Jump to content

JdB

Member
  • Content Count

    3812
  • Joined

  • Last visited

  • Medals

Posts posted by JdB


  1. On 12/25/2021 at 11:04 AM, Janez said:

    So this seems to be in early access now and will stay that way for approximately 12 months according to their Steam store page: https://store.steampowered.com/app/1144200/Ready_or_Not/

     

    Official website: https://voidinteractive.net/

     

    From couple of vids I've seen so far, this looks like straight up modern SWAT, callouts and everything. Naturally, I will wait until retail release but it appears to play great, I like.

    The command UI and options for doors are exactly the same as for SWAT4, except for new things like kicking in doors. Better copy something that works than come up with something crappy I guess 😛

    • Like 2

  2. On 3/21/2015 at 5:39 PM, JdB said:

    I haven't done much work on any project as I couldn't find the motivation for several reasons, one of which is that I am having doubts about the entire Mk.5 concept. The first problem being the calibre and secondly (and related) the dimensions of the frame and it's impact on the user. Originally the M5 concept from ITM that I used as a base was chambered in 7,62x51 and 7,62x39. Using such powerful rounds would cause a lot of problems in controlling the weapon in the case of the longest version and make it exceedingly difficult to fire and prone to malfunctioning in all of the other (shorter) versions. That has to be the main reason why it never went into production and no one that I'm aware of has seriously looked into it again. HK and FN both see 17" barrels as the ideal length for a 7,62x51 rifle. Anything half that length and (considerably) less just wouldn't be usable in any real world situation.

    Ok so apparently the above appears to be false. Not that I'm going to claim credit for this idea or anything 😒

     

     

    I still don't think it will be all that useful though. No matter how many modern material are used the powder still isn't going to be burnt up in that 8" barrel and the muzzle velocity will be no where near that of a full length 7,62x51 or even 5,56. A compact flamethrower.

    • Like 1

  3. Config.bin is simply a config.cpp file that has been converted. When editing a .bin file you can just leave it as .cpp (just be sure to take the original .bin file out of the directory as otherwise it will be used instead), though some things might be slightly less optimized.

     

    Merging mods is a matter of merging configs which for these massive mods is a lot of work all of which needs to be done with any mistake or it won't work properly or more likely will not work at all.

     

    I haven't played that many mods in 1.99, but the ones I did play worked just as well as they did in 1.96. Getting installers to work like the later FFUR ones without installing 1.96 as well was more of an effort as was tricking Bulldozer into using 1.99 registry entries.


  4. 18 hours ago, WarhammerAT said:

    Can anyone reupload LCA, Kel-Tec Sub9 and latest version of Bastions?

     

    I have been updating links and changing the layout of the opening post so that all addons are included, but I haven't gotten around to those addons. The version 1.1 of the Hescos could be a problem as I'm still looking for that addon myself ...


  5. As far as I can remember GOTY is v1.46 and does not include the Resistance expansion. CWA is version 1.96 and includes the Resistance expansion. If you have an OFP Cold War Crisis (GOTY) cd key you can use that to install CWA.

    • Like 1

  6. By popular demand of the People's Forum of Bohemia the party leadership proudly presents:

     

    T-56 Master Battle Tank

     

    Congratulations comrade on volunteering for the testing department for the latest and bestest showcase of Soviet engineering prowess, the T-56 tank!

     

    Versions

    Tanks are in "East / JdB - Armored"


    T-56
    Designed as a vastly improved version of the T-55 the T-56 provides superior speed and armour protection due to an enlarged engine. Despite the increased armour the external dimensions of the tank are the same. This tank is the first to feature the new 9M15 "Boomskya" ATGM which has a top speed that is meant to be five times higher than that of it's "Malyutka" predecessor and deliver more power to defeat even the heaviest enemy tanks. Just like the T-55 there is no AA mount on top of the tank because capitalist aircraft suck and will never so much as scratch the paint of a Soviet tank. Massed armour and human wave attacks will triumph every time!

     

    T-56 "Pravda"
    As showcased in renowned journalistic bastion "Pravda", bringer of absolute truth. Best tank in world PERIOD

     

    T-56A
    After the enormous success of the T-56 work immediately started on a modernized version that improves some of the superior points of the original flawlessness. The replacement team of engineers were so enthusiastic that they started working even before the first standard T-56 had been delivered to a unit! The V-56 HyperDrive engine is replaced with a 500cc Trabant engine to provide communality of parts and is no way connected to the high failure rate, short operating range, maintenance issues and tendency to explode of the V-56 as vile capitalist propaganda wants to make you believe. According to comrade Krushchev these improvements should have no impact on performance nor on the level of armour protection and amount of ammunition carried. Spreading lies like "Tanks are always a trade-off between armour, speed, range and weaponry" is unpatriotic and just silly! After 19.6 billion Ruble spent on development and the sacrifice of 638 brave comrades this tank is perfect. However if you have ideas for further improvements please forward them to the Complaints department of the KGB along with your service number and posting and we will be inviting you for an inter...view soon.

     

    This tank is so perfect that now that you've finished adding the FIA decals we will be shipping all vehicles + spares in inventory to our allies on the egalitarian island paradise that is the Socialist Republic of Nogova for safekeeping and erasing any trace of this project from our records! Do not ever mention this again.

     


    JjjOdhx.jpg

     

    [Download JdB T-56] (v1.0)

     

    [Mirror by OFPr.info] (recommended)

     

    In case inferior capitalist host deletes before you get a chance to try perfection you can download the firmware code and stringtable here:

     

    Spoiler
    
    // -----------------------------------------------------------
    // T-56
    // Created by JdB for ArmA: Cold War Assault 1.99 (compatible with 1.96)
    // Please take a look at the readme for more information
    // 01-04-2019
    // -----------------------------------------------------------
    
    #define TEast 0
    #define TWest 1
    #define TGuerrila 2
    #define TCivilian 3
    #define TSideUnknown 4
    #define TEnemy 5
    #define TFriendly 6
    #define TLogic 7
    #define true 1
    #define false 0
    #define private			0	// item is never visible
    #define protected		1	// "advanced designer" switch must be activated to use it
    #define public			2	// anyone can see/use it
    
    #define ReadAndWrite		0	// any modifications enabled
    #define ReadAndCreate		1	// only adding new class members is allowed
    #define ReadOnly		2	// no modifications enabled
    #define ReadOnlyVerified	3	// no modifications enabled, CRC test applied
    
    #define WeaponNoSlot 0	// dummy weapons 
    #define WeaponSlotPrimary 1	// primary weapons 
    #define WeaponSlotSecondary 16	// secondary weapons 
    #define WeaponSlotItem 256	// items 
    #define WeaponSlotBinocular 4096	// binocular 
    #define WeaponHardMounted 65536 
    
    #define CanSeeRadar 1
    #define CanSeeEye 2
    #define CanSeeOptics 4
    #define CanSeeEar 8
    #define CanSeeCompass 16
    #define CanSeeAll 31
    
    class CfgPatches
    {
    	class JdB_T56
    	{
    		units[] =
    		{
    			jdb_t56,
    			jdb_t56p,
    			jdb_t56a
    		};
    		weapons[] = 
    		{
    			Gun1051,
    			Heat1051,
    			Heat1052,
    			Heat1053,
    			Shell105,
    			Shell1051,
    			Shell1052,
    			Shell1053,
    			9M151Launcher,
    			9M152Launcher,
    			9M153Launcher,
    			9M151,
    			9M152,
    			9M153,
    			MachineGun7_61
    		};
    		requiredVersion = 1.96;
    	};
    };
    
    class CfgModels
    {
    	class Default {};
    	class Vehicle: Default {};
    	class Tank: Vehicle {};	
    	class T55G: Tank {};	
    	class jdb_t56: T55G {};
    	class jdb_t56p: T55G {};
    	class jdb_t56a: T55G {};
    };
    		
    class CfgVehicles
    {
    	class All{};
    	class AllVehicles:All{};
    	class Land: AllVehicles{}; 
    	class LandVehicle: Land{};
    	class Tank: LandVehicle{};
    	class T55G: Tank {};
    	class jdb_t56: T55G
    	{
    		picture = it55;
    		crew = SoldierECrew;
    		side = TEast;
    		scope = public;
    		displayName = "$STR_DN_T56";
    		vehicleClass= "JdB - Armored";
    		nameSound = t55;
    		accuracy = 0.7;
    		maxSpeed = 150;
    		armor = 600;
    		fuelCapacity = 25;
    		cost = 250000;
    		threat[] = {1,0.8,0.05};
    		model = "t55";
    		destrType = destructdefault;
    		weapons[] = {Gun1051,MachineGun7_6};
    		magazines[] = {Heat1051,Shell1051,9M151Launcher,MachineGun7_6};
    		soundEnviron[] = {"Vehicles\OldRolling_Treads1",0.0316228,0.7};
    		soundEngine[] = {"Vehicles\01F5",1,0.5};
    		class ViewOpticsBase 
    		{
    			initAngleX = 0;
    			minAngleX = -30;
    			maxAngleX = 30;
    			initAngleY = 0;
    			minAngleY = -100;
    			maxAngleY = 100;
    			initFov = 0.7;
    			minFov = 0.42;
    			maxFov = 0.85;
    		};
    		class ViewOptics: ViewOpticsBase 
    		{
    			initFov = 0.3;
    			minFov = 0.0025;
    			maxFov = 0.35;
    		};	
    	};		
    	class jdb_t56p: jdb_t56
    	{
    		displayName = "$STR_DN_T56P";
    		maxSpeed = 150;
    		armor = 600;
    		fuelCapacity = 1400;
    		weapons[] = {Gun1051,MachineGun7_61};
    		magazines[] = {Heat1052,Shell1052,9M152Launcher,MachineGun7_61};
    		soundEngine[] = {"Vehicles\01F5",1,0.5};
    	};
    	class jdb_t56a: jdb_t56p
    	{
    		displayName = "$STR_DN_T56A";
    		maxSpeed = 15;
    		armor = 100;
    		fuelCapacity = 1400;
    		weapons[] = {Gun1051,MachineGun7_6};
    		magazines[] = {Heat1053,Shell1053,9M153Launcher,MachineGun7_6};
    		soundEngine[] = {"Vehicles\mediumcar",0.0316228,2};
    	};
    };
    
    class CfgAmmo 
    {
    	access = 1;
    	class Default {};
    	class Shell: Default {};
    	class Shell73: Shell {};
    	class Shell105: Shell73 {};
    	class Shell1051: Shell105
    	{
    		hit = 150;
    		indirectHit = 110;
    		soundHit[] = {"Explosions\expl2",100,1};
    	};
    	class Shell1052: Shell105
    	{
    		hit = 150;
    		indirectHit = 250;
    		soundHit[] = {"Explosions\expl4",100,1};
    	};
    	class Shell1053: Shell105
    	{
    		hit = 50;
    		indirectHit = 35;
    		soundHit[] = {"Explosions\expl1",100,1};
    	};
    	class Heat105: Shell {};
    	class Heat1051: Heat105
    	{
    		hit = 450;
    		indirectHit = 150;
    	};
    	class Heat1052: Heat105
    	{
    		hit = 900;
    		indirectHit = 300;		
    	};
    	class Heat1053: Heat105
    	{
    		hit = 150;
    		indirectHit = 50;		
    	};
    	class AT3: Default {};
    	class 9M151: AT3
    	{
    		hit = 1500;
    		indirectHit = 150;
    		indirectHitRange = 2.5;
    		minRange = 30;
    		minRangeProbab = 0.3;
    		midRange = 500;
    		midRangeProbab = 0.95;
    		maxRange = 1500;
    		maxRangeProbab = 0.5;
    		model = AT1;
    		simulation = shotMissile;
    		simulationStep = 0.01;
    		cost = 5000;
    		soundHit[] = {"Explosions\explosion_at3",100,1};
    		soundFly[] = {"weapons\rocketflying",0.01,2};
    		soundEngine[] = {"objects\noise",0.0001,4};
    		maxSpeed = 50;
    		irLock = true;
    		manualControl = true;
    		maxControlRange = 1500;
    		initTime = 0.15;
    		thrustTime = 10;
    		thrust = 60;
    		maneuvrability = 5;
    		visibleFire = 32;
    		audibleFire = 32;
    		visibleFireTime = 20;
    	};
    	class 9M152: 9M151
    	{
    		soundHit[] = {"Explosions\explosion_at3",100,1};
    		soundFly[] = {"weapons\rocketflying",0.01,2};
    		soundEngine[] = {"objects\noise",0.001,1};
    		maxSpeed = 1000;
    		thrustTime = 3.5;
    		thrust = 600;
    		maneuvrability = 15;
    	};
    	class 9M153: 9M152 
    	{
    		hit = 125;
    		indirectHit = 50;
    		soundHit[] = {"Explosions\explosion_at3",31.6228,1};
    		soundFly[] = {"weapons\rocketflying",0.005,4};
    		soundEngine[] = {"objects\noise",0.001,1};
    		maneuvrability = 5;
    	};
    	class BulletSingle: Default {};
    	class ExplosiveBullet: BulletSingle {};
    	class Bullet4x23: ExplosiveBullet {};
    	class BulletExp: Bullet4x23 
    	{
    		hit = 15;
    		indirectHit = 5;
    		indirectHitRange = 2;
    		minRange = 10;
    		cost = 15;
    		 visibleFire = 20;
    		audibleFire = 20;
    		visibleFireTime = 3.5;
    		tracerColor[] = {0.2,0.8,0.1,0.25};
    		tracerColorR[] = {0.2,0.8,0.1,0.25};
    	};
    };
    
    class CfgWeapons 
    {
    	class Default {};
    	class Shell73: Default {};
    	class Heat73: Shell73 {};
    	class Gun73: Default {};
    	class Gun105: Gun73 {};
    	class Gun1051: Gun105
    	{
    		sound[] = {"Weapons\gun105",10,1};
    		reloadSound[] = {"Weapons\missload",0.000316228,1};
    		magazines[] = {Heat1051,Heat1052,Heat1053,Shell1051,Shell1052,Shell1053,9M151Launcher,9M152Launcher,9M153Launcher};
    	};
    	class Shell105: Shell73 {};
    	class Shell1051: Shell105
    	{
    		ammo = Shell105;
    		count = 3;
    		initSpeed = 900;
    		reloadTime = 10;
    		sound[] = {"Weapons\gun105",10,1};
    		reloadSound[] = {"Weapons\missload",0.000316228,1};
    	};
    	class Shell1052: Shell1051
    	{
    		ammo = Shell105;
    		count = 20;
    		reloadtime = 3;
    	};
    	class Shell1053: Shell1051
    	{
    		ammo = Shell105;
    		count = 5;
    	};
    	class Heat105: Shell105 {};
    	class Heat1051: Heat105
    	{
    		ammo = Heat105;
    		count = 8;
    		reloadTime = 10;
    		displayName = "$STR_DN_HEAT";
    		displayNameMagazine = "$STR_MN_HEAT";
    		shortNameMagazine = "$STR_SN_HEAT";
    		nameSound = heat;
    	};
    	class Heat1052: Heat1051
    	{
    		ammo = Heat105;
    		count = 70;
    		reloadtime = 3;
    	};
    	class Heat1053: Heat1051
    	{
    		ammo = Heat105;
    		count = 17;
    		displayName = "$STR_DN_HEAT3";
    		displayNameMagazine = "$STR_MN_HEAT3";
    		shortNameMagazine = "$STR_SN_HEAT3";
    	};
    	class LAWLauncher: Default {};
    	class CarlGustavLauncher: LAWLauncher {};
    	class AT3Launcher: CarlGustavLauncher {};
    	class 9M151Launcher: AT3Launcher
    	{
    		ammo = 9M151;
    		displayName = "$STR_DN_9M1";
    		displayNameMagazine = "$STR_MN_9M1";
    		shortNameMagazine = "$STR_SN_9M1";
    		scopeWeapon = 2;
    		scopeMagazine = 2;
    		weaponType = 65536;
    		magazineType = 0;
    		count = 2;
    		reloadTime = 15;
    		sound[] = {"Weapons\missile",0.00316228,1};
    		reloadSound[] = {"Weapons\missload",0.000316228,1};
    		initSpeed = 30;
    		primary = 10;
    		canLock = 2;
    		irlock = true;
    		autoReload = 1;
    	};
    	class 9M152Launcher: 9M151Launcher
    	{
    		ammo = 9M152;
    		displayName = "$STR_DN_9M2";
    		displayNameMagazine = "$STR_MN_9M2";
    		shortNameMagazine = "$STR_SN_9M2";
    		count = 12;
    		reloadTime = 10;
    		sound[] = {"Weapons\missile",0.00316228,1};
    		initSpeed = 30;
    	};
    	class 9M153Launcher: 9M152Launcher
    	{
    		ammo = 9M153;
    		displayName = "$STR_DN_9M3";
    		displayNameMagazine = "$STR_MN_9M3";
    		shortNameMagazine = "$STR_SN_9M3";
    		count = 3;
    		reloadTime = 15;
    		sound[] = {"Weapons\missile",0.00316228,1};
    		initSpeed = 30;
    	};
    	class MGun: Default {};
    	class MachineGun7_6: MGun {};
    	class MachineGun7_61: MachineGun7_6
    	{
    		ammo = BulletExp;
    		displayName = "$STR_DN_MG";
    		displayNameMagazine = "$STR_MN_MG";
    		shortNameMagazine = "$STR_SN_MG";
    		count = 1000;
    		reloadTime = 0.35;
    		sound[] = {"Weapons\m2-50-loop",3.16228,1};
    		flashSize = 1;
    	};
    };
    
    // -----------------------------------------------------------
    // "Live like you'll die tomorrow, dream like you'll live forever"
    // -----------------------------------------------------------

     

     

    Spoiler
    
    LANGUAGE,English,French,Italian,Spanish,German,Czech
    
    STR_DN_T56,T-56
    STR_DN_T56P,T-56 "Pravda"
    STR_DN_T56A,T-56A
    
    STR_DN_HEAT3,Tennis Balls,Balle de tennis,Palline da tennis,Pelotas de tenis,Tennisbälle,Tenisové mícky
    STR_MN_HEAT3,Tennis Balls,Balle de tennis,Palline da tennis,Pelotas de tenis,Tennisbälle,Tenisové mícky
    STR_SN_HEAT3,TB
    
    STR_DN_9M1,9M15 "Boomskya"
    STR_MN_9M1,9M15 "Boomskya"
    STR_SN_9M1,9M15
    
    STR_DN_9M2,9M15 "Boomskya"
    STR_MN_9M2,9M15 "Boomskya"
    STR_SN_9M2,9M15
    
    STR_DN_9M3,9M15 "Boomskya"
    STR_MN_9M3,9M15 "Boomskya"
    STR_SN_9M3,9M15
    
    STR_DN_MG,Highly Entertaining
    STR_MN_MG,Highly Entertaining
    STR_SN_MG,HE

     

    "Live like you'll die tomorrow, dream like you'll live forever"

    • Like 1
    • Thanks 1
    • Haha 3
    • Sad 1

  7. 7 hours ago, Dedmen said:

    That's interesting. I just thought about asking a moderator to add more Captchas. Because the spambot posts are getting ridiculous.

     

    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.

    • Like 1

  8. 47 minutes ago, krzychuzokecia said:

    Well, for one I don't think anyone assumes that you're a modeller. Even more - it's pretty clear that you don't have a good grasp of what you're asking for.

     

    However, because this is indeed a task for modeller/texture artist, and you seem to be quite excited by the idea, the only answer you can get on these forums is: great idea! Go get 'em tiger! These days nobody's going to do it for you (and for anybody else really).@zulu1

     

    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.

    • Like 1
    • Thanks 3

  9. On 30-4-2018 at 4:33 AM, barccy said:

    I have had a controls problem. When simultaneusly moving mouse to a side and depressing keyboard rotate or strafe, the player unit can go into an indefinite spin until a different movement is made, especially common when standing on flat terrain.

     

    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.

    • Like 1

  10. 47 minutes ago, ProfTournesol said:

    Well done Uruguay, it will be a very strong opponent against France, even stronger if Cavani isn't wounded.

     

    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.

    • Sad 1

  11. 1 hour ago, blacksidras said:

     

    I keep getting asked to choose a language? Do you know how to solve this?

     

    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.

    • Like 1
×