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Everything posted by batis4
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Current version: Beta 0.99 (LAST VERSION) CWA 1.99 is required! ! FOR MULTIPLAYER USERS !: Remember to put 'BIN - Multiplayer Support' game logic to each MP mission to make Binmod work properly in multiplayer. Things to notice: (0.99) East and Resistance units use West radio voices May not work right with other addons All the features aren't there on this version which were promised early and some bugs might occur Unfinished state Binmod Settings in-game UI isn't working If the mod isn't working properly, create a folder called "Binmod" on your desktop then install/extract the files into the folder and copy it to your OFP root directory (Thank you STGN) 18.2.2014: ACHTUNG! This mod isn't in development anymore. Refer to message #237 for more information. - Download links for 0.99 - Download from mega.co.nz Download from OFPR.info (Thanks JdB!) We thank you for playing the mod, and hopefully you'll hear from us soon in terms of our next installment, CWE! And remember kids, OFP WILL NEVER DIE! 22.2.2014: Wiineri stated earlier, that no more updates would be released, but guess what? Check the post #283 if interested.
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Hello, I don't know if this is already been discovered to be usable in OFP, and I think this deserves a thread of it's own, so I present you: FXAA Injector for OFP (originally by some_dude for Skyrim) + DX8 to DX9 ENB Convertor by Boris Vorontsov Basically, what it does is that it adds FXAA Post Prosessing effects (HDR, bloom, anti-aliasing etc.) to the game manually without any FPS loss, thus making a game like OFP look much more better. The FXAA Injector only supports DirectX 9 or newer, so what has been included to the package is a wonderful DX8 to DX9 convertor library made by Boris Vorontsov. Three pictures to show as an example: Picture 1 Picture 2 Picture 3 You might want to fiddle with the settings provided with an easy-to-use graphical FXAA Tool interface if it looks too sharp or too bright etc.. You also might want to set up OFP's luminance settings to your preference. Text based modifications on the configs can be done in the folder /injFX_Shaders. Just open the files in your favourite text-editor program. I have included my settings in the package which works best for my monitor, but maybe not for yours.. The settings are applied automatically. Here is a picture of the luminance settings that I use which look best on my monitor: ___________________________________________________________________________________________________________________________________________________________________ Download link (MediaFire) http://www.mediafire.com/?4c190zf2f2903l1 (179KB) Extract the contents of the FXAA folder into the OFP main folder. To uninstall, remove the files from the folder. Nothing is overwritten, unless you use DXDLL by Kegetys, backup those files. DXDLL is not supported with this. Alternative download: SMAA Injector (MediaFire) http://www.mediafire.com/?6aocxq0bcsbik95 (110KB) Originally by Andrej Dudenhefner. An alternative version. You might want to try this also. I still prefer the FXAA version because it produces a more crisper image. Extract just like the other. I am not in any way affiliated with the program. I did not make it, I'm just distributing it to be used with OFP.
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Hi, I sent you a PM.
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Cold War Enhanced 0.91 Beta - by SJ-Studios - Work in progress For Arma: Cold War Assault v. 1.99 and Operation Flashpoint Resistance v. 1.96 Information and download links at: cwemod.com This mod is still unfinished, and you may (read: probably will) encounter errors, missing features or resources while playing. Key features: Perfectly balanced A.I. behavior, the correlation between gameplay and realism noted well of (realistic engaging ranges, intelligent behavior etc.) The best 1985 infantry and armament throughout the years of OFP modding by the community replaced with the original ones Aligned 3D sights for all weapons (except scoped weapons) An external Dynamic Sound Engine (DSE) program to playback weapon sounds at different ranges properly, without performance loss, exceeding OFP engine limitations Perfected positional sound environment to create a unique atmosphere in the warzone (sonic cracks, echoes, death cries etc.) Bullet ballistic & behavior system (depending on events such as wind changes, bullet drop, material penetration, ricochets, bullet caliber, muzzle temperature etc.) Remade effects of different kinds (smoke generation, fire, explosions, blood etc.) to emphasize the mayhem that is war and many, many more…
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Thanks for your post. Mod doesn't work with 1.96 right now. 1) Not at the moment. Three original OFP missions in this version are converted though. 2) Yeah. Magazine ammunition checking is still in through the caps lock menu, and you can check how many magazines you have in the Gear section in map. 3) There isn't a config like this. Vehicles are still vanilla though, except BRDM-2. Infantry and armament are optimized good, better than in for ex. Binmod. Performance is one of the things we've taken note off. Still, you got to sacrifice performance through some of the new features implemented. 4) In our opinion 3D sights are much better and a nice major feature we've added. Detailed 2D scopes have a problem with the lighting, too light, washed out white textures shine brightly in the dark. The original "black-cardboard-like" sights are better than detailed 2Ds IMO. We had those (detailed 2Ds) in our previous mod, Binmod and honestly, they weren't good at all. 5) There isn't much to configurate. If certain people don't remember to change these settings then that's their problem. This mod automatically modifies the UserInfo.cfg to adapt the correct aspect ratio for modern widescreens and such, but doesn't touch the advanced graphical configurations. 6) I'll add a video soon to the second post.
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The A.I? Yes.
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Thank you gents! @bennysouthst: All of your listed bugs/annoyances are noted, and we are aware of these. There are some new things you need to take note of when using Cold War Enhanced. We are slowly making guides to the wiki how to avoid these problems while playing the mod, and fixing these deficiencies. Luckily, almost all of these are fixable. I'll be answering to some of these for you in this post, my answers to you are in bold text: Thank you for replying!
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A "nostalgic" type of gameplay trailer for CWE: Visit CWE's Imgur picture gallery, with .webms (including sound) showing the mod in action!
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Thanks for providing a mission for OFP! They are sure getting scarcer nowadays. I tested the mission with our W.I.P. mod CWE and despite our mod's distant engagement ranges compared to vanilla it worked quite well, although the mission was really short, the ranges made it quite difficult, especially when trying to mow those tanks down. My bloody gun got seriously jammed in a crucial situation when a tank tried to hunt me in a cat and mouse situation down in the middle of the town and most of my squad dead. It was quite memorable. Please work on it and try to add more things to it and make things more interesting, like L.K. suggested. I'll rate it a 6.5/10! Cheers!
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Hey man, nice to see new contributors for the OFP scene and thanks for using Binmod! Best of luck on your mod.
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There shouldn't be any replacing of any files. The mod should show as a folder "Binmod" in your main Cold War Assault folder. Have you made a proper shortcut of the game? Create a shortcut of the fwatch.exe on your desktop, right-click on the shortcut, select Properties and in the end of the target line add: "-mod=Binmod -nomap" without the quotation marks.
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In the mod's "bin" folder, open file "Resource.cpp". After that, navigate to class RscUnitInfoSoldier > class ammo. Change all x, y, w values to zero (0). Click the spoiler tag for help to understand the outline for which to change. We aren't developing the mod anymore, so we aren't going to implement anything to it anymore. Ammo or gun info IMO in OFP is a must as it helps you to know which ammo type or weapon you are using. The space bar selection is kinda wonky. The vehicle position change indoors is a pretty good idea, although unpractical in gameplay terms. You would have to see about it yourself, feel free to do so. You can always disable 3rd person view from the game's settings. Alas, you can exploit it to see over & around things and whatnot, but when not exploiting it, it can really add a good dimension to gameplay as it helps to create bodily awareness when used correctly. Good luck if you plan to take an insight into modding!
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Yeah, sure thing. Oh yeah, also, importing other addons may not work correctly, most definitely will not work correctly, especially if the desired import addon uses its own scripts, as it probably will conflict with Binmod's scripts.
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Yeah. I would be most interested how well would the player movements be interpreted. Hopefully all goes well.
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Yes, you do that and I hope you succeed in it! OFP's movement solutions are maybe the first, maybe even the only things I would be concerned about; they are what prevents many mod ideas to be created. I have been very interested in a Thief-like mod since the beginning of the OFP modding scene, but that wouldn't work very well now would it? Anyhow, keep on doing what you do.
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I'm a fan of the System Shock series, preferring the first one to the 2nd, both being equally masterpieces from the legendary LGS. Not to talk about Thief, belongs in my top 10 games any day. The company truly was something great. What can be seen in the previous videos, especially in the latest one, you have made excellent progress with your project, and it looks really good! I especially love the sound environment atmosphere, please continue the style you have when you create the levels! It's fascinating to await and see how well you can transfer it to the Real Virtuality. Count me in as the very interested! Now, just to have as fluid mouse & character movement as in Dark Engine...
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Thanks guys, I updated the OP + added the links for you to download. Oh, and if anyone is curious about the CWE, just ask! I'll try to respond with more haste.
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Thanks guys, the lack of activity from our behalf has definitely dropped the interest to near zero considering our mod. It's time to do something refreshing. Look forward to it.
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You could try to modify Binmod straightly to your own purposes whatsoever, not creating a totally new mod. There are some conflicts by going in with that method you are going. You are free to do anything in that matter, feel free. Binmod isn't developed anymore, it came to an end because of the shitloads of problems which had to eventually be faced by SJ-Studios, including lag problems and wrong decisions during the making process, etc. etc. We have been making a totally new project, which includes nearly every thing that Binmod has, including 3D sights, sounds, A.I, effects etc. etc; only by approaching them with an different style, making it as lag free as possible. This approach has already been a total success, compiling these things to a more stricter and clearer package, and over double times better of the performance that Binmod has in it's current state; Binmod is nothing compared to it in terms of things stated. If you have a mainly decent PC, now you can have those 6 vs 6 12-men group battles with tanks and shit blowing up in the background without any haste. This runs on my, already mediocrely outdated PC like a dream in OFP's standards. The mod's name is Cold War Enhanced. It mainly focuses on Cold War -era units, the first release being totally focused on the '85 units AKA the era that BIS focused on original OFP. Later, we will make further releases - "addon packs (or something like that)" - using the same base system, consisting of Vietnam Era and the 70's. Also an addon pack of Korean War should be on the make at some point too. If there is interest from anybody, prepare to hear from it very soon.
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I agree. DXDLL on some monitors look better than FXAA, especially on CRT monitors.
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That city looks great! Is it A.I. friendly? And welcome back! :)
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Doesn't work with DXDLL currently the way it is. Maybe some internal work or a alternative fix to the program would get it to work, but many of the DXDLL's effects would be useless, compared to the effects what this makes. Tried quickly to change the ProxyLibrary of the enbconvertor.ini to the DXDLL .dll file, but the proxy needs to be the d3d9.dll, for the DX8 to DX9 to work.
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Works fine when I test them. Try to download again? If it doesn't work, can anybody double confirm?
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I thought I'd give it a shot, some recommendations from my home country: One of my favourites in the psychedelic-prog band category: Kingston Wall nM4y_QLnXsk And a classic one, the band Royals covering a famous Cream song: Badge - live in Tavastia GOaA7a4R5F4