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Satchel

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Everything posted by Satchel

  1. Satchel

    Just completed resistance

    I´m still not through, although i got the game since the 27th. In general i take about 30min-60min+ for most missions at a rate of about 1-3 missions/ day on veteran level, but i also collect everything i can from the field, and try to get the group in one piece through the missions, so they gain in experience. So far the missions are outstanding, except a notorious flaw in one mission that prevented me from completing it the regular way. BTW, if you´re through with the OFP:R campaign playing the Resistance side, it seems there is also an option playing for the soviet side...you just need to betray the resistance member at the start of the campaign, havn´t checked it though. If it´s true the campaign should have something about 40 missions, if an equal number of missions for the soviet side exists.
  2. Satchel

    A suggestion for bis

    I agree, OFP:R does need this feature "All, take what you can"- "All, put equipment into truck." or something similar. It´s too complicated and timeconsuming to instruct each soldier seperately via the action menu, or even collect everything by yourself.
  3. Satchel

    So what do we think?

    Something seems to be wrong with your system regarding the slideshow you get with settings lower than mine, although your system is faster than what i have at my disposal (Duron 1200/384MB RAM/Geforce 3 TI200). I play with a viewdistance of 1000m, max. image quality  except terrain detail which is set "only" high (which isn´t flat btw), plus additonal "external" tweaks that cost performance. So far only a mission bug stopped me, not the framerate. You´ve forgot to list new lighting effects, new terrain algorythm, new animations, new gameplay functions, improved multiplayer... things that go beyond just a couple of new higher res. textures. I´m surely one of the greatest complainers and critics of Flashpoint in the "realism" department, and there is alot to complain about... like things that need adressing but didn´t get any for a year now, for example it seems more important to BIS to implement large pools of blood in OFP:R when someone is killed, than to have real improvements like better sound- for each vehicle and unit an unique one!, improved explosions (note the faked picture on the product box! ) and everything else regarding bugs and issues most people complained about...i didn´t hear anyone wanting urgently gore and a bloodier OFP experience. These are missed priorities in my oppinion, but the addon is surely not as bad as you are trying to make it. As for the "modding community" movement, there is no such thing in terms of a combined effort, it´s rather a long lists of individualists having no sense in pulling off a greater combined achivement with goal of an all around Flashpoint improvement, that is why it will never conflict or threaten BIS´s buisness. Out of maybe 1000 Flashpoint addons i have about 10-12 addons that are really great with higher quality than BIS delivered, the rest ...hmm
  4. Satchel

    So what do we think?

    Something seems to be wrong with your system regarding the slideshow you get with settings lower than mine, although your system is faster than what i have at my disposal (Duron 1200/384MB RAM/Geforce 3 TI200). I play with a viewdistance of 1000m, max. image quality  except terrain detail which is set "only" high (which isn´t flat btw), plus additonal "external" tweaks that cost performance. So far only a mission bug stopped me, not the framerate. You´ve forgot to list new lighting effects, new terrain algorythm, new animations, new gameplay functions, improved multiplayer... things that go beyond just a couple of new higher res. textures. I´m surely one of the greatest complainers and critics of Flashpoint in the "realism" department, and there is alot to complain about... like things that need adressing but didn´t get any for a year now, for example it seems more important to BIS to implement large pools of blood in OFP:R when someone is killed, than to have real improvements like better sound- for each vehicle and unit an unique one!, improved explosions (note the faked picture on the product box! ) and everything else regarding bugs and issues most people complained about...i didn´t hear anyone wanting urgently gore and a bloodier OFP experience. These are missed priorities in my oppinion, but the addon is surely not as bad as you are trying to make it. As for the "modding community" movement, there is no such thing in terms of a combined effort, it´s rather a long lists of individualists having no sense in pulling off a greater combined achivement with goal of an all around Flashpoint improvement, that is why it will never conflict or threaten BIS´s buisness. Out of maybe 1000 Flashpoint addons i have about 10-12 addons that are really great with higher quality than BIS delivered, the rest ...hmm
  5. Satchel

    So what do we think?

    Something seems to be wrong with your system regarding the slideshow you get with settings lower than mine, although your system is faster than what i have at my disposal (Duron 1200/384MB RAM/Geforce 3 TI200). I play with a viewdistance of 1000m, max. image quality  except terrain detail which is set "only" high (which isn´t flat btw), plus additonal "external" tweaks that cost performance. So far only a mission bug stopped me, not the framerate. You´ve forgot to list new lighting effects, new terrain algorythm, new animations, new gameplay functions, improved multiplayer... things that go beyond just a couple of new higher res. textures. I´m surely one of the greatest complainers and critics of Flashpoint in the "realism" department, and there is alot to complain about... like things that need adressing but didn´t get any for a year now, for example it seems more important to BIS to implement large pools of blood in OFP:R when someone is killed, than to have real improvements like better sound- for each vehicle and unit an unique one!, improved explosions (note the faked picture on the product box! ) and everything else regarding bugs and issues most people complained about...i didn´t hear anyone wanting urgently gore and a bloodier OFP experience. These are missed priorities in my oppinion, but the addon is surely not as bad as you are trying to make it. As for the "modding community" movement, there is no such thing in terms of a combined effort, it´s rather a long lists of individualists having no sense in pulling off a greater combined achivement with goal of an all around Flashpoint improvement, that is why it will never conflict or threaten BIS´s buisness. Out of maybe 1000 Flashpoint addons i have about 10-12 addons that are really great with higher quality than BIS delivered, the rest ...hmm
  6. Satchel

    So what do we think?

    Something seems to be wrong with your system regarding the slideshow you get with settings lower than mine, although your system is faster than what i have at my disposal (Duron 1200/384MB RAM/Geforce 3 TI200). I play with a viewdistance of 1000m, max. image quality  except terrain detail which is set "only" high (which isn´t flat btw), plus additonal "external" tweaks that cost performance. So far only a mission bug stopped me, not the framerate. You´ve forgot to list new lighting effects, new terrain algorythm, new animations, new gameplay functions, improved multiplayer... things that go beyond just a couple of new higher res. textures. I´m surely one of the greatest complainers and critics of Flashpoint in the "realism" department, and there is alot to complain about... like things that need adressing but didn´t get any for a year now, for example it seems more important to BIS to implement large pools of blood in OFP:R when someone is killed, than to have real improvements like better sound- for each vehicle and unit an unique one!, improved explosions (note the faked picture on the product box! ) and everything else regarding bugs and issues most people complained about...i didn´t hear anyone wanting urgently gore and a bloodier OFP experience. These are missed priorities in my oppinion, but the addon is surely not as bad as you are trying to make it. As for the "modding community" movement, there is no such thing in terms of a combined effort, it´s rather a long lists of individualists having no sense in pulling off a greater combined achivement with goal of an all around Flashpoint improvement, that is why it will never conflict or threaten BIS´s buisness. Out of maybe 1000 Flashpoint addons i have about 10-12 addons that are really great with higher quality than BIS delivered, the rest ...hmm
  7. Satchel

    Occupation

    Same mission, same problem. Although mission objectives have been met; my group paved way for the 2 tanks and we took and held the actual objective with only 1 strange casualty- the T-55 commander was floating dead above his tank..wonder how he managed that , as the tank was perfectly in one piece without any damage-, i´m now more than 2 hours into the mission (used time acceleration en masse), holding the objective with nothing happening and the mission won´t end. I mean, what´s the sense behind accomplishing an objective according to the briefing, if the mission rather goes for a "Kill them all-noone must survive" plotline regardless. Searching after a single soldier that might have escaped and prevents you from ending the mission, is just plain pathetic, in that sense thanks for cheat to end the mission.
  8. Satchel

    Question to satchel..

    I´m trying to avoid an open config.cpp for the update, as this raised to many concerns regarding cheating. Also i´m looking for a way to go around the "....uses modified config.bin" in MP games when using a soundpack. The easiest way for sure would be to simply replace the sound.pbo, but this way you won´t get many individual weapon and other sounds. What i won´t do is just a simple conversion of the old soundpack with config.cpp, as the above issues would remain. You should be able to use a soundpack without being called cheater and getting kicked from online games because of that. It will be some time till it´s finished though.
  9. Satchel

    Resistance release date...

    Czacha, i´m afraid there is no polish language string in the stringtable.csv, don´t know if it was to difficult for CM/BIS guys to do it in one snap with the rest of the languages. In fact, i can´t understand the huge differences in scheduled releases, some seem even to differ by a couple of weeks, if not months regarding the polish version.
  10. Satchel

    Resistance release date...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kip Kilaganâ„¢ @ June 29 2002,17:21)</td></tr><tr><td id="QUOTE">Thx for the tip Satchel; next Monday i be off to Düsseldorf then  <span id='postcolor'> The store i bought it (Joysoft) is located here: Am Wehrhahn 24 40211 Düsseldorf  Opening hours: Mo.-Fr. 10.oo bis 20.oo Sa. 10.oo bis 16.oo TEL.: 0211-364445 FAX.: 0211-3613888 (don´t forget to dial 49 area code for germany first) e-mail: [email protected] It´s located in the centrum of Düsseldorf (city), i assume you know the route to Düsseldorf, here however is an Cityguide http://cityguide-deutschland.com/de/demo.html choose 4.0 Düsseldorf, hit start and select "Am Wehrhahn" for "Strasse", if you have GPS there are also UTM/geographical coordinates available . Located just on the other side of the street "Am Wehrhahn" is Kaufhof with it´s Saturn department seated in the top floor. Mediamarkt Düsseldorf is located here: Velbert Friedrichstrasse 303 42551 Velbert Opening hours: Mo-Fr 10.00 bis 20.00 Uhr Sa 9.00 bis 16.00 Uhr Tel.: 02051 / 606-0 Fax. 02051 / 606-129
  11. Satchel

    Resistance release date...

    These are the languages supported by the "European version" (there is no exclusive "german" version of OFP:R); English,French,Italian,Spanish,German,Czech Stores here in germany all closed 10min. ago . If you want to get it on monday and you are living adjacent to germany, the following stores should have a large stock of OFP:R packages; Mediamarkt (www.mediamarkt.de) and Saturn (www.saturn.de), check sites for subsidiary stores in germany closest to you. I bought it on the 27. from Joysoft subsidiary store in Düsseldorf (www.joysoft.de for subsidiarys in germany). You should expect OFP:R to cost 25-32 Euro in german stores, dependant on where you buy it.
  12. Satchel

    Minimum system requirements

    Guess with 512MB you shouldn´t experience any problems, with 384MB i can run OFP:R fine for most parts with settings that were decribed in the screenshots thread. So my suggestion is that you donate the 138 MB that are "uber" on your system to people really needing it!
  13. Satchel

    Minimum system requirements

    Guess with 512MB you shouldn´t experience any problems, with 384MB i can run OFP:R fine for most parts with settings that were decribed in the screenshots thread. So my suggestion is that you donate the 138 MB that are "uber" on your system to people really needing it!
  14. Satchel

    Minimum system requirements

    You can run OFP:R on a 700MHz and 128MB Ram, but i won´t look anything like it´s meant to be- you even might end up having to choose lower settings than you used to with the original Flashpoint. I think minimum and "recommended" system requirements as stated by CM are rather unrealistic. I did some monitoring of OFP:R RAM request with no unofficial addons installed; Terrain setting :High Detail, Viewdistance: 500, Image Quality: 11...23. OFP Preferences Texture res. set to 512x512 for all items. Just after starting up Nogova in the Editor with a single unit placed, it takes up 213MB in preview mode. Adding just a couple of vehicles and soldiers it went up to 241MB. Keep in mind that Windows too takes a chunk of your memory, as do other background tasks you can´t simply turn off. So make sure you have more than just 256MB RAM installed, even if the rest of your system is top notch, a low amount of ram will certainly give you a choppy OFP:R experience.
  15. Satchel

    Minimum system requirements

    You can run OFP:R on a 700MHz and 128MB Ram, but i won´t look anything like it´s meant to be- you even might end up having to choose lower settings than you used to with the original Flashpoint. I think minimum and "recommended" system requirements as stated by CM are rather unrealistic. I did some monitoring of OFP:R RAM request with no unofficial addons installed; Terrain setting :High Detail, Viewdistance: 500, Image Quality: 11...23. OFP Preferences Texture res. set to 512x512 for all items. Just after starting up Nogova in the Editor with a single unit placed, it takes up 213MB in preview mode. Adding just a couple of vehicles and soldiers it went up to 241MB. Keep in mind that Windows too takes a chunk of your memory, as do other background tasks you can´t simply turn off. So make sure you have more than just 256MB RAM installed, even if the rest of your system is top notch, a low amount of ram will certainly give you a choppy OFP:R experience.
  16. Satchel

    Ingame names of

    No clue, the UZI SD you get when choosing the Black Op (pistol).
  17. Satchel

    Ingame names of

    No clue, the UZI SD you get when choosing the Black Op (pistol).
  18. Satchel

    Vehicles dont bounce off buildings anymore

    Yepp, i couldn´t land a helicopter on the LST´s helipad, it just bounces off or falls partially through because of clipping problems.
  19. Satchel

    Quick impressions& screenshot galore

    7--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gollum1 @ June 28 2002,157)</td></tr><tr><td id="QUOTE">That´s MALDEN!?  Satchel what CPU do you have? I wonder how it will work with my 1 ghz, 256 mb ram, radeon 8500 system...I can´t have it on very high, I suppose Damn..I really should upgrade my system...and get OFPR! Thx for the pics.<span id='postcolor'> 1,2Ghz Duron, Geforce3 TI200, 384mb Ram. Geforce3 TI200 using modified 28.32 detonator to enable  negative Lod bias. On software level my system is tweaked to the tits, kept tidy and lean, i use Rivatuner to enhance image quality and cacheman for some Ram/Cache settings as well as Regcleaner to get rid of registry ballast.  Before installing OFP:R i deinstalled OFP and defragged my gaming HDD partition, then reinstalled OFP -defragged, then OFP:R and another defrag. Currently my addon folder is empty except the offical addons to conserve memory till i buy some new RAM sticks. Driver setting the 3 "very high quality" screens were taken with: *force 4x anisotropic filtering *Lod bias -1,5 *FSAA off *Vsync off Benchmark result for my system in OFP:R preferences: 3510 (although indicated numbers not very reliable and vary with almost every test) OFP:R preferences settings: *Display Device: d3D HW T&L *Resolution: 1024x768x32 *Max. Lights:32 (Additional lights all enabled) *Cockpit textures: 1024x1024/ Object Textures:1024x1024/Landscape Textures:512x512/Special Effects: 512x512 *Auto drop-down:none *Max Objects: 256 *Objects Lod: 0.005 *Shadows Lod: 0.005 OFP:R ingame option settings: *Terrain Detail:very high *Framerate: 10....20 *Visual Quality: 11...23 *Visibility:500 *HW T&L: enabled *Multitexturing: enabled *Object shadows: enabled *Vehicle shadows: enabled *Cloudlets: enabled *Brightness: 1.8 *Gamma: 1.3 The framerate was acceptable with these settings, but note that no action was taking part on the map. For normal gaming i use the high detail setting but with everything else to max. possible image quality+ driver settings as described above, and it works very well with a view distance of about 1000-1500m, while it doesn´t look considerably inferior to the very high detail setting, it´s just a few bumps and details less from what i can tell. The lower you go in terrain detail the flatter regular ground becomes, if you go higher more bumps and variety is thrown in. When taking the lowest setting it will look almost like our old OFP Personally it is more important to me to have clear visuals across a large portion of the actual viewdistance, than to have an extreme far viewdistance but blurry images and less detail, those with "Supercomputers" might get both, but for the rest of us with medium to low range systems it´s either far viewing distance or high detail quality. I can quite take some fiddling around with some settings till you found the setup that suits you best. There is however an issue with RAM, 348MB seems to be just minimum for the settings i run with, there are sometimes pauses ingame while virtual memory swapping occurs, happens often when terrain location changes in cutscenes like in the intro, also large audio portions can cause pauses and stutter. Conclusion is that you can never have enough RAM for OFP:R, as a new RAM stick isn´t too expensive but the value rather great, it makes sense and doesn´t hurt to upgrade your system with another 256MB stick to a total of 512MB to minimize disk swapping. Currently i´m in a OFP:R campaign mission called "First Strike"; lots of armored activity in there with about 8 armored vehicles + 2 optional with full crew loadout under your command (partially indirect) and an even greater number of russian vehicles. It runs well from the technical aspect with above settings, if only the friendly AI wasn´t so dumb ; i layed a mine pattern along the enemys main axis of approach, just to have 3 of my own vehicles drive right into the minefield . I had also a mine go off while placing it next to my own vehicle (BMP) that was empty at that time, but that is another story about positive changes in OFP:R and old issues that still need improvement.
  20. Satchel

    Quick impressions& screenshot galore

    7--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gollum1 @ June 28 2002,157)</td></tr><tr><td id="QUOTE">That´s MALDEN!?  Satchel what CPU do you have? I wonder how it will work with my 1 ghz, 256 mb ram, radeon 8500 system...I can´t have it on very high, I suppose Damn..I really should upgrade my system...and get OFPR! Thx for the pics.<span id='postcolor'> 1,2Ghz Duron, Geforce3 TI200, 384mb Ram. Geforce3 TI200 using modified 28.32 detonator to enable  negative Lod bias. On software level my system is tweaked to the tits, kept tidy and lean, i use Rivatuner to enhance image quality and cacheman for some Ram/Cache settings as well as Regcleaner to get rid of registry ballast.  Before installing OFP:R i deinstalled OFP and defragged my gaming HDD partition, then reinstalled OFP -defragged, then OFP:R and another defrag. Currently my addon folder is empty except the offical addons to conserve memory till i buy some new RAM sticks. Driver setting the 3 "very high quality" screens were taken with: *force 4x anisotropic filtering *Lod bias -1,5 *FSAA off *Vsync off Benchmark result for my system in OFP:R preferences: 3510 (although indicated numbers not very reliable and vary with almost every test) OFP:R preferences settings: *Display Device: d3D HW T&L *Resolution: 1024x768x32 *Max. Lights:32 (Additional lights all enabled) *Cockpit textures: 1024x1024/ Object Textures:1024x1024/Landscape Textures:512x512/Special Effects: 512x512 *Auto drop-down:none *Max Objects: 256 *Objects Lod: 0.005 *Shadows Lod: 0.005 OFP:R ingame option settings: *Terrain Detail:very high *Framerate: 10....20 *Visual Quality: 11...23 *Visibility:500 *HW T&L: enabled *Multitexturing: enabled *Object shadows: enabled *Vehicle shadows: enabled *Cloudlets: enabled *Brightness: 1.8 *Gamma: 1.3 The framerate was acceptable with these settings, but note that no action was taking part on the map. For normal gaming i use the high detail setting but with everything else to max. possible image quality+ driver settings as described above, and it works very well with a view distance of about 1000-1500m, while it doesn´t look considerably inferior to the very high detail setting, it´s just a few bumps and details less from what i can tell. The lower you go in terrain detail the flatter regular ground becomes, if you go higher more bumps and variety is thrown in. When taking the lowest setting it will look almost like our old OFP Personally it is more important to me to have clear visuals across a large portion of the actual viewdistance, than to have an extreme far viewdistance but blurry images and less detail, those with "Supercomputers" might get both, but for the rest of us with medium to low range systems it´s either far viewing distance or high detail quality. I can quite take some fiddling around with some settings till you found the setup that suits you best. There is however an issue with RAM, 348MB seems to be just minimum for the settings i run with, there are sometimes pauses ingame while virtual memory swapping occurs, happens often when terrain location changes in cutscenes like in the intro, also large audio portions can cause pauses and stutter. Conclusion is that you can never have enough RAM for OFP:R, as a new RAM stick isn´t too expensive but the value rather great, it makes sense and doesn´t hurt to upgrade your system with another 256MB stick to a total of 512MB to minimize disk swapping. Currently i´m in a OFP:R campaign mission called "First Strike"; lots of armored activity in there with about 8 armored vehicles + 2 optional with full crew loadout under your command (partially indirect) and an even greater number of russian vehicles. It runs well from the technical aspect with above settings, if only the friendly AI wasn´t so dumb ; i layed a mine pattern along the enemys main axis of approach, just to have 3 of my own vehicles drive right into the minefield . I had also a mine go off while placing it next to my own vehicle (BMP) that was empty at that time, but that is another story about positive changes in OFP:R and old issues that still need improvement.
  21. Satchel

    Quick impressions& screenshot galore

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Forrestal @ June 29 2002,01:37)</td></tr><tr><td id="QUOTE">Hello. This is my first post on the forum, and I have a little questions. I have see on the OFP:R screen's the SKOT 2AP. Wher is it?? I havn't see it on the vechicle list?? P.S. Sorry for my english <span id='postcolor'> Hi, i assume what you´ve seen was an inofficial addon, as the SKOT 2AP is not part of Resistance. The new vehicles in OFP:R are; - Helicopter V-80 - Civilian Bus - Police Jeep - Motorbike New weapons: - FN-FAL - HK G3A4 - UZI - Tokarev T33 - CZ75 - Skorpion Sa61 - Glock 17 - Beretta 92F
  22. Satchel

    Quick impressions& screenshot galore

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Forrestal @ June 29 2002,01:37)</td></tr><tr><td id="QUOTE">Hello. This is my first post on the forum, and I have a little questions. I have see on the OFP:R screen's the SKOT 2AP. Wher is it?? I havn't see it on the vechicle list?? P.S. Sorry for my english <span id='postcolor'> Hi, i assume what you´ve seen was an inofficial addon, as the SKOT 2AP is not part of Resistance. The new vehicles in OFP:R are; - Helicopter V-80 - Civilian Bus - Police Jeep - Motorbike New weapons: - FN-FAL - HK G3A4 - UZI - Tokarev T33 - CZ75 - Skorpion Sa61 - Glock 17 - Beretta 92F
  23. Satchel

    Resistance's north american release date changed

    Not that i want to pull your strings, but Resistance is scheduled to be in some german stores tomorrow (27.06 @Joysoft, probably also Mediamarkt and Saturn). I promise to make a lot of screenshots, as for tomorrow the weather forecast predicts slight overcast, just the right day with plenty of opportunity checking out OFP:R.
  24. Satchel

    A-10 gatling gun: underpowered

    Guess the gun is mainly used on targets of opportunity caught in surprise, like an armored column on the move for example. The unit cost for a single AGM-65D Maverick is about 111.000 US$ up to 269,000 US$ for the G model, so it´s also a cost effective question if and how to deploy these missiles, a burst of the cannon, or a dumb/cluster bomb might deliver the same result but only at a fraction of costs. Furthermore missiles are point attack weapons, destroying normally 1 target at a time, while the GAU-8/A can combat more than one target in single burst. I think the most important part in weapon selection however is the situation at hand, threat classification in the area, i.e. if standoff capacity is required or not, or if the target requires a specific weapon. During Desert Storm A-10´s, as most other Aircraft operated at medium to high altitude in most phases of the conflict, this is why primarily guided weapons and bombs of all sorts had been used in this conflict. The A-10 is normally an Aircraft designed to operate effectively at low altitudes, the high altitude doctrines in desert storm and terrain left much of the A-10´s potential unused.
  25. Satchel

    I am leaving the forums

    Only for 2 days? geezuz, that´s got to be the shortest (Blitz) exercise i have heard of, hope they don´t expect you to refresh or improve anything during your stay, except excessive alcohol consumation and sudden degeneration of civilized manners of course . Sounds like serious camping fun to me, hope the weather will be with you.
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