suchey
Member-
Content Count
833 -
Joined
-
Last visited
-
Medals
Everything posted by suchey
-
Oops...sorry!
-
Nice work! Looks really great...the rotating fan is just icing on the cake and the type of little detail that can really make an addon stand out! A couple of items...the "back-fire" shows only a white box flash...blackdog says its supposed to be fire-like...in testing, it seems that the flame texture MIGHT be trying to read from the original civlian dune buggy textures rather than from the military version...so if one doesnt have the orignals the texture fails. This was with the ZIP version of the addon downloaded from the official dunebuggy site. The spec ops dunebuggy has no backfire what so ever. Excellent Addon!
-
good news! Looking forward to it!
-
In regard to Team Fortress, blueshift, etc...Valve purchased those mods and made them into expansions. A very wise move on the part of the developers...the half life engine is still in extremely WIDE use even today!
-
Yeah...those are a couple of the soldiers that Im making for the "Marine Pack".
-
Maybe you could show your new tracer effects to BAS...perhaps they would consider using it in JAM itself. It sounds like a really nice addition to OFP.
-
What would you like to see in an island?
suchey replied to jakerod's topic in ADDONS & MODS: DISCUSSION
I always thought Alcatraz would be a good island to have for OFP. -
They would still have the default night vision goggles provided by OFP. To me its a bit of a trade off, if your in a tank in the middle of the day, I would bet there isnt a single self respecting tanker that would have NV mounted on his head. It would be too clumsy and bang into shit in the tight confines of an armored cabin (not to mention making looking through any persicopic device nearly impossible...at night, it would look OK, but (at least in my case) 90% of the missions I play are durring day hours when night vision isnt needed. You can use the default ones at night in game or you look silly in the day with new ones on. Infantry doesnt have much of a choice but to lug them around, but if your in a tank, I could see no reason to have them on unless it was dark and you were using them. May as well stow them in the cabin of the tank and avoid the hassle. Since pulling off a decent pair of head mounted night vision goggles would add at least 100 polys (probably MUCH more), the trade off to make the units look good only at night just isnt worth it in my oppinion. Just my 2 cents.
-
The current addon pack on the server IS seriously outdated...you are correct in that my friend. Rest assured that there will be a new pack of addons. We will probably give the old pack an overhaul as well. It has served its purpose very well, but the time has come to update. I have already started to work on getting together additional addons for it. This is actually a very "ON TOPIC" issue...the USMC and Russians will most deffinately be used on the server and additional addons such as RedHammer Tanks, AKM74's light armor, etc will be added around the Marine pack. We already have a good variety of missions created for them and Im sure than number will grow. On the first day of availability, users will have a place to use the Marine pack on-line with plenty of missions. In regard to the "chit can" thing...I had no idea that was a Marine oriented phrase! I remember my dad saying it alot and I guess it just got stuck in my head. You learn something new every day!
-
I probably wont be adding goggles to the units for 3 reasons... One, I have never seen a picture of a Russian armored crew wearing them. Im sure they are available, but for some reason they dont seem to be used too often. Two, the goggles have become an indicator of sides for adversarial missions. None of the Russian units have goggles, where as many of the US units do. They may look VERY different at close ranges, but in the heat of combat, its not easy to spot the differences at a distance, and every little indicator helps. Three (most important), there is a face count that I am not willing to go over in order to maintain performance. Goggles eat up ALOT of polys and points in order to make them look decent. I am trying to keep a good level of performance in these units, and thus far I have been able to maintain an acceptable level of polys and points. My glass ceiling is 1800 polys for the top LOD (most of the units are well below this level). As a comparison, the default OFP soldiers from the demo are approximately 1600 polys with OFP Resistance civilians reaching somewhat higher. In both polys and points, I will remain within 200 of the default soldier level to ensure that the addon plays at or near the same level of performance as the BIS default soldiers. Thus far we have beta testers with a wide variety of machines (even some 500mhz PCs) and all have reported performance of the units to be excellent and nearly the same as the BIS defualt units. I have worked hard to keep a close eye on the soldiers performance level and one of my main goals is to make them playable on-line and also work well even for people not running top of the line equipment. I personally did not know there was a difference. If you mean the embossed USMC symbol on it, then no...they are simply gunmetal at this point. Im not 100% sure what Earl has in store for in the long run though...so maybe? Im not sure what that means ...however, what I was trying to say is that neither the "Urban T" or the "Urban Marpat" has been adopted, BUT neither have been given a definate no-go by the USMC either. On a side note, keep in mind that since Urban Marpat has not been standardized yet, you may find pictures of it around in varying shades and colors...example, there are some pics which include brown splotches, while others include specs of an almost white color over a darker grey. I have chosen to use a darker variety because I thought it conveyed a good 'black ops' type look (it is not as dark as the picutre makes it appear and it has been lightened since those shots). Thanks for the comments guys! Im glad you like them thus far. I know that its been a while, but rest assured that you will be able to use these units at some point in the near future (we have no solid date yet...sorry). Thanks for your patients...we dont exactly have a large group of developers...its just Earl making weapons, me making soldiers, and Tact doing some scripting. I hope that you will find them to be worth the wait when they are available for download.
-
As far as I know, the USMC has not officially adopted any urban pattern yet. Â I know "Urban T" and "Urban Marpat" are both in experimental stages, but neither have been officialy put into use. Â I dont think either has been officialy shit canned either, so it remains to be seen what is decided. Â (the cammo in the pics above has been made a bit lighter in shde to some extent since those pictures were taken) Â The reason I used the Marpat is that it worked better in a varity of environments and acutally does a rather good job of providing cammo even in wooded areas.
-
use #monitor 60 where 60 is the number of seconds between reports. your servers FPS has a high of 50 (meaning the server isnt even using all of the resources available) BIS suggested a low of around 15...15 and below being your server doesnt have enought resources to run that ammount of players using that ammount of resources. FPS will vary from mission to mission depending on whats going in in regard to scripts, number of players on the server, etc etc. My adive would be to stick with mission that run at fairly high FPS...if you find that FPS is low on all missions, its time to jack down the number of players you can allow on the server. Air units seem to be the biggest hit in regard to desync. Especially aircraft which arent really something I would reccomend running on a server. Helecopter have some issues, but not nearly as bad. You may be able to get away with a few helecopters if you have a alot of bandwidth and decent server. Desync can also spread from client to client. When one really bad connections beings to desync badly, other player who come into contact with that person are more likley to show signs of desync themselves. You will notcie that (if you can isolate the single bad connection...usually the one with the most consistant and highest desync) most times if the bad connection leaves, the rest will even back out. SOrry to say that most times desync comes from the client end (in relation to dedicated servers). Its best to find a server that is geographically close and stick with it unless your lucky enough to get really good connections on multiple servers.
-
Please also keep in mind that with this addon, it is not the original file that Earl and I did (even though it uses our TAGS), BUT it will overwrite the original file that Earl and I released. Â In addition, the upcoming MARPAT Marines will render this addon unusable. Â I have tried to contact the author to ask him to change the class names from their original names using Earls and My own OFP Editing Center Tags, hopefully he has gotten then message and will comply.
-
Im starting to think this one is a no go ...I hope not.
-
OFP Watch can also handle this...you can activate or deactivate addons with the built in Addon Manager... http://www.binarybone.com/ofpwatch/
-
Hey guys...just a head up that 1.92 server and client are now available...also 1.92 is NOT compatable with older versions. 1.92 server requires 1.92 clients. Check the addons that your server uses as INIT is now launched on ALL clients in a multiplayer game. This may or may not effect some addons. The 'FlashNews' topic is located here: FlashNews Post
-
http://www.flashpoint.ru/addons/pafiledb.php?action=file&id=193
-
Due to some confusion.... <span style='color:Red'>SPECIAL NOTE: you must start OFP 1.92 beta by running Flashpoint192BETA.exe in your Flashpoint folder</span>
-
How about... The Dog Pound
-
Nope...your not alone...I use Corel too! In fact the USMC and Morphe are being done in Corel
-
I read that this is the quickest spreading virus of all time...the previous record was something like 250,000 in a 24 hour period. SoBig has marked over a million in the same time span. Not sure how accurate the info is, but its interesting anyway.
-
excellent news...I look forward to it! I have had the 'Auto Addons' server portion running in windows and it works really well! I hope that plenty of servers adopt this system!
-
I dont know squat about motorcycles, but in doing a couple quick searches, it seems that the Russian Military motorcycle would be the Dnepr MT-16 with powered Sidecar ...which was brought into production in 1985. It looks ALOT like the urals pictured above. I Think that it would be a GREAT addition for OFP. Motorcycles are excellent tools for mission editors who want to allow a quick way out of spawn while still allowing the troop to be vulnerable. It just doesnt feel right having the Russians ride the KLR and it would be really nice to have something specific to the Russian side. I would really like to see a well done addon of the above mentioned Russian motorcycle. On a side note, a nice 4 military quad runner would be awesome too! There was one created a long time ago, but it had some issues and, to my knowledge, was never fixed or updated.
-
AAE compliance requires a single mission to be shipped with the addon...we will include that, but any additional missions will be packaged into a seperate download...there are already well over a dozen missions of various types (mostly co-op, or adversarial) which we will pack up and offer for download...Im sure there will be MANY more when the addon is ready.
-
If Blackdog or any of the other beta testers begin a campaigne project, it will not delay the units in any way.