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Dashers

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Everything posted by Dashers

  1. Dashers

    Final Countdown

    I'm another surprised user. I bought the game last week, and have been playing a couple of missions a night. When I got to the capital, I thought "this can't be it, CWC was so much longer and difficult, it's gotta get challenging soon". Alas no. I did the mission with the Stryker. We all disembarked about 1km away from the camp, with a BMP2 and troops in the field in front. So I cleared those out and moved up to a camp which we cleared out and then headed onto the civi camp. I went in alone and everybody else was hiding. Got that cut scene and thought "brilliant, there is a whole load more coming where we will be fighting a gorrilla war or something", then the mission kinda jumped and loaded to a bridge blowing up behind me. I then went back to the camp which I cleared previously and had to engage some RACS troops, I then walked to the camp (which I thought I checked in the previous mission??), and got wiped out. I used team switch, but the AI refused to budge and just sat waiting at their starting points. Tried a couple of times. So gave up and took a cobra and took out all the tanks etc, switched to another one to save rearming and then hovered over the capital or camp, or whatever while the gunner shot all the troops and the mission ended. WTF indeed. I've been raving on about how nice it looks (although on my 3 year old PC, I've had to turn off the Post-Processing, which makes it look like OFP with grass). I'm afraid I'm not able to recommend this game to anybody. I'll stick to Resistance for multiplayer and Battlefield 2 for anything a bit more chaotic. Not worth the £19 I paid imho.
  2. I have recently wiped my computer and upgraded from Windows 2000 to Windows XP Pro, SP2. No hardware has changed. I have got to the stage of reinstalling OFP, but I cannot start the game, nor can I apply any patches (e.g. Ultimate Upgrade 1). Which is a bit of an arse. The same thing happens for either the patch, or trying to run the game. The "Operation Flashpoint" logo displays (Something to do with SafeDisk?), the CD drive with the CD in spins ups and accesses something, and a process is listed in my task manager. Then the OperationFlashpoint process stops, no errors nothing. I have trawlled the forums for ideas and tried various things, including what is outlined in Avon's FAQ. I have Nero on my system, but never installed ImageDrive, I also have Alcohol 120%, but again, the virtual drive is disabled. I am running ASPI v4.60. System spec: Intel Pentium 4 (Northwind) Abit KT7 Mobo (Intel 875P chipset) 1GB Dual Channel DDR400 RAM CL2 (matched etc) SATA RAID Hard Drives Nvidia GeForce 5900 AGPx8 (81.85 drivers) DirectX 9.0c SoundBlaster Audigy 2 ZS I haven't encountered problems with any other copy-protected games as of yet, I think this is isolated to OFP. Does anybody have any experience of this problem, and what might be the cause of it? Thanks in advance, Dash.
  3. Dashers

    Unable to start OFP version 1.0

    I've got an original CWC disk, and the resistance add-on. I've worked around it (kinda). I installed Resistance, then I copied my entire OFP directory from a backup over the new install. Which updated everything etc. I still can not run CWC, but I can run Resistance. What I didn't think of checking was if I could run Resistance straight away, as the later versions don't require the CD to run. I can't imagine myself wanting to play CWC as I only really play Resistance multiplayer. I'm surprised I am the only person who has encountered this problem. If I figure it out, or find any other games that don't work, I'll post here, just to keep people updated.
  4. Dashers

    Unable to start OFP version 1.0

    No RPT errors. Running from the exe, tried with -nomap option. It could be anything, which is why I am completely confused. It just doesn't work. Really useless description. No errors are logged anywhere on my system, nothing in the event log, Dr Watson etc. Patches won't work either. I think the problem is something to do with the copy protection on the disk. I guess it's SafeDisk, but I have no idea, but the game access the CD and then bails, so do the patches. I haven't had any other problems with any copy-protected game (which, lets face it, is most).
  5. I have recently re-built one of my servers switching from Redhat 9 to SuSE 9.1. I have an exact copy of my OFP server from the former build. Now I no longer can get the server to start. This is what I get: 18:06:40 Dedicated server created, memory used: 350604 KB Server creation failed : 2302 I have no idea how to extract more information out of the server than the above (is there a debug switch or something?). There is a pause between starting and failing. Kernel: 2.6.5-7.95-default I have NSCD installed and running, is there a list of other requirements so I can check I have everything compiled. Thanks in advance, Dash.
  6. Dashers

    Linux dedicated server creation failed.

    I tried various glib's the set in the FAQ hit it spot on though. Think I was going in the wrong direction on the old version numbers. Does your server run on a 2.4 kernel, just not a 2.6? I've found 2.6 far better for game servers generally.
  7. Dashers

    Linux dedicated server creation failed.

    Thank you kindly.
  8. Dashers

    Linux dedicated server creation failed.

    I have searched this forum extensively and have failed to find a fix. Does anybody else run SuSE 9.1?
  9. Dashers

    Linux dedicated server creation failed.

    To extend to this, I wiped my OFP installation and put a clean one on, and now I am getting a segmentation fault. Does anybody have a 1.96 server running on SuSE 9.1 2.6.5-7.95-default?
  10. I am trying to add a small clump of bushes on a mission, although this is proving harder than I thought. It can be done with the EditorUpdate102, but I do not want to have to use addons in the mission. Does anybody have a list of all the objects, such as bushes, trees, as well as buildings so I can add them in manually? I have been using this list currently, but as you can see, no bushes: http://membres.lycos.fr/rainbow6rs/TutoBatsEngl.htm Thanks in advance, Dash.
  11. Naturally, this works for all objects apart from the ones that I want. Such as these bushes and out of random stuff telegraph poles.
  12. Thanks, I've had a look. The bush I'm looking for is "o.pbo/tree/DD_rakosi02.p3d" Although, if I try and add DD_rakosi02 as a vehicle name, it doesn't work in the same way as if you put in say "ViewTower" to create a view tower. Could anybody offer a suggestion on how I can insert these objects into a mission, without using an addon? Thanks, Dash.
  13. I've got an odd problem, when I start a (1.96) OFP server on one of my servers it spawns mutilple, apparently identical processes. I'm using the default 'ofpserver' script with a modification for the other library's needed for the server. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 2685 pts/0 S 0:00 /bin/bash /home/etadmin/flashpoint/ofpserver watchdog 2689 pts/0 S 0:05 /usr/local/games/flashpoint/server -server -config=/usr/local/games/flashpoint/server.cfg -port=2302 -pid=/usr/local/games/flashpoint/ofp_server.2302.pid 2696 pts/0 S 0:00 /usr/local/games/flashpoint/server -server -config=/usr/local/games/flashpoint/server.cfg -port=2302 -pid=/usr/local/games/flashpoint/ofp_server.2302.pid 2697 pts/0 S 0:00 /usr/local/games/flashpoint/server -server -config=/usr/local/games/flashpoint/server.cfg -port=2302 -pid=/usr/local/games/flashpoint/ofp_server.2302.pid 2698 pts/0 S 0:00 /usr/local/games/flashpoint/server -server -config=/usr/local/games/flashpoint/server.cfg -port=2302 -pid=/usr/local/games/flashpoint/ofp_server.2302.pid 2699 pts/0 S 0:00 /usr/local/games/flashpoint/server -server -config=/usr/local/games/flashpoint/server.cfg -port=2302 -pid=/usr/local/games/flashpoint/ofp_server.2302.pid 2700 pts/0 S 0:00 /usr/local/games/flashpoint/server -server -config=/usr/local/games/flashpoint/server.cfg -port=2302 -pid=/usr/local/games/flashpoint/ofp_server.2302.pid Running on SuSE 9 [kernel: 2.4.21] Does anybody have any idea why this is happening, and how to stop it?
  14. Dashers

    Linux servers spawning processes

    On futher investigation it will happen even if the server is just run plain (i.e. ./server) I thought it was the script initially, but apparently not.
  15. Hi, I'm trying to have a trigger that will activate when everybody listed is dead. This way I can end the mission automatically when nobody is left alive (multiplayer coop). Currently I have my playable characters as p1_1, p1_2, p2_1, etc etc. In my trigger I have the condition: !(alive p1_1) && !(alive p1_2)... etc Now this is all fine providing that the character existed in the first place. If there are some characters left and AI isn't turned on then the trigger won't work as these phatom characters never existed in the first place, so cannot be dead. Does anybody know of an effective way to achieve this? Cheers, Dash.
  16. Dashers

    Everybody dead trigger

    AI would! I've got it working anyway. I've just got in my init script: ? (alive p1_1) : a1_1 = true; For each of the human controllable players. Then added an event handler into each of these players to switch the boolean when they die. Just have the trigger conditions to !(a1_1) && !(a1_2)... and it will activate when there are no human controllable characters left. Now just to modify it to end if only AI characters are left.
  17. Dashers

    Memory leak?

    Isn't that a bit much memory use? OFP 1.96 Beta Win2K SP4 - game was currently in the multiplayer main menu doing nothing at the time.
  18. I am trying to create a single script to handle all my respawning for all controllable players on a multiplayer mission. From what I can tell addEventHandler["killed",blah] is the best way of doing this. I need the script to intercept the respawn and change weapons and reposition various different controllable units. I can get a script to execute happily, but it's bent on telling me who the killer was, and not who just died. I'm not planning on creating a different script for each and every player. The second problem is, I can't seem to get the script to work more than once. Once the player is dead the event is discarded. Could anybody help me in something like this? Cheers, Dash.
  19. Dashers

    Multiplayer respawning.

    Cool, thanks for your help guys.
  20. Dashers

    Multiplayer respawning.

    This then won't pass the correct variables back into the script would it? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _deadguy = _this select 0 _killer = _this select 1 ~2 removeallweapons _deadguy player addEventHandler["killed","player exec {respawn.sqs}"] _deadguy and _killer won't work the next time round surely?
  21. Dashers

    Multiplayer respawning.

    Ok, yes, after much pondering the only thing I can't get working is the adding another event handler after a respawn. I will only ever work once, and I can't figure out a way of adding it again (in a script). I am trying to put off making 24 odd triggers for each unit that might respawn.
  22. Dashers

    Multiplayer respawning.

    test.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_deadman=_this select 0 _killer=_this select 1 It is all one side, but multiple infantry classes. The script works fine the first time currently, but I cannot get it work a second time. I have tried adding this to the end, and changing the _this to _deadman (being a reserved variable), but it refuses to work a second time. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_deadman addEventHandler["killed","_this exec {respawn.sqs}"] Currently my test respawn.sqs script is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _deadman = _this select 0 _killer = _this select 1 hint format["%1 killed %2", name _killer, name _deadman] ~5 _deadman addEventHandler["killed","_deadman exec {respawn.sqs}"] The wait was to wait for the respawn before adding a new event, but no difference.
  23. Dashers

    Multiplayer respawning.

    Aye, this what I used to do originally, the down side to this is you have to create one for every single unit it. I was hoping the event handlers would be able to allow me to create one simple thing.
  24. Dashers

    Linux dedicated servers

    Are there any plans for a Linux dedicated server for the beta releases? Windows licenses are a pain to have to buy for a server, and most people are using >= 1.92 online (it appears).
  25. Dashers

    1.96 beta mirrors

    Got 900K/sec off the official site, don't really need mirrors 1.96b Win32 patch: ftp://ftp.wireplay.co.uk/flashpoint/patches/resistance-1_96.zip 1.96b Win32 Server: ftp://ftp.wireplay.co.uk/flashpo...._96.zip
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