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Mad Computer Doggy

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About Mad Computer Doggy

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  1. Mad Computer Doggy

    Flashpoint Community Hardware Specs.

    -Mobo: Shuttle AN35n nForce2 Ultra http://www.hexus.net/content....2U9Mg== => really, the best board I ever got in every aspect -I use the integrated sound & LAN onboard ALC650 sound codec -CPU: AMD Athlon XP+ (Barton) 2500 -RAM: 2x512 MB dual channel, TwinMOS Twister http://www.twinmos.com/dram/dram_p_twister_dualchannel_ddr400.htm -GPU: Gigabyte AGP8x 128MB GDDR3 RAM 128bit mem. interface GV-N66128DP http://www.gigabyte.de/VGA/Products/Products_GV-N66128DP.htm -Mouse: Logitech optical wheel mouse, not cordless. I hate those crappy radio mice that interphere with mobils and stuff. I'm also to lazy to buy new batteries -Keyboard: some simple microsoft natural keyboard compatible PS/2 device made by Cherry. Old, but dammit rustic-style keys are really essential for an old lad hammering into his board in games like OFP. All this stuff is both selected&wired together by myself.
  2. Mad Computer Doggy

    Ai thread

    Yep, but here is more. I guess it has been posted a thousand times here in this forum, but I just want to conclude it here. Some more suggestions: -players should be able to look up steaper than 45°, though it's currently impossible shooting an aircraft which flies (almost) directly over you. Well, that might be dangerous firing LAWs on a heli flying directly over you, but it's also just going on my nerves. -binoculars should be easier to use, I mean you should at least be able to creep while looking through it. -Yeahh, changing one's entire wearing would be cool for espionage/infiltrating missions (I like those Hitman games) -Definately the entire game physics should be improved, and I spare you the details, cause I know everyone here knows that probably. And GeoMod would be cool(I am just remembering some red faction action...), but I doubt it would work acceptable on terrain 100km^2 big
  3. Mad Computer Doggy

    Ai thread

    I would like the following: -squads bigger than 12 units (obvious) -more hierarchical levels, like even the squad leaders awaits orders from superiors. e.g. units, squads and platoons...commander -more communication between different squads -units should notice both dead enemy and friend units and act upon. -units/player should be able to simulate death (prone+stand still...) -ai units shouldn't be able to view through foliage, smoke and other objects, that's just dammit unrealistic. BTW, aren't there yet some bushes in OFP in which the ai can't see you? But they should notice you if they get closer, say <50 feet -ai should act differently on different weapon firing. For example, if you're a west guy playing with a AK and some east guys hear you, the should think "might be some idiot playing with it's gun", but being alerted if they hear a M16 -vehicles should be fully accessible. e.g. walking in some...
  4. Mad Computer Doggy

    Graphics engine improvement

    I've been playing the old OFP again with a hell of a lot better system then I had before. But some mission FPS are very dissapointing. I imagine that it has to do with the old engine and certain limitations in it. ANd it's not only the limitation. The old engine also seems to be quiet unoptimized in terms of speed ;(
  5. Mad Computer Doggy

    Performance issues.

    Finally I found the right place to talk about performance issues in OFP. I have already posted my problem here: http://www.flashpoint1985.com/cgi-bin....;st=360 Has anyone an idea, why OFP has the following 2 performance problems. Thos are not erally understandable for me: -150-300 cycling AI units suck CPU performance, but I don't guess why they are taking THAT much performance. Although AI seems quiet good (compared to other games), it uses terribly slow code naturally the units are spreadded in a 3km2 area, so you don't see them all simultanously -The object LOD management is also very slow. Adjusting some hundreds/thousands of objects' LOD in realtime should neither be that slow. Seems also very poor coded. Only solution seems to decrease detail level, but on my system, that's not fun CPU: AMD Athlon XP 3200+ RAM: 2*512MB PC3200 dual channel GPU: nVidia geForce 6800 128MB board: nForce 2 ultra 400
  6. Mad Computer Doggy

    Game physics

    Hi I got some further suggestions. I would like to be able to drop and pick up each individual part of your inventory. Like dropping each gun, ammunition, glasses, boots, your closing Similar things are already present in other games, and are probably not that hard to make. And another, more general performance thingy. I'm having a quiet recent system (Athlon XP 3200+, 1GB RAM, geForce 6800...), and even with all this, my self-made OFP mission is unreasonable slow . Well, it is a "larger" mission, with 150-250 total ai units, but whatever I change, my mission is just terribly jerking, until I stop every unit with "_x stop true" foreach..., but that's not the point in it. Another issue is, empty missions with a viewingdistance of 2000 and more tend to also jerk awesomly. Sure, T&L mode is enabled. The last issue leads me to the conclusion, that OFP's Object LOD management (bushes and units...) has very slow code, e.g. no MMX/SSE optimizations, because I've seen yet better results. And I hope, that if OFP2 is going to have some better physics, it won't have suck CPU taht much.
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