aLoneWolf
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Everything posted by aLoneWolf
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Another "gimpy" on the way ...
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New version is here: cz2en_04.txt a-lone-wolf
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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
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Max island size is not 12.8 km x 12.8km
aLoneWolf replied to STS_SolidSnake's topic in ADDONS & MODS: COMPLETE
To 'KTottE' & 'CBFASI': Don't know details, when 'Visitor' is going to be released or 'WRPedit' improved... -
Max island size is not 12.8 km x 12.8km
aLoneWolf replied to STS_SolidSnake's topic in ADDONS & MODS: COMPLETE
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 -
Max island size is not 12.8 km x 12.8km
aLoneWolf replied to STS_SolidSnake's topic in ADDONS & MODS: COMPLETE
Picture(s) removed - obsolete... -
Max island size is not 12.8 km x 12.8km
aLoneWolf replied to STS_SolidSnake's topic in ADDONS & MODS: COMPLETE
Picture(s) removed - obsolete... -
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
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</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
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To 'Indy': Please, look at 'JeepMG' configuration for 'class Turret' ...
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Picture(s) removed - obsolete...
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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
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Picture(s) removed - obsolete...
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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...
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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 ?
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Sorry, but I don't deal with EXEs - licence violation !
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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...
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For MM-1 style you can try to change: reloadTime=0.1; Or use/test your preferred value...
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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' ?
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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...
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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...
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Hmmm, I have made some new targets already & can see the hits.... Did you generated Components for Geometry & added weight(s) ?
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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
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Picture(s) removed - obsolete...
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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 ...