aLoneWolf
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Everything posted by aLoneWolf
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  Hmmm, if he is not making money for his "special" Flashpoint.cfg, he is safe ...  Â
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Check your O*F manual (last page) for complete agreement - only some interesting parts follow below: //--- ... The Codemasters Software Company Limited software licence agreement ... YOU SHALL NOT: * Copy the Program * Sell, rent, lease, licence, distribute or otherwise transfer or make avaiable to any other person the Program, in the whole or in part, or use the Program or any part thereof in any commercial context, including but not limited in a  service bureau, "cyber-cafe", computer gaming center or any other commercial location in which multiple users may access the Program or, for the avoidance of doubt, for making any modification, add-ons or derivative works for commercial exploitation. Codemasters may offer a separate Site Licence Agreement to permit you to make the Program available  for commercial use; see the contact information below (Codemasters address). * Reverse engineer, derive source code, modify, decompile, disassemble, or create derivative works of the Program, in whole or in part. ... //---
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World (WRP) 51.2 km * 51.2 km = something for hardcore flight-sims fans mainly   ! WARNING: This AddOn is really only for powerful PCs (at least: CPU > 1GHz, RAM > 512MB ) ! ! On slower PC you are going to encounter BIG problems (lags) during loading, in MissionEditor & in MapView ("M" key ingame) ! Download here.
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"quick & dirty" unofficial translation - sorry for any mistakes included... To be continued - if necessary ...
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Ok, here (WRPexample) is the old info about WRP "4WVR" format with very simple example - really mainly for people interested in internal data formats... BTW: with the help of official "Visitor2light" more details (not described in that very general & old info) could be easily found...
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Old example: direct download
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Check original BIStudio's stuff for "picture" & "uiPicture" using...
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? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class TokarevBase: CZ75Base { Â model="\O\Guns\TokarevT33"; Â modelOptics="\O\Guns\optika_TokarevT33"; Â picture="\O\Guns\tokarev.paa"; Â ... Â ... Â ... } <span id='postcolor'>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Matthijs @ April 24 2003,02:33)</td></tr><tr><td id="QUOTE">Now, how can I define a PISTOL weapon slot for my soldier???<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define WeaponNoSlot 0 // dummy weapons #define WeaponSlotPrimary 1 // primary weapons #define WeaponSlotSecondary 16 // secondary weapons #define WeaponSlotHandGun 2 // HandGun #define WeaponSlotHandGunItem 32 // HandGun magazines #define WeaponSlotItem 256 // items #define WeaponSlotBinocular 4096 // binocular #define WeaponHardMounted 65536 <span id='postcolor'> Official BIStudio stuff at Breathe
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ April 16 2003,16:45)</td></tr><tr><td id="QUOTE">im just wondering what the new engine will bring...<span id='postcolor'> riverine ?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ April 16 2003,16:45)</td></tr><tr><td id="QUOTE">im just wondering what the new engine will bring...<span id='postcolor'> riverine ?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PSC @ Mar. 06 2003,10:29)</td></tr><tr><td id="QUOTE">... I guess ...<span id='postcolor'> ? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class SeaGull { Â scope=2; Â model="racekT"; Â simulation="SeaGull"; Â reversed=0; }; <span id='postcolor'> BTW: appears like "Animation" sequences are included in P3D...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (AKM74 @ Feb. 06 2003,22:18)</td></tr><tr><td id="QUOTE">Unfortunately BIS keep all information secret, which is bad not only for us, but mostly for marketing. After all they have to sell this game anyway.<span id='postcolor'> The marketing & PR -> CM BIStudio = the developers - they cannot release any really NEW info without distributor's authorization, I suppose...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (mads bahrt @ Jan. 14 2003,00:30)</td></tr><tr><td id="QUOTE">To me it looks like an array conntaining two numbers.<span id='postcolor'> As I have already mentioned - it's ONE 'ilsPosition' = one point - in this case the "Z" (altitude) is missing...
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Primary download site (if is up): http://ofp.info Alternate download here... ! Experimental stuff ! Technical note: no wrp-editing tool was used...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Acidcrash @ Jan. 13 2003,05)</td></tr><tr><td id="QUOTE">yeh i know you can have as many as you want, but getting the AI to use it is another matter, ive never managed to get the AI to take off/land on the small strip to the north on the island<span id='postcolor'> Please, look at the config for "Nogova" ... one 'ilsPosition' </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Noe: DefaultWorld { Â description="Nogova"; Â worldName="\Noe\Noe.wrp"; Â ilsPosition[]={1525,4490}; Â ilsDirection[]={0,0.080000,-1}; Â ilsTaxiIn[]={"1525+50","4490+510","1525+50","4490+290","1525+45","4490+286", Â "1525+8","4490+286",1525,"4490+294",1525,"4490+450"}; Â ilsTaxiOff[]={1525,4490,1525,"4490+1078","1525+23","4490+1090","1525+41", Â "4490+1084","1525+50","4490+1075","1525+50","4490+510"}; } <span id='postcolor'>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Acidcrash @ Jan. 12 2003,06:28)</td></tr><tr><td id="QUOTE">Its only laggy for me though when i view the map, its fine in game, anyone know why this is?<span id='postcolor'> Hmm, I don't know all the details - but: In-game you see (O*F engine is calculating) only the scene limited by ViewDistance, ... In MissionEditor & MapView O*F engine is working with the  ruggedness of the whole landscape ? For example, when I have tested absolutely flat (no hills) & empty (no 3D-objects) WRP  51.2 km * 51.2 km - I have NO lag problem in MissionEditor or MapView - all was OK... Of course, such non-detailed WRP is useless - not counting any air fights or sea battles or some testing... Only for info - my PC: CPU P3/550Mhz, RAM 256MB, TNT2_Ultra/32MB,...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (mads bahrt @ Jan. 12 2003,11:13)</td></tr><tr><td id="QUOTE">which coordinates on the WRPquad is the corners on the WRPdouble map?<span id='postcolor'> Lower left - but in WRPdouble the coords are not swapped, elevations are more modified, another scale, ...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (mads bahrt @ Jan. 10 2003,23:00)</td></tr><tr><td id="QUOTE">Actually i don't think it would require any more from the computer compared to the original map, since there aren't more data.<span id='postcolor'> Hmm, maybe: better resolution = bigger sensitivity = more interactions
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hellfish6 @ Jan. 10 2003,03:02)</td></tr><tr><td id="QUOTE">The map in the editor screen of OFP looked really, really small. The paper map scale is really wierd.<span id='postcolor'> Agree, but... To prevent some problems, the same limits for visual & voice navigation - as for the standard 12.8*12.8km WRP - were used, only the steps are double...
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OK, thanks to all for replies And the biggest thanks to "Snake Man", who have helped me to test that big "beast", because my PC is underpowered for my own creation... Maybe, he is going to post his experiences soon
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (mads bahrt @ Jan. 09 2003,21:10)</td></tr><tr><td id="QUOTE">1. Did you make the map by hand, or did you convert it from a DEM (digital elevation model). It you made it by using a DEM - where in the world is this terrain located? 2. How difficult would it be to make the ground texture a runway 2-3 places on the map? Would this slow down the map significantly? 3. Are you working on a 51.2 * 51.2 km map? If you do - when do you expect to release it?<span id='postcolor'> Ad 1) I'm very lazy man, so it's from DEM Only MicroDEM was used for necessary manipulation... Real location is San Francisco, CA, USA - but the coordinates are not swapped & other modifications are inside, because "WRPdouble" was only experimental stuff... Anyway, have conversion tool, which swaps correctly coordinates, so orientation can be realistic too ... Ad 2) Have no automatic placement tool for this... Many 3D-objects slow down mainly any scene - therefore some runway is OK... Ad 3) Preliminary WRPquad (51.2*51.2km) is already done - some testing now, because this WRP eats almost all resources of my PC
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (m16a2m203 @ Jan. 09 2003,20:17)</td></tr><tr><td id="QUOTE">1. Ahhh well, maybe I'll have a Visitor one day who'll take away all my worries. 2. Have you found a way to change the grid from the default 50m to some other unit such as 30m or 90m so that direct DEM importation would be easier as well as improve terrain placement with smaller grids?<span id='postcolor'> Ad 1) I hope BIStudio is going to release their "Visitor" soon, because I prefer to use tools made be developers, who know all the internal things  But at this moment we have to use some "self-made" stuff  Ad 2) Hmm, 90m resolution is not very good... Did you tested "landGrid" ? Some old pictures with smaller "landGrid": 5 12.5
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (m16a2m203 @ Jan. 09 2003,17:45)</td></tr><tr><td id="QUOTE">Should be WRPQuad instead of WRPDouble  <span id='postcolor'> Yes, but ... WRPquad is already reserved for 51.2*51.2 km stuff... And WRPoct is pre-reserved...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Jan. 09 2003,10:25)</td></tr><tr><td id="QUOTE">Is it simply more is better?<span id='postcolor'> Of course, not... But: - do you think, all testing/research have to be halted, because all good was already done ? - it's really only simple (almost no 3D-objects) experiment - mainly for people, who want to try longer flying/driving - nobody is forced to use it...