EddyBoy 0 Posted February 11, 2006 This pics Well in that pic it is clear to see there is no gunner on the RHS. All pics have the gunner on the LHS. Share this post Link to post Share on other sites
CsonkaPityu 0 Posted February 11, 2006 I'm more concerned about the buildings if you ask me, looks like they won't be destroyable, they don't appear to have interiors. But Arma was announced as a smallish update to Flashpoint anyway so I never really expected major breakthroughs. Just something to pass the time until Game2. You gotta admit the screens look nice. Share this post Link to post Share on other sites
robert(uk) 0 Posted February 11, 2006 I'm just wondering if the smoke from those buildings is scripted, not actuallly something that has been destroyed dynamically by the player or AI... Share this post Link to post Share on other sites
TeRp 1 Posted February 11, 2006 This picsWell in that pic it is clear to see there is no gunner on the RHS. All pics have the gunner on the LHS. Dude, that's the chopper with the FFARs, not the one armed with a gatling gun. Again, absolutely now evidence on multiple gunner support. Share this post Link to post Share on other sites
esti_the_big 0 Posted February 11, 2006 I'm still hoping for destroyable buildings, hell it can't be that hard to implent since they already seem to have the technology Explosions look the same still, but I guess thats something they'll change in the end. Apart from that it looks great, landscapes are dense and look a lot more natural than ofp, I like the new setting as well, it indeed looks very mediterranean. Btw, where did those new screens actually appear? Kinda weird (for BIS politics at least) to just let some screens pop out on some random sites... Share this post Link to post Share on other sites
Redkid Joker 0 Posted February 11, 2006 I'm wondering... Which side is this minigun on: http://games.tiscali.cz//images/armedassault/bnga.jpg And which side is this on: http://games.tiscali.cz//images/armedassault/bmga.jpg Share this post Link to post Share on other sites
txalin 2 Posted February 11, 2006 I'm still hoping for destroyable buildings, hell it can't be that hard to implent since they already seem to have the technology Destroyable buildings in a game are veeeery complex decision, what they should do, allow us to destroy every building ingame or not? if we can destroy every building the gameplay will be very affected, imagine that you're in a smal village, playing some kind of cti game, you pick up a tank and you destroy every building in the village, then, what can you do next? where infantry can hide? i hope that BIS takes the correct way, a realistic style but also gameplay, maybe that you can blow up some walls from the buildings and not destroy it entire.... Share this post Link to post Share on other sites
txalin 2 Posted February 11, 2006 I'm wondering... Which side is this minigun on: http://games.tiscali.cz//images/armedassault/bnga.jpgAnd which side is this on: http://games.tiscali.cz//images/armedassault/bmga.jpg nice find!! Share this post Link to post Share on other sites
kavoven 4 Posted February 11, 2006 I still can't see any mutiple gunnerpositons... Share this post Link to post Share on other sites
TeRp 1 Posted February 11, 2006 I'm wondering... Which side is this minigun on: http://games.tiscali.cz//images/armedassault/bnga.jpgAnd which side is this on: http://games.tiscali.cz//images/armedassault/bmga.jpg Left and .. hmm.. left in the first picture you can see the side window of the cockpit on the right and the engine (?) or whatever that is on the Blackhawk on the left. --> Gun is on the left side of the chopper. On the second pic, well I don't need to tell you which side this is... Share this post Link to post Share on other sites
funnyguy1 0 Posted February 11, 2006 yeap, look at the blades... both guns on the left side Share this post Link to post Share on other sites
Heatseeker 0 Posted February 11, 2006 2 new screens http://games.tiscali.cz//images/armedassault/bmga.jpg http://games.tiscali.cz//images/armedassault/bmgb.jpg and 3rd by Spoock: http://games.tiscali.cz//images/armedassault/bmgc.jpg Very good indeed, multiple gunners or not i really like what im seeing lately, for what was supposed to be just a flashpoint upgrade its turning out quite impressive, with these graphics and OPFE's improvements in it will be more than good enough for me . Share this post Link to post Share on other sites
orange juice 0 Posted February 11, 2006 There is no gatling gun on the right side in bmga.jpg Sorry, look again. What appears to stick out on the right side is just the same "handle" or whatever that is on the left side also. edit: <-- hopes for working windshield wipers. Share this post Link to post Share on other sites
lwlooz 0 Posted February 11, 2006 Maybe it is me,but the view distance is kinda back to a OFP level isn't it.Certainly lower than on the other screens Share this post Link to post Share on other sites
orange juice 0 Posted February 11, 2006 Yeah, it appears to be. Maybe some performance issue with "stuff going on" on the map? Share this post Link to post Share on other sites
metalchris 0 Posted February 11, 2006 nice media update , finally some pics. Now a statement that assures that multigunners and ATGM wheeled vehicles are hardcoded and i be perfectly happy Share this post Link to post Share on other sites
esti_the_big 0 Posted February 11, 2006 I'm still hoping for destroyable buildings, hell it can't be that hard to implent since they already seem to have the technology Destroyable buildings in a game are veeeery complex decision, what they should do, allow us to destroy every building ingame or not? if we can destroy every building the gameplay will be very affected, imagine that you're in a smal village, playing some kind of cti game, you pick up a tank and you destroy every building in the village, then, what can you do next? where infantry can hide? i hope that BIS takes the correct way, a realistic style but also gameplay, maybe that you can blow up some walls from the buildings and not destroy it entire.... Well... Of course gameplay would be affected, but in a positive way. Destroyable buildings make the whole thing more dynamic, exactly what you said, where can infantry hide then? Its more realistic, more dynamic, gets even more tactical then. The only problem would be how AI handles the additional dynamics. BIS main goal should still be a realistic gameplay experience, and dynamic destruction enhances both realism and gameplay. Share this post Link to post Share on other sites
Heatseeker 0 Posted February 11, 2006 Well... Of course gameplay would be affected, but in a positive way. Destroyable buildings make the whole thing more dynamic, exactly what you said, where can infantry hide then? Its more realistic, more dynamic, gets even more tactical then. The only problem would be how AI handles the additional dynamics.BIS main goal should still be a realistic gameplay experience, and dynamic destruction enhances both realism and gameplay. The complexity and resource demand of such a feature could also introduce major limitations and have a bad impact on gameplay, map scale and performance . Imagine for example that BIS is creating a city with.. 1000 buildings and imagine that all of them (or most) use dib, now imagine that because of this feature they would have to cut down on the size of such city because of performance, thats one major limitation right there. Or imagine that BIS is working on improved a.i. building interaction, making the a.i. use buildings better, and some buildings have several floors, DIB would likely interfere with this much more important gameplay improvement . The realism concern also comes to mind, buildings dont colapse just like that, the "dynamic" part would be flawed if the same chunks of it are blowned out in the same order or the destruction efect is the same all the time, this is yet to be seen in any game out there, including small games that dont have the ability/need to draw large amounts of terrain detail and objects/decorations, to expect such a complex and demanding feature in a game of this scale might be setting yourself up for a probable disapointment has the game uses alot of structures in both quantity and variety. Maybe they will include something like DIB in some small structures like radio antennas, bridges and fuel stations but i wouldnt count on much more than that. I also believe that the reason why people want this DIB so much is because of the fun factor of creating destruction, i dont think its very comon for buildings to colapse in real wars or for the military to waste amunition on things other than the enemy just for the sake of it, there are much more important things like having proper colision and cover (instead of being seen and shot thru walls), a better damage model and better a.i. building interaction, DIB seems very unimportant if we look at OPF buildings and room for improvements. Share this post Link to post Share on other sites
Scrub 0 Posted February 11, 2006 About the sky in these latest pics, the distance Is smaller, and the clouds are off. I wonder if they are purposely removing different elements from each image so the whole shebang will knock our collective socks off on release. (here's hoping). More than likely, these are dev pics where they turn elements off so they may see more clearly the one they are currently tweaking. Either way, I'm loving it! Share this post Link to post Share on other sites
kavoven 4 Posted February 11, 2006 @Heartseeker Do you expect nukes every minute so that all buildings collaps at ones? And I guess there won't be 1000 buildings either. So there are no performance issues if there is a fight between two squads... The DDS we saw in that VBS video was quiet fine in my opinion, wh don't use it? Share this post Link to post Share on other sites
hoot 0 Posted February 11, 2006 does anybody have already seen debris and weaving grass on the ground ? looks like the good old carpet was simply polished with bumbpmapping or normalmapping, or whatevermapping, but debris and grass (known from ofp:e) are still missing... i just didn't want to repeat the lots of essential calls for multiple gunnerpositions and destructible buildings, so i call for some additional eyecandy ...the picture of the bmp2, the right part, is it just a bit blurry or a depth-of-field effect from the engine? edit: somehow the trees have no shadows and every object seems to be lluminated correctly except the vegetation(?)...don't wanna bitch, but its just eye-catching... Share this post Link to post Share on other sites
Scrub 0 Posted February 11, 2006 That pic does look a bit doctored up, doesn't it? BMP's have the engine in the front, and the blur is at the rear. Â hmmm. Â ArmA's cinematic camera effect maybe? Anyone notice in the 'BMGA.JPG" the rotor blade's shadow on the fuselage? Nice. Share this post Link to post Share on other sites
Marcus-Ergalla 0 Posted February 11, 2006 I think these Pictures are very interesting. On the island there is a mix between some old nogovian trees and palms... The BMP looks really great, can't wait to make some screenshots with him But I don't like the textures of the B-H much, I think they look a bit to blurry... but it's still some time until ArmA will bereleased Share this post Link to post Share on other sites
advocatexxx 0 Posted February 11, 2006 if ArmA is going to center around urban combat, then i wonder what revisions has BIS made to the overall movement/view dynamics. As I know, OFP has a "hotbox" in the center of the screen which allows a player to move the targeting cursor without changing the view. It's only when the player moves their targeting cursor outside of this invisible hotbox in the center of the screen that one can shift their view to the side, up, down, etc. In contrast with other FPS games (which have the view always centered, and the movement of a mouse results in the change of view with even the slightest input), I think the current viewing dynamics in OFP are a great approach when engaging at long distances. But I remain wary as to how this is going to work in urban environment. The problem I envision is that in close-combat urban environment, one needs to look around much faster. In Resistance, playing in the big towns, the current dynamics of viewing have certainly shown their weakpoint.. Games like Ghost Recon, etc. certainly excel in urban combat, because the player has a lot "faster" way of moving about, hiding behind corner, etc. Current Flashpoint engine simply does not work that well. So in light of BIS's initiative to implement urban combat in their upcoming title, I certainly hope that they've revised (to some extent) the viewing and movement dynamics of soldier units. Share this post Link to post Share on other sites
PainDealer 0 Posted February 11, 2006 these new pics really show some detail! the older pics aren't as impressive as the new shots I think. Share this post Link to post Share on other sites