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Everything posted by suma

  1. suma

    I really need some help with this one

    See my answer in http://www.flashpoint1985.com/cgi-bin....pic=504
  2. suma


    More info on Banning (as requested by Hudson): There are two ban lists. One is user-specific and is located in users directory. This is used for normal (non-dedicated) server, all users banned from chat command line with #ban are added to this list. Second ban list, "global ban", is ban.txt located in main Flashpoint directory. This ban list is used for both dedicated and non-dedicated server and the only way to add entries into it is by manual editing. This file is plain list of decimal banned user IDs delimited with spaces, tabs or end-of-lines.
  3. suma

    The Problems with Multiplayer Online

    This discussion here went completely off-topic. I deleteted many posts. If someone wants to discuss the topic (user inteface and problems when connecting to ded. server), please continue here. For personal quareling please use Offtopic or even better Messenger, it will save a lot of our time.
  4. suma

    The Problems with Multiplayer Online

    Horse, thank you for posting your experience here. It is very beneficial for us when someone is able to write accuratelly what is wrong. We are already working on voting - it should be easier in 1.30. We will also try to implement warning for "side masters", so that they are aware what they are doing.
  5. suma

    Join game in progress

    This decision is quite fundamental, has been done long ago (this game was developed for more than four years) and cannot be changed without major core code overwork. We are sorry, but at this developement stage we are unable to implement what you are asking. It would be almost as developing brand new product.
  6. suma


    Ban list is in your user directory, and it is named ban.txt.
  7. suma

    Joining during a battle

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Time remaining - for mission - in the in-game lobby. <span id='postcolor'> This is possible only in some mission types (CTF, Deadmatch) and even in those only when Server decides game should be terminated after certain period of time (other possibilities include play to certain score). Even in this game everything is handled internaly by mission scripts and game engine has no direct access to the infromation. For many mission types (Coop) mission termination is determined by achieving some objectives - in this case it is almost impossible to make even an estimation of time left.
  8. suma

    Joining during a battle

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Do you see this thread? I believe this simple feature - and expanding more players would make this game what 'world war 2 online' only could hope<span id='postcolor'> Yes, I do see it. As I already explained several times before, implementing "Join in progress" would be very difficult for us, as the code is not prepared for it. Basically the difficulty lies in this: When player joins game that is already running, complete state of the world (all vehicles, all dammages to static objects, all soldier, flying bullets, playing sounds) has to be transmitted to him. Something similiar is done when game is starting, but on the game start you know many things cannot be happenig yet (nothing is destroyed, no sounds are playing). The ammount of information that needs to be sent for a new player would be terrible and there would be a lot of new message types we would have to introduce. From the resons above, I can say that almost certainly there will be no patch for OFP that will enable "Join in progress".
  9. suma

    OFP Crashed to the desktop

    As many crashes are caused by low virtual memory, please be sure to check topic  Crash during Save
  10. suma

    Cannot install Patch 1.20

    Q: Why cannot I apply patch when I have some files corrupted? A: To keep patch size as small as possible, patch uses as much data from original version as possible (this is called incremental patching). If we would allow applying patch to corrupted data, the patch result could be even more corrupted than current data you have. For correct patching it is critical that you have all files in the same state as they were distributed. If you have some files corrupted, you may easily encounter random crashes in different parts of the game, therefore you should try to fix the problems leading to data corruption before you apply patch. Different sources of corrupted data may be: (1) Faulty hard disc controller or hard disc If you have VIA chipset, you may be affected by known bug in IDE channel controller. See above for possible solutions. (2) Physically bad CD In this case you should get your CD replaced for free in the shop where you bought it (in most countries law gurantees you at least six moths for replacement of faulty material) (3) Unreliable CD ROM drive Some CD ROM drives are unreliable. Copying dammaged file several times from your CD and trying running patch after each attempt you may (with a little luck) repair your files. You can also use our Installation Verification utility, that comes with a step-by-step lists of things  to do in this case. If you have unreliable CD ROM drive, you might want to consider buying a new one or borrowing it from a friend just to install the game. (4) Faulty hard disc surface Hard discs sometimes (very rarely)  fail. To check if your disc is healthy, run some Disk checking utility with "Scan for bad sectors" enabled.
  11. suma

    VIA chipset problems

    There is some more troubleshooting available on VIA and AMD web sites: http://www.viahardware.com/686bfaq.shtm http://www.viahardware.com/agp4xfix.shtm http://www.amdzone.com/articleview.cfm?ArticleID=156 Thanks to Mister Frag for information.