Jump to content

Lolsav

Member
  • Content Count

    186
  • Joined

  • Last visited

  • Medals

Everything posted by Lolsav

  1. This is not directly a game. It's more a technology to render realistic foliage with wind motion effects etc. in realtime. Grab the interactive demo here: -> SpeedTree Demo (11 MB) <- Here is the developers website: http://www.idvinc.com/ I think they are going to use this in some games like Dark Age Of Camelot etc. Definitely worth a look. Maybe OFP 2 will look similar to this as well!
  2. Lolsav

    Ofpmark part deux (ofpmark v2.0)

    P4 2.6, 512 ram @800, Radeon 9600 Pro, disk 5200 rpm 1.94 version of the game with -nomap option in command line
  3. Lolsav

    Ofpmark - test your rig with ofp!

    Specs: P4 2.6, 512 DDR @ 800 mhz, 5200 rpm disk, ATI Radeon 9600 Pro (Catalyst 3.8) My command line to start the game "C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE" -nosplash -mod=res; nomap;ses-addons;hisky;vietnam 2X AA and 2x Anisotropic results
  4. Lolsav

    Random islands

    Hmm but thats hows the process is done now. It doesnt mean it couldnt change... Why it has to render parts of the island we dont even see? Beats me...
  5. Lolsav

    Random islands

    In some other games, like RTS games (Age of Empires series) it was possible to have a random map at start. I dont know if that is possible for ofp, due to its complexity, but if it was possible to the mapmaker have a total diffrent map from evryone else i think that would be a great achievement. I do understand that such islands are really complex and it involves many stuff. But hey, im not a addon maker, i only did some missions around... Althought the idea might sound a bit foolish at first glance, look around, look to other games, randomization of map brings alot more. Addin my 2 cents...
  6. Lolsav

    Random islands

    So... ill take it a little script or something is downloaded and the terrain generated with that information. Well it seems doable ... Then again, why not for ofp2? Im not a computer graphic expertise whatsoever. But i still think its a doable request. They are the informatic genious. Crack it up :P
  7. Lolsav

    Random islands

    Yes. Age of Empires was great, specially till the first expansion, Rise of Rome. Anyway, getting back to the subject, if u do recall we didnt had to download any new island evrytime we played a random map. The map itself it was generated automatically for each player. No download was involved. In the later series of that game the terrain gained quality, height, hills and stuff like that. Althought i had lost the pleasure of bronzing under 12 mins days ;) (Only understandable by who played that game). My point is: Randomization of terrain is possible without involving downloads. Wonder if its possible to transport that concept to OFP2. Thats my idea.
  8. Lolsav

    Random islands

    Thats for campaigns and missions. Im talking about randomization of a <span style='color:red'>whole island</span>. Other games do it. So why not ofp?
  9. Lolsav

    Random islands

    Afirmative. Just the terrain. The mission would need the same terrain evrytime due placement of units and objects. Its randomness would depend of the mapmaker.
  10. Lolsav

    Video from ingame

    Hey thx Bouncing? Maybe just a bit, but it was recorded online. Hmm it was intended that way, to speed up action. Some ppl like it, others dont. Its ok Anyway, thx for your observations
  11. Lolsav

    Video from ingame

    This was my first attempt to make a movie from ingame. Take a look and let me know what u think of it. Download at : http://www.suicidesquad.co.uk/movies/suicidesquadmovie.zip +-50 meg Note: didnt knew if this was the right forum to post. Excuse me if it wasnt ;) Edit: Needs Divx Player 2.1
  12. <span style='color:red'>Current discussion - Islands to use - proposals</span> Hellden  1,26  meg ftp://www.gamezone.cz/ofpd/islands/Hellden.zip Trinity  1.2  and agent smith pack 8 meg ftp://www.gamezone.cz/ofpd/islands2/Trinity_1.2_normal.zip ftp://www.gamezone.cz/ofpd/unofaddons2/ags_inds_2_0.zip ftp://www.gamezone.cz/ofpd/unofaddons2/ags_hckit1.3.zip jelalhabat_isl  1 meg ftp://www.gamezone.cz/ofpd/islands/Jelalhabat_island.zip  bastler_greece3 1,5 meg ftp://www.gamezone.cz/ofpd/islands2/greece3.zip  sebnam_ia_trang   4  meg i44_sicily (althought a beta but gives us an idea)  4 meg kegnoecain_snow  56 meg drno_isl (dr. No) 0,5  meg ftp://www.gamezone.cz/ofpd/islands/drno_isl_fin.zip  Edit: Benu request Links and sizes (packed / unpacked): STT Desert Malden 1.00                 7.5mb / 8mb ftp://www.gamezone.cz/ofpd/unofaddons2/catintroupdt2.rar <span style='color:red'>First post</span> The idea is quite simple. To have a widely approved common addon pack by the community. From what i read on this forum before the topic has been discussed before but never got to anywhere. Why it could work this time then? Well to start, and before starting this post, several clans were contacted so they are willing to participate in this discussion alredy. Not all were contacted in a first phase, but they can and should join in this topic discussion. The proposal, to start (cuz it can be changed), is something like this: 1. Create a addon pack by modules. Where a modules is for instance Sebnampack, another module Winter pack, another module WW2 (looks promising). Why by modules? Well, lets say several things could be added or removed from "officia"l addon pack release. 2. Addon pack/ module size defined since start. 3. Updates to the pack in 4-6 months (that would provide a medium time life to the pack), and the updates would have to be by common agreement too. 4. Maps on servers could only use the addon pack content (so evryone could join to whatever server they want without having missing addons) 5. Evryone has to be willing to cut or extend their own packs they have now. 6. Each clan would discuss what they would want internally and then nominate only one speeker to discuss the pack. 7. Quality addons in the pack, therefore tested and apreciated by the majority. 8. Dont do any updgrade to your current clan addon pack untill we have finished to discuss this. (just a suggestion) 9. Deadline time to discuss this : 3 weeks from now  (is it too much?) 10. To finish, i want to announce that we got positive signs of "go for it" from REBEL, FGG, ZEUS, SES, LOL, and from the modmakers DKM. Let the discussion begin...
  13. Lolsav

    Common addon pack

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ 20 May 2003,02:09)</td></tr><tr><td id="QUOTE">Don't give up guys<span id='postcolor'> We are not. Just working a bit more on a possible addon pack solution
  14. Lolsav

    Super config discussion

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ 18 May 2003,04:29)</td></tr><tr><td id="QUOTE">Now THIS is something I would support, not that silly über addon pack <span id='postcolor'> Yes this seems a very good idea indeed. Btw Blackdog the uber something concept it came from a addon maker (dont remember who actually). What we have been discussing it has noting to do with a huge pbo (in case u didnt understand that yet).
  15. Lolsav

    Common addon pack

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DeadMeatXM2 @ 18 May 2003,23:29)</td></tr><tr><td id="QUOTE">You do realise that RSS hasn't released any addons yet? Thats why the downloads page at their site is disabled... (Blackdog included it as an EXAMPLE in his script)<span id='postcolor'> No i didnt realised it, i do other things with my life. I didnt noticed and i ask sorry for that, now just dont burie me under 6 feet for that. Jaguar, a bit harsh no? I wasnt rude at you at any moment... And it still doesnt answer to my compatibilty issue, you both skiped that...
  16. Lolsav

    Common addon pack

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DeadMeatXM2 @ 18 May 2003,22:47)</td></tr><tr><td id="QUOTE">This is the sort of system I have been talking about since post 1 in this thread, so see if you can build on somehing like this k?<span id='postcolor'> First i thought a bit before replying you, and i the image above speaks for itself. I dont blame anyone for this situation, and i do not consider it as a normal situation. But this is what happened when i went there. Second, the question of compatibility of maps and addons wouldnt be solved, cuz at addon sites developers they remove old versions (of course) and the new ones (as you admited) will be incompatible with the maps. Third, by having a common pack i save alot of trouble to many guys and will prevent conflicts between addons. Example, on current WW2 demo the mg42 is uncompatible with another mg42. Having them in diffrent addons folders will prevent such conflicts.
  17. Lolsav

    Common addon pack

    And i think u still didnt get the problems of Server admins or you just dont care... We cannot or want to delete 30 missions just because a new update was done... Plus you are talking about an idea, and we are dealing with real stuff. Make your idea work and i will gladdy signup for beta tester to see how it will affect servers. I cannot do much more else can i? Look, i respect and love the work of addon makers. I personnaly requested to have input of addon makers on this discussion. I just hope we all can reach to an acceptable agreement.
  18. Lolsav

    Common addon pack

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DeadMeatXM2 @ 18 May 2003,21:01)</td></tr><tr><td id="QUOTE">My point is: What if you only have SOME of the addons... and do not know where to find the others, you'd have to spend hours searching various addon sites for the different files, at least with the xml you'd have the direct links right there for you... wouldn't THAT be a whole lot easier than searching various sites for hours on end??<span id='postcolor'> Solutions 1. Get the pack and dont waste hours searching for addons... 2. Dont get the pack and waste hours searching for it (i would go for the first one anytime ) And, getting the pack the player will have 100% sure all the missions on the server are compatible with this addons. Note: The compatibility of addons is more a problem of addon makers than the mission makers actually. Make them compatible with old versions and evryone will have a simplier life. Is it doable? i dunno, im not a addon maker. Im the final consumer. Maybe this is a bit egoistic, but we should expect Addon makers to worrie themselves with compatibility of the newer versions of their addons with the older ones...
  19. Lolsav

    Common addon pack

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DeadMeatXM2 @ 18 May 2003,20:24)</td></tr><tr><td id="QUOTE">My point is, why re-download things when you have the exact same version on your hard drive allready?? Answer me that, if you can.<span id='postcolor'> If ppl have most of the addons why to download them indeed... Now my answer to that is quite simple. Along with the download Click button we (at SES) have a txt file saying whats in the pack. If u do have the addons u dont need to download them. Why should ppl do it so? Dont get the pack and get in the server, simple eh?
  20. Lolsav

    Common addon pack

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (toadeater @ 17 May 2003,12:57)</td></tr><tr><td id="QUOTE"><span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">That's why only finished, tested addons should be included. The pack itself can be updated once in a while though. Maybe someone will feel like writing a .pbo patcher?<span id='postcolor'> ? did u read the previous posts? We are not talking about a .pbo file, its a about a collection of pbos Note: You can patch .pbo with the patcher made by clickteam. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">My suggestion is keep the time periods seperate which will hopefully keep the size of the pack down. You shouldn't be forced into getting Vietnam and WW2 addons, I personally don't have any desire to use them at all.<span id='postcolor'> Read the previous posts!!! We been talking in modules. In each module theres a theme.
  21. Lolsav

    Common addon pack

    Seems we have 2 wills in conflict in here. Maps vs Addons, where both cant live without each other. 1. Addons are updated ---> Maps who use old version not ---> delete 30 maps to get the update ---> No way! 2. Addons updated ---> check for its stability (no further updates = that requires times passing by)---> Update the server addon ---> make it compatible with the players using the server ---> make a pack with addons used on server = evrything runs smooth, nobody gets hurt.
  22. Lolsav

    Common addon pack

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (benu @ 16 May 2003,14:38)</td></tr><tr><td id="QUOTE"><span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Lolsav: i have to side with denoir in the updating issue. I don't think that one should use an older version of an addon for half a year when  a new, improved and bug-fixed version is out that is (most of the times) compatible to the old one.<span id='postcolor'> If its compatible no problem, just a minor update, and we dont even have to mess with the pack </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Denoir: i like your idea of an universal addon management system, but i don't think this is possible. Or it least it has to be done by people with a) too much time and b) enough "influence" in the ofp community to pull it off.<span id='postcolor'> Errr, where is that universal addon management tool? Is it real or an idea? We working on stable stuffs here
  23. Lolsav

    Common addon pack

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ 16 May 2003,14:06)</td></tr><tr><td id="QUOTE">Now one could of course gamble and let people play with different versions of addons, but I don't think that would be very popular. Â <span id='postcolor'> Actually my only concern in a case like that is: Are they compatible? Can the both versions stay in a server/mission? Since u are using BAS example ill tell u from my experience with the littlebirds. Great chopper, nicely modeled, a total sucess. We included it in our SES pack 4.0 (total downloads around 500). Not much time after a new version of littlebirds came out, and we had alredy dozen of missions with that addon. Option: delete the missions or fix them all? Or wait till the next addon pack update? The second option wasnt hard to pick. We just patiently wait. And we wont rush into a new addon until evryone is sure it isnt bugged (remember the kiowa?)
  24. Lolsav

    Common addon pack

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ 16 May 2003,13:26)</td></tr><tr><td id="QUOTE">Not to mention that the users will not be happy about it. Do you really expect people not do download new versions of an addon just because it isn't part of a pack? Â <span id='postcolor'> From my past experience: YES. The usual procedure i have seen lately is: PPl download addons and test them, check their "utility" (a concept not even aproached along this discussion) for multiplayer missions and advise it to Servers admins. This seems to be the path evrywhere (correct me if im wrong) Ppl will not have an updated version on their gaming folders if they are not in use of a server where they usually play or if it conflicts with a past addon. I mean, whats the use of having a addon if u cant really use it? The main "conflict" i see here its about maps having old versions of addons that cant be simply edited or replaced asap or at addon makers wishes. We all should compromise in a time to live of a addon until a next update/release. Cmon, how long do u all take to research/test an addon? is 4 months that much???
  25. Lolsav

    Common addon pack

    A new day and it seems things are getting a little better  Answering Zeus/nierop: yes the initiative is to carry on. Soon i will start editing my first post and edit it to be the place where the updated discussion results is going to be posted. Bring me those islands you guys want so we cant negotiate. Cuz i dont really see the need to have so many islands. We gonna need to see the advantages and disavantages of each one. @Denoir The time to live of the addon pack of 4 or 6 months gives addon makers time to fix/update their units, and to later on to include them on a updated pack. Dont really see the need to update a addon evryday. If its not good, or its buggy, why to include it? After that i would like to start discussing the proposal of Major Fubar, about how many Addon Folders we are gonna need. Ah! Dont forget to post islands with links and sizes in mb (unpacked)
×