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AngusHeaf

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Everything posted by AngusHeaf

  1. Wow, looks like my little baby is all growns'up now and released? Is there room for an OG ACE developer like myself still or should I just hold off for OFP2 to make my triumphant return? :: wonders how much of his original stamina system is left in ACE ::
  2. AngusHeaf

    Editing config.bin

    Yes I followed the instructions according to the site linked above in this thread. I tried both the DLL in the system32 directory and the eliteness directory, neither worked. Right now I'm using Eliteness 2.01 which gives me an error when I try to bin a config.cpp file. I'm pretty depressed.
  3. So I'm working on my modest little project in ArmA and have my nice consistant hit values for ammo. I go to setup the soldier armor values and see that they've changed the format to be the same as vehicles. I think, 'okay I can roll with that'. Long story short.... The new system makes NO F*CKING SENSE and is driving me crazy. Here's the problem.... Let's say my M16 ammo does 1.145 hit value... Let's say my known-good armor values for soldiers in OFP was 0.45... Armorstructural was 1.0 and the head/body/hands/legs were all tweaked with body being 1.0 and others being less... Now apply that to ArmA and it takes 30 rounds to kill a guy...Huh? Here's the part that's pissing me off: I've slowly adjusted the armor values in ArmA for soldiers until I'm happy with the torso shots to kill. But why do the legs always take fewer even when I have HitBody set to 0.5 and HitLegs to 1.0? Why does PassThrough seem to make no difference in anything? Does HitHead even work? I have it on 0.050 currently and it takes exactly the same amount of hits to kill as the body (which is set at 1.0). ARGH!! I'm currently happy with the settings for all but HitHead which no matter how hard I try, including setting it to 0.0, refuses to allow me a one shot kill in the face. Thoughts? Cheers.
  4. AngusHeaf

    Soldier Armor Values

    It never fails does it.... I've spent days trying to get this sorted and finally I give in and post here only to fix it a few hours later. Well, maybe someone else will have this issue and find this, so here's the fix. I was pasting the HitBody/HitHands/etc config lines from the Man class into my new class. Little did I know that the seemingly identical config info from CAManBase was what I should have been pasting. Turns out the name attributes are incorrectly set in Man hence why none of my hit zones were working. I'm happy to say that HitHead now indeed works, as do the rest of the attribs.
  5. AngusHeaf

    Soldier Armor Values

    So I just rigged up a Hit eventhandler to display how much damage is being done. Why, with completely different values for HitHead, HitBody, HitHands, HitLegs, does it display exactly the same amount of damage regardless of where I shoot them? Engine bug perhaps?
  6. AngusHeaf

    Editing config.bin

    I've been trying to get Eliteness to run on my system for the last couple days and I can't figure out why each time I start it it crashes. Phaeden can't figure it out either and I've harassed him a lot on AIM. Any ideas? I've extracted depbo.dll into the Eliteness folder. I tried putting depbo.dll into \system32 as well. I'm using the most recent Eliteness and DePBO 1.44. When I run Eliteness it says.... Eliteness MFC Application has encountered a problem and needs to close. We are sorry for the inconvenience. AppName: eliteness.exe AppVer: 1.0.0.3 ModName: msvcrt.dll ModVer: 7.0.2600.2180 Offset: 00032a16 Any ideas? I'm on WinXPSP2 Home.
  7. AngusHeaf

    WGL?

    See, I've already ruined someone's experience and I haven't even purchased AA yet. My influence is great. I'm like a planet. I have my own gravity. Seriously though, I was being sarcastic in my previous post. The "rifleman needs food, badly" comment is a reference to the old school Gauntlet arcade games where it seemed like no matter how many quarters you pumped into it you were constantly dying of starvation a minute later. What I find interesting is that if you liked what we did and where we went with WGL 1.0 through 5.0 then what indication do you have that we're suddenly going to jerk the car into a bridge abuttment (so to speak) and ruin everything in AA? If you don't end up liking what we do then I'm genuinely sorry that you don't share our vision of what we want to do in AA. But we're a loooooooong way from that point which means we're still open to lobbying and bribery to get your suggestions and demands met.
  8. AngusHeaf

    WGL?

    WGL: 10 years of introducing features players loathe, since 2002" We're upping the simulation level in Armed Assault to levels only previously seen in our commercial work. This will undoubtedly lead to many cries of "WGL for AA ruined my game and my life!" but I'm fully prepared to be just as happy with it even if Phaeden and I are the only people playing it. So yes, look out because here comes WGL...now with "RIFLEMAN NEEDS FOOD, BADLY" audio notification every 6.5 seconds.
  9. ANNOUNCEMENT: WARGAMES ADDPAK 4.11 IS OFFICIALLY READY FOR PUBLIC RELEASE !! ------------------------------------------------------------------------------------------ DOWNLOAD LINKS ------------------------------------------------------------------------------------------ Updated 4.10 to 4.11 to fix a couple bugs that needed immediate attention. The patcher is very small and there will be no 4.11 full version since the patch addresses only a few things. - WG AddPak 4.11 Patcher - Mirror 1 - 500kb - WG AddPak 4.11 Patcher - Mirror 2 - 500kb If you are downloading the WG AddPak for the first time or updating a version older than 4.0 please use the Full Installation links below. We have also made one major change to the pack installer... Full Installation is now 2 installers, one for the addons and one for Gaia - WG AddPak 4.10 Full Installation - Mirror 1 - 100MB - WG AddPak 4.10 Full Installation - Mirror 2 - 100MB - WG AddPak 4.10 Full Installation - Mirror 3 - 100MB (Euro) - WG AddPak 4.10 Full Installation - Mirror 4 - 100MB - WG AddPak 4.10 Patcher - Mirror 1 - 50MB (Requires 4.0) - WG AddPak 4.10 Patcher - Mirror 2 - 50MB (Requires 4.0) - WG AddPak 4.10 Patcher - Mirror 3 - 50MB (Requires 4.0) (Euro) - WG AddPak 4.10 Patcher - Mirror 4 - 50MB (Required 4.0) If you already have WG AddPak 2.50 or later you can download just the updated addpak installation program. Gaia has not been updated since originally released! If you have Gaia already, download the file below - WG Gaia 1.0 Full Installation - Mirror 1 - 35.3MB - WG Gaia 1.0 Full Installation - Mirror 2 (Euro) - 35.3MB Also needed for many WG missions is Kegety's EditorUpdate. Download this and extract it into your WGL mod folder or Res \ Addons folder - Kegety's EditorUpdate There are many "official" missions for WG. The link below will download all of the most current versions as of March 6th 2004. The other zip will download many of the more public oriented missions made for WG. Also worth checking out since it includes conversions of many fun classics! - Links coming soon! Actually they may already be posted in another thread... ------------------------------------------------------------------------------------------ INSTRUCTIONS Full Installation Package: (requires only OFP:R) ------------------------------------------------------------------------------------------ - Download the exe installer application - Run the installer - When you are asked for a location specify your OFP directory and it will do the rest - When, near the end of the install, a window opens up and asks you to press any key to continue, do so, and it will install the WG Skies (hit CTRL+C to exit if you plan on running OFP in Direct3D mode) ... - Download the Gaia installer application - Run the installer - When asked for location, again, locate your OFP directory and it will do the rest - If using OFP:GOTY use GOTY WGL shortcut, otherwise use the other You're done!! Patcher Instructions: (requires 4.00) --------------------------------------------------------- - You must be running version 4.0 - Download the installer - Run the installer - When you are asked for a location select your OFP directory and click Next - When, near the end of the install, a window opens up and asks you to press any key to continue, do so, and it will install the WG Skies - Use your existing WG OFP shortcut to play ------------------------------------------------------------------------------------------ More Information and Feedback ------------------------------------------------------------------------------------------ The sky install is not recommended if you run OFP in Direct3D mode or if you use Win98 or 95. We apologize for this, but there is nothing we can do to make it work reliably on these platforms. If you experience any errors about missing P3D or paa/pac files and you have installed the sky, delete your WGL\DTA folder and it will be fixed. We welcome your feedback. Really we do. So don't hesitate to let us know what you think of the addon and any suggestions you have and we will try to respond as quickly as possible. - WarGames Introduction Manual
  10. AngusHeaf

    Wargames addpak 4.0 released

    Just wanted to pop in here and let you guys know that work marches on for a number of things. We're a bit overwhelmed with a number of new projects and real life obligations at the moment, plus suffering with a little bit of burn-out just to make things interesting. Â Everyone in WG appreciates the nice comments, praise, and criticism from all of ya. Overall I'm happy to see people giving a shit about the mod enough to comment on it and not just let it linger away. Jinef you should be well aware that the mod wasn't originally designed with lots of thought towards how AI should work. Our basic concept was, back then, just make sure AI didn't completely NOT work, and it was acceptable for MP. After the release of 4.10 with 4.11 we decided to start caring about AI a bit more, stopped calling it MP only by fixing and enhancing a lot of AI stuff, and started looking at ways to improve their compatibility and "fun factor" in coming releases. I think (as usual) that AI could be tweaked for accuracy a tad but I'm generally happy with how they perform. The problem, as we saw it, before was simply that the game of OFP wasn't really in line with the simulator we'd rather be playing. One of the reasons was that most coop missions involved taking a small force of uber-soldiers and throwing 10:1 odds of Mentally Challenged AI vs. Players which generally resulted in about as much fun as mowing down trotting civilians on Desert Island. I'm happy that now if you can think smart and either avoid a larger force, or setup an ambush or use combined arms, you can still eliminate the other AI quickly. But the threat of being cut down by well trained AI now is enough to put the fear o' God in ya and makes ya think twice about just running around like Rambo. The sounds are being further tweaked as usual. Cook-off fx we're fairly happy with, though I think in the future the script will be a bit more dynamic in terms of how it decides how much ammo to blow up. Right now it's a generalized random number and type of ammo. We have some working prototypes of the system that scans the ammo and cooks off any remaining over a 5 minute period, including stuff like .50cal and 25mm. I'm not a big fan of messing with the dispersion of weapons until they don't reward good shooters. AI can be dialed-in with their own dispersion which is fine, but I like to keep the weapons nice and accurate for players. Recoil FX were developed with the same thought process, and we consulted with a good many soldiers to develop what we have. With that being said, we're actually looking at some new ways to handle dispersion, stamina, and different bullet ballistics. If all goes well (which it never does, admittedly) then we may be onto some sweet new systems that escew from the normal "jack up dispersion" model. Oh yeah, 5.56 and 5.45 bullet damage is fine. It's been researched, cleared by professionals, and won't be changed. Sorry. New types of grenades.... We're working on it! We have Thermite and WP grenades in the works. CS grenades would be pretty easy but ultimately not very useful since if you're close enough to throw one at someone, wouldn't you just use a regular grende and be done with it? Hehe. Flashbangs would be easier still, but again, same issue. Plus OFP is really shitty at doing interior simulations (i.e. inside buildings) so frankly we try to stay out of buildings. But yeah, there's new types of grenades coming, so look out!! Weapons sights... We're not using the Marine Pack weapon sights right now simply because it's an incomplete pack and frankly my own weapon sights, if made to be alongside Earl's, would look out of place. Hehe. We would still need, and this is going from memory.... PKM, M240, M60, Trijicon Reflex M4. I can't remember if there were more. But anyways, I do like Earl's stuff and we're looking for a better way to do the ironsights in future packs, like everything else, as realistically as possible. Whoever said the HMMWV wheel armor should be increased, what did you increase it to? Sounds like a good change. Simba... CSLA stuff would be fantastic for the russian side. I've talked to them, they don't mind if we use it, so when we have time we'll be replacing the russian goods with their kit. I do love CSLA's stuff. Rocket smoke will be made darker and grayer. I've seen some new vids and you're indeed correct. Volume of the firing sound will also be increased, apparently they're quite loud when you fire them and right now they're nearly silent. As for explosions, I'll let our man Phaeden deal with that since he's seen all that stuff firsthand. Hehehe. ................ Anyways, like I was saying... Thanks for all the input, we do value it and value the opinions of the community. Ultimately if the community thinks it sucks, sure we can play it by ourselves but that's not much fun. We're working as usual on a number of things, probably too much for the 3 of us, and will be continuing to refine our stuff because, well, we're never happy and always diddling. Hehe. I can't give a date for the next release quite yet. I think we are going to release a very small patch to fix couple of small (but highly annoying) MP issues with the WP. This should be out in the next week or so for sure. Beyond that we're currently looking at the future and what we want to release and when we have time to work on it. Titan still needs to be finished, WG5 needs to be finished, and we all have to leave our houses once in a while. So as we sort all this out you guys will know about it! Sit tight, and thanks again!
  11. AngusHeaf

    Wargames addpak 4.0 released

    Viper..... Best bet is to do the following.... Delete your wgl folder inside your OFP folder. Install the 4.10 full installer. Download and install the 4.11 patch installer. From there, take your usual OFP shortcut, duplicate it, and change the shortcut target to include -mod=wgl in the exe path. From there you should be able to start the game with the WGL stuff. I think maybe at this point you've tried to install it so many times it's hard to know where something went wrong, but we do know that we have hundreds of people using the addons with our (admittedly shitty) installer. Ok, next up is the sky... Do NOT install the sky if you are running OFP in any mode other than HW T&L (hardware texture and lighting). There is a well known issue with Kegety's sky installer and any "missing whatever.p3d" error messages you get are from that sky. If you've already installed the sky, to remove it, simply delete the "DTA" folder inside the WGL folder and you're set. ------------------------------------------------------- In other news... Someone here (I think) asked about ironsights on the HMMWV mounted M2 and Mk19. I will see what can be rigged up to aid in the aiming of these weapons. In real life much of the aiming is done by what's called "walking it onto the target" and by only a little bit of actual aiming. However I know it's difficult to do, especially when tracers are disabled (for the M2) so we will see what we can cook up for ya. I do agree though that it's quite hard without a server that uses crosshairs. With regards to the FX scripts I generally differ to Phaeden in this department since he has vast firsthand experience in such things. But I too echo the fact that our goal with the FX was to create the most realistic looking FX possible while keeping them faster than the stock OFP FX. In all cases they are, which is great. Some people have griped about them not being flashy enough and that's fine. WG has unique FX and if we're the only people out there making them this way then I'm plenty happy. Hehe. But anyways, no one here is really attacking the FX. What I will tell ya is that with all things, we're never satisfied and we continue to work on constantly improving our FX along with other aspects of the mod. Mortar scripting... I like a LOT of the ideas I hear from people about our mortars. There's a fine balance to be struck. On one hand we have micromanagement of assets and I tend to like it when using AI but some people just want it all to happen behind the scenes and never worry about anything. The WG mortars were designed to be used by actual humans, primarily. The AI functionality is there, and we continue to work on improving it, but ultimately I think at some point you have to say to yourself "would UA do this better?" And actually, in many cases the question is "yeah." So to that end, yes we're working on more and better "end to end" scripts for our mortars (and other crew things) but at some point we'll have to say "use this WG balanced UA". Lucky for all of us, that is coming. Anyhow.... It's late, I'm sleepy. WarGames continues to march on. I'm working on Titan in between typing this and work on the pack continues as always. We're hoping to have more news in the coming weeks ahead. I took my little 2 week vacation to unwind from the busy schedule of releasing WG and managed to NOT go completely insane. So I'm back, I'm recharged, and I'm ready to roll along with the other guys in WG to keep progressing the game in the way that only we do. I'm looking forward to the coming weeks. Regards.
  12. AngusHeaf

    Wargames addpak 4.0 released

    Bob, check out your PM.
  13. AngusHeaf

    Wargames addpak 4.0 released

    This BRDM? http://ofp.gamezone.cz/index.php?showthis=6340 That model looks really awesome. Saw it a few days ago on OFP.info and would love to see it in WG. BRDM-2 would be really sweet also, with the 14.5mm turret. Would compliment the HMMWV M2 nicely. XPeter... WG doesn't replace your existing BIS OFP stuff with WG things. We did do it quite yet because we're still considering whether or not it's even a good idea because WG reconfigures so much playing old missions with it might be completely unbalanced and no fun anyways. But for WG5 we are entertaining the idea of replacing a lot of the stock BIS configs with WG configs to a greater extent. Minorthreat... I haven't looked at the VDV 2.0 pack yet but when I do I'll be sure to check out those weapons you mentioned. Chances are though, that because we already have our own weapons we probably don't need new ones. But we'll see.
  14. AngusHeaf

    Wargames addpak 4.0 released

    All the models we've included in WG have been examined (by me personally) to make sure they're as efficient as possible. I was surprised when I saw how low-poly some models were considering their very attractive appearance. The VIT APCs are pretty reasonable even in the highest detail level-of-detail, and quickly drop down to very acceptable levels at distance. I know a bit sticking point (for me anyways) with something like INQ's weapons was the fact that they run really poorly due almost exclusively to JPG textures. So in that case I actually sat down with probably 30 gun models and converted all of them to PAA/PAC textures and repathed all the models to use the new textures. There were also a few cases where 1500-2000 polys (the amount in your standard ground vehicle at close range) were taken out of some of the gun models in an effort to keep things smooth. A lot of that work doesn't get noticed though. I've even added LODs to a lot of models simply because I liked them too much to see them not be included because of poly count. Anyways, we've made it a priority to only include addons that really bring something new to the table but not at the expense of efficiency. Personally, I'd rather see something like 4 helicopters flying around overhead than 1 really super detailed one, or 4 tanks instead of just 1, whatever the case may be. That's our motto when it comes to addon inclusion, scripts, fx, and so on.
  15. AngusHeaf

    Wargames addpak 4.0 released

    We may. They look really really nice as usual so it would be good to include them at some point. I must say, there's a TON of really good russian equipment available right now. The only thing I would love to see is RHS release their T72 and T80 pack so I can stop being tempted to sneak one of their beta tanks into the WG pack because I'm tired of looking at the old models. Hehehehe. Actually, I would also love it if someone made a BMD2 and a BTR-60.
  16. AngusHeaf

    Wargames addpak 4.0 released

    There's no script errors in the mortars or crew weapons, only people who don't read the FAQ or Technical Manual and follow the directions on setting up the stuff in the editor. Hehehe You have to command your guys to put the stuff down because that's the way it works in OFP with advanced things. Sometimes there's consessions that need to be made by the player, nothing is perfect, especially when doing things OFP wasn't even remotely meant to do out of the box. Think of it this way if it makes you feel better.... If you're the commander of a mortar squad you're probably going to say "hey Jones, put the plate over there and Gordon, setup the tube". And 5 seconds later you have a crew weapon. Chopper fuel is removed during the preflight startup sequence but it added back to them after the sequence is about half way through (around 12 seconds into the checklist). If you sit there for that long the fuel is added back and you can fire the engines and proceed to take off.
  17. AngusHeaf

    Wargames addpak 4.0 released

    Deathsai.... We've addressed every single one of those complaints you mentioned. The pack is now SP/Coop friendly. The mortars were completely redone since you last saw them, by Dinger from CoC UA fame. The crew weapons have been fixed, preflights on helos shortened, AI made smarter, many scripts and functions made AI friendly.
  18. AngusHeaf

    Wargames addpak 4.0 released

    Geriec.... The problem seems to be a bug in OFP. I'm wondering if we can get someone like Suma to look into it. I've double and triple checked the configs and nothing is out of place necessarily. It would be nice if someone at BIS could throw us a bone on this issue. It would also be interesting if any other addon-maker has had the same problem and overcome it in some way. What I do know is that through a bit of testing, the ammo fired by the player after the bug happens, is local only. We've tested it a few times and noticed that the Mk19 will ocassionally (though not that often currently) start refilling the magazine when it gets 1/2 empty. However, after the 40 rounds (or however many is normally in the Mk19) players on a server stop seeing the unit firing, and they stop getting hit by the grounds. This could use a little more testing but we've tried it a few times and found that the "runaway magazine" kicks in the rounds fired stop becoming public. We'll keep working on the issue of course. We do know about it but so far we don't know how to fix it. We will keep digging. Hellfish and others.... I have contacted CSLA and Maa has said that we could use CSLA models in WG. So it seems that on the russian side things are about to become very attractive across the board. Of course, for people who already bitch about the size of the main WG download, they will bitch louder when we include the CSLA models and textures in the primary download. But if we're going to replace the primary vehicles in OFP with more attractive 3rd party addons we need to include them in the download otherwise things get sketchy. I'm currently talking to BAS guys about their involvement in WG. I'm not sure what the decision will be there and whether or not BAS addons will be WG-ized or if it will be left to someone outside BAS to take up the cause of converting them to WG spec. We shall see. I'd love to get more developers involved in creating replacements. Rudedog's M2s are pretty attractive and well put together it seems, and would be very nice for the pack. However I don't know what his timeline looks like. I contacted FDF once and whoever it was that I talked to was pretty uncooperative to letting an amateur "rip" their addons for a "best of the net tournament pack" which is how WG started. Didn't want me looking at any scripts either, much less using them. I haven't contacted Sigma yet but I really should to see if he minds inclusion of his Abrams. AKM74 has been exceedingly helpful in the past, maybe he has some new stuff we could include. RHS was at one point ready to do an exclusive pre-release release of one T80 through WG but the deal fell through when someone took issue with my co-membership in another mod group. One unique thing about WG is that we're probably the ONLY mod to actually operate with fixed deadlines because we work closely with the WarGames League. It must be nice to make addons and be able to include every feature at your leisure when you don't have a deadline and an ulcer both trying to kill you!! Â Â
  19. AngusHeaf

    Wargames addpak 4.0 released

    WG Ammo Boxes: We can do those no problem. Most of the time I think people request these so they can test out the weapons so we will put together a couple of boxes with plenty of ammo for testing. Something along the lines of West Small Arms, West AT, East Small Arms, East AT, Crew Weapons, etc. That good for ya?
  20. AngusHeaf

    Wargames addpak 4.0 released

    I think what we can do is boost armor crew's ability to spot targets, particularlly small targets, and then conversely we will probably limit their ability to hear things quite a bit. From everything I've read and listened to, armor crew can't hear much of anything inside their vehicles, so something like shooting a tank with your AK really shouldn't elicit much of a response. But obviously with their advanced optics they should be able to see quite a bit better than your average Joe Grunt.
  21. AngusHeaf

    Wargames addpak 4.0 released

    Yes, all we have to do is fix it. Like I said, I'll work on it and see what I can do. I understand your post, and I read you loud and clear. A few things will need to be adjusted and it will take some time. But I'll make sure it's in the next patch provided it's within my powers of modding to get it right. Sorry for the inconvenience.
  22. AngusHeaf

    Wargames addpak 4.0 released

    Sigma's tanks would indeed be nice. Right now I'm looking to find the best american tanks for the pack to replace the default ones and those rank very high. They won't be replaced until WG5 though and that's a couple months away at the earliest. AI won't slow to a hault before firing ATGMs from the Mi24 and AH-1. I'm not very well versed with AI scripting in OFP but I think a script could be written for a mission that checks to see if a helo is engaging or knows about a ground vehicle it wants to use a missile again, then tell it to stop. But like I said, that's a bit out of my league. In a perfect world we could roll something like that into the pack and have it automatically run. In a less than perfect world someone might write it and distribute it for mission makers. Any takers? I'm not even sure it's possible but if it is that would be handy. Btw, you can always command your AI pilots to halt and they will slow down then use the missiles without problem.
  23. AngusHeaf

    Wargames addpak 4.0 released

    There's a couple of settings in config.bin and resource.bin files that would need to be changed to use the compass and NVGs with some other addon. We're not quite ready to release an unBINed config for a few reasons and unfortunately I can't point out where the settings are directly in our file (because it's BINed). However, if you get the ECP config.cpp and resource.cpp just do a search for "kompas" and there should be settings for "model". If you find those you can use the compass from wgl_ui.pbo. NVGs are the same, do a search for "NVgoggles" in the config.cpp for ECP. Sound Bug.... If you downloaded 4.11 or 4.10 and you're missing sounds you may have ended up with a zip file missing all the addon pbos. Just make sure you have wgl_sound.pbo. If you don't you have to redownload the installer for 4.10 and run that. I can only guarantee the integrity of the installers on Squadengine.com and the-citadel.us because I actually uploaded those. Sorry for the inconvenience. EDIT: I'm gonna take a look at the M21 and see if there's anything out of place. If I find anything that needs fixing I'll post about it. Need to do some exhaustive testing though. Hehehe. Look out unsuspectiving desert island civilians!!
  24. AngusHeaf

    Wargames addpak 4.0 released

    No one has attempted a Vietnam era conversion or adaptation or whatever it would be called. Go for it! We're currently working on more docs specific to using WG style formulas and such for creating units, vehicles and weapons. So unfortunately you'll have to pull the info out of us as you need it since we can't employ a team of doc-writing flying monkey minions quite yet. But like everything it seems, even those are planned sometime before WG 5.0!! Â ;) Mortar carrier... Thinking about it but would rather have someone capable of doing it indepedently help us realize that goal. As opposed to deciding we'll do it ourselves and die trying to squeeze it into all the other stuff. Anyways, anyone noting the time of my post who knows I'm in the States will wonder why the hell I'm up. Here's what I blew a perfectly good night of sleep working on.... Caption: BMP-2 waits concealed in a lowland field. Bob Ross says, "happy little grass field just waiting for action....I approve". The pic is taken from Titan, 2000 view distance, 8am, on my 1Ghz Athlon w/GF4 Ti4200. I spent the wonderful evening working on making our grass run efficiently and seriously reducing the lag when you look at it through a high powered zooming weapon. Anyways, I'm rambling.... I like the pic and hope someone cares. Now time for bed!
  25. AngusHeaf

    Wargames addpak 4.0 released

    Out of curiosity.... What feature(s) do you guys really dig in ECP that isn't/aren't in the WarGames stuff? I've always had a soft spot for their flaming AI and flaming jiblets.
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