Wright
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Everything posted by Wright
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FlashFx Units Replacement pack 5.0!
Wright replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Would it be possible in the next patch to introduce a very low cpu config? I'm thinking along the lines of unit replacement, tracer script, nvg, sky, sound, editor adjustments and animation, but no explosive effects, blood, or other scripts? I love the immersion that this pack offers, but my computer just can't handle all the fancy stuff and number crunching of the >1300 MgHz configs. Thanks for putting out this pack and keep up the good work! -
FlashFx Units Replacement pack 5.0!
Wright replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Can I manage which effects and scripts are enabled through the editable configs? For example, If I just wanted the replaced units, skies, night vision, tracers, and sound - would it be possible to disable the other effects? Also have you considered making an options menu rather than swappable configs? Thanks for all your hard work; the pack is a lot of fun. -
wasn't little Godzilla named "Minya" in that movie with the kid? Personally I'd love a full size Godzilla model and maybe a MechaGodzilla as well that you could get in and pilot as a soldier
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I was finally able to try this out tonight and man, I am impressed. Â I was playing on the Citadel (ip 69.56.169.34) and we loaded up a small ctf across a large field. Â Perhaps it was partly the people playing, but the game was incredibly atmospheric. Â I was an antiarmor guy and while I was trying to move up my teamates were laying down covering fire with the heavy mg's and firing out a smoke screen with grenades; very cool stuff. Â We had some nice fire fights going until I misread the new AT sights and fired high over the incoming armor, which really spoiled the day. Â Â One bug I did notice was that in a later game, my opponent used a smoke grenade, but I didn't see any smoke, only all the buildings on the terrain started dissapearing until eventually all I could see was the sand bag right in front of me and a huge open field with nothing on it. Â It's hard to describe but it was definately confusing, plus my opponent got away with the flag... Â All in all, great work on this pack, I hope BIS takes a look at this when they are finishing up ofp2; good stuff. Wright
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actually I think it might be a little tricky to do, but possible. First you would need to make solid green skies, which could be done by using Kegetys hisky install, so maybe a mod folder could be used. Then you would have to make a solid green island which is easy enough. If you are far enough away from the water, you wouldn't have to change the water texture, which is a bit tougher. Consistent lighting may be tough as well, I'm not sure about how much the specular highlights would show up but it might be necessary to reinstall to an old version of ofp, pre-resistance, and I think the specular highlights would be gone. All in all it is possible but might be more work then you imagined. Good luck!
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Does anyone know of any fast mirrors that are hosting v. 3 or the addon? Both that I've tried seem quite slow for me. I did pick up v.2 though and I'm quite impressed. I look forward to v. 4
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Speaking of Lauma's sky, is version 2 coming soon?
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I'm not sure if Vietnam or the other areas have crocodiles, but I think it would be really neat if you could have them attack you occasionally if you wander down to the water's edge. Could create some tense water crossings...you know you may lose a man, but who will it be? Johnson, you first!
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I have to say that although its a relatively small feature of the game the seagulls have always really annoyed me. For example I hate the birds natural restrictions such not making ultra-sharp turns and not being able to fly backwards at a usable speed. Although it's somewhat realistic I miss the user-friendliness of an freely positional camera. Also the lack of stability drives me crazy as well, especially on cpu intensive missions the camera gets really jerky with seagull mode. I think it would be funny to be something else like a dragonfly or some other insect (might fit with ofp2). They're quicker, can manuever better and I can imagine a buzzing swarm of them really annoying an opponent.
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I think this is definately something that ofp2 needs. Many new games are supporting this feature and although they certainly shouldn't set the standard, it does make the simulation of driving a vehicle much more realistic. I would also like to hear them add breaking sounds to vehicles, for example compression brake noises (or whatever they use) for the 5T and the like. Even if Bis doesn't spend a lot of time polishing it, it would be nice for the option to exist for sound modders.
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I think that would work great Baron. From my discussions with Suma in the past however I get the feeling that they are unwilling to allocate official resources to updating that sort of list, and sounded reluctant to let a third party do it either. Still, things can change. I hope at least for ofp2 that they will give these sorts of options some more serious thought. Wright
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I think it would be beneficial to allow more customizations of soldiers without modifying files that get checked in the servers (i.e. data.pbo). For example it would nice to play with custom soldiers and weapons (skins and models, not firepower that is) without having people thinking that you are cheating or having to resort to addons. It's not so important for other people to see it but more so the individual user; if others could see it then that would be great as well but could create a lot of bandwidth problems. I love the option to put my own face in but I'd love to tweak other stuff as well. Also I'd like to be less limited with sound editing. For example we can modify sound.pbo but I'd like to see a seperate user editable config for sound as well. Just my 2 cents.
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No just living under a rock I tried alt f4 out in game and it works great, going to that little "shutting down" screen first. I figured it was just like an end task sort of deal where it unnaturally cut it off. Anyway thanks for the good tip. Wright
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I've always thought it would be handy to be able to assign a key to immediately shut down the game. That way you wouldn't have to exit out to the menu, and then wait for the island animation to load, and then exit from there. Just a convinience factor more than anything else.
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Sound engine improvements, more realistic effects.
Wright replied to Baphomet's topic in ARMA 2 & OA - SUGGESTIONS
Nice horns baby! -
Draco, Since I don't believe I have ever seen any of your previous posts, I won't claim unrealistically that I will miss you more than I would miss any other faceless guest on the forum. Â However, having read your post, I can't help but feel sorry for your situation. Â I don't want to play therapist but let me give you a piece of advice for someone who has been there. Â I think you need to stop worrying so much what other people think about you. Â Does it really matter what some 22 year old gamer in Seattle, whom you will never meet, thinks about you? Â Granted, we all want to feel accepted, but at the end of the day what really matters is how you feel about yourself, and that's not to be judged by others' opinions. Â I'm willing to bet that getting off the internet for a while will do you some good. Â We all (and I mean everyone) have our natural talents and it sounds like maybe you just need to find your niche. Â Explore some hobbies that you haven't tried and see what fits you best. Â Remember though, Don't do something because you are seeking someone's approval, do it because you enjoy it. Â Also, when going through times like this, don't forget your closest friends; mine have helped me through many a troubled time. Â I wish you the best of luck in life. Regards, Wright
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hm thanks for the alt-f4 tip I've never heard of that one. Using alt-tab tends to give me a lot of problems in game. Occasionally it works but generally it gives me my desktop cursor over ofp and won't let me see the desktop. Still even if alt-f4 works it would be nice to have an official option.
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hm I sort of forgot about this thread. I can see your points about possible cheating, but I think we need to delve further into this. When I look at the body of ofp players, it seems to me that not many people are playing to get the most kills so they can brag to their buddies and "own" people. Rather they are enjoying the realism and challenge that ofp provides. Personally I would doubt that more than a few unscrupolous individuals would paint the enemy uses bright yellow so they stick out a mile away. I suppose some CS kiddies might (not to affend any cs kiddies) but I don't see many of them around. Also, soundwise I really doubt that people would bother to increase things like footsteps for example. I think the mentality is different for the average ofp player and even if those cheaters exist they will eventually get bored and move on, leaving the rest of us to enjoy our game with excellent customization options. For me enjoyment is maximized when immersion is maximized. What better way to do that then to add in the elements (both sound and vision) that are most realistic to you. It is important to realize that we all have different visions of what is realistic based on our exposure to media, real life experience ect and that's why I think it's essential to let the player decide that for themselves. Wright
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Sound engine improvements, more realistic effects.
Wright replied to Baphomet's topic in ARMA 2 & OA - SUGGESTIONS
First let me say that I appologize for digging up an older thread. If this needs a new thread then I can create a new one. Bn880 is right in that ofp did have some good basic acoustical properties in place. Doppler shift was represented and Low frequency sounds in the game would carry much farther than high frequency sounds, just like real life. What really needs improving is the basic framework that they designed as far as sound editing in the config file and using sound.pbo. As it stands right now, we can't edit the config file without getting mp issues. Obviously this is a bigger deal for some than others but since I mainly play mp it concerns me. So all we can change is the sounds that are in Sound.pbo, which is fine for basic changes, but it lacks a lot of options, such as: - Adding new sounds. Even if BIS doesn't have the time/resources to give every conceivable action a noise, it would be nice to let modders do this. For example I would love to be able to give all of the vehicles start up noises, but that takes config editing. There are many little details you could add, such as using 5 distinct sounds for a vehicle engine, varying depending on your spead or gear. - Variability. This goes somewhat hand in hand with adding new sounds. What I mean here is having say 6 or 7 different sounds for a man getting hit with a bullet, and having it randomize which it uses. It can kill immersion when every ffar explosion sounds identical, or all the bullets whizzing by sound the same. I'm sure BIS will add a bit of variability in ofp2 but it would be nice to allow us to take it farther than that as well. - Amplitude. Granted you can do moderate amplitude changes in any sound editor, but if you try to make them too loud that way you will clip the sound and lose dynamic range; a big no-no for anyone with decent speakers. To use an example, I would like to be able to make the Tank cannons much louder than rifle fire, and jets louder than they currently are. For those of us who hook our computers to an excellent home theater system or the like, it's nice to have those options. I'm sure there are other options it would be nice to have but those are the main ones which come to mind. The best way I can think of to give us that functionality would be to use a seperate sound config file. This would be directly user editable and wouldn't present conflicts in muliplayer games. I think BIS in general underestimated the immersive factor that sound can have in the original ofp; many people remark when they use a soundpack for the first time it's like playing a whole new game. Now I don't expect BIS to commit the resources it would take to get everything perfect, but I would like the ability for the community to attempt it, without hinderances of multiplayer compatibility and the like. I'm sure with even a few people working together you could create something spectacular. I applaud BIS for taking the time to add elements like the doppler effect, now it's time to take it a step further. Wright -
Hey [TU]$33ker do you have your browser configured to go through a proxy server? I know that when I am using mine, no downloads from ofp.info will work, where as all other downloads work just fine. If I turn off the proxy server then I can download from ofp.info. Hopefully that is the problem with your system.
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Thanks Avon! @cero, yeah I kind of agree with you. That sound was ripped from the Terminator 2 dvd when the first semi truck explodes. Sounded great in the movie but not so good in game, I will keep looking for good ones. I don't want to hijack this thread so if anyone else has suggestions please send me a private message. Thanks, Wright
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Oh, and it's 35 mb. Â Â
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?advice on my upcoming soundpack
Wright replied to FA Dalai Lamar's topic in ADDONS & MODS: DISCUSSION
does it give you any errors or does it just drop to desktop? -
Just thought I would add, for anyone looking for new sounds, I've got a new version of my soundpack available on my site. Â It's changed quite a bit from my earlier versions. Wright
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Bam, If I could get ahold of a cpp version I could probably help you add in more sounds. It's been quite a while since I messed with it but I think I remember how to do it. Shoot me an email if you ever get it in cpp version.