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krzychuzokecia

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Everything posted by krzychuzokecia

  1. Hi all! I'm presenting you FlashPoint Shooting Competition (or FPSC for short) - a series (hopefully) of missions featuring timed shooting courses inspired by real life practical shooting sports such as IPSC, IDPA and various other 3- and 2-Gun events. FPSC is an idea I first realised in OFP, back in 2016, and when I finally started playing Arma 3, I was amazed by BIS own Firing Drills, and hoped to create my own soon. I had some limited success, but now, with Firing Drill module added with patch 2.02 the dream comes true! Currently there are following FPSC drills released. NATO Malden Challenge A multi-gun event set in the abandoned military base on Malden. It tests both long-range precision shooting skills, and close combat efficiency. Stage 1 Other CoF: Virtual Firing Drill - a quick and simple "demo" of what a person with very limited mission-making and scripting experience can do with Firing Drill module NATO Malden Challenge - first version with my own scripts (see spoiler below) More to come! Sooner or later.
  2. It was mentioned here in older threads by the forum moderators, and people who "somehow acquired" the source code of OFP, had the "ability" to directly compare it to the code of Arma 1 (among "other things"). Since I don't feel like discussing illegal actions of others, I suggest you to reach out the authors of various "unofficial patches" for OFP/CWA. They have the code (matter of fact it was posted online for everyone to get - I wasn't the one to dare however), and (excuse me being brutally honest) it doesn't really change anything in terms of modding the game. There are some new scripting commands taken from VBS, and some "hack-job-ish" features like ability to set different item models for different factions. But no one have used it outside of tutorials/examples. The only significant change is enabling the use of 4GB of virtual memory when running on 64bit system - that allows to play more missions before reaching the dreaded "out of memory" error. But every potential new feature that gets added takes away from that 4GB limit, hence lack of interest in further improvements - as I mentioned before, authors of "unofficial patches" said that improving on memory management is what hinders them, and apparently it's a task so vast, you'd be better starting with Arma 1 code anyway. So question is: what's the point in taking A1 and removing it's features so that you end up with OFP but with A1 memory allocation? People are modding OFP/CWA every day, and every night. They haven't moved onto newer games, because they are perfectly fine with OFP limitations - it's a well known water for them to sail on. Remember that every limit removed from the game, requires time and effort from modders to take use of. The limits were removed in A1, A2, A3 and "unofficial patches", and yet 99% of OFP modders rejected these changes. I'd say there's a reason for that.
  3. I see you solved your problem, good for you. However in my experience alpha sorting is a mess, and often repeating the same steps on the model, won't give the same results. It's a gamble - which is rather annoying, since alpha sorting is "sort of" (pun intended) important.
  4. This was discussed ad nauseam, and will never happen - there's too many things OFP code has in common with Arma 3, and BI is not going to jeopardize their "latest" game. Not that having access to source code would help anyone much - there are at least two "unofficial patches" done by people who have "somehow" acquired OFP source code. Apparently you'd need to rewrite basic memory handling first, because adding new features/expanding on existing ones is very limited due to memory allocation.
  5. krzychuzokecia

    Reworked T-64 A style tank

    Looks great! And you even included the source files - now that's a generosity!
  6. krzychuzokecia

    Cold War Rearmed III

    I'm pretty sure your problem comes from using CUP Dev preview version, instead of using CUP stable version.
  7. krzychuzokecia

    Belarusian Armed Forces Addons

    Fantastic pack, it's great to see people still creating original content for OFP!
  8. Wish you the best - I was playing crCTI and MFCTI for years in OFP, and got slightly bored with variants of it (including the ones in A3). Tried Warlords, but it's too limited for me. Friend decided to try and host Warfare in A1 and A2 a few times, and I love it. Having it in A3 would be a dream come true.
  9. krzychuzokecia

    Extended Effects

    @hitman1987 Yep, to the best of my knowledge the "trick" is to just set forceOptics=0; in the class Binocular.
  10. IMO the 2035 setting is criminally underused, so yeah, I guess I would be potential customer. But it's not going to happen as an "official" DLC, integrated into the main game, anyway, so... bummer.
  11. krzychuzokecia

    Extended Effects

    Indeed, like @hitman1987 says, ExtFX (just like WW4 it draws from) has a nifty feature which allows you to take out binoculars without automatically forcing you into optics view. This way you can quickly scan two different positions, without character doing "switch back to weapon" dance. So, just like with guns, to see through binoculars you have to press "V" (or whatever key you have for optics view).
  12. krzychuzokecia

    Cold War Rearmed III

    Damn, guess I'm the lucky one then... I mean - the co-ax on the Abrams in CWR works for me as ever, I shit you not! But I'm loading the extra packs for CWR too, maybe one of them somehow fixes the issue? Edit: nope, even with just base CWR3 I still have ammo for co-ax. I'm baffled.
  13. krzychuzokecia

    Cold War Rearmed III

    @Damian90 Are you sure it's not something wrong with your CUP/CWR installation? Not only CWR3 M1A1 uses the same model as CUP one (albeit with different textures, but that's a plus), both variants of the CWR Abrams have twice more ammo for coax M240 than CUP version (two 1200 rnd mags against CUP single 1200 rnd mag). (Quite obviously CWR M1 uses it's own model due to being a different variant that CUP doesn't have, but model has nothing to do with ammo/weapon config anyway)
  14. krzychuzokecia

    Some addons (BMK, Csepel, DAC, GAZ, GMZ, GT-MU)

    As I said before: fantastic job on these! And thanks for bringing a bit of fresh air to these forums too!
  15. krzychuzokecia

    Operation Autumn Forge

    Operation Autumn Forge Version 0.5 A total conversion mod for Arma: Cold War Assault, set in grim alternate 1980s, when Cold War went HOT! See how NATO excercise "Autumn Forge" incidentally causes an all-out war with Warsaw Pact. Take part in virtual battles which are not only inspired by historical warfare, but also historical gaming! Relive Cold War in a retro style, taken straight from an era of 8 bit microcomputers and VGA resolution! Operation Autumn Forge is the first mod in Arma history to use a cutting-edge "RIP - Real Innovative Play" technology by Alex_Mercer (@prototype1479). To enable "RIP" in your missions, place a game logic found in editor. Credits: krzychuzokecia - models and textures Alex_Mercer - "RIP - Real Innovative Play" technology @sanctuary - WW4 animations. Download: ModDB. User reviews: Maybe you would like to upload it to Game Schedule? ...Or better not. - @faguss (yes, that happened!) I don't like it - @barccy Uganda mode? Finallye!!!111 - @hitman1987 Is that all? 4.93 MB? - @CTI player IF See you all during next Game Developers Conference!
  16. krzychuzokecia

    Operation Autumn Forge

    Yep, I've seen the vids. Amazing stuff! I know, right?! :D Currently the plan is to remake the infantry and weapons from first release - it was just a joke, but since there is some genuine interest in that kind of mod, I guess replacing "for the lols" stuff with proper content should be first priority. Then the focus is on vehicles from vanilla OFP - and that's going to take some time too. Island textures, objects and (hopefully) weather and particle effects are planned for the last. Thing is, I'm not yet sure if I want to keep the models plain as in the screenshot ("Army Men" style), or introduce some pixel-art textures (kind of what BadDream did with his Legos, though even less detailed - think Minecraft). Afterall, even the Soviet infantry and helis in "Hind" had camo, despite everything else being just plain colours. And if the infantry in my mod will have pixel-art textures, then it's only necessary to make everything else in this style too. Edit: naturally, the biggest problem is that I have other modding projects that take precedence, not to mention real life :D So this mod is kind of "always on backburner".
  17. krzychuzokecia

    Operation Autumn Forge

    With 128 and 256px textures it's not retro enough! :D Seriously though, I'm trying to achieve stylistic of 1990s sim games, especially LHX and Hind. More retro than OFP, but also should still look quite nice, as opposed to the current April Fools "operation minecraft" style. As for the RTS mod - might have been ProfT indeed! It was probably around 2013, I think - too early for Mercer, since he was in elementary school then! :D (I wonder what he'll have to say about it!)
  18. krzychuzokecia

    Operation Autumn Forge

    Old enemies, new faces.
  19. krzychuzokecia

    Battlefield 2042

    Looks cool, reminds me of the Unreal Tournament mutators - though it kinda shows how the "scale" of BF gameplay shrinked after BF2 - Arma, Project Reality and Squad are still unchallenged. Funny thing you mention BF5 (BFV?) - it really does look a lot as if EA/DICE said "remember the idiotic robo-armed Amazon Women on the Moon from BF5? now imagine same kind of stuff, but actually fun, not just political pandering! yay!". Edit: still, quite a positive surprise.
  20. krzychuzokecia

    Androids

    Sweet Jesus! I remember seeing @lordfrith's original thread, but after all these years I forgot who or whom. Few months back I had sudden need for androids like that, but couldn't find original thread. Now you're taking the reins of the project - thank you!
  21. krzychuzokecia

    Vilas addons in A3 w.i.p.

    Except, you are not compatible even with vanilla. Due to empty requiredAddons in CfgPatches for both Rosomak and PT-91 configs, your addons are loaded in wrong order, replacing vanilla values. For starters, try this: requiredAddons[]={"A3_Soft_F","A3_Armor_F","A3_Armor_F_Beta"}; However, I'm not sure if this is all - for example vehicle weapons you're using as a basis are in A3_Weapons_F, so you should check the source of all the base classes you're using. Edit: matter of fact, since you have several different configs packed in one .pbo, it'd be easier to just create a "main" config.cpp in the root of vil_PL_veh with just CfgPatches looking, for example, like that: class CfgPatches { class vil_pl_veh { requiredAddons[]= { "A3_Soft_F","A3_Armor_F","A3_Armor_F_Beta" //also add the classes for addon containing crew }; requiredVersion=0.1; units[]={}; weapons[]={}; }; }; And then, in the config files for subsequent vehicles, just follow this example: class CfgPatches { class vil_jelcz442 { addonRootClass="vil_pl_veh"; requiredAddons[]={"vil_pl_veh"}; units[]= { "vil_jelcz442", "il_star266" }; weapons[]={}; requiredVersion=0.1; }; }; Hope that helps.
  22. krzychuzokecia

    Interlakes

    I dunno about PvP, but co-op game where you start as a bunch of survivors, going through alien-conquered terrain in style of zombie-survival games, with aim to contact the remnants of military... and then gameplay shifts from survival to Arma-style combat sim, and you get to kick the green/gray/whatever ass. That would be amazing. Generation Zero (the Swedish killer robot hunting simulator) kind of tries to do a bit of this idea, but it's mechanics are rather simple. In the end survival elements are not really a meaningful challenge, more of an unneeded hurdle. And while combat is very good (with robots constantly trying to flank the players), the tactics are limited to sneaking around, placing traps, and then luring bots to them. After that all you can do is shoot and reload - kind of understandable since robots "cannot be reasoned with, cannot be bargained with, don't feel pity or fear and will absolutely not stop", so you can't suppress one, or even retreat far from it.
  23. krzychuzokecia

    Test Drive Unlimited Solar Crown

    I don't worry about MMO aspect alone, afterall in original TDU multiplayer was quite important part of experience (one that I missed out on lol), but I have a feeling this is going to be some kind of "live service" deal, with countless microtransactions, pay-walled cars and tracks etc. Think GTA Online, just no guns. And since it's BigBen/Nacon, the whole thing is probably going to get killed after two years. Also, agree on the "control rant" - seems that nowadays one can either get a full-blown sim that needs wheel+pedals, or one needs to play on pad to have an enjoyable experience. The only racing games playable on keyboard have driving model so dumbed down, that you don't even need to press the keys, with only difficulty coming from rubber-banding AI. Funny you mention SMS - I played the demo of first Project CARS and could setup it so that it was playing very nice on keyboard. I decided to buy the whole game, but PC2 went on sale, and with all DLCs was cheaper than base PC1. Naturally I bought the sequel and... the driving model is just unplayable on keyboard, you can set it up pretty good for some of the slow cars, but with most of the stuff in game there's just lack of control during corners. Ironically PC3 is apparently polar-opposite - a very arcade game. Haven't played any of the Forza series though - it flew under my radar, since for years it was Xbox exclusive, and I'm PC Master Race. Ah, ja, sehr gut Automobil! Just lacks some Autobahn (under the wheels, and in the speakers) for proper Teutonic experience! FH4 I assume?
  24. krzychuzokecia

    Interlakes

    Really to early in development to even tell what genre it's going to be. Early vids suggest some sort of alien-themed looter-shooter, this preview has a bit more on the "FarCry in 3rd person" vibe. But the animation work is amazing, even if this fails, I wish the guys behind it all the best in the industry!
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