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Baphomet

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Everything posted by Baphomet

  1. Baphomet

    Composure Level

    I've mentioned something like this before. However I think it should be manifested conceptually, in more practical features. Like the integrated steadiness of the hands in OFP. When you're under fire and stressed out. The greenhorn isn't going to have nearly as steady a hand when trying to aim as the seasoned veteran. Start from there. Fill in the blanks. And I agree. It's a great idea.
  2. Baphomet

    Random mistake

    Ok. So I was downloading something and while the page was loading to download it, one of those active-x permission dialog boxes appeared in the middle of the screen, and I clicked it to disable permission for that page, and it paused for a second and I clicked it again, and as it turns out I accidentally clicked the option to not ask again when performing an action when downloading a certain filetype (.rar in this case.) So, to make a long story short. Now every time I download a .rar file. It downloads AND opens it. This sucks a whole lot. Can anyone help? Please?
  3. Baphomet

    Lost World Mod

    The deinonychus are actually larger than Velociraptors. From the information I've read, they were separated by continents and by time periods. Velociraptors being an average five to six feet long, and three feet tall... Whereas Deinonychus was a significantly taller and longer, around 10 feet long and five feet high. Apparently they exaggerated the size of the Velociraptor for the movie Jurassic park. However judging by the size of them in the mod. They would be Deinonychus. Velociraptors would be smaller, but faster.
  4. Baphomet

    C Site Island

    I was thinking about that myself while I was playing Trespasser. Since the level of detail on the vegetation would go from crappy/nonexistent. To reasonable as you progressed toward it. Although in the end it wasn't exactly, pretty. It kept the game within some kind of frame budget. Although not even realistic for the time it was released. I think maybe the lod issue is part of the problem. I think cutting back 15% on vegetation or trees in some areas may just give the little bit of performance boost it needs.
  5. Baphomet

    C Site Island

    There's a bit too much vegetation in some spots. I don't know what kind of computers you guys are running, but off the mark, no entities on map. My 3ghz doesn't run as nicely as I'd like it to. So I wonder how many ents you can actually put down before it starts becoming aggravatingly laggy.
  6. Baphomet

    Lost World Mod

    That's just what I was going to suggest Iguanapl. I can't believe someone actually beat me to it. I thought I was the only one who liked that game.
  7. Baphomet

    C Site Island

    That's awesome. The terrain in the map right after the broken railway was one of my favorites. I don't know if you have that in there, however I see some somewhat familiar places. That's great. I always loved trespasser.
  8. Baphomet

    Lost World Mod

    First I must say, that the spirit of Trespasser certainly lives on in your mod. The detail of certain areas has that same immersiveness as did the original game, which is great. There is almost too much vegetation in some areas as while in most parts it's just fine, in some it starts causing what I'd consider unenjoyable amounts of lag, however that's subject to your opinion of what amount annoys you. I don't have much tolerance for it. Despite that. I really enjoyed wandering through certain areas, it really took me back. The level of detail on the terrain itself and proximity of vegetation (despite some lag) was immersive. I notice in one of your example missions, you simulated a trespasser-type puzzle. Heh. That was cool to see. Including the inq weaponpack was kind odd, and your island at it's laggiest points served as a watermark to determine how much system drain those addons cause, (unnecessarily I personally think). Since using them meant the difference between a huge amount of stuttering, and brief hiccups in performance. Also, while your dinosaurs are showing promise, the sound department is lacking a little. I especially think the carnivores need a little improvement, sound wise that is. I remember the bone-chilling screams and roars of the T-rex and the albertosaurus in Trespasser always got me, and they still do to this day. I'd be happy to supply sounds from a certain "game" that would fit right in with your mod, to improve the dino sounds, if you can't find any better sounds otherwise. Just drop me a line if you're interested.
  9. I just want to clarify. The AI addon, this is your own personal creation released with the AI creator script/utility?
  10. Baphomet

    Finnish Defence Forces Modification 1.3

    That's not hard. Go to OFPEC.com and read Keg's wicked tutorial on recoils. That's your first step. It was mine all those years ago.
  11. Baphomet

    Finnish Defence Forces Modification 1.3

    I personally like the recoil for this mod. I've changed it slightly, how many of you have ever actually fired medium caliber rifles though? The whole point of the recoil is to make you aim, because if you've ever fired a .308 or even a .223, you're not going to hit anything at a far distance if you just start pulling the trigger rapidly. I've fired a C7, and an SL8, both 5.56mm rifles, well the latter is .223, slight difference, but you can't just start cranking off shots and expect to hit things at a distance. Firing a fully automatic .308 caliber rifle isn't a smart idea if you're standing up, or even crouching. Some people may not grasp that fact. Furthermore, you get shot with a bullet, you're fucked. However many of you have actually fired a gun can imagine dealing with the agony of having a bullet in you and attempting to keep the gun steady. No. Taking into account someone holding you steady shouldn't be an excuse for a lower precision value for aim wobble. As far as I'm concerned, ofp doesn't simulate grazing wounds at all. I very much like the added recoil and imprecision, it forces you to come out of your comfort zone and actually think instead of cranking off a succession of shots in a matter of seconds killing half a squad at 300-500m.
  12. Baphomet

    Performance issues.

    Recently I considered purchasing a game called Boiling Point: Road to hell. It was supposedly non-linear far-cry'ish type game set in a large expansive environment... etc. Someone equated it to Morrowind in a review. I dismissed that comparison initially until I read the review further. Amongst some forgivable bugs, apparently for many, the game will suffer at times from horrible stuttering. This was one of the most notably aggravating problems with Morrowind, which since Daggerfall, I had been looking forward to. I tried Morrowind on three different computers ranging from 1.8 to 3.2ghz. -all- of the exhibited a degree of stutter that was unbearable. I can forgive a lot of bugs, I can forgive clipping errors, and funny ai, visual artifacts, etc. One thing I cannot forgive is performance robbing garbage like that. I simply couldn't enjoy Morrowind because of it, and likely because it was so expansive, and I couldn't enjoy Boiling Point either for the same reason. So basically what I'm saying is: Please for the love of god, don't allow the game to ship with a bug as critical as that. I don't care what you have to cut to fix it, crap like that just turns me off cold from games.
  13. Taking the idea from FDF and their many script based features. Has anyone considered or made a repair kit that occupies the heavy weapon inventory slot, that enables you to do minor repair on vehicles that aren't completely destroyed? What with so much focus on huge mods etc, a standalone addon of this type although not terribly fancy or attention-getting, would be tremendously useful.
  14. Baphomet

    Portable repair kit.

    Yeah, well that's real life and this is OFP. I personally refuse to simply run about because a car that could be fixed, isn't for the sake of absolute realism. What the bloody hell. Animations for jacking up a vehicle... tire changing animations. Now we're getting a bit ridiculous. K.I.S.S
  15. Baphomet

    Portable repair kit.

    There is a mechanic script on OFPEC. I haven't the foggiest idea of how to integrate it into some kind of portal item script, however the way it worked was you would walk up to a vehicle and it would give you a value as to what percent fixed it was. Then you'd select the fix action, you'd perform the bandaging animation and then it would increase the repair percentage. The percentage could go up in small or large increments depending on the personal preference of the user. Or at least it should for a broad range of applications. This is sort of what I wanted to begin with. You know when your vehicle is mostly operational, but it looks like in a car or truck, that you've blown the axle or the rod ends or whatever, and it refuses to drive straight? That's a fairly low level of damage compared to it not moving at all. That would be a minor repair that in spite of the time you may want it to take, could spell the difference between hoofing it over a few kilometers, or getting a ride. I'm thinking the application for CTI would be especially useful. Pop a civs car with your gun, wait for him to get out, and then repair and take off if needed. Yeah, in OFP, there IS the repair truck, but what we want the mechanics on feet for is the rule #1 in OFP: If you're in a vehicle and there is an enemy closer that 500m, you're dead. Precisely, and sometimes you're simply without a ride because of some minor damage. Being able to conduct minor repairs at the expense of taking a comparitively shorter time than walking to fix, and of course the vulnerability of being exposed whilst doing it could yield an important benefit to the mission.
  16. Baphomet

    Finnish Defence Forces Modification 1.3

    I've a question about FDF. Since we're not seeing anymore of it anytime soon. I had best get acquainted with everything it has to offer now. I've never had occasion to use the rucksack, or the jerry can. I know the name for the rucksack, I however don't know what it's capable of... if anything save for cosmetic purposes. Furthermore. I don't know what the weapon name is for the jerry can. I've in the past searched the item name list for it. Never found... I think there are few features that I've not taken advantage of... Can anyone name a few of their favorites?
  17. Baphomet

    Weapon standards!

    Or just edit it for your own personal needs.... All this talk of standards seems really inconsequential unless you're playing with a large group of people online and need to compromise... ugh, such a terrible word.
  18. Baphomet

    FDF Mod

    That's unfortunate. FDF is by far my favorite mod for OFP. Being the only one that balances the economy of performance with interesting and useful features. The sounds for FDF were easily the best in the community and that in itself provided an experience that no other could rival. So I'm happy with the FDF I have and hopefully we'll see more of it when ArmA comes around. See you then.
  19. Baphomet

    Shadows of the Motherland

    This is the future of OFP. Pity certain other missions still require so many addons.
  20. Baphomet

    Itweas Ninjas

    Karrillion fixed that problem quite some time ago...
  21. Baphomet

    Itweas Ninjas

    I didn't think there'd be a problem with it. People take this game far too seriously sometimes.
  22. Baphomet

    Itweas Ninjas

    Yes, I think it would be great if he allowed it to be modified and re-released by the public domain.
  23. Baphomet

    Performance issues.

    Some people didn't have problems, however many people did. There were many threads with many affirmative respondants on the TES forums about the problem of stuttering, and apparently they didn't even eliminate it for the xbox version to some capacity. Perhaps I'm just super sensitive to that kind of thing, but I noticed it and I hated it. Couldn't enjoy the game because of it.
  24. Baphomet

    mapfact.net releases XCam Console

    It works!! Brilliant. That's just what I needed. Thanks for taking the time to help.
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