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#4088910 - 03/07/15 01:58 PM Re: More infantry! ***** [Re: thealx]  
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thealx Offline
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yes, no need to delete anything.

#4089006 - 03/07/15 07:25 PM Re: More infantry! [Re: thealx]  
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SimonAlonso Offline
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spain
Wow Thealx!!!, I am wishing for taste it.
Thousands of thanks, you are incredible, you control the Matrix
matrix

#4089360 - 03/08/15 08:33 PM Re: More infantry! [Re: thealx]  
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CG2015 Offline
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So I target an enemy soldier with a manpad standing near a FARP, from a distance of 5 km.

He starts running toward my direction.

If I hold the same position and don not move, will he keep within the confine of the FARP of will he run outside of it and keep running toward me until he gets close enough to fire or until he is below me?

I.E. how far will he run?

#4089472 - 03/09/15 05:09 AM Re: More infantry! [Re: thealx]  
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thealx Offline
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infantry can move only on the route, so it's just a coincidence - next waypoint was in same direction as you. patrol never leave keysite territory. you can launch debug exe if you interested - moving paths are visible there.

#4089490 - 03/09/15 09:02 AM Re: More infantry! [Re: thealx]  
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SimonAlonso Offline
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spain
Absolutly awesome!!! Nice job.

#4089500 - 03/09/15 10:00 AM Re: More infantry! [Re: thealx]  
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thanks, I like it too. some actions always happens around keysites, also result of insertion missions unpredictable - one more advantage for dynamic campaign.

#4089656 - 03/09/15 03:32 PM Re: More infantry! [Re: thealx]  
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Another milestone by thealx smile

#4102370 - 04/06/15 08:39 PM Re: More infantry! [Re: thealx]  
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just in case if some of you still playing this version. these FARP scenes gives two features: they have patrol routes so infantry will avoid walking through objects, and landing pads heading angles fixed so helicopters shouldn't damage tail rotors because of HESCO barriers. but, you can't use these files with stable version (farps will not be loaded at all), so you should remove these files before launch the game.

Installation:

Unpack archive into \cohokum\3ddata\objects\FARP directory

Deinstallation:

Remove RUSSIAN_FARP**.EES and AMERICAN_FARP**.EES files from \cohokum\3ddata\objects\FARP directory

Download:

https://app.box.com/s/gs4qj784p0z2dr03k7hlsa7tjmyf1qjs

#4108189 - 04/18/15 11:50 AM Re: More infantry! [Re: thealx]  
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thealx Offline
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some kind of final version of the mod. all fatal errors that I found was fixed, also campaign flow not so fast like in previous version - it usually takes from day to a week for AI to finish it. some random crashes happens, but I'm not sure is it gameplay issue or some system error. usually they not repeatable and happens after 10-20 virtual hours of non-stop playing, it's hard to track down the problem in such cases. dynamic campaign nature always complicated and there is a chance that some uncommon situation that can cause problems will happen. using autosave feature is recommended.

Last edited by thealx; 04/18/15 11:54 AM.
#4108272 - 04/18/15 03:18 PM Re: More infantry! [Re: thealx]  
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Good news,I test my patience,have only 1.15.3 and do not know how it looks wink

#4108274 - 04/18/15 03:21 PM Re: More infantry! [Re: thealx]  
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I will mix it soon, so you can wait for a while.

#4182989 - 10/18/15 05:56 AM Re: More infantry! [Re: thealx]  
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Incredible!
It's time to release 1.16 I think. wink

#4184297 - 10/21/15 12:19 PM Re: More infantry! [Re: thealx]  
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I was hope to finish with cockpit improvements and use it as base for 1.16 version but things went wrong, have no idea now when it will be done. maybe there is will be a point to collect all finished mods and release everything as a new version. some issues appears after latest changes but I think it can be solved.

#4185632 - 10/24/15 09:30 AM Re: More infantry! [Re: thealx]  
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Well, it would be great if all finished mods will be released as a complete version.
For now the installation process is rather complex.

#4185675 - 10/24/15 01:26 PM Re: More infantry! [Re: thealx]  
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...And working hardware rendering in dx 9 wink Alex made many great new effects (burning fire, new lights,etc) without rendering all is disabled frown

#4185681 - 10/24/15 01:45 PM Re: More infantry! [Re: thealx]  
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thealx Offline
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I suppose OGRE engine implementation will bring a lot of improvements with time.

#4185694 - 10/24/15 03:04 PM Re: More infantry! [Re: thealx]  
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Sorry, there's a small terminological problem. The D3D9 rendering we have now is made by graphic card, so it is not software. Software one was in Doom/Quake.
But yes, there are a lot of actions made on CPU right now, which can be made by GPU. For example, vertex processing. And of course, the code does not utilize many of modern GPU features, it thinks we have Voodoo 3 overclocked by a thousand times or something like that.

As for Ogre, there are a lot of things to be done. As for effects - I even didn't try to implement them on Ogre's basis. But yes, modern "particles" way of effects implementation should allow to produce more complex effects with less fps influence. Support of more complex materials (including shaders, for example) will help even more.

Ogre will allow to import much more complex graphics entities (models, effects) than current EECH supports. But it means current EECH code would not be allowed to manipulate them directly, thus it should be modified. And all of these will take time - Ogre wrappers, EECH code modificication and new improved models, effects and other artist's creations.

But this is "infantry"'s thread! Please release! wink

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