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Wolfius

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About Wolfius

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  1. Wolfius

    Where do we define the pbo name

    to Aces_Kevin: Unfortunately, Kegs tutorials config contained a mistake. Read those threads formore info: http://www.flashpoint1985.com/cgi-bin....t=31773 http://www.flashpoint1985.com/cgi-bin....t=31358
  2. Wolfius

    Stupid textures

    4. Try copying your flashpoint.cfg from your OFP directory to the Visitor directory, overwriting the old one.
  3. Wolfius

    Stupid textures

    1. try reading this topic on organising your folders: http://www.flashpoint1985.com/cgi-bin....t=31349 2. I had the same problems with Buldozer: no matter what I do - white textures. I am running winxp and it seems it is a "subst" problem. It helped, when I took the visitor2 folder and put it inside the c:\buldozer. Then I subst'ed and created drive X:, so in the end I got my visitor in the folder X:\visitor2. By the way - the same goes with my o2 folder, which is at X:\o2. 3.Don't forget to change parametres in tools-> project preferences. That is if you're planning to use ofp textures - unpbo landtext.pbo in your x:\landtext dir and set "tools-> project preferences->Folder - Textures" to X:\Landtext. Hope this helps.... Sorry for my language.
  4. Wolfius

    Choosing sides

    Sorry if it was posted before, I am too lazy to search.... It would be nice to have the possibility to choose sides in the campaign and single missions. So there should be one mission where you can choose Russian or American forces, for example. In this case there would be no need to create different missions for different sides. This feature is already implemented in OFP multiplayer. Playing same campaign for different sides is a good balancing thingie.
  5. Wolfius

    Fully dynamic objest classes? (question to bis)

    Sorry man, I did not get what you meant by saying "in-game" or "out of game"! Can you clear it out for me, please ... What I meant basically is this: When you create addon, you must define in cpp file what class does this object use, for example M2A2 is M113 class... etc. Defining a new class using the methods of TWO or more classes is what I meant, thus giving certain addon the properties of both, thus you can have a wheeled vehicle with rocket system. All this would be possible due to class comprising of methods and variables used in two different classes. Hope this one cleares it out for you  Priorities and collisions of those methods used in both inherited classes(in our eg. CAR, TANK) could be solved by using the the first class mentioned in the definition string(in order of appearence). Its methods will be used as primary. Primary methods of a class will be used in all cases ... e.g.: class Addon: Car {}, Tank {} In this case Addon is of a Car class, and it will move as a car, do everything as a car, but those specific features present in Tank class will be given to "Addon". P.S. So the questions remains, will this be possible to integrate such a feature - "polymorhic classes" in future patches, or will it need the whole core engine rewriting to do this? With respect, Wolfius
  6. The question is to BIS... You allready have class heritage in your game, that is each addon must be "descended" from a certain high-level class. The question is, is it possible to add polymorphic classes in the future, that is one class comprising of tho or three. And is it possible to do without rewriting the core of the engine. In some post I read before, Suma stated that with current engine limitations it is not possible, for example, to make a wheeled vehicle have TOW properties. But with polymorph classes it seems possible. Having something like that: class add: Car {}; // is normal addon class add: Car {}, Tank {}; - is polymorph, addon inheriting car and tank features(car's features is primiry, tank's - secondary(additional)). So , the main question is it possible with current engine limitations? P.S. Sorry for my English, I hope you understand the question!
  7. Wolfius

    1.91

    According to info they did not change the player tiredness when running with the handgun! I can run with the shitthy handgun all over the island and never get tired of that sprint!!!
  8. Wolfius

    1.90 bug list

    2 bugs: 1. Running with the handgun doesn't make you feel tired (no stamina change or hard-breathing) 2. House in sector GA65 on Nogova (the one which is close to the bridge) seems indestructable. I put m1a1 and try to destroy it, but it is never destroyed. Could this be due to house having an animated doors module???
  9. Wolfius

    Ofp is dead?

    The BEST marketing move for BIS would be to release the following: 1.8(or whatever)+ 3 official campaigns(1895 cwc+RH+Res)+IL+editing tools(BIS wrpedit alternative+O2+config editing files) = Flashpoint Classic of Platinum Edition! But my best quess is that Codemasters will never go with this policy, as they own the OFP rights,and they love making money on worthless things like RH. Even with BIS's greatest desire to help players or to release such a PACK, Codemasters will not follow. But I am quite sure, that such a PACK would revive most of the players that lost interest in OFP. And yeah if they don't think of geting rid of some limitation the engine currently have, OFP will fade more and more. And my best quess that's what's BIS is doing right now(overcoming some of limitations or correcting bugs), that would answer the question as to why it takes them too long to release the damn patch for Res. Or probably they are busy developing VBS1 Engine for Coalescent or OFP2 or IL for us, or they just having a rest. Anyways, as it is my first post, just wanted to express my respect for BIS. Being talented rookies, they gained lots of respect from the community. And thanks for your support. It really did help to keep many of us here playing game and here on the board ... Just my 2 cents.
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