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ProfTournesol

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Everything posted by ProfTournesol

  1. ProfTournesol

    Vigor : New game from BI

    Oh come on BIS, not another "survive the apocalypse" game . That's pathetic.
  2. ProfTournesol

    World Cup 2018

    Mexico was defending Fort Alamo for a change, and courageously kicked some World champion's a**.
  3. ProfTournesol

    World Cup 2018

    So well, watched France vs Australia. The French team didn't really know how to play together, and the Australian team didn't realy know what to do with the ball, so i didn't really know why i watched it. Argentina vs Island was quite the same, but both team were better somehow.
  4. ProfTournesol

    World Cup 2018

    Finally a real football game, between Spain and Portugal. Spain is still one of the 3 favourites with Brazil and Germany, and Portugal a dangerous outsider.
  5. ProfTournesol

    Thank you BI [2018 Roadmap Update]

    Some kind of Manhattan reboot ?
  6. ProfTournesol

    Free Games

    Gotcha thanks. EDIT : i'm playing it now and i must say tha's quite enjoyable, not really scary but interesting and nicely written.
  7. ProfTournesol

    Script obfuscating

    Yeah. Moreover, obfuscating is a good way to hide stolen content.
  8. ProfTournesol

    Getting workshop mods with steamcmd

    What's the point downloading mods without having the game ?
  9. And how on Earth can you play the game without Steam ?
  10. ProfTournesol

    KOTH - last update reset my charater to lvl 1

    Didn't know there were levels in A3...
  11. ProfTournesol

    Battlefield V

    As in BF1 the SP is simply a short showcase of what you can do in MP, those games aren't for me.
  12. 'This' without the underscore
  13. ProfTournesol

    Free Games

    Yeah got it too.
  14. ProfTournesol

    Finding out the addons used

    Well, your problem is that the Liberation mod organization is quite complex. Most of the units aren't defined in the pbo files but directly in the config.bin file (or hpp files). The name you find in the mission.sqm (vehicle="lib1_medic") is the class name. Some mods (as mine or libmod) aren't supposed to be mixed with others, and are based on one particular main config.
  15. I don't see how they break content. Yeah, i should have stop reading your stuff after that. Pathetic. BTW there isn't any DLC called "rules", only Laws of war.
  16. Indeed, thanks rozek and BIS :)
  17. ProfTournesol

    Finding out the addons used

    Well, could you post the mission.sqm ?
  18. ProfTournesol

    Animating In OFP

    For me that number is a time of interpolation between two animations. My thought is : Interpolationtime (inverse of interpolationspeed) is the time of interpolation between two identical animations (for exemple, the run forward animation). Default of interpolationspeed is "6", which gives an interpolationtime of 0.11 second, which is very short. Then, for an interpolation of two different animations, the config changes that default time (or any default parent class time) by a specific one, longer or shorter than the default one. For example : class CrouchToCombat: Default { preload = true; actions=CombatActions; file=klekdostani.rtm; speed=-0.4; looped=false; soundEnabled=false; enableOptics=false; connectFrom[]={Crouch,0.5}; connectTo[]={Combat,0.5}; interpolateTo[]={CombatDying,0.1,CombatDyingVer2,0.1,CombatDyingVer3,0.1}; }; The interpolation between the crouchtocombat anim and the dying one is very short (almost immediate), while : class CrouchToCrouchSprintF: Default { preload = true; actions=CrouchRunFActions; file=klekbeh.rtm; speed=-0.4; looped=false; soundEnabled=false; connectFrom[]={Crouch,0.4}; enableOptics=false; connectTo[]={CrouchSprintF,0.4}; interpolateTo[]={Crouch,1}; }; The interpolationtime between crouchtocrouchsprintF and crouch is longer (1 second), which sort of means that it takes 1 second from the crouchtocrouchsprintF animation to come back to the crouch one. About the "class interpolations", i suppose it does fill some missing gaps. For example : crouchF[]= { 0.5, CrouchIM, CrouchRunF,CrouchRunLF,CrouchRunRF,CrouchRunL,CrouchRunR, CrouchSprintF,CrouchSprintLF,CrouchSprintRF }; However in the "class states", CrouchRunF is only interpolated to "crouch" (its default state, where it came back when you stop moving), as below : class CrouchRunF: CombatRunF { actions=CrouchRunFActions; connectAs=CombatRunF; interpolateTo[]={Crouch,1}; enableOptics=false; }; So when you're running forward (pressing the forward key), the engine must know how to interpolate the CrouchRunF anim with other forward anims, as those interpolations are not defined in the "class states". I guess that's the purpose of the interpolations class.
  19. Let's hope community knowledge will not be stuck behind a paywall someday. Most of people trying to monetize their work have been benefiting from free knowledge and advises of senior members.
  20. In tne current state of the APEX protocol campaign, i don't enjoy it.
  21. ProfTournesol

    Bohemia Interactive Mníšek Studio

    You're missing the company car :
  22. ProfTournesol

    AI Driving - Feedback topic

    Come on mate, BIS has been supporting this game for years, contrary to most games that are abandonware a few months after the release. Stop embarrassing yourself.
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