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Eda Mrcoch

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Posts posted by Eda Mrcoch


  1. I think this was discussed quite a few times in Game Physics thread. You should realize that ragdoll effects are CPU intensive and if you take scale of OFp into consideration (tens or hundreds of soldiers present on battlefield simultaineously) it would propably lag computer a lot. But if the release date is about 2005, who knows what will be possible.


  2. Great job CoC! Maybe too much realistic and professional for us military-dumb people. biggrin_o.gif

    I have one question though. You stated that addonmakers can add new UA compilant artillery pieces and it does not require to modify original .pbo. So why did you made UA with all the vehicles in one big pbo instead of making core engine and vehicles separate?

    If I understand correctly, it means that if someone would like to use some other UA compatible artillery he has to d/l 11MB .pbo (not mentioning the documentation) with addons that he doesn't want. Is there any chance to make something like "CoC UA lite"? I mean only the engine without additional models.

    (Please excuse my poor parody of English.)


  3. It would be very helpful if some of u guys with international versions could post your crc and md5 values.  we do not know if the polish version of g36a.pbo and flags.pbo is different or not until a couple people with that version post their values.

    AFAIK only o_wp.pbo addon has different checksum for Polish/Czech version because BIS put different stringtable in it. All other data files should be the same.


  4. If you look at the discussions at ofp.cz, you can see some people are really pissed at Marfy. I myself think he is just pissed because someone is going to release something of his. He will never release anything he makes, and I heard from some Inv44 staff that Marfy plans to never release any of his addons.  mad_o.gif

    I have read the comments at .info and i am sick of them. Just because some envious asshole said Marfy won't release his work, people started bitching at him.

    Marfy never stated that he'll not release his addons, in fact he has stated many times on different CZ forums that he WILL. Would you people bother to ask him before spreading bullshit like this? I've read many of his statements about why his work takes so much time to complete. It i becasue he want it best quality. And i mean BEST! He put a lot of work to search for historical facts to ensure his addons will be true representation of reality. After MAAC stopped to cooperate with him, he alo has to do all the work including coding himself. And is a working person, doing it in his spare time.

    It's sad when I see what amount of hate and cruelty are people able to put in their comments because someone said "Hey, did you KNEW that this arrogant **** won't release it? Lets flame him!". It goes up to comments practically saying that it is GOOD to steal his work.

    I've never expected something like this mass psychosis can happen in what I thought was a mature and supporting community. Read comments at .info and you'll know what I mean.

    Please excuse my poor English.


  5. Yet again, another comment

    Okay, I've noticed that enemy AI prioritize targets not only on Unit type, but how many effective that unit has been.  As the player, you can rack up many kills quickly.  If you are a standard Soldier, the enemy will try to take you out before concentrating on other basic Soldiers.  This is realistic.  In a fire fight, if one enemy is rapidly laying to waste you're squad, you concentrate your fire more on him.  HOWEVER, after one engagement is over, if you run into another group of enemy soldiers,  they seem to know right off how effective you were in the last engagement.  I'm not too experienced in coding or anything, but maybe you could set a timer for the AI percieved effeciency of a unit.  Also, (and I have no idea how you could code this) but if you switch positions in a fire-exchange, (and this is supposing the enemy didn't track your movement) the AI shouldn't be able to recognize you as the same unit that was laying waste to their squad earlier, from the other position.

    I don't think it is caused by effectiveness of unit, rather I think AI simply targets the unit which shot first (which is player in 95% cases). Try let the shooting to AI and you'll be propably targeted last.


  6. Oh and if there was a SDK, what kind of stuff could the Mod makers do that they cant today?

    For example general AI behaviour, controls, physics and much more. Now you can actually do "only" new models, sounds, textures and configs, stringtables and front-end (maybe I've forgotten something). All game-modifications are made by scripts. It would be nice to have opportunity to go deeper into the engine rules either by some sort of advanced scripting or SDK. (imagine to have ability to mess with the AIcenter classes... mhhmm, nasty wink_o.gif )


  7. I want more FF!  tounge_o.gif

    I think AI should have more problem with friend/foe identification. If you for example have an AK, you're shooting from it and you're moving from enemy direction, AI (friendly and enemy) should have problem to id you if they don't see you clear (poor flanker wink_o.gif).

    Now, the AI leader knows perfectly positions of all his subordinates and AI also identifies friendly units in a glimpse even if they're running trough dense jungle. If something like this is implemented, I would also like to see "Report position" command implemented for players to avoid FF.


  8. Fragments and ricochets?

    That's silly when your firing into earth, maybe a rock shard would hurt but kill you? That's not realistic, i thought it was implemented so you could commit suicide before the ruskies got you.

    /OT

    That is because of indirect hit and because the gun is taken as part of your body. In fact you bleed and could be killed when shot to your weapon. Hope in OFp2 they will introduce system dealing with it realistically (e.g. gun falling off your hands when dead and becoming independent object).


  9. 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.


  10. I encoutered this problem recently and I think there is no problem with missions (got it on missions with only official adds too), but rather is related to particular addons even if the mission doesn't use them. Some of the addons causing this problem are Ash Snow vehicles, MFCTI1.0 or csla. But the weird thing is that it started about week ago, not before, not even after installing 1.91 patch. Spooky. crazy.gif


  11. Hello, I am trying to create special version of CTF and because I cannot test it in real MP with more clients I need to help with some commands.

    I need to know if these commands executed only on server will be send to clients too:

    "setflagowner"

    "titletext"

    "addscore"

    If not, is there a way to execute some script globally on all PC's without using publicvariable?

    Thank you in advance. (...and please excuse my terrible English smile.gif )


  12. Only a minor changes:

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    1.91 - Fixed: In MP misions played immediately after playing Resistance campaign was possible to select weapons from your campaign weapon pool.

    1.91 - New: Scripting: New function typeOf <object>.

    1.91 - Fixed: Speed of vehicles going downhill on the road was too slow sometimes.

    <span id='postcolor'>

    It replaces whole 1.90 which makes me little annoyed coz I have to download 12 meg with the same addons on 56k...


  13. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Damage @ Oct. 23 2002,07:38)</td></tr><tr><td id="QUOTE">Wow that is weird, I have the exact same thing happen in tanks, except the turret drags down, not up..

    It feels like the turret is "heavy" and you have to keep pushing it up.<span id='postcolor'>

    Maybe inverted mouse? tounge.gif


  14. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Skunk Monkey @ Oct. 19 2002,13:29)</td></tr><tr><td id="QUOTE">.... maybe wouldnt be to bad if there were no 56Kers in the world<span id='postcolor'>

    OMG he is planning to genocide us!! wow.gif


  15. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Harnu @ Aug. 03 2002,05:05)</td></tr><tr><td id="QUOTE">wow.gif1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (taimaishu1103 @ Aug. 03 2002,05wow.gif1)</td></tr><tr><td id="QUOTE">sorry bro, ut its impossible to lock onto airborne targets with any weapon.  Its only possible when you are f;lying a two-seater chopper and have an AI gunner wth you, thent eh AI will aim for you.

    i found its quite easy to shoot down airborne targets with the v-80.   simply use the "v" gunsight view.  You can zoom in and out, all you gotta do is learn how to lead the target.<span id='postcolor'>

    You CAN lock onto enemy aircraft with weapons.  Use the AP/He cannon to lock on with the V-80.  THe other choppers 30mm can lock onto air untis too.  Use the AP/HE to lock onto the enemy choppers.<span id='postcolor'>

    It's impossible to lock air units with AP ammo selected (asi in BMP2), with HE it's fine. HE rounds are far better against all targets so use them (but they don't reload from ammo truck . sad.gif )

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