

SelectThis
Member-
Content Count
403 -
Joined
-
Last visited
-
Medals
Everything posted by SelectThis
-
Joint ammo and magazines (jam)
SelectThis replied to Eviscerator's topic in ADDONS & MODS: DISCUSSION
Rudedog, K I'll check the line and get back to you with a working version. @Cero Interesting point, however I don't think that would work that well. What would be required (if I follow your idea properly) woudl be that the would have to use the same classname in their own PBO in order to allow interchangeability. This would cause a conflict with the JAM_Magazines. The way we see JAM working is for JAM to be downloaded as a seperate addon (see the JAM page at ofpec). THen if an addon maker wants to use a magazine from JAM, they do not need to include the whole file with the addon (as BAS has done to date). All they would have to do is state which version of JAM is required (eg JAM 2) then people who don't already have JAM 2 can DL it. In the long run I think this would actually make it easier for the smaller addon makers to produce weapons that can be used by a wider range of mission makers. SelectThis -
Thats not and edit.Its one of my palm trees.enough said. In that case, they are nice. Do they have any problems with other alpha textures (like with the rope on the tent?) that was one of the biggest problems we had/have with our jungles. SelectThis
-
There will be a quick patch to fix the bugs, and then some time down the track maybe a update of other items. Don't expect any major changes soon though. NZXShadows. Nice, now try doing the rest of the textures in the pack. It's relatively simple to improve one texture, however when you're dealing with hundreds it's just not possible to spend the time perfecting every single one of them. Re: Enterable buildings. While obviously nice to have, they do add alot in terms of face counts and textures. Given the weakness of the object contact code in OFP it's not a big priority for this map as far as I am concerned. It's a street/desert/jungle fighting island, not a Rogue Spearish inside building island. A large town with enterable buildings maybe something better suited to a smaller island where the overall system useage is lower. SelectThis SelectThis
-
Joint ammo and magazines (jam)
SelectThis replied to Eviscerator's topic in ADDONS & MODS: DISCUSSION
Rudedog, are you adding the EH in the cpp or in the mission editor? SelectThis -
Joint ammo and magazines (jam)
SelectThis replied to Eviscerator's topic in ADDONS & MODS: DISCUSSION
JAM now has a home at ofpec http://www.ofpec.com/editors/JAM.php Aeon, sorry for the delay in responding, yes feel free to use the sounds. We split the sounds into a seperate PBO for a couple of reasons. 1) People can now edit the JAM_Sound.pbo to use the sounds they want, without out affecting any CRC checks on the Magazine section. 2) People can put together new JAM sound packs (not replacing just one sound ....but the whole lot) for added variety. People are then free to use whichever ones they prefer. If you want to include the sounds directly into your addon, then do so with credits, else you can reference the JAM_Sounds.pbo directly. re: Naming, it is a bit confusing, but the readme should help. SelectThis -
Oi, settle down folks, constructive comments are ALWAYS welcome and there have been some very constructive posts in this thread...and some not so constrcutive ones ;) Just remember that we (at BAS) are all a bit burnt out after the stress of getting Tonal, OPFOR and JAM2 out at the same time. There are some disappointing errors that we should have picked up and for that I apologise, we have already started the process of bug fixing but can give no ETA on when. The good news is that the patch when it does arrive will be much smaller as we coded the cpp in a seperate PBO file which hopefully should enable us to fix the main coding issues without forcing people to DL another large file. In the mean time, please overlook the errors and enjoy the island and units. Re: dependency errors, maybe try moving some files to the ofp/addons folder (like JAM). I have JAM in there with the toanl&tangos in a mod folder with no problems. SelectThis
-
The units in the OPFOR have been coded to use the JAM smoke grenades (via the Fired EH in the cpp) so the smoke will block AI (Same with the Marker rounds). Note the smoke doesnt block the view of AI perfectly, if they detected you before the smoke went up they will still fire at you. More than one smoke maybe needed to form an effective screen. Having said that, when testing the JAM smokes, I was able to lie inside a smoke cloud while a squad of enemy AI ran directly past me, they only saw me when the smoke disappeared. SelectThis
-
For those having lag problems in the mission editor here are a few suggestions. 1) Turn your terrain detail to Low (even if it's for the mission editing, you can turn it up later) 2) Go into the flashpoint preferences and in the texture tab change the texture sizes down. eg: cockpits and objects from 2048x2048 to 1024x1024 (i don't think any addon makers are using 2048 texture sizes so you should notice no difference) landscape to 512x512 (as above I dont think any addon maker islands are using texures larger than 512x512) This should help in the mission editor. Don't forget that Tonal is a 512x512 island meaning it has 262,144 land points that need to be calculated as opposed to the Nogova 256x256 (65536 land points) SelectThis
-
Please use the following url to report bugs, you can post them here as well if you want but it makes our job alot easier if you use the centralised report page. http://www.ballistic-studios.com/bugpage.asp SelectThis
-
For those experiencing problems with CTD or memory crashing, there are a few things you can try. 1) reduce the land details setting you have ofp running at. This island is twice the size of a standard OFP island ie 512 x 512 rather than 256x256 (meaning 4x the landsurface) so using high detail (or even normal on low spec machines) may take too much memory for your system to handle. 2) use mod folders to organise you addons and run 1.92 3) reduce the number of addons in your folders 4) always check that old versions of addons are not located in different folders (eg JAM) SelectThis
-
a BIG Thumbs up to all your work Footmunch. You are one of the rare few who are a positive influence for the ofp community. SelectThis
-
Which addon has been done to death?
SelectThis replied to Acecombat's topic in ADDONS & MODS: DISCUSSION
One reason we have invested alot of effort into JAM is to help in the area of duplicated weapon models from different authors. While JAM does not cover every signle weapon or magazine type ever produced it does replicate the more common ones, like the M4 or AKM. What I would like to see is for authors to get behind the JAM project and utilise the JAM Magazines for at least the more common weapons in their addon packs. One feature that may not be immediately obvious is that a weapon can use a bunch of different magazines (as long as the firing modes are the same). So for example a BAS M4 could be coded (and will be coded in a future update) to use the BAS M4 Mag and the JAM M4 magazines. This lets mission makers decide which magazines they want to equip their units with. BAS ones, if they just want BAS addons, or JAM ones if they are using other M4 addons (that are JAM compliant) so that players can use magazines that are dropped by those other units. JAM is not perfect, but it does help resolve alot of the problems of duplicated weapons. Keep an eye out for JAM 2 which should be available very soon SelectThis -
Joint ammo and magazines (jam)
SelectThis replied to Eviscerator's topic in ADDONS & MODS: DISCUSSION
We appreciate the problem of adding the JAM files increasing the size of downloads. What we are in the process of doing is providing a centralised source for download (at ofpec) and making it AAE compliant so that it becomes widely distributed. By doing that, you will only need to state that your addon uses JAM and then provide a link to the download. The problem i see with providing a JAM "lite" version with just the magazines is that users may have problems working out which version they need for missions etc. We are in the process of finalising JAM 2, resources are pretty slim now with Evis unable to work on the project due to RL issues, so major changes and rewrites just aren't possible. SelectThis -
Aeon, Firstly thanks for passing on the tracer script, innovative peice of work. However, we do have a concern with the CPU load especailly in the following areas. 1) the Fired EH - there are alot of different weapons, magazines and ammo types in JAM, so to include a check for all the different types in the Fired EH might be a bit much especially considering it's running the check for every bullet fired. 2) given the volume of fire that can be generated with HD weapons, it could be possible to have 20 bullets in the air at any one time, which would mean 20 scripts running at the same time. Note, that our concerns are purely theory, do you have any test results on system usage with say 48 units firing at each other? SelectThis
-
Help~ the blood doesn't stain the solider
SelectThis replied to id_999's topic in OFP : CONFIGS & SCRIPTING
Yes it's the wounds line you need to edit correctly. The way it works is that the textures are listed in pairs undamaged texture, damaged texture this tells the game to swap them when a specific area is considered "hit" in game. Feel free to take apart the Kawasaki KLR addon I made, it has a mlod soldier model (with the face remodelled to handle random in game faces, NVGs and Pistols) and the cpp can be used as a example for how to do wounds. ...or it could be the Scotch Gard... SelectThis -
Unpbo and makepbo and similar tools:
SelectThis replied to ozanzac's topic in ADDONS & MODS: DISCUSSION
I only use Stuffpbo. While Makepbo is a great program, I've had problems with it in the past (more likely due to not using the right settings for it in the option fields!). In addition I've always felt that compressing the pbo caused a performance hit when I tried it (using the method evis described) Â (and now confirmed by Suma) so I prefer to use non-compressed pbo's with binarized p3ds. I would also suggest using Mod folders to orgainse your addons better. (Get Kegetys' excellent OFP Launcher program) SelectThis -
Joint ammo and magazines (jam)
SelectThis replied to Eviscerator's topic in ADDONS & MODS: DISCUSSION
Jotte, did you try the JAM At4? that has a new reticle. STT -
Joint ammo and magazines (jam)
SelectThis replied to Eviscerator's topic in ADDONS & MODS: DISCUSSION
re: size. JAM isn't that big that it requires splitting into different pbos. (It seemed big last time because it was packed in with the blackhawks) in the future it will be updated as a seperate file. re: BAS units using JAM, that will come in a later update of the DeRa units. re: RPG/At4 damage levels, I've stated it before that my Personal view is that they are too powerful. From a game play perspective, no one would want to sit inside a BMP or M113 with those weapons around. STT -
Joint ammo and magazines (jam)
SelectThis replied to Eviscerator's topic in ADDONS & MODS: DISCUSSION
Would you set the exactly same color for each side ? red and green (specially the green!) are wrong, round use same pyrotechnic process BTW you could make magazines with and without tracer for assault rifles ? Aeon are you saying we should make the tracers all the same color? Also, You can turn off tracers in the game. SelectThis -
I would like to know which are the most used custom islands so I can include a few more custom maps for the displays on the BAS blackhawks. I'm not talking about the best and biggest, but the most complete and finished islands which are used in released missions and on MP servers. Please post replies here. SelectThis
-
Joint ammo and magazines (jam)
SelectThis replied to Eviscerator's topic in ADDONS & MODS: DISCUSSION
nice work Rudedog! How about doing the same for the Nam Pack 2 units ;) (best wait for the next JAM version though it has more default weapons in it). SelectThis -
pang, Best compare the textures themselves to determine whether the quality loss is due to the setobjecttexture stuff or just a low qual texture. Any custom island map when used on the blackhawks will look a bit blurry. This is due to the way setobjecttexture works. you can send the texture to me to look at if you want. SelectThis
-
Thanks pang, we'll check the bugs out. The JAM MG's shooting too high has been fixed. SelectThis
-
dkraver, We'll see what we can do about the ladder height. Re: DAP gunner view, yes that is a bug, the scope view currently works off the littlebirds addon, so if you dont have that installed then it will appear black. This has been fixed and will be in the updated version. SelectThis
-
Joint ammo and magazines (jam)
SelectThis replied to Eviscerator's topic in ADDONS & MODS: DISCUSSION
ALl this talk about yaw, cavitation, fragmentation is very interesting, however it is important to bring it back to the game. OFP does not have a sophisticated damage system. THe items we can alter are limited to things like: - Direct damage - Indirect damage - Indirect damage range - init velocity - dispersion OFP does not give us the ability to determine damage by using a function of velocity over time, mass, etc. As Evis has said, it's a matter of coming to a compromise about the relative strengths of each bullet, while keeping game play issues in mind. my two cents ... i think all the damage levels are too high by about a factor of 2. most of the reading i have done seems to indicate that a person can take multiple hits and keep functioning, allbeit at a much reduce capacity. Of that's not taking into account critical hits, but then even a .22 to a critical area will kill someone. It's only when we get to the higher calibers high energy weapons that we should be talking about consistent one hit one kill in OFP (eg 12.7mm) Re: AT4, RPG7 I think we will keep the normal round damge at 450, change the direct damage on the AP version to 450 but keep the indirect at 75..more for game balance issues. Ie, we don't want 1 rpg7 taking out a whole squad. The AA i think we will leave at 125 because if we increase it to 450 then one hit will take out a helicopter completely..which isnt much fun for everyone involved is it? A small aside, The Rangers use to use a variation of the Carl Gustav. SelectThis