Baphomet
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Everything posted by Baphomet
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The middle east is just nuts! To be honest it didn't surprise me that much. Uppity arabs. I'm tellin ya.
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I noticed the Xcam bit on OFP.info. Will this tool be multiplayer compatible? I was thinking. If you were able to use the console just to simply create things, buildings, units, explosions... and control their behavior and issue orders in realtime. That would make for some interesting multiplayer gaming potential. Now I know that COC has problems with multiplayer in terms of allowing two commanders the ability to play head to head, but imagine someone who could create a co-op mission and add their own changes to it as the game progresses, if the players are doing better than expected. Spawn a random patrol somewhere nearby and give them a S&D waypoint. Or perhaps add random events.
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You know. If you really think about it. Why would they decry doom3 as satanic propaganda. 1: You're fighting against a megalomaniacal demon possessed scientist bent on unleashing hell. I think we can all infer this means that the character we play as, is in fact the good guy. 2: You encounter innocent civilians and military personell of which you're not encouraged to kill. Yet it's pretty obvious you're supposed to kill the slavering compound-eyed demons that hurl fireballs at you and pretty much anything else. 3: Weapons like the plasma gun seem almost symbolic of "the light of good" being cast against evil hellborne creatures. There is a positive spin you can place on this game. It's just the overwhelming mood and atmosphere of the game raises the hackles of every fearful jesus freak within a 1000 mile radius.
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Well I've had doom 3 available for me from the day it came out. So it's been around for a few weeks. Since I recently bought a new computer. I can't say I've had any inclination to play it. Whatsoever. My cousin played it instead... and to be honest. I don't feel at all like I'm missing anything. I've watched him play it... and it's pretty much what I expected it to be. A smaller-scale version of doom in which you still run around deathmatching monsters and taking fifty million bullets. The lifelike surroundings are in my opinion are trivialised to a great degree when you're being filled with a million bullets or have enough fireballs tossed at you to cook a turkey. I would have liked it a lot more if there were less monsters but they were smarter and actually hunted you down. This would justify an increase in the damage scale for both player and AI. As it would force the player not to rely on their capacity to take damage as a means to get out of trouble. Yes. Some things about doom were different. They added a story. They also added little movement puzzles and driving those little platform things were... eh ... gimmicks. However in the end it was just the same old shit. Every new map was just a new hardware straining scene in which you could deathmatch a new batch of monsters. There was nothing ambient about it. And when you went to hell... it was pretty much nothing but running around blowing away hellknights and imps. I stuck around to look at the bosses and see what the scenery in hell looked like... which yes. Was interesting. As was the effect when you were being swallowed by that fleshy gullet type portal thing to hell... But in the end... it can be summed up as one fight, repeated many many times. With little variation with inconsequential changes to the scenery. If anything I was disappointed that certain things in *cough* versions unintended for the general public, weren't present. Such as persistent bodies (I know there's a mod for it) and more importantly. Zombies would get up after they were shot down a few times and you could stand on their corpses to keep them from getting up. So then you could shoot them. At least farcry allowed for some strategic advances and legitimate problems to solve.
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the Chain of Command announces the Binviewer!
Baphomet replied to Confucius's topic in ADDONS & MODS: COMPLETE
About fecking time! Almost no .bin is safe. Mwuah-ha-mo'fuggin-ha! I was wondering if this was ever going to get finished. Cheers. -
Fact of the matter is. A lot of stuff can be modified for Farcry, I've made my own single player mod for it which makes the game a bit more on the realistic side, in terms of physics, for players, bullets, health and armor values, passthrough values for various materials. The scripting language you use to edit farcry is somewhat akin to OFP editing and it took me a few hours to get the desired effects. I'm not super scripter but I'd like to eventually see someone rewrite some of the ai so that enemies don't run around strafing and firing guns with pinpoint accuracy, so they use single fire and actually take time to aim. Which will make my realism mod a bit more fair, since as it stands with my mod. The ai can get hard to deal with. Which is another thing. The ai isn't all that revolutionary as it alleges in the videos. It's not -that- dynamic. To make a level with all those dynamic responses, you do actually need to work some. You can't just put a guy down in sandbox and expect him to do all that. However once you start playing. You realise it does have all the basic AI properties -any- future game should have. For example if you leave a vehicle unattended in a gunfight and it has a large gun mounted on it. You'd think the AI would take advantage of this. Or at least hide behind it. Which they do in Farcry. It's this basic stuff which is essential to making a good small scale squad based shooting game. I have no idea what you're talking about there. FC's physics are by many orders of magnitude more complex than OFP's. The vehicles might be a bit arcadish, but as far as the capability to simulate a realistic vehicle, Farcry has a lot more potential. Sad but true. When driving over rocks or up hills you can gun the accelerator and actually feel the vehicle jump as if it were switching into a lower gear to climb up the hill or feel it accelerating to climb over that rock. They do however represent two extremes. OFP cars are far too stiff and rigid. Whereas Farcry cars are more the opposite. Still however it takes slightly more advanced technology to simulate the latter, which should make striking a balance between those two extremes easier with FC. Now that the SDK is out there really isn't any limit to what you can do with Farcry. They can rewrite the actual game code so really if someone wanted to put the work into it. They could make FC the close/intermediate range squad combat game OFP should be. Actually I can only hope that BIS makes OFP as easy to edit as FC is. Because FC is a mainstream game. You're not going to get a lot of people really focused on realism. Most of the people I've talked to are just your typical FPS dummies. So I've had to do all my modifications by myself.
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I tried out CAT's desert storms for a mission I'm making but I found them to be slightly unsatisfactory for what my mission requires. So I thought I'd make my own. However I'm not terribly knowledgable in this area. One thing I noticed aside from the color that really put me off was the fact that the CAT sandstorms were only visible from a certain distance and then they were either on or off... So conceivably whilst one person is inside a sandstorm another person could see perfectly in the same area and shoot them. This is rather pointless. Does anyone know why this happens? More importantly. How it can be avoided? I'd really like to add something like this to my mission but I think I'll need to make my own solution.
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Wait and hear me out... I know the title of this post is somewhat ridiculous being as that our community is inundated M4 addons. However I'm a picky bastard and whereas most people might be screaming for higher poly addons. I'm the exact opposite. I almost found something... until I found out it was a modified Fliper addon. Which... is out of the question. The guy makes some ok addons, but goddamned JPG textures. I won't have it. I just won't have any of it. As soon as I found out that his m4 addons used jpg textures. I refuse to use them. I was wondering if anyone, anyone at all knows about a suppressed m4 addon that is reasonably close to stock OFP detail? I'll bet there isn't. Ironically enough, what with the fifty million m4 addons we have out there. I'm desperate though.
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Any idea if this service pack will crank up the requirements of XP a notch? Will I notice things perform significantly worse if I update?
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I wouldn't expect U.S PCG to backtrack on the poor review they gave the game. Then again PCG hasn't been a good mag for years now. They're staffed chiefly by idiots.
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Far Cry = Nice editor, FPS-style gameplay = moderately shitty. Rainbow Six = Shit. Splinter Cell = Shit. Prince of Persia = Mainstream gamer fodder. Ghost Recon = Shit. Brothers in Arms = Safe to say... Shit. Ghost recon and and Rainbow 6: raven shield are the same shit. It's been the same crap re-hashed over the past few years because that's what the moron masses want. You take a publisher that makes money off of mass market demographics who enjoy crap like that and you acquire a unique game like ofp... what would you do? You'd try to appeal to a more broad audience, adulterating everything that made the game good in the first place.
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I think OFP has done as much as it can. Yes. To be honest. I think right now it's just a perpetual cycle of "who can crank out the most ridiculously high detail addons". So it's basically in my opinion addonmakers engaging in an e-pissing contest with other addonmakers. Since I'm not benefitting from this at all. I say it's a bad thing.
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UBIsoft will RUIN ofp. Just like all their other shit games. UBI panders to the idiot masses. Say goodbye to OFP if it's true.
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Thanks guys. I'll give them a look-see.
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I'm trying to get Doolittle's revive respawn script to work with a mission I'm making. However the scripts don't quite fit the criteria necessary for it to be functional. Firstly, the init.sqs specifies a total of 12 people that can respawn. This is also apparent in the mission as there are 12 markers for each respawnable person in the game. I had to change both to accomodate 14 playable slots. However there's one line in the init.sqs that defines what unit types will respawn. I'm using other unit types as well. How would I go about adding more units to that list?
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Kinda liked it better when they were stock ofp detail level with nice variants...
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Help with revive respawn script.
Baphomet replied to Baphomet's topic in OFP : MISSION EDITING & SCRIPTING
In the one mission where I've added multiple unittypes to be revived. Yes. There is one large trigger that accompanies the script that runs once. Set to "west" and "not present". The type is set to "end #2". On activation there's a command that says "forceEnd". I've pretty much put that previous project on the backburner. I've noticed yet another problem with the revive script that occurs when you take the default amount of players specified in the init.sqs and the mission.sqm and change the amount of them. The script technically works. The death cinematic where you look down at your corpse after you're killed runs... however it quickly goes from that and your camera view moves directly to your respawned character. Which it's not supposed to do until you've been "revived". I don't know why this happens. I had thought perhaps that maybe it had something to do with the distance of the respawn point from the actual player, which would be stupid since respawning the player anywhere near the mission area only to be killed while you're viewing your dummy corpse defeats the purpose. However I tried moving the respawn marker really far in the example map and it still worked. I really don't know why it doesn't work exactly the way it does in the example map when you try to change a few things around such as the type of soldier to be revived or the total number of them. -EDIT- I think I've figured out the solution to the camera problem. Basically that big trigger that's supposed to cover the whole mission... isn't. It appears as if it's supposed to only cover the reviving players. If not. The camera will go from the death cam view straight to where your player secretly respawns to. So far that issue is fixed. However I still don't quite get why mixing unit types won't work for me. -
Help with revive respawn script.
Baphomet replied to Baphomet's topic in OFP : MISSION EDITING & SCRIPTING
For some reason it's not working then. Which is a bit disconcerting since I really don't know what I've done wrong. I'll have to go back and check again. I've added the additional units, named them. Created their respective triggers and references in the init.sqs. Positive the soldiertype isn't an issue? I would have thought it was. I'm not sure on the proper syntax when it comes to most scripting things. Which is where I might be screwing things up. -
They certainly look nice. What impressed me most was the commendable effort to make the units with varying levels of detail. The only unfortunate thing about it is that it appears that low detail is still pretty damn high detail and the highest detail is downright ridiculously detailed. Still. The thought was there...
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Ok. Someone had said in one of the newer updates for ofp, that it facilitated the ability for scripts built into addons to be run by all clients instead of having to make this declaration via the initstring specific to that unit. Does this also apply for the BAS MH-47? The rappelling and it's various features? I've asked this before and however I didn't get a satisfactory answer. I want to import the MH-47 with fully enabled features into CTI without having to write some kind of script to enable the multiplayer.sqs file or whatever it is each time one is built. I'm actually kind of glad that BAS "took a break" because now the focus will remain on their released addons as opposed to some jerkbag telling me: "Omg the 1.1 version is so six months ago when addons were only half a bajillion polys instead of sixty unkajillion polys and you need a cray XMP to run one of them, you should just wait for that one".
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Ok. Someone had said in one of the newer updates for ofp, that it facilitated the ability for scripts built into addons to be run by all clients instead of having to make this declaration via the initstring specific to that unit. Does this also apply for the BAS MH-47? The rappelling and it's various features? I've asked this before and however I didn't get a satisfactory answer. I want to import the MH-47 with fully enabled features into CTI without having to write some kind of script to enable the multiplayer.sqs file or whatever it is each time one is built. I'm actually kind of glad that BAS "took a break" because now the focus will remain on their released addons as opposed to some jerkbag telling me: "Omg the 1.1 version is so six months ago when addons were only half a bajillion polys instead of sixty unkajillion polys and you need a cray XMP to run one of them, you should just wait for that one".
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BAS's MH-47 1.1: A question regarding
Baphomet replied to Baphomet's topic in ADDONS & MODS: DISCUSSION
The decision as to where to put a post like this is somewhat arbitrary. As yes. This does refer to multiple criteria which in my opinion would easily fit under at least three categories. Multiplayer, scripting, and completed addons. However this is specifically relevant to a completed addon. And it's capabilities given recent updates. That's why I decided to post it there. Didn't seem to help much anyhow. I guess I'll have to test it for myself. -
BAS's MH-47 1.1: A question regarding
Baphomet replied to Baphomet's topic in ADDONS & MODS: COMPLETE
The decision as to where to put a post like this is somewhat arbitrary. As yes. This does refer to multiple criteria which in my opinion would easily fit under at least three categories. Multiplayer, scripting, and completed addons. However this is specifically relevant to a completed addon. And it's capabilities given recent updates. That's why I decided to post it there. Didn't seem to help much anyhow. I guess I'll have to test it for myself. -
There's just something hilariously absurd about watching a terminator exoskeleton fight. Or get beaten up by some guy (a t-800?). The terminators from the movie t-100's I think were pretty stiff and robot-like which sort of makes their close combat potential a bit questionable. Either way, it was funny to watch but, it's typical to see some exaggerated horseshit like a guy flinging a huge robot around. Why people would like that I don't know. I'd rather see some less exaggerated slugging it out with more ripping off of metal appendages and breaking of them. It's for the X-box also, so you just know they're pandering to a whole new breed of bastard moron gamer. They're like and ungodly combination of self righteous PC gamers and drooling console jockeys.
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VBS1 has it... *pokes and prods* hint hint hint. OFP2 needs this. I would quite enjoy a good driveby in OFP.