Jump to content

-HC-Para

Member
  • Content Count

    184
  • Joined

  • Last visited

  • Medals

Posts posted by -HC-Para


  1. In my own testing, Ilo version 2 final (the released one) fixes most if not all of the issues with AI's being able to see through the objects.

    It still seems to occur occaisionally, but - to be honest - when I've examined the situation more carefully in seagull cam biggrin_o.gif I've discovered that the AI had a general look down on our position or some other terrain advantage - sometimes just a lucky break in the vegetation as well.

    Enough other times I've walked right up next to a AI in the grass and he hasn't seen me at all.

    I'm pretty sure that in the jungle the AI can't see that well, at least thats been my experience. The AI can no longer see or shoot through the paddie walls either, which was a major improvement to the Ilo pack.

    Older versions of Ilo and that was another story though, you want to make sure you have the latest released version. Ebud has mentioned that he's fixing the Ilo objects for a "final" final :P and we can hopefully see a new version of these objects in a week or so. In this version, you will no longer be able to fly, drive or walk through the forests like you can at present.

    Para


  2. Heh, ok - sorry Fred, perhaps the image of the tree as bridge suggested the wrong thing. Although, actually - it should be possible with a good ai pathway and some object sinking in WRPtool smile_o.gif

    Pic00002DeadFall.jpg

    sndbnk10.jpg

    elmir12.jpg

    This is more what I mean, dead trees - they lie everywhere in forest and jungle terrain.

    They are a primary source of cover and concealment, which is why I'd like to see them in OFP done better than they have been before.

    Jungle actually consists of a number of layers: BBC Science - Virtual Jungle We need more ground level cover than rocks and vertical tree trucks. You can't hide from a bullet behind a bush, you need something solid! I'd like to see some buttress roots and a lot of different types of fallen trees.

    Para


  3. ls_bfvn1_forums.jpg

    Here's the first one, for instance: Long Son - BeefNam

    Note: This is an internal Hell's Circus alpha test. Expect bugs! Please don't upload this island to any website for download - it sucks and does not represent the finished version or even a polished one. What it does do is give users, The Unsung - and anyone who may be interested - a chance to test the objects ingame and on an island where you can see the AI interaction, etc very easily with the odd mission or two.

    Para


  4. BeefNam vegetation pack (released) looks a lot better than the unreleased version I had a look at earlier.

    I think the lighting needs to be reduced on most of the vegetation objects, the colours ingame are quite incompatible with either SEBNam, SEBIlo or Resistance colour schemes - they are just too bright!

    Most people will want to mix types, lets face it, so please ensure that the lighting on all the objects in this pack is similar to that used by SEB and BIS.

    **It's a really great start. Keep up the good work!

    Para


  5. I think that there is one area in terms of vegetation that has, at least to my knowledge, been neglected by vegetation pack addon makers.

    This is the area descripted as "dead fall". IE - fallen trees, old tree stumps, etc.

    crossing-song-rai.jpg

    broots.jpg

    There have been a couple of attempts to incorperate these objects into packs - namely BAS_O and Mig's Colonial Wars addon. Neither attempt has solved the issues of clipping and/or AI obstruction.

    Dead fall is severly missed in any map where there is a good deal of jungle. Every Vietnam vet I've talked to or interviewed has mentioned dead fall and the VC's ability to use it to their advantage.

    Is there any addon makers who would be interested in looking into this area?

    Para


  6. Glad you blokes like the island.

    OFP.info has posted this is the final island version, I actually don't remember saying this was a final to anyone.

    I will not be working on Meekong anymore. I am handing the project back to Wolf after making the changes he requested on his island. He will do any final detailing or any further work needed on this island.

    I am going back to Phuoc Tuy Province and the WWII islands.

    Para


  7. Meekong MP Missions Pack.

    EDIT: Two of the four missions (Witch-Doctor5 and Defend Or Die) can be played as single player missions, or as single player with respawn by creating your own server.

    There is a new version of SEB Ilo coming with the forests fixed. The only road from memory that is asphalt is connecting the two major towns on the island. It wont be made into a dirt road, the rest of them are dirt roads or trails.

    Para


  8. Meekong Delta - Full Release Version 1.

    forums_gfx.jpg

    Island requires SEB Ilo Final and Operation Flashpoint Resistance. Anim requires SEB Nampack II.

    From the readme:

    Quote[/b] ]After the releases of Alpha's 1 & 2, we are proud to present the first "fully working" version of Meekong Delta. In this update, you will find a number of important improvements to the island. Firstly, the airbase is now 100% operational. Secondly, PBR and Sampan boats should now be able to navigate the main Meekong River channel from the source to the mouth. We have tested this fairly extensively, so let us know if you have any troubles. A large amount of terrain was removed from the North West section of the island, but the South Eastern Delta has been extended a great deal. Objects have been reduced from the original 140,000 odd to roughly 67,000. This was achieved by converting large areas of the map to Ebud's Ilo forest square varieties. The forest square jungle areas use a three and four layer square system, which is also in use on all other Hell's Circus Vietnam islands. This consists of grassfield, brush, trees and canopy layers. We are having no issues with lag with this combination, but once again - if you are having a problem, please let us know.

    To download Meekong Delta, click here.

    Please use this forum thread for the discussion on the island.

    More screenshots on Hell's Circus website.

    Para & Wolf.


  9. It's fixed Prime, nuff said on that one.

    How can you hide inside a tree when those tall Ilo trees are so skinny? My OFP character must be somewhat overweight!

    There won't be any real rush to get Ilo Final 2.2 out until we have finished testing. I'm quite sure Ebud has no wish for there to be a 2.3, or 2.4, etc.

    Para

    PS - No one can help with airfields?rock.gif


  10. @ Drow - Nah mate, you're spot on. All Hell's Circus islands have the same issue. I'm not sure how to fix it. It is caused by this in config file:

    ***********************************

    class ReplaceObjects

    {

    class SebIlo_ForestSquare

    {

    replace="seb_ilo\sebles_su_ctver_pruhozi.p3d";

    with[]={"seb_ilo\sebles_su_ctver_pruhozi.p3d"};

    center="true";

    };

    class Ilo_ForestSquare1

    {

    replace="seb_ilo\rssz_trees.p3d";

    with[]={"seb_ilo\rssz_trees.p3d"};

    center="true";

    };

    class Ilo_ForestSquare2

    {

    replace="seb_ilo\rssz_brush.p3d";

    with[]={"seb_ilo\rssz_brush.p3d"};

    center="true";

    };

    };

    ***********************************

    I know of no other way of making sure the objects will "terrain follow". Before these lines were added to config, I was sick in the guts everytime some player said "hey, there's a floating tree....." It's another reason I don't like the original sebnam forest square, as it has a permanently floating tree on one of the corners - no matter what the hell you do!

    I hate floating objects!

    If someone can suggest a sure fire way of making the forest squares follow the terrain better, I will sort this issue out immediately and on every island from Spearhead44 to Meekong.

    Para

    EDIT: Typo.

×