LizardX
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ECP question.ECP thread is locked, posted here
LizardX replied to stingfish74's topic in ADDONS & MODS: COMPLETE
Hey all, I'd like to change the DSAI, want the resistance guys to speak English, not Russian. I checked the ECP files but looks too difficult for me... could anyone lend me a hand? Thx in advance! Good topic, btw. -
i am looking for a Russian SAM "SA-2"
LizardX replied to lorence's topic in ADDONS & MODS: DISCUSSION
As I know, no one released one yet. One of the Iraqi mods, and the RKSL guys mentioned it (release in the future), or I can give you an unfinished model if you want. -
As I know, no one released one yet. One of the Iraqi mods, and the RKSL guys mentioned it (release in the future), or I can give you an unfinished model if you want.
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Thanks mate, it worked!
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Could someone give me a working link to the patch - none of the link in the first post work for me... Thanks!
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Staropramen dark, mate... yum yum
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OFF No smiley at all? Are you serious, buddy? One has to do what he has to do but slaugthering a human being (even if he's a bad guy) is not a cause to be proud. Please keep this bullshit for yourself, thank you! OFF OFF edit: someone else was faster...
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You know, the zig-zag driving. Okay, but what's the relation between the zig-zag and the high graphics load?
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Are LOD transitions basically a GPU, CPU, RAM or combination of those thing? What should that reviewer have to upgrade to improve the LOD transition smoothness? I don't know, mate, it wasn't in the article. By the way I don't understand this transition thing. In an older ArmA video i saw that classic rough OFP-style transition on a building model. In the new 1 hour long gameplay video, we can see another thing: at the start when we see the GUI screen there are bushes, and they have a strange, "growing" change. Sorry, I don't know the exact English term for this, it's like the transition would last relatively long and new branches would grow in front of my eyes (I've seen a similar method in a Gothic + video). I don't know if I like it. What's the name of this techniqe?
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A short preview (in Hungarian) with some new (?) pictures: HERE Brief translation: the preview is based on Games Conv. press release version. Cons: - when the graphic engine is "overloaded" with a high number of high-poly objects, the vehicle driving AI is going nuts, will make a lot of turns even on straight roads (???) - the test PC was: P4, 1 GB RAM, GF6600GT, and that was laggy also on lower resolution and/or the LOD-transitions were rough Pros: - nice models - good secondary missions - much better AI in urban fight (altough no detailed description) - basicly the same editor The guy tried to implement some unknown OFP-addons but he failed. Summary: this is what the veteran OFP-lovers have waited for, we won't be disappointed. Thx
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I think it's a very good initiative, I support your idea!
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Aggreed! The OFP engine is MUCH MUCH better, has more freakin in-built features than a lot of people would think!
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That's the best summary of infantry warfare!
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1. It would require heavy main config.cpp/config.bin hacking, buddy. Take a look at the official 1.91 config. edit: sorry, it wasn't clear enough.
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Wrong, you've watched too many Holywood movies. If shotgun actually did that, then the shooter would have to "fly" few meters backward too. Mythbusters rule! Sorry, I wasn't clear enough. I meant OFP's existing feature: take a shotgun (I recommend LSC's Mossberg M590, downloadable from opf2.info), and shoot an AI guy from a distance of 10 meters. He will fly like a bird, Mythbusters or not. Or take a handrenade, using the latest ECP, and drop it towards a BMP. If you lucky, you can hit the armour, and it will bounce from the grenade, because the ECP handgrenade weights a brutal mass, 100.000 kgs or what. My point is: even OFP counts something kinetic energy, altough OFP has its own physics rules, but they exists!