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Everything posted by Jackal326
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I've now reached 99% complete status on the USP. Screenshots of the early models can be found here. Sorry for some of the images being rather large, but the 100% quality filter on my imaging program doesn't seem to like changing below that Post your opinions about the weapons on this thread.
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I agree on both those points, perhaps I didn't make myself very clear in my first post. Of course its not practical for single units (to use your example the Mi-2) to have their own class. Addons such as the HK Pack, which contains many units, but isn't classed as a MOD should have its own class, but sadly doesn't. (Probably due to it being released before the ability to add new classes was fully realised/implemented)
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (waffendennis @ 04 May 2003,22:04)</td></tr><tr><td id="QUOTE">Mod: Well i like the idea where you can choose your own things like this: West>Waffendennis Navy>Aircraft Carrier but i think those things ar only for the real mods like : invasion44 Gulf War crissis Crome City and that mods so we dont have a full list of names in our class list and all the other addons can just be under the BIS classes : Car>Armored>Air>Men>Support.<span id='postcolor'> If you saw my WEST>MEN> Catergory in the editor you'd agree that new classes for addon packs etc are necessary. You can hardly see the slider bar as the units number so highly, and the list has become so long. How can you define a "real mod" (to use your phrase). Many addons/addon packs are "mods" in there own way, just on a smaller scale. I agree on the rest of your points, but the mandatory inclusion of dust scripts etc, might not be necessary/possible as, although some scripts are easy to adapt (such as Kegetys' bleeding script), not all scripts are so easily edited, and just because you make addons, doesn't mean you know how to script. Thanks, Jackal326
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Soul_Assassin @ 04 May 2003,22:59)</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">OFP.info: Do you plan to release tools to convert unofficial addons from OFP1 at the same time of OFP 2 release or later? Marek Spanel: We would like to work with the community to have OFP1 addons converted to OFP2 as soon as possible, ideally at the time of release of OFP2 or just couple of days or weeks after it. <span id='postcolor'><span id='postcolor'> SRT Pack comes to OFP2? OOOHHHH BABY
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Soul_Assassin @ 04 May 2003,22:59)</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">OFP.info: Do you plan to release tools to convert unofficial addons from OFP1 at the same time of OFP 2 release or later? Marek Spanel: We would like to work with the community to have OFP1 addons converted to OFP2 as soon as possible, ideally at the time of release of OFP2 or just couple of days or weeks after it. <span id='postcolor'><span id='postcolor'> SRT Pack comes to OFP2? OOOHHHH BABY
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In some spare time I had today, I worked on my old M249 Model from the SRT Pack. I've updated the textures, and tweaked the positioning slightly. Here are a couple of screenshots: - First a size comparison (Scaling) shot with two BAS Machine guns: http://sjb.ofprc.net/Preview/Images/M249/SJB_M249_SizeComparison.jpg - Secondly, a machinegunner in the prone firing position: http://sjb.ofprc.net/Preview/Images/M249/SJB_M249_C_ingame.jpg
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I've updated my M249 with better textures, and a better looking ammo bag. I also added a bipod. Checkout a few screenshots at: http://sjb.ofprc.net/Preview/Images/M249
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Yeah, I get the no file present on the server error too. I tried with my download mananger and without, but still no change. Version 1 ran ok for me, although my benchmark is around 6000 (P4, 2.8GHZ, 512MB RAM, GeForce 4 - 128MB).
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jackal326 @ 25 April 2003,00:18)</td></tr><tr><td id="QUOTE">Due to...well, God only knows what, an error has been discovered in the M16A2 Pack, whereby the ACOG P3D File has gone walk-about. To counter this, I have released a fix for it. It comes in two versions (.CAB and .ZIP) Here are the links: .CAB Version .ZIP Version I hope this hasn't caused you too much inconvenience. BUG FIXES: - Fixes the Snow Camo M16A2's foresight which was slightly the wrong shape. - Replaces the missing ACOG Optic Model and textures.<span id='postcolor'> Download that, and it should fix the ACOG Bug.
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There is not going to be a v1.2 Its going to jump straight to version 2.0 This new and improved version should include: - Bug fixes of missing textures and LOD errors, - Animated Goggles (similar to the BAS Ranger/Deltas' ), - New and Improved Weapon Models with high res 1st person textures (and regular PAC/PAA 3rd person etc textures), - More to be added based upon user input from previous versions (so if you have a suggestion for v2.0 post it NOW! ).
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I was a member of the MOD when it was active (and would still consider myself a member if things picked up). After Vipersheart left for the army, several people stepped up to lead the MOD Team. An e-mail was sent out to each member outlining the future of the MOD (all to continue as planned). This is the last I have heard from them and that was 3 days after Viper left and thats getting ov for quite a while now...so who knows...Maybe they're still active behind closed doors, or maybe they're just out of it. Either way, its nice of them to let some of the lower members know what exactly is going on.
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Looking good, looking VERY good infact.
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The bolt is on the right side as you look at it from the back. And to answer mrukas' question about the walking P3D Files, yes, it is possible
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Landwarrior87 @ April 22 2003)</td></tr><tr><td id="QUOTE">...is it possible for u to make a CAR-15?<span id='postcolor'> Yes it is, Here is one I imported earlier...well 2 actually http://sjb.ofprc.net/SRT2/Weapons/Images/SJB_CAR15_1.jpg http://sjb.ofprc.net/SRT2/Weapons/Images/SJB_CAR15_DES_1.jpg (Both versions also come with a silencer/suppressor too) As you can see, it is still early days for these, but I am gonna take my time with the build up and work I put into V2. I dont want it to have to be patched soon after like these few releases, I want it to be perfect (or as near as I can get it).
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Yes I am still using the "inaccurate CS M24" If you want to use Andraz's SWS then go right ahead, but the M24 I imported, stays with the pack. I spent quite a while importing, tweaking and scaling the model, so it stays. You ever heard of the RemoveWeapon and AddWeapon commands? Use them if you dont like it.
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A crouch-run type movement would be welcomed too, like that of Vietcong. Where by you can crouch, and still run in a slower slumped over fashion without standing up in full view - the amount of times the AI has blown my head off when I've tried to move along a sandbag wall without having to crawl is un-countable. Take it into concideration please
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Just press R, its a lot easier. That brings me onto another point though; is there anyway to order the action menu, so reload and switch weapons etc, were at the top, and Raise/Lower goggles (a less "critical" action) was towards the bottom, so as not to interfere with regular patterns people have got into?
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Yeah, I think a triggered overlay of the screen would be the way forward. At first I was thinking of an edited Pilot LOD on each of the models, that when the Raise/Lower Goggles action is performed, the "goggles" come over the players' eyes in 1st person...but this may look weird. I'll have to experiment, as this is just a form of "brainstorm of ideas" at the moment, no "real" work is being done
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Due to...well, God only knows what, an error has been discovered in the M16A2 Pack, whereby the ACOG P3D File has gone walk-about. To counter this, I have released a fix for it. It comes in two versions (.CAB and .ZIP) Here are the links: .CAB Version .ZIP Version I hope this hasn't caused you too much inconvenience. BUG FIXES: - Fixes the Snow Camo M16A2's foresight which was slightly the wrong shape. - Replaces the missing ACOG Optic Model and textures.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Sinister[tnuC] @ April 24 2003,12:08)</td></tr><tr><td id="QUOTE">is it just me or does the M14 and M24 seem underpowered, it was taking 4+shots to the body to kill. nonetheless, great units and awesome gun models<span id='postcolor'> Do you have the new version (1.1) as those bugs were (or at least should have been) fixed in that version.
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I already have one in the pipeline.
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Thanks for your input. Development is still a while off yet, but I'll take all your suggestions into consideration when I do finally get around to sorting it.
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What are you using to unpack the .CAB? That may be your problem. Try PowerArchiver, as it works for me (see my site for a link)
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Check our this thread over in the DISCUSSIONS board, and post your opinions on whether version 2.0 (which will be the next version with new weapons etc) should include animated goggles like BAS' Dleta/Ranger Pack.
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For those of you experiencing difficulties downloading from my site, the kind folks at http://ofp.gamezone.cz/ (see below ) and http://www.ofp.at have each agreed to host the files. So if the SJB Site wont let you download it, check out one of these great sites. Cheers