you can customize it. What's the problem, lads? -
Thx - I think I know how to fix it now ^^
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FFUR 2006 2.0 Total conversion pack
kuIoodporny replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
June,2001 release date. I remember i bought in september 2001 new rig-1.5 ghz pentium 4,mbo 4x,vga geforce 2 mx400 64mb,hdd 40gb,256mb ram ..... and flashpoint was runing superb-but hell that was long time ago and it was old flaspoint....now u for sure must have decent rig if u want to play ffur 2006... Optimise, optimise & optimise. Then it'll run on GF4Ti4200 without any problems... [OT] Have you seen THAT? -
Almost no difference... With Omega drivers everything looks better. But it doesn't mean "normally" MX400's W-Buffer is a piece of... something
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FFUR 2006 2.0 Total conversion pack
kuIoodporny replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
I have 512 MB of RAM and Sempron 2200+ & my superconfigurated (by me) Windows XP Pro so no lag in OFP. GFX card & HDD are weak points. "unbinarized addons" (I've thought about .p3d's) need to be binarized when useless .paa changed to .pac they both shine like each other then And I'm not smoking or either drinking just Polish scout -
I tried W-Buffer already. It reverses edge bug - far are drawed incorrectly. FPS is degraded too I'll try Omega. Thx for support for now
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FFUR 2006 2.0 Total conversion pack
kuIoodporny replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
1. I have GF2 MX400 - how would you comment that?   I have no lag too, but low FPS in bigger missions - due to .paa hegemony  low end GFX cards calculate them very slowly. 2. .pac-izing doesn't mean DEGRADING... it's only removing alpha channels calculation and it improves >FPS<. There's no difference in texture look when it's fully untransparent.  I've checked it with some unbinarized addons, .pac-izing really improves FPS on my machine. I say only about textures that are whole intransparent or have only one alpha channel, like Tunguska/T80UM/T90S external textures. I've almost forgot forgot - there is unneeded ICP T72 data in FFUR_RU_ARM.pbo  -
FFUR 2006 2.0 Total conversion pack
kuIoodporny replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
It'll improve FPS due to less memory usage. OFP loads .paa files with 8 alpha bits, when .pac 1 (is/isn't) - it's most important on untransparent vehicles textures - like ICP tanks - they have 2048x2048 untransparent external texture. And it's currently named .paa to change this, it's needed to edit unbinarized .p3d to change texture path. -
FFUR 2006 2.0 Total conversion pack
kuIoodporny replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Lol my "solution" for KLR 250 clock makes it even worse ^^ reversed=1 makes closck reversed downwards but my change of Hind's clocks is OK One thing - Mi-24 gun fires 30 cm under barrel And I really think that you should .pac-ize models & textures. -
Bored with ventriloquistic radio chatter, I conceived the new idea: making radio commands hearable - so if you make report close to enemy, he will hear and detect you. To avoid it, you will have to be quiet. To save memory, soldiers will "say" the same sound as the one hearable by every team member in radio WAV2LIP will be useful here I'm lame scripter so I wouldn't code this great stuff Hope it's possible to make...
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FFUR 2006 2.0 Total conversion pack
kuIoodporny replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
I fully agree   you wrote almost exactly what I ment to write today [edit] Shortened quote BTW: Tunguska has crappy blurred textures which aren't in any other FFUR vehicle style   - is it possible to make them quite more similar to ICP tanks (color is OK, but might be darker)? -
FFUR 2006 2.0 Total conversion pack
kuIoodporny replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
I'm also against removing these scripts. They really made my OFP fresh and add a huge amount of playability... If you really want to increase FPS, simply decrease number of particles to ~60 percent, their resolution by half, and give ALL intransparent/simply transparented (1/0) textures .PAC extension. One issue with Mi-24 clocks - variometer is turned down and watch is reversed. Here's the solution: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class IndicatorVertSpeed { selection = "vert_speed"; axis = "osa_vert_speed"; angle = 0; [was -300] min = -35; max = 35; }; (...) class IndicatorWatch { hour = "hodinova"; minute = "minutova"; axis = "osa_time"; reversed = 1; [was 0] }; I think you should make 2 SP configs - the one with and the second without these FX and wide soldier FOV. Why? Because you lost your time to add these scripts and modifies into config ^^ and these are really GREAT. -
Flight simulations use this stuff since 1991
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I don't know if it's the right place for my idea... Script programmable screens in vehicles  - NOT like in OFP! Just insert "screen" face in object model, set "off-state" texture and in unit config declare external data input script (they could use radar, TV, nightvision (multirendering), weapons & components status etc. with adjustable fonts, text & dialogs placement, colors...). I think it will be VERY useful ability of engine. edit: weapon and artilerry optics could be rendered by this way! This could be the most realistic scope simulation ever made!
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Thank you so much ^^