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(Picture created by RozekPoland, edited by RozekPoland, remixed by RozekPoland) Within a few days we are going to celebrate 12th anniversary of DXDLL 1.0 release that took place on 12th of July, 2004. I decided to share with you all the information I've found on BIForum and discovered myself about this amazing tool created by Kegetys and Feer. I am not going to repeat the information that is available in the readme and the configurator. Using DXDLL on modern OS (Vista, 7, 8, 8.1, 10) It is a known problem that DXDLL do not like the modern OS. It crashes the game at the startup or while ALT+TABing. The solution is: Set ColdWarAssault.exe in Compatibility Mode with Windows XP (Service Pack 3). DXDLL is conflicting with other overlay(s) DXDLL is an overlay itself that is why it is not possible to run DXDLL with Steam Overlay, Overwolf or TeamSpeak Overlay at the same time. It even seems that it is not possible to run CWA with DXDLL through Steam with or without Steam Overlay. However, it is possible to run DXDLL and FRAPS together. GENERAL Use Trilinear Filtering Enabling this feature on a computer with modern graphic card lowers quality and sharpness of textures on farther distance. It is because Trilinear Filtering is obsolete and was replaced by Anisotropic Filtering which is turned on by default (in graphic card's control panel). Remove night pixelshader effect Removes black&white night shader effect. Highly usable feature. DISABLED | ENABLED Handle printscreen key The output format of the printscreen is TGA. Its final size is huge and taking a photo stutters a game for a second. There are better alternatives for taking photos ingame (FRAPS). Stage 0 mipmap LODbias Sets normal texture mipmap level of detail, range -1.0(sharp) to 1.0(blurry). http://imgur.com/a/BeTsg Stage 1 mipmap LODbias Sets multitexture texture mipmap level of detail, range -1.0(sharp) to 1.0(blurry). http://imgur.com/a/G3KZq POSTPROCESSING Enable postprocessing Enabling this feature disables AntiAliasing (not available in the game itself) turned on in the graphic card's control panel. Use special NV Goggles effect Works only with vanilla OFP/CWA nightvision texture and FDF mod. DXDLL does checksum (CRC32) for 25% (1/4) of nightvision texture (size). DISABLED | ENABLED Hard Light effect Allows to change RGB channels. The best thing of DXDLL next to water reflections. If you don't like the original values you may want to try Kegetys' personal settings (0.5, 0.5, 0.9). DISABLED | ENABLED Desaturate effect ARMA2-Chernarus-like feature. Not really usable in regular playing but a nice effect for a specific screenshots/screenarts. If you don't like the original values you may want to try Kegetys' personal settings (0.2, 0.4, 0.2). DISABLED | ENABLED Glare Blur, Bloom or whatever you call it. Eveything shines around you. Not useful for regular playing but (as above) a nice effect for screenshots/screenarts. If you don't like the original values you may want to try Kegetys' personal settings (Strength 0.4, Size 4). DISABLED | ENABLED Darken sky Darkens the sky by 15% and the fog color by 10%. All these just to avoid overbrightness caused by Glare effect. Possible to be enabled without Glare effect set to ON. DISABLED | ENABLED Use fading Useless because of making lighting show on your screen. Every bright source of light will stay on the screen for as long as another bright source will not show up to take place of the previous one(s) (explosions, searchlights etc.). REFLECTIONS Enable reflections This feature requires setting Landscape textures resolution (by ColdWarPreferences.exe) to at least 512x512. Works with vanilla OFP/CWA water textures only. DXDLL does checksum (CRC32) for 25% (1/4) of each water texture (size). Water reflections may not work for unbinarised models (MLODs). It is possible to manually set water reflections resolution (Configurator.exe limit is 1024x1024) by opening config.cfg (in dxdll folder), finding and changing sizeX and sizeY values. DISABLED | ENABLED Use exponential fog on water Introduces the specific fog on water that hides the irregularities of OFP/CWA water shorelines. Use lighting on reflections Introduces wider amount of colors on water reflections. Bumpmap strength Strength of bumpmap water reflections. 0 | 10 HIDDEN Requires manual change in config.cfg (in dxdll folder). Use Notepad to open the file. EnhancedTracers Enhances tracers to make them more visible. Less laser guns, more like the real ones. Disabled by default. LODbias Sets reflection texture mipmap level of detail, range -1.0(sharp) to 1.0(blurry).
Briefing: After a couple of days' waiting, we're moving this morning against the Russians. Armored and infantry divisions across the whole front line will break through the enemy positions to the north. Our orders are to seize the area around the towns of Dourdan and Houdan. Intel reports only light armored and infantry presence - so hopefully this shouldn’t be too hard. Even so, it might be worth looking back over a few training notes. Just to be safe. Word from the creator: 18 years ago, Bohemia Interactive lead by Marek Spanel, release Operation Flashpoint (now Arma: CWA). I was 8 years old at the time when my dad brought the DEMO home. I played AMBUSH a million time and it never ended the same. I spent 7 years on OFP before switching to the newest releases. I have dedicated my Gaming life to the Arma series and will continue to do so as long as I can. This is my gift to Bohemia, to Marek and to the Arma 3 Community to which I am dedicated heart and soul. OFP never dies. Localization: - English [Audio YES] [Subtitles YES] - French [Audio NO] [Subtitles YES] - Italian [Audio NO] [Subtitles YES] - Spanish [Audio NO] [Subtitles YES] - German [Audio NO] [Subtitles YES] - Czech [Audio WIP] [Subtitles YES] - Polish [Audio NO] [Subtitles YES] - Portuguese [Audio NO] [Subtitles YES] - Chinesesimp [Audio NO] [Subtitles YES] - Chinese [Audio NO] [Subtitles YES] - Russian [Audio NO] [Subtitles YES] - Turkish [Audio NO] [Subtitles WIP] - Japanese [Audio NO] [Subtitles WIP] Credits: - @Bohemia Interactive and the Devs for their amazing work. - @Greenfist for the artwork. - @Dave for the teaser video. - @Whiplash for the Portuguese translation and testing. - @thebuckfastwine for testing - @[HA]Keaf for he Russian translation. - @Qinetix for providing the Czech mission. - @classicarma for the Chinese and Chinesesimp translation. - @veteran29 for the Polish translation. STEAM WORKSHOP: https://steamcommunity.com/sharedfiles/filedetails/?id=1842439195
Pictures created by Shernas, edited by RozekPoland 15 years ago, on 22th of June, 2001, Operation Flashpoint: Cold War Crisis was released. Since that time some interesting events have taken place. The series is now titled ARMA and has been sold in over 10 million copies. OFP was re-released as Arma: Cold War Assault on its 10th anniversary. In May (effectively in June), 2014, GameSpy servers were closed that caused multiplayer browser for OFP/CWA and hundreds of other games to stop working. Eventually, Poweruser overcame the issue with his Powerserver and OFPMonitor. Polish Flashpoint Community (PFC) supports the community with its community masterserver. In January, 2015, an open letter on further CWA support was started. On April Fools' Day, 2015, Kondor released his showcase of OFP/CWA in internet browser (using HTML5). There was a significant flooding on Nogova recently A year ago I shared with you a collection of the best pictures I gathered from all the OFP Photography threads. This year I would like to share it again but in a bit different way. I prepared the best of the best pictures from that gallery. What is more, I uploaded it on a different hosting server (Imgur) which is way more user-friendly than the one I used a year ago. Thanks to BIForum engine you can easily browse them from here :) http://imgur.com/a/Fy0v6
What does it do? HKM allows you to bind User Actions to a specific key on your keyboard. You are able to bind switching weapons (primary, secondary, handgun etc.), switching seats in vehicles and many other actions to any key of your choice. How does it work? Enter Mission Editor Place HKM Game Logic When in-game press APP (Application) button to activate HKM Menu In HKM Menu you are able to change hotkeys on-the-fly. Your settings are stored in a file. HKM can also be activated through eventhandlers. What can i do with it? In the latest HKM experimental build you are able to bind: ON FOOT: Primary Weapon Secondary Weapon Hand Gun Hand Grenade Throw (Satchel Charge, Mine) Heal Holster Weapon Interact IN VEHICLE: Switch to Driver Seat Switch to Gunner Seat Switch to Commander Seat Switch to Back Seat (Cargo) Manual Fire Auto Hover Eject/Get Out Open/Close Hatch COMMON: Touch Off Most of the actions listed above are obvious but one of them is special. INTERACT is an action that combines a number of actions into one key. Its functionality is based on player distance to interactive objects. In the latest experimental build INTERACT key allows to: Get into vehicle Open/Close door Climb ladder Up/Down Other specific action is HEAL. It does not use any scripts. It is based on hardcoded action unit action ["HEAL"]. It is possible to be executed by every unit (the healing animation is played) but it works only for medic. There is no possibility to make it excluded for everyone besides medics. Anyway, it does not interfere with the game mechanics and does not brake the game schematics (AI medic units do heal themselves). Switching seats is next great feature of HKM. You are able to switch seats in a vehicle even when it is moving! This possibility introduces noticeable immersion improvement. Just remind yourself how many times you were trapped in a vehicle which lost its driver or gunner (or both) because of ongoing firefight. Now, thanks to HKM, you are not a prisoner of a trapped-car anymore! HKM is work-in-progress. On the TO-DO list: Mods compatibility Restrictions for switching seats (for some vehicles) Expanding INTERACTION Switching vehicle weapons In fact HKM is in a very early stage of development however current results shows what can be achieved with Fwatch. Thanks to Kegetys who created it over 11 years ago and Faguss' constant and fierce development, we have possibilities which a few years ago were considered to be miles away. Not to mention that Switching Weapons was introduced into ARMA3 barely 3 months ago! :P First version of HKM will be released when it will be considered to be ready.