Jump to content

nyles

Member
  • Content Count

    770
  • Joined

  • Last visited

  • Medals

Everything posted by nyles

  1. nyles

    Police motorcycle?

    Oh, and from the pics blackdog posted, this one here would be a nice choice for the older model, too:
  2. nyles

    Police motorcycle?

    I agree with TopCover, those motorcycles are way to modern. Keep in mind that OFP's scenery is based on the mid eighties. This or this should be used for the old nogova motorcycle, and   this as modern one. Even the modern one isn't too modern, but still looks much mor advanced compared to the older ones.
  3. nyles

    Police motorcycle?

    There are enough nogova police choppers (two mi-2 or so). There is also a good police car (gaz24). The feds also have a nice black car with siren (gaz24 as well). What could be needed is a (well) retextured soviet boat with PK in the police colors. There is one already present but it kinda looks ugly. Furthermore a retextured BRDM (unarmed of course) could be made, and the above mentioned bike(s) as well. That should do.
  4. nyles

    Gaz-24

    I found and modified a nice older sounding siren, which could pass as a nogova siren sound. It's not like those presentday american'ized wheewheewhee sirens, but more slower and better fitting to the older GAZ 24 car. The sound can be downloaded here! Any news about the release of the next beta version?
  5. nyles

    Police motorcycle?

    Well a must for such a pack would be that there are at least some bikes in it, that are dated '85 and pre '85. Nogova Police appears to be (like Nogova itself) a former soviet satellilte that pulled free somwhere in the past and is starting to orientate towards the Western World. Thus they accquired some modern vehicles (jeep) to replace their outdated soviet motor pool. The GAZ24 is a great example for such older cars which are being replaced bit by bit. Motorcycle wise you could handle it similar, with some old police bikes like that modified OFP red motorcycle that has been suggested and another more modern vehicle, but which still has to fit in the '85 time.
  6. nyles

    Police motorcycle?

    na, BMW sucks. I'd prefer some Nogova police motorcycle. Basically the standard red bike, just retextured in white and green and if possible with some small model adjustments like a siren.
  7. nyles

    New bas thread

    Sooo, any comment from behalf of BAS?
  8. nyles

    Connection lost...

    Is there any progress? Do the sent context.bin and flashpoint.rpt files gave you any hint on what might trigger those time outs and crashes to desktop?
  9. nyles

    Gaz-24

    I understand that in real-life most things work different and in many cases much better, but in OFP you also have to keep an eye on playability. As of right now, the car has no real disadvantage. It is as fast as the sports car, as good off-road as any jeep, and it is very agile, almost like the mini cooper. The car needs to have some disadvantages. In a hot pursuit situation no-one would be able to escape the GAZ24 with OFPs other cars. With any Jeep you would be too slow on the road, and even cross-country the GAZ can at least follow. Thanks to your model, the nogova police now has the choice between 2 vehicles. A cross country vehicle that is still kinda alright on roads, but which can be beaten with a sports car, and the new GAZ. However with the GAZ, you no longer need the police jeep, as this car can perform as good or even better than the jeep in every situation. Thus I think that the car should be more bound to the roads. On the field paths it should still be very fast (no changes needed) to reflect its superior off-road capabilities compared to normal road cars like the skodas, but real cross country should at least be only a few km faster (and i do mean just a few) than a mini cooper or skoda. It would still be faster, which is okay, but any Jeep should out perform it to a notable degree. With those changes, the car would have a real place in OFP, as it suits a certain role, just like the other cars do. Think about it again, please. It would be a good thing for playability as otherwise only the police version would be included in my mission, and not the others, due to the goal to limit the hunted to the roads mainly.
  10. nyles

    Gaz-24

    hey MOHAX, watcha think about my suggestions? Especially those with off-road capabilities?
  11. nyles

    Gaz-24

    Good work MOHAX. The addon is superb! The quality of the addon for sure makes up for the long waiting time! Â I have found some small glitches though, which I would love if you could fix/adjust them, as IMHO they would add a lot to the addon. First: There seem to be two engine sounds in use. The white GAZ uses a different sound than the rest of the GAZs. Second: The car unfortunately has a way too good off-road capability. As I said in a previous post, I would like to see the cross-country speed to be based more closely on the Skoda or Mini, as this is mainly a street car. For a mission I am making, and in which I want to include the GAZ, it is very important that the players are bound to the street. Thus I didn't include bikes, trucks, or any other car that is good cross-country. I would really like if you could tone down the speed when driving off-road to the level of the above named cars. The speed when driving on a street is absolutely fine, but maybe also slow down the speed on those small field paths a bit. Again I would suggest to orientate on the other cars available, mainly on the Mini Cooper tough. I think that with those values the cars performance would be greatly enhanced in terms of believability and realism. Third: The Nogova squad car looks really great. Thank you very much for including it. However would it be too much to ask, if you could do some small things about the green'ish bars on the side? Namely, I would adjust the color a little bit, so it does fit better with the police jeep. Less neon, more true green color, and maybe some shading on the green bar, like when close to an edge or a door. Just like with the police jeep. Maybe you could also bend the green bar so it would move on the engine hood, just like with the police jeep. And furthermore continue the stripe on the rear of the car, between the lights, so that it would be a within itself closed stripe. With those small adjustments the optic of the Nogova police version would be perfect. Â Fourth: The siren feature is a great thing, especially because you can turn it on and off, however the looped siren sound doesn't sound very very well. It's kinda american'ish. Maybe use a somewhat slower european siren sound from the 70's or 80's which still sounds good even with the small delay due to the loop. I see if I can find a proper sound for you. Fifth: Please include a command with which you can disable the siren completely. That way, mission makers can decide wether they want to include their own scripts for that or use the one you provide. Keep up the good work! Â
  12. nyles

    Gaz-24

    hehe deja vú. that nogova squad car looks sweet. any roughly estimated release date, yet?
  13. nyles

    Need multiplayer addon maps

    The Mi-2 Pack should be on the server.
  14. nyles

    Connection lost...

    Well I have added the code to the flashpoint.cfg and am still loosing connection.
  15. nyles

    Pst! 1.92beta is out!

    Another suggestion regarding the layout of the ingame browser: With the new feature that shows you what mods a server is running, as said before in this thread, this info unfortunately blends with the mission name, if one is currenly loaded on the server. Maybe you could use this to do a slight overhaul to the ingame browser layout. It would be great if you could either implement an horizontal scrollbar and add an extra column where you list all mods for the server instead of using the mission column for both infos, or preferebly if you could add another line for each listed server (thus saving the horizontal scrollbar) where additional information of the server can be stored. This shouldn't be too hard to implement, and especially with those new infos that need to be displayed somewhere would make sense for the final 1.92 patch. However, I say that the best (but unfortunately most complex) change to the ingame browser would be to just display what is displayed right now, and offer the option to "expand" each listed server by clicking on some sort of icon in front of it. That way you could reveal more information like for example All-Seeing-Eye or Gamespy does, including the new mod infos. While writing this reply I remembered the #checkfile thingie for the .cfg files and the console which had problems with file names including spaces (like the majority of all missions have). Has this been taken care of with 1.92, so that admins can see if someone uses a modified version of a map (with maybe increased viewdistance)? Related to this there were several problems that came up by some people within the last half year saying that #checkfile could easily be tricked, basically making it's usage a farse. It would be great to see more anti-cheat improvements like you have come up with for 1.92 in the future, especially when OFP2 will focus even more on multiplayer and cheat prevention has to be dealt with anyways. I think that you could test a lot of the OFP2 things on OFP, just like Valve for example tested there completely new netcode for Team Fortress2/Half-Life2 a few years ago by implementing it to Half-Life via a patch. Same with their Voice-Over-Net system originally designed for the successors. We players for sure will be happy for any new feature and any squished bug or netcode improvement, even if it's just a test for OFP2. Keep it up guys, with 1.92 a lot of the people that were disappointed due to 1.91BETA was just renamed as final, even with a number of serious bugs, have regained faith in you....including me! Thanks!
  16. nyles

    Pst! 1.92beta is out!

    Sorry to repost this from the Troubleshooting forum but as this problem has been brought up there several times within the last half year in that forum, without any official acknowledgement or response, I want to make sure, it will at least be read by some-one responsible (i.e. Suma) this time: With 1.92 the Crash2Desktop/Timeout bug is still present. This bug has been around since 1.85 and in the last half year occured at least 50 times during my daily OFP multiplayer gaming. I assume that a very large number of the daily timeouts other people experience is related to this annoying bug. With my squad mates, I found out that when someone of us crashed to desktop, a few others sometimes got a timeout (red box) a few seconds later. This fact alone makes me think that it is related to OFP and not to faulty hardware or an instable ISP of the suffering players. It would be great if you guys at BIS could research this bug a little deeper and provide a netcode fix with an upcoming patch. This should have had priority already, as there are several posts in the troubleshooting forum trying to draw attention to this problem. If such an error would remain in the netcode until OFP2, this could proof to be fatal for online gaming. Please try to come up with a fix for this soon. EDIT: If you need more info like the computer specs of me or the people I know that are suffering from this bug, too, just PM me and I will try to help with whatever you need.
  17. nyles

    Joint ammo and magazines (jam)

    Well this scientific theory talk about bullet wounds, etc.. is quite fun to listen to, but in the end the only thing that counts is how well you can reduce real-life within the boundaries of a game engine and have it work. I for one think that JAM is a very good idea for achieving cross-compatibility between several mods. However, personally I disagree with a lot of the design decisions that were made. I would have gone a lot further in the field of damage, and on the other hand would have reduced accuracy to a more noticeable degree. One of the greatest things I think FinMod managed is to properly simulate accuracy of small arms. While standing hitting a target at ranges beyond 100m can be quite a challenge, and only when prone, a shooter can expect a high hit quota. With FinMod however, the (little) improved damage of the firearms is still way too low to make up for the drastically decreased accuracy. Thus I fiddled around with damage values to achieve in making the "battlefield" experience more realistic. The FinMod guys have standardized weapon damage (within the mod), considering the calibre of the ammo, used by the weapons. I tweaked this values somewhat until it feld "right" for me. I didn't really count every militmetre of difference between calibres but grouped several ammo types of similar diametre under a common damage value. For example does a m60 cause the same damage like a dragunov, pk or a g3, just like a m16 causes the same damage like a ak74 or g36. While fiddling around with the damage values, I noticed that there is a certain boundary value, where you either need 1 or 2 shots to kill. I explored this a little more and came up with 3 damage values: 11.1 = mostly takes 2 hits to kill, but can also sometimes kill with 1 shot, 11.2 = a fair trade between 1 and 2 required hits to kill, 11.3 = the majority of the first hits result in death, but there is a fair chance that a second hit is needed once in a while. I decided that 5.56x45 and 5.45x39 should be grouped under damage value 11.1, while 7.62x39 should be under 11.2, and 11.3 should be for 7.62x51 and 7.62x54 cartridges. Sidearms and submachineguns are in the range of 10.X, resulting in 1-3 hits required. I think that this works out nicely. The offline games I play using Finmod are really great that way. It's the best OFP experience I had so far. It would be great if JAM would consider to loose itself from the OFP given damage values of small arms, and would try to go a similar way like the guys from FinMod have done, and maybe even go yet another step forward by adjusting the damage values like I have done. Everyone that wants to try these changes out can replace their OFP/FinMod/BIN/config.cpp file with this file here. (make sure you backup the old file). It's a great playing experience, which I recommend everyone to at least test it out. As for JAM and AT-weapons, I think that the way the AT4 and RPG7 are working against IFV and APC, it's really good. I always liked how kegetys RPG7 manged to mostly cripple an M2, but not destroy it with one shot. The way OFP weapons manage to destroy every thing below the armour of an T72 with one shot, is far from reality and especially in multiplayer makes use of these vehicles a rare occurence. Please note that this is no intention to hijack this thread with the FinMod stuff, but instead wants to help improve this promising project with constructive criticism.
  18. nyles

    New bas thread

    Here's an idea for the upcoming armour pack: It would be great if you could add a single "ride in back" seat to the tanks. That way people could simulate the 4th crew member (loader). For obvious reasons of max squad sizes of 12, you could leave the seat empty by default, so that tank crews are still 3 only. However, players have the oppertunity to place additional crew, which is not part of the same squad in that ride in back seat for the sake of realism. Furthermore, you could also use this spare seat to give some shelter to surviving crew of destroyed tanks. An AI advance wouldn't have to slow down to the speed of a crawling soldier, but could simply order them to ride in back and continue to advance. Just an idea, but I think that it would add something that's missing in OFP at the moment... Â
  19. nyles

    New addon released

    Thanks to the new 1.92 BETA patch, the buggy works now very well in multiplayer. You now see the wheels of opponent buggies for example!
  20. nyles

    Pst! 1.92beta is out!

    uTw Squad Server running with 1.92BETA @ 213.202.216.7:2302 (location: Central Europe)
  21. nyles

    Invasion 1944 demo v1.2 + campaign

    The paratrooper platoon sergeant (sergeant first class) model in-game in fact is a first sergeant according to his arm-badge. The platoon sergeant should have one "stripe" less. Just a detail, but maybe you didn't notice yet.
  22. nyles

    Gaz-24

    Hats off! That's very kind! The community will appreciate this for sure!
  23. nyles

    Gaz-24

    Can't read Russian, still good news that the addon is progressing. Keep it comin'
  24. nyles

    Gaz-24

    Any news? If there is a delay, I guess the majority would at appreciate a short note at least. I really want to drive this baby around, soon'ish.
  25. nyles

    Company-platoon-squad hierarchy

    My suggestion about that topic can be found here! It's a bit lengthy, but worth it!
×