RedStorm
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Everything posted by RedStorm
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Ahh yes, another cool thing to add to the list! Battles are very immersive now also thanks to the fact you can hear other squads communicate! It makes for hectic battles where people are talking and screaming all around you. Commands are given in friendly squads which you as another squad can also hear and if you listen closely you can hear the enemy shout commands as well. Very nice touch.
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I hope to God CTF is done away with alltogether so these people can move on to more mainstream games... Look; OFP was and Armed Assault is a realistic combat simulation. It's not a realistic first person shooter, like RO. Nor is is a regular first person shooter like DoD/BiA/UT/QIV, no, it's a simulation. This game was made to simulate squad and company level combat. Yes, you can CTF. Does the game need to revolve around it like all other online games do? No. Please, allow us, the people who like realism and who don't have a lot of time to rank ourselves in silly computer games, play a war simulation. There are plenty of high-speed "look how high I can score after 15,000 hours of pwning" shoot 'em up games already anyway. You have a free pick of any one of them! Why try and change what OFP is about so you can just play another Unreal Tournament or Counter Strike in disguise? PS. Oh, CTF is definitely not the only PvP in this game. It's just the only PvP for most people who lack any sort of attention span for the bigger PvP battles. Sorry if I offended.
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Heya guys, thanks for the replies! I sort of tend to ignore the personal attacks here, but it's nice having some people point out the less good points of this game in a rather more civilized manner. Is this game perfect? No. Is it the best war simulation I've every played? It definitely is. Anyone here who knows half a thing about how real armies work will appreciate the small details half the people seem to miss. Anything from proper field manual animations for running, spriting, weapon stance and trigger finger animations to detailed and accurate modeling of weapons. The game is not yet finalized, but it still blew me away - literally. If you think I'm a fanboy talking, you're wrong there. I posted here heavily after OFP was initially released but then stopped posting altogether for years until now when I got ArmA. I felt I had to share with you (who might not have it yet! how good this game actually is. I'll try and take some vids later on for those who also have low end systems and don't want to believe that it can still run very smoothly! The OFP fans who loved the slow gameplay, tactics and fast thinking under fire with proper use of cover and scoot will love this game. People who were hoping for a faster CTF and more of a focus on twitch-n-shoot will probably have to find something else to play. Playing this game in coop (only mode I'v eplayed as of yet) will simply boggle your mind. When you run into enemy fire, you really feel your heartbeat raising. It's more intense and immersive than most anything you can play out there - and I've played a lot of the war games competitively online! America's Army, Call of Duty, a lot of Red Orchestra (from mod 1.0b up to the latest Ostfront installment), Brothers in Arms, Medal of Honor, Day of Defeat, the list goes on and on. Nothing compares to this. PS. The soundcard I use is a rather cheap one... it uses AC '97 drivers, that's all I can tell you... can't remember quite what it was.
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Might be a little optimistic.. i have read about many small flaws and from what i've seen and read i expected a little more in terms of vehicle simulation and features but overall i think Arma is a major step forward imo, looking forward to it . I've also been looking at this first impressions topic and to be frank, I cannot see what most of them are talking about. Especially concering "bullet proof" glass and whatnot. I don't get any of those issues and I'm NOT running this on a high-end computer. The game, which I've left running for four nights in a row on one occassion, has not crashed on me once. In fact, I have not even ecountered a single bug yet and I've played for dozens of hours. I might just be lucky. The vehicle simulation isn't on a really high level like steel beasts, but it far surpasses other games that try and do combined arms (RO etc.) and it still feels realistic enough. I do sort of hear what you're saying, though. But then, it does feel A LOT different to OFP, the vehicle combat itself, so it isn't too bad.
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Oh, another thing that blew me away; you know how in OFP your system, however good it was, would start having problems with more than 50 units on your screen at one time? Well, my cruddy computer has NO fps loss when you compare 5 units on-screen to 40, and loses a measly 5-8 fps when you magic THREE HUNDRED (300! I kid you not) units at one time on your screen. About 10 fps is lost with nearly 500 units. Amazing.
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I find that, at least aesthetically, the attention to little details is amazing! I do agree that some things could be better - like having hads actually stay on mounted weapons, but that's minor. The aesthetic details are all there - sounds, animation, gameplay... all are amazing. ------------------------------------- EDIT: Also some good news, guys... I'm running this on a computer that's quite old, and it runs brilliantly! AMD Athlon 3500+ (~2,8 Ghz I think?), GF6800GT, 1024 DDR... I can run it at 'normal' settings - which looks AMAZING - at a nice 30-35 fps.
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Most original/feasable ideas thus far : "Must see" [*]NATO issue ammunitions box [*]inert or spent .50 casing in chain link (ArmA stamped on) [*]dogtags (ArmA stamped on) [*]small camouflage netting to drape over ArmA "ammo box" or monitor [*]soundtrack CD [*]extensive manual [*]durable, detailed map of Sahrani [*]the game itself (obviously), neatly package and stored in the ammo box alongside the gadgets "Great ideas, but feasable?" [*]50% off coupon for Track-IR 3! <span style='color:red'><---</span> me alongside with many others would love this one! [*]small metal figurine of in-game Blackhawk, soldier, APC, tank or whatever
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What I'd like to see: Packaging: [*]Metal ammunitions box to replace plastic DVD case Contents: [*]Game CDs/DVD(s) packed neatly in hard cardboard foldable cover [*]Extensive manual with detailed unit pictures and desciptions [*]Detailed map of Sahrani (rolled up not folded) [*]Detailed keymap with game tips (for the new people) [*]Soundtrack (with bonus tracks?) Gadgets: [*]Spent .50 shell casing (in single chain link) with Armed Assault stamped on [*]Dogtags with Armed Assault stamped on [*]Small (detailed) metal figurine of in-game UH-60 Blackhawk [*]Compass
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Hear, hear! I personally get the impression that people turning their graphics down so they can "pwn" more do not get what OFP/ArmA is about and need to play different types of games.
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If it were true he really moved his arms with the mounted gun he's holding, that'd be a breakthrough. Yet, I wouldn't count on it at all, people. Remeber that video that was posted a few months ago of the Blackhawk gunner? He had his hands on the trigger guard, yet when the gun was moved it was the same old OFP "magic ghost M134 minigun".
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Shameless bump! How's it coming along?
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This mod is looking awesome, great work! I'd just like to add, the Dutch harbour where they rebuilt the ~50 meter long VOC "Batavia" has been working for a year or two on Michiel de Ruyter's "De Zeven Provinciën" (Seven Provinces) flagship in Holland's wars with both Spain and England. It's a two-gun-deck ship sporting about 80 cannons in total (at least 26 sixteen-pounders! This ship was the sourge of all other vessels of its day. The Dutch never made massive battleships of 100+ meters long like the English (HMS Victory) as they saw that the draught of those ships was far too deep to be of any use in shallow waters and they were furthermore extremely slow and sluggish. The Dutch "two-decker", three-mast galleons were considered to be the best ships of their day due to their perfect mix of speed, agility, craftsmanship and firepower. The Dutch VOC "Batavia" merchant vessel replica. One of the biggest of its day (it sported an impressive 24 iron-cast cannons! setting sail to Australia a few years ago. The VOC was the biggest multinational in the world in that time. It was also the first "company" that held stocks and could be invested in. It was famed around the world for having the most and the best ships which could outsail any pirate vessel on the seas. It employed people from around the world. From Asia to the Americas: The Dutch VOC "Halve Maen" rebuilt by an American team (?): Check out the building process of the Dutch flagship "The Seven Provinces" right here! I wish you the best of luck with this mod and I can't wait for it to come out!
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Ohh, for those that would like to get to know a bit more about The Forgotten Battles addon for IL2; you can check these sub-sites of the IL2 main site: http://www.il2sturmovik.com/forgotten_battles/fb_features.php and http://www.il2sturmovik.com/forgotten_battles/fb_screenshots.php and last but not least http://www.il2sturmovik.com/forgotten_battles/fb_development.php. I'm looking forward to getting into some (heated) discussions with all of you again!
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Mmm, easter eggs. My favourites. Testosterone. (H)
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Damn, this is like opening a dusty book I discovered in the attic of my old house, that I knew I'd lost years and years ago. Full of memories. I was under the impression that my account had been deleted years ago. How've you guys been holding up?
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How could I have missed this thread? Oh, oops, sorry guys. ;)
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How do i copy my grayscale img into an rgb img?
RedStorm posted a topic in OFP : MAP EDITING (VISITOR)
Topic title says it all. Thanks in advance. EDIT: I use Paint Shop Pro 8. I used Col Klink's amazing tutorial, but when I converted the tga's into ase's, I get distorted islands. I heard it was fixed by copying and pasting your grayscale into an rgb img. If one of you could say how exactly that would work (what menus to select etc.), I would be very thankful. -
How do i copy my grayscale img into an rgb img?
RedStorm replied to RedStorm's topic in OFP : MAP EDITING (VISITOR)
Thanks for the reply. Yes, I did add the alpha channel. (layers\new mask layer\from image) -
How do i copy my grayscale img into an rgb img?
RedStorm replied to RedStorm's topic in OFP : MAP EDITING (VISITOR)
bump, please reply guys. I'm really stuck on this (I know, it's probably very, very easy to do, but bear with a newbie ) -
How would one go about placing weapons on either the ground or a table. I know this has been posted a while back by Suma or another OFP developer, but I can't find the post. I know about the weaponcreate command which "finds" the table and then places the weapon on that table, but I can only place one weapon on a table this way. I remember that it had something to do with placing a marker? Could someone shed a little light on this? Thanks in advance.
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Placing weapons on the ground/table?
RedStorm replied to RedStorm's topic in OFP : MISSION EDITING & SCRIPTING
Ok, it works like a charm and I'm very happy with the results. Now I want to take it a step further. How can I have weapons stand in an upright position, slightly leaning to the side, as if leaning against a table? So the butt end rests on the ground and the weapon is upright against the table, slightly leaning towards one end. Would this be possible to do, or am I taking it a bit too far here? -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Muerte65 @ 04 May 2003,18:59)</td></tr><tr><td id="QUOTE">sorry to waste the space  i found my problem  i added as weapon instead of magazine didnt get your message bn thanks for the reply<span id='postcolor'> Also, to remove all ammo and weapons from an ammo crate, I think you have to use the following code: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">clearmagazinecargo this;clearweaponcargo this;<span id='postcolor'> I'm not sure though, but i seem to remember that the "removeallweapons this;" command didn't work.
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Placing weapons on the ground/table?
RedStorm replied to RedStorm's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ 04 May 2003,15:00)</td></tr><tr><td id="QUOTE">If you are using that script use : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _table = _this select 0 _weapon = _this select 1 _ammo = _this select 2 _height = _this select 3 _dir = _this select 4 weapon = "WeaponHolder" createVehicle [getpos _table select 0,getpos _table select 1,(getpos _table select 2) + _height] weapon addweaponCargo [_weapon,1] weapon addMagazineCargo [_ammo,4] weapon setpos [getpos _table select 0,getpos _table select 1,_height] weapon setdir _dir <span id='postcolor'> Exec the script with: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[nameofgamlogic, weaponname, ammoname, heightoffground, range from 0 - 360] exec "weapon.sqs" <span id='postcolor'> RED<span id='postcolor'> That's exactly the script I'm using! Thanks all for helping me! By the way, that's a great script Red, thanks a lot for that! -
Placing weapons on the ground/table?
RedStorm replied to RedStorm's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Polishdude @ 04 May 2003,12:40)</td></tr><tr><td id="QUOTE">Search: Weapons on ground. There is a script for it. To get it on table you just setpos. Or just ask Red to help you, he created the script! <span id='postcolor'> Perhaps this is taking it a bit too far, but is there a way to change the weapons "azimut" (heading), so I can place them about all facing different directions? PS. Thanks for the PM Polishdude! -
:O What's the polycount on that model?