ag_smith
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Everything posted by ag_smith
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Praise to OFP's script engine!
ag_smith replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
Heh, don't get me wrong, I'm not trying to play smart-ass here, but my I'm only saying what my personal opinion is. I've only point out that current scripting language can be vastly improved upon. I do know very well, that labels are the simple solution to on-the-fly compilation problems and as you said it's the line-by-line compilation method that is the exact problem here. I don't want this thread to go into "bitching about OFP scripting language" direction, but just look how many other issuses are affected by this and many potential error situations are created. If it's all about ease of use, why not precompile the code before execution (like in Perl)? I've never programmed in actual binary native code if that's what you mean, but I've some experience in assembler programming for x86 and MIPS R4000 architecture. I do also have some experience with high level languages, ranging from C, C++, Perl and Java to such exotic things as Clipper and that's why I think it's high-level structural (or even object-oriented) programming what should be available for OFP2. It just makes development simplier and faster. @Keycat: I won't show you any other example just because we all know that OFP is one-of-a-kind game. Yet, this doesn't prove better scripting cannot be introduced to it. Ok... enough of these rant, I should be thankful for what I got, right? -
Praise to OFP's script engine!
ag_smith replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
Even though the current scripting system offers many possibilites..., I'd say it's.... hmmm.... very primitive. It has some aspects of real-time programming, but no basic features like threadsafe, semaphores. Absolutely no exception handling. It's hard to debug (in fact there's no true debugger at all) and error reporting is extremly poor - most errors are not reported at all! The whole #label and goto "label" construction should be banned and burn in hell, because in most cases it's hard to read and understand. The scripting language is not compiled, but interpreted on-the-fly which causes poor performance. There're many more things that could be greatly improved. ... and there're MANY other games that offer equal if not better scripting than OFP. If you think otherwise, it only shows you have a little/no experience at real programming. That's why I'm trully impressed with some complicated scripting achievements made for OFP. I know it takes a great deal of commitment and patience to make it all work. -
Oh, ok, somehow I've missed the 'updated' part. I remember it was quite enjoyable mission, I think I'm gonna give it a shot again.
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@nephilim, ...so all these beautiful body parts ( ) will be available for OFP?
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Ok, I looked through the files to check what belongs where and you're right, most of the problems are with the mapfact warehouses. However, these models could use fixing: AEF_Train\h\bhf_h.p3d (the clock is ok, but the building need sharp edges) AEF_Train\h\station1.p3d AEF_Train\h\rampe.p3d AEF_Train\t\pbock2.p3d AEF_Train\t\weiche2.p3d (the waggon models could use some fixing too, but that's a whole diffrent story...) AEF\h\busstop.p3d AEF\h\gzaun3a.p3d AEF\h\gzaun3b.p3d AEF\h\PortPilar.p3d AEF\h\Portwall.p3d AEF\h\Wzaun*.p3d AEF\sg\busstop.p3d (Few other minor models, glitches not really visible, so no need to bother fixing) Ok, I like what you guys did to the community so much that I decided to offer my help here. If you send me all the p3d MLOD models from AEF_train.pbo and AEF.pbo, I'll quickly fix them for you. How about that?
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Deja vu? I think I've played this mission a long time ago.
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That's what I was suspecting.
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That's what I was suspecting.
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Just one little request if I may? Some custom objects such as train stations and warehouses, etc. have some lighting problems that can be fixed in like 5 minutes by using sharp edges properly. Could you consider a little update to those objects in the future? Once again, thanks for your hard work on this one.
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Good work mate! I took this little cute car for a little ride on the just released Pheonix Island. The model and textures are very nice. One thing that could be improved, though, is the handling. I mean, for such a small car, it should be more manouverable. Currently it steers like a Humvee.
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Good work mate! I took this little cute car for a little ride on the just released Pheonix Island. The model and textures are very nice. One thing that could be improved, though, is the handling. I mean, for such a small car, it should be more manouverable. Currently it steers like a Humvee.
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Just tried it out and I liked a lot what I've seen. Here's a quick review: The landscape is very varied and quite realistic, there some very nice custom ground textures. Town layouts are belivable and I liked all the warehouses and industrial depots scattered all over the island. Placement of objects is very good. The best feature of all - the railway network is very well planed. The railroads and use of some custom objects adds a lot of unique feel to the island. I was looking for the waterfall that I can remember from one of your trailers, but I couldn't find it. I suspect it didn't make it to the final release? Too bad. I've found a lot of excellent spots that allow many interesting scenarios to be played as well as some places that may even serve for DM-fun games. I've found very few little glitches too, the most annoying of all is the control tower and radar right next to the airport runway. An immediate result was that I crashed my nice shining DC-3 during landing. These two buildings should be moved further away from the runway and taxiways, preferably somewhere near the terminal building. The other bug I've found was a forest square floating in the air at Hd24. Hmmm... and that'd be about all of them. Overall, it's a great island, definitely a keeper in my addons folder!
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It looks really nice. One little request. In the future please don't make 2 threads. Instead use the other mod thread you created. Thx.
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Maybe I'm repeating myself, but good job Offtime! Now lets get some Polish soldiers done, we can't let Yanks drive Polish equipment! BTW. A little info Offtime forgot to post about WP Soldiers minimod: The story is going to take place during the peacekeeping mission in Balkans. It'll feature late-90's Polish soldiers armed with AKMS and PKM, Offtime is also making Polish BRDM2M96. AFAIK there will be a few missions coming with the minimod, when everything else is done.
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Great news! Thank you for your hard work, guys! I do appreciate it.
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Please end this offtopic at this point. There'll be NO other versions released.
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Sweeet! Still sweet? . . . . . . . It's gonna be released for ...no, not for VBS1! For Battlefield Vietnam! Hah! . . . . . . Ok. Just joking.
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I think you don't really get what's going on here and calling somebody (me? ) selfish doesn't make it any better. Very well, ok. From now on, since I'm selfish, I'm not going to release any addons to the public. I'm gonna make them for myself and only show you screens to tease you... or maybe I consider quitting addonmaking for OFP and move on to another game. I hope you're satisfied now!
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Not really...deletevehicle will not stop the sandstorm. Besides, I think this one has been covered in the readme. So, to start it with a trigger, you need to use this command in "On Activation": <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">CAT_SANDSTORM_OFF = false; [player] exec "\CATIntro\scripts\sandstorm2.sqs" or for the light version: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">CAT_SANDSTORM_OFF = false; [player] exec "\CATIntro\scripts\sandstorm2LE.sqs" Now, to stop it, you need to use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">CAT_SANDSTORM_OFF = true; That's just about it. Hope this helps.
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It's all Dutch. No offence, but this is an English forum, how do you expect us to read that?
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It's all Dutch. No offence, but this is an English forum, how do you expect us to read that?
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If that's how it's gonna work in the future (I mean soldiers standing on 5T truck), I'm disappointed.
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... and it's gonna stay that way forever. You have to live with it, that nobody's gonna collect all the tanks and rounds from all around the world in one place and perform scientific research of penetration effects in all possible conditions. It's not goning to happen. That's the reason for which we'll never know accurate data. All the data available out there on the internet is ALWAYS somehow biased and inaccurate. That's why I think that making exact science out of it is pure stupidity. I agree with what you said in your first paragraph, however in regard to CAVS, it's clear that you'll never get to the point where the results are unquestionable. Not that I want to discourage you guys from working on it, just trying to offer a new look at it.
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I think this simulator is as close as you can get to RL when speaking about probabilities. With extremly simple 2d graphics, Point of Attack 2 requires at least 2.5GHz CPU. This may give you a rough idea of how complex computations are involved... Wish it was OFP...
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I hope so and that's what I wanted to know when I decided to post it. Ironsight, Acecombat, couldn't agree more with you guys. Huh?