Homefry 0 Posted October 7, 2004 Alright, I hope we can compile a list of questions we want answered the most. Please, only questions which are reasonable... My List: 1. Do you plan to fix the current limitations of one gunner per vehicle? 2. Is it planned to add more functionality to the scripting side of OFP, such as adding individual ammo, etc. 3. What are your planned updates to the graphics and the physics for OFP2? 4. How far along is development? (In my dreams.... ) Share this post Link to post Share on other sites
Gollum1 0 Posted October 7, 2004 Will the editing tools be released with the game? Is the emphasis still on infantry combat or will vehicle physics modeling and realism be brought up to par? What level of damage modeling will units have and how will it differ from OFP1? How will the command system and radio traffic differ from OFP1, and will there be direct support for commanding other/larger groups than 12 units? Built-in fire support system? That's all I can think of...asking about teeny details like sparks, leaning, animals etc. is really irrelevant. Share this post Link to post Share on other sites
TDogg 0 Posted October 7, 2004 1.Will ofp2 be set in modern combat? If so which countries will be in it? I hope OFP2 will be as realistic as WGL mod Share this post Link to post Share on other sites
m21man 0 Posted October 7, 2004 Quote[/b] ]1. Do you plan to fix the current limitations of one gunner per vehicle? They already said that there would be multiple gunner positions on OFP2 vehicles. Share this post Link to post Share on other sites
hardrock 1 Posted October 7, 2004 2. Is it planned to add more functionality to the scripting side of OFP, such as adding individual ammo, etc. That's also been stated, I think. And remember that even VBS has got new scripting commands though it's only based on OFP engine. I think you don't have to ask that since IMO it's clear that this will be the case. Share this post Link to post Share on other sites
Balschoiw 0 Posted October 8, 2004 Maybe we should check first if any questions will be answered at all. I guess it´s very unlikely as Marek said that they are still in early stage of developement process. Share this post Link to post Share on other sites
Homefry 0 Posted October 8, 2004 Quote[/b] ]Maybe we should check first if any questions will be answered at all. I guess it´s very unlikely as Marek said that they are still in early stage of developement process.Well, if flashpoint.ru got an interview... perhaps there could be more? It still wouldn't hurt to compile a list of the questions the community wants asked. Maybe an interview would be more faesible if it was backed by then entire community, not just a single webpage.Quote[/b] ]They already said that there would be multiple gunner positions on OFP2 vehicles. I wasn't sure... I suppose thats another good thing about this thread... if questions have already been answered there isn't a need to ask them again. Share this post Link to post Share on other sites
Jinef 2 Posted October 8, 2004 OK - My list of criticisms : Quote[/b] ]Do you plan to fix the current limitations of one gunner per vehicle? I think this has an obvious answer and is irrelevant. Think bigger. Quote[/b] ]Is it planned to add more functionality to the scripting side of OFP, such as adding individual ammo, etc. They will have to add more functionality if they want to do more stuff in OFP2. Quote[/b] ]What are your planned updates to the graphics and the physics for OFP2? May consider rephrasing as all I would answer this question with is a "We have many planned updates and you will see them at some point". Quote[/b] ]Will ofp2 be set in modern combat? If so which countries will be in it? BIS has already given hints to the areas it will be set in, also the area is not that important as we have mods anyway. So scrap this one. Share this post Link to post Share on other sites
hellfish6 7 Posted October 8, 2004 Jinef, I'm really looking forward to your questions. Share this post Link to post Share on other sites
shinRaiden 0 Posted October 8, 2004 Quote[/b] ]1) - Will all the file formats for models and textures and maps be officially released like the commented configs? <s>If yes, use q3.1. If no, use q3.2</s> There are plenty of people willing to make good tools ala the qeradiant project for quake and all the OFP tools out there today. Does BIS need tools to make content? Of course, but they don't need it translated into a dozen languages and other odds and ends weirdness that the community needs. Give us the specs and we'll take care of ourselves, while you do what you do best, make a great game. Quote[/b] ]2) - Will various commands that interact with arrays - such as MoveInCargo - be extended to allow the scripter to read and write to specific index points, rather than having 'blind' auto-fill? Doing this would save a fair amount of potential CPU load from otherwise messy scripts, and would support extended functionality like loading stretchers and people on stretchers into pavehawks. OFP appears to know about these indes points, but we can't read or write them currently. Quote[/b] ]3.1) - What is the tools / specs release timeline looking like in relative comparison to the game release time? Not actual date per say, rather relative like 'same time' or 6 mths after, etc. Not to get to ansy or anything... Quote[/b] ]<s>3.2) - Will the current tools - Visitor, Oxygen, Buldozer, Binarize - work as is with Ofp2 content?</s> n/m, I believe it was mentioned elsewhere that OFP1 content would be migrateble into OFP2. Quote[/b] ]4) - Will there be a robust anti-cheat system providing detailed information to server admins integrated? I think this needs to be clarified like "will we be able to load a server-side file list with md5's and such and get a report back from the clients, as well as stronger IP and ID identification and control methods, also will non-pbo material like Avon's Amore-structured data be monitorable as well?" 'Robust' will result in an answer of "We are considering that", which as we all have learned is neither yea nor nay. Quote[/b] ]5) - Will all versions support a standardized localization interface, with only the actual data (fonts and strings) handled by the localizing partners? Now that I think about it, this question is a bit hazy. Then again, there is far too little translation that goes on in SP/MP missions. I think we the community need to step up to bat on that before we go asking for more. Share this post Link to post Share on other sites
Jinef 2 Posted October 8, 2004 Well Hellfish if you see the interview thread 2 of my biggest questions were put forward and answered. I am now reassured that my biggest fear that BIS would be influenced by the mindless hexenkessel kiddies is false. I am very appreciative of that and can now wait happily for OFP2 I can think of some more questions but honestly I think that OFP2 will be so flexible almost everything will be possible. Edit: Some good questions there Shin. Share this post Link to post Share on other sites
InqWiper 0 Posted October 8, 2004 Quote[/b] ]OK - My list of criticisms :Quote  Do you plan to fix the current limitations of one gunner per vehicle? I think this has an obvious answer and is irrelevant. Think bigger. Quote  Is it planned to add more functionality to the scripting side of OFP, such as adding individual ammo, etc. They will have to add more functionality if they want to do more stuff in OFP2. Quote  What are your planned updates to the graphics and the physics for OFP2? May consider rephrasing as all I would answer this question with is a "We have many planned updates and you will see them at some point". Quote  Will ofp2 be set in modern combat? If so which countries will be in it? BIS has already given hints to the areas it will be set in, also the area is not that important as we have mods anyway. So scrap this one. I agree with Jinef. If you have questions read the old interviews first. It must be tiresome and seem a bit meaningless to answer the same questions over and over. OFP2 will have multiple gunner positions. that question has already been answered. It will also have more scripting commands and stuff, that has been answered too. Have a look at www.flashpoint2.com Quote[/b] ]WIDE VARITY OF ENVIROMENTS: OPERATE IN DIFFERENT AREAS ACROSS EUROPE AND ASIA (SOURCE: WWW.CODEMASTERS.COM) Quote[/b] ]AUTHENTIC MODERN VEHICLES AND EQUIPMENT: FLY THE LATEST MILITARY AIRCRAFT AND DRIVE VARIOUS VEHICLES IN A WIDE VARITY OF TERRAIN (SOURCE: WWW.BISTUDIO.COM) I doubt those ideas have changed. Share this post Link to post Share on other sites
Homefry 0 Posted October 8, 2004 It seems all my questions were pointless, seeing as they all have been answered... but some more.. -Will weapons still be handled the same? (Position of hands, texture used for muzzle flash) -Will there be more than one animation type for each movement? -Will soldier models height vary? Share this post Link to post Share on other sites
funnyguy1 0 Posted October 9, 2004 And what with CQB? Better combat in towns, inside the buildings maybe? (CQB movements, and commands) Somethning simillar to R6 series? Do you want to implement It at all? Share this post Link to post Share on other sites
shinRaiden 0 Posted October 9, 2004 What is the problem is CQB? It is AI pathing and reaction to Geometery LOD's. An excellent question would: Quote[/b] ]Will tunable aspects of the AI infrastructure, such as collision avoidance distances, collision detection timeouts, collision sensativty levels and such be externally controllable? Share this post Link to post Share on other sites
shinRaiden 0 Posted October 10, 2004 Hmm, I just remembered that it was mentioned somewhere that content from OFP1 would work 'within reason' in OFP2. So scratch my question (3.2) then. Better question: Quote[/b] ]While community members are able to create custom animations, there are several issues with making them fluid and usable across diverse models, as well as accessible in normal gameplay. Will OFP2 support skeletal animation, and if so, would that be supplementary to or instead of the current vertex based animation methods? Note, a reasonable way to do this would be to take the existing selections for different body parts, and add specifc named memory points that would map to the animation skeleton. This would involve a very minimum of work in order to transition current models into a skeletal animation compatible format. This would also simplify the volume of animations and the complexity of transitions, as well as provide a framework for better integrating female, animal, custom static animation, and of course giant mecha models. Share this post Link to post Share on other sites
berghoff 11 Posted October 10, 2004 Alright, I hope we can compile a list of questions we want answered the most. Please, only questions which are reasonable...My List: 1. Do you plan to fix the current limitations of one gunner per vehicle? 2. Is it planned to add more functionality to the scripting side of OFP, such as adding individual ammo, etc. 3. What are your planned updates to the graphics and the physics for OFP2? 4. How far along is development? (In my dreams.... ) Well, I think OFP2 is still to far away to answer anything about gameplay, scripting yet. But here is my question: 1. Will there still be an Waiting room so that all players start at the same time as in OFP1? 2. Will you be able to walk in cars, planes, choppers and shoot from the windows? 3. Can only pilot fly Choppers and planes and Tank crew only tanks and APC? Because I find it quite unrealistic when a medic jumps in one and start driving and firing! lol 4. Will there be a animation for when people mount cars etc instead of being warped in it? Share this post Link to post Share on other sites
shinRaiden 0 Posted October 10, 2004 Since we're still at the early stages, lets try rephrasing these a bit: Quote[/b] ]1. Will there still be an Waiting room so that all players start at the same time as in OFP1? I don't see why not, lets ask about JIP aspects like "Will we be able to change roles/position ingame rather than have to rely on respawn scripts, which only work in backfilling existing groups?" Quote[/b] ]2. Will you be able to walk in cars, planes, choppers and shoot from the windows? There's any number of ways this could be done, including a workaround of wacky proxy positions, or accurately by integrating inertial effects, which btw could be tied into a health system for g-force blackouts, shellshock, sensory effects (lose your hearing, sight, etc). Once the core system is worked out, then specific class implementation as you described would be relatively straight forward. Quote[/b] ]3. Can only pilot fly Choppers and planes and Tank crew only tanks and APC? Because I find it quite unrealistic when a medic jumps in one and start driving and firing! lol This would best be handled by an integrated 'class' ranking system. This could have a whole pile of fun effects, such as civilians not being to happy when you wander across their fields etc., without having to resort to complicated trigger and scripting sequences. Basically, you could have a byte or so attached to the object ID in the basic engine array that would give extended attributes such as 'pilot rating', 'tank driver certified', etc, and depending on the addon and mission implementation, you could have a resultant effect of either decreased performance/stability/speed or being hauled out of the cockpit and court martialed for insubordination. This would result from the current structure for leadership morale - shoot your squad and they'll shoot you - system. While this could theoretically be implemented now, it would be a real pain to setup because of all the layers of triggers and scripts needed. I'm thinking more of a class ranking system that would trigger on basic events and collision detection-type scenarios, as well as the ability to use 'intelligent' markers to designate 'civilian areas', and such. Quote[/b] ]4. Will there be a animation for when people mount cars etc instead of being warped in it? With the current animation system that would be a huge pain because of the different size and shape of the vehicles. Mod makers could create that effect currently by using evenhandler scripts that would execute an animation on the vehicle to open the door or hatch, switchmove the entry animation, followed by an instant MoveInX animation to seat them in their place. However, the difficulty of matching all the possible models to all the possible vehicles is not a welcome thought. With a simpler skeletal animation structure however, you could specify a door frame and the animation could theoretically scale to match that, and then you just specify a general class like "ClimbUp" or "TumbleIn", etc. Share this post Link to post Share on other sites
Lin_Txarames 0 Posted October 11, 2004 32 or 64 bits architechture? or both? will we enjoy OFP2 like a mix of "air simulator" and on ground too? Â Share this post Link to post Share on other sites
gonk 0 Posted October 12, 2004 1. Will there be a Multiplayer-able Campaign that is saveable ? 2. Ability to use multiple screens ? i.e. map on one monitor and 1st person view on the other ? 3. Still allow a votable "admin" on servers ?.. I think this has helped heaps to slow the on-slaught of cheaters. 4. Ability to turn aircraft cockpits off to aid viewing... a 17 inch monitor needs all the help it can get. 5. More customisable features... Height/weight/face shape /equipment... to with in reason. 6. A Collectors edition..With a compass/nice manuals/T-shirt ? 7. Give units different skills...i.e. sniper can not carry much but he is able to climb trees. 8. Date for some screen shots ? thanks... Share this post Link to post Share on other sites
kavoven 4 Posted October 12, 2004 Look guys, the offical release date is in 2006 and when I read the interview with Marek at flashpoint.ru I would say even 2006 is too early, because he answes nearly everything with 'We consider it', that makes the whole thing look like, he also has no real idea, how OFP 2 will be, so why are you asking such specific questions? I know that it's quiet a long time until the release, but these permanent questining won't make the process faster Share this post Link to post Share on other sites
gonk 0 Posted October 12, 2004 Most of us are just making conversion to kill time...not too worried if they get answered or not. We know Bis are very busy people. Anyway if we all waited for the game to be in beta stage before we started to ask questions it would be a very quiet forum for the next 2+ years and people would drift away... Probably to CS. LOL Share this post Link to post Share on other sites
kavoven 4 Posted October 12, 2004 Kill time with making new missions or group together and do a campaign That's what we need, new campaigns and missions to play, until OFP 2 is out Share this post Link to post Share on other sites
Baphomet 0 Posted November 14, 2004 What with the pretentiousness of a lot of pseudo realistic game/mod developers. After reading the pedantic treatise on why a certain mod developer decries Free-aim based targeting systems (like ofp's) unrealistic. I just want to know that the OFP we've come to know will only be improved upon. Not changed. I swear a non free-aim targeting system would suck so bad. It's like going back to the dark ages when all we had for FPS games where shitty sci fi ones like quake. I'll curse BIS forever if they get rid of free-aim. Share this post Link to post Share on other sites