

Franz_Schall -SWAF-
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Everything posted by Franz_Schall -SWAF-
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As the others, I have been fairly impressed by your work. Nicely done, Rejn. The fighting through the first three missions took me some time, but the action was worth it. Thumbs up.
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@ Maa Ah, I didn't understand you at first. But to make my situation clear: - didn't install FFUR effect pack - there is no file in CSLA\Addons called FFUR_cfg.pbo, so there's nothing to delete - can't play Dynamic Nogova - getting error: "Missing Addons: throwkok, bn_tracers122" [edit:] Saw your edit after posting this one first. Thanks for the fast replys To sum it up it's a mission related bug which will get fixed pretty soon by Hellfish6.
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@Maa Without installing FFUR effects pack (as I did) there is no FFUR_cfg.pbo installed. Well there is a FFUR_stuff.pbo, but there is no change when deleting this file. Anyhow, does someone else experience this error? I can't exclude an error on my side when installing CSLA and the Mapfact addons. By the way, I moved the Mapfact addons all the way into \CSLA\Addons folder but this shouldn't be a problem, I think. [edit:] Fixed a wrong assumption --> see some posts below. It's a mission related bug.
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@Maa Thanks for the tip, wasn't using FFUR effects pack due to performance constraints.
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Hey, thanks for the great addon! CSLA II works fine for me except the dynamic Nogova mission. I made probably some errors with the installation because I get some trouble with missing addons - I installed Mapfact Nogova 1.22 though something could have been installed in the wrong folders. Anyone else having trouble with CSLA Dynamic Nogava? [edit:] To be more specific, it says: "Missing Addons: throwkok, bn_tracers122" Does it have something to do with MF Nogova?
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BIS open letter to community
Franz_Schall -SWAF- replied to MATRA's topic in BOHEMIA INTERACTIVE - GENERAL
I just wanted to express my gratitude and wish BIS all the best for their future products. Even if the birthday party is supposed to be over by now, keep up the good work and happy belated birthday! -
Some additional technical features: - 128 MB GDDR3-RAM - PCIe or PCI interface - 125 million transistors - 25 W power usage - ETA: End of 2005 Considering that EPIC, Ubisoft and other game vendors already work with them closely I expect to see some videos of in-game-footage soon.
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Something very promising is on its way for game developers and gamers - the physics processing unit (PPU)! For what I have read so far about this kind of technology it can greatly improve our gameplay experience in future games even though we have yet to buy another piece of hardware. http://www.theinquirer.net/?article=21648 For those who need some additional information regarding this chip and how it compliments with CPU's and GPU's, I recommend to read through thishttp://www.ageia.com/pdf/wp_2005_3_physics_gameplay.pdf whitepaper which describes the technology in more detail. Just one mandatory question left to answer - is there a chance to see this technology used in OFP2?
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ECP 1.075...The countdown begins.
Franz_Schall -SWAF- replied to zayfod's topic in ADDONS & MODS: COMPLETE
Sounds even better and better every time I show up in this thread. I am really curious to find out how the new AI features affect the battle on the ground. Heads and thumbs up. -
ECP 1.075...The countdown begins.
Franz_Schall -SWAF- replied to zayfod's topic in ADDONS & MODS: DISCUSSION
Sounds even better and better every time I show up in this thread. I am really curious to find out how the new AI features affect the battle on the ground. Heads and thumbs up. -
ECP 1.075...The countdown begins.
Franz_Schall -SWAF- replied to zayfod's topic in ADDONS & MODS: COMPLETE
Indeed, it looks pretty decent and very promising. Hopefully its full graphic beauty doesn't slow down my rig too much. ;) Merry X-Mas. -
ECP 1.075...The countdown begins.
Franz_Schall -SWAF- replied to zayfod's topic in ADDONS & MODS: DISCUSSION
Indeed, it looks pretty decent and very promising. Hopefully its full graphic beauty doesn't slow down my rig too much. ;) Merry X-Mas. -
I liked the radio station in the original Vietcong very much. During a break from mission to mission I stayed like 20 min in the room just to hear some music and to listen to some frontline reports. The whole idea of having a room with personal belongings was really appealing to me. Not only did the radio contribute to that effort but the pictured diary and the different fact sheets did it as well. This details highly contribute to a game's atmosphere but are surely demanding in terms of realizing them the right way. Maybe another idea for OFP2? Personally, I tend to war noise and radio traffic during a mission than ambient background music. While the latter is a method to build up emotions, I am sure this can be accomplished better in a different way.
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What questions do you want answered?
Franz_Schall -SWAF- replied to Homefry's topic in ARMA 2 & OA - GENERAL
Is OFP going to be more emotional than its predecessor to an extant where we actually care about our AI-buddies? Call of Duty (and as far as I have seen in Brothers in Arms) emphasized on this aspect of gameplay and succeeded in creating a gripping and theatrical-like mood. To which extent do we want to see it in OFP2? As good as OFP presented an actual combat, it lacked significantly in this area and thus needs improvement in my point of view. Creating human like characters around the player would be a way to adress it. Another way would be storytelling. This may conflict with the openness making OFP so unique for itself so it's a kind of controversial idea. Will civilians have an impact on how to fight through urban areas? Will there be a realistic ROE-implementation? Seeing the battle of Fallujah, this situation has to be dealt with in a combat simulation. -
Tough choice but I voted for Invasion 1944. It looks promising and I am waiting for this emotional WWII-themed total conversion since hearing from it back then in 2002. As a matter of fact, I appreciate the work of all mod makers who are still working on improving our Flashpoint experience on every aspect possible to realize and I don't want to miss a single opportunity to express my gratitude.
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New release date worldwide: Spring 2006?
Franz_Schall -SWAF- replied to TheLemon's topic in ARMA 2 & OA - GENERAL
Frankly, after such a long time I need something new to play with, but unless the whole editing and modding community shifts onto VBS1 (which is very unlikely due to high costs), I don't see a way to achieve this with for so long. -
New release date worldwide: Spring 2006?
Franz_Schall -SWAF- replied to TheLemon's topic in ARMA 2 & OA - GENERAL
When looking on the bright side of it, just think of several opportunities for OFP2 combined with a decent 2006'er engine and our already proposed ideas in the OFP2-Suggestions forum. I'm happier with an high-quality in depth gaming experience as something shallow rushed out to gain high profits. -
New release date worldwide: Spring 2006?
Franz_Schall -SWAF- replied to TheLemon's topic in ARMA 2 & OA - GENERAL
At least, this time we have an serious and realistic release date to project our desires to. Always thought that late 2004 / early 2005 was way too optimistic for a serious approach. -
Have you seen the latest Brothers-in-Arms movie? (more to find on http://www.brothersinarmsgame.com/d-6.asp) I must say, the squad behaviour system is pretty impressive and could suit well into an infantry-based OFP evironment where close quarter battles might be playing a bigger role as they do now. One AI-related feature of BiA which interests me most is the combination of real military tactics and ai squad maneuvering under fire. Watch the movie and you'll see what I mean ;) Would there be any opportunity to get these things into the OFP-world? Possible problems might occur as OFP is considered a "virtual battlefield" and thus isn't solely focused on infantry combat.
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Gorgeous. Combined with the EECP-Project this could lead to a fairly new OFP gaming experience. The community can be proud of such eagerly working people. Respect.
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We will need processors to 64 bits to play proper
Franz_Schall -SWAF- replied to Lin_Txarames's topic in ARMA 2 & OA - GENERAL
Given the fact that AMD's recent 64bit-processors like the Athlon64 are pretty fast 32bit/64bit-processors with the ability to run both 64bit and 32bit software - I would make my decision depending what I really need and what I can afford. Good reviews are making the Athlon64 certainly a good choice. I am not a programmer so I can't give any explanation concerning major technological advantages, so I'd rather take it as a bonus than a decision-depending feature. There are interesting reads about it on the Internet, but I'm afraid, I can't provide any concrete links at the moment. -
Ofp2 supporting directx9, dynamic lighting ect!
Franz_Schall -SWAF- replied to MrZig's topic in ARMA 2 & OA - GENERAL
I have a scenario in mind where one's squad stands in a field of grass, looking in front of buildings 200m away like seen in recent Stalker-Screenshots and trying to fight through a city in good old 'Full Metal Jacket'-mood, trying to eliminate a sniper in one of these buildings. http://img.gamershell.com/imagefo....125.jpg Gloomy, isn't it? -
Will ofp2 look like americas army?
Franz_Schall -SWAF- replied to kimble275's topic in ARMA 2 & OA - GENERAL
I would like to have an urban atmosphere like seen in recent S.T.A.L.K.E.R.-Screenshots, of course with the ability to get into all buildings, paired with a slight improved landscape and a diverse physics and target-area system. Actually it depends when the game is planned to be shipping. Today's hardware won't allow all these stuff combined together thus the programmers need to compromise. Another point is the sound engine and voice acting. I still remember a mission where I first used Dynamic Range and a preliminary artillery attack freaked the hell out of me with impacts all around my position. I am not a sound expert but it's surely one detail which greatly enriches the overall feeling of the game. -
It is hard to acknowledge but maybe it was a fault to announce OFP2 too early and we can see the consequences now. The community is eager to see actual game footage, absorbs every new piece of information like a sponge and is frustrated if there actually are none of these. I understand that it takes time to develop such a great game but as a part of the community I would want to be treated fair information-wise. If there is no statement or developement update at all, even when there is the biggest game related expo going on (the game was already announced last year for the end of 2004!), I would miss the lack of communication between the developer and its customers when there is not a single piece of information at all. If there are problems with the time schedule, please tell us and we won't mind - delay is part of the game industry and very common nowadays. But the complete lack of news regarding our much anticipated sequel is simply frustrating even though I regard myself as patient enough to wait for its release. In addition, OFP1 is still unique in the game industry and I haven't found another game yet which has such a deep atmosphere, or varieties of gameplay to replace it fully. Otherwise, from the technological point of view, I begin to miss certain things which are standard in today's games. The lack of suitable alternatives can be seen as strongest advantage over its competitors. ;)
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Mission komoé v2.0 - team afmod
Franz_Schall -SWAF- replied to white angel's topic in USER MISSIONS
I have been waiting for this for a long time. Thanks for releasing it.