Johann "onn" Bitsoenn
Member-
Content Count
263 -
Joined
-
Last visited
-
Medals
Everything posted by Johann "onn" Bitsoenn
-
Looks great! But I would change the logo, the current one is too complex and too hard to remember. I will try to make a logo and post it here, maybe you'll like it :]
-
Hunt the intruder - out-flank him
Johann "onn" Bitsoenn replied to Footmunch's topic in ADDONS & MODS: COMPLETE
But she is somewhat 35 years older than the thingy off star trek voyager (i watch it). -
Ehh.. and it is 520$... If BIS had sold it for a normal price (price of normal game... dunnow... let it be even 25-35$), it would be a game of the decade for the most part of the magazines allover the world. It would became a cult :]]] But seriously... Why VBS1 server returns a requirement of 1.96+ client?
-
Exactly...(Ironsight is right)Near where i live is an Island called The Isle of Wight and the land mass is very close to Nogova and there is only one stretch of "Highway" on the entire Island.So personally i don't think Nogova would have "Highways" or "Motorways".... Nogova is little, but it already has many things that shouldnt be there (oh lol, fuel tanks network.. 2 airbases... and so on). Therefore I think that we should have a real highway just to have such a thing in ofp. Islands in ofp ARE miniatures of the real world, and often they look strange and unrealistic (just look at the Petrovice.. a city of concrete blocks... but it is there, just to give player a block square). On islands, there is a bit of everything from the big country. For the argument, that it would cause landscape changes... oh well, building highways ALWAYS takes landscape changes. And it would be nice to see Nogova changed a bit more than only new buildings or roads. Landscape changes shouldnt of course be applied "by force", but highway is an ideal reason. Imagine a straight line through the island, cutting through the forrests that you were exploring during Resistance... Once a plain where was a house you were hiding in, now a highway. World changes, and landscape changes due to our work. Once there was a wild hill, now there is a field of potatoes. Landscape changes. Once there was a plain, now there is a city. Landcape changes. Once there was a beach, now there is a port. Landscape changes. Once there was a country, now there is a highway with an intersection. The thing is Nogova 2004! :] Or another way... imagine Nogova in 1920 :]] No airports, no Petrovice, dirt roads, maybe smaller mine. Most likely, where now there is the desert airport, was a hill :]]] Maybe it was green. BTW, since Nogova has a desert, this is enough reason for why it should have a real highway! :]]]] BTW and TIP: you may route the highway in place where there is nothing on a standard Nogova. Check the wasted space of the desert, ideal place :]
-
As I think and think, it may be even simpler than I tought to make a real (non-collision) highway entrance. You could rise a part of highway to make a bridge, like on that pic: http://img20.photobucket.com/albums/v60/Ironsight/Noe16.jpg and place a normal road under the bridge. That would really be a simplest solution and then it would be 100% realistic. You could then even intersect 2 highways... And it would be really easy! And AI wouldn't have problems with that :] I make explain whole idea, if the description above is not clear enough..
-
Okay, back to my previous post, here are two pictures to show the general idea from the bird's sight of view :] The first picture is a fuel station, the second is the highway crossing with normal road. I know there are lots of roads and AI probably will ride anyway they want, but... a) there is a hope AI will be smart and use the shortest way, and the easy curve will prevent it from falling off the road :] b) remember this is for people, not for computers to play :]]] Pics: If you want any other help about highway teories (e.g. traffic sings placement, especially those highway-typical) I would be happy to help :]
-
Hey, forgive me for all I say but belive me, I want the best for this project! The thing is I belive you don't know highways well, and all the time there, I se you're making T or X crossections on the highway there. Even for the fuel station. Highway is a road for fast cars, meaning - the curves must be wide, so that fast cars won't fall of the curve by too high speed. And when you drive into the highway, you should do it as fast as it is possible. It is easier to drive in with a low angle drive-in, than with a 90° T-drive-in.... To explain you how it should be, I've modified your latest screen to explain what are the "wide curves". Compare both poctiures. The way you did it, the car would have to wait for a long time to join the highway, because he would have to do it slowly (90° angle at very short distance). On the picture below, the angle is low, so it is far easier to drive in the highway. And that is how real highway look..... For the X crossings, I understand you are not able to make all bridges and so, but at least make it X with ")" shaped shortcuts between X's arms, that would make it easier to join the highway... that would work better, and look nicer (especially with solid blockades around)... As for other things in your project, so long it is great :] The picture promised:
-
It's all very nice and great addon :] But.. the rocket's speed (both in rockets and battery) is far to slow, and they should fly much higher...
-
too-bright :]
-
OF:MEC - Choose a Banner - CLOSED.
Johann "onn" Bitsoenn replied to Placebo's topic in OFP : MISSION EDITING & SCRIPTING
Okay, my idea here is: The banner must be not alike any other game banners, meaning: - no official game logo (must be different) - unussual colors Why? So that it wont be taken as game's banner, which most likely won't be clicked by ofp player ("hey, already got this game, why to click, look somewhere else"). The "mission contest" text must be large, maybe even equal to Operation Flashpoint. Therefore if I had to choose, I would choose Drow3, it is blue (unlike any other flashpoint banner I think), the font is different than ofp logo (again, plus). And the blue is bright :] Drow2 would be nice, but "mission contest" is TOO SMALL, therefore... blah.. you know :] -
Imperial stormtroopers
Johann "onn" Bitsoenn replied to philcommando's topic in ADDONS & MODS: COMPLETE
phillcommando: send the addon and pics at my email, onn@ofp.info, I'll upload it to our server. -
IDEA: there may be also some ruins of objects, that "were destroyed" during Resistance. And for the highways, I still strongly suggest - if one wide road is not possible, at least change the current textures, for the road to have lines and look as real highway... :>
-
a) Highway is not a Highway, when there are crossings (as on your screens). It is only an express road then b) road texture. I STRONGLY suggest, that instead of two standard roads, you should make one wide road texture, like that: Then on the space with bars you place the dividers. You may also place some long and flat line of road somewhere in the middle of the map or wherever (may be flatten artificially) without dividers - as an emergency aircraft (quite popular thing around the world to make an emergency runway on the special part of highway), you may also add a concrete square on one of the ends on that highway (glued to a highway, for fuel tanks, service vehicles, planes, and so on). That may be later fun in gameplay, to have a field airfield :]
-
Red Hammer Studios
Johann "onn" Bitsoenn replied to soul_assassin's topic in ADDONS & MODS: DISCUSSION
Leaping out the back of a BMP with affixed bayonets would surely cause heavy casaulties among the squad that is leaping out. :P -
Okay, downloaded, tested, and... - It's white instead of advertised green. I've read a post about that, and I assure you that I have no previous INQ' addons. Weird. - AIM-9 and Mk-82 do not work. - Cockpit and sounds are great, but cockpit itself lacks of life a bit (some buttons and lights should be scripted) Apart from these simple problems, everything is very nice - and even the white paint is nice to see above the enemy ground :]
-
Late rhs x-mas present
Johann "onn" Bitsoenn replied to Shadow NX's topic in ADDONS & MODS: COMPLETE
@CERO: If you send me some base graphic, I'll see what I can do. what you can do? Raedor: Just a bit of idea. Yeah, I know, people hate me for it :] -
Late rhs x-mas present
Johann "onn" Bitsoenn replied to Shadow NX's topic in ADDONS & MODS: COMPLETE
@CERO: If you send me some base graphic, I'll see what I can do. -
Late rhs x-mas present
Johann "onn" Bitsoenn replied to Shadow NX's topic in ADDONS & MODS: COMPLETE
Place this in the init line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this, "randomArabic", "none", ["\rktroundels\r_BASRebel", "10"]] exec "\RHS_T55Pack_Scripts\RAE_UN.sqs" -
Late rhs x-mas present
Johann "onn" Bitsoenn replied to Shadow NX's topic in ADDONS & MODS: COMPLETE
I don't remember footmunch roundel's pbo name, but make a path like: "\" + roundels_pbo_name_without_extension + "\" + roundel_paa_name_without_extension Yu will get a path this way, then paste this path into <emblem> or <gvardija> argument of the customisation script. That should do the trick. -
Red Hammer Studios
Johann "onn" Bitsoenn replied to soul_assassin's topic in ADDONS & MODS: DISCUSSION
Announcement: The website is back. RHS work is resumed. :] -
Red Hammer Studios
Johann "onn" Bitsoenn replied to soul_assassin's topic in ADDONS & MODS: DISCUSSION
Announcement! www.redhammerstudios.com is offline and the work of RHS is suspended. Since the conflict between placebo and blackdog leaded to the shutdown of tacticalblunder.com server, RHS web services were disabled. As the web services provided an important role in addonmaking, work organisation and addon testing, we are sorry to inform you, that RHS work is now suspended until new host is found. The announced release of the T-54/55 Pack hotfix/update will be delayed as well. As soon as the workspace restored, we will inform you about new site and forum location, and we will resume suspended projects. The information about resuming RHS will be posted here, in this thread. We want to apologise for your inconvinience. We hope we will soon be able to resume work. Greetings, Johann "onn" Bitsoenn -
Choppers like Mi-24 use camo to protect from enemies that fly higher. That does not mean Mi-24 cuts the grass. Check the A-10, it uses heavy green camo, and you may see on many pictures that it is really usefull :] Su-27 and other plane like that use camo that helps them to stay alive high in the air, protecting from enemies at ca. same level or much below, since when you are high above the ground, dogfighting - what you see mostly around is a blue sky.
-
You don't use camo to cover from ground enemies. You use it to cover from air enemies (choppers and planes).
-
Piloting at Airshow and piloting at Weapon Presentation (:P) are two quite uncomparable things. Yeah, Airshow pilots have all those military training, but... I bet they spend so much time on acrobatics that they don't have any place in mind for military tricks nor military practicing to acquire them :]
-
This might sound dumb, but these new textures for the hind are from a Czech air display team right? I don't think that these would be used in combat... would they? If someone attacked your country and one of the only resources available were choppers normally used in airshows (but with working cannons, of course), what would you do? I would use it, *after* repainting them. Sending airshow choppers to fight means you really need choppers alive. Sending them in airshow camo decreases the chance of succesfull return :] But that does not mean I am against releasing some Airshow-coloured stuff :] I think it is quite great, it adds certain czech cultural input into the mod, gives it a soul :]