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JdB

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About JdB

  • Rank
    Chief Warrant Officer

core_pfieldgroups_3

  • Interests
    Photoshop, Sketchbook, art, reading, football (not the American abomination)
  • Occupation
    Nope, no Germans around ATM ;)

Profile Information

  • Gender
    Not Telling
  • Interests
    Photoshop, history, art, reading, football (not the American abomination)

Recent Profile Visitors

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  1. No More Capcha

    Almost never had any problems with spambots when new accounts required validation by a moderator. It's been going downhill rapidly ever since that was dropped.
  2. Just an idea (Remastered models)

    I personally always assume that someone putting forward an idea without showing any work that has already been done doesn't have the ability to make something themselves or they'd have at least started working on something already to see if their ideas are feasible and to show potential helpers that they are serious about this. Countless people have made countless suggestions since even before the game was released. 99,9% didn't go anywhere because the people that came up with the ideas were only visionaries that come up with ideas, and not the people that would have to put in the countless hours to make it a reality. Besides instantly making people biased against the person putting forward the idea for perceived lazy attitude (getting someone else to do the actual hard work) that also means that most of the time their ideas lack realism due to a lack of experience. Either it would take a professional gaming studio months of full time work (and therefore hobbyist modders years) or the ideas are actually technically impossible without access to source code. And again making or editing configs and scripts is something a fair number of people in this community could do, but actually developing a game engine is reserved for the very few like Kegetys or Fearsumenjin. Regarding the original texture size for OFP it should be noted that a model's textures are not on a single uvmap (texture), but are spread out on a handful to up to hundreds of separate texture files. I did the April Fools joke with the T-55 and that involved 147 texture files. Many modders use less texture files (but larger resolution) than BIS did. So saying "256x256 for objects" can be deceiving if you're not experienced with modding original files. With Invasion 1944 we did a test where we had initially done the same as BIS did, to break up the textures into a number of smaller texture files because that was just what was learned from looking at the original files and so people just went with it, but during the test we used a program to merge textures together into larger files (so for example merging four 512x512 files into a single 1024x1024 file). This had no noticable impact on performance, but this was around 2006-2007, so it might be that when BIS did the limited amount and speed of RAM and cache available circa 2000 meant that caching larger files was too much of a strain at the time. There is a limit to the ability to do this just because of the age of the engine. I remember someone did a very high res (2048 and 4096 IIRC) retexture of an original island and that wasn't a success (4096 especially) imo in terms of performance even though our PCs are all considerably more powerful than anything BIS used during development. Even modern games don't use files that big (4096) for just everything, except for core items (more on that below). Someone who was studying game development told me that his teachers said that using very high resolution textures was pointless because a screen can put out only a limited amount of pixels anyway. Like a run-of-the-mill screen has a resolution of 1920x1080. An object with a 4096 texture would look just as good as a 2048 texture one except when viewed up close but would be more taxing on the system. Essentially wasting resources. With 4K screens that same would be true for 8192 textures. Yes there might be a barely visible improvement in image quality, but it would be far outweighed by the impact on performance and having a game that looks great but can't be played at a good FPS won't sell very well. There is also the size of the object to consider where size of the intended object (physically speaking) dictates the size of the texture file. So not using a 2048x2048 texture for a bucket no matter how many times it will be shoved into the focus of the player's view. Some studios can't be bothered to optimize their files or compress them properly leading to overly large installation requirements and poorer performance than is necessary. There might be hundreds of artists working on a game, but the installation is made by only one person who brings it all together. And he is the only one that cares about the size of the game, the artists primary focus is about making their art look as good as possible and smaller texture sizes and good compression are detrimental to that.
  3. ofp.info 2.0 (revival project)

    While visiting the site I got a pop up saying that two viruses had been found on my Android phone with instructions on how to remove them on a cloned Google page.
  4. Windows 10 compatibility with OFP/ArmA:CWA

    That already happened to me 5 years ago. It seems most frequent on desert island. Custom animations seem to increase the odds of it happening.
  5. World Cup 2018

    Bye bye!
  6. World Cup 2018

    I don't think he'll be playing. From the description he gave several commentators (former players) on Dutch tv already said that if it's true (and why would he fake an injury with 20 minutes to go in such an important match) he will need several weeks to recover.
  7. That AKM has a magazine shaped like that of an AK-74
  8. OFPr.info / ofp.gamepark.cz

    The size is 3,12GB. magnet:?xt=urn:btih:0071e5b1bc98f153ec2fb7fd7c8e0824a8f63a47
  9. OFPr.info / ofp.gamepark.cz

    That's only for the downloads. I have a backup of the images which is around 3GB, but without the articles they're pretty useless.
  10. OFPr.info / ofp.gamepark.cz

    Are you blocking cookies by default? "?newlang=eng" is for setting the language. If it can't write to the cookie it will keep prompting you to choose a language.
  11. No readme means the strongest type of restriction: playing only, no editing (except for personal use). The middle one is the trickiest imo. It does imply that editing is an option, but having to contact the author might mean that they meant to impose restrictions ... or that they wanted to help by sharing knowledge or source files ...
  12. Have you looked if the original addons/mods have permissions mentioned in their readme and/or license agreement files?
  13. How do I put files into my posts?

    Upload it to an external file host. Uploading files through the forum directly isn't allowed.
  14. ai mods and arma campaigns.

    Well you could do that. "Cheat" means different things to different people anyway. Like people have continuously claimed over the years that the Ai can see through objects when really the Ai can hear and can predict when to shoot when they see you running behind an object and when you will appear. That is why it's important to change your stance and pace often so they can't calculate as easily just like when you're facing real people or IRL. Some parts of the Ai are just misunderstood, things which Super Ai might make even more obvious. I can't say much about the higher difficulty setting as I've always stuck with the default difficulty settings, for pretty much every game. I like to play them as they were intended by the developers.
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