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Sweet! Some of my favorite maps!
Lose the crosshairs in the middle of the screen. Crosshairs floating around (sans console shooter) <> "Immersive"
The easiest way I've found is using the directions for Yoma's "Addon Sync 2009" and then launching the game with a custom startup line like:
"C:\Program Files\Steam\steamapps\common\arma 2 operation arrowhead\ArmA2OA.exe" -mod=@CBA;@I44CO
Yay! Looks sweet! Downloading now, just in time for a weekend binge ;)
Tracking and downloading! Thanks for the hardwork guys!
Ok, I'll settle for third :D
Nice looking so far! Hope to see something in the way of a beta someday :)
--fellow blender and linux user
Thanks for the quick reply!
Will try using a different port on one of the computers today.
Any recommendations on the connection port feature? My son and I often have problems connecting to the same server!
Thanks in advance!
PS The Caligari website still hosts tons of tutorials and stuff for this app:
Thanks for the download! I remember when this was announced as a freebee but I kept putting it off until I forgot about it. I've been doing 3D stuff since the first release of PovRay and wonder what would be the advantage of using Truespace as opposed to Blender? I'm not a fanboy by any means but it seems both are free and from what I've seen so far Blender seems to have many more abilities.
I like the *beta* and the ironsites makes it an automatic +1 in my book too! Especially unique and innovative is the separate bind to work the bolt on the rifles. I like this a LOT... it feels much more realistic than the "click once to fire, click a second time to work the bolt" used in other shooters.
I do think it is way too easy to base-r***! Gas or bullets, once you get close enough to the enemy spawn it's easy to keep them down and dead.
I wish you would consider integrating something like Mumble for VoIP! I know it seems like it would be a lot of work, especially with VoIP already supported by the engine, but with it's positional audio it would take "realistic" voice communication completely over the top!
Nice work! Tracking and looking forward to future releases!
A new engine and toolset for us penguin huggers too! Mmmmm... toasty!
"Currently both the engine and the toolset are available for Windows and Linux platforms."
People confuse the 32fps "TV standard" with "fps" in games all the time. The biggest difference is that watching TV is non-interactive. You watch it, nothing else. Second is that TV is a steady, consistent framerate, and usually watched from further away than the two feet or so we sit in front of our monitors. The brain is perfectly happy to accept that as "motion" and even a video game that can play @ 32fps consistently, such as on a console, will look better than one that spikes from 40-60+ all the time. It's the difference in framerate that trips up our brain, not the fps itself (above a certain point... 32).
Remember playing Quake at 1084x768 and bragging to your friends that you were getting 180+ FPS? How about when Crysis first came out? How about BC2 on PC (current beta state at the time of posting)? Even today Crysis, used as a benchmark, rarely reveals FPS scores much over 30 or 40, even on new "high end" video cards...
In a world of ever prettier graphics, on bigger monitors at higher resolutions, it quickly reaches a point where even 60 FPS, consistently, removes much of the potential market just because not everyone can afford a new $600 video card(s) to make it play... and game developers *know that*. It's all about money. Make a game people will play without whining about how "laggy" it seems or forcing hundreds of dollars worth of upgrades and you'll sell more copies. Simple as that.
LOTS of game companies are moving away from higher FPS "standards" (there is no such thing)... the only difference here is Insomniac's bad(?) move to talk about it.
All I can say is WOW!
Imagine a futuristic MMORPG where players can travel from planet to planet, star system to star system and have seamless transitions from orbit to surface!
This mod is... risen from the dead? I haven't seen/read anything from a dev member in a long time... BUT people still definitely play this! Half a dozen populated servers just this morning with 100+ players!
Yes, you can use GIMP. Double click the tool icon you want to use and if it's a transform tool it will offer you a choice of interpolation. Choose "None"... same as "Nearest Neighbor" in CS2. Google "GIMP animation" for tons of tutorials.
Nice, short, inspiring tutorial!
Yes, GIMP can do this too. Be sure to select "None" under Interpolation when using transform tools (double click the tool icon). Same thing as CS2's "Nearest Neighbor". Google "GIMP animation" for tons of tutorials on animation.
Inkscape is a vector art program that some use for pixels as well. Inkscape.org
Synfig is a full blown cartoon workshop which may be interesting especially to those wanting to animate. Synfig.org
Pencil is another dedicated animation workshop. Open source, Mac, Win, Nix: Pencil-animation.org
I agree that Overgrowth news shows up a lot on here and I can understand some of the resentment but really what it points to is a needed improvement in this website to allow filtering of news by project or something similar. If only other games I cared about posted as frequently!
Mumble. Low latency, cross platform, extensible, and open source (can be built "into" games without internal VoIP!)
Superb effort so far guys, really. If there were more than one active server I would be playing this constantly. Can hardly wait to see what the next (news and release) will offer!
I think UT2004 even had a facility for this sort of voice location but was dropped by most mods because of CPU power it took up.
Here's hoping R&L found a way to do this without too great a sacrifice! Also hoping enemy teams get to hear *each other* if they are close enough too.
Nice job for an early beta! Pretty easy to ad "mouse look" to it.
For some reason it fails to find the map?
Very nice. Thanks!
Where is the "Use" key? How do you pick up a weapon?
W:ET is still a great engine and the price can't be beat!
I wish someone would do a realism mod for it... slower speed, iron sites.
I quit playing CS years ago in search of yet more realism. CS:S wasn't bad but it didn't have the hundreds of maps as CS1.6 and yet still had all it's problems.
CS would ROCK with iron sites!!!!
In the race sim world "Live for Speed" is well known but has never gotten very popular, not because it's a bad sim but because there are several that are much better. And all of these are full blown "simulations", not beer and popcorn video games which is why the genre has always been slow to grow very much. So who exactly is LFS supposed to appeal to?
Anything that builds on a great engine (q3) rather than trying to reinvent the wheel gets a tip of the hat from me for great project development and management if nothing else.