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Everything posted by RozekPoland

  1. RozekPoland

    OFP.info 2.0

    Today, on 22nd of June, 2018, we celebrate the 17th anniversary of OFP/CWA release. On behalf of [PFC] Polish Flashpoint Community, I would like to announce the revival project of the legendary OFP/CWA community website - OFP.info (that was closed down on 2nd of June, 2018) - on a modern website engine. This project is patronised and accepted by the OFP.info creator - @cervomix. The website is still work-in-progress so I will keep you posted. OFP.info 2.0 consists of: all the original news all the original community-made content catalogued in separate subpages all the original pictures all the original files that were hosted: on a website server on a separate ftp search function http://ofpr.info.paradoxstudio.uk
  2. RozekPoland

    OFP.info 2.0

    HOW-TO: 1. As an example, let's take a look at one of @*zeewolf* posts related to "Invasion 44 standalone grass pack". 2. In that specific post there are two links which point at old OFP.INFO domain 3. Go to ofp-faguss.com and select Addon Search from top bar menu. 4. In the input field paste one of the aforementioned links and click Search button (or press ENTER). 5. Depending on the link you pasted into the input field, you will be automatically redirected to the news on OFP.INFO 2.0 or you will start downloading the addon file.
  3. RozekPoland

    Community Platforms

    Up-to-date list of main OFP/ACWA community groups and chats on a number of different social platforms: Facebook VKontakte Discord OFP / CWA ARMA / End-Of-Life Steam OFPCWA - chat The Forums GOG For a complete database of OFP/ACWA community-related websites visit @faguss' OFP Websites List.
  4. 1.96 vs 1.99 Gamma & Brightness (G&B) settings Default 1.96 G&B settings: gamma=1.600000; brightness=1.200000; Default 1.99 G&B settings: gamma=1.200000; brightness=1.600000;
  5. BIForums personal (highlights) Gun light flash - how to remove or decrease 15th anniversary of OFP/CWA DXDLL - advanced tweaking (and 12th anniversary) 14th anniversary of OFP:CWC transitionsSimple making trees disappear when destroyed PRIMARY in config.cpp (regarding weapons)? Exclude face class(es) Berghoff's nature packs alignment fix ButtonFullSave Proxy driver/cargo - action relation DXDLL source code bn880's Tracers 1.25 Grades in CfgWeapons Discover and Identify IncomingMissile EventHandler Ballistic of Rocket in OFP [FIX] Workaround for faulty texture sorting (units visible through smoke, etc) This thread (highlights) Sniper crouch (animation) test 'Forest experiment' 'Building destruction experiment' (01) coop @c2 papier - intro Bike horn test (cut) JAM Smokeblock FDF smokeblock Handgun visibleSize bug (01) Handgun visibleSize bug (02) 'Parachute experiment' 'Mirror image experiment' 'Physics experiment' 'When a game becomes a meme' Adding user values to your models will increase the section count dramatically. 'Building destruction experiment' (02) ClimbOver Animation JumpOver Animation Building destruction (01) Building destruction (comparison) Forest destruction Forest destruction (comparison) Obscuring AI field of view after forest destruction Climbing script An example of model rescaling via island-editor Fixing forest ViewGeometry (01) Improved AI scipt (Take Cover script) Fixing forest ViewGeometry (02) Comparison of original and fixed Forest ViewGeometry CCS - @customfix cargo system (01) CCS - @customfix cargo system (02) On-the-fly loading of island's buildings Building destruction (02) Use view geometry lods to Occlude sunlight Totally Destructible Environment (TDE) 'A fallen static objects' geometries bug' HUD Evolution How to fix broken triangle-shaped forest model How I discovered the way Forest ViewGeometry works How to make Forest use ViewGeometry components How to build proper Forest ViewGeometry -benchmark Models replacement via mission folder FILE(s) NOT FOUND Security Flaw & Fix Checkfiles Aspect Ratio registry-derived issue Usage of black texture for ignoring FireGeometry components Fast Addon Testing SQUAD.XML - Problem & Solution Automatic Body Removal Zamerny - memory point Geometry of fallen tree - FIXED 1.96 vs 1.99 Gamma & Brightness (G&B) settings
  6. The tallest OFP/ACWA model (from the original vanilla content) is nabrezi_najezd.p3d. It is 55,5m tall in its LOD1. There's also nabrezi.p3d which is 55,4m tall in its LOD0.75. The reason behind such great height of the models is their "foundation" which covers majority of the model.
  7. (Geometry of fallen tree - FIXED)
  8. (zamerny - Memory Point) According to BIKI -> ArmA Selection Translations Zamerny is a selection of a Memory Point section of a model. It is a point that an AI unit is required to see to be able to spot a unit. Zamerny is highly dependant on ViewGeometry components of models which are able to cover it from line of sight of an AI units. If the point is hidden/covered by a ViewGeometry component then AI cannot see/spot you. Zamerny memory point is also a point where AI aims and shots at. For a man model (from OFP/ACWA Sample Models) the point is located at its chest. Due to the fact that Zamerny is just a memory point, and it can be covered by a plain ViewGeo component, it can lead to awkward situations. Situations like the one in the screenshot above, where an AI unit is not able to see & spot an enemy unit (knowsAbout = 0), due to a ViewGeo component(s) of a gravestone model. For a better overview, it is recommended to watch the video below. Zamerny memory point can also be found in other models, such as a jeep. As @suma states:
  9. (Automatic Body Removal) OFP/ACWA game engine features in-built mechanism for automatic body removal. The feature is multiplayer-exclusive. The automatic body removal feature was introduced with Operation Flashpoint: Resistance expansion. The mechanism received fixes in 1.85 and 1.91 patches. 1.85 - Fixed: Algorithm for removing bodies in MP game improved 1.87 - Fixed: Too many dead bodies were kept on server in 1.85.
  10. There is a lone road sign in plain field next to Morton.
  11. (SQUAD.XML - Problem & Solution) One of the modern OS-related issues of OFP/ACWA is SQUAD.XML. Operating systems starting from Windows Vista, 7, 8, 8.1 and 10 have a common problem with functioning of SQUAD.XML. A solution for the issue was introduced in Operation Flashpoint: Resistance 1.91 Patch. SOLUTION: Proxy has to contain address of main domain where SQUAD.XML is hosted. Pointing proxy entry to exact address of SQUAD.XML file is NOT RECOMMENDED. An example: A direct link to a squad.xml file is: http://www.nameofthewebsite.com/xml/squad.xml Proper proxy entry should be as follows: proxy="http://www.nameofthewebsite.com";
  12. RozekPoland

    XML weird problem

    I have found a very strange problem with my SQUAD.XML. It's weird because my XML does not work on OFP windows servers but it DOES work on OFP linux servers. I have tested my xml on two different hosting servers and the effect is the same. Any ideas?
  13. (Fast Addon Testing) There is a trick that addon-makers may find useful. The trick makes it possible to test an addon in-game without packing its content-folder to PBO each time anything gets changed. It allows to save time and avoid unnecessary effort.
  14. (Difference in the way LOCK command works in 1.96 and 1.99 version of the game) The latest discovery occurred while testing a multiplayer mission "Find the Serialkiller" by City Cobra. The plot of the mission can be summarized as: You can read more about the mission HERE. One of the features of the mission is ability of locking/unlocking the police vehicles (the vehicles are locked by default on startup) by the policemen so that the serial killer is not able to get into the police jeeps. I played the mission back in the days of 1.96 and remembered that the feature was useful and worked fine. However, trying the mission on a dedicated server based on 1.99 version of the game revealed an issue with the Unlock action (the issue does not occur locally). The action unlocks a vehicle barely for a second and then the Get In action disappears. Player has not enough time to scroll through the Action Menu to reach the Get In action on time. Subsequently, I tried the mission on 1.96 version of the game what proved the Unlock action to be burdened with similar time-related issue as on the newer version of the game. The action unlocks a vehicle for about 2-3 seconds, notwithstanding it is enough for player to reach the Get In action. From a technical perspective, the command is executed by player via action entry on non-local object which is clearly against the way the command works. As BIKI stands in LOCK command entry: In this case, a vehicle, which is one of the arguments of the command, is not local to the client who executes the command. The vehicle is local to the server. Nevertheless, the command gets broadcasted over the network despite of not meeting its own requirements. Amount of time it takes for a server to reject the request made by LOCK command depends on the version of the game: 1.96 ≤ 3s 1.99 ≤ 1s
  15. (Usage of black texture for ignoring FireGeometry components) A practical usage of it can be noticed in stodola.p3d, an original O.pbo model. The components that correspond to all of the four sides of the building (excluding pillars), the doors and the hay located inside, are textured with black.pac. A view of FireGeometry of stodola.p3d with selected components that are textured black. As an effect these components are not obstacles and they let bullets through (are penetrable).
  16. *SILENT WAR project addOns: OFPL, VILAS
  17. *SILENT WAR project addOns: OFPL, VILAS
  18. RozekPoland

    [EC] Elite Corps - 15th anniversary!

    On 8th of November, [EC] Elite Corps, the oldest polish OFP/ARMA clan, turned 15.
  19. Today, on 8th November 2014, it is the 10th anniversary of [EC] Elite Corps foundation. Exactly ten years ago, on 8th November 2004, the first website of our clan was launched. [EC] Elite Corps is the oldest polish OFP and ARMA series clan. For last ten years [EC] has participated in over 17 leagues, ladders and tournaments, succeeding in many of them. The clan has already been playing four games starting with Operation Flashpoint (2001), ArmA: Armed Assault (2006), ArmA 2 (2009), up to ArmA 3 (2013). Since 2004 the ranks of [EC] have been filled with over 40 players. [EC] Elite Corps is led by the same people from the very beginning - Romanov and Vetis. P.S. More information about the clan can be found on bikipedia.
  20. RozekPoland


    transitionsSimple[]={}; is a part of CfgMovesMC in Config.bin/cpp. I am curious what it is and what is the usage of it. I haven't found any details about it on the forums and on BIKI. transitionsSimple consists of a huge number of animations that come one after another (in a logical sequence). I would like to know what is the importance of it and what is its influence for custom-made animations to make them work fine.
  21. RozekPoland

    OFP.info 2.0

    Hi The links attached in that post point to an external server that is not related to OFP.INFO. Those files were never hosted on OFP.INFO server. The link in that post has been fixed.
  22. Due to my recent study focused on security measure of OFP/ACWA Dedicated Server I have done some research on checkfiles[]={}; array and its practical use. Thanks to checkfiles, it is possible to make sure that each player that connects to a server is compatible with it in terms of content of the game. There are two ways of "checking" files via checkfiles. It is possible to checkfile any pbo file (and its content) as well as any other file that is located in OFP/ACWA game folder. Keep in mind that including such a list in server.cfg will make connecting to a server extremely long and unstable. It is meant for testing purpose only. To make it more performance-friendly and robust at the same time, I have prepared a basic list for checking the crucial content of OFP/ACWA. It is a good starting point for a vanilla (no-addons) server. According to my latest discovery from the previous post, it is highly recommended to add these lines to checkfiles array. If server uses custom addons/mods then it is recommended to include them in checkfiles array. It is worth the effort not only because of security issues but also for keeping 100% of synchronization between clients and server. It is worth mentioning that It is also possible to do checkfile ON-DEMAND on server by server admin.
  23. Recently I discovered a security flaw in OFP/ACWA that can be exploited by hackers/cheaters to use modified versions of original game files without being detected at any point by any available measure. I would like to provide you details how to prevent usage of the hack. The hack is oriented around the files listed below: A hacker/cheater can use modified version of the aforementioned files with them NOT being detected as modified by checkfiles server mechanism. To make the hack unable to work, each mission has to have all the listed files in its mission folder. The files can be even empty inside but they have to be present there with the exact names. Keep in mind that depending on type of respawn in a mission, such files as: onPlayerKilled.sqs onPlayerRespawnAsSeagull.sqs onPlayerRespawnOtherUnit.sqs can influence the way respawn works in a mission. It is recommended to copy the three files listed above from original DTA/scripts.pbo and paste them in a mission folder.