azalin
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Everything posted by azalin
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I've got a similar problem only thing is OPF (v1.91) starts fine the FIRST time. If I quit, and start OPF again the machine reboots instantly right before the menu should appear. Another thing is the shoreline is kinda blurred like when you extend the viewrange to 5000 m and look at it from far away, only thing here is that the shore line is blurred even from a distance of 30-40 m.
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Well I don't know what kinda of Gfx card you have, but I've cured my ATI (retail 64MB) radeon 8500's 'flashing textures' by upgrading to the latest drivers version: 6.13.10.6200C Maybe the flashing was caused by ATI's driver implementation, which I guess means it wasn't BIS' TL'n implementation...
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Just wondering.... Is there a 'new' castle on novogay island? Or is it just me? Grid position Gg 41 I've never seen those ruins before, have you?
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I must agree to the topic starter, that the radeon 8500 has some serious issues with the OPF engine starting from version 1.60. I wouldn't recommend this card to anyone at the moment due these issues. Although OPF v1.75 is playable, its just amasing that BIS or ATI still havn't delivered a solution to the flashing textures.
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Came across a weird problem: I've had Resistance installed since I'd bought it installed upon a fresh v.1.46 plyaed through to mission 17-20 or something when i thought hey lets try to play some of the vintage missions from the 'old' campaign 1985. Being lazy I copied a completed savegame "1985.sqc" (download from Lady Avon's site) to the temp folder to skip playing through the campaign again. Then this weird thing happens....When I'm changing to or from the resistance campaign OPF quits and says' "cant memory map resistance.pbo"!!! Thinking 'Oh no I've messed it all up now', I start to remove all unofficial addons from both addon folders, and the .sqc file replacing the .sqc file with the original .sqc, thinking this might solve it, but no. Weird thing is, when I restart OPF the campaign has changed, and I can play the game until I want to change campaign, and which at this point it will quit...and so on. So the bug is that I've somehow screwed up by using a savegame from before resistance were released. I can't change from the older campaigns to the resistance campaign or back without OPF quitting.... Strange bug I think, dunno if the game creates a chrashfile or sumthin' i could email BIS, I presume it only does this when it hangs or what?
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Use the ded-server from the resistance CD. It's only available from this source I guess?
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I've had quite a few problems with some of the new O2 (I guess) addons. Often times Resistance quits due to some error when enumerating the addons or something. This happened with quite a few addons like the Tornado and few others (ITA_TORNADO.pbo+ITA_Pilot.pbo & DKMM_XA188.pbo f.ex. etc......) Which directory OPF/Res? would be the best to place addons in? An how does Res handle multiple instances of identical addons from/for either version? Could it be beneficial to remove all addons from the original flashpoint addon or would this mess it all up? Any suggestions to make a foolproof way of adding an addon? I'm not asking for a miracle but some sort of guide. Maybe a patch could solve some of my problems but untill then..... Any suggestions would be appreciated.
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Thanks for the feedback. So to my understanding this could be what happens when I'm starting OPF version 1.75: The executeable starts to enumerate each addon from the original directory (1.46 (or earlier?)) defining a class object from each of the different .pbo files. Probably starting by using a framework of masterclass definitions from the resistance BIN dir.? So at this point there's a class hierachy consisting of all of the "old" addons? Maybe with some of the classdefinitions (object/addons-properties) being invalid at this point, since the objects are using the resisitance BIN definitions?? Am I'm being vague here? hmm sorry 'bout that Well....When done with the first directory OPF starts to enumerate all the addons from the resistance addon folder, discarding 'old' .pbo's (objects) when a duplicate is found in the res folder. And here's where things goes awry? or?? If some addon from the old folder were dependent on a different addon from the old folder, which were discarded due to it being defined again in the o.pbo but with other properties...??? Catch my drift? Does the logic compute??
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When it rains it pours down even when you're inside a building (in HWTL mode) The mission briefing or cutscene (whatever) before you blow up the brigde says its the september 20, and then when you're at the briefing for the actual mission, it is the 19th ?? Timewarp? Clouds of smoke are not always visible on client machines i.e. I hit a BMP with a LAW and the resulting explosion & smoke was only visible on the server.
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Has anyone created a benchmark mission for OPF that could be used to measure the effect/gains of having a second CPU. Would it be beneficial to assign the OPF process to a single cpu? Just read an interesting article at www.emulators.com in which it is stated that 2 CPu's ain't always faster than a single cpu. http://www.emulators.com/docs/pentium_4.htm#DualDuel Could BIS clarify on this issue? Should OPF perform better on a dual-cpu w2k/XP machine when the OPF process is assigned to a single cpu or not?
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Mr. Goofy is probably refering to Symmetric Multi Proccessing and Simultaneous Multi Threading, like dual cpus and the intel PIV Xeon's novel way of having two logical processors ondie. But hey, that would be cool since SMT is going to be mainstream sometime in 2003 when Intel will release the next mainstream PIV CPU built on a 0.09 micron process.
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Mr. Goofy is probably refering to Symmetric Multi Proccessing and Simultaneous Multi Threading, like dual cpus and the intel PIV Xeon's novel way of having two logical processors ondie. But hey, that would be cool since SMT is going to be mainstream sometime in 2003 when Intel will release the next mainstream PIV CPU built on a 0.09 micron process.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RalphWiggum @ June 07 2002,18:01)</td></tr><tr><td id="QUOTE">1 pound(lb,US) = 2.2kg 1 feet = 30cm 1 inch = 2.54 cm.<span id='postcolor'> Did'nt bother to check if this has been corrected... True figures are: 1 pound(lb,us) = 0,458 Kg 1 feet = 30.48 cm the inchy is correct
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Out of curiosity i browsed through the MPtest's stringtable file and found that in addition to a motorcycleclass there's a bicycle class...wonder if that's new!? (the bike class) Would be funny to watch a tour d' flashpoint....intro...or maybe not... Situation: Driver and codriver discusses wether they should turn left or right at a T-intersection: Codriver: I'm telling you, the base is 3km's up the road, now don't be stupid...and turn right. Driver: No way' it's a leftturn and then a right turn I'm sure (shifts into first and starts turning left) Codriver: WATCH OUT FOR THE BIKE...!!! Biker: SPLAT!! Driver: DAMN THOSE MIRRORS, If they only were more than stupid nonreflecting textures, he'd never sneak up us like that.... pffttt... end of story COMMENT,New vehicle types STR_DN_MOTORCYCLE,Motorcycle,Moto,Motocicletta,Motocicleta,Motorrad,Motorka STR_DN_BICYCLE,Bicycle,Moto,Motocicletta,Motocicleta,Motorrad,Kolo
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I've had same problems with the MPtest. I'm using a Radeon 8500 64 MB driver v. 5.13.1.6071 HWTL enabled. My platform is a MSI 6321 dual cpu 1 Ghz And since I'm at it I've had some crashes both with version 1.46 and 1.55, crashfile reports below : ===================================================================== == C:\program files\Codemasters\OperationFlashpoint\OperationFlashpoint.exe ===================================================================== Exe version: Wed Apr 24 20:54:19 2002 file: intro1 world: abel campaign: battle: mission: ======================================================= Date: 04/24/02 Time: 21:12:40 ------------------------------------------------------- file: intro1 world: abel campaign: battle: mission: Exception code: C0000005 ACCESS_VIOLATION Version 1.46 Fault address: 00661EC2 010260EC2 C:\program files\Codemasters\OperationFlashpoint\OperationFlashpoint.exe Prev. code bytes: 08 29 55 10 01 55 08 8B CA 8B D9 C1 E9 02 33 C0 Fault code bytes: F3 AB 8B CB 83 E1 03 03 F2 85 F6 F3 AA 7C 3E 8B Registers: EAX:00000000 EBX:80000000 ECX:1FFDFC0A EDX:80000000 ESI:80000000 EDI:077A1000 CS:EIP:001B:00661EC2 SS:ESP:0023012F530 EBP:0012F540 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010246 ======================================================= ===================================================================== == C:\program files\Codemasters\OperationFlashpoint\OperationFlashpoint.exe ===================================================================== Exe version: Wed Apr 24 20:54:19 2002 file: CUR_MP world: Cain campaign: battle: mission: Exception code: C0000005 ACCESS_VIOLATION Version 1.46 Fault address: 00661EC2 010260EC2 C:\program files\Codemasters\OperationFlashpoint\OperationFlashpoint.exe Prev. code bytes: 08 29 55 10 01 55 08 8B CA 8B D9 C1 E9 02 33 C0 Fault code bytes: F3 AB 8B CB 83 E1 03 03 F2 85 F6 F3 AA 7C 3E 8B Registers: EAX:00000000 EBX:80000000 ECX:1FFDFC0A EDX:80000000 ESI:80000000 EDI:51611000 CS:EIP:001B:00661EC2 SS:ESP:0023012F530 EBP:0012F540 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010246 ======================================================= ===================================================================== == C:\program files\Codemasters\OperationFlashpoint\OperationFlashpoint.exe ===================================================================== Exe version: Wed Apr 24 20:54:19 2002 file: CUR_MP world: Cain campaign: battle: mission: Exception code: C0000005 ACCESS_VIOLATION Version 1.46 Fault address: 00661EC2 010260EC2 C:\program files\Codemasters\OperationFlashpoint\OperationFlashpoint.exe Prev. code bytes: 08 29 55 10 01 55 08 8B CA 8B D9 C1 E9 02 33 C0 Fault code bytes: F3 AB 8B CB 83 E1 03 03 F2 85 F6 F3 AA 7C 3E 8B Registers: EAX:00000000 EBX:80000000 ECX:1FFDFC0A EDX:80000000 ESI:80000000 EDI:56171000 CS:EIP:001B:00661EC2 SS:ESP:0023012F530 EBP:0012F540 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010246 ======================================================= ===================================================================== == C:\program files\Codemasters\OperationFlashpoint\OFPMPTEST.EXE ===================================================================== Exe version: Wed May 15 21:14:35 2002 file: CUR_MP world: Abel campaign: battle: mission: ===FROZEN====>>>>>>BEG Version 1.55 Fault address: 77F827E8 0100017E8 C:\WINNT\System32\ntdll.dll Prev. code bytes: F7 E1 C2 10 00 B8 EA 00 00 00 8D 54 24 04 CD 2E Fault code bytes: C2 0C 00 8B 41 24 39 42 0C 0F 85 C9 10 00 00 FF Registers: EAX:001F2390 EBX:00000000 ECX:00000000 EDX:00000000 ESI:11555BE0 EDI:00000000 CS:EIP:001B:77F827E8 SS:ESP:0023012FA58 EBP:0012FAC8 DS:0023 ES:0023 FS:003B GS:0000 Flags:00000202 ===FROZEN====>>>>>>END ===FROZEN====>>>>>>BEG Version 1.55 Fault address: 77F827E8 0100017E8 C:\WINNT\System32\ntdll.dll Prev. code bytes: F7 E1 C2 10 00 B8 EA 00 00 00 8D 54 24 04 CD 2E Fault code bytes: C2 0C 00 8B 41 24 39 42 0C 0F 85 C9 10 00 00 FF Registers: EAX:001F2390 EBX:00000000 ECX:00000000 EDX:00000000 ESI:11555BE0 EDI:00000000 CS:EIP:001B:77F827E8 SS:ESP:0023012FA58 EBP:0012FAC8 DS:0023 ES:0023 FS:003B GS:0000 Flags:00000202 ===FROZEN====>>>>>>END ===FROZEN====>>>>>>BEG Version 1.55 Fault address: 77F827E8 0100017E8 C:\WINNT\System32\ntdll.dll Prev. code bytes: F7 E1 C2 10 00 B8 EA 00 00 00 8D 54 24 04 CD 2E Fault code bytes: C2 0C 00 8B 41 24 39 42 0C 0F 85 C9 10 00 00 FF Registers: EAX:001F2390 EBX:00000000 ECX:00000000 EDX:00000000 ESI:11555BE0 EDI:00000000 CS:EIP:001B:77F827E8 SS:ESP:0023012FA58 EBP:0012FAC8 DS:0023 ES:0023 FS:003B GS:0000 Flags:00000202 ===FROZEN====>>>>>>END ===FROZEN====>>>>>>BEG Version 1.55 Fault address: 77F827E8 0100017E8 C:\WINNT\System32\ntdll.dll Prev. code bytes: F7 E1 C2 10 00 B8 EA 00 00 00 8D 54 24 04 CD 2E Fault code bytes: C2 0C 00 8B 41 24 39 42 0C 0F 85 C9 10 00 00 FF Registers: EAX:001F2390 EBX:00000000 ECX:00000000 EDX:00000000 ESI:11555BE0 EDI:00000000 CS:EIP:001B:77F827E8 SS:ESP:0023012FA58 EBP:0012FAC8 DS:0023 ES:0023 FS:003B GS:0000 Flags:00000202 ===FROZEN====>>>>>>END
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http://www.3dactionplanet.com/games/3934.shtml Looks quite flashy though...damn...
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I suppose you could use radiocommands to trigger a little script that would increase or decrease viewdistance, but then it would only work for a specific mission. I once asked if this was possible in the 'editing' room, and there were no one who said it could'nt be done,though I've never did try it out.
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Nana replying to my own post, since nobody else have done it!! Another shadow bug: When playing the SP mission (can't remember the name) where you have to destroy a conwoy with a AH-1 chopper the (AH-'s) shadows (again) are missing when cast on the helipad. It looks like the helipad floats above the shadows. Also when you have made a lot of craters, fx. by detonating a lot of satchel charges at the same spot, the crater textures shifts alot when you walk around. BTW to B.I.S. regarding the shadow issue, FIY I'm using a radeon 8500.
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Well just wanted to start a thread where landscape bugs could be listed, dunno if this has been done before. When runnning with object shadows on, the big church in Le Trinite on Malden doesn't cast a daylight shadow.... Another inconsistency is a turn leftsign on kolgujev island at the map coordinate Ec 42. In the middle of nowhereland. To find it you have to stand a litlle to the right from the middle on the line between longitude 42 & 43 at latitude Ec. (Dunno if it's the other way around, but I'm sure you'll gettit) So does anybody else got some weird stuff to report then post here. (And if this topic has been touched before, then.......well here it is again)
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Here's my opinion: The benchmark has Jack to do with anything other than the cpu speed. I've an el cheapo Celeron II 800@1160. Score varies between 1997 and 2024. Reason why this is an cpu only benchmark. Just upgraded from a GeForce256 SDR to the retail ATI Radeon 8500....and did that change anything? Nope...so I guess u're on dope?
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Just wondering would it be possible by adding a radio-command to a mission, like when you press 0 and then some, to increase/decrease viewdistance ingame??
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Just wondering would it be possible by adding a radio-command to a mission, like when you press 0 and then some, to increase/decrease viewdistance ingame??
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It's probably your monitor that chokes on a too high v-refresh. To fix this do this: Start OPF Preferences and select a low resolution like 640*480 and when in the game enter the options and set your the vertical refreshrate to 60 Hz, and the resolution to whatever
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Hmm if each of the larger squares equal 1.280 m and there's 10 * 10 of those squares it all sums up to a maximum mapsize of 163.84 sq. km. So this prob. just means that a smaller area of the map will be covered by sea/water. Would be cool though if they increased the maximum maparea... Just my 2 cents......
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I was playing around on Malden, jumped into the A10 and drove around a bit slowly and then ejected. After parachuting to the ground I turned around and saw the A10 was acting weird. Its backend sank into the ground, and when half the plane were buried at a 45 degree angle, it suddenly jumped 100 feet or so straight up esploding on impact... Looked quite strange.....