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Eviscerator

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Everything posted by Eviscerator

  1. Eviscerator

    Ballistic addon studios

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (9mm @ 19 May 2003,12:23)</td></tr><tr><td id="QUOTE">Boonie hats anyone? About boarding anything in OFP. Well is it possible at all? Like, Has anyone ever tried to place any tangos in the TOW LSD static, or worse tried to lead AI team members thru its corridors?<span id='postcolor'> Thats due to the model, the AI can shoot through all the inner walls and can see you wherever you are on the boat, doesnt exactly make for good cqb, however these guys could be used for any general cqb in ofp, like attacking ports/harbours etc
  2. Eviscerator

    Ballistic addon studios

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (STGN @ 19 May 2003,11:46)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ 19 May 2003,05:35)</td></tr><tr><td id="QUOTE"> Posted some larger images for your viewing pleasure... Fansites: Please use the ones with the branded "Beta Image - Seal Team 8" etc. to put on your websites... the big versions are treats to forum viewers only <span id='postcolor'> Nice But do all SEALs have light on there helmets and do they have to be red. Is it posible to make the guns darker.<span id='postcolor'> They arent lights, they are strobes, and its mainly the CQB SEALS (VBSS) like the ones modelled that use it, as its easier to identify friend or foe when friend has a flashing strobe on his head, and obviously no, not all SEAL teams use them, these seals are only made to represent SEAL Team 8, equipped for VBSS (Vessel Board Search and Seisure), we will be making more versions to represent the other teams soon. And with regards to the weapon colour, i cant see why they need to be darker, the colour looks fine ingame. Several pictures of SEAL Team 8: http://www4.aixgaming.com/opend/US_Navy_SEALs_Training_In_Kuwait
  3. Eviscerator

    Falklands mod progress

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (thirtyg @ 19 May 2003,05:16)</td></tr><tr><td id="QUOTE">They released a beta about a month ago See this thread<span id='postcolor'> Heh, looks like someone needs his reading glasses, he said carrier, not harrier.
  4. Eviscerator

    Bas seal team8 screenshot!

    Please use this thread ( http://www.flashpoint1985.com/cgi-bin....=28091; ) for any updates or questions on Ballistic Addon Studios, it helps keep the forum clutter-free of multiple BAS threads...
  5. Eviscerator

    Brainstorm on swimming

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ 17 May 2003,07:00)</td></tr><tr><td id="QUOTE">I could just imagine OFP2 right now... animals + swimming humans = animals saving swimming humans <span id='postcolor'> That has got to be the ugliest dog ever, it looks like someone has been beating its face with a plank of wood all its life...
  6. Eviscerator

    E3 summary

    ok, its not 'soccer' its: F O O T B A L L We made it first, we get to chose the name for it Calling that wimps excuse for rugby (4ft of padding, what, dont want to break a nail?) football is an insult, especially in a game when you carry the ball for most of it... *Ahem*
  7. Eviscerator

    Su-27, mig-21, jaguar, buccaneer betas

    Not sure if this has been asked already, but, is there any chance of having ground attack versions of the Jaguar, SU-27 and Mig-21?
  8. Eviscerator

    PMC Ranger Path - OFP Campaign

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LaPoi @ 16 May 2003,23:56)</td></tr><tr><td id="QUOTE">When is the first mission with addons? I am up to the 7th mission and not a single addon. And so far, everyone is talking about missions that I never got to and passed. <span id='postcolor'> er, did you download 'Ranger Path' or the 'Fury' campaign?
  9. Eviscerator

    E3 summary

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Harley-Davidsen @ 16 May 2003,14:19)</td></tr><tr><td id="QUOTE">So in Jugoslavia, a we going to play for UN?<span id='postcolor'> I dont think the UN were in Yugoslavia in the 70's, infact, i dont think there was an invasion of Yugoslavia in the 70's, so its probably a ficticious campaign, I just hope we get to play as the Ruskies, playing as small resistance-type militia gets boring after a while...
  10. Eviscerator

    Common addon pack

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ 16 May 2003,02:12)</td></tr><tr><td id="QUOTE">Funny how DeadMeat and Jaguar are both in two established OFP addon makers - DKM, and BAS<span id='postcolor'> Not really that funny, as im also a member of BAS and i think the packs are a good idea..., and Rastovich is a member of DKM and from what i can tell also thinks its a good idea...
  11. Eviscerator

    Ok my last question about modeling a gun.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Barry the baldy @ 15 May 2003,12:44)</td></tr><tr><td id="QUOTE">OK ive modeled my rifle, skinned it added the lod's ALL is done, but when i use it in-game its about 10 times the size of the unit, ive managed to get information enough to guess my problem is in the scaling, my question is when i go to 3d - scale or whatever it is what are ideal parameters to enter into the scaling box to have it the right size? That may have sounded a bit wierd and confusing so ill ask it in a simple way, how do i get my gun the correct size in-game? One last little problem... Also when my unit is holding the gun he has the butt outside his elbow instead of tucked into his shoulder, will this right itself when the size is right or is it another issue?<span id='postcolor'> in o2 one square is one meter, find the length of your rifle (should be on a website somewhere), scale the rifle so it is exactly one meter in length, then scale up or down by how many it needs to be the right length, (so if the rifle is 1.2m long, scale by 1.2), getting it in the right place it trial and error, either that or grab the old bis demo models (they are floating around somewhere) and import one of their rifles, then match the pistol grip on your rifle to the one on bis', and it should be in the right place
  12. Eviscerator

    Crotale sam launcher

    Heh, looks like the Iraqi's have some, no wonder the french didnt want us to go in and find them
  13. Eviscerator

    Common addon pack

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DeadMeatXM2 @ 15 May 2003,20:33)</td></tr><tr><td id="QUOTE">E.g. Game Type: Modern Desert Warfare. Required addons: BAS Deltas/Rangers, BAS Littlebirds, MAF Hummer, MAF Abrams, MAF M113, UCE Desert OMON pack and so on With each of the addon names being a direct link to the actual addon, that way, before playing a type of game (which can vary from WW2 Acrtic to vietnam to modern jungle) the player can download all of the required addons, and then play. This way YOU guys DON'T have to keep updating an "uberpack", just updating the html database, which is based on the addons on the server. And people dont end up with a stack of addons on their comp causing memory-map errors... That way, EVERYONE is happy, yes? Â <span id='postcolor'> I think the way they are doing it is actually better, instead of having an 'uber-pack' they have several 'mini-packs' for different themes, as, if you want to go play on a server for a night, you get all the addons, as people may choose to play missions from different eras, but if you want to play, say, with your mates, or a small game, you just get the small pack specific to the type of game you want to play, having a list on a webpage is not a very good way of doing it, as the player joining the server doesnt know which mission is coming after the one that is currently being played, so when the admin switches the map, he gets kicked out of the game for not having the right addons, which can cause numerous headaches which is why servers normally stick to a core set of large addons instead of lots of individual ones, also the updates wont be too much of a problem, as its not as if there are 4-5 arctic addons a month, or 4-5 vietnam addons, even at BAS we normally only release addons every couple of months or so, and if the player doesnt want to download the pack again he can just go to the addon site and grab the addon...
  14. Eviscerator

    Ballistic addon studios

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ 15 May 2003,18:47)</td></tr><tr><td id="QUOTE">Whoa! Planning my second honeymoon there. Who's developing Lost Island?<span id='postcolor'> Nagual
  15. Eviscerator

    Best addons by category

    Units - BAS Deltas/Rangers - Nam Pack Units - BAS SOAR Pilots Weapons - BAS Weapons pack (Deltas/Rangers) - Nam Pack Weapons - Earls Weapons Vehicles (Land) - BMD-3/BMD-3M - MT-LB Pack (Maac & MArfy) - Any Desert Maac and Marfy Vehicles Vehicles (Air) - Bas Helicopters - Falklands Mod Harrier/Falklands Mod A-4 - Nam Pack Helicopters Vehicles (Water) - LSSC Islands - Ia Drang - Desert Everon 2.0 - Cant say Nogova can i? Others - None
  16. Eviscerator

    Greatest addons that aren't..

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ 15 May 2003,06:39)</td></tr><tr><td id="QUOTE">Dynamic Range. Has anyone tried going back to the games original sounds after playing with DR for months? *shudder*<span id='postcolor'> Has anyone gone back to 1.00 sounds after playing 1.91 with DR for months? Didnt even seem like the same game....
  17. Eviscerator

    Faklands mod beta sea harrier release

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TopCover @ 15 May 2003,06:18)</td></tr><tr><td id="QUOTE">Got me there on the lancer/spirit mix up! On the other hand LOW LEVEL bomb run wasnt mentioned  L8R, TopCover<span id='postcolor'> Well, thats the B-1B's main role...If its high level the B-52 is more suited when theres no danger of SAM's as it carries more, or the B-2 if there is a danger of SAM's.
  18. Eviscerator

    Faklands mod beta sea harrier release

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TopCover @ 15 May 2003,00:20)</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">erm the harrier is fast enuff. who can hit a target in a supersonic bombing run <span id='postcolor'> How about a B-1 Spirit flightcrew? Â L8R, TopCover<span id='postcolor'> The B-2 is the Spirit, the B-1 is the Lancer, however AFAIK it was made for low level subsonic bombing runs, which is why it has wings that have changable geometry (which means more manouverability at low speed and less drag at supersonic speeds), it also lacks stealth capabilities, its not so fast it can outrun the interceptors/missiles a la SR-71, so the idea was for it to slip under radar, and seeing as it can only go Mach .92 at 500 feet, I'd say low level supersonic bombing runs are out of the question
  19. Eviscerator

    Lake addon - Fishies!

    They are probably just objects setpos'ed into position...and submergable subarines would be possible, but they could only be in the artificial 'lake' models, which defeats the point of being a submarine, couped up in a tiny pond...
  20. Eviscerator

    PMC Ranger Path - OFP Campaign

    Okey dokey, finished the first mission, and now the second mission seems slightly hard, i have to attack the 'city' with four people, two machinegunners and a normal rifleman, and me, a rifleman, the city has about 30 or so troops and a BMP2, and i have no anti tank rockets to kill them with, the only russian RPG soldiers are stuck in the middle of the town, i have to kill about 20 of the soldiers before i even have the chance of getting near an RPG, so, ive kinda been dying a lot, i was just wondering, is this what you planned or is the number of people you start with based on the previous mission?
  21. Eviscerator

    Ballistic addon studios

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Landwarrior87 @ 15 May 2003,04:07)</td></tr><tr><td id="QUOTE">i was wondering if the EO TECH would be infact included for Delta in this new pack your releasing, and new sounds for ALL the weapons would be very much appreciated. Machine Guns especially... i love the new pilots.. and the new littlebirds should definetly have the same minigun sound the chinook has.. kick ass!! the bas version of the eotech (If there is one) should definetly look like this one.. Â http://www.gggaz.com/images/EOTech/Holosight_PVS14.jpg<span id='postcolor'> Firstly the pilots will only update the pilots, not the delta's and rangers, so the Eotech wont even have a chance to make it onto those until we next update them, yes the littlebirds are getting new minigun sounds, and the Eotech picture you posted is just an Eotech 551, just the same as in the other picture...
  22. Eviscerator

    Which theatre are you most looking forward to?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Acecombat @ 15 May 2003,02:45)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ 14 May 2003,09:33)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Acecombat @ 14 May 2003,02)</td></tr><tr><td id="QUOTE">What the ... wheres Middle EAST?<!--emo&<span id='postcolor'> Meh, the middle east has been done over and over in games, even more so than WW2, besides, if anyone feels like fighting in the middle east they can always join their army or jump on a plane... <span id='postcolor'> Could you name some please? Â <span id='postcolor'> Desert Strike, Delta Force, Delta Force 2, Delta Force 3 (all contain some kind of middle eastern setting in some of their missions), Conflict: Desert Storm, Americas Army: Operations (contains several missions against arab's), Gulf War Operation Desert Hammer, Conflict: Middle East, Divided Ground: Middle East Conflict 1948-1973, theres also about a thousand flight sims with missions in the gulf, and many more games i didnt find in this two minute search on google... I dont think BIS would go for a conflict which didnt involve western countries for their customers to relate to (if you mean prior to the gulf war), most of the games that have come out in the last couple of years see you playing an american, or some kind of western caucasian male that could pass for a european when the languages are changed, its because the biggest customers(America and Europe) relate to those types of characters the most, so i cant see BIS going against that, i mean, even in Resistance you played a white Englishman(may not have been where he was born, but his accent was definately english)...
  23. I havent seen a thread similar to this so, with this being a rather important issue i thought i'd start one, feel free to add any suggestions that would help addon makers in addon making for OFP2 below, a couple of suggestions i have: Allow us to make our own Proxy types, this would open up a whole lot of possibilities to make certain types of addons without having a huge download, the main one this goes for from my perspective is weapon packs with multiple versions of weapons while only adding say a M203, or silencer, or different type of sight, each time the M203 or silencer appears its adding valuable kilobytes to the download, it would be a lot easier if we could create the attachments in seperate P3d's and then use Proxy's to place them, then instead of something like an M203 being repeated in an addon 20 or 30 times its only made once and then uses a proxy to appear on the rifle, same with sights, silencers, underbarrel shotguns and all the other accessories weapons have. This also would greatly help towards another feature, that i mentioned in another thread, that would be great to see in OFP2: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I think BIS really need to develop weapons and attachments to weapons a lot more, also the amount of ammo should not be always limited to 10 mag slots it should be decided upon what equipment they are wearing, which should also be chosen, as in many RPG games. So, something like this, albeit a basic, quickly made example: I'll use the example of say...a modern M4A1, so for the options there would be something along the following available: Stock Type: Solid Solid with Spare Mag strapped on Collapsible Magazine: Standard 2 Strapped together C-Mag Scope: None Carry handle Aimpoint ACOG Reflex ACOG 4x32 Underbarrel: None M203 Masterkey Overbarrel: None IR Pointer Barrel: None Silencer Flashlight And so on... Also something similar for the loadout, so you pick what type of webbing/puches your soldier wears instead of what ammo he gets, so you could chose canteens which would make your soldier be able to run for longer periods, a grenade puch, with two grenades in, and then the various ammo pouches, smoke grenades, M203 grenade pouch, making it a lot more like the real thing, although the weapon side of things is probably more for spec ops....<span id='postcolor'> Another place where making our own proxy types will be useful is in attack helicopter armaments, if we could make it so it worked similar to the way a rifle works on a soldier, ie the proxy on the aircraft model only determines placement, type of weaponry and shape are defined in a seperate P3d, this would allow us to make it so that mission makers can change the loadout on helicopters to suit the mission at hand, maybe removing hellfires and replacing them with more FFAR's because there is no heavy armour, it also again cuts down on download size as the helicopter model isnt repeated for each type of armament, using this method, coupled with hidden texture it would be possible to make for example, ten variations in armament and then 3 different colourschemes, which, if in OFP1 would have to use a seperate p3d for each variation, thats 30 P3d's, at maybe a megabyte a p3d, and the textures to take into account thats unacceptable for one helicopter, using the method im suggesting it would only use one model of the helicopter, 4 or 5 small p3d's with just the weapon models in them and the textures, so instead of being 35mb, using the method im suggesting it would be about 1 or 2mb for 30 versions, this would greatly help addon makers create smaller downloads, therefore making it easier on dial up users and making it easier on peoples computers...
  24. Eviscerator

    Seventh

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CanadianTerror @ 14 May 2003,00:27)</td></tr><tr><td id="QUOTE">As for the other 2 conflicts...i dunno, does heavy metal scream out "African conflict" to you?<span id='postcolor'> I think the music used in BHD pretty much screams out 'African Conflict' to be honest, who knows what they'll use for Europe, as long as its got a good drum beat to keep the tempo up then i dont suppose it really matters...
  25. Eviscerator

    Accents/languages

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (haunted @ 10 May 2003,15:52)</td></tr><tr><td id="QUOTE">If they do the British, do them properly, believe it or not we dont all speak like the queen. Â <span id='postcolor'> Or fucking cockneys...
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