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dentist guba

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Everything posted by dentist guba

  1. dentist guba

    please some hand to hand combat or knifes

    im not sure about hand to hand but i would be in favour of the ai being more agressive than OFP 1, i would often find that in certain situations the ai would just sit back and let me plan from a distance rather than taking advantage of the situation.
  2. dentist guba

    trenches

    i hope BI have sorted the problem of people sometimes moving awkwardly on irregular objects, if so they should be able to create things like sheer cliffs in a similar way to arma (creating as steep a slope as possible, then filling in with an object, it's also how oblivion did it). here is an idea for making trenches - make a steep-ish dip in the ground then fill it in with an object, as long as it is reasonably regular you should be able to use it (and you could add another "fence climbing" action to climb out.
  3. dentist guba

    Graphics engine improvement

    i think thats cause the game shades things depending on faces, the game thinks each clump of grass is like an upright sheet of paper, reflecting loads of light, im not sure but the new vegetation should be a bit better as it is modeled with more accuracy (may have more faces with different shading rather than just a simple box/ plane.
  4. it is not rotated, arma 2's coast goes down from the north to the south along the east edge AND west to east along the south. they have simply extended the line of the river along the bottom to make a square.
  5. dentist guba

    ArmA 2 on PlayStation 3

    it seems to me like they will most likely bring the game out on PC and maybe xbox at the same time, then decide whether to go for porting to PS3(due to it being further from a pc in terms of architecture). the other possibility could be that they stagger the three with the pc one coming out first. they are very unlikely to drop the idea of console versions unless they really have to, they have what looks to be a game which could challenge codies on the consoles as well as pc.
  6. yes i think thats it, i will try and add any locations identified to a copy of the arma 2 map.
  7. the big tower seems to be near the airport (i noticed it in the aircraft vid)
  8. that castle could be blansko, i would be happy to see strekov as well tho, a castle on steep cliff next to the sea could make a good mission objective  at the moment i'm tryin to find the big mast thing, i'm not sure whether it's in the same place as RL, if so it should be visible from the main city. this seems to be the same castle from a different angle http://www.armaholic.com/datas/users/4-arma2_pcaction_6.jpg
  9. the place where that castle is does seem to be just within the area used for the landscape though, i don't know if there are any other castles of that style in that area. the main city (chernagorsk i think, the one shown at the beginning of the civilians vid) does seem to be based on usti nad labem which is next to where the castle is in rl. maybe there is a steeper cliff behind the camera, the mountain with the huge tower does seem to look a bit flatter in the video than in real pics. (The main city shares many similarities with usti- next to water, train tracks, tall buildings and the civ vid suggests you can see the big tower from there.
  10. could this castle http://www.armaholic.com/datas/users/4-igromania_7.jpg be the same as this one http://www.panoramio.com/photo/4742405
  11. found this thing- Â Outlook tower, Decinsky Sneznick http://www.panoramio.com/photo/7175 looks familiar somehow
  12. dentist guba

    Interface discussion

    i would definitely be in favour of analogue lean, it's the only way to implement a first person cover system. i plan to get this for the 360 and i think they should use a similar system to that of OFP:E where you held the left trigger and you could use the left stick to lean (only it should also be analogue low crouch to standing up).
  13. dentist guba

    Gamey & Realistic Modes

    im pretty sure there will be a good range of difficulties. the original ofp was actually pretty scaleable (i could completely destroy the ai on lower difficulties after i had played it for a while, had to play on mercenary in co-op for them to stand a chance)
  14. Just noticed petrovice on that map pic. i rather fondly remember that place from nogova in original flashpoint.
  15. just noticed on the official website citizens page, Chernarussian bigfoot! does this mean there will be tons of MP servers with people searching for it like OFP:E. if so, good.
  16. ARMA 2 looks close to finished but they haven't been developing the possible console version alongside which could give OFP 2 a bit of a console headstart.
  17. dentist guba

    Massive Multi Player Online

    it already has warfare, thats good enough i think.
  18. dentist guba

    Heal system/Revive

    i guess the revive thing could help in MP, would discourage the rambo's and the like if they had to sit out because of people not reviving them due to their behaviour. Also, if the AI use it the ridiculous kill rates of players would be solved.
  19. dentist guba

    Screaming

    i think they are planning to keep the overall structure but add some more human touches e.g. subtle additional dialogue and variations.- it wouldn't make sense having experienced soldiers saying "c'mon jeff go pwn them noobs", it would be quite annoying if your teammates all sounded like they were from a hollywood war film and an arcadey shooter. i think having them add little bits of character and variation to dialogue is the best way to do it (BIS started to try it with, for example, viktor troska in resistance).
  20. dentist guba

    Mission ideas

    i am glad that BI have said that there will be short nonviolent missions, i enjoyed them a lot in OFP as they gave you the full picture of a soldiers life. They will also be important due to this game revolving around a team of deep characters and character development cutscenes tend to be less effective than interactive versions (Gamasutra article)-see page 4 Also these missions serve an important gameplay purpose. if a player is constantly bombarded with action they soon get accustomed to it (after all, adrenaline is a drug like any other). However, if you introduce "downtime" it makes the pacing closer to a sinusoidal pattern rather than a straight line and enhances the players enjoyment of the action sections, much like the difference between occasionally going on a rollercoaster rather than being an experienced fighter pilot. (for more info see all of above Gamasutra article).
  21. dentist guba

    Scripting

    i will post this here as well as in the ui thread. how about a more user friendly way of creating missions based around selecting conditions and actions (similar to timesplitters 3 or MMF2). e.g., for hostage mission Step 1: set condition "enemy soldier alerted" Step 2: set action "kill these civilians (the hostages)" this could allow newbies and console players to create scripted stuff for missions but also allow more experienced designers to quickly prototype. continuing on the Multimedia Fusion example, these scripts and behaviour templates could be thougt of as plugins and new, fan made scripts for actions and behaviours could be added to the folder with the rest and selected in seconds. hell, there could even be a way to export a collection on conditions and actions as a mod. BIS could also get in on the whole microtransaction market by releasing new conditions e.t.c. in packs. using this type of mission scripting could improve the fan creation aspect on xbox live as well as it is a controllable way of making new missions (microsoft would be less wary of fan creation when it is controlled a la far cry).
  22. dentist guba

    Improved unit editor

    you could place sounds as objects in OFPE editior, would be good if there were pre set triggers and actions though. the editor could have a user friendly template system. e.g. Step 1: pick condition "player vehicle runs out of petrol" Step 2: pick action "play sound <damn, were out of gas" Step 3: muse at how easy it was and repeat for any features needed in a level this would allow newbies (and console players) to create very complex levels. also, experienced level designers could prototype mission ideas quickly before making any time consuming scripts.
  23. dentist guba

    Game physics

    euphoria would be brilliant but i guess the most viable choice would be to use a modified HAVOK engine (stable, good for large amounts of objects), doubt that is the case for ARMA 2 though, they would probably have made a bigger deal of it,
  24. dentist guba

    ka-52 flight

    the problem with having the KA52 perfectly realistic is that the amount of work and power required increases by, say, 4 times for every 100% increase in quality as percieved by the player.
  25. dentist guba

    Working Camouflage

    the new visual effects e.t.c. should make it a bit harder to spot enemies as they will blend in better, also the improvements in foliage e.t.c. will help.
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