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ag_smith

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Posts posted by ag_smith


  1. Hi guys, glad you like it.

    Snake Man, I'm afraid I never had those models in MLOD version. As far as I can remember, most of them are either retexured versions of BIS models or models contributed by my friends. :|

    I'll try to dig through my archive again later and see if I can find anything else of use. I remember I had bump maps for some textures, maybe I can find those. No promises though.


  2. A few people asked me over last couple months about converting my old addons to ARMA. However, I'm far too busy these days to play games, let alone do any modding. Maybe a little late, but I decided to upload all my old OFP addons in MLOD format, so anyone interested can make use of them. You're free to port them to ARMA if you want, no need to ask for my permission. I'm releasing them 'as-is', no support provided. Grab them from links below:

    http://ofp.gamepark.cz/_hosted/ag_smith/downloads/src/AGS_build.zip

    http://ofp.gamepark.cz/_hosted/ag_smith/downloads/src/AGS_inds.zip

    http://ofp.gamepark.cz/_hosted/ag_smith/downloads/src/AGS_port.zip

    http://ofp.gamepark.cz/_hosted/ag_smith/downloads/src/AGS_roads.zip

    http://ofp.gamepark.cz/_hosted/ag_smith/downloads/src/CATintro.zip

    http://ofp.gamepark.cz/_hosted/ag_smith/downloads/src/DMA_libya_o.zip

    http://ofp.gamepark.cz/_hosted/ag_smith/downloads/src/F3WX_O1.ZIP

    Have fun! smile_o.gif


  3. IMHO downgrading graphics won't help you all that much in a long shot. The problem with having hundreds of units in a mission is not about rendering them all (graphics are *very* scalable due to use of LODs). The engine will simply use LODs to decrase the number of polys/textures/whatever to be rendered.

    On the other hand, the processing power needed to simulate AI cannot be optimised that easily. You can easily check that looking at the wall (only a little number of polys is rendered) doesn't incrase your fps, because your cpu (doing all the AI calculations) is the actual a bottleneck. The only feasible sollution out is to get more processing power (ie. by optimising engine to use multiple cpu cores, etc). :|


  4. Peeking fro suppression fire requires at least, in my opinion, providing basic geometrical and environmental information about object the unit is hiding behind: informations such as width, length, height, nearby objects blocking eventually movements.

    All solid objects have view/fire geometry LODs. They can be used to calculate if there will be any enemy units within LOS if AI soldier crouches or stands up behind the cover. If not, then AI probably stands against the wall and in this case, it should probably move left or right and try to lean around the corners until they can see enemy when leaning. Simple enough and no new information is needed. Can't be done with scripting, but BIS could surely implement this into engine.


  5. Gnat @ Jan. 07 2007,11:33)]
    Much more useful for ARMA than all those big ships.

    lol tounge2.gif to you too Mr Smith wink_o.gif

    As you might guess ... I disagree, ArmA is *much* more suited to anything at sea, be it big, small, armed, unarmed, moving or stationary.

    Nah, you sir, are absolutely biased! tounge2.gifwink_o.gif

    I haven't said big ships are useless, but just look at that sexy SOC... with all these multiple turrets, it's just asking to be improted to arma wink_o.gif


  6. See BIS, if you wouldn't bother with different language versions and release only English version, everybody would be happy. World would be so much simpler. But now we're stuck waiting for publisher, who doesn't give a damn about players. That's for starters. I dare not think how long we will have to wait for patches released in a year or so. crazy_o.gif


  7. Can anybody confirm that German version can be modded to English same as Czech version?

    Do you know any German online stores that ship to Poland (I think amazon doesn't)? I'm sick and tired of waiting for Polish version that will be likely released next year...


  8. Also RedKit,my czech version is no longer czech thanks to sickboy's "how to change from czech to english"

    Maybe that's the problem, you broke something in the process?

    You might also want to try some 3rd party video drivers, like DHzer0point. I've always had a bunch of problems with regular nvidia drivers and surprisingly, installing DHzer0point driver fixed most of them.


  9. Hope I will get my copy for next weekend.. Will definitely convert it to English. I wonder if we could arrange a translation project for the mission briefings..?

    I'm already setting this up in my Community...:) Thread Link

    I will monitor progress and speed... If it is too much work/progresses slowly, I will also try to involve ppl from here

    One more thing we are gonna need is some kind of executable patch that will apply all the changes automatically. Once that's done, nobody will have to wait for 505 release to get the game... smile_o.gif


  10. Ebud did you take a look at fleas fixed script that chiper posted in the second post down on this link click me I can't remember were the origional thread is but apparantly flea fixed the boarding/dismount bug (i think crazy_o.gif )

    We've tested them but the face flickering bug still persists.


  11. Quote[/b] ]Soldner's buildings weren't dynamicly destroyable. They were just made out of sections that could be destroyed individualy. It's a pretty hackish and inefficient way to destroy a building. It looks bad, too; you can tell that it's made of large sections.

    He didn't use the word "dynamic", he said they were "fully" destructable. They (soldner's builidigs) aren't perfect, but they are better then crumpled buildings or disappearing buildings. So it is not great / perfect, but it is BETTER. And that's what ARMA: BETTER (and will be the BEST of all computer games), but it is not and will not be PERFECT. People need to get over that fact. Pull yourselves out of fantasy land and deal with the reality a computer game can't be made 100% realistic right now. Please be reasonable with your expectations banghead.gif

    Yeah, exactly. I think that would still be a better option than simply sinking buildings into the ground.


  12. It has already been posted in a number of places that the demo will be worked on after the German/Czech/Russian/Slovakian/Polish versions have gone gold.

    Is there too much time left until they gone gold? week? days? hours? tounge2.gifwink_o.gifbiggrin_o.gif

    Considering that announced Czech/Slovakian/Polish release date is due in 21 days... my guess is soon.

    I'm wondering about Soldner. Haven't it had fully destructible buildings in multiplayer? ... and don't try to tell me that world scale is much greater in ARMA, I know. Still, as a programmer, I think this is just a matter of smart approach and little simplifications (like having predefined destruction patterns).


  13. Gnat -

    Spinwheels should be a fairly 'light' script when the gear is up, but it could be slowed down, perhaps.

    The problem with turning it on and off is linking it to the (delayed) action: if the user hits gear up/gear down often enough, the gear can get into the 'wrong' state. I'll keep working on it though.

    You could always make it height-dependant. Eg. slow down the loop if plane is more than 100 meters above ground. Have done it in a couple of OFPL planes sometime ago and it worked quite well, IRC.


  14. Don't you think this water is way too transparent? It seems like developers need to get out of BIS headquarters sometimes, go some place nice and see how real rivers/sea/whatever look like. wink_o.gif

    I think the stuff below should be distorted a bit but that may be a bit too complex for this game.

    Picture

    Too complex? It'd be entirely processed by GPU (pixel shaders), which means no additional load to CPU. So I can't see the reason why not.

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