Johann "onn" Bitsoenn
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Everything posted by Johann "onn" Bitsoenn
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It has betatesters. But unfortunately... well, this was somewhat... unexpected :]
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T55 MBT v1.20 / Red Hammer release
Johann "onn" Bitsoenn replied to raedor's topic in ADDONS & MODS: COMPLETE
and return to the mission editor. But the second time I preview it works fine. So what's the deal with that file? You must unpbo the SIG_T64b.pbo file to a folder, exchange old barrelnu2.paa with new barrelnu2.paa and pbo the folder back to a pbo file. Check for pbo tools on ofp.info SIG_T64b.pbo -
Great, but I have a small complain: Check the map. Light on the map lights the mountains from left and shades the mountains from right. Then it means that the light source is left of the map. Then why the pointers drop shadow on the left instead of dropping the shadow to the right? :]
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Me: Warsaw, Poland
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Check this map engine. Since jabber is generally surrounded by open-source people, I think you won't find any problem to talk with this guy so that he can borrow you the map engine and the documentation on "how to add". Then you could host it and maintain the map :] http://www.ralphm.net/world?language=en
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Standardisation and Organisation
Johann "onn" Bitsoenn replied to Jinef's topic in ADDONS & MODS: DISCUSSION
Isolated? I find no problem playing FDF with CSLA together. On the other hand, the war between CSLA and FDF units seems a bit unconfortable - for it would mean that the battleground lays somewhere between former Chechoslovakia and Finnland... which is exactly where my country lays :] -
1989 Pontiac Trans Am GTA
Johann "onn" Bitsoenn replied to KTM_Calle's topic in ADDONS & MODS: DISCUSSION
Means... you own a Mi-2 too? :] -
Has OFP Gone As Far
Johann "onn" Bitsoenn replied to MilitiaSniper's topic in ADDONS & MODS: DISCUSSION
Hmm... The OFP gone far... blah blah blah... Really a nice game... blah blah blah... I like OFP... blah blah blah... Nothing goes far... blah blah blah... So far, ofp is still going... blah blah blah... Yes, I'm writing it to stay on topic... blah blah blah... Because the real subtopic of this thread... blah blah blah... Is the little sentence by the end of most posts... blah blah blah... And I must write down my opinion too... blah blah blah... So... it is...: Whatever is going on, don't vote for the idiot :] -
Everything is possible. But this one is extremely difficult :]
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Opf engine based photography 3 -no pics > 100kb
Johann "onn" Bitsoenn replied to Placebo's topic in GENERAL
RHS, T-55A SEB, NVA units and Ilo Ilo island -
Who has school at summer time?.. :]
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Combat! bradley pack 1.0 released
Johann "onn" Bitsoenn replied to Rudedog's topic in ADDONS & MODS: COMPLETE
There is still a big bug in the linebacker. The action says "raise TOW", it does not work (there is stinger launcher raised all the time). Raising would love some sound, unfortunately there is only a very short sound, most likely some bug. Someone said it is possible to fire TOW while it is down. Dunnow, but here everything is ok, when TOW is down I cannot choose it. For the scripts discussion, I love the retractable TOW, but: - there should be again 2-missile magazines. - there should be no speed limit (AI cannot handle it). And don't talk about realism, having one-missile magazines :P - TOW should be retracted by AI gunner when "safe" or when "turned out". Other than that, everything is great :] -
COMBAT! HEMMT Pack Public Beta
Johann "onn" Bitsoenn replied to Rudedog's topic in ADDONS & MODS: COMPLETE
@ Norris As we read the description on the page, it seems that the guy is only posing for photo and he probably doesn't serve on this vehicle. Another thing is that this clearly seems to be a vehicle for fast ride on a poor terrain. Sitting like that you will soonly kiss the mud. If it were designed for a such firing pose, there would be a seat :> -
COMBAT! HEMMT Pack Public Beta
Johann "onn" Bitsoenn replied to Rudedog's topic in ADDONS & MODS: COMPLETE
More or less, few ideas about the cargo: a) Covered versions should have the back covered too (so that you can't look inside). That way it will not be said if the vehicle has cargo or has not (using vehicle that is always empty.. is... wierd) b) Uncovered version may have a nice feature: model few different cargos, all with different selection, then it will be possible to change the cargo via script interface (like... [this, <number>] exec "setcargo"), where <number> goes to exact cargo, like: 1: crates 1 2: crates 2 3: pipes (http://www.cybercomm.nl/~oorthuis/Images/Tanks/M985_cargo.gif) 4: weird shape (humvee) hidden under material dust-cover 5: another weird shape (chopper) hidden under material dust-cover (thanx to cover, you only model cover and save polys) 6: barrels 7: cable (few big spools) 8: something else (http://home.arcor.de/hlmodelle/Militaer/HEMMT/M977_HEMMT_mit_TA-2.jpg) and so on. That way, player will be able to combine a cargo transport which carries a variety of things - and looks naturally (and moreover, does not take much space in editor, only one vehicle per each camo). If you want any more cargo examples or want me to clear these I wrote here - you know how to find me :] c) You may also add a "high" covered cargo version, it looks great: http://home.arcor.de/hlmodelle/Militaer/HEMMT/M977_HEMMT-11.jpg That's for my ideas :] -
COMBAT! HEMMT Pack Public Beta
Johann "onn" Bitsoenn replied to Rudedog's topic in ADDONS & MODS: COMPLETE
I'm not a keen in US hardware.. but for me HEMMT addon lacks a possibillity to carry cargo soldiers... is it a bug or unfinished feature or so desired?... -
Maybe there would be a possibility to retexture some of the modern FDF buildings (so that they would have chech names and logos... you should ask FDF if they could help.
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My few notes/ideas so far: - The monument, should be in some better place (Lipany), should have stone monument, the barrel should be raised (someone already said about it), the base should be oblique on the top, so that the front of the tank should face up, that is how most of such monuments in my country look :] - There is one thing that MUST BE there. Billboards, maybe we hate them, at least some of us, but more or less.. they are everywhere in modern world. - Some weird thing... Graphitti! It should be there, especially on flathouses... normal graphitti, shitty tags and so on. You won''t find any flathouse without them. Realisation? You may either retexture the buildings or make separate addons as single faces textured with graphitti, that you would place very very near the wall to simulate it is on the wall (like.. 1cm from the wall or so). - The airfield is certainly bad. Especially the flathouses!! They should not be there, I cannot understand why every island maker tries to place the flathause everywhere, in military base, on the airfield... :/ These houses are for living, it would be the same bad if you would put any other house there, like a farmhouse. More will come, now the dinner awaits. Highway is great, busstops are great, hospital is nice, warehouses... nice but bit weird, they take quite a space around the cities and hmm... okay, let's say they have to be somewhere.
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Hey, when you will be releasing the skies and water, you will probably make a bat installer. Remember to make two versions of it, one working with Win 2k/XP and one working with Win 9x/Me (and test them both on all systems). That will save you many "help me" letters. These two system branches have several differences in the console, therefore I remember that Kegetys hisky pack bat installer was written for 2k/XP and was not working in 9x/Me.
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Islands'/Maps' Full Images
Johann "onn" Bitsoenn replied to -ZG-BUZZARD's topic in ADDONS & MODS: DISCUSSION
Yup, but they are with-all-details, printing on any size lower than A3 has no sence :] -
Hi, Send the set at onn@data.pl, I have no limits, I will upload it on our site.
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For the loadout: I will call the pylons by letters: A - middle one, 1x, 2270 kg B - between-the-wheels, 4x, 1600 kg each C - outside-the-wheels, 2x, 1134 kg each D - far-away, 4x, 454 kg each D1 - D2 - C1 -[wheel]- B1 - B2 - A1 - B2 - B1 -[wheel]- C1 - D2 - D1 Okay then, now a selection I would choose here: D1: left pylon: [2x pod of AIM-9 Sidewinder] right pylon: [ECM ALQ-119(V)] D2: both pylons: some light ffar C1: both pylons: [3x pod AGM-65x Maverick] or [4x Pod Hellfire] B1: both pylons [2x pod of Mk-83] B2 & A1: GBU-10 But that may be too heavy, dunnow, don't have good specs.
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Nah, there are few things I would fix in that... a) more armament, e.g. 6 Mavericks instead of 2 (2x3) and so, until the takeof weight is filled b) missing target selection when using Paveways
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Snipers from Ghost in the Grass - a release!
Johann "onn" Bitsoenn replied to -=BT=- Matty R's topic in ADDONS & MODS: COMPLETE
I assure, there is a sniper on every screenshot, especially on the first pic :] First pic... Looking into your eyes, very, very close :] -
Well dude if this is supposed to be modernising nogova i dont see why there shouldn't be things such as schools and hospitals. A new nogova wouldnt just have highways or something, it would have things needed for a society to function like schools and hospitals. You don't expect people to go to those medic tent things do you? You have to remember, that there was a war in Nogova. There were those, who were hurt during war but not died. Those will have to visit the hospital more and more, as growing with age. We could say, the expected amount of clients of the Nogovian Health Dpt. is over an average - and therefore, the bigger it costs he government to heal the people - and then it means, there is less money for hospital renovations and so - things that are not connected to health care directly. So I think if we're thinking about a hospital, it should not be top "modern", It must be 10 or 15 years at least, and likely not more than 5-10 years from the latest renovation. Same with police and other public services. But that doesn't count on the government buildings - these may be new :]] Remember that Nogova is not a rich country :]
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Okay, nothing special, but may inspire someone :] http://onn.neostrada.pl/tail_variant.gif http://onn.neostrada.pl/side_variant.gif http://onn.neostrada.pl/full_side_variant.gif http://onn.neostrada.pl/another_variant.gif