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Everything posted by scruffy
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Download this here and start the patch in the archive, he will ask you to direct him to a data.pbo and a data3d.pbo. You should have a modfolder for this (it would work without, but it's safer) for example named @modulsky with another folder named "dta" in it. Copy the "hwtl" folder (or if you don't use Hardware T&L just the data and data3d.pbo) from your \res\dta folder in there. Those are the two files you will point the patcher to. After it finished start the game with the modfolder activated.
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OFP photography - No images over 100kb - Pictures only, NO comments
scruffy replied to Major Fubar's topic in GENERAL
Waiting for the chinese delivery guy: http://img142.imageshack.us/img142/5403/new1kf5.jpg From a testmission: http://img95.imageshack.us/img95/4033/flashpointresistance200ja9.jpg http://img142.imageshack.us/img142/5439/flashpointresistance200mc0.jpg The end of a convoy: http://img95.imageshack.us/img95/4384/flashpointresistance200jl6.jpg Mission "Treasure Hunt", aftermath: http://img95.imageshack.us/img95/4193/flashpointresistance200nj5.jpg http://img95.imageshack.us/img95/8538/flashpointresistance200bm1.jpg Addons: WGL5 with replacement models (HYK, LSR, RHS, etc.), wheresmyrabbits sky, some effects by Mapfact I think and Mondkalbs deckchair -
Yes, it's done by Mondkalb and not released. The anim isn't good, the whole chest is contorted. But you can ask him via pm, I'm sure he'll send it to you.
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OFP photography - No images over 100kb - Pictures only, NO comments
scruffy replied to Major Fubar's topic in GENERAL
Damn seagull! I'm just taking a nap on the beach and here it comes drinking my Vopa Vola Addons: Some stuff by Mondkalb, wheresmyrabbits sky and plain OFP -
Kegetys posted this here some time ago, looks interesting too: SoftTH
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This Friday indiGLOW released the unofficial addon "Fist Bravo" and the map editor for Vietcong 2. It features new maps (some known from the first game, like "Halong Port" and "French Route") for different game types (including 5 for Coop). They also changed the running speed more to VC1 speed which makes the pace faster, changed the weapon sights so most are properly aligned now, changed something about the damage system, fixed some bugs, etc. The addon is nearly 250mb in filesize, the installation is easy: Just unzip the .cbf file and folder in the archive into your Vietcong 2 directory and start the game. Downloads, more mirrors on the indiGLOW website: Fist Bravo indiGLOW Auscong Editor indiGLOW Auscong Vietcong2.cz I haven't really tried it yet, just tested if it works. I dislike the new/old faster running speed which practically removes sprinting (it's still in, but not really faster than normal running). I think this was one of the best changes of the sequel, as it slowed down the pace. Oh, an AI still doesn't react to being hit like in VC1 but goes on shooting you as if nothing happened. Anyways, I'll definately play it on the next LAN with the 5 new Coop maps.
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Those are cypresses
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Actually I liked the sequel better than the first ones. Apart from it eating up hardware with no relation to the graphics (but it runs ok for me) and that damn CD Key bug (that I had not all too much trouble with luckily, just the empty servers sucked) it really improved the game for me. I would have liked more jungle too, but as far as I know the same people that hate the city setting requested it in VC1. Just remember the servers online, more than 50% were running Halong Port nonstop, most others NVA Base. And everyone wanted more urban maps back then... I agree with you on the story partly, as I liked the first one better, too. But the slowed down pace through the slower running speed introduction of sprinting helped the game a lot for me. And what's the problem with the AI? It's much better than in VC1, it takes cover better and moves around the map if not hold at their position by mission design. Ever been overrun on your start point by AI in Coop in the first part? No, they nearly always waited on the same spot until you came to kill them. Interestingly many old fans hate say things like this about the sequel that I can't understand. There were also many people saying that the graphics are worse or not better than part 1. I just recently installed that on a LAN and played it in comparison, and there is difference, I can tell you Actually, I just wonder what turned down so many players from the sequel? I think the slowed down pace was the only remarkable change and if is this just try it out now. It's back on VC1 speed now...
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WarGames League v.5.1 (WGL 5.1) Full Release
scruffy replied to .kju's topic in ADDONS & MODS: COMPLETE
If you're into Coop, by all means try this mission. The AI is already waiting to kick you a**es -
Maybe the program only shows the real frequency? The DDR memory runs under normal frequency but works with the double data in the same time. So effectively it has the doubled frequency and get's this in the name for marketing instead of the normal one. So everything might be fine, just look up what frequency is displayed or use another programm to recheck
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The fan on my 9800 Pro nearly died some weeks ago, my problems looked like yours, just not this bad and I had the same sounds when starting the pc. I was lucky, 2 other cards like this from friends just broke completely... Instead of getting an all new cooler I removed the fan and now this thing blows air on the cooler: http://pics.tripelserver.co.uk/44200012_g.jpg You should be able to get one for 5-10€, but I think it only works when you have got a bigger cooler, the 9800 Pro one looks like this. If not, you should get a whole new cooler but that would be a bit more expensive. Your card also might be irreparable damaged and there is no guaranty it works with a new one. But you can at least try as it's cheaper than a new one.
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After loading the .bin file look on top of the window and press "Actions" followed by "Export to .cpp-file"
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Before the same questions arise, like in the german news comments on some sites: Here is the explanation how the list was done. Amongs other points it's for the US market only!
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Like I said in the "latest pictures" thread yesterday, the german website Spielesüchtig.de posted a preview of the latest press demo today. It's only available in german, but there are 4 more screenshots. It comes to a very positive conclusion, although there are still some flaws (animations playing until the end before the death anim follows, performance) which they lay on the WIP status. They also warn players, that it's difficult and no run-and-gun game, after all they're not a site for sim games Oh, and the reviewer told me it's still possible to get up a steep hill by walking diagonally
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The german website Spielesüchtig.de will post a preview about ArmA, most probably tomorrow. Maybe even some small videos will follow. For now there are already a few screenshots available in their gallery, you get to it through this newspost and then just click on the picture on the right side.
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The script doesn't seem to work in MP. Is it only for SP use or did I mess something up?
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Crassus, try activating Vertical Sync. I think that kind of worked for me with UT 1. There was also some kind of -cpu parameter for the shortcut, try a search for it + UT.
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Hi, two other glitches I found: - You can drive through some (addon-) buildings with a tank. The game thinks those structures are destroyed and fallen over like a tree, but because they are as a subclass of the normal buildings not destroyable you can just move through them. Don't think you can do something about this and I guess you already know this. - The View - Cargo LOD on the open Ural truck needs to be edited. As the canvas cover is removed you can look inside the drivers cabin and it is still there in the View - Cargo Geometry LOD, so the game erases all objects and you just see some flickering trees.
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Try the OWP Patch Generator by Voyager. It's easy and the user just has to choose which data.pbo to patch (Original or in a skyfolder, dta or dta/hwtl) and it even makes a backup for you. Patch file for road textures
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Yes, we were generous with the par there, so you could be under If that close hit bothers you try course 2 or 3. Putting in Lipany can be pretty hard and trying to get to that '§!*X&- island on course 2 freaks me out everytime
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@Mr.Burns: You're right. When I saw your picture a few days ago I remembered the good times we had in OFP 1.0 MP, bombing cars all over the Everon runway. That was the one major reason I started to build a golf mission, Mondkalb then joined in and helped me with everything. @deanosbeano: Here's a trick for you. Avoid woods at all costs, at least the CWC ones! Now I bet you knew this, here comes the real trick Try putting just one or two satchels and get the car through some trees, go after it, and repeat until the time runs out. This way you should normally be out in 1-2 turns. I guess the woods could be seen as an equivalent to sand bunkers.
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we have these reports several times now. yet its hard to track it down as people never really explain how the did drop the stuff. if it was the valid WGL ruck drop process, or the default BIS inventry drop. we could reproduce it on our side. still it sounds like a mp syncronisation issue. if you can reproduce it and tell us how, we would be very happy ! As far as I remember the backpacks were always dropped through the inventory screen when other things disappeared. When the bandages etc. couldn't be used, it was always a normal WGL drop. First choosing the backpack as a weapon from the action menu, then maybe reloading another _pdm mag, when ready pressing fire. The bandages could be seen by every other player, but picked up by noone. Bandwith and lag might be a problem on my pc, as I got a pretty slow connection (DSL 768 without fastpath), but another player has DSL 6000 and we didn't notice any lag or desync. We'll try to keep an eye on these things. send me the mission and i will check it. Sadly I can't, because we already deleted them from the server. Most were bad converts and didn't work properly or we didn't like them. I think it might have been the "misc2_06_06_18.rar" pack. @wg_co_11_maskirovka_v1.2.cain.pbo should be one where the grenades didn't work. Now that is good news
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Actually I think we disabled the AI in the description.ext If not, please do it yourself. This is a multiplayer mission, so put it in the mpmissions folder and start a server for yourself, there you can disable them. We thought about that, but decided against it. We didn't want to force this and were too lazy to make the player able to choose ^^ With the standard viewdistance you should be able to observe your shot if there is no obstacle. Also thanks for the compliments
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Hi there, we're having some minor problems with WGL 5. Just a small bug report of some more or less annoying things: - The backpack ammunition doesn't work sometimes. For example if you got a standard WGL Medic and drop your backpack most of the times the single bandages in your magazine slots vanish. This also happens for satchels and other WGL explosives. - Things as bandages, satchels etc. are very swift at times. Sometimes one can't pick up the things put on the ground from the backpack. Some players say they don't have this problem, but I think this is because they never play the medic ^^ I would say I have got a 50:50 chance of being able to pick up all those bandages I get out of the backpack. - The Carl Gustav has a different size in a few lods. When further away it gets bigger. Other things we noticed, but maybe those are mission related: - In some missions spec ops have sniper models and vice versa, tried to find something in the config but everything seems right. - In some missions some units (mostly resistance) seem to miss the put, throw,wgl_put or wgl_throw weapons and can't use grenades or satchels they got or pick them up. I also could't find a error in the config here.
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Multiplayer AI Helicopter unloading players?
scruffy replied to l etranger's topic in OFP : MISSION EDITING & SCRIPTING
Try it like this: - A "Move" waypoint with "heliname flyinheight 1" in the on activation field - Then a "Transport unload" waypoint, synchronized with a "Get out" waypoint from the loaded units, just a few pixels away - another "Move" waypoint for the helicopter with a height so it can fly away and doesn't make it crash into the next tree



