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aLoneWolf

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Everything posted by aLoneWolf

  1. aLoneWolf

    Setting scale

    Another "gimpy" on the way ...
  2. aLoneWolf

    Some czech model  part names

    New version is here: cz2en_04.txt a-lone-wolf
  3. aLoneWolf

    Some czech model  part names

    To 'Adammo': </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">not all the words are on the list but there are a lot of them<span id='postcolor'> Check following link for extended version: cz2en_03.txt Hmm, I'll add some other words as soon as possible... a-lone-wolf
  4. aLoneWolf

    Max island size is not 12.8 km x 12.8km

    To 'KTottE' & 'CBFASI': Don't know details, when 'Visitor' is going to be released or 'WRPedit' improved...
  5. aLoneWolf

    Max island size is not 12.8 km x 12.8km

    To 'Scooby': </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">How much do different increases in landscape detail slow OFP?<span id='postcolor'> Much on my PC (P3 550MHz, 256MB RAM) To 'm16a2m203': </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">"Who needs VBS when we can make our own?"<span id='postcolor'> I DON'T agree with you... The most important things are inside EXE & BIStudio is improving the engine very intensely... a-lone-wolf
  6. aLoneWolf

    Max island size is not 12.8 km x 12.8km

    Picture(s) removed - obsolete...
  7. aLoneWolf

    Max island size is not 12.8 km x 12.8km

    Picture(s) removed - obsolete...
  8. aLoneWolf

    Island size

    Even following size appears Ok : 102.4 km * 102.4 km {matrix 2048*2048, cell 50m} Â Â For '4096*4096' size got "Out of reserved memory" error on my PC... But the Mission_Editor is a little bit overloaded with bigger maps, when filled with various elevations (no objects yet)... Ingame it's Ok, because only visible scene is processed... a-lone-wolf
  9. aLoneWolf

    Island size

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Currently OFP supports only islands 13*13km max Is there gonna be a support for bigger islands? <span id='postcolor'> Hmm, it appears not only 12.8*12.8 km worlds are supported... Have made primary tests with following sizes: 25.6 km * 25.6 km {matrix 512*512, cell 50m} 51.2 km * 51.2 km {matrix 1024*1024, cell 50m} Don't know the hard-coded limits, but think my CPU/RAM are too weak for them Appears only squares are allowed, got following error messages for different: "Landscape dimensions 128x2048 not rectangular." a-lone-wolf
  10. aLoneWolf

    Turrets on a puma

    To 'Indy': Please, look at 'JeepMG' configuration for 'class Turret' ...
  11. aLoneWolf

    Wrp test

    Picture(s) removed - obsolete...
  12. aLoneWolf

    Wrp test

    To 'aliasalpha': Yes, various fully new 'worlds'... Sorry, don't know Rogue Squadron... To 'HuBBa': Not very hard job   Hmm, BIStudio have delayed releasing of Visitor - maybe it is going to be out only after commercial success of O*F:Resistance ?  I don't know ... But because new island is one of the most important features of O*F:Resistance, maybe it would not be correct to release too many info about WRP to public before releasing of this datadisk... To 'Jackal326': I'm not using Visitor (& don't have it) & I'm not using WRPedit (& don't have it) or any other special tool designed for working with WRP format... Import of any Elevations into WRP format can be done even without these tools... a-lone-wolf
  13. aLoneWolf

    Bridge test...

    Picture(s) removed - obsolete...
  14. aLoneWolf

    Bridge test...

    To Rob: Thnx The most important thing - do, in what you are interested & it doesn't matter if it's programming or skinning - enjoy your work... Avatar - now it's in (my old one)... To FlipeR: Yes, it's fast & good enough for initial tests...
  15. aLoneWolf

    Bridge test...

    To Rob: Yes, I remember Sudden_Strike_demo - I have decoded some stuff there too (2 years ago) Interesting idea - maybe somebody important is listening To Colonel_Klink: Drive slowly... Is RoadWay at the same level as landscape/terrain or any STEP exist - which stops vehicles ?
  16. aLoneWolf

    Engine question...

    Sorry, but I don't deal with EXEs - licence violation !
  17. aLoneWolf

    Bridge test...

    Modification of WRP file have been done with hexeditor... To Rob: 'bridge' is normal 3D-object with RoadWay - of course, Geometries have to be defined too...
  18. aLoneWolf

    Mini vulcan add-on

    For MM-1 style you can try to change: reloadTime=0.1; Or use/test your preferred value...
  19. aLoneWolf

    Bridge test...

    To Colonel_Klink: Is your ramp simple ? If you use this style of ramp: /-\ big slopes (angles) can stop vehicles... Please, try any plain box (with minimal height) with no steps (angles) first... For me 1.55 & 1.58 MP _test_beta shows correctly on main menu screen... Are you sure, you are running really 'OFPMPTEST.EXE' ?
  20. aLoneWolf

    Engine question...

    Ouuu, sorry, have seen only those 'dust' clouds... Didn't tried to implement the bullet holes (craters) yet... In class CfgNonAIVehicles are used simulations 'Crater' & 'CraterOnVehicle' & simulations are hidden inside EXE, so I'm not sure if it's possible to redefine them - didn't studied this stuff, so don't know...
  21. aLoneWolf

    Bridge test...

    To Silent_Fox: If appropriate vehicles classes are Ok with modified (or new) RoadWay, then new vehicles (3D-models) will have no problem... Of course, I don't know details, but I think BIStudio programmers have choosen the best & simplest solution (as usually) to implement the 'bridges' into existing O*F engine... To Rob: I have got the SAME tools as other ModMakers (Breathe) & I'm not using any tools of any third party group (for example, Â announced OFP_internals tools)... For these simple tests NO special tools are necessary... Picture(s) removed - obsolete...
  22. aLoneWolf

    Engine question...

    Hmmm, I have made some new targets already & can see the hits.... Did you generated Components for Geometry & added weight(s) ?
  23. aLoneWolf

    Mini vulcan add-on

    MM-1 uses following: class Mm1Base: GrenadeLauncher { scopeWeapon=1; scopeMagazine=1; weaponType="1 + 16"; magazineType="8 * 256"; displayName="$STR_DN_MM1"; displayNameMagazine="$STR_DN_MM1"; shortNameMagazine="$STR_DN_MM1"; count=12; reloadTime=0.500000; magazineReloadTime=12; model="\MM-1\MM-1"; modelOptics="\MM-1\optika_MM-1"; picture="\MM-1\mm-1.paa"; revolving="buben"; revolvingAxis="osa_buben"; }; BIStudio is preparing following for O*F:Resistance (shown in latest MP_test configs - it appears, barrels are rotating, but not aiming yet correctly): class ReloadAnimations { class MachineGun30W { weapon="MachineGun30W"; angle0=0; angle1="-2 * 3.141592654"; multiplier=500; type="rotation"; animPeriod=1; selection="gatling"; begin="usti hlavne"; end="konec hlavne"; }; }; Check the gatling of Cobra in latest MP test... a-lone-wolf
  24. aLoneWolf

    Bridge test...

    Picture(s) removed - obsolete...
  25. aLoneWolf

    [question] motorcycle class

    Hmmm, motorcycle class is defined in configuration already for long time... But it appears, the SIMULATION model is not implemented in published EXEs yet... Maybe, necessary to wait for releasing of O*F:Resistance ...
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