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Baron Hurlothrumbo IIX

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Posts posted by Baron Hurlothrumbo IIX


  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eda Mrcoch @ 06 May 2003,21:31)</td></tr><tr><td id="QUOTE">I would like to see some more hotkeys for standard actions e.g. "Eject/Disembark" "Drop weapon", switch to rocket launcher etc. (or even better to assign hotkeys for any action you want) and ability to disable hotkeyed actions from action menu. Rolling through 10+ actions in menu can be quite tricky and I think something like this could make controls more user friendly.<span id='postcolor'>

    YES

    YES

    YES

    I keep meaning to say that but I always forgot when I came here


  2. There is goeth, but there wasn't a few years ago when OFP2 is probably going to be set.

    Yanks have some sort of radio thing and UK is just starting to use PRR (Personal Role Radios) - they are very good, I had a shot of them a couple of times. Very handy.


  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Ragdoll is only used on dead objects and enviroment objects. As soon as an player is shot ragdolll takes over calculting the forces on the body. Until then its all animations <span id='postcolor'>

    naaa aa, you can blend it so it works when people are still alive. Game coming out which does it, cant remember what it is but definitly possible.


  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

    This is the reason CS is still so popular, you dont need a top of the range PC to play it with all its knobs on.

    <span id='postcolor'>

    no, CS is popular because it panders to the lowest common denominator.


  5. It would be great (AND NOT IMPOSSIBLE) to let people who accidentally disconnected to rejoin....

    their avatar is still in game.... their connection is still open.... there is no reason they cant rejoin but lack of ability to do so...


  6. Thats what I meant, it doesnt make sense to pre cache the animations because its not predictable what will happen. And its already in the game, it just so happens that the animation for a helicopter hitting a building and the building beign destroyed by a shell are the same... but they dont have to be. Its not that revolutionary.

    PS dont be a preacher, they are evil evil creatures.


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Originally posted by Marek Spanel in gamezone interview

    We want to make OFP2 more realistic and also more fun for gamers. We continue to cooperate with various people and we will continue to listen to feedback from our valuable community to make the game as good as possible. OFP2 will be more customisable, for example by further extending the choices player can made between Cadet and Veteran mode.

    <span id='postcolor'>

    SOURCE


  8. say boah... are y'all some kinda preacher? Strange method of communication you have there.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> think that the game should detect whether or not an apache or airborne something or other is about to hit a building on its way down and like in those strategy games there's a preprogrammed animation on the way down that leads the trajectory of the helo and the animation done to the house. So like the game detects where the helo will land then programs loads the animation for the thing when it hits, the explosion, who gets injured, etc.<span id='postcolor'>

    confused.gif

    One thing... only possible if the helo or aircraft has no pilot or no engines... because otherwise a good pilot could avoid the crash. And this is basically what happens anyway, its just that the animations aren't realistic (crumpling, physics)


  9. Well I think we are on the same wavelength here hellfish. I don't want unrealistic things, and anything like this should have option to turn it off (although mainly for performance reasons imo)

    I'd want it to be similar to the effects in SPR with the AA gun in the town (if you were to shoot inf with a zsu or something)

    Not doom style chunky kibbles of gibs.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">If gore will be included (which I honestly doubt it will) then I wouldn't want it to be sensationalistic. I'd want it to be brutally honest.

    <span id='postcolor'>Completely agree.


  10. Tracey, I didn't say that the effect could be removed, only that it would be adjusted.

    I'm sure a software engineer can figure out which settings to change to give the best performance

    (HINT - GAMES LOOK CRAP AT LOW RESOLUTIONS)

    (HINT2 - if you want to raise visual range, lowering settings is unlikely to do so [may help it run better @ bigger range but wont give more range])

    Settings you might like to tweak are

    geometry performance

    auto drop down

    objects LOD

    You can't stop the LOD changing but you can definitely make it happen further away.

    Having entire forests 3k away in a 90degree view at maximum detail (IE LOTS of polys as opposed to 2) wil work on any pc.

    Its simply not possible to display that many polys on todays hardware; you ARE going to get LOD changes at some point, and all you can change is the range they change at.

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