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dentist guba

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Posts posted by dentist guba


  1. 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.


  2. 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.


  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.


  4. 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  biggrin_o.gif

    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


  5. 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.


  6. 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).


  7. 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).


  8. 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).


  9. 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).


  10. I hope BIS will create some templates in mission editor, which will allow designers to put custom things (sounds, pictures, texts etc.) easily without writing 2000 lines of code...

    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.


  11. 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,

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