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About krzychuzokecia

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    First Sergeant

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    Warsaw, Poland

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  1. It's 45 years since homo sapiens left that lump of rock orbiting our planet and called Moon. On this occasion we can listen to this real-time recording of communications beween Apollo 17 and Mission Control Center. I hope you guys will find it as interesting as I do. You can click on yellow T-Minus 1M button to hear what happened at the mission launch (December 7, 1972), or click Now button and hear what happened exactly 45 years ago (at the time of writing this post, crew is currently sleeping on the 4th day of the mission). Have fun! As a bonus: similiar presentation of Apollo 11 lunar descend. Gene Kranz, Fligh Director during Apollo 11 landing phase, is the same guy who was Flight Director during Apollo 13 mission when spacecraft suffered damage. He was played by Ed Harris in 1995 movie Apollo 13.
  2. Free Games

    Guy certainly have mad pencil skills!
  3. OFP/CWA - facts | myths | findings | experiments | prototypes

    Ah, the old anims done by @smookie and famously used in Silent War mod trailer (few years ago there was a YT copy of the trailer but now it's gone apparently). As one can see Smookie made climbing anims for various heights of fences, and a vaulting anim (several types IIRC) for lower obstacles. These anims were included in 2006 SW beta, but apart from playMove there was no way to activate them. But in trailer it was really impressive! I wonder if it'd be possible to make a script which would allow to dynamically change climbing animation to a variant proper for nearest obstacle height. @kenoxite did a function for calculating nearest object height, so half of the job is done - what's left is forcing player character to play proper anim, instead of one defined in config for WW4 anim jump (may be possible with animChanged EH?).
  4. WW4 Extended - Unofficial expansion for WW4 2.5

    Unfortunately, there are no plans to update WW4Ext at this moment, however regarding to these: First and last are connected to WW4 anims. Leaning problem is known since 2005 and Locke's first leaning mod - it's actually an engine issue (lack of native support for leaning and rolling), fix for which was introduced by Bohemia Interactive in their 2006 game Armed Assault. Warped waists happen on models which are not based on Sanctuary's base model (which in turn is based on Hyakushiki model). That includes all BIS OFP:R civilians, and various other 3rd party units. WW4Ext itself doesn't change anims (they come from WW4). Second issue is again an engine bug, and can happen to every unit, vanilla or 3rd party. Nothing wrong on our side. If time allows, I'll update existing documentation with latest classes of units, vehicles and weapons. Cheers!
  5. Extended Effects

    So is there anything that actually needs updating/fixing? From what I know all the features that Kenoxite planned are already in, and working A-OK. The only thing which was left do to, was updating WW4Ext so it would use ExtFX as a base mod. However that's out of the scope of ExtFX itself. Truth be told, I don't think there will be any updates to ExtFX and WW4Ext in forseeable future. Kenoxite, from my last talk with him, left the modding scene and focused on job/family. On my side, I'm complete noob in advanced scripting which is what ExtFX really is. I probably could make some small changes to WW4Ext, but then again: I don't have enough of free time currently for such a big project, and I don't really feel like messing with Kenoxite's legacy. The only thing related to Ext, that I'm planning to do is updating documentation with latest class-names of units, vehicles and weapons. Otherwise, I wouldn't hold my breath for any other changes.
  6. SP UKF Patrol

    I've never used CivPopulate and Nikiller's scripts together, so I can't comment on any problems with them. However, in my opinion, just giving the civilians their own groups and waypoints (as in, every civ. with his own waypoints, as opposed to them being in group), and creative work with synchronisation and animations (for example let's sync two civ's waypoints and add some anims so we could pretend that they are talking on the street), could do wonders. Though it's a little tedious to make, as opposed to automated solutions. However, as for civilian presence in Patrol I have no problems really. Well, maybe one thing:
  7. SP UKF Patrol

    Very nice, short and sweet mission. A more elaborate review below (possible SPOILERS AHEAD!). What I liked: What I didn't liked: What else could be added: Even though lists above are rather long, I really had fun with this mission! It is good, though a little basic in terms of additional stuff like world building and such. But level design is good, enemy may surprise player, objectives are clear and realistic, and it's got a good pacing. So good job! I'm waiting for more!
  8. Downloading OFP latest patch?

    JdB's link was leading to ofpr.info FTP server. Site is still alive, but FTP is not. You can find a backup of that data here (JdB himself is also sharing a torrent of that data).
  9. 997 - Polish Police addon

    Honestly, that would be rather pointless since 997 requires Offtime's WP Soldiers and these require Llauma faces anyway. I'll repeat myself, but this addon is nothing more than a plugin to OFPL addons, an additional, civilian-themed prop I need for my OFPL-centric mission. Currently this mission is taking most of my modding time, so I'm not sure if I'll make some non-Llauma version in the near future (even then, I guess, most people would prefer a nationally neutral Nogovan Policie theme). However, if you, or somebody else, is up for a challenge, I would happily provide source files (infantry MLODs and .xcf files for textures). In fact, Offtime's Jon Doe infantry kit should be available somewhere here in it's original form (it was using first version of Llauma's heads, which I've changed to newer type). The only thing that's not in public are layered source files of UAZ textures, which I had to recreate. If you would like to get any of that - let me know.
  10. 997 - Polish Police addon

    Addon by Krzychuzokecia A hard times we live in. Everyday law-abiding citizens face the danger of violent crimes: smelly bums occupying public transport, ugly neighbours blocking driveways, teenagers blasting latest Justin Bieber single at full volume. Fortunately there is a way to deal with this criminal scum! It's time to make them fear our law, it's time to make them feel the boot of justice right in their faces! It's time to call... 997! This simple addon was born from a lack of Polish Police units that I could use along OFPL addons in my upcoming mission. It's a really basic pack containing one patrol officer and UAZ 4x4 - retextured from Offtime's Jon Doe kit and his OFPL UAZ. Simple as it is, it is enough for my purposes. However I've decided to release it publicly because: 1. being really bad mission-maker I'm not sure if I'll ever finish my mission, and 2. these forums could get a little life! Our brave officers and their UAZ (seen on the photo above defending local liquor store from the attack of angry wino) can be found in editor under "Civilian->Polish Police" category. It's really a quick and dirty job though - Offtime's Jon Doe model was already dated when OFPL team was releasing their final addons. In future I'd try to include some of the fixes and upgrades present in Offtime's OFPL infantry units. UAZ could also get a revamp, since in it's original form it is only a retexture of BIS vanilla car - some parts are misaligned, the same can be said about mapping. 997 is released under OFF_License which pretty much means it's open source. Policeman unit is compatible with additional effects available in OFPL Events addon - refer to it's documentation for more informations. 997 name is Polish Police emergency phone number. It was immortalized in popular culture in the name of 997 Criminal Magazine - a long-running (1986-2010) Polish TV show similiar in format to America's Most Wanted. Known issues: wound textures are rather basic when shot at one arm/leg, wounds appear also on the other (this bug is present on all Offtime's infantry models) UAZ color is a little off on the "sea blue" side (that's still better than Milka colors I was getting initially) UAZ windshield can't be shot through (this is legacy bug from OFPL UAZ) UAZ headlights are invisible at night (this is legacy bug from OFPL UAZ - probably an effect of bad ODOL to MLOD conversion of original BIS UAZ). Requirements: Operation Flashpoint: Resistance 1.96 or Arma: Cold War Assault 1.99 WP Soldiers 0.55 JAM3 Llauma's Facestex 2 ofpr.info links are only for sake of reference! Download: Mirror 1 (ge.tt) Mirror 2 (ModDB).
  11. Tutorials, share them !

    A blast from the past of tutorials: Colonel_Klink's tutorials on modelling in Oxygen and WrpTool Fab's faboulus website with several tutorials (still alive after all these years!) A collection of tutorials on PMC Wiki, including Brsseb's legendary Oxygen modelling school, and Ebud's gizmo mapping tutorial OFP Preprocessor Explained by Faguss (a little different thing, but understanding this stuff really helps with making more efficient configs) Fab's and Brsseb's stuff can be also found on OFPEC.
  12. Red dot in night vision problem

    What Macser said! Actually, the optics are all the time "under" NV effect (or rather NV is rendered in the foreground). The change of appearence you see is related only to the shining properity, and as I've learned the hard way - changing user value from 0 to 1 makes game ignore shining settings. In fact, if you'll look closely, you'll notice that even with shining red dot, you can see a change of appearence when switching NV on and off. However, since it is shining, it emits a red light of sorts, and so it doesn't get all green. The only way in OFP/CWA engine to modify something on model in-game is to either use hiddenSelections (hide/show model parts) or setobjecttexture (change the texture of some small parts - IIRC there's limit for a texture size in OFP). However, from my experience, it doesn't work on weapon/optic models (and even if it'd work, you'd still need a script to achieve your desired effect).
  13. Star wars: Hoth themed addons

    I'm fine, thanks! But it is you, who are we most interested in! :) Let me guess: animations? I remember that you were once showing (somewhere on the first pages of this thread) a custom infantry model which you said was used as a basis for Rebel and Empire troops. Or is it something else? Anyway, to not be just an annoying fanboy - if there's something I (or anybody else really) could do for you guys (this also applies to Lenyoga's projects), just let me know. I can't compete with you in arts department, but maybe there's some other work that you'd gladly get off to someone else? We all would like to help, am I right people? :)
  14. Red dot in night vision problem

    Really nothing you can do. Animations and/or setobjecttexture tricks are impossible on weapon optics in OFP/CWA. Hell - every single animated slide on pistols in OFP is not really animated, but cleverly used "zasleh" selection. Since you're using FWatch to detect NV goggles being on (at least that's what I remember from the "NV scopes" thread), you may write a script that would replace the gun in your hands to the one with green dot on the model when you're aiming with NV on. Naturally it would need a "sort of database" with all the guns specified (so it wouldn't be plug and play with 3rd party addons). Now, what may be worth experimenting, is ditching the vanilla NV post-processing, and using FWatch to somehow control external renderer/post-effect hook to achieve NV effect. IIRC @the_noob experimented with NV and "fake thermal" (more like "white NV") in Sweet FX.
  15. TIE Fighter addons

    Just like ProfT said - it's one of highest quality models in OFP. You and Macser are in my opinion the most talented 2D/3D artists in the whole OFP community - including legends of the past like Marfy, COMBAT!, BAS team and so on. Whatever you two are making (be it Star Wars, System Shock, Warhammer etc.) it always is a high quality stuff that's really pleasant to look at and play with, even though I don't particularly care for most sci-fi settings. So two thumbs up firmly for you!