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Dawdler

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Everything posted by Dawdler

  1. Dawdler

    Tales of war

    How rude. Just deleting a website like that... Dont let dubious persons in high positions to do that (if it was someone on your team, which I doubt) No wait, dont tell Askhan I said that, Ill be off the administrator spot on the Invasion1944 forum for sure
  2. Dawdler

    All seems very quiet

    I also think its been a slight slowdown... Sadness over the devtools? That and the everlasting GS crap (mostly use ASE though). Why cant they make like MOHAA and make an ingame browser (still GS, but 100x fewer crashes)? Would make life so much easier...
  3. Dawdler

    Maps?

    They are not changing the map in itself, only altering the texture.
  4. Dawdler

    Modelers "work"

    Block 8 is the interior model. It doesnt exist from the outside, hence doesnt count.
  5. Dawdler

    Modelers "work"

    Cant have had that, I used the p3d tool to grab the demo bmp, raw format. Highest LOD is about 1500 polys (1432). But if one count the COMPLETE bmp, its that plus 4500 for the interior But since its two different models, you only see 1500 from outside and 4500 from inside. (I thought at first it is a single model, but it aint) How did you get it to 2200-6000?
  6. Dawdler

    Really weird incompatabilities

    Its the config that has changed and that might have brought up the incompatability... Personally, I have just had my first OFP crash ever, just after installing 1.46
  7. Dawdler

    Modelers "work"

    3000 polys is still pretty much... But that depends on the second LOD. Anyone know the ranges for the change? If LOD1 only applies within 10m its no problem, since one usually aint so close... Btw, I tested once, I could run with about 7-8 bmps without much loss in performance (not moving, some 10-30m from viewer). Over that it became more and more laggy. >15 and gameplay suffers. In a more recent test (2 min ago), I placed 10 bmps in front of a player on everon (10 trees in view, no forest), all in view closest 5-10m from player, furthest maybe 20-30m from player. No big loss in performance. Actually, only 3 of those where highest LOD, and I have LOD setting to max. Total polycount (roughly, based from raw obj files): 3*1400 + 7*1000 = 11200 polys. So one can say my system can show 10,000 polys, roughly (not counting terrain, player,trees or anything, and the fact that they are empty and not heavy in animation). With a 3000 poly vehicle, the same idea, it would be about 3*3000 + 7*2000 (rough idea for a LOD2) = 23000 polys = <10 fps on my system. (NOTE: ONE DOES NOT SEE ALL THOSE POLYS! I know that (just though of it ). One only see half that or something, less maybe. But the increase is still the same, 10000 is just a measure, 23000 is more than twice the load) I have a pretty average system, 700 Athlon with a GF DDR and 256mb memory. Test done with a LOD setting of 0.005 in T&L. Btw, first LOD change is about the range if one look down as much as possible, top screen is about the LOD change (slightly further). 20m? Im poor at range judgement in OFP. On the bmp one mainly see it on the backtop (I looked slighly from above, hence that view) Ah, it became a long text, and probably boring, sorry. The thing is still, that lower polycount == better playability and more units on screen. OFP standard is about 1500 which make 3000 a bit much. But is it really? Depends on how one use those vehicles. Depends on the skill of the mission creator. One vehicle rolling towards you can be just as scary as 10 vehicles rolling towards you if done right...
  8. Dawdler

    Modelers "work"

    The only models I have seen that seems to use excessive polycounts are that Tales of War. But we dont know how finished those models are... Personally, I can say that I44 is trying to keep polycounts as low as one can, for the sake of gameplay.
  9. Dawdler

    Gmax could it be use for opf

    You cant. Only Oxygen can import object to OFP and it aint out. (Btw, this should be in addons and mods I think)
  10. Dawdler

    Lame game

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">6- Try to flank the AI and they automatically KNOW what your doing.<span id='postcolor'> You know, trying to circle strafe the AI in flashpoint is not a good idea </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">8- In multiplay, when players respawn, the dead bodies accumulate until there are so many bodies that the game finally becomes unplayable due to graphic and data overload.<span id='postcolor'> Untrue, bodies do dissapear, but after a while.
  11. Dawdler

    Updates updates and .....updates

    http://www.flashpoint1985.com/download/index3.html First text
  12. Dawdler

    Config.cpp question

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([76]Chavez @ Mar. 08 2002,10:51)</td></tr><tr><td id="QUOTE">Must be dumb cheating to make one lose his capability to move and fire... ;-) What I planned is taking the model of the M60-Machine Gun, edit the model in a way that the bipod is on the ground and then insert the firing mode "on bipod" which improves accuracy but decreases agility and needs some time to deploy (much like in DOD). I hope I can use 2 different models for one weapon!? I also need a function which returns a boolean value if the gunner is prone or not... Sounds weird but if it works it would be much more realistic and would give the machine gun a new tactical use as a weapon for laying covering fire.... greetz [76]Chavez<span id='postcolor'> That will take more than config.cpp editing Im afraid... Though I dont know, havent looked in the config so deep.
  13. Dawdler

    Ap mines

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (dkraver @ Mar. 08 2002,11:00)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (WKK Gimbal @ Mar. 08 2002,02:34)</td></tr><tr><td id="QUOTE">The AT mine simulation is hardcoded, so you can't change it to AP mine. Otherwise someone had done that on OFP's release date  <span id='postcolor'> When you say hardcoded do mean: -That you cant change the picture/texture of it -That you cant change the power of the explosien -Both of the above ??<span id='postcolor'> Rather, its the entire vehicle-is-close-and-is-vehicle-not-man-BOOM thing that is hardcoded. To make an AP mine one must make a new man-is-close-and-man-is-man-not-vehicle-BOOM. AP mines can easily be made with scripting though. Defusable AP mines will be used in the I44 campaign (probably at least, I have a script ready).
  14. Dawdler

    Vietnam/operation 1944 mods

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Fenrir51 @ Mar. 07 2002,16:23)</td></tr><tr><td id="QUOTE">I was in chat with the a dod team member who happened to be a sound guy for i 44 and he said the mod was dead so i dunno.<span id='postcolor'> Tell me who and I'll bonk him in the head with a Schmeisser! /Dawdler, Scripter, Team NO-WE-ARE-NOT-DEAD I44
  15. Dawdler

    Scoreboard...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I think that TKs reduce your score<span id='postcolor'> Yes, but how can it reduce "kills"? Scoring is totally freaked in these latest version, I mean, I scored 15 kills one game while on east (another east guy scored even more). Total east kills: 2. BIS needs a new mathematician...
  16. Dawdler

    Mod status

    Invasion1944 have been talking with BIS, and it seems we are highly likely to recieve the tools. Im not going to reveal anything more though, if we get the tools, its sure to be a BIG news update on the page Link is on the sig.
  17. Dawdler

    1.46 - no more free look!

    It seems like theyre keeping up the good work! The scoresystem seems screwed... Never seen it before. Now it was one game West: 30 kills East: 2 kills I was on east. It reported me with 15 kills. There was a guy above me. On east. He had 30 kills. Makes you wonder if they favor west
  18. Dawdler

    Graphic engine

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Czacha @ Mar. 05 2002,12:55)</td></tr><tr><td id="QUOTE">16bit is faster 32bit looks much better (shadows, colours)<span id='postcolor'> Does it really look better? Really? What is it, 64K color palette compared to 16 million? I dont know the counts exactly, 24 bits may be 64K, dont know. The point is still, can your eye really see all those colors? And if you can, will you really notice it during gameplay (not sitting and staring at the screen in search of color number 404212 on a pixel)? One thing totally overdone on a computer. One should run 16bits in any case where the computer cant handle 32bits. Most modern graphics cards and games doesnt handle so much faster in 16 bits, its often more worth to go to 32 bits.
  19. Dawdler

    1.46 - no more free look!

    Cant control planes on the ground? Now thats bad, means you cant line up on the runway. If other can substantiate that is, I dont use 1.46 yet. See it this way: If these are new bugs, we know we can ALWAYS trust BIS and their patches Its always fun to find what new "features" that are "added" in the patches
  20. Dawdler

    Help with music...

    The first one I cant answer, the second one I can point an an error on: (not(aliveshilka1)) is wrong, it needs spaces like (not(alive shilka1)). Or you could just use "!alive unit". Though I dont know much about the objectives, so Im not really helpfull
  21. Dawdler

    Compare of to counter-strike

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">How does OF compare to CS in gameplay?<span id='postcolor'> CS is a nightmare. OFP is a dream. Plain and simple
  22. Dawdler

    Graphic engine

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (R. Gerschwarzenge @ Mar. 04 2002,21:19)</td></tr><tr><td id="QUOTE">You must set the T&L in OFP-Preferences. I can't be enabled while the game is running.<span id='postcolor'> *dawdler starts preferences* DOH!
  23. Dawdler

    Graphic engine

    T&L does affect look I think, but its mainly just letting the graphics card take a heavier burden than in normal case, freeing the CPU. Hm, I never even got T&L to work in OFP, have a Gforce DDR, forced T&L, yet it say it isnt enabled... And I cant enable it ingame. But is it forced anyway? Anyone know of a way to check ingame?
  24. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RomanB @ Mar. 04 2002,17:15)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Would it be possible to make a river using your lake making tecnique that cuts right across an island?<span id='postcolor'> I don't understand question. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">What about textures for the islands<span id='postcolor'> Do you want to know: can WrpEdit edit textures? Answer: No. You have nice official tool TexView.exe for that.<span id='postcolor'> First one: can we make entire rivers? Can we make them have "shoreline" instead of the edge (not really smooth, but not big squares in one direction)? Can we make em across the entire island (probably, what would stop it?) Secondly: I dont think he refered to textures themselves, rather, can we add/change them on a map? If we can make new maps, we need new textures. Otherwise its no point of making a map. Can one make an new mountain with mountain textures on everon for instance, by just altering the texture on the tile and raising it? In short: What about tile texture editing?
  25. Dawdler

    Config.bin modifications

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Peroxide @ Mar. 02 2002,19:03)</td></tr><tr><td id="QUOTE">Now what the heck was the point of even messing with the code in the first place and releasing it? There is no reason to mess with it unless you are trying to cheat!!!! Explain please and I want facts not some made up crap!!! Pictures, downloads, the whole nile river if you have to!<span id='postcolor'> He didnt mess with the code. He merely converted it to a cpp file from the encrypted file. Others decide what to alter. Complain on them instead.
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