chortles 263 Posted August 24, 2012 Fans of the "Metal Gear Solid" series know that every game has a character named "Johnny" who is usually an enemy prision guard, and they are all in fact blood related lol!There's apparently only two who actually appear, the infamous MGS1/MGS2/MGS4 incarnation are all the same character while the one seen in MGS3 is his grandfather. ("Jonathan" from Portable Ops is NOT a blood relation.) Share this post Link to post Share on other sites
liquidpinky 11 Posted August 24, 2012 There's apparently only two who actually appear, the infamous MGS1/MGS2/MGS4 incarnation are all the same character while the one seen in MGS3 is his grandfather. ("Jonathan" from Portable Ops is NOT a blood relation.) They do all need to lay off the curry though. ;) Share this post Link to post Share on other sites
Madeon 6 Posted August 24, 2012 This video is new to me, first time I seen self propelled artillery firing at night. http://www.centrumher.eu/arma-3-videoprezentacia-z-gamescomu/ Share this post Link to post Share on other sites
Madeon 6 Posted August 25, 2012 Another new video has emerged showing a quick firefight - i_vdNBnvkhg Share this post Link to post Share on other sites
Colossus 2 Posted August 25, 2012 What's that in the air at 0:59? Is it the Ka-137 from PMC? Share this post Link to post Share on other sites
f27sharps 1 Posted August 25, 2012 I thinks it's littlebird's back Share this post Link to post Share on other sites
Colossus 2 Posted August 25, 2012 Ah, alright. Just thought the shape looked a bit funny at first glance. :) Share this post Link to post Share on other sites
arigram 0 Posted August 25, 2012 (edited) The Game Jar interview with Bohemian head honcho Marek Spanel regarding all projects, from Operation Flashpoint to now (not just Arma 3): A couple notes regarding Arma 3: - The move to DirectX 10/11-Windows 7 is done more for engine stability reasons - Not really focused on DirectX graphical features (such as tesselation) apart from the improved lighting system - The Editor will remain the same but with new tools such as a loadout editor (most probably that means RT3D is not going to be worked on) Edited August 25, 2012 by arigram Share this post Link to post Share on other sites
HKFlash 9 Posted August 25, 2012 Omg load out edition in editor?! I'm crying of happiness now! Share this post Link to post Share on other sites
chortles 263 Posted August 26, 2012 @colossus : F27Sharps is right, the AH-6 is providing CAS support for the team in this showcase.I believe you mean the AH-9.- The move to DirectX 10/11-Windows 7 is done more for engine stability reasonsCan't say I'm surprised, engine stability is supposed to be one of the selling points of ARMA 3 (though sadly damning of the previous games), like how IstaGoat said that the plan for AI is "no new features, we have to get the ones we have actually working first". Also, new tools = YES, though I wouldn't say that RT3D is necessarily out. Share this post Link to post Share on other sites
Grey-Legolas 10 Posted August 26, 2012 I wouldn't say that RT3D is necessarily out. Well, of cource not necessarily, but still very much wanted. And if not, at least it would be nice i BIS improve unit allocatin inside buildinhgs which would be really useful, concearning improved CQC Ai and just impossible now without scripts. Share this post Link to post Share on other sites
Zorg_DK 10 Posted August 26, 2012 Loadout editor, excellent! Share this post Link to post Share on other sites
papanowel 120 Posted August 26, 2012 I hope we will also be able to use user addon's weapon in the loadout editor. Share this post Link to post Share on other sites
Madeon 6 Posted August 26, 2012 I noticed at 4:52 that his pistol vanished into thin air as he switched to his primary weapon. It's not a big deal but I just wanted to point it out. 44b7oOn32CI Share this post Link to post Share on other sites
HKFlash 9 Posted August 26, 2012 Pre-alpha material. Share this post Link to post Share on other sites
HKFlash 9 Posted August 26, 2012 asdasd Just googled that. Epic. Share this post Link to post Share on other sites
Flash Thunder 10 Posted August 27, 2012 My cries have been answered no more stupid init scripts! :dancehead: removeall; addweaponM16a4x5.56STANAG POOP Share this post Link to post Share on other sites
smookie 11 Posted August 27, 2012 Just googled that. Epic. Keeps stupid people occupied <trollolol> Share this post Link to post Share on other sites
NeuroFunker 11 Posted August 27, 2012 Keeps stupid people occupied <trollolol> heehee. But i hope, you guys won't troll us with bugs and bad optimization this time, as it was with arma 2. <trololol> ;) Share this post Link to post Share on other sites
Wolfstriked 11 Posted August 28, 2012 At 4:24 the recoil only causes the weapon to move while the hands stay still.That is due to alpha?And just to add I love the sway while prone.:D Share this post Link to post Share on other sites
-Coulum- 35 Posted August 28, 2012 At 4:24 the recoil only causes the weapon to move while the hands stay still.That is due to alpha?And just to add I love the sway while prone. Yes indeed. Not only was there actually considerable sway but it seemed much smoother and less jerky. Also like how magnification actually multiplies the sway unlike in arma 2 where your hand suddenly becomes steadier when using high magnifications. Just a hopeful question, will there be a scripting command that will allow us to "multiply" sway? Something like the setunitrecoilcoefficient command, but for sway instead of recoil? This would be really great for making addons to fit those groups of people who absolutely hate sway, or those on the other extreme who feel there needs to be much more sway than already implemented. Share this post Link to post Share on other sites
pvtdancer 5 Posted August 28, 2012 While its still pre alpha I think it looks good! I'm excited. Share this post Link to post Share on other sites
kylania 568 Posted August 28, 2012 My cries have been answered no more stupid init scripts! My guess is that it'll be good enough for people that wanna simply change a primary weapon or give civvies a weapon but for any kind of custom loadout it'll be more of a hindrance than a replacement for init scripts. For example I can swap out binocs for rangefinders with a single line of code for a whole group. If you can't do something like that one time for a whole group than the loadout editor might just be for show really. Share this post Link to post Share on other sites