malick
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Everything posted by malick
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I feel that a game of that scope needs to make decisions on what to load into the memory and what to render in 3D. Not everything needs to be loaded in every game: what happens off screen is of no interest to the player as he/she can not even see it. I actually play Falcon4.0:AF and it uses a very smart way of simulating a huge battlefield: a loading sphere. Everything that's outside a given range (or sphere) from the player is kept in 2D, and as soon as it enters the "sphere" it appears in the 3D world. This helps keep CPU usage down and makes it possible to follow THOUSANDS of units at any time, in real time. Those who played the game know what I mean ! And everything is truly dynamic...
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Look at the videos of OFP:E and you can see that, at least for XBox, the units can now lean around a corner. For the rest, I don't really care about new animations, as I'm sure that a lot of talented addon makers will tweak them as soon as the game hits the shelves. And, as far as I know, the game should be compatible with almost everything that was done for OFP, as it's just an engine update and not a whole new one. Some, the animations, as for all the other files, should be in the same format than OFP (*.rtm).
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Well, I tell myself that since I do not have the money to buy any game or new computer right now, the wait is easier... I'm sure that by the time ArmA comes out, I'll have all required funds to spend on replacing both 4 year old OFP and comp' ! Hang on guys, some months of wait is not that hard. Imagine we could wait for Game2 without anything to fill the gap.
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Thanks Tacrod for commitment (:p) As of now, I managed to adapt quite well the template to my own likings. I added some scripts of my own, butchered a bit through yours ( ) and completely reworked the radio menus (I don't like dialogs and boxes...). But I keep on getting an error message when the mission starts, and it seems to be coming from "spawn_insertion.sqs" (found it after quoting and unquoting all scripts, one by one). The message says: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[|*| : Error, invalid number in expression" I believe it comes from the createunit line, but I can't find a way to make it disappear. Otherwise, it works fine, even with this message... PM me if ever you wish to see the changes I did to the mission. Thanks !
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Hi ! First, I want to say that you (DMA) did a wonderful job with your last release. All addons, animations or missions are very professional and clean. So, thank you ! Then, let's come to the point. I'm trying to port CCE to DMA Lybia. Everything is going quite fine : I managed to change the units, the weapons, the vehicles, moved the GL and markers around to my own likings. Thanks to your clearly written scripts and docs. What I want to find right now is the variable that keeps track of the number of ennemies killed. Where and how is it defined ? Is there a similar value for friendly and civilian losses ? Thanks !
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To all the DMA team, a great thank you ! You just made me play OFP again... I just went through very quickly, a bit of SP Dyn War, a bit of Army replacement. Very impressive, great quality, no bug so far, not even a single grammar fault ! I must admit you're my new number one mod ! Thank you, I have no life again
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Oh, I finally managed to get it working. The problem was with the installer for sky textures, which seems to have corrupted the pbo... Anyway, found a workaround and it plays. But, my comp kinda sucks, so it plays more like a slideshow
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Help ! I've downloaded this mod and wanted to play but OFP tells me on launch: Then I CTD... What might I've done wrong ?
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Mmmmh, Sanctuary... Looks like you're killing us. At least me, for sure ! Well, I'm pretty sure this is gonna rock ! Dynamic missions/campaigns are an absolute must, and I kinda have much fun with Dynamic Afghanistan/Vietnam. At least, before I get killed, which appears to happen pretty quickly, though Keep up !
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Download works fine for me ! BTW, quite a nice video. Too bad we see some visual glitches sometimes due to your graphical settings... Gonna try the campaign as soon as it finishes DL'ing! Missions and campaigns are what OFP needs most. Thanks...
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Now, that is great news ! Any screens, or we shall see by ourselves before the end of the day ? Thanks for your work Sanctuary, guess you owe to sleep now !
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Hi Sanctuary, I really appreciate your work ! Thanks for what you've done so far. Just one thing you may want to correct, and then your pack may be close to perfect: when going from crouching to jogging, the transition "jumps" a bit. Another question: can you change the running speed of an unarmed man in a future pack ? Cause it seems unrealistic that a soldier with full equipment can run faster than a man not carrying anything. Thanks anyway !
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Hi PC ! Well, as far as I know, AAR is a real report with a full debriefing, not only a video replay of the mission. I read that it includes and traces on the map the movements of all troops, who fired a gun, with what efficiency... It gives the overall performance for each side, as compared to OFP that only tells you who you killed, and who died in your squad. It may not seem so much of a revolution, but it is pretty useful. edit: By the way, is anybody able to script something similar, or is it too complicated to even think of it ? I'm able to tell ingame what the losses are on each side, but can not export it to debriefing... Regarding talented addon makers being hired by some games companies, I'm very glad for them, cause this is what many seek ! On the other hand, this doesn't kill the community, in fact I even believe it stimulates it: their absence opens the way for new addon makers. And if these people can help BIS or BIA making even better games, well, I couldn't be less happy It would be sad, cause this time we would have to pay for the insane quality people like ECP, Kegety's, OFrP, BAS, UKF, DKM (and so many more !) put into their usually free addons. I've been playing OFP since Day 1 of this community, and I would pay without any doubt. Thanks all addon makers ! We love you Â
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Hi djukel ! I can't get your mission to work (v0.96) ! When I launch it in the missions menu, it loads and just when the screen changes to "Get Ready", I CTD with an error message saying "wrong format in p3d file" or something similar. I have all the addons installed, and they all work properly. Am i the only one ? Help ! Thanks...
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New Anim pack for replacing Anim.pbo
malick replied to Dreamy Knight's topic in ADDONS & MODS: COMPLETE
Well, after quite a lot of testing (and toying with the new anims, too ) it seems that they still manage to hit me... But, most of the time it takes them an entire magazine ! Quite annoying now when you watch a fire fight between two squads to see bullets fly just some inches above their heads Let's say it's a bit more realistic, without any high dispersion weapon Stupid, stupid soldiers -
New Anim pack for replacing Anim.pbo
malick replied to Dreamy Knight's topic in ADDONS & MODS: COMPLETE
Hi all... First, I must say that I really like the new anims, they just feel right, and look a lot better than the original BIS ones. Good work. I have one question, though, maybe some of you would be able to give me an explanation: with these new anims all units now seem to be unable to hit a goddamn target 10 meters ahead ... Is it only me ? I tested it with Ofrp infantry units, and original BIS resistance, and both of them were firing way too high (like 15° above the horizontal). Is it due to the new anims (with all stances), or just cause my soldiers are plain stupid ? Please have a look at it, cause it kinda kills the fun -
OK, that's what I thought in the first time. But I had to try, too optimistic by nature! So we'll have to wait for final version of 1.92. Shouldn't be that long, hmm ? Let me think about this Laser problem... I don't know if your mod was the only one responsible for it, though In fact, the problem is simple: for a time, machine gunners in west squads had no M60, but could still fire, and Laser designator had a problem, for they could'nt designate a single target (as soon as I had the designator in hand, the soldier couldn't stop spinning on himself, weird). I discussed it in another thread, which I'm too lazy to point to right now Maybe I'll edit some time or another. Oh, you did a 1.4, too bad, I can't even download Not even try it :cry:
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Hi ! Hey, Goldmember, did Pitviper give you DynRange cpp, since 1.92b has been released ? Or will he wait till 1.92 final ? Hope he will, cause I now run GMR1.32 middle, and to cope with the lack of new sounds that were provided by DynRange, I reinstalled Battlesounds1.1 by I-forgot-his-name. But I was really fond of DR BTW, I didn't have time to check, did you correct the little problem some of us had with the laser designator ? Effective in 1.32 ? Thanks mate, I really appreciate what you did!
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In case no one told you: I'll marry you when you release this lil' baby ! Thanks for making it, I believe many a humble island maker like me will be pleased with this tool, which looks powerful and simple ! Tell me there's no Czech rude language hidden in it (though it would be cool for a little clin d'oeil)...
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Watch out what you say Warin ! Or you'll be next in the evil empire list, and your country we'll be bombed based on secret report that you and your neighborhood detain WMD... Then the secret police will come, and it will get really nasty! "What is this cannister of oil for? And this razor, I'm sure it's to hijack an airplane! You didn't vote Republican, did you?"
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Hehe maybe I forgot I already asked you about bullet hit Have to sleep a bit more and play a bit less ;) For the exploding tank, I don't think, from what I've seen so far, that OFP computes the remaining ammo and fuel in order to decide wether the tank explodes or not. In fact, I've never noticed that some tanks didn't explode. For me, each time a tank takes a deadly hit, he goes boom... But I think that your running-away-from-the-disabled-tank shall do the trick.
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Mmmmh, who is Fasano, he seems to upset you ? Hey, if the film were to be made by Michael Moore with Marylin Manson playing Lynch, then I'd say "Yeahaa, we're gonna have some fun" But now it seems the absolute "let's-kill-some-iraqi-and-never-show-how-we-were-able-to-slaughter-500000-people-in-12-year s-and-make-military-morons-happy" movie.
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Well, as we can say, survival is THE key feature in war... And if Saddam fled, but didn't left Iraq, it was just to resist and stand fighting, because he had planned this long before. He may not be doing it himself, though... He knew he wouldn't win by frontal confrontation, this is why "major military operations ceased on May 1" and not "the war ended on May 1"...
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Hey, quite nice features ! You are out of idea? Wait, I'll find you some... Make MGbullet hit produce more smoke or dust, with a greyish sprite instead of the brown one, so that when bullets hit the ground the cloudlets climb a lot slower and spread on the sides too. This may slow down computers, though. Sometimes, real tanks won't exlode. They will just be disabled by a fatal shot, maybe killing the crew. Maybe (just wondering) you can do so that on destruction some tanks just don't produce an explosion at all. Hell, you're right, can't find anything more... I'll edit my post if I find something Good work !
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In fact, I tried sliding the LOD full right, so that it is set at 0.005 or something like this. I did notice a little slow down in frame rate, but not as much as I expected. The quality is not definitely better, neither. What really makes it is the textures and objects size, when I set them beyond 512x512. So, really, what is LOD ? I am no programer or modeler, and I still don't see what it is for ?