Bloodmixer
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Lets hope resistence expansion caters for your requests
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Disembarking ai when needed
Bloodmixer replied to chartier's topic in OFP : MISSION EDITING & SCRIPTING
Also try the editing center ... tutorials > unofficial command reference : http://www.ofpeditingcenter.com -
I think the benchmarks *are* pretty accurate allround. I myself have a benchmark score of 1453, and looking at your system (very fast) 3900+ is a good score. OFP makes the setting accordingly. What you could try is set a player in the mission editor, and place in the initialisation line of the unit : setviewdistance 4000 and then press preview and enjoy the vista's
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good point on the smoke at the barrel. It indeed obscures vision. But I must say I also like it a bit, makes it a surprise if you hit the hostile bugger or not. Haven't tried the helicopters yet....
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Try opflashpoint.org, I believe they had a map (=mission) of Saving private ryan. There is also another site with a campaign in the works, over here : http://ofpcinematic.operation-flashpoint.de/
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I see what is meant....and that would be unfair....well it could be overcome in MP by making the script check the lowest benchmark in the game and set it according to that computer.... In SP it wouldn't be much of a problem I think ?
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Personally I noticed a great improvement from upgrading from 128MB to 256MB
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Well, correct me if I am wrong, But is the the benchmark not related to the power of the computer ? So basically anyone with benchmark of say > 1500 will be able to have an equal amount of viewdistance ?
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Help with music...
Bloodmixer replied to Psychopomp7781's topic in OFP : MISSION EDITING & SCRIPTING
I think it is the db+50 I believe the max is db+40 Bloodmixer -
I think mission creators can do their part too, by indeed using the ?(benchmark > 1400):setviewdistance 1200 command for example. It would be nice to know what distances work best with what benchmarks. My comp has benchmark 1453 and viewdistance 1200 works good (if not too much is going on ofcourse, no D-day missions heh Maybe other people could send their best working benchmark vs viewdistance so we could have a table for mission creators ? Personally I feel the viewdistance command is used rarely :/
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Addon programs needed... please help.
Bloodmixer replied to Acidwarrior's topic in ADDONS & MODS: COMPLETE
try http://www.ofpeditingcenter.com and visit the forums, add-on section, they can help you further in the land of add-on creation... -
What can happen is when your in a winning position , 5 against 1 in a MP-battle, and all your guys are picked off one by one, and you simply can't figure out where the fire is coming from... ...happened this morning
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Sorry if I go off-topic here, can't delete my post I noticed :/ , but here goes... Maybe it is a good idea if BIS gets in contact with Satchel for the Resistence expansion ? I mean most people agree satchels sounds are superior (apart from firing sounds) to the original OFP sounds....just an idea, or simply a rework of OFP sounds in the expansion Â
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I like the new physics, try adding a helicopter with complete fuel & ammo and one without any ammo and fuel, and see the difference. The one packed full with ammo and fuel blow up even nearby bmp's and the like. However I still hope that BIS will 'fix' the way Helicopters / tanks / jeeps can fly 300m up in the air when blown up. It should not be too hard to make them fall to the ground when they are dammaged to 100%, like apples fall from a tree. I never seen real war footage that had tanks flying 300m in the air. No blast does that , apart from nukes prolly
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I voted no, BIS has done far more than any other company I know. How many companies do you know that actually *explain* why they do something. They don't have to. That already shows, and not only on this occassion, that they are serious towards the community. Indeed they spend years writing the engine and now it is a success, they want to take care of it, the best they can, whether we agree or not. I was a fan of Severance before OFP, and well, look what happened to that community. It died out, even though it was a great game. It was so because there was zero support, even though they released the editor. Perhaps the sales went bad, but even then, there is only one site left dedicated to the severance editor, and , well it isn't really flourishing :/ Part of it could have been because there was no way to communicate with the developers.