LoTekK
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Everything posted by LoTekK
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I wasn't able to find anything about this in particular, but I haven't managed to peruse this entire thread. Anyways, I've noticed that some of the smoke effects in ECP (in particular, most of the white smoke from explosions) remains luminous at night even in the absence of external light sources: This was taken with a world time of 0430 on Desert Island, with no external lights aside from the sun, which was below the horizon. Is there a way to change this so that the smoke doesn't glow like that? It's a bit disconcerting.
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Oops, you're right. I erroneously thought that the smoke markers were using the same smoke effects as the regular white smoke from explosions. Sorry, wrong thread then! Just so I don't look completely like a fool, I'd be rather interested in akd's config. And the replacement pack in general simply rocks.
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I was playing some night missions the other day with the DMA Army pack and ECP, and noticed something rather odd about the smoke particles. Most smoke particles show up just fine (aside from the random z-sorting issues), but I noticed that the "white" smoke particles show up as completely lit, all the time. This is obviously most apparent at night: That's the resultant smoke from a hand grenade blast at 0430hrs, with no additional lights other than the sun, which is below the horizon. The luminous white smoke occurs with any effect that uses white smoke, whether it's satchels going off, white smoke markers, etc. This only happens with the DMA pack (I haven't tried Naval, though), and not with stock OFP, or OFP + ECP. Does anyone else have this issue, or do I have a botched something or other?
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Well hey, I guess there's some interest in this. With the nifty ideas here (the tripod-mounted camera could be fun ), this could turn into something a little bigger than the original scope of just sticking this one little camera into OFP. Might be fun to make cameras for different eras, even. I actually had toyed with the idea of making a video camera (for obvious reasons completely non-functional as an actual video camera ), and subclassing it using the AT/AA launcher to use those animations. If that happens, it would likely be purely cosmetic (maybe say, for a cutscene involving a newscast?) because of the movement limitations of that pose. UNN, I've never actually heard of or seen a camera on a rifle stock, movie or otherwise. Unless of course you mean those minicamera things that feed to a helmet-mounted display. Care to elaborate? I just took a look at FWatch (for some reason I had always gotten it confused with that Addon Watcher utility). Holy crap, that thing is awesome. I gotta say, Kegetys has put out some amazing stuff, chiefly among them DXDLL and FWatch. Could anyone elaborate on how to get FWatch setup for screenshots? Because that would be nifty. Now, missions-wise, a workable camera would be a little trickier, depending on how you'd want to set up the objectives. I had a couple of ideas in my head, but I'm a bit of a scripting and addon newbie, at least as far as OFP is concerned. So, questions and discussion. Let's say you wanted to have a mission where the player's objective was to get recon photographs of some SCUD park, for example. Getting things setup so that you could check off the objective based on the photograph might be tricky. One idea I had was to use a fired EH to trigger a script to search the area in an arc in front of the player (is there a way to get up/down facing?) to look for the presence of the SCUDs. This is pretty simplistic, though, and would be a lot better if we could account for the current FOV (both for determining the check distance, as well as the arc to search). As far as I can see, though, there doesn't appear to be any way to determine FOV. This method also wouldn't account for objects or terrain blocking your view. Another cockamamie idea I had was for the camera to fire a non-damaging projectile, and somehow use that to check for things. Maybe a combination of the two, so LOS can be verified? I dunno, I'm rambling. I'm going to be out of town til next week, so if I don't reply (I may have my laptop with me) just keep the discussion going. I'm chuffed to see some discussion about this. I'll see if I can get y'all an update next week.
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Are you playing with ECP or one of the other unit replacement packs? Maybe you were hit earlier and you're simply bleeding out? THobson, yeah I kinda figured that out after several attempts to sneak around killing soldiers. On my best run I managed to nail about six or seven of them before one put one between my eyes. After I put three 5.56 rounds into him. :\ Shall attempt to sneak out on my next run. Now I just have to figure out where that damned cabin is.
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Oh, if you still want to use one of the high res sky packs, you can delete the desta01-04 files from the newdata folder before running the install.bat. That will keep the default BIS rain textures while using the high res skies (as well as whatever else you put in there). THobson, I have to say, this is one amazing mission. I haven't gotten very far yet (I'm currently trying to find the old man's mountain house), but it's super tense. I do have to admit being incredibly annoyed about the initial trek up the cliff, though. Some things, though. I'm not sure if I maybe didn't hit a trigger I was supposed to, or maybe there was something in the intro that I forgot about, but I initially found the first encounter very confusing. I was expecting to find the old man and talk to him, but got shot with no warning. Then I shot the girl. It was really really dark, so I couldn't actually see, and I certainly wasn't expecting a non-combatant after all that shooting. Maybe for future endeavors you could consider some internal monologue? I'm not a huge fan of trial and error in situations like this. Otherwise, thumbs up for such an incredibly ambitious project, and for completing it. Wish I had gotten back into Flashpoint earlier to help out with the beta testing. Cheers! edit: Scratch that. I only thought I was looking for the cabin. Turns out I first have to concentrate on getting out of Vigny in one piece first. Once again, thumbs up for some great work. I'm having a hell of a time evading the soldiers because they're constantly on the move. That alone is upping the tension level immeasurably. I'm just glad I ran into a nearby ruin for a breather before I quit last night after the first in-mission cutscene.
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Anyone ever had this happen to them while the spectator script is enabled for single player? This was the first time I've seen this error. I had a pilot flying me around in an OH-58 so I could do some sightseeing on Nogoyev (third-party island). At some point I got bored, so I ejected at low altitude, and died. The above was the result. The error, though, wasn't so much of an issue. Could be annoying, but not a show stopper, per se. What was a showstopper, was not being able to cancel out of the script. I ended up having to close OFP from the task manager. Any way to just get the script to quit out if it encounters such an error? edit: Forgot to add that the above location is not where I ejected and died. I'm assuming the location corresponds to 0,0 or something (the camera flew over after I died).
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@L'etranger: From the first page of this thread, as well as from the readme that came with the mission:
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Thanks Llaumax, that did the trick. I don't quite get why, though. The installers all replace stuff in both the base dta folder as well as the hwtl folder. Also, the skies were showing up just fine in regular D3D mode, it's just that I kept getting those apparently unrelated errors (ural-t.p3d, for example, which shouldn't have been touched at all, as far as I can see from the installer).
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I realize this is an old thread, but it was the most recent of the various skypack threads. I'm having an odd issue when trying to get the skypack installed (not just this one, either, I've tried Llaumax's as well as Kegetys' original). The installation itself goes fine (unpack, repack), but when I start up OFP, I'm immediately assaulted with "Cannot load ural-t.p3d". The skies show up fine, however. Loading up the mission editor and previewing gives me a "Cannot load someczechword.p3d". I'm running on WinXP, and I've tried the sky packs without any other addons loaded, as well as with ECP, etc. In a semi-related issue, the custom laptop addon (the Thinkpad) packs, but I still get the original BIS laptop. Am I missing something of the process?
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Sorry to dig up an old thread, but I've only recently starting messing with Visitor. I'm having an odd problem with buldozer, but only when I'm running it standalone or from Visitor, in that the usual movement/view keys don't work as advertised, and mouse movements move my viewpoint without having to hold down LMB. Curiously enough, this does not happen when Buldozer is called from O2Light. Any ideas? Right now I'm unable to change altitude, viewing angle, and certainly not able to get anything useful done in Buldozer because of the fact that the view moves around whether or not my LMB is depressed.
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Is it just me, or does that look like an A1-style (triangular) heatshield?
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If you're planning to add SUVs, I recall this one particular SUV I saw on Modern Marvels on the History Channel some time back. It looked for all intents and purposes like a stock standard Chevy Suburban. That is, until the roof of the cargo section opened up, and a mounted machine gun raised up. The thing was controled via a joystick and dash-mounted display, keeping the occupants safe from small arms fire in the heavily armored SUV. Too bad I can't remember the name of the company that manufactured that particular one.
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The BAS choppers only handle warnings for when a missile has been launched at you. I believe Thunder Bunny is asking for something different. As far as I'm aware, though, there are no event handlers for acquiring and maintaining a lock, and I can't think of any hooks that you could access for such (though I'm admittedly a relative newbie when it comes to OFP scripting).
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Oh, right, the topic. Sorry 'bout that, that AK was just too good to pass up. These units are looking ace. I checked out the beta version with the three units, and they look awesome. Nice texturing and modelling work. Definitely looking forward to using these guys.
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It's not a scope. It's a CQB sight. edit: And yes, it definitely looks pretty silly. I don't even want to think about what the muzzle blast on that thing must be like
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Doh! Double-posted.
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I, for one, can definitely live without ragdolls. Maybe it's just me, but I've always prefered well-done death animations over ragdoll deaths. The problem with straight ragdoll deaths is that they pretty much simulate what might happen in a brain-pan shot, or one that severs the spinal column from the neck down. If ragdoll is to be implemented properly, I'd like to see a system that combines death animations (whether by-hand or mocapped) with ragdolls. FEAR is one of the first games I've seen to use a form of this, though I've been espousing this system for years. The other thing to consider if implementing ragdolls is the overall feel. Nothing annoys me (and destroys my suspension of disbelief) more than ragdolls that aren't tweaked properly, from poor jointing (Rogue Spear comes to mind) to exaggerated kinetic effects (Half Life 2 - a .357 round is not going to launch a person 6 feet in the air and throw him 15 feet back). FEAR, once again, comes to mind with regards to pretty well-done ragdolls.
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I never noticed this before, since I don't do a lot of splitting up into different teams in close proximity, but I started noticing it while doing a convoy ambush in Dynamic Afghanistan. Basically, when you split your squad up into teams (well, you don't even need to assign team colors, actually), and give them movement orders, their formation spacing remains relative to the entire squad. This means that ordering 11 and 12 (in DA these are the sniper and spotter) to a location will result in 11 moving to that spot, and 12 ends up a good 100m to the left or right (recall that in line formation, 11 and 12 are on opposite ends of the formation). If we change this around, and instead order 2 and 4 to a particular spot, they end up logically close together, recalling that in line formation, 2 and 4 are adjacent. Note also that this behavior applies no matter what formation you currently have assigned. For example, I ordered my squad into echelon right formation, and issued a move order to 11 and 12, and they ended up at their destination the same distance apart as when in line formation. So. For whatever reason, units given move orders are respecting their given positions and spacings based on line formation, no matter what. Now, the kicker. Is there any way at all to change this behavior? It makes splitting up your team a little less practical than if they would simply space themselves relative to the number of people in their respective teams. This way if I want to set up an MG team, I don't have to worry about the team spacing themselves out over 200m, for example, and instead keep close enough together to support each other if necessary. edit: Oops. Forgot to add pics to illustrate. This first pic shows the final positions of 2 and 4 (adjacent when in line formation) when given a move command: This one shows 8 and 9 (opposite ends of a line formation):
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Thanks Ace, that did the trick as far as working around the screenshots issue. I'm still curious as to why this is happening in the first place, though. Also, just noticed something else odd. If I run the game using the launcher, the "Disable UI" function doesn't work either. The readout says that it's disabled the UI, but everything still shows up as per normal. Running from a regular shortcut, once again, has everything working as it should. Any ideas why this is happening? And to clarify, every other DXDLL feature is working as advertised, aside from the screenshots and Disable UI (well, reflections don't work, but that's probably due to my GPU).
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I looked through most of this thread but didn't see this particular issue mentioned, so I'm not sure if it's something particular on my end. I'm using Kegetys' OFP launcher that I got from his website, which works wonderfully, and DXDLL works great as well. However, I'm finding that when I launch OFP from his launcher, any screenshots that I take are not saved to the DXDLL\screenshots folder. However, the "Saving screenshot" message shows up. This happens whether I use PrtScr or App-F8 (and whether or not I disable the 'handle PrtScr' option in the DXDLL configurator). When I launch with the regular shortcut, the screenshots are saved properly. This happens whether or not I have any addons enabled (both the standard shortcut as well as the launcher with no addons selected). Any ideas?
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I think an app like Placebo's described would be ideal. It would allow BIS to collect as much specific info as they needed, and since it would be in the form of a text file that would be emailed to them, the slightly more paranoid among us would be able to verify the contents of said file. And just so I don't drop the ball: Intel Centrino 1.73Ghz Sonoma 740 512MB PC2-3200 RAM @400Mhz 60GB HDD SoundMax Digital Audio (on-board sound) Intel 915GMA (on-board video) 2MBit/256kbit Cable (down/up)
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Lordy. A lesson in sarcasm might be in order, possibly? o_O These models look downright amazing. The 4th shot (the one with the Huey) totally sold me. Not that the other shots weren't good, mind you, but all the extra crap on them (as in, LBVs, pouches, etc) really makes everything work. Fan-frigging-tastic.
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I seem to be having some trouble loading up Dynamic Afghanistan 1.1. Whenever I try to start it up, I get an error message saying I've tried various combinations of Addons, ranging from ECP 1.085 plus the DMA Army Pack (along with all the required addons, of course), to loading up stock Resistance with the required addons. No luck. :\ For reference, Afghan 1.2b, 1.3, and DF all load up okay.
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Ah, that's fine then, I'll go ahead and download the pack. Thanks! Wow, three replies in three minutes.