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Aeo

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About Aeo

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core_pfieldgroups_3

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    “I am prepared to die, but there is no cause for which I am prepared to kill.� -Mahatma Ghandhi
  1. Aeo

    Dynamic Coop for WW4 modpack 1

    drongo i really do enjoy your missions. especially the apoc version. but i cant get v5 working w/o the WW4_bisveh.pbo and i followed all the posted links i could find but they all dead :( any help?
  2. Aeo

    New Sci-Fi Mod

    good to meet ya zedrein. you may have found this already... but if not it should be help you wiith a set of tools and such for ofp. http://forums.bistudio.com/showthread.php?t=35268
  3. Aeo

    New Sci-Fi Mod

    i like your thinking, i did notice that when you go into options its a labtop that opens to reveal the menu... why not use that modle with different menu? could make things easier. just untill you make a custom object if that's what's intended. This is turning into a total conversion of sorts , a very compelling one at that. keep us posted and good luck.
  4. Aeo

    New Sci-Fi Mod

    First off, im new to fourm. ( i joined to i could praise/provide support to you guys for this mod ) So let me just give u guys a hello and and double thumbs up for your work thus far on this mod. Ive spent some time with your mod and just tried out v.96 Ihe following is things i thought could use a possible second look. With order of most problematic to least problematic. please keep in mind i have the highest level of respect for you guys and the work you have done so far. also, some of the issues i will talk about i dont doubt you guys already know about or possibly maybe even intentionally left untouched due to a busy life. either case, i understand life happens and comes first. well let me begin 1. the new FX: while very pleasing to look at, the new FX (i think) causes a type of lag from the script you said u wanted someone to optimize. it has no impact on performance untill you fire about 2 clips of ammo. then the bullet FX them selves flicker untill you finnaly cannot see them all together. at this point, the frame rate has dropped considerably and u can no longer see any tracers or any of the new FX. *My suggestion for a quick easy fix untill you can optimise the scripts = revert back to older fx from v.9 (blue line, not as cool or easy to track but i had no problems with those FX.* 2. Minor and Major Animation Glitches/hickups: now most of these i know are painfully obvious to you guys, but, even with the recent updates most of the major crash causeing ones seemed to have been eliminated. i still have not seen if v.96 fixes a little issue i had with the assault trooper (republican jump type troo) where he would play good and proper; but, when my buddy landed next to me after jumping during our LAN game... his character was stuck in the pose taken during the jump (only on my client, not his). while this didnt directly affect mine or his gameplay, it was a little wierd to look over and seen his character hovering in that pose instead of walking in the normal fashion. Another small issue is when crouched with a rifle, once u move to run foward there is a small period where u are kind of "held back". most of the ones involving mis-placed hands during various animations im sure u know about. (IE. climbing, dieing, looting, saluting, and lots of other short misc anims.) the "Belt" of ammunition of the APC is not animated like the jeep's gun. some of the weapons bolts' dont slide when fired, other weapons like the MR5W dont eject bullet casings. there is nothing else really too worth mentioning at the time conserning bugs and the like, but keep in mind i have alot of free time in the recent so i will be glad to help in-depth debuging of whatever u ask for more detail on. but now, i want to talk more about my thoughts in general on the mod and some possible contributions (idea wise). first off, i think this mod is awesome... the artistic styling of the infantry thus far are really great. the vehicles (the ones ive gotten my mits on) are great and well styled as well... i cant wait to see what the terran vehicles look like. with the animation fixes of .95 the soldiers no longer holster thier weapons across thier chest while holding pistols, i know this was most likly either out of necessity or intention but i say consider puting it back... it was something different and looked cool in third person. also the new third person view..... has to be adjusted.... i liked to see my characters bulky legs moving as he walked, and now its too close to see. perhaps if you back it out so the bottom of the foor was barly visable.... but of course keep the over-the-shoulder factor(as it is a nice toutch). The new terran missle launcher is sweet!(make one for the repubs!) a small idea for the missle launchers is to change the way they are attached to your character. i was thinking horizontally, just below the backpack as if it was strapped to the underside of your pack. in general, i like the soldier i play to have the most "decked out" look. backpacks, extra clip holders, and misc items make the soldier look meaner to me. so maybe make it so when your pistol is holstered is doesnt disappear into a rift in spacetime. instead, have it maybe attached to his right thigh... as this where the current animation makes it look like he makes a grab for a weapon when equipping a pistol. or maybe slung across the chest like the three point sling type holster animation for the rifle you used before. well ill talk more with you guys later. please remember to ask me if there is anything specific you want me to test or need extra feed back on as im fully willing to help the cause! :coop: P.s.: btw, the most recent addition.. the cockpit for the plane (sorry name skips my mind right now, damn that herb) are exceptional and look very nice, 10/10!
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