FAQ: Resistance – Operation Flashpoint
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==Is there an official list of changes and fixes introduced by OFP: Resistance?== | ==Is there an official list of changes and fixes introduced by OFP: Resistance?== | ||
This list was released by Ondrej Spanel, BIS' Lead OFP Programmer, on July 15, 2002: | Sure, take a look at [[Operation_Flashpoint:_Resistance_Version_History|this wiki article]] for changes made since version 1.75. This list was released by Ondrej Spanel, BIS' Lead OFP Programmer, on July 15, 2002: | ||
1.75 - Added: function object | :1.75 - Added: function object | ||
:1.75 - Added: function setObjectTexture | |||
:1.75 - Added: function primaryWeapons, secondaryWeapons | |||
:1.75 - Added: function skill, setSkill | |||
:- Added: function weapons, magazines | |||
:1.75 - Added: user actions assigned to vehicle type (ATUserType) | |||
:1.75 - Added: Support for reload animations for vehicles | |||
:1.75 - Added: functions animate, animationPhase | |||
:1.75 - Added: function fillWeaponsFromPool | |||
:1.75 - New: rotation machine gun animation | |||
:1.75 - Added: functions saveIdentity, loadIdentity | |||
:1.75 - Added: function drop | |||
:1.75 - Added: Play user defined sound (voice) when section in briefing changes | |||
:1.75 - Added: directory structure at single missions | |||
:1.75 - Added: Player can drop actual weapon and magazine | |||
:1.75 - Added: functions saveStatus, loadStatus | |||
:1.75 - Added: functions addWeaponPool, addMagazinePool | |||
:- Added: functions putWeaponPool, pickWeaponPool | |||
:- Added: functions clearWeaponPool, clearMagazinePool | |||
:- Added: functions queryWeaponPool, queryMagazinePool | |||
:1.75 - Added: script initIntro.sqs is launched on the beginning of intro | |||
:1.75 - New: Terrain subdivision to make terrain data appear smmother. | |||
:1.75 - Added: Player can take weapons and magazines from vehicle if sitting in cargo | |||
:1.75 - Added: Blood slops under dead bodies | |||
:1.75 - Improved: Group page in briefing | |||
:1.75 - Improved: Gear page in briefing | |||
:1.75 - Added: functions onBriefingPlan, onBriefingNotes, onBriefingGear, onBriefingGroup | |||
:1.75 - Added: exit.sqs script launched if mission ends | |||
:1.75 - Added: user defined dialogs | |||
:- functions createDialog, closeDialog | |||
:- functions ctrlVisible, ctrlEnabled, ctrlShow, ctrlEnable, ctrlText, ctrlSetText | |||
:- functions buttonAction, buttonSetAction | |||
:- functions lbSize, lbCurSel, lbSetCurSel, lbClear, lbAdd, lbDelete | |||
:- functions lbText, lbData, lbSetData, lbValue, lbSetValue, lbPicture, lbSetPicture, lbColor, lbSetColor | |||
:1.70 - Fixed: Improved dead body collisons. | |||
:1.70 - Added: Support for templates in banks | |||
:1.66 - Improved: Mission editor - sort vehicle types in Insert unit dialog | |||
:1.64 - Fixed: Lighting of interior objects (like furniture) was broken, they were often black. | |||
:1.63 - New: When mission attempts to use addon that is not listed in mission addOns header, error message is shown. | |||
:1.63 - Improved: Addons added by mission editor as required are also removed by the mission editor. | |||
:1.63 - Changed: Addon requirements are now determined by addon entry creator, not only by CfgPatches config section. This makes addon list more reliable with addons that omitted to list some added types. | |||
:1.63 - Fixed: AIPilot headChange was wrong if vehicle was banked (like motorcycle). | |||
:1.63 - Fixed: Shining faces in optics and ironsight view did not shine. | |||
:1.63 - Changed: Increased addon safety: Addons can now only add classes, not single entries, in ReadAndCreate config areas. | |||
:1.62 - Added: optional parameter for function say - titles speed | |||
:1.62 - Fixed: Map contour drawing was not correct in some places with highly variable gradient. | |||
:1.62 - Added: Instead of arrays controls], objects] and controlsBackground] classes may be used. This way it is not necessary to write class names twice. | |||
:1.61 - Fixed: Enable put action for all owned explosives | |||
:1.61 - Added: Label of waypoint, unit or trigger in mission editor now contains extended information. | |||
:1.61 - Fixed: Helicopters can no longer stay under water. | |||
:1.61 - Fixed: Map has wrong center when notepad is hidden | |||
:1.61 - Fixed: Multiplayer setup display - when roles was scrolled down and switched on side with fewer roles, listbox was corrupted | |||
:1.61 - Fixed: SetPos scripting command now changes vehicle orientation accordingly to terrain. | |||
:1.61 - Fixed: Decreased car lateral air friction. This should make car free fall speed higher (more realistic). | |||
:1.61 - Changed: CfgSounds, RscTitles and CfgSFX no longer require array listing class names. This enables addons to add new entries that can be used in mission editor. | |||
:1.61 - Fixed: Tanks now move main gun intro neutral position after any collision. This should make tank movement in urban areas more robust. | |||
:1.59 - Added: Ingame server browser | |||
:1.59 - Fixed: Fonts in some dialogs or briefing were sometimes blurred. | |||
:1.58 - New: New scripting function setTerrainGrid. | |||
:1.58 - Fixed: Group respawn - sometimes two nonleader units respawns into single body | |||
:1.58 - Fixed: It was possible to see through coast in some places (e.g. Kolgujev Fd72) | |||
:1.58 - Fixed: Second wheels on 8-wheels vehicles (SCUD) were not animated. | |||
:1.58 - Fixed: Car jumping after explosion fixed. | |||
:1.58 - Fixed: Airplane jumping after crash fixed. | |||
:1.58 - Fixed: AI targeting laser designated targets improved. | |||
:1.58 - Fixed: AI Airplane maneuvering when aiming significantly improved. | |||
:1.57 - Fixed: Switching streetlamps took often too long. This was especially visible when starting mission. | |||
:1.57 - Fixed: Default network port changed (2234 -> 2302) due to compatibility with DirectPlay 9 | |||
:1.57 - Fixed: When one sound with no pauses is played in CfgSFX, it is now correctly looped. | |||
:1.57 - Improved: Identified killed in player group doesn't appear in next missions in campaign | |||
:1.56 - Changed: CfgMusic no longer requires "tracks" list. This makes music addons easier to use. | |||
:1.56 - Improved: Ingame UI - icons in unit list | |||
:1.56 - New: When player is kicked off or banned, specific message is shown. | |||
:1.56 - Fixed: More robust handling of addons missing on client. | |||
:1.56 - Improved: New algorithm for removing bodies in MP game | |||
:1.56 - Added: function cheatsEnabled | |||
:1.56 - Added: function cameraOn | |||
:- Added: functions deleteStatus, deleteIdentity | |||
:1.55 - Fixed: Save of motorcycles fixed | |||
:1.55 - Fixed: Save of cars fixed | |||
:1.55 - Fixed: Soldiers now climb ladders fasters. | |||
:1.55 - Fixed: MP - when mission was voted repeatedly, all players was green (even when didn't vote yet) | |||
:1.55 - Changed: All radio traffic that is done in mission init is now processed before the mission starts, expect for messages transmitted via xxxRadio and xxxChat scripting commands. | |||
1. | :1.54 - Fixed: Jeep with machine gun shows ammo count. | ||
:1.53 - Added: new version of say: <object> say [<sound>, <maxTitlesDistance>] | |||
:1.53 - Added: mission editor - buttons "Show IDs" and "Show Textures" | |||
:1.53 - Fixed: Geometry used for walking is now also deformed during object destruction deformation. | |||
:1.53 - New: Autocomplete for mission editor fields and chat (use Tab key to complete). | |||
:1.53 - Fixed: When satchel charge was placed under some walkable surface, it appeared on top of it. | |||
:1.53 - New: Bridge supported as part of road network. | |||
:1.53 - New: Scripting function <time> setRain <rain_density>. | |||
:1.53 - Fixed: Addons could make main config unusable by omitting base class of redefined class. | |||
:1.53 - Fixed: Barrel destruction effect type changed. | |||
:1.53 - Fixed: Kill/damage message have now higher priority - this should improve latency on kill. | |||
:1.53 - Fixed: Bandwidth estimation on dedicated server | |||
:1.53 - Fixed: Min and MaxBadwidth were understood as if given in Bytes per second (Bps). Accordingly to documentation and general understanding it should be bits per second (bps). | |||
:1.53 - Fixed: AI units when both Engage at will and Hold fire were given. | |||
:1.52 - Changed: Fog density is not dependent on setviewdistance for fog>0.4 | |||
:1.52 - Added: Support for multiple types of forests on single island | |||
:1.52 - Fixed: Units sometimes aimed into air when searching for unknown target. | |||
:1.52 - Fixed: AI perceived volume of helicopters and planes was too low. | |||
:1.52 - Fixed: Soldiers sometimes turned their head around completely. | |||
:1.52 - New: All men are now interested in what is happening around them. | |||
:1.52 - Fixed: Improved tank driver reactions for turning commands. | |||
:1.52 - Fixed: Damage alarm was still functional in some fully destroyed vehicles. | |||
:1.52 - Fixed: Mouse cursor was sometimes lost in tank commander optics view. | |||
:1.52 - Fixed: When gamemaster disconnect from server during mission selection, server was in bad state. | |||
:1.52 - Fixed: Bad position of last soldier when inserting group | |||
:1.51 - Fixed: Vehicle crew "Fire" command is now higher priority than reporting enemies messages. | |||
:1.51 - Fixed: Improved vehicle/group radio channel interleaving. | |||
:1.51 - Fixed: Target reporting often did not work, especially when using binoculars. | |||
:1.51 - Added: Additional program parameter: -mod | |||
:1.50 - Fixed: Grenades do not fly through glass. | |||
:1.50 - Added: Can choose DirectPlay / Sockets MP implementation at run time. | |||
:1.50 - Fixed: Mission editor - list of markers is not longer in default settings for newly added units. | |||
:1.50 - Changed: Multiplayer assignment screens reworked | |||
:1.50 - Fixed: Landscape texture size in preferences was ignored, Object texture settings was used instead. | |||
:1.50 - Fixed: When session was lost, client doesn't fully escape from game to basic multiplayer screen | |||
:1.50 - Added: Label of waypoint in mission editor contains name of group leader | |||
:1.50 - Fixed: Water surface normals were reversed. As a result, water was drawn too dark. | |||
:1.50 - Added: Enable different fonts for titles | |||
:1.50 - Added: It is now possible to issue watch command from map interface using left ALT key and click. | |||
:1.50 - New: Scripting language hiding rules changed. User defined variables now hide functions with identical name. This ensures old scripts / conditions will certainly work even when new functions conflict with names of existing variables. | |||
:1.50 - Fixed: Dead player (sea-gull) can communicate only on global channel | |||
:1.50 - Fixed: When setViewDistance is used to increase visible range, tanks did not adjust their IR detector range accordingly. | |||
:1.50 - Improved: side chat channel selected when entering briefing screen | |||
:1.50 - Fixed: Better visible bullet tracers for ZSU and Vulcan. | |||
:1.50 - New: AI uses crouch position in some situations. | |||
:1.50 - Improved: Multiplayer screen design | |||
:1.50 - Fixed: Multiple AI units asked "Where are you" same time. | |||
:1.50 - Optimized: Memory usage during save-game is now lower. | |||
:1.50 - Added: tooltips for UI controls | |||
:1.50 - Fixed: Minor visual bug in AI soldier turning animation interpolation. | |||
:1.50 - Changed: Error "No entry in config" no longer exits game. This makes mission editing easier in case of misspelled class names. | |||
:1.50 - Change: First warning during each mission is shown. Only first warning after game was launched was shown before. | |||
:1.50 - Fixed: Memory leak on dedicated server during night time (when lights are on). | |||
:1.50 - New: Specular highlight material support added for HW T&L. | |||
:1.50 - Fixed: MP: Collisions of predicted remote vehicle caused excessive data transfers. | |||
:1.48 - Fixed: Incorrect texture source (like JPG file not loaded) caused shutdown. Warning message is shown instead. | |||
:1.47 - Fixed: Server crashed when very large squad.xml was loaded. | |||
:1.47 - Improved: Chat message priority increased when mission is not running. This should help when chatting during mission transfers. | |||
:1.47 - Fixed: Config verification checks have increased priority to avoid timeouts during mission transfer. | |||
:1.47 - Fixed: Different number of cargo slot could crash server or client in MP. | |||
:1.47 - Fixed: Taking weapon from cargo space could crash dedicated server. | |||
:1.47 - New: Player ID now displayed in server console when player is connected. | |||
:1.47 - New: Mouseless control scheme possible. Aiming may be assigned to joystick buttons or keyboard. | |||
==Install error: file ijl15.dll cannot be copied from the CD!== | ==Install error: file ijl15.dll cannot be copied from the CD!== | ||
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==If I've previously installed the beta version 1.91 patch, should I also install the final version 1.91 patch?== | ==If I've previously installed the beta version 1.91 patch, should I also install the final version 1.91 patch?== | ||
No. They are exactly the same. | No. They are exactly the same. Note that 1.96 is the latest patch for OFP! | ||
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==Can I play all my old OFP missions and campaigns with OFP: Resistance?== | ==Can I play all my old OFP missions and campaigns with OFP: Resistance?== | ||
==Will my old island, weapon and vehicle addons work with OFP: Resistance?== | ==Will my old island, weapon and vehicle addons work with OFP: Resistance?== |
Revision as of 06:08, 2 April 2007
General
What is OFP: Resistance?
(START OUTDATED CONTENT)
OFP: Resistance is a new expansion pack being produced by Bohemia Interactive Studios. It was first hinted at in January 2002, when Codemasters revealed in this PC Zone article that they would be publishing a new OFP expansion pack, to be released on June 28, 2002.
Towards the end of February 2002, BIS opened OFP Resistance's official WEB site. In April, Codemasters opened their own Resistance site.
Based on Codemasters' initial press release, highlights of the expansion pack include:
* A new island. * Industrial-style buildings and original landscape scenery. * High-resolution textures. * The new OFP: Resistance Campaign. * New vehicles and weapons. * New single-player and multiplayer missions on the new island. * Completely overhauled multiplayer network code.
Unlike the original 1985 Cold War Crisis Campaign and the more recent Red Hammer Campaign, where you play the US NATO and Russian sides respectively, in Resistance you'll be playing on the side of the local natives, that is, as a resistance fighter against the invading Russian forces.
On February 24 2002, Viktor Bocan, BIS' chief designer of the Resistance expansion pack, gave this exclusive interview to Tiscali Games, of the Czech Republic. However, the article didn't reveal anything we didn't know already.
Then, in late March, articles and some new pictures began appearing at various game sites: WorthPlaying, Gameport CZ and XGR. These articles allude to the fact that BIS is incorporating an in-game server browser, which might joyfully mean that you will no longer need to connect to Gamespy and other programs to find MP games.
Another improvement that OFP Resistance will bring is the ability to retain supplies, ammo, equipment and AI team mates from one campaign mission to the next.
No details have been released yet on what new weapon models will be available. It does appear, however, that OFP Resistance will introduce handguns into the game. One of the new pictures in the above-mentioned articles shows a resistance fighter in civilian clothing with a shoulder holster. There will also be bridges running across rivers and streams.
More pre-release articles about OFP Resistance can be found at:
* Action Vault * Home Lan * Doupe CZ * Worth Playing * Game Spot * Computer & Video Games
If you want the latest pre-release in-games screen pics of OFP Resistance, you can download these from Codemasters and view new mission and cutscene pics on BIS' Resistance picture page.
(END OUTDATED CONTENT)
Copy of the original OFP: Resistance press release.
Here is a full copy of Codemasters' February 19 2002 press release all about the Resistance expansion pack:
- Expansion pack for one million best seller as Codemasters announces Operation Flashpoint: Resistance
- - 19th February 2002
- With over one million copies shipped of the award-winning Operation Flashpoint: Cold War Crisis, Codemasters today confirms details of a dedicated expansion for the PC best seller titled Operation Flashpoint: Resistance.
- Due to launch at retail on June 21st and requiring the original game to play, Operation Flashpoint: Resistance is a full expansion.
- Enhancing the Flashpoint universe, Operation Flashpoint: Resistance creates an additional 100km2 island complete with industrial-style buildings and original landscape scenery. Thanks to the use of high-resolution textures throughout, the visuals will be much more detailed and dramatic than ever before.
- The expansion also delivers a new campaign that forms a prequel to the original game’s plot and is set years before Operation Flashpoint’s Cold War hit crisis point.
- Operation Flashpoint: Resistance casts the player as Victor Troska, an experienced ex-Special Forces militia soldier. Having turned his back on his military past, Troska has settled into a respectable civilian life on the island of Nogova*, a short distance from the original game’s three islands. However, his situation changes when the Soviet force invades the island group and destroys Troska's idyllic dreams.
- Reluctant at first to return to a conflict situation, he is forced to participate in, and then lead, the ramshackle Resistance effort, which grows up in response to the Soviet occupation of the island.
- As Operation Flashpoint: Resistance begins before the US Army and its resources came to the islands, players have to scavenge equipment from whatever sources they can manage, which provides for different play experience to the heavily-resourced original game.
- Throughout the closely linked missions, the overriding objectives include growing your resistance force by gaining new recruits and gathering equipment, preserving as many of your comrades as you can to build an army strong enough to repel the Soviets.
- With new vehicles and weapons featuring, a series of original multiplayer missions on the new island, and completely overhauled network code Operation Flashpoint: Resistance is scheduled for release on June 21**, with a RRP of £19.99 (UK Sterling).
- * - working title
- ** - in May 2002, the release date was revised to June 28. On June 25 2002, Codemasters announced that the North American release date was postponed until July 2.
Is there a demo for OFP: Resistance?
Sure. Head on over to Codemasters' Resistance site. You can download it from there.
Are there any movie trailers for OFP:Resistance?
Yes. The first trailer was released on May 14, 2002. It's not that great, but you will see the new bus, new urban settings, scenes from the new island's landscape and some action. The trailer is 12.6MB and can be downloaded from the Codemasters Resistance site.
When was OFP: Resistance being released?
(OUTDATED) OFP: Resistance was originally supposed to be released on June 21, 2002. Some time ago, Codemasters announced that the official release date was pushed off by a week, to June 28.
Now, online software retailers in North America are showing availability dates in early or mid-July. For example, Amazon.com now shows the release date as being July 11. So far, European retailers, such as Amazon.UK, are still showing the June 28 release date.
Who knows? Well, Codemasters does. On June 25, they sent out an email that stated that OFP: Resistance's European release date is still June 28 but that the North American release date has been postponed until July 2.
Say, how about Australia and the rest of the folks down under? From what I'm reading on the forums, OFP: Resistance will be made available there as of July 10. Bugger!
(OUTDATED)
What new weapons and vehicles come with OFP: Resistance?
Here's a full list for you:
Handguns:
- Beretta-92
- Glock-17 (standard and silenced)
- Tula Tokarev TT-33
- Ceska Zbrojovka CZ-75
- Samopal vz.61 Skorpion
- M-10 submachine gun
- Revolver
Main Weapons:
- Fabrique Nacional Fusil Automatique Legere aka FN-FAL
- Heckler und Koch Gewehr 3 A4 aka HK G3A4
- Silenced UZI
- Hunting Rifle
Vehicles:
- Kamov KA-50 (V-80) Soviet helicopter
- Skoda SM-11 transit Bus
- Chrysler CJ5 Police Jeep
- Jawa 354/03 Motorcycle
- bicycle
- small car
Installation
Do I need the original OFP CD to install OFP: Resistance?
No. However, the original legitimate version of OFP must be installed and you will need the OFP: Resistance CD to complete Resistance's installation procedure.
Note that you can have any version of the original OFP installed, from version 1.00 through version 1.46, to install OFP: Resistance.
What are the system requirements to play OFP: Resistance or the GOTY edition?
If you glance at the back of the case of OFP: Resistance's European edition, it says "Minimum system requirements are equivalent to the original Flashpoint Recommended specifications (note: recommended - not Minimum - specifications). That would be the following:
- Windows 95/98/ME/2000/XP
- DirectX 8
- Pentium III 600 CPU or better
- 128MB RAM
- 16 Bit DirectX Sound Compliant Sound Card
- Compatible 3D graphics card with 32MB RAM
- 24x CDROM
- 450MB hard drive space
However, the European GOTY edition's box explicitly lists the following as minimum requirements:
- Windows 98/ME/2000/XP
- DirectX 8.1
- Pentium III 500 CPU or equivalent Athlon
- 128MB RAM
- 16 Bit DirectX 8.1 Sound Compliant Sound Card
- Compatible 3D graphics card with 16MB RAM
- 8x CDROM
- 550MB hard drive space
- 250MB free hard drive space after installation
Ron Milbrandt, Codemasters USA Lead Technician, summarized the changes in minimum requirements introduced by OFP: Resistance and GOTY as follows:
- DirectX 8.1 versus version 8.0 specified for the original OFP version.
- CPU minimum was increased from 400 MHz to 500MHz and not to 600MHz, as implied by the European version.
- All references to the Voodoo 2 card are dropped.
- Hard drive space required is increased from 450MB to 550MB.
- Windows 95 is dropped from the supported Windows version list.
OFP: Resistance and the GOTY edition have slightly upped the recommended system requirements as follows:
- Windows 98/ME/2000/XP
- DirectX 8.1
- Pentium III 733 CPU, equivalent Athlon or better
- 256MB RAM
- 16 Bit DirectX 8.1 Sound Compliant Sound Card
- Compatible 3D graphics card with 32MB RAM
- 24x CDROM
- 1GB Hard drive space
- 500MB free hard drive space after installation
(Source: BIS' OFP: Resistance site and the GOTY edition's box cover)
The Avon Lady personally recommends a 1GHz or stronger CPU and adding an additional 128 or 256 MB of RAM. If you don't, you'll have to set OFP: Resistance's and the GOTY edition's graphics preference and option settings lower to maintain reasonable play performance. You'll also be hard pressed with any graphics adapter that has less than 16MB of video memory.
How will OFP: Resistance's installation affect my existing OFP folders and files?
OFP: Resistance will only modify some of the official mission PBO files in OFP's MISSIONS and MPMISSIONS subdirectories. Other than that, OFP: Resistance's installation only adds new folders and files to your OFP installation.
Except as mentioned above, nothing else installed will be deleted or changed, including any unofficial addons or OFP version 1.5X or 1.60 beta, if you've installed it.
Do I need to uninstall OFP version 1.5 or 1.6 MP beta folders and files before installing OFP: Resistance?
No. You can leave them in place or remove them either before or after installing OFP: Resistance.
Does OFP: Resistance apply any of the earlier Ultimate Upgrade patches to my existing old OFP installation?
No. In other words, if your old OFP version was 1.00, it will remain 1.00. Of course, when executing the new OFP: Resistance program EXE file, you will be running at version 1.75 or greater, assuming you've installed the latest upgrade patch.
Does OFP: Resistance install all official addons made available in previously released upgrade patches?
Yes. New copies of all released official addons are installed by OFP: Resistance to subdirectory \RES\ADDONS. Look here for a full list of all official addon files.
Should I do a clean reinstall of old OFP before installing OFP: Resistance?
This is absolutely unnecessary. It will make no difference to OFP: Resistance's own installation.
However, some people report that OFP: Resistance encounters problems when you try playing OFP: Resistance (not when installing) if they leave their old addon files in OFP's ADDONS subdirectories.
So, after installing OFP: Resistance, if you try running it and encounter problems such as system freezes, crashes to desktop (CTDs), extremely slow performance or other anomalies, try moving all unofficial weapon, vehicle, soldier and island addon files out of OFP's subdirectories and restart OFP: Resistance to see if removing the unofficial addons resolves the problem.
If you have some other reason to reinstall old OFP, do it before installing OFP: Resistance. Here is a recommended reinstall procedure.
I've already installed OFP: Resistance but I want to upgrade my old OFP to version 1.46. Is it safe?
No. The correct procedure to do this is:
- Uninstall OFP: Resistance.
- Upgrade your old OFP version.
- Reinstall OFP: Resistance and the latest upgrade patch.
What happens if I run the old OPERATIONFLASHPOINT.EXE program file after installing OFP: Resistance?
You'll wind up playing your old OFP version, plain and simple. Remember, none of your old OFP versions files have been changed. You'll have access to all your old missions, campaigns and addons. You can even join MP games on servers running the same version of old OFP as you're running.
However, you won't have access to anything from OFP: Resistance. Not the new island, new missions, the new campaign, improved graphics and new sounds.
What OFP version will the Resistance CD upgrade me to?
Version 1.75.
Can the international edition of OFP: Resistance be installed if I have the Polish version of OFP?
No, according to Polish Gamesite, [[1]].
Is there an official list of changes and fixes introduced by OFP: Resistance?
Sure, take a look at this wiki article for changes made since version 1.75. This list was released by Ondrej Spanel, BIS' Lead OFP Programmer, on July 15, 2002:
- 1.75 - Added: function object
- 1.75 - Added: function setObjectTexture
- 1.75 - Added: function primaryWeapons, secondaryWeapons
- 1.75 - Added: function skill, setSkill
- - Added: function weapons, magazines
- 1.75 - Added: user actions assigned to vehicle type (ATUserType)
- 1.75 - Added: Support for reload animations for vehicles
- 1.75 - Added: functions animate, animationPhase
- 1.75 - Added: function fillWeaponsFromPool
- 1.75 - New: rotation machine gun animation
- 1.75 - Added: functions saveIdentity, loadIdentity
- 1.75 - Added: function drop
- 1.75 - Added: Play user defined sound (voice) when section in briefing changes
- 1.75 - Added: directory structure at single missions
- 1.75 - Added: Player can drop actual weapon and magazine
- 1.75 - Added: functions saveStatus, loadStatus
- 1.75 - Added: functions addWeaponPool, addMagazinePool
- - Added: functions putWeaponPool, pickWeaponPool
- - Added: functions clearWeaponPool, clearMagazinePool
- - Added: functions queryWeaponPool, queryMagazinePool
- 1.75 - Added: script initIntro.sqs is launched on the beginning of intro
- 1.75 - New: Terrain subdivision to make terrain data appear smmother.
- 1.75 - Added: Player can take weapons and magazines from vehicle if sitting in cargo
- 1.75 - Added: Blood slops under dead bodies
- 1.75 - Improved: Group page in briefing
- 1.75 - Improved: Gear page in briefing
- 1.75 - Added: functions onBriefingPlan, onBriefingNotes, onBriefingGear, onBriefingGroup
- 1.75 - Added: exit.sqs script launched if mission ends
- 1.75 - Added: user defined dialogs
- - functions createDialog, closeDialog
- - functions ctrlVisible, ctrlEnabled, ctrlShow, ctrlEnable, ctrlText, ctrlSetText
- - functions buttonAction, buttonSetAction
- - functions lbSize, lbCurSel, lbSetCurSel, lbClear, lbAdd, lbDelete
- - functions lbText, lbData, lbSetData, lbValue, lbSetValue, lbPicture, lbSetPicture, lbColor, lbSetColor
- 1.70 - Fixed: Improved dead body collisons.
- 1.70 - Added: Support for templates in banks
- 1.66 - Improved: Mission editor - sort vehicle types in Insert unit dialog
- 1.64 - Fixed: Lighting of interior objects (like furniture) was broken, they were often black.
- 1.63 - New: When mission attempts to use addon that is not listed in mission addOns header, error message is shown.
- 1.63 - Improved: Addons added by mission editor as required are also removed by the mission editor.
- 1.63 - Changed: Addon requirements are now determined by addon entry creator, not only by CfgPatches config section. This makes addon list more reliable with addons that omitted to list some added types.
- 1.63 - Fixed: AIPilot headChange was wrong if vehicle was banked (like motorcycle).
- 1.63 - Fixed: Shining faces in optics and ironsight view did not shine.
- 1.63 - Changed: Increased addon safety: Addons can now only add classes, not single entries, in ReadAndCreate config areas.
- 1.62 - Added: optional parameter for function say - titles speed
- 1.62 - Fixed: Map contour drawing was not correct in some places with highly variable gradient.
- 1.62 - Added: Instead of arrays controls], objects] and controlsBackground] classes may be used. This way it is not necessary to write class names twice.
- 1.61 - Fixed: Enable put action for all owned explosives
- 1.61 - Added: Label of waypoint, unit or trigger in mission editor now contains extended information.
- 1.61 - Fixed: Helicopters can no longer stay under water.
- 1.61 - Fixed: Map has wrong center when notepad is hidden
- 1.61 - Fixed: Multiplayer setup display - when roles was scrolled down and switched on side with fewer roles, listbox was corrupted
- 1.61 - Fixed: SetPos scripting command now changes vehicle orientation accordingly to terrain.
- 1.61 - Fixed: Decreased car lateral air friction. This should make car free fall speed higher (more realistic).
- 1.61 - Changed: CfgSounds, RscTitles and CfgSFX no longer require array listing class names. This enables addons to add new entries that can be used in mission editor.
- 1.61 - Fixed: Tanks now move main gun intro neutral position after any collision. This should make tank movement in urban areas more robust.
- 1.59 - Added: Ingame server browser
- 1.59 - Fixed: Fonts in some dialogs or briefing were sometimes blurred.
- 1.58 - New: New scripting function setTerrainGrid.
- 1.58 - Fixed: Group respawn - sometimes two nonleader units respawns into single body
- 1.58 - Fixed: It was possible to see through coast in some places (e.g. Kolgujev Fd72)
- 1.58 - Fixed: Second wheels on 8-wheels vehicles (SCUD) were not animated.
- 1.58 - Fixed: Car jumping after explosion fixed.
- 1.58 - Fixed: Airplane jumping after crash fixed.
- 1.58 - Fixed: AI targeting laser designated targets improved.
- 1.58 - Fixed: AI Airplane maneuvering when aiming significantly improved.
- 1.57 - Fixed: Switching streetlamps took often too long. This was especially visible when starting mission.
- 1.57 - Fixed: Default network port changed (2234 -> 2302) due to compatibility with DirectPlay 9
- 1.57 - Fixed: When one sound with no pauses is played in CfgSFX, it is now correctly looped.
- 1.57 - Improved: Identified killed in player group doesn't appear in next missions in campaign
- 1.56 - Changed: CfgMusic no longer requires "tracks" list. This makes music addons easier to use.
- 1.56 - Improved: Ingame UI - icons in unit list
- 1.56 - New: When player is kicked off or banned, specific message is shown.
- 1.56 - Fixed: More robust handling of addons missing on client.
- 1.56 - Improved: New algorithm for removing bodies in MP game
- 1.56 - Added: function cheatsEnabled
- 1.56 - Added: function cameraOn
- - Added: functions deleteStatus, deleteIdentity
- 1.55 - Fixed: Save of motorcycles fixed
- 1.55 - Fixed: Save of cars fixed
- 1.55 - Fixed: Soldiers now climb ladders fasters.
- 1.55 - Fixed: MP - when mission was voted repeatedly, all players was green (even when didn't vote yet)
- 1.55 - Changed: All radio traffic that is done in mission init is now processed before the mission starts, expect for messages transmitted via xxxRadio and xxxChat scripting commands.
- 1.54 - Fixed: Jeep with machine gun shows ammo count.
- 1.53 - Added: new version of say: <object> say [<sound>, <maxTitlesDistance>]
- 1.53 - Added: mission editor - buttons "Show IDs" and "Show Textures"
- 1.53 - Fixed: Geometry used for walking is now also deformed during object destruction deformation.
- 1.53 - New: Autocomplete for mission editor fields and chat (use Tab key to complete).
- 1.53 - Fixed: When satchel charge was placed under some walkable surface, it appeared on top of it.
- 1.53 - New: Bridge supported as part of road network.
- 1.53 - New: Scripting function
- 1.53 - Fixed: Addons could make main config unusable by omitting base class of redefined class.
- 1.53 - Fixed: Barrel destruction effect type changed.
- 1.53 - Fixed: Kill/damage message have now higher priority - this should improve latency on kill.
- 1.53 - Fixed: Bandwidth estimation on dedicated server
- 1.53 - Fixed: Min and MaxBadwidth were understood as if given in Bytes per second (Bps). Accordingly to documentation and general understanding it should be bits per second (bps).
- 1.53 - Fixed: AI units when both Engage at will and Hold fire were given.
- 1.52 - Changed: Fog density is not dependent on setviewdistance for fog>0.4
- 1.52 - Added: Support for multiple types of forests on single island
- 1.52 - Fixed: Units sometimes aimed into air when searching for unknown target.
- 1.52 - Fixed: AI perceived volume of helicopters and planes was too low.
- 1.52 - Fixed: Soldiers sometimes turned their head around completely.
- 1.52 - New: All men are now interested in what is happening around them.
- 1.52 - Fixed: Improved tank driver reactions for turning commands.
- 1.52 - Fixed: Damage alarm was still functional in some fully destroyed vehicles.
- 1.52 - Fixed: Mouse cursor was sometimes lost in tank commander optics view.
- 1.52 - Fixed: When gamemaster disconnect from server during mission selection, server was in bad state.
- 1.52 - Fixed: Bad position of last soldier when inserting group
- 1.51 - Fixed: Vehicle crew "Fire" command is now higher priority than reporting enemies messages.
- 1.51 - Fixed: Improved vehicle/group radio channel interleaving.
- 1.51 - Fixed: Target reporting often did not work, especially when using binoculars.
- 1.51 - Added: Additional program parameter: -mod
- 1.50 - Fixed: Grenades do not fly through glass.
- 1.50 - Added: Can choose DirectPlay / Sockets MP implementation at run time.
- 1.50 - Fixed: Mission editor - list of markers is not longer in default settings for newly added units.
- 1.50 - Changed: Multiplayer assignment screens reworked
- 1.50 - Fixed: Landscape texture size in preferences was ignored, Object texture settings was used instead.
- 1.50 - Fixed: When session was lost, client doesn't fully escape from game to basic multiplayer screen
- 1.50 - Added: Label of waypoint in mission editor contains name of group leader
- 1.50 - Fixed: Water surface normals were reversed. As a result, water was drawn too dark.
- 1.50 - Added: Enable different fonts for titles
- 1.50 - Added: It is now possible to issue watch command from map interface using left ALT key and click.
- 1.50 - New: Scripting language hiding rules changed. User defined variables now hide functions with identical name. This ensures old scripts / conditions will certainly work even when new functions conflict with names of existing variables.
- 1.50 - Fixed: Dead player (sea-gull) can communicate only on global channel
- 1.50 - Fixed: When setViewDistance is used to increase visible range, tanks did not adjust their IR detector range accordingly.
- 1.50 - Improved: side chat channel selected when entering briefing screen
- 1.50 - Fixed: Better visible bullet tracers for ZSU and Vulcan.
- 1.50 - New: AI uses crouch position in some situations.
- 1.50 - Improved: Multiplayer screen design
- 1.50 - Fixed: Multiple AI units asked "Where are you" same time.
- 1.50 - Optimized: Memory usage during save-game is now lower.
- 1.50 - Added: tooltips for UI controls
- 1.50 - Fixed: Minor visual bug in AI soldier turning animation interpolation.
- 1.50 - Changed: Error "No entry in config" no longer exits game. This makes mission editing easier in case of misspelled class names.
- 1.50 - Change: First warning during each mission is shown. Only first warning after game was launched was shown before.
- 1.50 - Fixed: Memory leak on dedicated server during night time (when lights are on).
- 1.50 - New: Specular highlight material support added for HW T&L.
- 1.50 - Fixed: MP: Collisions of predicted remote vehicle caused excessive data transfers.
- 1.48 - Fixed: Incorrect texture source (like JPG file not loaded) caused shutdown. Warning message is shown instead.
- 1.47 - Fixed: Server crashed when very large squad.xml was loaded.
- 1.47 - Improved: Chat message priority increased when mission is not running. This should help when chatting during mission transfers.
- 1.47 - Fixed: Config verification checks have increased priority to avoid timeouts during mission transfer.
- 1.47 - Fixed: Different number of cargo slot could crash server or client in MP.
- 1.47 - Fixed: Taking weapon from cargo space could crash dedicated server.
- 1.47 - New: Player ID now displayed in server console when player is connected.
- 1.47 - New: Mouseless control scheme possible. Aiming may be assigned to joystick buttons or keyboard.
Install error: file ijl15.dll cannot be copied from the CD!
No one's really sure why this sometimes happens. If the rest of the installation went OK, you can probably ignore the error. At worst, you can manually copy the file from OFP's RES\BIN folder on the original CD.
If I've previously installed the beta version 1.91 patch, should I also install the final version 1.91 patch?
No. They are exactly the same. Note that 1.96 is the latest patch for OFP!
Customization
Can I play all my old OFP missions and campaigns with OFP: Resistance?
Will my old island, weapon and vehicle addons work with OFP: Resistance?
I used a soundpack addon for old OFP. Will it work in OFP: Resistance?
So, are there other soundpack addons available for OFP: Resistance?
Now that I've installed OFP: Resistance, where should I place unofficial addon files?
OFP: Resistance lets you organize your SP missions in subdirectories!
Managing your addons with -mod subdirectories.
High resolution ground textured OFP Islands.
Can more than one soundpack addon be used simultaneously?
Single Player
I have a question about the Resistance Campaign
Take a look at this article for all questions relating to the Resistance campaign.
Which CD do I need to play OFP: Resistance?
Are there any new SP missions in OFP: Resistance?
I've seen snow capped mountains in OFP: Resistance. Does that mean there are snowy winter missions?
Now that I have Resistance, will I automatically see pistols in old missions and campaigns?
Multiplayer
Danger! OFP can delete your entire disk partition.
What firewall ports does OFP: Resistance use?
I don't have OFP: Resistance. Will BIS release a patch for old OFP versions to be able to play on Resistance level MP servers?
Is Voice Over Net (VON) supported with OFP: Resistance's new socket MP interface?
Can I play on 1.4x version servers with OFP: Resistance?
Changes in on-the-fly MP map download processing in OFP: Resistance.
Will the client's or the server's VISIBILITY setting be used during multiplayer games?
Can weapon inventories be carried over from one mission to the next in multiplayer, like in the Resistance campaign?
Can I use All Seeing Eye (ASE) to find and play in OFP: Resistance MP servers?
List of server URLs in HOST.TXT file does not display or displays incorrectly.
Flares I fire in Resistance MP games are not seen by other players!
Can OFP's standalone dedicated server run on Linux?
The mission list in my server.cfg file is not displaying after upgrading to OFP: Resistance version 1.85!
Is there a cooperative MP version available of the Resistance campaign?
Unstable aiming when in the tank gunner position.
Weapons
Why are pistols firing tracer bullets and how do I stop this?
Is there a hotkey to switch between my main weapon and my pistol?
Vehicles