Jump to content

RozekPoland

Member
  • Content Count

    520
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by RozekPoland

  1. RozekPoland

    OFP videography

  2. RozekPoland

    OFP videography

  3. RozekPoland

    OFP.info 2.0

    Fixes, changes & additions to the website: Changed: no search limit results (previously search results were limited to 5 entries) Fixed: weird news titles in search results Fixed: wrong links Fixed: left margin in each entry section Added: top logo Added: old/classic favicon Added: Credits Added: footer banners Added: search bar at the top of each section Changed: old/classic background color Changed: breadcrumbs disabled Changed: Display 10 entries per page Changed: Author/Size/Island/Language icons replaced with text (in Addons & Missions categories) Changed: Background colour of download cell for entry table (in Addons & Missions categories) Fixed: Charset encoding Added: Mods section Fixed: Main banner hidden from mobile devices for proper display of the website Changed: Mods section for better display on mobile devices Thanks to enormous efforts we have been able to fix most of the wrong or missing links all over the website. Obviously, there still may be some non-working links, especially in the oldest news entries. All the addons/mods-related files that were originally hosted on the ftp server of the website were moved to the armedassault.info ftp server. We have also encountered leftovers of the original ofp.info database charset which was converted to modern standard. Some undiscovered weird signs may still be seen here and there. Eventually, we have revamped the design to have some common known elements with design of the original ofp.info. We have added a top banner, changed the background colour to the classic green one, done some small tweaks to the displayed template and provided the website with the classic favicon Search bar was attached to the top of each section of the website. You can also use search with filenames (ww4mod25rel.rar - for example) to find the file you need. Unfortunately, we have to confirm that all 383 video-related links as ftp://ftp.armedassault.info/ofpd/videos/ lead nowhere. The armedassault.info ftp server has none of the files that once were hosted there. The same applies to majority of /_hosted/ files that were hosted on the same server as the website. If you come across a non-working link, a picture, a weird charset coding or any other issue that looks improper to you, simply contact me via this thread, private message or any other means of communication that are available. Please keep in mind there are over 7000 news entries + over 2000 addons/missions/misc-related entries so as a result it may take weeks, months or even years to check them all to make sure they are fine. We do it in our spare time as a hobby. We do not receive any financial support and we do not make any money on it. Actually, we invest our own money to keep it working. Just for the record. In June, this year, OFP/CWA will turn 18. That is why we consider OFP.info 2.0 as a legacy and a reminder of origins of the Arma series for past, current and future generations of players.
  4. RozekPoland

    Rts-3 1.4 released

    Try F15 from HERE. Keep in mind that RTS3 was in developed from 2002 till 2004. Any addons released afterwards shouldn't be taken into account.
  5. RozekPoland

    Rts-3 1.4 released

    These are my types: SWI_M109 mi2no No luck with finding dragonfly though. The only info I have found about it is that it was created by Sebastian Muller aka Joe Lemonade. There are some news about his work on ofp.info but none of them related to any dragonfly. Dragonfly Light Pack dragonfly_small.zip Date released: 27.10.2002 Version: 1 Size: ~3,5mb Content: 3 units Required: - Back in November, 2015, dr death jm was apparently trying to convert the addon (dragonfly) to ARMA3. You might want to try to ask him about it. I have found a list of all required addons for RTS3 (not sure for which version of the mission). Might be a useful guidance for further searches
  6. RozekPoland

    Rts-3 1.4 released

    All the files related to RTS3 that have ever been hosted on the OFP.INFO ftp server are: RTS3_141.zip RTS3_142.zip RTS3Core.zip RTS3ResZig.zip zRTS3_1.4.zip zRTS3_141.zip For some odd reason most of these files were never mentioned in any part of the ofp.info website.
  7. I would like to introduce you to a 17 years old issue that exists across the whole Arma series, A3 included. It is one of the oldest Real Virtuality engine bug and it has not been addressed since OFP release back in 2001. I wish this post could reach BI devs so one day the problem would finally be solved. Arma3 is ahead of its final roadmap that will lead to its EOL (End-Of-Life). While there were other priorities across the development cycle in recent years, now it seems to be the right time to take care of it. A bug/issue: I have recorded a short and entertaining video that explains what it is all about: The issue has already been mentioned in a number of A3 Feedback Tracker tickets: Fallen Trees Have No Collision Fallen objects have no collision detection with characters or bullets. Ai see through fallen vegetation and objects Pointing out some interesting comments/notes from these tickets: Keeping Main Geometry (Geometry) for fallen static objects may negatively influence behaviour of AI (especially AI drivers). Vehicles may not be able to drive through / will collide with the fallen objects. Lack of geometries for fallen static objects is performance-friendly. My answers/suggestions to the aforementioned remarks: If Main Geometry of fallen static objects causes improper behaviour of AI or vehicles collide with them, then Main Geometry should be ignored. However, Fire Geometry and View Geometry should be kept to provide basic feature of cover & concealment. Undeniably. However, performance-wise argument could make sense back in OFP times, not in 2018. Unnoticeable performance boost is totally overshadowed by disadvantages the issue introduces into the game (especially for PvE scenarios). 'Line of succession of the Arma series' - my report about the bug in OFP/CWA environment that precedes this thread
  8. RozekPoland

    Steam Awards Nominations

    From 21st to 27th of November (2018) - you can participate in The Steam Awards Nominations. You can nominate a game and a developer in a number of specific categories. You can vote HERE. I have already made my choice as below
  9. *SILENT WAR project addOns: OFPL, OFF_GROM
  10. RozekPoland

    [EC] Elite Corps - 16th anniversary!

    On 8th of November, [EC] Elite Corps, the oldest polish OFP/ARMA clan, turned 14.
  11. The fix is official and available to everyone in the latest Encore Update 1.84
  12. RozekPoland

    OFP.info 2.0

    @zulu1 Thank you for pointing that out. Will be fixed in future. @-Snafu- They have been written just for a test. @JdB https://www.virustotal.com/en/url/73db0d3f9e4aaa689353d3ad57af98a0387f6b14cd3b5b8619c0af3e40338d80/analysis/ Just for the info, due to bandwidth limitation on the website server, the search engine is limited to provide max. 5 records/results.
  13. RozekPoland

    OFP.info 2.0

    BETA version is LIVE: http://ofpr.info.paradoxstudio.uk
  14. RozekPoland

    OFP.info 2.0

    You mean actual news releases? At this stage our priority it to build and launch the website that consists of over 10000 news entries that are part of the OFP/CWA history. Once it is done we will reconsider some ideas like gathering a team of newsmakers
  15. RozekPoland

    OFPr.info / ofp.gamepark.cz

    On 2nd of June, 2018, ofp.gamepark.cz (ofpr.info / ofp.info / ofp.gamezone.cz / ofp.gamezone.eu) domain was moved to the main hosting site (gamepark.cz). The website is gone. The roots of the website could be found in operationflashpoint.d2.cz (operationflashpoint.cz / operation-flashpoint.cz) that was created on 21st of June, 2001 by @m@ster. The website, in its known shape, was founded in December of 2001, by @Bojler, @MRmontiOF and @Maggo. Eventually, around 2003, control over the website was passed to @cervomix. Significant support for the website was provided by @jerryhopper who shared his ftp server for the whole content (addons, mods, missions etc.). One of the long-standing staff members of OFP.info were @rellikki and @JdB. OFP.info served for 16 years for the OFP/ARMA community as the main source of news for a huge number of fans around the world. It also contained the greatest amount of community-made content for OFP/CWA. Even though the OFP/CWA times are long gone the website was still enormously useful as an archive of creativity of the OFP/CWA community. In many cases it was the only available source for some information or content. It is difficult to precisely determine the scale of importance and influence of OFP.info website for the OFP/CWA scene.
  16. As @Jakub BXBX Horyna left Bohemia Interactive I decided it would be nice to record a thank you video for him for his efforts to fix one of the longstanding issues of the Arma series. For this purpose I reenacted the video from the original post but with the fix applied. I hope you gonna like it I would like to thank everyone who supported this initiative (by any means). Thanks to great people working at Bohemia Interactive and support of the magnificent Arma community it was possible to get rid of the legacy Arma issue in one month! This is one of those moments that shapes history of the Arma series and its community.
  17. @a_killer_wombat 1. The photo was taken on DevBranch version but the animation was implemented in the game long time ago. 2. The training obstacle is destroyed (fell over) 3. It is weapon deployment/resting enabled standing close to this part of the object
  18. Today's Dev Branch release introduces the (View & Fire) geometries fix for fallen walls, fences and any other static object that features damage DestructWall. From a statistical point of view today's fix may have much wider positive influence on the game environment (comparing to the last week fix for fallen trees) as majority of static objects that are not structures (buildings) or trees (and are destructible) features DestructWall. And this is just with vanilla (original) content in mind, not to mention enormous amount of objects that the community-made content features (like CUP Project for example). As I promised in my previous post, once a fix for fallen walls & fences comes out I will record a testing video for it. Summary: 1. Fallen static objects provide proper concealment & cover. 2. Fallen static objects feature weapon deployment/resting. A bonus: Weapon deployment/resting on a fallen training obstacle. Now it is possible to successfully hide from AI behind a fallen beach umbrella
  19. I have recorded a video showing the fix in practice. Summary: View and Fire Geometries of fallen trees provide satisfactory concealment and cover. View & Fire Geometries of fallen trees are equally important for the fix to provide the best experience. View & Fire Geometries of fallen trees are not 100% precise in relation to graphical LODs. In few words, Players do not see the same world as the AI does. My concern mentioned in one of the previous posts that View Geometry alone (without Fire Geometry) of fallen tree may not provide the expected result was reasonable. At around 0:30s it can be seen that the AI unit spots the player (knowsAbout rises to 4) who is rolling over behind the fallen tree. If there was no Fire Geometry the player would be dead in no time. Thankfully, working Fire Geometry provides cover for the player who survives. Thanks to the fix, it is possible to deploy weapons on fallen trees! I would love to record similar tests with fallen fences and walls
  20. The fix hits the Dev Branch. At this moment the fix applies to trees only. I hope @Jakub BXBX Horyna will think it over and apply the fix for walls and fences too The one below would really love to provide concealment & cover against AI
  21. If an AI unit places itself in a ViewGeometry component, it will be absolutely blind (but not deaf). A player can use lack of geometry of fallen tree/object to hide there. If ViewGeometry of fallen trees/objects would work (and there was no FireGeometry), a player would use it against enemy AI units. Players physically don't see ViewGeometry components (it only blocks their ability to radio-spot enemy units) and graphical LODs don't match with Geometries in 100%. In the analogical situation, where an AI unit is hiding in a fallen tree which features working ViewGeometry, it will not engage enemy units because it will not see them (because of aforementioned ViewGeo components). Such approuch would cause a pivotal gamechanger from empowering AI against players to the other way around. Players tend to exploit such issues. That's why keeping both ViewGeo and FireGeo for fallen trees/objects would be required for some kind of Arma's checks and balances system As a side-note, blocking projectiles that were fired from inside of FireGeometry may hurt/injure the firing unit (I am not sure about it though). Anyway, keeping just ViewGeometry for fallen trees/objects would still be a serious step forward in comparison to last 17 years That would definately satisfy everyone around here, me included
  22. You are 100% correct. There is no single use of physx word in my original post. As @oukej stated, use of physx for fallen trees is totally out of scope for a game of Arma scale. I totally agree with it, but using physx for fallen trees/objects was not what I meant in my original post. The whole idea is to keep ViewGeometry and FireGeometry for fallen objects. Let's keep in mind it is not just about trees. The same issue applies to fences and walls and other static objects that use that kind of destrType.
  23. Hi Thank you for the response. If collisions are an issue, would it be possible to at least keep ViewGeometry and FireGeometry for fallen trees/objects?
  24. I would like to shed some light on the topic of one of the oldest Real Virtuality engine bug that occurs in the whole ARMA series. It is worth mentioning that it refers to the latest version of ARMA3 too. I wish this post could be brought to BI-devs' attention (and BIForums veterans) who may provide more in-depth details on the issue and maybe some engine-side solution/fix for A3. @Dwarden and @klamacz - I am sorry guys for disturbing you A bug: In this video you can see an example of the bug in practice AND a showcase of a solution for it. A solution:
×