

.pablo.
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Everything posted by .pablo.
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yeah i've only been using it for singleplayer, but i still don't know which config has "priority" or whatever you would call it.
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When i hit ctrl + y all it does is change the picture from rgb to rgb/cmyk. I use photoshop 6, so its not the latest one, so idk if that has anything to do with it. Also, i can get the image to look the way it does in-game by increasing the brightness and me.ssing with the contrast, but i'm never sure that it's exactly right.
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i actually never used the post-processing effects on dxdll (except for water reflections) because i thought that they looked too fake, but i have to admit that with your settings the game really does look better. i tried taking screenshots, but for some reason my screen becomes brighter when i play ofp (i think its my graphics card, but i can't figure out how to adjust it), so whenever i take screenshots in-game they always look darker when i open them up with photoshop. does anyone else have this problem or know how to fix it? anyway, thanks for the config, and once i fix this problem i'll be sure to post some screenshots!
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it's dated 25 June 2003; i wasn't sure if that was the date of its public release or of its release to military personel (if there was a difference), so i looked through the references page and found various documents dated in the 1990s, the latest being in 1997. this is some pistol training they do in blackwater its a bit off topic but its pretty awesome and i saw the standing pistol pic you showed the y still seem to use it its around 30mb but its worth it http://www.edgefiles.com/file.x?id=/atwar.net/www/Misc/Training.wmv exactly; i think there should be a set of animations that reflect what the military is teaching its soldiers.
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it's dated 25 June 2003; i wasn't sure if that was the date of its public release or of its release to military personel (if there was a difference), so i looked through the references page and found various documents dated in the 1990s, the latest being in 1997.
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these are just ideas for things you might want to explore, i don't really know how easy or difficult these positions would be to implement. i do, however, think the bent-right-arms should be made straight.
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i actually like (and prefer) the new reload anims, i just think the little jerking motion while the hand is at the character's waist should be removed to make the whole thing look more fluid. i also became interested in looking up what the "proper" stances were for using pistols, and i came up with some pictures: i created this first diagram (above) from version 1.0, and didn't spend too much time on it, so it doesn't look so great, although i think it is useful for seeing what was changed. its interesting to see that the shooter's arm is straight in the default anim but bent (incorrectly) in sanct's 1.0 anim (although that was fixed with 1.1). this next comparison shows two possible ways of gripping a pistol (according to U.S. military standards). the r/l picture on the left features the "fist grip," while the r/l picture on the right features the "palm-supported grip." ofp anims use the palm-supported grip, while the field manual uses the fist grip in its standing position diagram and its palm-supported in its kneeling and prone position diagram. the first things that jumped out at me with this comparison are the use of different grips (the military guy has his arms even with each other, while the ofp guy has his left arm lower), and the ofp guy's hunched stance (leaning forward with one leg in front of the other). notice that the ofp guy's right arm is bent just like the old default anim. also he is not resting his elbow on his knee, and his right leg isn't oriented like the military guy's. both soldiers, though, are using the palm-supported grip, resulting in their left arm being bent. the diagram in this comparison is for shooting from a supported position, but i used it because it looked so similar to the current ofp anim. differences include the military guy's holding of his right wrist with his left hand (rather than holding the pistol), a right leg that is further under his body, and a more hunched-over back. this comparison shows the military guy with his boots flat on the ground, while the ofp guy has his heels high. the ofp guy's shoulders are also higher than those of the military guy, and his arms are much straighter.
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http://www.pcgameworld.com/article.php/id/303/ it's starting to look as if OFP won't be coming out Spring 2006
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that is exactly why BIS needs to give modders a true SDK (a la Half-Life), so they can do things like remove the score-board.
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does that mean that you can't use the "crouch ready" anims with 1.7? also, what did you change other than the AT anims? (i couldn't find a list in the readme) thanks for the new version, the new anims look great
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this has happened to me at least 5-10 times now, so it seems to be something consistant. when i've been playing ofp for about 5-10 minutes the game will start to randomly "alt tab" itself out; i have the quotation marks because i'm obviously not alt tabbing it, but it is acting as if i had. it has happened in both sp and mp, and there doesn't seem to be any correlation between it alt tabbing and me pressing any key (although i could be wrong). this has never happened to me before, and its pretty weird. i've also searched for my problem and haven't been able to find anything remotely like it. here are my comp's stats: win2k p3 1ghz 512mb ram 128mb geforce4 ti4200 plenty of hd space
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i have FDF mod installed, but I've not been running it when the game has been alt-tabbing, so I don't see how any of their files could be conflicting with OFP's.
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i remember it happening even when i had nothing running, but i admit that i haven't checked for spy/adware recently. i'll run adaware and see if i can reproduce the problem afterwards. thanks
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i don't think so...its just weird because i can't think of anything i've changed that could have caused this...
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wait a minute, i think i understand what's happened here: he isn't trying to change the "You are dead." camera sequence when you're killed. What he's trying to do is disable the text in the chat area that says "pablo was killed" or "pablo was killed by blanco."
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my problem is that is does it even when my hand is nowhere near the esc or tab button; usually, im just running around or checking my map when all of a sudden it alt tabs out
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does this mean that it is possible to override the death notices by placing a blank onplayerkilled.sqs in your mission? i had always assumed that it was impossible to do, that's why i never asked...
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i was able to get it to work by changing all of the registry numbers; what i did was start with 6 digits (like the original registry numbers), at 111111, and work my way up to something like 111137 or something. i checked and it worked like a charm. one thing though, i recommend that if you use this method, use intervals of 10 or 100, because it will be a pain if you want to add a mod folder and have to renumber the rest to keep in sequence. (i didn't didn't think of this until i was already half done, so i'm going to put off renumbering them to another day).
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i thought someone would suggest that; the problem is that FFUR is something like 700mb, and includes things that i don't want
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thanks for the quick response
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i got my two friends to buy ofp goty (since its only $10), and now i face the challenge of hooking them up with all my addons and settings via cd-rom. the problem is that i never bought goty, and from what i've heard it has some quirks about it that are confusing me. the most immediate problem is patching; i've done some searching, and i can't figure out what the "default" version of ofp is after installing the goty version. http://www.theavonlady.org/theofpfaq/goty/whatisgoty.htm according to the link above, goty installs version 1.85 http://www.flashpoint1985.com/cgi-bin....n+patch this link produces two more possibilities: which suggests that the goty cd goes up to version 1.91, and: which suggests that the goty cd goes to 1.75 i suppose that i could wait until my friends install the game and then ask them what version they have, but i'm trying to get all the necessary patches/addons on cds before they have to install (the game is still in the mail). also, why does the goty version need seperate patches? is it because of that "red hammer compatibility problem?"
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has anyone released a config that replaces BIS vehicles with COMBAT! vehicles? the default campaign with HYK soldiers and COMBAT! vehicles would be pretty sick...
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i just tried this mission out for the first time: i was really confused as to what to do for the first 10-20 minutes, i suggest you put a link in the briefing to a page with an explanation of how missions, rest, squad control, insertion, etc. works. i was running around the whole base trying to find the barracks when it said i had to "rest." also, if it were up to me i'd keep the helicopters locked, because it makes it way too easy if the player can just run through a level by killing everything from above. also you said you replaced the hinds with ka50s, but i still saw hinds on base (unless you werent talking about those, i wasnt sure). other than those minor issues i'd say this mission is a lot of fun, and i look forward to beating it
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intel pentium3 1 ghz 512mb of ram 128 geforce 4 ti4200 i get around 20 fps or lower in most situations, which goes down to like 6-12 on larger missions