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brsseb

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Posts posted by brsseb


  1. Maybe BIS should concentrate on OFP2* make it the best game ever ( i know it will ) and leave ArmA in a corner.

    as we can see in pics lots things must be fixed as it was mentioned in other forums..

    i daught ArmA will be ready till christmas, so my advice is leave ArmA and reforce OFP2*

    I can wait till next year, dont rush things!   whistle.gif

    I can understand why that can be a good idea, but the fact is that it would mean a too large gap between the release of ofp1 and ofp2, causing people to loose interest and drop out of the community. That has already happen, i belive, Armed Assault should have been out a year ago. Lets hope they got it under controll and AA will be a full game title and not just a preview teaser for OFP2 (which I belive will slip its 2006 release date).


  2. My scripter (who somehow cant use this forum himself), has this important message to say:

    ------------------------- Email from Rubble_maker ----------

    Could you [bIS] please fix the "getdammage" multiplayer bug? This is a SERIOUS one because many nice addons out there have scripts that display certain effects whenthe vehicle

    is damaged (warning messages, sounds, smoke, fire, blood, etc). However all this doesn't work reliable in MP because of this damn bug! "getdammage" works okay as

    long as the unit is not owned by a client. Once it is local to some client, it no longer

    works (it then returns the damage value that the vehicle had at mission start).

    I guess this has to do with some optimization to reduce packet size, because you surely don't send the damage values across the network all the time to keep each client

    up-to-date. But AT LEAST ON THE SERVER this command should work!!! Its totally idiotic that even the server-side scripts cannot detect damage!! This means that the effect is

    effectively useless in multiplayer (unless in some special cases where the unit is never local to

    a client). And the "damage" command is no better; just another name for the same bugs ;) And the "Hit" and "Dammaged" eventhandlers are buggy and useless as well so please do something to fix this.

    Here's my test scenario: One M2A2 with the player as commander, another player standing nearby, and acting as the server. A script runs in the background

    on BOTH machines (executed by init.sqs) displaying the getdammage result. When firing at the Bradley with a machinegune, nothing changes. I can cause it to explode without the damage value changing at all! Both on the server and client side, the scripts returns "0" all the time. However, when the M2A2 commander gets out and starts firing at the vehicle himself, the value starts changing (probably coz then its no longer local to a client).

    - Rubble_maker -

    (Posted by BRSSEB)


  3. Encountered this Mem.map problem a while ago when trying to have alot of addons on my brothers GF2MX/GF4MX PCs, and the only solution i got working back then was using cutpbo on the o files and it worked most of the time (thus removing some addons is always the best way, sad as it is).

    Now, with my old GF3 out the door and my radeon9500 in place, i had to remove about 3/4 of my addons before even getting it to boot. Mod folders served as a ok solution for a few weeks, but that too gets pretty claustrophobic after a while (aka not being able to use any other addons with FDF mod, etc).

    Was hoping for a fix in the next patch, but the 1.92 beta thats out now dont seem to really do anything with this problem (expect raising the limit slightly, maybe. cant comfirm that yet. No immediate relief though). I really hope BIS take this problem serious before it do too much damage to the ofp community. With ofp2 at least a year off, we cant live with this problem that long...

    BRSSEB


  4. New tutorial again, lesson 9 -Custom object animations

    You will learn to make basic working door animations (normal rotation and how to fake linear movement). Also how to make an object like a radar rotate around constantly. I talk about setting up the animations right (class animations), how to set up the useraction class so the player can operate the doors and also a small word about the eventhandler class.

    Enjoy smile_o.gif

    BRSSEB


  5. hei brsseb!

    jeg kan ganske bra og lag addons...men lure paa ; kossn du lage helis...klare d itj.....kan du ikke lag en liten torual kossn du "lage" d ?  blir litt rart..for den tortualen du laga e ferdig moddela :P

    takk

    Well, I focus on o2 and getting the model to work in the game. To also make a true modelling tutorial would be too timeconsuming for me. There are lots of good modelling tutorial on the net, most of them to major apps like 3ds max or similar, but most of them are still usefull for o2. Modelling a good chopper model, as you suggestet i wrote a tutorial about, would take hours, and making the tutorial at the same time would be too much work and really out of my tutorial series` focus (which is getting models to work in ofp, and theaching the o2 interface by having s o m e basic modelling work)

    So sorry to disappoint you

    (and please keep all forum posts here it in english, or use the private message function)

    BRSSEB


  6. Hi

    Long time since ive been on the forums, but im still doing ofp editing and tutorials:

    Lesson 8 is just out and its about creating houses. I talk about the Paths and View Geometry LOD, plus the tut is good for beginners who needs modelling practise in o2. Its a two-floor bulding with a working ladder. Simple stuff and you really get the basics of buildingmaking in ofp from the tutorial (i hope smile_o.gif )

    BRSSEB (ofp.info/brsseb)


  7. Hi

    think not many have noticed yet, but on some addons, the OFP engine fires

    the weapons in a different order than on others, and I want to know how I can

    influence that.

    Ok, let me explain: On some choppers and planes, the firing order of

    missiles and rockets is simply LEFT, then RIGHT, then LEFT again, and so on. So

    the

    first missile leaves the left rail/wing, the second the right, the third

    leaves the left rail again...

    It seems like OFP uses some sort of a global variable to coordinate the

    order in which the missiles leave the bay, and this variable seems to be toggled

    between 0 (left) and 1 (right) with each missile or rocket fired. The problem

    is that one can easily fool this mechanism. Just fire a missile (it leaves

    the left rail), then fire a rocket (will leave the right rail), then fire a

    missile again - it will leave the left rail again. When you do this for a

    couple of times, you end up with all missiles being fired on the left wing/rail

    only! This is bullsh*t, obviously; if the chopper has, say, 8 missiles, 4 on

    each side, I can fire all 8 from only the left wing!! OFP simply doesnt care

    about wings or rails; it just switches its left/right variable with each

    missile and/or rocket being fired.

    But there're also addons where this is quite different (DKM's Havoc for

    example). On these addons, OFP seems to "remember" where it fired the last

    missile for each type of missile rocket. Thus, it only toggles the left/right

    positions if the same type of missile was fired, and not when ANY kind of

    missile

    was fired. So if I try the "trick" described above, I fire a missile first,

    and it leaves the left wing. Then I fire a rocket, and it leaves the left wing

    too (notice that now OFP seems to use seperate counters/variables for each

    weapon!), then I fire a missile again, and it leaves the right wing, like it

    should.

    Ok, here's the 1 billion $$$ question: How can this be influenced?

    rubble_maker (BRSSEB posting for him)


  8. I used to have a GeForce3 card with 64MB or ram and i never got that kinda message. Usualy i got the "Memory map XX" error when i had too much addons (the roof used to be around 1-1.5Gb of addons, more if i ran CutPBO on the big o.pbo)

    But now with my brand new Radeon9500PRO with 128MB or video memory my limit is down to around 6-800MB. I solved the problem with using custom mod/addon folders. So i have like 5-10 diff. starticons for OFP, one for "regular" (only res/addsons), one with CAF Mod in it too, one with SPF30 (swedish pack) and one with SebsNamPack. It works, but still its a PAIN to have this limit this low

    Can it be that you need to change the AGP size apeture in the BIOS? ITs on 64MB right now, but i got a 128 card now. But i have had some bugs when trying to change that....

    BRSSEB


  9. Hi

    I have a small question:

    I got a heli model thats got two different rocketpods on each side, each a distance from the other. So i was wondering if it is possible to use both Strela and Raketa set of vertrices in Memory LOD, lets say raketa for the outer pods and Strela for the innerpods and that way avoid one of them looking abit off when launching.

    The inner and outer pods carry different type of weapons. In that case, how do i class the two weapons so that one comes out the L/P strela and the other L/P raketa?

    BRSSEB


  10. "I have problems to get the laser designator work in MP: Normally (in SP), the laser designator creates a "LaserTarget" object at the point of impact which can be detected using a trigger or the "nearestObject" script command. In MP, there seems to be no such object, so the LD cannot be detected.

    Does anyone know how this could be fixed? Will the LaserTarget object be visible to all machines or only the server or the local machine? thx."

    - rubble_maker

    BRSSEB (posting for rubble_maker, he cant access the site...)


  11. One thing that would make this package great if you take along some highquality addons that ALL OF THE ADDONS MUST HAVE A "DEMO" MISSION! There are so many great addons being made but no fun mission that presents the addon for the player in a nice way, inspiring him/her to make more missions with the addon in it. If you cant do a mission for it, then you might consider leaving it out (if you dont have a good reason for not making an mission..)

    Problem with some addons is that there are so many different onces and no standard level (except ofpecs nametag, which, sadly, some ppl ignore..). And this is what scares some ppl from getting unofficial stuff. So, you gotta have a "brand" or a seal on the package so ppl can refear to and know that when they install the package it should be of high quality and betatested, and it dont in any way mess up your original 1.91 game.

    And another thing: There are so many great addons for such a pack that it would end up too large for some modem users, so maybe just release a script and minor addons pack first? Keygets editor addons, some scripts (blood pack), Smokeshell pack etc). So you can test out the idea and how its gonna end up?

    brsseb


  12. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ 25 April 2003,20:14)</td></tr><tr><td id="QUOTE">Yes any weapon can fire basically any round,just cant put a missile proxy on a rotating turret<span id='postcolor'>

    Just to correct here; you can have proxys on a moving turret if you use the SetObjectTexture trick, see Col. Klinks tutorial on how to pull that off.

    BRSSEB


  13. Ah, love the smell of fresh forum-wars in teh morning.....

    Well, no doubt will the US military be the center of the story in OFP2, and, I hope, it wont be Vietnam (nothing wrong with it, just me wanting to have a more modern portray of war).

    Its impossible to make everyone happy, someone will, eventually, have to be the "bad guys" â„¢ and, for historical reasons, its normaly the russians that must play that part again and again (the Cold War ghost is still a valid factor and are still gonna affect most realistic wargames for years to come).

    One solution will be to have like several short campains, (since it says that there will be diffrent real locations in teh game), so maybe a few missions as a US Vietnam soldier, then a campain of, uh, say, the russians in Afganistan and then some restistance fighting soldier at, ahh,, (damn i such in history..) [insert idea here].

    For me, the actual campain quality and setting is secondary; its the engine with all its new features and modding capabilites that count. As long as the choise of campain dont on ANY WAY limit the expandability of the game (and that all the addons that was in ofp1 is still there!!!, updated of course wink.gif ), they can do a Napoleon-campain for what i care wink.gif For me, its custom coop-battles on LAN that counts.

    I personally didnt have any problems with the americans being the "good guys" in ofp1, although i liked the first missions on Hammer-pack where you play as footsoldier Lukin. Much more fun (maybe because i like the AKs so much wink.gif  Got a crush on all russian hardware). Also, the Resistance pack was cool too, with brave men fightihg an invading force trying to recover peace in the region, all good stuff. The bottom line is; i had fun on all three campains and dont have too much political feelings about any of them!  ("its just a game"-frase would be great here, but i think its abit partonising smile.gif )

    Im guessing that BIS is taking an "risk calculating" and picking the settings that will affect the least sale figure worldwide, and that its the WestVSEast setting that still ends up as the best candidate. An they cant make a fictive story since a fictive story based in real locations will be a bit silly....

    brsseb

    (and, ppl please cut down on the dirt-throwing or BIS will be so scared that they will make a UnitiedWorldArmy versus the evil XenoMorpsh From the Planet XyHHAPy, or some shit...and we dont want that do we)   tounge.gif


  14. Hehe, Lifeless sure is a bad song. A real pain for the ears, but somehow...its really good for this game! Maybe is the cruel, VERY, VERY bad voice of the singer that hurt your ears that blends into the images of war on our monitors that makes it a really good combination....

    I mean, the pain you feel hearing the song kinda gives you a taste of the pain on the battlefield, like virtual reality, eh! Now thats something to think about! wow.gif

    Anyways, its my favorite OFP song, use it alot in my missions.

    BRSSEB


  15. Hehe, this guy reminds me of Mehanic, the car-God. He came along pretty quiclky. and releases a stream of cars in a very short period of time (although with some variation in quality) and suddenly left again. Ahh, the good old days...

    Well, just looking at the smooth nouse structure of the Bell JetRanger, for an example, im guessing these addon will be too much for some ppls machines. Also, if jpgs are used, we`re in for a bigtime lag-party.

    But these are a work of art, and if it proves too laggy, we can always keep them on our disks untill ofp2 comes along....;)

    brsseb


  16. Hi

    Common problem with transparent textures, the problem can also be seen in bulldozer, with the rest of the model looking cut away.

    There are two types of such graphical glitches:

    1. You forgot to make a View Geometry LOD on your model. This might be the cause, seeing only landscape and no objects when looking trough the windows of the model. This is an LOD issue and not a texture problem. Just duplicate the Geometry LOD and change the copy to View Geometry. Should help

    2. Other, when the model seem to have glitches and missing faces, both in bulldozer and ingame. This have to do something with a Z-buffer-ID-thingy..."stuff"..(think Suma said this, or Keygets)...ANYWAY. you solve it by selecting the faulty window, cutting it out, and paste it in an other temporary LOD. Then select ig again and copy it back to its original place. This might seem strange, but it will refresh, if you will, the Z-butter-tech.stuff that i mentioned and you should see the problem to awayin Bulldozer and ingame.

    But i assume youre not having texture problems, youre missing that View Geomtery LOD.

    BRSSEB


  17. Hi

    Well, when i went from o2 to Maya, i used the OBJ format. There is a program named P3dToOBJ.exe, maybe on the ofpec.com sites.

    I bet 3dsmax can handle the obj format, if not, the program Anim8tor (freeware, try google.com) will convert it to other formats for you.

    Remember, when returning from max to o2, you need to use animator to enable the thing called "Dummy KSData" (under Debug-menu. or else o2 will fail when importing the .3ds file.

    brsseb


  18. Addon Installers is nice for newbies, but please: Make an option for "advanced" users to manually install the pbo files, maybe a button on the front of the installer that says "Manual install (Advanced) " that puts the pbos in an temporary folder, leaving the registery unharmed.

    Also, some installers do use the registery, some dont it seems. A warning on the installer window saying if it is to change the registery or not would be nice.

    On the matters of the 1.91/1.9 and the OFPEC Tagging system is all good. Also, for debugging issues or something, all the custom classnames you used should be listed somewhere in the readme file.

    Btw, also, some weapon makers dont make a standard soldier equipped with the weapon, like "WEST->Man->Soldier ("The weapon")". Thats irritating, and newbies not into the "this Addweapn...etc" stuff will be a bit lost.

    Having a mission shouldnt be mandatory, because it depents on what type of addon it is. It should be encourraged, sure, but not mandatory.

    Yes, and please, dont call your readme-files "readme.txt", if your pbo is called ABC_Gunship.pbo, name your readme: "ABC_GunShipReadme.txt", and a jpg pic: "ABC_GunShipPic.jpg", so that the files sort themselves in the addon folder. VERY important, especially when your broken the addon limit and you need to clean up, deleting/updating addons and stuff.

    BRSSEB

    BRSSEB


  19. Addon Installers is nice for newbies, but please: Make an option for "advanced" users to manually install the pbo files, maybe a button on the front of the installer that says "Manual install (Advanced) " that puts the pbos in an temporary folder, leaving the registery unharmed.

    Also, some installers do use the registery, some dont it seems. A warning on the installer window saying if it is to change the registery or not would be nice.

    On the matters of the 1.91/1.9 and the OFPEC Tagging system is all good. Also, for debugging issues or something, all the custom classnames you used should be listed somewhere in the readme file.

    Btw, also, some weapon makers dont make a standard soldier equipped with the weapon, like "WEST->Man->Soldier ("The weapon")". Thats irritating, and newbies not into the "this Addweapn...etc" stuff will be a bit lost.

    Having a mission shouldnt be mandatory, because it depents on what type of addon it is. It should be encourraged, sure, but not mandatory.

    Yes, and please, dont call your readme-files "readme.txt", if your pbo is called ABC_Gunship.pbo, name your readme: "ABC_GunShipReadme.txt", and a jpg pic: "ABC_GunShipPic.jpg", so that the files sort themselves in the addon folder. VERY important, especially when your broken the addon limit and you need to clean up, deleting/updating addons and stuff.

    BRSSEB

    BRSSEB


  20. Hmm crazy.gif

    With selection names like "loboci - left eyebrow"

    and "lprsty - left toes", this tut will be pretty extensive. And looking at the demo soldiers selection list and model complexity, gives me a headace. At least building and tank tut up first, then I`ll see what I can do.

    BRSSEB (House tut 70% done, tank 15%, sosial life=critical ) tounge.gif


  21. If anyone donate a simple, non complex soldier model to me I`ll be happy to do a tutorial where we walk through the right selection naming, configfile setup, hidden selections and all the usual fallpits and great dangers o2 modelling involves smile.gif

    BRSSEB (ofp.info/brsseb)


  22. As a pretty hardcore chopperlover, I simply adore addons like these. Its not gonna get any academy awards, but truly a VERY SOLID HELICOPTER ADDON that when I first enter it and take off the ground in makes you really remember why the hell I have sticked with a computer game so very, very long without letting the other 30+ game titles currently installed on my drive not distract me too much.

    And its soooo very cute! A nice piece of eastern hardware! Love it!

    BRSSEB

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