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EricM

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

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That might be intentional. Roads have grass that grow in the cracks and it would be kind of hard to do that in any highly detailed way. The bare far side could have something to do with too much water run off or wind for anything to grow there.

Or you could be right, whichever.

EDIT: That second one makes me think that you might be right. Perhaps someone forgot to crop the blue edges.

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Looks good, although AA would add a lot to the still shots at least. Maybe in a year GPUs will be able to handle anti-aliasing 4km's worth of objects :)

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The second screen is not the Lada from the armory list, but Zhiguli (White).

Edited by Placebo

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Thats confusing, it looks like a Lada 1500 for me.

Edited by sparks50

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The second screen is not the Lada from the armory list, but Zhiguli (White).

I guess the difference between Lada (simple version for the east block) and Shiguli (export version) is only visible for insiders, and they are both licensed by FIAT as far as I remember (dunno if based on the same FIAT model, seems that FIAT 124 was the grandfather).

And I am somehow sure that some old communist manufacturers ignoring copyrights for years will not sue BIS now.

Since ArmA2 Story should be utilize "modern" equipment what about this ugly Lada?

http://images.google.de/imgres?imgurl=http://forum.avtoindex.com/foto/data/media/175/lada_2170_priora_2005_2.jpg&imgrefurl=http://forum.avtoindex.com/foto/lada_2170_priora_photo_video_2267_de.html&usg=__qJLkEbFIQn1-WrFVxtX3MGIx-2I=&h=768&w=1024&sz=170&hl=de&start=1&um=1&tbnid=AjimZRCeFYmgSM:&tbnh=113&tbnw=150&prev=/images%3Fq%3Dlada%2B2170%26hl%3Dde%26client%3Dfirefox-a%26rls%3Dorg.mozilla:de:official%26sa%3DX%26um%3D1

Edited by S!fkaIaC

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Well, the Zhiguli is a nickname for VAZ-2101 (Lada 1200), Lada is the manufacturer of it.

Given the fact that Lada still exists the "Lada" entry could hide their newer model?

Oh, and the Zhiguli was in no way licensed - it was a pure Soviet rip-off of Fiat 124.

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EDIT: That second one makes me think that you might be right. Perhaps someone forgot to crop the blue edges.

Just cropping the blue edges will only work with smaller maps, there is still a 'lining-up' problem which magnifies as you move away from the bottom-left of the map towards the top-right (not noticeable on smaller maps). With larger maps, as you get to the top right of the map, the problem becomes magnified and things dont line-up (if you only crop the blue). I noticed bis missed this on Sara (there was a slight deviation with sat/mask/ground lining up), and it looks like they've missed it again with Arma2

I'm doing the sat/mask for the Australian island and it was a major problem at 40km x 40km. We had roads out by 10m+ up around cairns (top-right corner).

Not a complaint, I just wanted to point it out, as it's something i've worked a bit on recently. Apart from that, everything looks amazing to me. Especially the thick grassy fields.

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The second screen is not the Lada from the armory list, but Zhiguli (White).

Remove image tags when quoting please :)

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Remove image tags when quoting please :)

Sorry, I thought they were small enough.

Will do for the future :)

------

Anyone noticed that the Slovak preview screenshots might have been taken in with a wrong aspect ration?

Check out the shots with the M68 aimpoint - it's stretched.

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in no way vaz-2101/zhiguli is ugly! it's such a nostalgy for me...

if you think it's ugly you should have looked under it's hood, man, that thing is created to be simple, reliable, these are the beauty things. Let's see if you could spell word beauty after repairing mercedes or other modern cars. zhiguli was easy to drive, easy to repair and it was reliable and effective, that car is like T-34.

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ArmA II seems to follow OFP direction in terms of immersion but it could become a grand game if the developpers pay some attention to a bunch of details:

- The voiceover (even being unfinished) needs to sound more human-like, I guess that Ohara's statement was more oriented to the technical aspect rather than to the basis of the issue in question.

The community made 'DSAI' system is rather representative of the expected result.

- Making AI able to drag wounded will represent a great +, and this is quite doable, since this feature was done by the community (By solus specifically) since a while.

- The Javelin System could be much better with just a few adjustements in terms of realism by improving the missile's behavior and by introducing the real sight (Optical system) /ACE coders have already carried that out.

All these suggestions are rather doable, and it would be great to see them already introduced within the default game.

Regards,

TB

Edited by Thunderbird

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Just cropping the blue edges will only work with smaller maps, there is still a 'lining-up' problem which magnifies as you move away from the bottom-left of the map towards the top-right (not noticeable on smaller maps). With larger maps, as you get to the top right of the map, the problem becomes magnified and things dont line-up (if you only crop the blue). I noticed bis missed this on Sara (there was a slight deviation with sat/mask/ground lining up), and it looks like they've missed it again with Arma2

I'm doing the sat/mask for the Australian island and it was a major problem at 40km x 40km. We had roads out by 10m+ up around cairns (top-right corner).

Not a complaint, I just wanted to point it out, as it's something i've worked a bit on recently. Apart from that, everything looks amazing to me. Especially the thick grassy fields.

I did not know that and I will have to keep that in mind when I start working on bigger islands. Hope they fix it although it really is a minor issue I guess.

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Ha, was wondering why Google translate didn't work for half the words on this latest preview link... This is not Czech, it's Slovak (shoulda known from the '.SK' in the URL, I'm a bit thick today)

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This is not Czech, it's Slovak (shoulda known from the '.SK' in the URL, I'm a bit thick today)

Ahhh ! I had the same problem, thank you ! :D

It's looking great BTW !

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I think BIS should look a bit at those wooden areas like you can see on this Picture:

http://www.armaholic.com/datas/users/4-arma2_preview_april_pcdome_11.jpg

Not only the ultra-outwashed sat-texture, but the real problem is the lack of proper covering spaces (at least it looks like that from distance - would be worse if you come close and suddenly small bushes would appear - lol)...

We have some guerrilla fighters this time i thought? For guerrilla tactics they need cover and lots of cover in the woods..... :p

EDIT: And why is this guys skin glowing? I mean not only because he's in the Airplane (looks like global engine lighting is going still through models+objects), no i mean why is he glowing anyway?

http://www.armaholic.com/datas/users/4-tiscali_games_preview_april_14.jpg

Also i hope these proposed Skin shaders will be applied for the final game, currently they are looking worse than in Arma1, like some dull zombie-puppets..... :p :D

Edited by mr.g-c
Added glow-man-skin picture

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Bug spotted, look at the tree at 23-24 seconds, major delay on full detail render. This could be part of what tiscali and others were exploiting or accidentaly doing wrong. They might be taking screenshots zooming in before the vegetation adjusts and renders to full detail.

http://www.youtube.com/watch?v=zjZUQ-WJUmY

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Bug spotted, look at the tree at 23-24 seconds, major delay on full detail render. This could be part of what tiscali and others were exploiting or accidentaly doing wrong. They might be taking screenshots zooming in before the vegetation adjusts and renders to full detail.

http://www.youtube.com/watch?v=zjZUQ-WJUmY

Yes slow LOD changes....

Anyway in the same video at a few second slater you can see a typical Arma Animations Problem: The guy throws a Hand grenade but he get killed just some Miliseconds before the grenade gets spawned (at end of animation-phase i assume) and so no explosion, no nothing - not even a greande flying....:rolleyes:

Also i think the AI is not very impressing.... won't sound so negative here, but for me they look like from Arma1 in this footage.... you could should them down like some ducks... normally in such a situation, when the first guys from your squad/your side got killed behind a junction, i would quickly step back, get in cover and check the overall situation - before running blind into the enemy fire-line around the corner....

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In the 'countryside' vid there is a moment when one of the team says 'Did you see that', someone replies 'see what?', and he says 'probably nothing'. Is this a way to introduce a concept that is hard to describe in computer games - the *possibility* of something? It's hard to suggest something without making it stated positive or negative. The calls for a man or target have been certain, this is a cool idea, that the AI thinks it saw something, but is not sure.. Healthy player paranoia results. lol

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In the 'countryside' vid there is a moment when one of the team says 'Did you see that', someone replies 'see what?', and he says 'probably nothing'. Is this a way to introduce a concept that is hard to describe in computer games - the *possibility* of something? It's hard to suggest something without making it stated positive or negative. The calls for a man or target have been certain, this is a cool idea, that the AI thinks it saw something, but is not sure.. Healthy player paranoia results. lol

Yeahh you are right... i watch those new videos just right now....

Would be cool if that was really dynamic and not mission-wise scripted (trigger or such lol)....

Anyway, after i saw this girl in the middle: http://www.armaholic.com/datas/users/4-arma2_preview_april_pcdome_9.jpg

Only this old song came into my mind:

Rofl... :yay::yay::yay:

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This old song came into my mind:

Nice one. :laugh:

What's with the girl on the right, she's all bloody and bruised. :confused:

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Yes slow LOD changes....

Anyway in the same video at a few second slater you can see a typical Arma Animations Problem: The guy throws a Hand grenade but he get killed just some Miliseconds before the grenade gets spawned (at end of animation-phase i assume) and so no explosion, no nothing - not even a greande flying....:rolleyes:

Also i think the AI is not very impressing.... won't sound so negative here, but for me they look like from Arma1 in this footage.... you could should them down like some ducks... normally in such a situation, when the first guys from your squad/your side got killed behind a junction, i would quickly step back, get in cover and check the overall situation - before running blind into the enemy fire-line around the corner....

Yeah, I wonder what happened to the AI. Remember that first video we received a year or two ago? It showed the AI progress through the street, taking cover behind buildings and light poles as they walked.

What I want to know is whether BIS had to make some changes and remove that, or if it's the players fault.

On a positive note, I really like the sound effects the gear makes when the player is running. There's something about it that's so engaging and I've never heard it done so realistically in a video game before. It makes Arma II feel so next gen. :inlove:

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The man was never shot during the grenade animation

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I must agree, the sounds are simply amazing. It adds more depth and feeling. One thing I dislike in that video was the way that the player was handling things...maybe I'm just a realism freak, but stopping in the middle of a street?

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