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RozekPoland

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Posts posted by RozekPoland


  1. mI4NTaQl.jpg

    the picture created by: (unknown author); edited by RozekPoland; source: ofpr.info.paradoxstudio.uk

     

     

    On 22nd of June, 2001, Bohemia Interactive released their first flagship title "Operation Flashpoint: Cold War Crisis" (OFP) also known as "Arma: Cold War Assault" (ACWA).
    After 18 years:

     

    4 years ago, at the 14th anniversary, I shared a gallery of the best pictures (over 700) that have ever been posted in OFP Photography threads. I have decided to move the whole gallery to Imgur which works smoother, provides more sharing features and is more user-friendly.

    Quote

    The best of OFP Photography
    UOcDJBAl.jpg

    the picture created by @*actionhank*, edited by @RozekPoland


    https://imgur.com/a/2QO7XdS

     


    I would like to invite you to my OFP/ACWA live-stream on YouTube. I am going to play a single-player campaign "PMC Ranger Path" by @Snake Man. The stream is starting at 7PM CEST (6PM UTC+1). See you! :smile_o:
     

     

     

    • Like 11
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  2. tdmqHdz.jpg

    FILE(s) NOT FOUND

    (file paths that were not found by the game)

    (bold - ACWA 1.99)

     

    Quote

    Regular Paths:

    • Users\UserName\missions\MissionName.IslandName\
    • Users\UserName\dtaExt\
    • dtaExt\

    and

    • If SP (Single-Player)
      • missions\__cur_sp.IslandName\
    • If MP (Multi-Player)
      • mpmissions\__cur_mp.IslandName\


    OFP/ACWA Main Menu

    • Specular textures:
      • data\grass_dx.paa
      • misc\waveBumpMap.paa
    • Global textures (numerized):
      • data\desta.05.paa
      • data\mesic.13.paa
      • data\more_anim.08.pac
      • data\basic.17.paa
      • data\fire.121.paa
      • data\fired.120.paa
      • data\water.07.paa
      • data\zasleh_front.04.paa
      • data\zasleh_side.04.paa
      • data\zasleh3_front.04.paa
      • data\zasleh3_side.04.paa
    • Textures:
      • biscamel\icamel2.paa
    • World cutscene detector (mission file format depends on currently loaded island):
      • anims\intro.Intro\stringtable.csv
      • anims\intro.Intro\description.ext
    • Legacy leftovers:
      • dtaExt\ofplogo1.paa
      • dtaExt\ofplogo2.paa
      • dtaExt\ofplogo3.paa
      • Game001.Intro\ofplogo1.paa
      • Game001.Intro\ofplogo2.paa
      • Game001.Intro\ofplogo3.paa
      • Game001.Intro\startup_logo_cwa_ca.paa
    • Config(s)
      • 6g30\config.cpp
      • abox\config.cpp
      • apac\config.cpp
      • biscamel\config.cpp
      • bizon\config.cpp
      • bmp2\config.cpp
      • brmd\config.cpp
      • ch47\config.cpp
      • flags\config.cpp
      • g36a\config.cpp
      • humr\config.cpp
      • hunter\config.cpp
      • kolo\config.cpp
      • kozl\config.cpp
      • laserguided\config.cpp
      • m2a2\config.cpp
      • mini\config.cpp
      • mm-1\config.cpp
      • noe\config.cpp
      • o\config.cpp
      • oh58\config.cpp
      • o_wp\config.cpp
      • steyr\config.cpp
      • su25\config.cpp
      • trab\config.cpp
      • vulcan\config.cpp
      • xms\config.cpp
      • voicerh\config.cpp
      • voicerh\stringtable.csv
    • Models
      • dtaExt\notebook.p3d

     

    OFP/ACWA Edit Profile

    • Models:
      • dtaExt\hlavaw.p3d
        • male head
      • dtaExt\o\char\civilistka_head.p3d
        • female head


    OFP/ACWA Mission Editor - Island Selection

    • Models:
      • anims\intro.intro\notebook.p3d
        • Replacement of notebook/computer model for Mission Editor - Island Selection. Currently loaded island determines mission file format (.intro, .eden, .abel, .cain, .noe).
      • dtaExt\notebook.p3d
        • As above but replacement works for all islands without specific mission folders for specific islands
    • Textures:
      • anims\intro.intro\_eden.paa
      • dtaExt\_eden.paa
      • anims\intro.intro\_abel.paa
      • dtaExt\_abel.paa
      • anims\intro.intro\_cain.paa
      • dtaExt\_cain.paa
      • anims\intro.intro\_training.paa
      • dtaExt\_training.paa
      • anims\intro.intro\\o\misc\_nogovo.paa
      • dtaExt\\o\misc\_nogovo.paa
    • demo\demo.wrp
      • GaR7j0j.png
      • demo.wrp is defined in config and it refers to Malden from OFP demo version (mission files saved as MissionName.demo format)


    OFP/ACWA Mission Editor

    Spoiler

    Regular Paths:

    • Users\UserName\missions\MissionName.IslandName\
    • Users\UserName\dtaExt\
    • dtaExt\
    • Textures:
      • notasa.pac
      • notasb.pac
      • notasc.pac
      • notasd.pac
      • notase.pac
      • notasf.pac
      • bourka.paa
      • podmapa.pac
      • zatazenosl.paa
      • bourkasym.paa
      • jasnosym.paa
      • eastsym.paa
      • westsym.paa
      • azimut.paa


    OFP/ACWA Mission Editor - Preview

    Spoiler

    Regular Paths:

    • Users\UserName\missions\MissionName.IslandName\
    • Users\UserName\dtaExt\
    • dtaExt\
    • Models:
      • kompas.p3d
      • kosei.p3d
      • vysilacka.p3d
      • blok.p3d
      • karta.p3d
      • gps.p3d
    • Textures:
      • podmapa.pac
      • sipka_left.paa
      • sipka_right.paa
      • equip\w\ (+ multiple files)
      • equip\m\ (+ multiple files)
      • equip\ (+ multiple files)


    OFP/ACWA Mission Editor - Debriefing

    Spoiler

    Regular Paths:

    • Users\UserName\missions\MissionName.IslandName\
    • Users\UserName\dtaExt\
    • dtaExt\
    • Models:
      • blok_selmis2.p3d
      • desky.p3d
    • Textures:
      • debr_star.paa

     

    OFP/ACWA Singleplayer - Mission Selection

    • Models:
      • anims\intro.intro\blok_selmis2.p3d
      • dtaExt\blok_selmis2.p3d

     

    OFP/ACWA Singleplayer - Briefing

    • Textures:
      • data\kasna_voda.07.paa
      • data\m1_passide_anim.07.pac
      • data\night_sum.06.paa
      • data\bmp_anm.06.pac

     

    OFP/ACWA Multiplayer - Lobby

    • Textures:
      • anims\intro.intro\misc\gamespy.pac
      • dtaExt\misc\gamespy.pac
      • anims\intro.intro\misc\sipkad.paa
      • dtaExt\misc\sipkad.paa
    • Like 1
    • Thanks 1
    • Confused 1

  3. Today, at 8PM CEST (7PM UTC+1), I am going to livestream gameplay from a few dynamic single-player missions on DMA Libya map in OFP/ACWA. See you there!

     

     


  4. kD5UtWil.jpg

    (Models replacement via Mission folder)


    Following my recent discovery related to -benchmark startup parameter I have followed the trail of exploring files that are read by the game to find out more. Such an approach has paved the way to yet another discovery that may be even more surprising and useful than the previous one.
     

    Quote

    It is possible to replace models of: compass, watch, radio, notepad or gps directly in your mission folder without external addons or configs!


     

    JCwwlNt.jpg

     

    Quote

    OFP/ACWA game engine is looking for the highlighted models in a set of specific locations, such as:

    • Users\YourUserName\missions\YourMissionName.IslandName\
      • save a mission via Mission Editor and place the replacement models in the mission folder
    • Users\YourUserName\dtaExt\
      • such a folder does not exist, you can create it and place the replacement models there
    • dtaExt\
      • such a folder does not exist, you can create it and place the replacement models there

     

    Copy the new models that are named as the original ones and paste them in your mission folder (for example - Users\YourUserName\Missions\YourMissionName.Intro). The game will automatically use them instead of the original ones. This way you can customize your mission without requirement of additional addons.

    Attention for models that use new textures! These textures will have to be stored in a separate pbo file to be able to be loaded (alternatively, the textures, as well as the models, can be stored in the main dtaExt folder - keep in mind to fix the paths to the new textures in the replacement models).

    • Like 1
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  5. kOvGllN.jpg
    (-benchmark)


    Recently I was able to successfully traceroute -benchmark parameter which is actually one of the two unknown OFP/ACWA startup parameters. This discovery may be proved to be useful for mission-makers or anyone who wants to instantly test something ingame :exclamation:

    Official OFP/ACWA startup parameters entry says:

    Quote

    -benchmark
    Intended for automated benchmarking, but was never finished and is not working.


    -benchmark parameter can be triggered manually but it does not function the way it was meant. In fact it just loads a hardcoded mission file in Mission Editor on Malden. Due to the fact that the loaded mission file is hardcoded I was able to traceroute it via OFP File Mon program in the first place.

    UirQRP6.png

    Launching OFP/ACWA with -benchmark parameter left an event in OFP File Mon. As I do not have test user folder in OFP/ACWA it occurred to me that the game is trying to access a very specific content that simply does not exist.

     

    Quote

    To launch OFP/ACWA with -benchmark startup parameter it is required to:

    1. Launch OFP/ACWA
    2. Create a new profile named test
    3. Open Mission Editor on Malden island
    4. Save a mission file named benchmark
    5. You can switch to your original profile and exit the game
    6. Launch OFP/ACWA with -benchmark parameter. You should be directly in Mission Editor on Malden with opened benchmark.abel mission file.


    As a side note:

    • Any saved missions in Mission Editor will be stored in OFP\Users\test\missions
    • OFP/ACWA launched with -benchmark parameter uses settings from the original profile
    • Once you close Mission Editor the game will switch to your original profile.

     

    Official OFP/ACWA Startup Parameters entry has been updated with details provided in a separate -benchmark entry.
    -benchmark also appears in Arma3 Startup Parameters where it may act likewise.

    • Like 1
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  6. It it the first episode which is available in 1080p 60fps. It also showcases the latest HUD enhancements powered by CustomFix mod and Fwatch 1.16. The most intense episode that starts with extremely hot insertion and dramatic ending.
     

     

    • Thanks 1

  7. zq0xAdXh.jpg
    (How to build proper Forest ViewGeometry)

    1. Open forest model in o2
    As an example let us choose a model from the previous tutorial: les ctverec pruchozi_T2.p3d


    2. Explore Geometry (and FireGeometry - if exists) components of the model. Decide which components (Geo or FireGeo) are worth using for ViewGeometry due to their accuracy of reflecting the forest model in general.


    In our exemplary forest model Geometry and FireGeometry share the same components of regular trees but FireGeo has a few additional components that reflect tree trunks. Use of already modeled components will save us time therefore it is decided that we will use FireGeo components for ViewGeo.

    XSQ1Qzy.png

    3. Find out what is the height (Y axis) of the lowest vertices of the tree components that you want to use for ViewGeo.

    It is worth using Select VerticesDiqqT1L.png Tool for this task.
    Once vertices are selected press Shift+E or select Points/Properties... option to display Vertex Properties menu.
    pKQCT0C.png?1

    In our exemplary forest model the height of the lowest vertices of the tree components in FireGeo is: 10.211
    yjutMav.png

    4. Modify height (Y axis) of the lowest vertices of component01 in ViewGeometry to the value that was determined in step 3.

    In our exemplary forest model the height of the lowest vertices of component01 in ViewGeo is: -0.222. We have to change it to: 10.211.
    KRjhzef.png

     

    Quote

    The whole process (from step 2 to step 4) allows to achieve two goals with just one ViewGeo component. Thanks to the process the huge triangle ViewGeo components is remodeled to a dome that provides:

    • obstruction for AI view in the part of the model with the most dense foliage
      • it perfectly serves as time-and-performance-friendly solution
    • inability to spot:
      • a target that is over the dome by a unit that is below the dome
        • a unit in the forest cannot spot a helicopter flying over the forest
      • a target that is below the dome by a unit that is over the dome
        • a helicopter flying over the forest cannot spot a unit in the forest

    It does introduce a change to the core of the OFP/ACWA gameplay but it definitely is worth it.
    An alternative approach without usage of the dome is possible but it requires building a dozen of ViewGeo components that will properly fit measures of each foliage what is inefficient in terms of time and performance.


    5. Rename component01 in ViewGeo to componentXX

    6. Copy the components that were chosen in step 2 and paste them in ViewGeo

    7. Identify objects in LOD2.000 that have no component counterpart in ViewGeo. All minor objects in original OFP/ACWA forests are available as separate models in data3d.pbo. (For this purpose you can use ODOL Explorer in combination with WRPTool which features 3D Objects Photo-Gallery) Such a model contains proper (if available:) Geometry, FireGeometry and ViewGeometry components. Instead of building required components all by yourself, it is highly recommended to use the already existing ones from separate models. Keep in mind the separate models may be used not only for fixing Forest ViewGeometry but also broken or missing components in Geometry and FireGeometry.

    In our exemplary forest model there is a bush that can be seen in LOD2.000. It has no ViewGeo component. The bush's separate model is identified as ker listnac.p3d.
    mw29Rgwh.png

    The specific model contains proper ViewGeo component that can be used in our forest model.
    c3V2LEy.png

     

    When the ViewGeo component is pasted in our forest model, we have to manually place it in the right spot. To make it easier it is recommended to work with the component in LOD2.000 where the visual counterpart of the bush can be seen. It may be required to rotate, move up/down or (in some specific situations) re-scale the pasted component to fit the visual counterpart. Once it is done, the adjusted component has to be copied to ViewGeometry of our forest model. Before copying the component make sure that the component number is not used by some already existing component in ViewGeo components list. Avoid having components with the same number at all cost! If such a situation occurs, none of them will work! Once it is completed, remove the copied component from LOD2.000.
    03HHiAzh.png


     

    Quote

    Copy-Paste-Adjust is the way you can build complete ViewGeometry for your forest model without exhausting work-hours. All the required resources are at your disposal.


    8. Once work on ViewGeometry components is done, replace XX in componentXX with the latest number that is available so the ViewGeo components list is numerically correct

    In our exemplary model the latest available number for a ViewGeo component is 45 so we rename componentXX to component45

    x9cq9nr.png

    • Like 3
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  8. w1jTukIh.jpg

    (How to make Forest use ViewGeometry components)



    1. List all textures of forest model

    As an example, let us list all the textures of one of forest modelsles ctverec pruchozi_T2.p3d

    • data\blck_sum.pac
      • non-transparent
    • data\kmen_borovice.pac
      • non-transparent
    • data\kmen1_les.pac
      • non-transparent
    • data\kmen2_les.pac
      • non-transparent
    • merged\00001&krovi4.paa
      • transparent
    • merged\00002.paa
      • transparent

    Basic knowledge of texture formats let us know that .pac texture is non-transparent while .paa is transparent. However, it is always worth checking them all out by yourself.

    1.1. Modify transparency of transparent texture to make it be read by OFP/ACWA Forest ViewGeometry system as non-transparent

    The easiest way to do it without any harm to texture is by using Hexed.it.

    1.2. Open texture in hexed.it

    1.3. Change the highlighted position to F4. It always is 2nd position in 2nd row in all cases.

    As an example, let us open 00001&krovi4.paa. In this case 85 has to be changed to F4.
    ZdIjZ7e.png

    If the highlighted position stands for FF or any value ranged from F0 to F9 then it means that the texture is non-transparent so it does not require any modification.
     

    Quote

    This modification DOES NOT make the texture non-transparent in practice (the texture will stay transparent in-game). It simply cheats OFP/ACWA Forest ViewGeometry system that the texture is non-transparent therefore it CANNOT be used for internal calculation based on transparency of textures. Once all the forest model textures are recognized as non-transparent the game engine will switch to use the forest model ViewGeometry components.

     

    1.4. Export modified texture
    1.5. Change path of modified texture in forest model

    • If model is binarized (ODOL) you have to use Hexed.it or any other hex editor
    • If model is non-binarized (MLOD) you can do it via o2 or TxtPathSwap

    1.6. It is done. Forest model with modified texture(s) will switch to its ViewGeometry components in-game.

    • Like 1
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  9. How I discovered the way Forest ViewGeometry works

    AjZFK0Il.jpg

    You are about to read one of the most interesting (and never published) discoveries related to Forests in OFP/ACWA. To be specific - the way Forest ViewGeometry works. I would like to tell you the story of my struggle with finding it all out by myself. As the topic itself is terra incognita for most (if not all) addonmakers so for all of you it will be a nice read and some of the discoveries below may shed light on still-to-be-found features of OFP/ACWA.


    Forest in OFP/ACWA has a separate class in config (class Forest) but more importantly it has its own simulation (simulation="forest"). One of the features of that simulation is that the forest class is aligned to ground which is extremely useful for slopy terrain. Otherwise, forests would levitate on a sloppy terrain like shown below, and as has already been pointed out in one of my previous posts.

    J4d5emYl.png

    Other important feature of simulation="forest" is an alternative way of calculating ViewGeometry. Every OFP/ACWA player must have already noted that AI behaviour in forest is different because it displays its superiority in terms of seeing other units. To name just a few issues of forest models:

    • bushes provide no concealment,
    • tree tops provide no concealment,
    • small trees provide no cover & no concealment,
    • tree trunks provide no cover & no concealment,
    • imprecise geometries (geo, firegeo) of trees

    Players tend to blame bugged AI for it or the game engine in general. However, my study related to the topic proves that there is nothing buggy about behaviour of AI in forests. It simply works differently than in most cases. Though, it does not make it any better.


    If you compare ViewGeometry of a forest (left) and a house (right) you can spot a fundamental difference. The house ViewGeo consists of a number of components that cover specific areas of its model so AI cannot see through walls etc.. On the opposite side you can see the forest ViewGeo that is represented by a single triangle that is so huge it covers the size of the forest model. If house requires a dozen of components to properly cover specific areas of a model then how can the forest ViewGeo work with just a single triangle? No official documentation explains any of it.
    FnqyIZml.png?4iYwewsrl.png?2

    What is more weird is that all the forest models in OFP/ACWA have proper Geometry and FireGeometry. Copying components from Geo or FireGeo to ViewGeo does not make it work ingame. At this point you might go down the way with one of my previous posts related to building a proper Forest ViewGeo, but it DOES NOT provide FULLY-FLEDGED SOLUTION and it also introduces some new issues that have been listed. I did not give up on it and kept searching for new ways to achieve the goal. After weeks of fiddling with forest models, configs, scripts and archives of BIForums I did something by accident that paved the way to the final discovery of fixing Forest ViewGeo.


    Mc7gvHTh.png

    What I did was removing all the textures from LOD2 of one of the forest models. It caused AI to be unable to SPOT. The maximum value of knowsAbout for an AI unit was 1.4. In a situation like the one in the picture above knowsAbout value should reach 4. At first I thought that messing with the model for weeks caused it to be damaged. I reverted the model to its original state and redid the trick. It worked again. I did the trick for the rest of the forest models with positive results.
    If an AI unit is not able to spot me it means that there must be something in its way that is blocking the view. I removed the huge triangle component from ViewGeo and AI started to work again. It is obvious now that the AI unit was unable to spot me because it was located in the middle of that huge triangle which is a ViewGeo component.
    To summarize:

    • removing all LOD2 textures of a forest model caused AI to stop spotting
    • removing the triangle ViewGeo component enables AI to spot again
       

    My next step was to copy forest components from Geo to ViewGeo. I did not spot any difference in AI behaviour ingame. It is worth mentioning that the copied components were for trees only. Bushes, tree trunks, tree tops etc. did not have their components so to get the overall experience and make the test 100% legit it would be required to build them but that would be time-consuming. Instead, I created a simple box in the middle of the forest model. I made it a ViewGeo component and I copied it to LOD2 so I can see it ingame. To make the box distinguishable I textured it black (data\blck_sum.pac).

    q3oKZarh.png

     

    It worked. An AI unit was unable to see me. The black box was providing concealment while having properly working AI. It was a massive step because it was the first time I got a ViewGeo component working in a forest model.
    I was able to introduce a working ViewGeo component in a forest model but I was unable to determine what was behind the trick with removing all the LOD2 textures of a forest model. Playing the game with untextured forests does not sound enjoying.

    Disabling/Enabling original LOD2 textures of a forest model back & forth did not move anything forward. Changing the LOD2 textures to black, white or untextured did not give any hint. Then, one day, I did something by accident that moved the whole story forward. I was lucky. Again.

    IXyYMmWh.png

     

    I changed all the LOD2 textures of a forest model to data\clear_empty.paa. I literally made the whole forest invisible. Do not be fooled though. The logic of that forest model was still in place, including geometries. I left the black box in the middle of the forest model to have any point of reference. An AI unit was able to see me through the black box (as it can be seen in the picture above). It meant that the forest model switched back to its original way of handling ViewGeometry. A conclusion of that test was getting more and more clear to me as time was passing by. However, it was still difficult to image it in practice. It would mean something absolutely out of context in terms of anything related to OFP/ACWA addonmaking.
     

    Spoiler

    Forest ViewGeometry is a system based on transparency of textures.


    As much as unimaginable it sounds, it is as stated above in the spoiler.
     

    Quote

    TO BE CONTINUED

     

    • Like 4
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  10. How to fix a broken triangle-shaped forest model

    Y2SyqV0.jpg
    Firing through one of the trees that are part of the broken model. A tracer round that went through the tree can be seen in the picture.

    One of the models, which is a part of forests on Everon, Kolgujev and a huge number of community-made islands, is broken. Due to a FireGeometry-related bug in les trojuhelnik pruchozi.p3d, bullets (or any other kind of projectile) pass through the trees. The broken model is triangle-shaped and it is used on the corners of the forests. The bug has already been fixed in tI0YPH7.png.
     

    Quote

    The bug can be easily fixed via o2. It is related to FireGeometry of les trojuhelnik pruchozi.p3d. That geometry lacks component entries which can be automatically generated via Structure/Topology/Find Components

    dQ3ksCo.png?1



    A presentation can be seen below:

     

    • Like 3
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  11. HUD Evolution

    (total overhaul of OFP/ACWA Heads-up display)



    Thanks to the latest version of Fwatch 1.16 by @faguss we are provided with an astonishing never-available-before feature that makes it possible to move & scale elements of HUD (Heads-up display). Due to the fact that some elements of OFP/ACWA HUD are hardcoded in the game engine, it was impossible to modify them in any way, until now. tI0YPH7.png is the first modification that makes use of the brand new Fwatch feature so you can see what can be achieved with it. Keep in mind this is just an example and it does not reveal the whole potential of the feature. (Some elements visible on the screenshots below are not Fwatch-related and are strictly @customfix features)




    FCBleKf.jpg

    • HUD elements moved to the corners of the screen for better overall visibility
    • All elements aligned with each other for better visual experience
    • Commanding bar extended to the entire width of the screen
    • Log of Radio Chat extended to 13 rows (originally there is just 6)
    • Radio Menu cropped to avoid obscuring part of the screen (Fwatch-unrelated)
    • All tweaks are compatible with OFP Aspect Ratio

     

     

     

    KbzsIV4.jpg

    • Action Menu extended to 46 rows (originally there is just 6)

     

     

     

    zjnofa3.jpg

    • GroupDir (also known as the group leader compass) moved to center-top for better situation awareness

     

     

     

    K1Kg0Zj.jpg

    • Tank compass & Radar moved to the top and aligned (Fwatch-unrelated)
    • Background for Tank compass for better visibility of driver & commander indicators (Fwatch-unrelated)
    • Like 2
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    • Sad 1

  12. OhLpEDC.png

    Fixeschanges & 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 :smile_o: 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.

    • Like 6
    • Thanks 4

  13. These are my types:

    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
     

    Quote

    21vbglider.pbo
    2s19.pbo
    a10realistic.pbo
    ags_build.pbo
    ags_inds.pbo
    ags_port.pbo
    ak101.pbo
    ak_hemp_medium.pbo
    antonov.pbo
    antonovtroop.pbo
    apcrus.pbo
    apcupd.pbo
    baracken.pbo
    bas_cargo.pbo
    bas_derad.pbo
    bas_deraw.pbo
    bas_i1.pbo
    bas_i2.pbo
    bas_kawa.pbo
    bas_kiowapack.pbo
    bas_lbs.pbo
    bas_lbs185.pbo
    bas_mah60.pbo
    bas_mh47e.pbo
    bas_mh47e_185.pbo
    bas_o.pbo
    bas_opcpp.pbo
    bas_opfor.pbo
    bas_repair.pbo
    bas_rusopfor.pbo
    bas_soar.pbo
    bas_soar185.pbo
    bas_soarpilots.pbo
    bas_weap.pbo
    bauteile.pbo
    bib_afr.pbo
    bib_afr_miltex.pbo
    bib_hdweps.pbo
    biscamel.pbo
    btr70.pbo
    buggy.pbo
    buggy2.pbo
    buggy3.pbo
    c130v1a.pbo
    cbf-ndb.pbo
    challenger.pbo
    coc_mines.pbo
    coloredlights.pbo
    command.pbo
    ctitc_addons.pbo
    dkmm_bronco.pbo
    dkmm_mg3.pbo
    dkmm_mi28.pbo
    dkmm_mi28_controls.pbo
    dkmm_psg1_sd.pbo
    dkmm_rah66.pbo
    dkmm_rsc.pbo
    dkmm_tunguska.pbo
    dragonfly.pbo
    drno_isl.pbo
    dwrvietcong.pbo
    dwrvietcong2.pbo
    ebe1.pbo
    editorupdate102.pbo
    f15e.pbo
    gfx707pillbox5.pbo
    glasses.pbo
    heavymg2.pbo
    hedgehog.pbo
    hellden.pbo
    jam_magazines.pbo
    jam_sounds.pbo
    javelin.pbo
    jelalhabat_isl.pbo
    jetpack.pbo
    kegags.pbo
    kegak103.pbo
    kegak107.pbo
    kegepack_snow.pbo
    kegmakarov.pbo
    kegnoecain_snow.pbo
    kegrpg7.pbo
    kegrpk47.pbo
    kegrpk74.pbo
    kegsw44m.pbo
    kegsw629c.pbo
    kegsw66.pbo
    kkb_gate.pbo
    lbh.pbo
    legus.pbo
    lsd.pbo
    lsd_static.pbo
    lsr_gru.pbo
    lsr_naval.pbo
    lsr_rfwp.pbo
    m109.pbo
    m109adats.pbo
    m14.pbo
    m16203.pbo
    m16shotgun.pbo
    m2f.pbo
    m2p.pbo
    m60real.pbo
    mandeville.pbo
    mfcti1.0.pbo
    mfcti1.1.pbo
    mgb4.pbo
    mi-26.pbo
    mi26.pbo
    mi2no.pbo
    misc1.pbo
    misc2.pbo
    mtyhouse1.pbo
    natosymbols.pbo
    nor_btr60.pbo
    rad_f18.pbo
    ramp.pbo
    rktmig23.pbo
    rktmig27.pbo
    rpg29.pbo
    rsg.pbo
    rts3coreaddon.pbo
    rts3vehicleaddon.pbo
    rw.pbo
    sebsfuh1h.pbo
    sebsfuh1hresfix.pbo
    sign.pbo
    skye.pbo
    sterangers.pbo
    sterangersdes.pbo
    sterangerssnow.pbo
    sterangerswpns.pbo
    streetlamp.pbo
    stt_klr.pbo
    sttmasterkey.pbo
    su25realistic.pbo
    supplyjeep.pbo
    supplyuaz.pbo
    supplyuazg.pbo
    svdjungleops.pbo
    t90.pbo
    tjp_pavehawk.pbo
    tjp_pavehawk_snow.pbo
    tofpramp.pbo
    tpillbox.pbo
    trabcab.pbo
    trinity.pbo
    uce_ak74.pbo
    uce_ak74m.pbo
    uce_akm.pbo
    uce_aks74u.pbo
    uce_indiaj.pbo
    uce_kuffiya.pbo
    uce_m70b1.pbo
    uce_mpiak74n.pbo
    uce_pmkm.pbo
    uce_rusdes.pbo
    uce_rusnaval.pbo
    uce_rustaiga.pbo
    uce_rustgrs.pbo
    uce_sasha.pbo
    uce_svd_dragunov.pbo
    uce_svdm_dragunov.pbo
    up_mortar.pbo
    usmcsymbols.pbo
    vitapc.pbo
    vngroza.pbo
    vulcanrealistic.pbo
    zsurealistic.pbo
    zwa_telbu.pbo

     

    • Like 1
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