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AirwolfPL

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Everything posted by AirwolfPL

  1. AirwolfPL

    Time for a new editor update addon?

    I never had any bugs with editor updates but I agree that some things in those updates have 'freaky' definitions (I can't point out this things because I don't remember them, but some time ago I've been crawling through the cpp file and I noticed some thing I don't like) Avon: generally it's a good idea to give missionmakers an opportunity to use these 'undefined' addons in their's missions, but as I said - I don't see a point in making one huge cpp file containing definitions for all of the 'not defined' p3d files. I think it would be better idea to prepare several small, separate 'editor updates'. For example - if there are any undefined p3d's in the SebNam Pack - release 'SebNam Pack Editor Update', if there are any undefined p3d's in the StalinGrad island addon - release 'Stalingrad Editor Update'. PS.: Of course I still think, that it's in the addonmaker's interest to prepare such 'editor updates' before releasing addon/addon pack but It seems some of them thinks in different ways ;)
  2. AirwolfPL

    Airwolf beta 2 released

    Nice screenshots, but for future - please don't post screenshots of the (Original) Airwolf Mod's units together with the units of the other (German) Mod. We don't wish to be misleaded with this 'mod'.
  3. AirwolfPL

    Flashbang

    BIS smoke granade model isn't good enough?
  4. AirwolfPL

    What's the best sound pack to use??

    I'm using Kylliki sound pack and satisfied I am.
  5. AirwolfPL

    Time for a new editor update addon?

    I understand that such 'editor update' should contain island objects not defined in cpp files by lazy addon makers in the cpp file? If yes - then I don't really see a point for it... You would have to download all of the islands and addon packs to use such 'editor update'. Missions using objects defined in this editor update should be distributed with the whole bunch of addons as well... I think it's just better idea to convince addon makers to create cpp file entries for all island objects (not only for those with defined action) and distribute it along with their addons (eventually - as separate small pbo file which contains only cpp file) - that's the way all of the 'island addons' from Airwolf Mod will come with the mod (well, maybe not all because there are some very specific object which just won't fit anywhere else than in the specific locations on our Island).
  6. AirwolfPL

    Graphics engine improvement

    I can't agree with you. While hardware tesselation is generally good idea it's not very popular feature of graphic chipsets (AFAIK only ATI Radeons supports it - and probably not all of the Radeons). I suppose it would be quite hard to implement it in the game as well. I think software generated terrain detail levels would do the thing - just like in other games - of course I can't tell if it would be easier to implement such feature (perhaps not). All of the effects I mentioned are pretty easy to implement. These features are supported by DirectX since version 3 or 5. Influence of these effects on the overall graphic quality would be greater than you think I suppose. (Other fact is that those features are supported by hardware for a long time now and CPU has almost nothing to do with them so I don't really understand your "EDIT" argument ;-) PS.: I only hope that they're able to extend this list of graphic engine's features without creating new code for this engine from scratch.
  7. AirwolfPL

    Graphics engine improvement

    Common guys... You're talking about vertex/pixel shaders, about mesh tesselation, ragdolls... while current engine doesn't support even simple graphical effects! There are much more important things missing in this game! I'm talking here about things like: high color textures (OFP's engine AFAIK supports only 256 colour textures (+ alpha) - even if texture is loaded from 24bit TGA or JPG image - engine converts it to 256 colours before texturing) enviromental mapping (even simple enviromental mapping but it's just A MUST!) volumetric fog (it would be nice to have fogged valley and clear sky above them) projected shadows (softer more natural shadows) animated textures (someone already mentioned it, it would be nice to have possibility to apply animated textures) better specular lighting working in both - HW T&L and normal modes material properities (like specularity, enviromental map etc) should be kept in the p3d file itself (not partially configured in the p3d file and partially in the cpp file). better visibility distances without serious frame rate drop (face it - in the current engine even if weather is clear visibility distance is very small which makes all the planes (in many cases choppers too) almost unusable) bump mapping would be nice as well but it's not a must for me
  8. AirwolfPL

    Generic worker/farmer

    Cool! :-) Now Listening to: Men at Work - Down Under ;)
  9. AirwolfPL

    Stalingrad island released

    Pretty interesting project but got me confused. 1). Even lags as hell on my computer (Athlon Classic 1GHz) - no matter which version I choose 2). I wasn't able to find the train 3). The city is... huge... IMHO far too huge and I didn't noticed any roadways I'll check out this new small island anyways...
  10. AirwolfPL

    Airwolf beta 2 released

    Call the animation script addon contains by the external commands (same which are included in the config.cpp file), eventually you can trigger it using triggers, waypoints etc.
  11. AirwolfPL

    Properties are not inherited

    Would that go in the memory LOD? Also I still don't understand why the burn won't function. As scousejedi said those vertices are called doplnovani and doplnovani2. They should be set in the memory LOD. I don't know why your burn fuction doesn't work, but if you're setting your gasstation through the wrpeditor then you can forget about eventhandlers - I'm not 100% sure about it, but it seems that when the addon is placed in the wrpfile (not through the in-game editor), then the only section engine takes from the config is class actions, and rest is taken from the p3d file itself.
  12. AirwolfPL

    Properties are not inherited

    Make sure you've set memory points for the fuel station correctly (I don't remember how they're called but I'll check that when I'll return home)
  13. AirwolfPL

    Adding randomized numbers and emblems

    Yes - as I've wrote above - this tutorial uses the same method I used on mine Mi-2 addons. I suppose it doesn't work correctly because the init even handler is fired up only when 'fresh' mission is started and when the savegame is used - unit's saved state is loaded. I suppose this problem can be solved somehow - I'll do further research of this topic before I'll release new, updated versions of Mi-2 helos (which are almost ready).
  14. AirwolfPL

    Vw beetle needed

    Don't mix up Camaros with Rustangs! Anyways this Mustang from Winny's is neat and indeed I like it.
  15. AirwolfPL

    Adding randomized numbers and emblems

    Please notice that 1). Script which sets random number/objects/emplems should be fired up from the Init event handler or the unit's Init fields 2). It will work correctly in the MP mode only with patch 1.92 and later (otherwise randomized objects won't be visible on client stations) 3). Randomizing isn't synchronized on all stations. So it's good idea to place some trigger in the script (like ?norand: Exit - then set norand=true; in the unit's init field etc) so it will be possible to turn off randomizing and place numbers / emblems by hand. For further explanations please refer to readme files of mine awmi2p's (or lwpmi2's) (on which, BTW, I introduced this randomizing method for the first time in the OFP addon's history
  16. AirwolfPL

    Vw beetle needed

    Yeah, I know he made some Camaro (I don't really think it was '69 Camaro - I think it was '67 or '68) but I don't like this car too much...
  17. AirwolfPL

    Vaz 2121 "niva"

    OK... Now you're talking... We really need drag strip in OFP and some MP drag racing championship ;-) PS.: Unauthorized vehicle tuning (setVelocity!) strictly prohibited! ;-) PS.: /me is going to equip VW bus with rootes supercharger as soon as possible ;P Anyways another nice car (didn't tested it in game yet anyways)... should be really useful for me in all those crazy MP games we used to play with Paul (Airwolf on ths forum) hehehe
  18. AirwolfPL

    Vw beetle needed

    LOL I really would like to have a beetle in OFP as well... But... I want '69 Camaro and third gen one more than Beetle :>> So when I'll have time to make some 'off-topic' cars then... sorry but I'll make Camaros first :-)
  19. AirwolfPL

    Noob question i kno, but plz help me here!!!

    It's offtopic post but I just have to ask about it (this question comes into my mind everytime when I see your posts ;-) Tankerkid - what's this thing in your avatar? It looks familiar to me... (/me checked the mirror, but no, fortunately it's not that ;-)
  20. AirwolfPL

    Maybe new limitation in ofp ?

    I encountered same problem with gunner's optics view just 2 days ago (when I've put the M2 on the VW Microbus ;-) I wasn't able to solve this problem anyways It seems that gunnerview memory point is totally ignored on wheeled vehicles, but ViewOptics settings are working correctly anyways
  21. AirwolfPL

    (awmod) vw t2 microbus pack v1.0b

    To some people accusing me (in private ways) of addon theft (I don't want to point out with which mod they're connected) and eventually offending mine mod on their sites: I have full written permission of the original 1nsane VW addon's (Sven Franic) author to "do whatever I want" with his model. I feel sorry that there are some guys who are supposed to serve OFP community but they're in fact community's rottenness (because of their jealousness, bad will or something else) I didn't converted this addon from 1nsane because I didn't know how to make an addon from scratch or because I'm taking the easiest path in the addon-making - I've converted it because I loved to play with it in the 1nsane game and I wanted it badly in OFP as well. I tought that community will enjoy it as well. I'm pretty busy with the Airwolf Mod right now so I had no time to made such thing from scratch. Think about it guys.
  22. We've just released another addon. It has been originaly made by Sven Franic for the 1nsane game. Sven gave us his permission to convert the model to OFP format. But I haven't simply converted it (like the Vintage Tractor - I've improved several things in his model, added new texture versions and OFP-specific things like scripts as well. Pack contains eight (yes, you've heard correctly - eight) versions of this car: 1). Green touristic microbus (randomly placed luggage/object) 2). Coca Cola microbus 3). Hippie touristic microbus (randomly placed luggage/object) 4). White microbus 5). Santini Air microbus 6). Civilian Ambulance (equipped with scripted alarm) 7). Police van (equipped with scripted alarm) 8). Resistance Ambulance (which carries a medical tent which can be placed in the field) Please notice that this is a beta version. It wasn't tested in the MP mode but IMO should work fine (I've used Init event handler to do things that could be problematic here). With this addon you can finally start your own hippie commune, right here, on Nogova. awmvwbus_v10b.zip (6,3MB) --- Please note that this version is no longer avaible to download on mine server because new version has been released awmvwbus_v10.zip (8,6MB)
  23. AirwolfPL

    (awmod) vw t2 microbus pack v1.0b

    The pack has been updated. New features: 1). Blue, rusty ragtop bus 2). Resistance armed transport (bus equipped with M2) 3). New siren sound and light effect (thnx to DMX & MOHAX) 4). Hippie Man and Hippie Woman ;P 5). Several other fixes and improvements awmvwbus_v10.zip (8,6MB) ReadMe File
  24. AirwolfPL

    Vw beetle needed

    Don't even think of it! It's AIRWOLF MOD not the VW MOD! ;P
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