nyles
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Everything posted by nyles
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Rag doll effects are a must for OFP2. This is starting to get an important standard feature of 3d games. Of course the way it has been implemented in RavenShield for example, has shown some of the weaknesses, but it's a very fresh technique and the implementation in recent games like Max Payne 2 has shown the potential. The way opponents react to bullet hits, explosions and their movement and interaction with the terrain makes Max Payne 2 very believable even though it is based on action movie realism. Rag doll phyics, combined with the option to dismember opponents like blowing limbs of with a landmine or through a hit with a 20mm autocannon would make OFP and the expected Vietnam theme a very intense experience.
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I have not been able to reproduce this bug with 1.91, either. Speaking of bugs: -There still is the bug with the timebomb item not showing up on the equipment space. Strange is though, that there is no "missing .paa" error message. Instead, the occupied space of the timebomb in the inventory is empty and you can't pick up anything else. The timebomb works, but it just doesn't show up. -Another bug is that if a vehicle starts with no ammunition for its weapons, you can't reload at an ammo truck later during the mission. You have to have at least 1 piece of ammunition left in the weapon. Avon, I don't think that there would be many new things in 1.95 or whatever the classification of the final patch will be. Some weeks ago, I mailed BIS and asked if it would be possible to tweak the locking on infantry feature so that it would not longer be possible to target infantry (which doesn't show up on radar) outside the viewdistance. In the German OFP Community, abuse of that for sure not like that intended feature, ruins a lot of multiplayer games. As it would be of course way too complicated to rework the whole targeting routines, I suggested to at least cut down the distance where lock on of infantry is possible to around 66% of the set viewdistance, so that you can only target them when really able to see them. That way infantry can fight back. It is really frustrating to get killed by a tank or aircraft and not be able to fight back with the standard OFP settings. This game balance adjustment would be badly needed for the sake of playability. The answer I got was that they are sorry, but they are not planning any major changes for OFP, just bugfixing. Hehe, but I won't be Nyles if I wouldn't still ask  : Suma, could you maybe add some more eventhandlers to OFP with the final patch? It shouldn't be too hard and some more would really enhance the addon and mapping community's possibilities. I would really like to see the an event handler which triggers when a unit is targeted/locked by another unit for example. Also it would be really great to some new and easy to implement commands like "SetMarkerText" and "GetMarkerText" or getweather. Furthermore I would like to see options to predefine the colour subteams in any squad, so that the player doesn't have to assign soldiers of his squad to different colour teams. Since OFP 1.0 I have been asking for an Mi-17 with Pk or unarmed, an UAZ with an PK and an Ural without the white backcover (open). These 3 units are all very easy to make as the base models do already exist. You could even release them with the X-Box version of OFP as well, adding a lot more variety to the game with minimal effort. It would be great if the patch would include these units, and not just code improvements. Just like with the bicycle and the hunting rifle, you would add something very unique to the game which I bet most of the players will be very thankful for! Anyways, I hope some of this would make it into the final patch, but I can accept it you are running out of time. Still it would be really great if you could somehow implement at least a few of these things.
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Mhh, any official word on this?
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Connect to the "united Teamwork" 1.94 server and browse through the map list. The serial killer map should be there somewhere. Start the mission and once download has finished, quit ofp and copy the mission from the "mpmissionscache" folder to your "mpmissions" folder. On that server you will also find a modified serial killer version done by me, which will need DeadMeat's Policie Pack, Kegetys' Trabant Taxi, NO's Mi-2 Pack and the GAZ-24 pack.
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Yeah seen this one before. This is the sweetest M113. I really hope that if OFP2 will give us the option of multiple gunners, this baby will ship with the game.
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Erm the Sagger in fact IS the At-3. But yes, the OFP demo bmp had the missile visible on top of the gun barrel mounted on a launching rail. The final version used in OFP however doesn't. It is just like with the Shilka. In the demo the driver was able to "turn out" and you would see the driver hatch opened and could fire on the driver with small arms. In the final version Shilka, this isn't possible anymore. The standard OFP BMP is out of scale anyways, so the lack of a visible missile doesn't bother me much. There are several other things wrong as well. The FDFmod BMP is the best you can get for OFP at the moment. Correct size, much more realistic ammo loadouts, visible AT-3 Sagger and correct PKM coax sound.
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Huh? Since when does the Corps use Bradleys?
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demand..more..info..now.
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That UAZ bus should be a standard police vehicle, so no fenced windows, etc.. please
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Just saw that new UAZ van/bus on OFP.INFO. Don't you agree that this would make a good Nogovan police vehicle, DeadMeat?
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Yes, no C2D for me so far, either. Seems that the 1.93/B/C testing stuff afterall helped to track down (most of) the problems. Great work! Just one small request for the final version (whatever the 1.9x number it will have): Can you please make the final patch not compatible to previous versions (not even 1.92 or 1.93)? That way you could always tell that a client has indeed modified something when he connects with a modified config file. As 1.91 servers are retro-compatible with 1.90 and 1.85 clients, it is possible to use the common sight of "..uses modified config file.." as a distraction to include some other modifications to cheat with. There is always the chance to justify the message with a different, yet compatible client version. Most admins unfortunately don't enforce that everyone has the latest version installed. So please: For the final server build, just allow connections with the final client version. This would also help that more people would actually download the latest patch. Thanks! Â
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See, and this is really the problem for me: In comparision to what is the AT4 too strong? I think it is kinda annoying to have it fire 2 JAM AT4 missiles to kill a single crappy bmp. Same with the LAW. Now if I understand you correctly, BAS will make their AT4 even less powerful, right? The problem really is here to see to what damage values, the armour values are comparable to.
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I agree that the M1 is way too tough in-game, but can you please specify compared to which weapons the armor values are now realistic. Do you mean BIS default AT weapons or RHS weapons or JAM oder what else? I can't quite make out what the basis for realistic armour values could be here.
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Wasn't there some statement from behalf of a RHS member that they might have a workaround to allow the mg to be fired idependently? Is there any news to this, or has the idea been abbadoned, due to unsolveable problems?
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Looks very promising. Keep up the good work! Is that a Tonal style camouflage, or does it just look similar (colorwise) by coincidence?
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That's good to hear! Keep up the good work!
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As there are already the AT-4 and the RPG-7 in the pack, i would really like to see JAM to include more launchers in the future. Namely I'd like to see a proper M47 Dragon, a PzF3, a leichte PzF, a RPO-A "shmel", RPG-2, a RPG-16D (for SpezNaz), RPG-18 and RPG-22. I can understand that many of these would require some decent models first, but at least some of them could already be made as the models exist. You could make a RPO-A by using the current OFP AT-4 model, which in fact is a RPO-A and not an AT-4. Furthermore you could make an RPG-18 by using a retextured LAW (looks very close), a RPG-22 by using a retextured OFP RPG, and you could also create both RPG-2 and RPG-16D by slightly modifying the RPG-7 base model. Another thing that i would like to see is that you maybe implement disposable one-shot-only launchers, like the guys from Frenchpoint have done. The M136 AT4, M72 LAW, RPG-18 and RPG-22 would be affected by this. I think such a feature would really add to the realism and believability of JAM.
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Mhh, I see your point, but I'd also like to see some small adjustments for the OPFOR vehicles. Afterall in Multiplayer a number of players often can play as OPFOR, and thus would indeed be close to those vehicles. Most of the OPFOR vehicles are great, but if there ever will be an updated version, I'd like to see the following things improved. -BMP Size (Maybe ask FDFmod, Caucassus Crisis or CSLA?) -Realistic vehicle/aircraft weapons and ammo loadouts -Retractable Landing Gear Animation for Mi-24 -More Civilian/unarmed Militia Third World vehicles -Maybe some sort of a Toyota PickUp with mounted weapon, which could also be used as a SpecOps variant later
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Still that doesn't defeat the point of still needing several rounds if not clips to kill a single enemy at a medium or long ranges, regardless of standing still or being prone.
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I agree, the FDFmod way is the only way I like! It feels so real. HD is good for AI, but even the fact that when you pick up a weapon with HD mags, you will suffer from this again. The way I'd like it, would be FDFmod accuracy and recoil (with maybe a tad, and only a tad) less recoil for 5.56x45 and 5.45x39 based weapons. On the other hand I would like to see more damage to the weapons. The decreased accuracy gives some great oppertunities to adjust the damage instead. You hit less (unless you concentrate and aim properly) but when you hit, the target will notice it. JAM is a nice idea regarding weapons sharing the same magazines and I also like many of the new sounds, but as the damage has been based on OFP values and the accuracy being as usual (except for HD), I don't really like it.
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compare the date of the file with the date of the crash/feeze and you might know.
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Yeah I full agree, the M47 Dragon should have been made as one of the first addons, due to it belonging to the '85 era. Info (russian) Furtermore the Soviets should eventually receive a RPO-A laucher. I mean, the model already is made, and is used in OFP as some AT-4 launcher that simply doesn't exist in that form. Info
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Contact BIS through support@bistudio.com and ask about it.
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Sometimes these files are not properly created after a crash. Thus BIS provided the 1.93x versions with an extended logging feature and already applied several bugfixes to the latest 1.93 test versions (1.93B and C). Again, I think they will be very happy to include you into the testing process, if you are willing in to send in the logging files when using 1.93 regularly.
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Are you using the test version offered by BIS 1.93C? It might help in tracking the source of the problem due to an advanced loging feature. Contact BIS and ask about it. It might be worth a try. There have been a lot of C2D fixes since 1.92 (with 1.93C being the latest test version) thanks to people testing it and providing the log files to the guys at Bohemia Interactive.