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.pablo.

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Everything posted by .pablo.

  1. i'm not sure if this has been mentioned, but the gettysburg island requires the farmland objects addon ftp://www.gamezone.cz:8021/ofpd/unofaddons2/Fml_objectsv1.20.zip the island will run without it, but the fields won't be there and an error will pop up in the editor. you might wanna include that addon in the next version of your mod. other than that the mod looks good, i just wish there had been a mission or two to go along with this nice island
  2. .pablo.

    Mission Editing Competition

    thx artak we need more mirrors for the addon pack (so ofpec doesn't get its bandwidth completely sapped) edit: the addons by themselves are 156mb on your computer, in case anyone is curious
  3. .pablo.

    Long live the Huey!

    i didn't even know the huey was still in service
  4. .pablo.

    Instant messenger's

    maybe its just me, but i've noticed that international users tend to use msn, while americans use aim; idk anyone who uses icq
  5. .pablo.

    The youth of today

    i think you are confusing respect with courtesy; a person can be as courteous to a stranger as he is to his idol, but he can't have as much respect for a stranger as for his idol, simply because he doesn't know whether the stranger has admirable traits or not. remember: courtesy is having respect for someone's feelings. the problem that people see with this is that it leads to prejudices.
  6. when im making a mission i usually start with an idea of some situation i want the player to be put in, whether its commanding an infantry platoon on a POW rescue, running from zombies with no ammo in your pistol, or flying helicopters into hot LZ's. Â then i try to make the mission as realistic as possible, get bogged down in the details, and quit when i realize that i can't make it as good as i had pictured it in my head. Â Â so my missions folder is full of really detailed briefings, or really elaborate intros, or really complicated scripts, but nothing that could be pbo'd and submitted as a mission. edit: oh, and the moral of this story is that you should accept that your mission will never be as perfect as you visualize it in your mind
  7. .pablo.

    ZEUS CTI v1.2 released

    so what happens when mfcti comes out with a new version (are you just gonna port the changes to zeus?) oh and btw, thats a great banner (the mfcti one looks way too crappy for the quality of the product it represents)
  8. .pablo.

    The youth of today

    this split between different generations is nothing new, although I am curious to see where this new obsession with materialism will take our society...
  9. .pablo.

    w buffer and Total_Memory questions

    thanks sanctuary! greg: the fact that the newer autodetect was giving me a higher score was what was confusing me; i thought that if the reequirements for a game were higher, it would give a lower score to my computer...weird. thanks for the info!
  10. question 1: i just found out w buffer is not a desirable option to have enabled, but when i click on it to disable it, ofp does a ctd. how can i switch it without crashing? question 2: when i run FlashpointPreferences.exe i get a higher benchmark (1920) than when i run OpFlashPreferences.exe (1740). also, the one that gives me the 1920 sets my display device to "Direct3D HW T&L", while the one that gives me a 1740 sets it to just "Direct3D". which autodetect should i use?
  11. .pablo.

    AEF-Campaign: Train Addon FINISHED

    going a little too fast: http://s8.yousendit.com/d.aspx?id=6304309A8E50E5B6B6E5A15E7F80CACF http://s8.yousendit.com/d.aspx?id=21B02A34B230560A0AC5DF8F25884186 also, the midsections of the pipelines dont show up for me (idk if someone else has already posted this). im guessing im missing some addon...
  12. .pablo.

    On which OFP island would you spend your holiday ?

    nogova, i'd climb the mountains in the north part and take pictures of what nogova looks like without a view distance (you'd be able to see the entire island!)
  13. .pablo.

    OFP2 interview

    people who disagree with the need for jumping want the same thing as you do: realism. the problem that these people see with jumping is that there is almost no need for it in ofp, as most the the time you are in wide open spaces, not in urban areas with debris on the group to hop over, like you find in cs. to them, it is clear that there is no need for jumping, as there are almost no situations a player could be in in which they would need to jump over something. the other problem that these people see is that in real life, people jump differently depending on what they are jumping over, or across; if they're going over a knee high wall, they just throw one leg over at a time; if they're leaping across a trench, they leap full speed, spreading their legs as much as possible to reach for the other side. unfortunately, though, the game developers can't/don't make animations for all the different ways a person can jump; instead they come up with 1 animation. the reason some people think that is bad in ofp is that it looks wrong when a person is trying to get over a knee-high wall and leaps over instead of just throwing one leg over at a time, and it looks wrong when a person is trying to get over a trench and they pick up their legs into their chest, when there is nothing they need to jump over. in short, the people who oppose jumping oppose it because they think the implementation will be unrealistic, not the concept. if you think jumping is a good idea, go play america's army for a while; you'll see that it is used far more frequently in unrealistic ways than in realistic ways (ie people jump when they're being shot at, they bunny hop at spawn when the game begins), and even when they are used in realistic ways, it looks unrealistic. climbing is the same way; it would be realistic if it were implemented properly, but with today's games it just isn't possible to make something that would look halfway decent. combined with the fact that the player never really needs to climb, it is clear to see that the ability to climb is not something the game developers should work on. i definitely agree with this though: and on an unrelated point, i would ask BIS if they were going to do something about the AI's reaction times; i don't mind being killed from 200-300m away, but if i do it should be because the AI was laying down and took some time before taking the shot. in ofp now, i have been in situations where i was lying down shooting at a guy running across a hill-face from about 200m away, only to have him stop--turn towards me--fire one burst--and kill me. from 50m, maybe; from 200m, theres no way in hell. the annoying thing is that the AI does this consistently; they will consistently turn towards you, or run and hit the dirt facing you, or whatever, only to pop off one 3-round burst that kills you. i think BIS should introduce some kind of semi-HD (high dispersion) effects in AI when they are doing certain actions. the problem with this, im guessing, will be the extra CPU power required to do these checks whenever some ai guy shoots. so, maybe they could let the player select whether they wanted to play with AI HD, and if so, whether they wanted the AI to always have HD (like in BAS), or only have HD when they are running/turning/moving (like what i wanted).
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