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suma

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Posts posted by suma


  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (rookie94 @ Jan. 20 2002,23:55)</td></tr><tr><td id="QUOTE">Now I try with Disable "move", and they seems to be waiting, but can I make them move again?<span id='postcolor'>

    Unfortunatelly disableAI cannot currently be canceled. If you will disable some part of AI, it will stay disabled.


  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (FetishFool @ Jan. 18 2002,01:00)</td></tr><tr><td id="QUOTE">Here's a fact:  Using All Seeing Eye actually eats up LESS RAM than using the built-in communicator.

    The RAM isn't freed after your connect to the server, when you use the built-in method.

    ASE can terminate itself after you connect to the server.<span id='postcolor'>

    If there is any leak when connecting to server, can you please provide me some more information about it? What should I do to see the leak?

    I would definitelly like to fix any memory leaks there may be.


  3. I rechecked your question and I am not sure what is still left open for answering.

    I will answer this:

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Since this merging is just for smaller messages, I guess this isn't used in larger battles (with 5-10 on each side) where I'm having problems. <span id='postcolor'>

    It is just the opposite. The large the batlle is, the bigger number of messsages is being sent, while their size is unchanged - message size has nothing to do with battle size. Therefore there will be more message merging in large battles (and bigger bandwidth conservation achived).

    If still something needs to be answered, please formulate a new (and if possible short) question.


  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (amos m @ Jan. 17 2002,14:26)</td></tr><tr><td id="QUOTE">Where do you find the vehicles/weapons lists?<span id='postcolor'>

    You find them in top-left frame (Table of contents). You need IE6 or other full XML compliant browser to see it, though. In IE5 you are viewing simplified version only (as indicated on first page).


  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ Jan. 18 2002,07:16)</td></tr><tr><td id="QUOTE">It started with a crash

    The server where i decided to test 1.42 in MP

    went down after 5 minutes

    ....

    Oh no ...2 is stillllllllllllllllllllllllll down<span id='postcolor'>

    What was the version of the server you were connecting to? If it crashed, can you please send context.bin and Flashpoint.rpt files to support@bistudio.com?


  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ Jan. 17 2002,11:07)</td></tr><tr><td id="QUOTE">Why not make it so when you place markers on the map during an MP game, only your teammates will be able to see it?<span id='postcolor'>

    This has been present in OFP since first release (1.00). All markers placed during MP game are visible to those listening on the radio channel currently selected for transmission. If you want to place marker only friendly troops will see, select Side channel. If you want to place marker for your group only, select Group channel.


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ Jan. 17 2002,11:07)</td></tr><tr><td id="QUOTE">Why not make it so when you place markers on the map during an MP game, only your teammates will be able to see it?<span id='postcolor'>

    This has been present in OFP since first release (1.00). All markers placed during MP game are visible to those listening on the radio channel currently selected for transmission. If you want to place marker only friendly troops will see, select Side channel. If you want to place marker for your group only, select Group channel.


  8. AT is guided, LAW is not. AT guiding is one of the subtle features that not many players of OFP will notice, but if they do, they usually enjoy it. wow.gif

    AT contains more explosive and therefore causes more dammage.


  9. There is wind simulated in OFP. It affects following things:

    - smoke, dust and other "cloudlets" movement

    - helicopter and parachute flying

    - flag movement

    It does not affect anything else, speficically it does not affect bullet trajectory.


  10. Surprisingly, I have it working. tounge.gif

    If you will post your copy of hosts.txt here and exact location of this file and file OperationFlashpoint.exe on your computer, we may start guessing what is wrong with it.

    My working copy is plain text as follows:

    128.40.90.130

    216.103.128.25

    208.251.17.94

    193.163.220.211

    24.190.155.132

    130.89.231.145

    217.35.5.107


  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ExtracTioN @ Jan. 14 2002,20:09)</td></tr><tr><td id="QUOTE">When you disembark from pbr boat you get 20/30 meters away from boat and when you tell the AI soldiers to mount the boat they can't mount.

    I would to know if there is a patch coming to fix these problem?<span id='postcolor'>

    No, there is no patch for this problem yet, but we are working on a fix and it should be available in next patch.


  12. Reading so many replies to what asha2323 posted, I think you are a bit too harsh on him. There was quite a lot of people in past who posted their first post very similiar to this one. The best way how to react to post like this to ignore the "whinning" and simply ask "what is your problem? What error messages do you have?". Starting quarrel with the topic starter is not actually helping anything.

    What John C Flett posted as first reply was very professional and helpful, but replies that came after seem to me quite unprofessional and very close to flaming:

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Did you come here to whine like a petulant child or did you come here to seek our help in getting the patches installed? If the former then go enjoy your linear, restricted, generic HL & RTCW. <span id='postcolor'>

    What startles me most is that messages like the quote above come from moderators of the forum, whose role I think is to keep the forum a pleasent place to participate.


  13. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (zovirl @ Jan. 11 2002,02:56)</td></tr><tr><td id="QUOTE">Is there a good reason it is in XML format instead of boring HTML?  What is the advantage of XML?<span id='postcolor'>

    XML is used because:

    - one file is used for both index and full command view

    - formatting is kept separate from content

    From the reasons above, maintenance (like adding new commands or changing them) is much easier. Command reference is also much smaller than it could be if implemented as HTML.


  14. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quibbly @ Jan. 08 2002,15:20)</td></tr><tr><td id="QUOTE">8)  When the admins select "kickoff" on a players name, sometimes it doesn't work, put when I do that via command, it works?<span id='postcolor'>

    It is due to bug. It will be fixed in next patch. It happens when you are in "Game in progress" screen, not during mission or side selection.


  15. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Jan. 10 2002,11:27)</td></tr><tr><td id="QUOTE">Other than the XML and Gamespy +25 player fixes, what else does 1.41 correct?<span id='postcolor'>

    Here is complete list of fixes / changes. The last change is responsible for unitReady bug.

    1.41 - Fixed: Support for Windows Me ICS, Windows XP ICS, and UPnP-compliant NATs

    1.41 - Fixed: Buffer overflow in XML parsing

    1.41 - Fixed: limit for size of GameSpy Q&R SDK answer is respected now

    1.41 - Improved: Expression evaluation optimized (faster script execution).


  16. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Suma, now you've got us making assumptions. Does this mean that the bouncing vehicles bug WON'T be fixed?<span id='postcolor'>

    It is very likely bouncing vehicles bug will not be fixed in next patch. That does not mean it will never be fixed, though.


  17. We just discovered a bug in 1.41 dedicated server version. Scripting command unitReady does not work in 1.41. Scripts using this command may not work, especially when using @unitReady xxxx construct. In this case script will wait forever and will never continue.

    This bug is specific to 1.41 dedicated server executable and can happen only when unitReady is used in mission desing. This command is not used in any of official missions and it is probably not used in many MP missions, therefore it is vary unlikely it will impact you. Even if it is used, it will not cause server to crash.

    Therefore we still recommend to upgrade to 1.41 version, as it contains important stability issues fixes.


  18. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">ErrorMessage: Cannot create 3D device:

     Resolution 800x600, format X8R8G8B8/D16, refresh 0 Hz.

     Error D3DERR_NOTAVAILABLE<span id='postcolor'>

    It looks like OFP is trying to use 16-bit z-buffer (see D16 field). You can try to switch to 16-bit render depth, or try to fix the problem by reinstalling drivers / DirectX. GeForce2 does not support 16-b z buffer with 32-b frame buffer and drivers are normally aware of this.

    If you are using 12.xx drivers, you can also try turning on "Adjust Z-buffer depth to match render buffer depth". This option can be found as follows:

    Right click on desktop >Properties >Settings >Advanced > Geforce bookmark >Additional Properties > Direct3d setting.

    Best drivers for nVidia cards are usually those provided at http://www.nvidia.com site. They are probably better than Asus specific drivers. I am using 21.83 drivers for GeForce 2 and they work wery well for me.


  19. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rekrul @ Jan. 08 2002,23:14)</td></tr><tr><td id="QUOTE">(V1.30 Since I run a server I don't want to run 1.40 on it and watch it crash with the squad bug).<span id='postcolor'>

    Note: The squad bug is not in any way specific to 1.40. It has been present always since squad XML was introduced in 1.10. By using 1.30 version you cannot avoid it in any way. You can only avoid most users connecting at all.

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