PFC_Mike
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Everything posted by PFC_Mike
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christmas trees? Someone want to explain the whole story?
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90% of the time the mod never gets done. The only exception I can think of is FDF, and besides, its too big to dowload becuase the insist on having ONE GIGANTIC FILE! Oh well, CodeBlue may eventually finish. But will anyone know who they are when they are done and OFP2 is out?
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well put. BAS, Miles has got it right on. If you don't take the lead, someone else will.
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Finnish defence forces mod 1.0 released!
PFC_Mike replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
i think it is connected to flashpoint preferences. -
they look great if you switch to using all Inquistor weapons. Blackdog~ hit it right on the mark. noone cares about who made it, they care about how it works. I could understand anger at Inquistor is he had not gotten permission and named the creators, made LODs, units, or done a good job in coding. The fact than inquistor didn't make the models or textures doesn't diminish the value of the addon.
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I would recommend marfy's version of the ZSU. GFX707 made an 88 but that's not quite what you want (shells)
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Hey all, just wondering if my DX9 installation f-ed my OFP:R? It can't load, and the addons folder is empty.
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Finnish defence forces mod 1.0 released!
PFC_Mike replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
Please, allow us to donwload in segments. 200mb on 56k is absurd. -
Finnish defence forces mod 1.0 released!
PFC_Mike replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
Is there way to download in sections? -
Ok, so the HMMVW's aren't very good. How are the M113's?
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High detail weaponpack v1.1 released!
PFC_Mike replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
What are the weapon/ammo names in the first place? -
High detail weaponpack v1.1 released!
PFC_Mike replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
Is the PO8 the Luger? Nemesis6 did you uninstall the old version first? This is my favorite addon ever. -
What ever happened to satchel's ah-64?
PFC_Mike replied to Jahve's topic in ADDONS & MODS: DISCUSSION
SILESIAN has done better...let's see if that ever gets released. -
Surely someone here knows the editor names for weapons and ammo.
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What are the editor names for weapons and ammo?
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Should shotgun addons have an optics view?
PFC_Mike replied to Major Fubar's topic in ADDONS & MODS: DISCUSSION
Yes! Nothing pisses me off more than addons without aiming devices. They are even worse than missing LOD textures, JPG textures, and vehicles with absurd armor. You hear us INQUISTOR, DKM, etc.? -
So how will all of this be released?
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The track seems slanted at the back without cause. FAS page on AAV7 Is this waht you were talking about Miles Teg?
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Will that really work Major FUbar? If so, awesome. Rifleman, your idea of cutting down vehicle health seems like a good one, but will it also make the crew injured? I hope that if you guys do a desert camo version you make it look something like the real thing. The OGWC ones look just plain weird.
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oh will the ammo be JAM compliant?
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perhaps the sqaud members might have appropriate rank insignia?
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eh. The pack looks like it will be very high quality, but OFP AI isn't really up to the challenge. That said, is it possible to do drive-bys? You could make a version of the car with a Thompson as a "turret" and define it as a jeepMG.
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seriously, who's it gonna hurt? They're still the same awesome tanks.
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Just wanted to post a couple thoughts on what makes islands good or bad and what can improve them. 1. Ridiculous terrain makes ridiculous maps! 600 foot higm mountains don't spurt out of flat terrain. I can't quite find the words to describe this, but I think a lot of map makers should get outside a bit more and see what real geography looks like. 2. Island size vs. development: Simply put, a 5x5km island isn't going to have four or five towns with a dozen apartment buildings each. 3. Urban planning- the OFP:R apartments are the cheap socialist crap that covered central Europe/USSR. Before you make a town with a couple of apartments facing each other at odd angles, look at some pictures of the real thing. 4. Plants- obviously, the resistance ones are preferable because they are much prettier. That said, how do you place them? Please take a look at how plants are spaced in the real world, specifaclly in the type of terrain you are simulating. Saving Time: CAT_SHIT_ONE_MM came up with the best way to rapidly vegetate an area realistically. Basically, make a custome forest tile, but with bushes. This looks really nice with tall grass models. All you need is one poly with a texture on it to make an acceptable grass model. Red Storm (GR, RS) is a master of this. That is why Ghost Recon *still* looks more realistic than OFP.
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Of course I'll probably regret saying this, but... Why don't you guys share a model?