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bionicman
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How many of you old OFP Veterans are still playing BIS games?
bionicman replied to nettrucker's topic in BOHEMIA INTERACTIVE - GENERAL
Howdie, yes, I guess, there are many people having played OFP and ArmA ever since these games were released. Although, I haven't been active in the community at all, I monitored all the activities in the forums and fanpages. Beside I spent countless hours on these games :-) Cheers Bionicman -
Hello, after months I finally found the source for the freezes and guess what, it was a hardware-based problem. My graphics card always got too hot!! In some games, freezes occured very often, as the GPU was more in use then in other games. As it has an active fan and additional passive cooling on the DDD-RAM I never assumed that the cooling could be a problem in any way. I figured this out, by putting a big desktop-fan (for hot summer days *g*) next to my PC-case, so that the air blew directly at the graphics card. The result was, that freezes never occured again. My opinion is, that the manufacturer didn't work that properly, when mounting the fan onto my card.....muhaaa This really was the last thing, I would have thought at. I'm just telling you, as I want to put clear, that the error had nothing to do with ofp. cya
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okay, then I am going to translate it: the original text was: quote: " Wenn man der runderneuerten Website von Bohemia Interactive einen Besuch abstattet, dann auf Games klickt und ganz runter scrollt, sieht man neben der angekündigten Xbox-Version von Operation Flashpoint ein großes weißes Fragezeichen. Schon bald will Bohemia uns jedoch verraten, was wir laut Websiten-Text im 2. Quartal 2004 erwarten können. Wir tippen natürlich auf das heißersehnte Sequel zum Taktik-Shooter-Hit von 2001. In einer Mail teilte uns Marek Spanel, Chef bei Bohemia, mit, dass das Spiel schon längst hätte angekündigt werden sollen. Aber der Ausbruch des Kriegs veranlasste die Verantwortlichen zu einer Verschiebung. Zusätzlich räumte Spanel auch alle Gerüchte über eine mögliche Zusammenarbeit mit Take 2 ( wir berichteten ) aus dem Weg. Man werde auch die nächsten Spiele über Codemasters veröffentlichen, will sich aber weiterhin die Unabhängigkeit bewahren." Translation: "If you drop by the new BI website, click on the games section and scroll down to the bottom, you can see a big white question mark next to the announced XBOX version of OFP. But soon, Bohemia will tell us, what we have to expect in Q2/ 2004. Surely, we guess, that this is the long awaited sequel to the successful tactical-shooter-hit from 2001. Via email Marek Spanel, boss at BI, told us, that this game should already have been announced, but due to the outbreak of war, the responsible persons decided a delay. Additionally, Marek made clear, that the rumours of a cooperation with Take2 are wrong. The next games, will be published by Codemasters; furthermore, this means, that BI wants to keep its independence." --- EOF --- hope, this is helpful... cya, bionicman
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okay, then I am going to translate it: the original text was: quote: " Wenn man der runderneuerten Website von Bohemia Interactive einen Besuch abstattet, dann auf Games klickt und ganz runter scrollt, sieht man neben der angekündigten Xbox-Version von Operation Flashpoint ein großes weißes Fragezeichen. Schon bald will Bohemia uns jedoch verraten, was wir laut Websiten-Text im 2. Quartal 2004 erwarten können. Wir tippen natürlich auf das heißersehnte Sequel zum Taktik-Shooter-Hit von 2001. In einer Mail teilte uns Marek Spanel, Chef bei Bohemia, mit, dass das Spiel schon längst hätte angekündigt werden sollen. Aber der Ausbruch des Kriegs veranlasste die Verantwortlichen zu einer Verschiebung. Zusätzlich räumte Spanel auch alle Gerüchte über eine mögliche Zusammenarbeit mit Take 2 ( wir berichteten ) aus dem Weg. Man werde auch die nächsten Spiele über Codemasters veröffentlichen, will sich aber weiterhin die Unabhängigkeit bewahren." Translation: "If you drop by the new BI website, click on the games section and scroll down to the bottom, you can see a big white question mark next to the announced XBOX version of OFP. But soon, Bohemia will tell us, what we have to expect in Q2/ 2004. Surely, we guess, that this is the long awaited sequel to the successful tactical-shooter-hit from 2001. Via email Marek Spanel, boss at BI, told us, that this game should already have been announced, but due to the outbreak of war, the responsible persons decided a delay. Additionally, Marek made clear, that the rumours of a cooperation with Take2 are wrong. The next games, will be published by Codemasters; furthermore, this means, that BI wants to keep its independence." --- EOF --- hope, this is helpful... cya, bionicman
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Hi, I just visited the site of the German PC magazine Gamestar . In their news they mention, that they received an email from Marek Spanel, concerning the announcement of the new project (OFP2 !?). He wrote, that this announcement should have already shown up, but due to the Iraq conflict, this has been delayed...there was no information about a "new" date or so... Just thought, that this is of interest ... Â cya
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Hi, I just visited the site of the German PC magazine Gamestar . In their news they mention, that they received an email from Marek Spanel, concerning the announcement of the new project (OFP2 !?). He wrote, that this announcement should have already shown up, but due to the Iraq conflict, this has been delayed...there was no information about a "new" date or so... Just thought, that this is of interest ... Â cya
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (benu @ Mar. 26 2003,14:40)</td></tr><tr><td id="QUOTE">[...] The downside of the sockets netcode is that the ingame voicecom doesn't work with it and no external voicecom can compete with the channel management of the internal vc <span id='postcolor'> yes right, but I think the netcode of directplay is too bad, that I would give the good netcode in return for that voice-com. cya
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Desert ambush mission (has anyone beat this)
bionicman replied to mh53JpavelowIV's topic in OPF MISSIONS
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpeedyDonkey @ Mar. 30 2003,16:12)</td></tr><tr><td id="QUOTE">I didnt go to the air base, instead i went to that small town and the mission was over  <span id='postcolor'> yeah, ok, that's right. But it's a lot more fun to wipe everything out *bg*  ...I mean, they're bad, bad people... cya -
Desert ambush mission (has anyone beat this)
bionicman replied to mh53JpavelowIV's topic in OPF MISSIONS
hi, yes, I did it...played it cooperatively with a buddy. We "diverged" a little bit from the original plan to blow up the convoy and hide again between those rocks. We tried this for a couple of times, but it's really hard to hold that position, because you get attacked from both ends of the road (infantry) and also bmps and t-72 and, I guess, a heli, too. But i'm just repeating what you wrote... Ok, well what we did: We mined that road at a postion, which was between the small hut and the rocks (mines and satchels). The important thing is the order in which you lay down the mines and satchel charges. As the convoy is led by a BMP (and followed by three trucks and a bmp) you should put the mines at the front and the satchels behind it. Every charge should have a free space of around 6 meters because the convoy has a free space, too, between its vehicles. Ok, if you have done this, hide at a place which is near to that hidden truck, so that you have your satchel charges within range (the radius of the device for setting off the explosives is limited...). Lay down, watch the road and order your people not to fire; order at least one man to change to the LAW Launcher. When the convoy arrives, the leading BMP moves along the road, crosses the satchel charges and, *BANG*, reaches the first mine. When you hear or listen the detonation, just trigger those satchel charges and the trucks which were directly behind the BMP blow off. The rear guard (the reamaing BMP) should be dealed with by your LAW-soldier(s). Then board your squad onto that truck and drive to the back country, along the unpaved road. But be careful, an infantry patrol crosses this road, sometimes... Sometimes, the heli tries to hunt you down, but often it fails to keep track of you...Then look at the map and plan a route which should lead to the southern entrance of the airport. Then step by step try to reach those helicopters on the airfield. But be aware, of the fact, that there are some soldiers around there. Sometimes, a T-72 tries to sneak at you from behind. So always, listen to the enviromnent sounds and prepare your LAW Launchers, if you hear tank noise. BUT: do not react hectically  and dont't try to rush that airfield at once. It's much better to "entrench" at the entrance of that airbase. It's possible that one of the trucks survived that ambush and tries to reach the airfield. Then you are in a very good psotion to take them out because they have to pass you position and therefore you can try to take the driver(s) out with a sniper rifle. But try to kill them with your first shots, because they'll accelerate like hell, when they get under fire good luck, cu -
Hi, BUG: ----- Periodical freezes occur, when entering the cockpit view of any vehicle (helis, tanks, cars). The game freezes for ~30 seconds, de-freezes for 3 seconds and again freezes for ~30 seconds, and so on Solution: Â -------- see this thread Reproducable: -------------- Yes (by re-adjusting the 3d card's anti-aliasing settings, from "4x hardware anti-aliasing" to "application controlled anti-aliasing" -> also see thread...)
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hm, obviously he didn't got that screeny. ok then i am going to describe where you can find it: display properties -> register: "properties" -> button: "advanced" -> register: "Geforce 3 Ti-200" -> option: "Performance&Quality settings" -> slidebar: "4x anti-aliasing"
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Well, finally I wiped out that bug and yes it works!! What I did: First I re-installed OFP for a couple of times, installed the new nvidia detonator driver, the new via hyperion driver and the new sb live! driver. Ok, but this what not the bug's source, because OFP still freezed periodically, while beeing in a vehicle's cockpit (interior-) view. I used a stopwatch and was able to exactly calculate when a new "30 second-freeze" occured. Hm, ok the step which solved that problem was more or less based upon luck... I played around with the anti-aliasing slider in my 3d cards settings and put it from "application managed" to "4x anti aliasing". And then it worked. No freeze, no problem, everything was fine and smooth. So, I don't really know the technical reasons of all this, but Ãt must be a conflict between OFP's anti-aliasing routines which are engaged, when the user switches to the interior view and the graphics card driver settings. I would be really glad, if someone of the developer staff could comment on this, if he/she has an idea. Well, nevertheless, I cannot imagine that this bug only happened to me, because I definitely have a stable and well organized system. Moreover, I have the necessary experience to say, that it was not my (user-side) fault which led to all this, if you know what I mean. The kind of appearance, this bug can have on the one or the other system, possibly varies. Perhaps, you can comment on this and perhaps it should be integrated into the Avon Lady's FAQ. cya, bionicman PS: Here is the screenshot of my 3d-settings, originally the slider was at the leftmost position. Except of the rightmost position (4x), none of the other settings worked... <img src="F:\Eigene Dateien\Eigene Bilder/ofp_3d_settings.jpg" border="0">
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Hi, I haven't played OFP online for a couple of time ( >1 year). Then, it was very hard to play online because of lags and especially because the whole netcode was based upon directplay, causing some strange behaviour during the game. At least, this was the opinion of the community's vast majority... My question is, what is the situation now (OFP:R - 1.91 final)? With how many players can you play online without having problems? How complex may the missions be? Should the number of vehicles not exceed a certain limit, in order to allow stable game-play? What is your opinion? cya, bionicman
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hum, I almost forgot to mention that the game freezes for 30 seconds (not 15-20 seconds, which I mentioned before)... Just thought, that this info might be helpful... freeze[for ~30s] -> normal [for ~3s] -> freeze[for ~30s] -> normal [for ~3s] -> freeze[for ~30s] -> normal [for ~3s] ...and so on cu
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Hi, first, thanks for your replies... I have a Gravis Gamepad Pro connected to my USB Port. I deactivated it in the hardware manager, additionally I deactivated the analog game port of my sb live!. Just to be sure that there is no joystick polling, or so. But in fact, the same phenomenon still occured in the game!! This means, that there is something else polling the whole time. I have both the original versions of both OFP standard and OFP:R, so I exclude, that FADE or something like this has been activated. Something which might be a source of the prob is this (what do you think?): Because, a program requested an aspi driver, I installed one from Adaptec. Additionally, I am using a stealth cd-rom device (DAemon-tool), in order to have my favourite audio cds available (i'm not a DJ... ). So there might be an error between ASPI driver and daemon tool?! cu, bionicman