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Aragon
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Unlike graphics I don't know how physics can be scaled. If scaling of physics is implemented wouldn't bits that are modelled for someone who has the PhysX and that are not modelled on the guys computer that doesn’t have PhysX be required not to impact on the gameplay and just be extra eye candy…. Making me ask what is the point of using PhysX for physics modelling if you also allow people to play without it.
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I've seen a few people asking for vehicles to come with a few different types of "skins" for the objects showing off different weathering like rust, dirt and battle damage. From what I know about the current OFP engine to use different skins (textures) on the vehicles would require a duplicate of the vehicle to be made. Wouldn’t it be nice if in Game 2 we could make and add our own skins? This works very well in IL-2 Sturmovik, which allows users to place additional skins in directory that has a matching name to the plane’s name the skins are to be used with. In multiplayer if Skin downloads is enabled these skins (when used) are hashed and given a unique id number (used to construct a new name), which is then shared first with the server followed by the other clients. Currently in OFP one or more objects are nicely packed away into pbo files. IL-2s implementation doesn’t fit perfectly with this but I would appreciate adding the ability for custom skins and saving us the trouble of having duplicates of addons where the only difference is the textures used. I don’t think it would be too hard to work out how to make skins work. For example to select a skin for a vehicle it could be up to the mission makers, be choosing it from a list in the object properties window in the mission editor. The list would be constructed from listing all the skins in a directory with the same name as the object, if the directory exists. A default skin (there could also be a number of other skins) would be included in the pbo the object comes in, so if clients don’t have the custom skins they are defaulted to the one that everyone has. I also think it would be a good thing to manage skins on the server side, so only custom skins on the server are used. Combine this with the type of skin hashing I mentioned above it stops people being able to make and use silly skins, like pure red ones to make objects stand out. They might have the same file names but the hashes would be different, and changing only one pixel of a texture would change the hash. Just an idea, I can imaging that custom skins would suck if people had the ability to make unrealistic ones and use them in online games for personal gain or just plain bad taste on their behalf but if there is a level of control over them (server administrators and mission makers) then they would be another way to spice up the game in the future and wouldn’t require duplication of addons to achieve. What do you guys think?
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hmmm, wind would be an interesting one to try and implement. I'm guessing sounds we hear depend on where we are in relation to the wind and of course what obstructions there are. For example what you hear when standing in the open is different to what you hear when standing some sort of cover, mainly because the sounds produced when the air flows over the ears is gone when out of the wind.
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lol I saw that Fox "news" item on the ABC Television's The Chaser’s War on Everything. Then they got one of their cast (a guy) to crack on to one of the strange church’s protesters (also a guy). Funny stuff. Shame it isn't one of segments available for viewing on their webby. ------------------------------------------------- PhysX chip is proprietary, which means the developers have to use their physics engine, which means developers would have to switch physics engines by purchasing Ageia development sdks and possibly tools to include PhysX support in their games. There are more promising engines then Ageia’s… If anyone could write code that could run on the chip that would make it more attractive, but noooo you have to use Ageia’s stuff.
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OMG!!! Forbidden You don't have permission to access /flashnews/2006/07_July/090706/flashnews_100.html on this server. Apache/1.3.27 Server at www.bistudio.com Port 80 DOES THIS MEAN IT IS LOCKED WHILE IT GETS UPDATED? It looks like it has been taken down D:
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lol it feels like Placebo is already fishing and he has a big one on the line… our ractions.
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hmmmm, If it is lunch time in Prague that the flashnews is released then we have about 2:30 hours to go if Placebo considers 12:00 noon as lunchtime. http://www.timeanddate.com/worldclock/city.html?n=204
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argh it's 2:13pm AEST (GMT+10) Flash news 100 please come soon! btw congratulations Placebo.
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I've got a HOTAS Cougar as well so I'm lucky that I can use my rudder pedals and also play around with it's axis curves, though it would be nice to change the curves in game so I don't have to alt tab to load my helicopter or aircraft axis profiles separately. Plus being a IL-2 Sturmovik + AEP + PF + Pe-2 and Lockon fanboy who play's on "full real" settings I hope that the flight models get a huge overhaul for Armed Assault. Don't hold your breath guys remember Joystick support in OFP only came with patch 1.11 or 1.20 and after lots of requests.
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I mentioned it before but now i have to post a link because it doesn't look like anyone looked up the video clip. People who are still questioning power of TrackIR or those who just want to see how amazing it can be please download and watch this video clip of a WIP addon for LOMAC called Blackshark. It is available on http://www.lockon.ru/index.p....lang=en Unfortunatly you have to register to download "Black Shark: Free Flight" but it is well worth the effort. This is not the same trailer that is on the TrackIR website.