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EricM

Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!

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Quote[/b] ]- Smoke and particles still go through building-parts/objects? That means rain in buildings again? Please no!

Errr...smoke doesn´t go through roof as far as I can see. Seems like particles now have a collision system, quite the opposite of what you say.

Hmm i don't know, maybe i have eye-cancer but at the explosion beginning, it looks like the usual smoke-puffs going through that roof. The black smoke however seems to largely collide with the roof like you said....

Stange indeed.

Quote[/b] ]
Quote[/b] ]no visible new shaders

Heh ?

The sec-cam footage is b/w. Unless you got a crystalball added to your monitor, you´ll not really know what global and object shaders are in place and working. I know where I´m coming from...I spent the whole day to create shaders for a current project. It´s a mystery for me how you can see it in a washy sec-cam footage in greyscale.

No no, i'm primarily meaning the civillian vehicles you can see at the beginning in color.

But also the Hilux_civil in red looks identical to Arma1 ones.

Same i think goes for the BRDM. But we will see later of course.

Quote[/b] ]
Quote[/b] ]BIS can you maybe think about all the cool RPG-Missions which using mostly only civillian vehicles? Thanks!

The ones you think about ?

I guess BIS have their very own agenda, a professional one.

I´m not pointing fingers at anyone now, but before you start fingerpointing it´s better to get your facts straight. Shaders are not meant to make something look ubershiny. It´s the textures and texture stages and channels that make the look. Global shaders like blur, reflection maps, etc are included in the global channel of an engine that is rendering to the viewport while custom object shaders are object-specific to define specific materials, highlights and material depth. While it may be wanted that every object is rendered with a 3 or 4 texture-stages layout plus a unique shader it´s a really hard thing to get this to work in a game like Arma 2. For example a 128 KB jpeg tiled texture will end up with a size of 8 MB of gfx-card memory usage. That´s what I have learned when working with a 3D engine. Memory management is the crucial part with 3 engines today.

Keeping this in mind the distance of the sec-cam to the cam-target indicates that the LOD-management is the deciding factor. Objects rendered in the distance will never have the full detail-set as objects rendered in close distance.

This is only my basic knowledge from working with an up-to-date

DX9 engine for commercial purpose. If I´m wrong I´ll accept it anyime.

I hope you are right with that.....i really hope.

But your comment with the "rather professional agenda" in correlation to the common known RPG-Maps, could one think its meant as an insult/rant... i think you also know how much time scripting these missions has cost/can cost.

Just to point it out....

Anyway, lets see what footages we see next.

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Hmm i don't know, maybe i have eye-cancer but at the explosion beginning, it looks like the usual smoke-puffs going through that roof.

Zoom in!

The roof has large rusted holes in it!  biggrin_o.giftounge2.gifbiggrin_o.gif

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Hmm i don't know, maybe i have eye-cancer but at the explosion beginning, it looks like the usual smoke-puffs going through that roof. The black smoke however seems to largely collide with the roof like you said....

Yes I guess the initial particles are the same script than ArmA ; but black smoke shows it's possible for smoke in the game engine to avoid buildings... so it's just needing tweak !

Same goes for tanks cannon : I watched russian video once more at slow speed, and you can clearly see the cannon is entering a bit in the hull... (no pervert mind here)

So you can just tweak shoot recoil and cannon recoil to get it right as the engine allow it wink_o.gif

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I watched russian video once more at slow speed, and you can clearly see the cannon is entering a bit in the hull

I had to do the same and you're right, there is indeed tank recoil, and that's good news. Nicely spotted.

From what I can tell, the cannon retracts about 10 cm.

23u1tuw.jpg

nv4lzl.jpg

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The good stuff begins at 1:17, those cops look amazing. smile_o.gif

Oh man, this game will be pure ownage....

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looking nice

but, if BIS looking for new fans, that's not the way IMO

people find this kind of trailers boring icon_rolleyes.gif

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looking nice

but, if BIS looking for new fans, that's not the way IMO

people find this kind of trailers boring  icon_rolleyes.gif

I dont agree there, I think overall with all the videos that have been released you can see so many different sides to this game. True I dont think that this video alone would create that much intrest and it is not the video that will market the game but it is another glimpse it to the possibilities..

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I watched russian video once more at slow speed, and you can clearly see the cannon is entering a bit in the hull

I had to do the same and you're right, there is indeed tank recoil, and that's good news. Nicely spotted.

From what I can tell, the cannon retracts about 10 cm.

[xxx]http://i40.tinypic.com/23u1tuw.jpg[/img]

[xxx]http://i40.tinypic.com/nv4lzl.jpg[/img]

WOW!!! Nice spot!

Now thats really awesome indeed!!!!

Very good spot, thanks for that - i wasn't able to spot that.

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looking nice

but, if BIS looking for new fans, that's not the way IMO

people find this kind of trailers boring  icon_rolleyes.gif

I dont agree there, I think overall with all the videos that have been released you can see so many different sides to this game. True I dont think that this video alone would create that much intrest and it is not the video that will market the game but it is another glimpse it to the possibilities..

Agree.

i think that this trailer is not adding anything for new faces

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dont think so. trailers are perfect at the moment. some action but more story and "boring" stuff. just like its ingame later.

if they targeting all the "cs/bf2/cod4 i want frags" guys and this guys think "whoo action yeah need it!".

They would disappointed later after buying the game and left negative recommandations :/

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dont think so. trailers are perfect at the moment. some action but more story and "boring" stuff. just like its ingame later.

if they targeting all the "cs/bf2/cod4 i want frags" guys and this guys think "whoo action yeah need it!".

They would disappointed later after buying the game and left negative recommandations :/

yeah, rather show what's the game is about and keep it 'harcore', so it would only attract those who really want to play it, not just those who doesn't get this type of game and demand big changes (ubisoft)

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Hi all

The purpose of trailers is advertising.

To inform potential customers of the possibilities.

The latest trailer did that, geometry affected smoke, trains, complex factions.

If you check out the comments around the web it is the possibilities that are piquing peoples interest.

Kind Regards walker

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you mean they become curious

that's fine but ArmA is better than this trailer IMO

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There is different ways of marketing stuff, sometimes subtle and sometimes in your face style biggrin_o.gif

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this i know  biggrin_o.gif

there is a Gaming forum that i'm running and i'm trying to advertise this game also  smile_o.gif

it just that the last trailer was not understood by some

but that's fine with me

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Dualcore support...

What about QUADCORE...

And memory handling...

Projected Optimal PC System Requirements

Quad Core CPU

1 GB RAM

Fast GPU (8800GT level) with Shader Model 3 and 512 or more MB RAM

Hope that answers your question. smile_o.gif

Gooosh I'm so excited! ArmA 2 is going to be great! inlove.gif

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Quote[/b] ]- Smoke and particles still go through building-parts/objects? That means rain in buildings again? Please no!

rain in buildings is a totally different matter, rain in arma 1/ofp was simply stuck on to the camera, if you turned your head it would seem to follow your view. hopefully the rain will be a proper particle effect now (i think NIM weather had proper rain effects so it should be possible).

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Regarding rain:

Heavy rain = Mud!

Mud = vehicle gettin stuck, People running slow throug muddy areas.

People gettin stuck = fightin advantage!

That would be a nice feature, but proberbly wishful thinking. biggrin_o.gif

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Theres already 5 trailers out there, most of which have explosions of some sort of action sequences showing off some of the games charm. I think BI made the decision to go with this video because a few things: NAPA is one poor ass faction - hence the security camera and guerrilla like tactics. The second thing, is that as I said - you've already got yourself like 5 action shot videos. I think a video like this kinda brings some of the potential buys of the game back down to earth, making them remember that this is a game based around realism, not about pretty graphics and hollywood like action sequences.

With that said, I really want to see mechanics.. but I can see see justifiable reasons (business and otherwise) that would prevent BI from showing off particular aspects of it. People not firmilar with non-scripted AI might be a little torn apart from there "life like scripted AI"...

I hope a script runs in-game that blows up that red pick up truck and deletes it from the addon directory. I hate that truck. Oh, and I will take this to my grave: Those copy/pasted plane green ugly hangers have GOT to be changed/modified/painted or replaced. P-p-ppllease. Theres 1 airport, when I land I'll think its Sahrani international every time and I'll want to turn around and go home to Le Moule, Everon.

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NAPA is one poor ass faction

Yes, the military don't yet seem to deign them a 'real' threat and simply have a presence to back up the police investigation. tounge2.gif

We'll see, Mr. Anderson. We'll see...

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Nice, I liked the new video, NAPA seem to be a shadowy presence, hit and dissappear nice.

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In OFP we had east/west.

ArmA we got east/west/racs.

A set of 6 withinn ArmAII, with no addons/mods needed, should bring us all, many hours of fun gaming.

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In OFP we had east/west.

Actually, OFP had East/West/Resistance.

The player could set who the resistance was allied with in the editor.

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