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ThruYerStErNuM

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Everything posted by ThruYerStErNuM

  1. ThruYerStErNuM

    Unscripted war

    Yeah sorry I havent had the time lately to show results, I can tell you all that since I last spoke, I got a second computer, so multiplayer testing is much easier now... and its pretty much implemented in the bigger scale in the mission now, but lots of little scripts have to be finished to fit everything together. I remember last year I thought i'd have time at thanksgiving to get way more stuff done than I did, but this year I'm giving myself more time over the christmas holiday too to work on this stuff. There will be 'gameplay type' addons used, which are essentially information that the game uses to know what addons to use in the game, and how to use the addons to make them fit in to the game realistically. Basically, any type of war can be simulated with any addon, by following a simple template and inputting information about the units and scripts to be used. Also, many game scripts will be kept in an addon, so that you can make your own version of the mission and not have to update anything if I release an update to the core addon. In multiplayer, the players may have the option of voting, at the start of the mission, on what addons will be used for the game. I have thought a lot about what an ideal simulation environment is, not just for flashpoint. I've typed up lots of thoughts on this, I might give out some of them soon to help make dynamic gameplay scripts more useable by all those people making dynamic missions. Of course I'm mostly thinking ahead for flashpoint 2 here, a reason I'm not rushing to release anything. I am actually more excited about world war 2 in unscripted war now than vietnam... however... The Unsung team has been doing some great stuff, and while I will try to continue to work on vietnam addons, I've decided that what I wanted to do with my vietnam island would take too much work to get done soon, so it's put off to the side. Go play half life 2 you guys, flashpoint's time will come around again soon enough. EDIT: awh what the heck, heres some screenshots from an older unscripted war mission, highly unpolished, I played through a few weeks back, with default BIS units. The cool thing to think about is, that this was all in the same mission play through, in about a 2 hour period (if i remember right). but it wasnt well balanced enough to be very fun so dont get upset. i died in petrovice
  2. ThruYerStErNuM

    men of valor

    I dont understand how you can be anything but impressed by this game. It takes the simplified, fast-paced gameplay that the market demands, and provides the most stunning vietnam game yet, made by some of the most skilled designers in the industry. I can understand a lack of ambient sounds in multi-player, thats just a level design decision, it makes it less frustrating when you get shot, having only heard gunshots from players. The gun noises seemed realistic to me, it is usually the arcade style games that feature those more satisfying gunshot sounds you seem to expect. Anyway I can't wait to get the game, maybe you should watch the IGN videos to get a better idea of what call of duty in vietnam can be like.
  3. ThruYerStErNuM

    men of valor

    I cant believe there wasnt already a thread for this game. EDIT: He just beat me to mention the demo that just came out yesterday. I played it for a few hours today. The graphics are exactly the high quality you would expect, and the gameplay and level limitations seem like they will follow the same basic formula as games like call of duty. It will be a great game, but I doubt it will be highly replayable or modified. demo download link http://www.fileshack.com/file.x?fid=5546 It's only a matter of time before the textures are extracted and brought to our beloved flashpoint. Â
  4. ThruYerStErNuM

    OFP photography - Questions & comments

    thanks guys, heres the original if you want to reedit and repost please do btw its the unsung sky, thank drow for the nice blue, I think it often looks better with dxdll then llauma's sky does.
  5. A completely dynamic mission like you describe would be the ultimate flashpoint mission, if everything was balanced just right for gameplay. But if all the dynamic elements were in place, changing aspects of the way it is played is very simple, like what commands the player needs or what units to use in the game, those are all just simple changes once the war is unfolding with a mind of its own. The most important thing to do when taking on a large project like this is to outline the most abstract concepts that you will use, and build scripts based off the outline, filling in the blanks from the top down. Starting out making lists of the properties of vehicles seems to be more of a bottom up approach, an approach I cant imagine trying, I think it would be much too hard. However you want to do this, I recommend looking at the systems for dynamic command already made, like Chain of Command, CTI, RTS, or what I've done. 2 years ago, after looking over the command reference for Resistance, I got really inspired to try almost exactly what you are describing, and I made a decent version on Nogova with the player starting out near the westmost airfield with full command, and reinforcements coming in from the coast on command. After lots of experimentation, I'll just say I had to work out many compromises until I fully understood everything that was going on, and everything the flashpoint engine would allow me to do. I decided it was hard to balance the gameplay, in one run I remember I swept clean hundreds of enemies across all of nogova with 4 apaches and 8 abrams in a matter of an hour, sounds fun but I couldnt keep up with them because the commanding was so tedious. In other tests, I realized its possible to make unending battles, with infantry respawning approximately as they die, then going right back the battle with the corpses piling higher and higher. Making a fully dynamic game fun is really hard. So after a year of tinkering I released a simpler vietnam version that turned out pretty fun, mainly infantry combat, look here. Still too much commanding I think, so my new version will allow you to select your rank, and how much command you'll have, because RTS games can get boring. Maybe I could make a list of scripts I think must be universal to any ideal dynamic game environment, and we can work together to make scripts we would both use? You can of course use any scripts you want from my old unscripted war, and when I release a new version you can do whatever you want with it. I'm sure you would make many different decisions than I did along the way, so I would like to see you make your own thing, maybe an "unscripted war" can be done much better.
  6. ThruYerStErNuM

    Unscripted war

    Be sure to hold down shift for a second before you click and then hold the click for a second, it might be just the game is running slowly. And you probably got the wrong F4 addon, just dont use the f4 option when the game starts. ahaha this keeps getting dug up, isnt there some rule about that? Anyway I'll tell you all what I'm doing. I know cornhelium cares, the guy who beat this when not even I have, I've burnt out a lot of hardware playing flashpoint. Anyway most of what I said before is getting done... Over the year since I first released this, I have learned a lot of computer science and proper programming in my first year of college here. Huge changes to all the scripts, the biggest changes being in AI and getting a robust and versatile system that can be used in any theatre of war, and also good for multiplayer. I was trying hard to get a modern unscripted war done for the mission competition, but even at this pace it would probably take another week to get anything playable out of the pseudo scripts I have now, so once the buzz from those missions die down, I may give you a sp/coop version that uses selectable addon packages. (including not requiring addons) I can safely say that last year I tried to do too much and couldnt get anything together. The old mission is like a little concept test compared to what I have now, it's really a war the player doesnt even need to participate in anymore. I could make a camera script that follows around the action, and you could watch it like a war movie. Once all the new scripts are done, it will be extremely easy to port to all islands and incorporate all addons, and I'll make instructions for doing that. But these words of mine mean nothing until I get something released... so stop playing this old crap and let the thread die edit: I realize I have been thinking about this mission for the last %10 of my life it had better turn out half decent
  7. ThruYerStErNuM

    BIS Forums Top 100 Games - Finished!

    1. OFP 2. Half-Life 3. X-COM UFO Defense 4. The Legend of Zelda: Ocarina of Time 5. Super Mario 64 6. Deus Ex 7. Goldeneye 8. Splinter Cell 2: Pandora Tomorrow 9. Baldurs Gate 10. Grand Theft Auto 3
  8. ThruYerStErNuM

    Unscripted War dynamic grass

    Yeah it would be nice, but I'm not sure how to do that... I know it's much faster and more efficient to have the mission maker place the triggers for his specific mission, rather than have a large number of existing triggers pre-programmed in, if it were even possible. (ok now i'm really drunk, dont know why no one appreciated the humor of the hint in the last comment) I want to know why no one is giving me decent criticisms! Russians found lots of problems with this http://www.flashpoint.ru/forum/showthread.php?p=396049#post396049 (do an altavista translation) that I wish I could discuss. I very much prefer suggestions rather than praise, is it that on the official forums the moderators are out-of-their-mind-power-hungry ban-happy spam-hippy meanies? Are people here afraid they or I would not appreciate negativity? I blame canada and europe.
  9. ThruYerStErNuM

    Unscripted War dynamic grass

    errrrhm um yeah  better make that 2004... If I have as much time as I expect to this month, you can expect multiplayer unscripted war soon enough... I decided, rather than disappoint through release dates, I'll surprise with unanounced releases when I think stuff is done. The new unscripted war mission supports many addon packs all in one mission, which can be chosen at the start of the mission, so incorporation of new addons has essentially become changing a single text file to get them to work in the mission. I think the reason I left the objects unnamed is because the names show up in game sometimes, like in command view, you dont want to put your cursor out there and have "Grass 1" showing up all the time. With my own testing, I personally feel it should be left the responsibility of the island/object maker to get dense foliage on an island, and with my vietnam islands you wont want to use this script. It just hasnt been done right to prevent lag. Either that or everyone is too worried that people will complain about lag to make anything better. What I think I do want to use this for in the future mostly, is actually dirt. The main problem with flashpoint graphics is seen when you look down, the landscape textures are always so ugly, there is no variation below you, so it's like you are walking on painted pavement. So little clumps of dirt would add cover and take away the fear of looking down in-game when someone is looking over your shoulder not-in-game, because they would otherwise state something like "Look at the crappy graphics, flashpoint sucks dude, why do you spend all your time on it, get a life, play battlefield." Then perhaps they might add, if the dirt clumps did not exist, "And stop getting drunk and high all the time, it's not making flashpoint any prettier"
  10. ThruYerStErNuM

    Unscripted War dynamic grass

    Of course, the screens are all nogova, just execute the script like the readme says for any mission. Certain grass objects look better on different islands. You'll want the brighter grass objects for malden or the areas of nogova with lighter landscape, all the details are in the readme.
  11. ThruYerStErNuM

    Unscripted War dynamic grass

    theres a better picture host, screens should work. but wont someone get a few better screens for us here?
  12. I can't imagine using 3mb worth of scripts, but if anyone somehow did, I can tell you their mission would probably be so good you wouldnt think about whats coming out of your speakers. This is also very good for all the 56kers who dont download the large numbers of missions available mainly because of the size. I would be ok with a 2mb limitation It should be noted that there is still lots of good free music out there that is not copyrighted.
  13. ThruYerStErNuM

    Ofp combat photography 2. no pics over 100kb

    How in the world did you extend the viewdistance beyond the default max of 5000 Â edit: im sure some of you get it Â
  14. ThruYerStErNuM

    Unscripted war

    lol dug up by someone who IMs me and says he hasnt played it. drastic, drastic changes have been made... trust me I got the lag understood and measured, and in the new version, which will be released 'when its done' now. i repeat, it will be released, i just dont see time anywhere now. Just trust that what I finally release in the coming months will be worth the wait, and unlike anything you've seen before. I posted a no-lag script ive added into the recent version of the mission (much too sloppy to release right now of course) here. it would be possible, and relatively simple, for someone to add this into version 1.01, put the mission on the newer vietnam islands, and release updated versions for me, i dont have the time, and i wouldnt be able to make myself go back to the old mission. i do promise i will continue to work only on things that you will eventually see, and continue to mod only flashpoint until flashpoint 2. so are people pissed at me yet, or has everyone forgotten and stopped caring
  15. ThruYerStErNuM

    No-lag script?

    Edit: i originally posted an older version that might have acted funny, this one should be good though I could probably give some help here. I made a script that will delete units of a certain side, given that they are not near units of the other side, automatically recreate them as necessary, and continue the process, you just execute it for each group. The great and complex thing about my script, is that it will remember the unit type, the units vehicles, the position of the unit in the vehicle, and even the skill of the unit. It works by removing all but the leader, who will continue to move around his waypoints, and if he is in a vehicle, his crew wont be deleted either. And also, rather than removing them, it makes temporary units in their place, so that when you want to detect the presence of men using count list trigger or something like that, you'll still get the correct number. So I made this to work in every situation, but it's fairly complex, and requires supporting scripts, one addon for the temporary man type, and also 2 triggers to detect all the east and west on the map, although most dynamic missions have something like these triggers already. to get it to work, every east group you want to be autodeleted must have this executed: [group to autodelete, distance from west side at which it will be autodeteled] exec "server\tempdeath.sqs" well the tempdeath is in my server folder in the mission directory, it might not need to be. In the init.sqs script, put this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> tempdead = [] invisibleunits = [] emptytype = "uwar_empty" Here is tempdeath.sqs, execute for each east group <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; single player only? _group = _this select 0 ;_mindist = 250 - vietnam default ;_mindist = _this select 1 * (viewdistance/1000) - open areas _mindist = _this select 1 ?!(_mindist > 0): _mindist = 250 ; you might want to remove this line ?_mindist > viewdistance: _mindist = viewdistance _deletedunits = [] _nobj = "<NULL-object>" _null = "scalar bool array string 0xfcffffef" ; dont go to "exit" because the group will be removed when it shouldnt ?_group in tempdead: exit tempdead = tempdead + [_group] #begin ;maybe later add check for existance of all units, rather than wait assuming time will add them ~8 + random 5 _firstunits = units _group _firstcount = count _firstunits ?_firstcount < 1: goto "exit" #l _tempdeath = false _tim = time + 30 #lead ~1 ?_tim < time: goto "exit" _leader = leader _group ?!(alive _leader)||format["%1",(typeof vehicle _leader)] == emptytype: _leader = (units _group) select 0 ?!(alive _leader)||format["%1",(typeof vehicle _leader)] == emptytype: goto "lead" _count = count units _group ?_count > 1: goto "checkfordelete" ?_firstcount < 1: goto "exit" ~7 goto "l" #checkfordelete _west = [(getpos _leader),_mindist] call loadfile "func\westtrig.sqf" ?count _west > 0: goto "l" ;minimize now ?!(count units _group > 1): goto "begin" _deletedunits = units _group - [_leader] _infoarray = [] ;_vpos = 0 - no vehicle, 1 - driver, 2 - gunner, 3 - commander, 4 - cargo ---- dang this is all one line {_vpos = 0; if(_leader in (vehicle _x)) then {_deletedunits = _deletedunits - [_x]} else {if ((typeof vehicle _x) == (typeof _x)) then {_vpos = 0} else {if (_x == driver vehicle _x) then {_vpos = 1} else {if (_x == gunner vehicle _x) then {_vpos = 2} else {if (_x == commander vehicle _x) then {_vpos = 3} else {_vpos = 4}}}}; _infoarray = _infoarray + [[typeof _x, skill _x, "private", typeof vehicle _x, _vpos]]}} foreach _deletedunits invisibleunits = invisibleunits + _deletedunits {deletevehicle vehicle _x; deletevehicle _x} foreach _deletedunits _dels = [] {emptytype createunit [getpos leader _group,_group,{tdel = this; this disableai "move";this disableai "target";this disableai "autotarget"}];_dels=_dels+[tdel];[tdel] exec "keeptolead.sqs"} foreach _deletedunits _tempdeath = true _cam = "camera" camCreate getpos leader _group ~5 #minimized _tim = time + 60 #getleader ~1 ?_tim < time: goto "exit" _leader = leader _group ?!(alive _leader)||format["%1",(typeof vehicle _leader)] == emptytype: _leader = (units _group) select 0 ?!(alive _leader)||format["%1",(typeof vehicle _leader)] == emptytype: goto "getleader" ?count (units _group)<1: goto "exit" ?(vehicle _leader) != _leader: goto "exit" _count = count units _group ;player sidechat format["leader alive status: %1",_leader] ;player sidechat format["count of units in group is: %1",_count] ;?!(alive _leader): goto "restart" ;rather than these screwey scripts, just keep trying to remove men until just one, and ; put a killed eventhandler on that guy you know has to be there. also keep his health full ;?_count != 1:player sidechat format["recreating, units are %1",units _group]; goto "restart" _west = [(getpos _leader),_mindist] call loadfile "func\westtrig.sqf" ?count _west > 0: goto "restart" ~10 goto "minimized" #restart ;reinitialize all minimized ; this should never happen ?!_tempdeath: goto "begin" ;?dev:player sidechat "UN MINIMIZING" "deletevehicle _x" foreach _dels _x = -1 _c = count _infoarray _newvehs = [] ?!(_c>(-1)):_c = 0 #l2 _x = _x + 1 ?_x >= _c: goto "return" _current = _infoarray select _x _ipos = getpos leader _group _rnd = 15 - random 30 _pos = [_ipos select 0, (_ipos select 1) + _rnd] (_current select 0) createunit [_pos,_group,{uwar_man = this},(_current select 1),(_current select 2)] _man = uwar_man ?_current select 4 == 0: goto "vdon" _n = -1 _w = 0 #vpick ;player sidechat format["stuck in vpick, vpos is %1", _current select 4] _n = _n + 1 ;add random position variation later for newly created vehicles ?_n >= count _newvehs: _v = (_current select 3) createvehicle getpos leader _group; _newvehs = _newvehs + [_v]; _w = _w + .3 ~_w ; oh so ugly but it keeps the gamestoppers away - 3 strikes to put him in a new vehicle, then forget him ?_w > .8: goto "vdon" ?typeof (_newvehs select _n) != _current select 3:goto "vpick" ?(_current select 4 == 1) && ((format["%1",(driver (_newvehs select _n))] == _nobj)||(format["%1",(driver (_newvehs select _n))] == _null)): _man moveindriver _v; goto "vdon" ?(_current select 4 == 2) && ((format["%1",(gunner (_newvehs select _n))] == _nobj)||(format["%1",(gunner (_newvehs select _n))] == _null)): _man moveingunner _v; goto "vdon" ?(_current select 4 == 3) && ((format["%1",(commander (_newvehs select _n))] == _nobj)||(format["%1",(commander (_newvehs select _n))] == _null)): _man moveincommander _v; goto "vdon" ?(_current select 4 == 4): _man moveincargo _v ; if he is supposed to be put in cargo, and hasnt been, then we ASSUME the vehicle has no more cargo space ?_man in _v: goto "vdon" ;could there be a few bugs occuring that cause extra vehicles to be randomly left over, some maybe even occupied? goto "vpick" #vdon ~.1 goto "l2" #return invisibleunits = invisibleunits - _deletedunits _tempdeath = false ;player sidechat "UNMinimized" goto "l" #exit ;player sidechat "exiting tempdeath" invisibleunits = invisibleunits - _deletedunits tempdead = tempdead - [_group] _x = 0 #deleteempty ~.1 _c = count units _group ?_x>=_c:exit ?format["%1",(units _group) select _x]==emptytype: deletevehicle ((units _group) select _x); goto "deleteempty" _x = _x + 1 goto "deleteempty" The unit: uwar_empty, is just an addon with this in the config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class uwar_vietnam { units[] = {uwar_empty}; } } class CfgVehicles { class All {}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class uwar_empty: Soldier { displayName="ghost"; nameSound=""; scope=3; vehicleClass="uwar_Objects"; simulation="soldier"; side=3; icon="vlajka"; model="empty"; picture="iaston"; wounds[]={}; moves="CfgMovesMC"; } } contents of keeptolead.sqs in mission directory <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _l = _this select 0 #l ?!(alive _l): exit _a = getpos (leader (group _l)) _l setpos [_a select 0, _a select 1, (_a select 2) + 5000] ~10 goto "l" contents of func\westtrig.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> comment { Serves as artificial detect west trigger that returns all west within it. Can only be circular. Useage: [Center of trigger, Radius of trigger] call loadfile "func\westtrig.sqf" requires function "func\getdistance.sqf" and west detecting trigger within game called trig_west that covers all units }; private ["_center","_radius", "_array"]; _center = _this select 0; _radius = _this select 1; _array = []; {if (([getpos _x select 0, getpos _x select 1, _center select 0, _center select 1] call loadfile "func\getdistance.sqf") < _radius) then {_array = _array + [_x]}} foreach (list trig_west); _array contents of func\easttrig.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> comment { Serves as artificial detect east trigger that returns all east within it. Can only be circular. Useage: [Center of trigger, Radius of trigger] call loadfile "func\easttrig.sqf" requires function "func\getdistance.sqf" and east detecting trigger within game called trig_east that covers all units } private ["_center","_radius", "_array"]; _center = _this select 0; _radius = _this select 1; _array = []; {if (([getpos _x select 0, getpos _x select 1, _center select 0, _center select 1] call loadfile "func\getdistance.sqf") < _radius) then {_array = _array + [_x]}} foreach (list trig_east); _array contents of func\getdistance.sqf I think thats it I am posting partly because i too want help with this. The ai is heavily disabled by using this temp man system, and my objective was to completely remove the ai, to lessen the load on the processor, but there still is a large load when you got lots of guys "temp deleted". looks like lots of numbers up there could be tweaked, and optimizations done, obviously i'm very sloppy and working alone. I mainly want to know if i can improve that addon config to make it less of a man, so to speak, so that it will take even less processor for each guy. For me, this script works like silk for the most part though in all my crazy missions. This brings back memories... but hope it can help someone, if its too much for the average mission maker. Of course this could be easily modified to only require that the group not be near the player, rather than not being near the other side.
  16. i think an end of may, early june submission time is a good rough estimate i can go on. can we set the rough estimate? Maybe start the competition at the start of May and give 40 days to complete.
  17. ThruYerStErNuM

    Ofp combat photography 2. no pics over 100kb

    I just tried out gummis camera tool, now I see how people here have so much fun doing this. Each image is edited, but this time I have a link to each original unedited screenshot. unedited unedited unedited unedited unedited unedited unedited and this is my test island, dont worry if it looks nothing like vietnam yet
  18. ThruYerStErNuM

    Ofp combat photography 2. no pics over 100kb

    im not dead, just sorry i'm still not releasing anything that i think looks worse than battlefield vietnam most textures are 1024x1024 pacs edit: stop worrying about lag, its always just a matter of adjusting viewdistance. These screens have high brightness/contrast editing.
  19. ThruYerStErNuM

    Exploding man

    We should all be striving for simulation, this would only make it more realistic. I wonder if you could do a getdammage just before deleting the object, and the more dammage that has been done to it determines whether many small objects or fewer large ones are created.
  20. ThruYerStErNuM

    Unscripted war

    im making so many changes - many performance improving - that i cant release the mess of what it currently is. I can release a stripped down version with non mission or ai driven gameplay, sortof a combination of what the last released version (only 1.01) and what i have now are. But with ever little time - I'll tell you all how to get whatever version you want. I can make any version you want with any addons given all of the following information (it takes a long time to plan all this stuff, so give me details to work with and I can work much faster): (Assume West is player side -west and east can be switched though) 1. A list of every group on the east side, in names of units, and the relative frequencies of each occurring in game (such lists would help out a lot) - keep in mind there can be types of groups with different frequencies of occurrence, like infantry vs tank vs air. Also - should the relative frequencies of occurrence change as the game progresses, and in what way? 2. (different from number 1), A list of every group on the west side that can come in through reinforcements, in unit names, and the relative frequency (or cost if that is the game type) of each group. 3. Where should the player start, and in what way (like chopper insertion, boat insertion, I can make a scripted starting battle fairly easily in the mission editor) 4. Does the enemy get virtual artillery, meaning they shoot but you can never find from where. How much, etc. 5. Speed and frequency of enemy attacks, or should they patrol their own turf more instead (this is where the tough scripting that almost no one but me would understand comes in) 6. Should they get extra randomly generated stuff, like camps, extra villages, wandering civilians, anything - don’t worry about lag, my scripts sort of auto delete them now. For this one, I need exact names of stuff to be generated, and a list of relative coordinates of each object in the random occurrence. (I can also do something like make civilians only occur in villages already existing on the map.) 7. What is required for west to get reinforcements, and how will they arrive and from where (reinforcement timing can be done automatically based on amount of fighting and deaths, or player command only as it is now). Give me names of objects for everything in the stuff that can be set up by the player too, and conditions in which they can be set up. 8. Places to send these reinforcements - be it LZs or camps the player sets up, or just straight to wherever the front line is determined to be, or where the most action is taking place. 9. What fire support will be available to player (as commander) and squad leaders. 10. Will support/reinforcements be available based on time, or other factors such as points earned from kills. 11. Will the player be able to spectate over his forces, take command of any group, or do the "switch with leader" thing, allowing immediate jumping around the island. 12. What addons do I need for the units you mention lol So email or post details, and the more you have (hopefully) the faster I can release a version of Unscripted War. As you can see, a completely realistic game could seemingly emerge if enough complexity is added through chain of command driven automatic west control, and a more mission driven progression based on intellegence shared by the AI. Also adding in scripted occurances for times of inactivity (such as sleep) and voice work for random characters would greatly add to immersion - but going that far would require BIS intevention Â
  21. ThruYerStErNuM

    Ofp combat photography 2. no pics over 100kb

    well i suppose i never showed off my napalm scripts. I believe napalm is one of those things that in a game, the less realistic, the better. by the way, all my combat screens are taken from random gameplay in my unscripted war mission. In these screens, NVA ambushed my squad from behind, killed quite a few, but the napalm handled the situation well after a few minutes into the firefight. These could look slick with some editing...
  22. ThruYerStErNuM

    Ofp combat photography 2. no pics over 100kb

    Excellent RaptorAce, what airstrike script is that? all unedited besides cropping. how can the graphics in flashpoint continue to amaze me, it doesnt make sense
  23. All screens 3 screenshots: The first 3 screenshots from my new Ia Drang Valley 'island'. If the images don't come up just click the links. They are not edited except for added brightness/gamma and decreased size. Screen 1 Screen 2 Screen 3 These screenshots are all taken from the same area in the Chu Prong Massif. If you look real close you might be able to tell that those weapons are modified INQ weapons, not the ones that come with the Seb nam pack. It's not really an island, it is made to be a realistic recreation of the area around the ia drang valley. It will be many times bigger than the SEB ia drang valley, and have all new foliage and landscape textures. All landscape textures will be 1024x1024 because that DOESN'T hurt performance noticeably. Also, if you use very large weed/foliage objects, you can have what looks to be many more objects on an island when really only having the same number of objects as smaller islands have. The trick to making the island not lag is then just in making good LODs so that distant jungles have much lower quality textures and less polygons. The detailed terrain is exactly 20.6km by 25.6km in size, a 50% reduction from the real area - here is a map of the area used to show you what I mean: Screen 4 The highlighted part - the part used - includes the area from the Plei Me base to and slightly beyond the Cambodian border. It takes approximately 5 minutes to fly a huey from Plei Me to LZ XRay, so MP spawning will occur at some point on the way depending on the negotiated initial game settings. This island is being made specifically to recreate the Battle of Ia Drang using my Unscripted War scripts system, however the island will be released along with many vietnam addons so that it can be a single Addon At Ease and not require any other addons, so it won't need Seb Nam Pack 2. If anyone wants to help me on this project email me at thruyersternum@hotmail.com
  24. ThruYerStErNuM

    Unscripted war: vietnam pack

    ok. I have a spiffy new demo packed up for all those who want the objects in the screens, It's not going out to public download, but you could use AIM or MSN to get it from me, just ask 'ThruYerStErNuM'. (i have limitless bandwidth at uci) These screens taken from the demo island: With brightness at 1.8, gamma at 1.0, contrast way up, this started to look very, very nice. this one i did some contrast editing on My plans were probably way way too ambitious - so I have no idea when I will get this done - maybe I'll start cutting off mission ideas, hopefully by the end of the month you'll see some great unscripted vietnam gameplay. I was having touble trimming island size before 1.95 came out - now I can go back to the more detailed island I wanted with the game now being capable of handling larger islands much better. I could take a break from this and quick make tonal unscripted war, world war 2 unscripted war on all the existing islands (yes there would be tank battles), but addons seem more popular than missions, so should I just focus more on working to get this island done?
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