MattyDienhoff
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Everything posted by MattyDienhoff
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Having installed Flashpoint on 64-bit Windows 7, the game seemed to work fine overall but I soon encountered a problem with very twitchy mouse movement. I figured out how to fix it myself, but I've seen some people asking about this so I'll describe how I fixed it in hopes that anyone else who has this problem will find this. Problem: Mouse movement is extremely twitchy, sometimes causing the player to spin around in circles when looking around to the sides, for instance. Likely cause: Vertical synchronization (V-sync) is turned off in your graphics drivers' settings. This can lead to mouse sensitivity issues in various games, especially at high frame rates. Solution: Use a driver tweaking utility to turn V-sync on. Note: If you have an ATI graphics card, you can use the official Catalyst Control Center or the ATI Tray Tools utiility to do this. Also, keep in mind that you don't necessarily have to force V-sync on (as that might cause problems with other games you play), I personally just changed the setting from "Always Off" to "Application Preference" and now OFP uses V-sync and the mouse problems are gone.
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I gave them a try. Pretty nice! They both work fine on my system and improve the looks quite a bit. DXDLL's lighting still looks better to my eyes, but a big part of that is probably that I've tweaked DXDLL to my liking and gotten used to it that way. :P Compared to DXDLL, the big upside of this FXAA injector for me is that it works fine with Steam's in-game overlay (DXDLL doesn't). On the other hand, FXAA lacks DXDLL's fix for the washed out colors at night.
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Since first buying Operation Flashpoint in late 2001, I don't think I ever really stopped playing it, not for more than 6 months anyway. Even nowadays, I have a game at least once a month, usually more than once a week. Mainly, this is because it's still one of my favourite cooperative games and I play it regularly with family (that's another good story entirely), but I also play single missions and the wonderful official campaigns. It's just a great experience and nothing quite replaces it, not even ArmA II. And of course there's always the mission editor. I just never tire of throwing random scenarios together for entertainment. If Minecraft is my Lego, then OFP's editor is my plastic army men. :D Of course, I do use mods, as great as OFP is, its dated sounds, visuals and effects would have really gotten to me by now without mods. I use DXDLL, a sky replacement, unit and weapon replacements, and last but least, ECP for its wonderful improved effects, AI, scripts, and that utterly brilliant dynamic AI chatter plugin. Seriously, I was shocked at how much immersion and entertainment value that adds to the game. It's amazing to be in a dark forest surrounded by enemies you can't see but hearing them whispering urgently to one another just before all hell breaks loose. That plugin results in everything from panicked shouts and exclamations in the heat of battle, to random funny remarks that are all the more hilarious when they just happen to be relevant. Like when I was loading my squad into a Blackhawk we were going to parachute out of and one of my men said "I-I think I'm gonna be sick.". :eek:
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I have something relevant to add: I think the problem stems from the fact that OFP is a D3D8 game, but DXDLL changes it to D3D9 in a way that overlays (such as Steam's) fail to recognize. I'm pretty sure this is the case, because I also had this problem with the Xfire application's in-game overlay, and that theory led me to a fix. Unmodded OFP and the Xfire overlay work together perfectly, but if I tried to run DXDLL too, it would simply fail to initialize. Not quite as bad as the crash you get if you try it with Steam but still, it doesn't work. Anyway, the important thing is that I solved that particular problem. I manually edited Xfire's entry for the game, changing the renderer from D3D8 to D3D9. Now, OFP, the Xfire overlay, and DXDLL work together perfectly. I'm hoping this clues us in on how to get Steam's overlay to work with DXDLL too. Unlike Steam, Xfire automatically detects any installed games that it supports, and creates a small entry about each one with information such as its location and, cruically, what renderer it uses. Xfire auto-detected OFP to be D3D8, so I simply told it it's D3D9. The problem is, I know of no way to control this in Steam's case because it has no such entries. Steam seems to determine what renderer any given game uses at the moment you run it; as evidenced by this excerpt from Steam's "GameOverlayRenderer.log" from immediately after I tried to run OFP with DXDLL and Steam overlay: Wed Sep 28 18:59:38 2011 UTC - Game is using D3D8, preparing to hook. I already posted on the Steam forums asking if there's any way to force Steam to recognize a game as D3D9, but there are no replies yet and I'm not holding my breath. :(
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I sent Codemasters an email asking about this. I'll post here if I get a reply. I wouldn't be surprised if I never do, though. :rolleyes:
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Thanks!
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Addonis, I like the sound of that change, could you upload the files you changed somewhere?
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No, they completely escaped my attention until now. I did this -- one file at a time, just to be careful -- and it works like a charm! I've tested out all of the animations relating to handguns, and it works well. Only the animations for switching from handguns to primary weapons are a bit twitchy, but it's minor and barely noticeable. Thank you, Sanctuary, for such a rapid and helpful reply! :D
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Sanctuary, I have a question which I hope won't be too difficult to answer. Rather than using the whole mod pack as such, I added the new units, the weapon pack associated with them, and the default replacement crew and pilots to my heavily customized ECP folder. I'm already using an older animation pack of yours which I don't want to switch from. There is no version number, but this is what it says at the top of the readme: ------------------------------------------------------------------- Dynamic Mission Alliance Animation Replacement pack -NEXTGEN- FINAL ------------------------------------------------------------------- by Sanctuary 19 July 2006 It replaces most animations with much nicer ones, though it doesn't incorporate leaning or rolling, that suits me fine. On the other hand, it doesn't change the handgun animations at all, and the default handgun animations are rather jerky and ugly, as you know. The handgun animations in the latest WW4 pack, on the other hand, are very nice and fluid. So, I decided I would like to use the handgun animations from the latest version of WW4 in conjunction with the aforementioned DMA pack, but minus the crouch walk, lean and rolling abilities (so the handgun animations would be consistent with the others, you understand.), but I'm not quite sure what to do to accomplish this. I surmised that the new animations for the handguns are in ww4_pistolanims.pbo, but I expect that some config editing is required to point the new animations contained therein. I had a look at the WW4 config.cpp to try to figure out a way, but I'm a bit in over my head. :( tl;dr version: How would I go about replacing the default handgun animations for standing, crouching, laying prone, walking and sprinting with those from the new WW4 pack, but leaving all of the other animations as they are? This is my ECP config, just in case having access to it might help in any way... I know this is a strange question, why shouldn't I use the new pack in its entirety and be done with it, right? Well, what can I say? I'm fickle. You know how subjective these things can be. :o I'll understand if you don't want to assist, but if you could point me in the right direction I'd be grateful. :) By the way, huge respect for what you're doing, it gives me a glad feeling to know that people are still creating quality material for this great game.
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Zulu, I'd be obliged if you could send me "Kyllikin Kiirastuli" and "Hard Times". :)
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Problem with DXDLL - flickering shadows, particles and reflections
MattyDienhoff posted a topic in TROUBLESHOOTING
Having recently installed Windows 7 (64-bit), I got OFP up and running again and there's a new problem. While I'm running around in the game world this intermittent... flickering takes place. During this flickering: -The shadows turn completely black -The crosshair becomes a black square and other UI elements that are supposed to be hidden when not in use (such as the command bar and that white circle that appears around you when you go into the tactical view) appear, then disappear. -All reflections disappear from the water. -Particles, like smoke, clouds, and the rain overlay, become very bright and pronounced, as if their opacity has been reduced to 0. It seems to happen only when I look in certain directions, and it usually goes away after the first few minutes of a mission, but then it usually comes back again some time later. I did have this problem on Windows XP, mind, but it would only happen after I had alt-tabbed out of the game, then gone back in, and it would only do it sometimes. Switching out of, then back into the game a second time usually fixed it. This time I'm not so lucky. The problem is persistent and very annoying. UPDATE: I've established that this problem only happens when DXDLL is present, so I've been tinkering with its various settings and I managed to narrow it down to the reflections. With reflections off, this problem no longer occurs. No matter how the reflections are configured, the problem occurs, so I'll just have to do without reflections. :( -
I've come across many missions made by Blake of LDD Kyllikki on various servers in the past, and I really like them because they tend to be varied, designed in a simple but elegant kind of way, and use no addons. Some of my favourite cooperative missions are made by him (Desperate Measures, A Bridge To Freedom, Coast Raiders, Pro Patria II). So I have a lot of his missions but I have no doubt I'm missing some. Does anyone know where to find his missions or know how to contact him?
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I'm guessing that the ultra-high mouse sensitivity you're talking about is causing you to spin around in circles when you try to look around? Do you also find that some key presses (especially toggles such as F for walk) intermittently fail to register?
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I'm looking for a Trabant pack that was being made by Kalashnikov471. Details here: http://ofp.gamepark.cz/index.php?showthis=10609 If he released it, I never could find it anywhere, yet more recently one of the cars from the pack showed up in a screenshot -Martin- took of his in-progress island "Taviana": http://ofp.gamepark.cz/news/pics3/taviana_wip_12-09_01.jpg Does anyone have it? If so I'd be really grateful if you'd upload it somewhere.
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How do I change what weapon a unit has when it respawns?
MattyDienhoff posted a topic in OFP : MISSION EDITING & SCRIPTING
See the title. Please don't misunderstand my question, I know how to change what equipment a unit starts with at the beginning of the game, that's easy via the init field, but when the unit dies and respawns in a multiplayer game they always respawn with the default weapon for their side (West - M16, East - AK74, Guer - AK47...), and I'd like to know how to specify what equipment a player is given when they respawn. -
How do I change what weapon a unit has when it respawns?
MattyDienhoff replied to MattyDienhoff's topic in OFP : MISSION EDITING & SCRIPTING
I'll do that, thanks! :) -
Cheers!
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I have to find that out for myself, I'm too curious. That, and I can't stand the default AK74 and G3/M14/FAL sounds. :P I'd be much obliged if you'd upload them.
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I'm looking for these JAM 3 Soundpacks: Community Repeater Rainbow Pack Rainbow Repeater Pack Cinemania Pack Cinemania Repeater Pack I can't find them anywhere, and the link in the post I quoted above is broken too. Help!
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There are two things that trouble me at the moment, and I'm hoping someone can help me: 1. I want to use this ZIL truck pack in a coop mission I play all the time, but there's a pretty bad bug in those trucks' config. Whenever a truck is mentioned in radio speech (for example "12 O CLOCK, TRUCK, 200"), an error box reading "No entry 'config.cpp/CfgVoice/Words.ural'." appears. I'm guessing because the config refers to a non-existent radio message describing the vehicle. Having error messages like that pop up in the middle of combat is unacceptable, so I just don't use them at all, but I'd like to. I emailed the author about it a month or so ago, and he replied that he's not interested in modding anymore and won't fix the issue. It seems to me that it should be fairly simple to fix, just a matter of getting it to refer to the right sound (whatever that might be). The problem is I know next to nothing about configs and looking in one just about gives me a headache, so if anyone could give me any pointers I'd be much obliged. 2. The Mapfact Weapon Pack is, in its current state, a mod in and of itself (with a rather messy install process). I want to be able to use it as a simple pack that can be used with other large mods (such as FDF or FFUR) with no issues, and I don't care if certain features (such as the ability to detach suppressors) have to be sacrificed in the process. The problem is, assuming that this is even possible, it would, no doubt, involve a lot of config editing, which is completely beyond me. Help, please? :(
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FDF Mod added an 'engaging' option in the 'status' section of the radio menu. Since you can't report your position properly, if a human squad leader asks me to report status, I just say 'ready', assuming I'm not injured/out of ammunition.
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That aggressive tone is uncalled for.
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I love the new units. Thanks sanctuary!
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Mapfact Weaponpack v1.0 by Marco-Polo-IV
MattyDienhoff replied to raedor's topic in ADDONS & MODS: COMPLETE
Has anyone converted this to work as a simple addon pack as opposed to a mod? If not, does anyone have any advice as to how I'd go about doing this myself? I don't care if doing so means sacrificing certain features (like detaching suppressors), I just want to be able to use these weapons with other mods, like FFUR or FDF Mod. -
Full list of weapons with descriptions and pictures: http://www.imfdb.org/index.php?title=Operation_Flashpoint Full list of weapons: http://community.bistudio.com/wiki/Operation_Flashpoint:_List_of_weapons Full list of vehicles: http://community.bistudio.com/wiki/Operation_Flashpoint:_List_of_vehicles