Colossus 2 Posted August 2, 2005 img]http://img.photobucket.com/albums/v505/sniperskull/VBS1/dxdshot1122939099small.jpg[/img]100kb+ VBS1? Share this post Link to post Share on other sites
stakex 0 Posted August 2, 2005 see whats dumb is that BIS throws the ugly ass tanks in their Armed Assualt Screenshots when they can easily use the ones from VBS that totally kickass  Well that screenshot was also taken months ago. They were released durring E3 back in the middle of May, and who knows how long before that they were taken. Three months is a lot of development time for a game... and they still have another three months to go. So I would possibly expect to see them diffrent when the game releases. But if there not... just use Mods. Most people are probly going to use user created vehicles anyway. Share this post Link to post Share on other sites
Heatseeker 0 Posted August 2, 2005 see whats dumb is that BIS throws the ugly ass tanks in their Armed Assualt Screenshots when they can easily use the ones from VBS that totally kickass  You forget the ppl that were crazy enough to spend hundreds of €'s on those packs and that these were very expensive for more than one reason. I do agree that the old OFP units should be changed for something more up to date and better looking but not so much has to limit gameplay and the total amount of units rendered simultaniously, better vehicals and weapons would be nice and should be expected, otherwise many will complain about buying the same thing twice or buying a new game with 4 years old, already used art in it, i think that would disapoint pretty much all non fanatic customers . Share this post Link to post Share on other sites
adumb 0 Posted August 2, 2005 img]http://img.photobucket.com/albums/v505/sniperskull/VBS1/dxdshot1122939099small.jpg[/img]100kb+ VBS1? Yep Share this post Link to post Share on other sites
SHWiiNG 0 Posted August 2, 2005 note how sinister the new soldier in ArmA looks.. ohh im scared now! Share this post Link to post Share on other sites
Scrub 0 Posted August 3, 2005 Of course, these pics might not be exactly like the finished product, so saying just about anything is pure speculation.. Speaking of which, will there be anymore info released about ArmA's capabilities before IT'S release? One more month 'till 4Q starts, and expectations will start rising to a state of frustration. Â I'm heading there as the current tid-bits of info have been dissected and analyzed to death, the forums have gone perceptibly dry of factual hopes and wandered into a more wistful state.. : Share this post Link to post Share on other sites
alacasam 0 Posted August 3, 2005 Quote[/b] ] One more month 'till 4Q starts, and expectations will start rising to a state of frustration.  the forums have gone perceptibly dry of factual hopes and wandered into a more wistful state..  : i fully agree with you scrub  Share this post Link to post Share on other sites
Dwarden 1125 Posted August 3, 2005 beta comparsion will be to have beta or demo build Share this post Link to post Share on other sites
Pyronick 21 Posted August 4, 2005 I don't care actually if the graphics are updated... Well a bit though I just want NovodeX physics and the dynamic destruction engine in ArmA... I know its too late for that now, but look at the advantages.<ul> [*]Hardware accelerated when you have a Ageia PhysX PPU, Software accelerated (and much quicker than nowadays physics engine) when don't have Ageia PhysX PPU [*]Enhanced much better physics engine, compared to Havok 2, OpenDE, Newton, etc. [*]When in the future even faster and better performing physics cards will come, you can get even more physiqued objects in the game... I can't find any disadvantages apart to the gamers who hate physics but those people are crazy. Physics, AI, proper controls, Realism and the story dominates gameplay. Physics are definatly important if you want to sell your game, and hardware accelerated physics are definatly important when you create huge battlefields. Share this post Link to post Share on other sites
meyamoti 0 Posted August 4, 2005 Oh the helmets castin shadows,I think they put in dynamic shadows,sweet if they did!! this means helicopter engines and such would cast shadows over the model and object increasing OFP much more,haha bf2 prepare to eat dust. Share this post Link to post Share on other sites
Silent Sniper 0 Posted August 4, 2005 Don't ya think that BF2 has already eaten enough dust? i mean comon people. It didnt stand a chance compared to OFP Share this post Link to post Share on other sites
Heavy Metal 0 Posted August 4, 2005 note how sinister the new soldier in ArmA looks.. ohh im scared now! Sinister? He looks battle weary, AKA thousand yard stare. Share this post Link to post Share on other sites
xnodunitx 0 Posted August 5, 2005 with the "why the hell did I join up for this..." thought. Share this post Link to post Share on other sites
Dwarden 1125 Posted August 5, 2005 why is everyone excited about that Novodex PPU ... firstly you need graphics card capable to "match" all objects to render ... i would like to see some "light" PPU to become part of videocards instead ... second ... that price is quite high for specialised purpose card ... third ... we are getting into time of dual core and dual cpus ... where additional core/processor can handle the physics fourth ... Novodex is pushing own proprietary format ... nothing what can be named "standard" Share this post Link to post Share on other sites
xnodunitx 0 Posted August 5, 2005 Woo I'm goin insane from waitin for the day till AA is released,when that happens my arse is parked with "messenjah" playin. btw somebody correct me if I'm wrong but doesn't it look like their usin a new face mappin system? Share this post Link to post Share on other sites
ninjatek 0 Posted August 8, 2005 I don't see tall grass in these SS but have seen it other SS of AA. Anyone who played Joint Operations knows that using tall grass for stealth while prone is pretty important, especially for snipers. The only thing is that some engine would allow you to turn off the effect of grass in the video settings, this understandable for those with low system specs or wanting more performance. However if the grass effect is turned off it should not take away the concealment effect offered. This was done pretty good in JO, if the grass effect is turned off it pretty much made those using the grass as cover nearly invisible (but not completely), it was actually easier to spot a person moving prone in the grass if you had the effect turned on as you could see the grass move. Share this post Link to post Share on other sites
Guest Ti0n3r Posted August 8, 2005 Perhaps it will be possible for servers to have two options. To either enable/disable it for all players or to just let the players decide if they want to enable it or not. That would be the best solution I think. In coop missions it wouldnt matter very much if players had that grass turned on or not, while in CTF games players who turned it of could use that to their advantage. I think you know what I mean. Share this post Link to post Share on other sites
gandalf the white 0 Posted August 9, 2005 Perhaps it will be possible for servers to have two options. To either enable/disable it for all players or to just let the players decide if they want to enable it or not. That would be the best solution I think. In coop missions it wouldnt matter very much if players had that grass turned on or not, while in CTF games players who turned it of could use that to their advantage. I think you know what I mean. Yup, Farcry had this problem too... they chose for the easy solution: disabeling ALL the grass Share this post Link to post Share on other sites
xnodunitx 0 Posted August 9, 2005 What about like Soldner? the grass is everywhere but only appear to you at certain ranges thus you don't have to load every part of grass on the map or whatever. Heres some pics http://games.tiscali.cz/images/soldner/bkgc.jpg Notice the grass everywhere except on the foot of the hill? http://www.4gamer.net/previews/soldner/img/soldner001.jpg same here,grass except far off in the village. http://zeden.net/img/2003-11/soldner_002.jpg And again,grass everywhere except far off,I'll isntall it later and get some footage of how it works. Hmm...hope that it or ofp2 will have as much maneuverability the tanks had in soldner,hills were no issue to tracked vehicles at all. Share this post Link to post Share on other sites
kavoven 4 Posted August 9, 2005 But fo that solution we do not need a new OFP version, we've got it already in 1.96 as addon Share this post Link to post Share on other sites
Guest _Aragon_ Posted August 9, 2005 If it gets built into the engine it would run and be implemented better. Share this post Link to post Share on other sites
xnodunitx 0 Posted August 9, 2005 I just hope tanks are able to move up hills and mountains faster like in soldner,those tanks couldnt get stopped by well,anythin cept mostly trees. Share this post Link to post Share on other sites
Pyronick 21 Posted August 11, 2005 why is everyone excited about that Novodex PPU ... firstly you need graphics card capable to "match" all objects to render ... i would like to see some "light" PPU to become part of videocards instead ...second ... that price is quite high for specialised purpose card ... third ... we are getting into time of dual core and dual cpus ... where additional core/processor can handle the physics fourth ... Novodex is pushing own proprietary format ... nothing what can be named "standard" first: no! you understand it completly wrong. The PPU calculates all physical objects, which in OFP's situation is alot! second ... it was build on a specialized architecture which was very difficult to build even at 0.65nm fabrication. third ... no this was actually proved wrong. A Dual-Core Pentium D can only operate minor things like 30-40 real-time objects and maybe 40 more (just-in-time delayed). But the PPU can calculate exactly 45.5536 object real-time and 201.000 something more (just-in-time). Notice the difference? Now you can physique every hair/grass you can see and it features fully-destructable environments (fully destructable cities) with 0% CPU power loss... .. Beat that! This is simply a must for a big-scale game like this. Share this post Link to post Share on other sites
Dwarden 1125 Posted August 12, 2005 30-40 objects? ... god ... what lame API is that ? i guess you not saw Meqon in action on single core CPU ... Share this post Link to post Share on other sites
Killbert 0 Posted August 12, 2005 Don't get your hopes up with that 0% cpu hit. Have Novodex actually produced any beta cards yet? Even if the ppu could simulate 200 000 objects, the cpu have to keep track of them also, and gpu have to draw them on the screen. So there will be a performance hit, no matter how fast the ppu is. Share this post Link to post Share on other sites