esti_the_big
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The Unsung Vietnam war MOD
esti_the_big replied to Warrior Xâ„¢'s topic in ARMA - ADDONS & MODS: DISCUSSION
seems like my favorite mod in OFP is still gonna be my favorite mod in AA or AA2. I hope you're keeping the AI tweaks you used for the jungles in unsung for OFP? The system with reduced AI viewing distance was great there, though i guess (and hope) it can be improved further. And are you going to release the jungle objects for the public? I'd love to see Ia Drang from SebNam Pack remade, kudos to your island back then but ia drang still remained the best in terms of topography and Island Layout -
The Unsung Vietnam war MOD
esti_the_big replied to Warrior Xâ„¢'s topic in ARMA - ADDONS & MODS: DISCUSSION
the mod looks just too good... Hope you'll be willing to port this project over to Arma2 once its out, the mod deserves it! The models look great, I can imagine porting it shouldn't be too hard give its just the same engine enhanced in some factors... It was already my favorite on ofp! Willing to throw in some new teasers? -
I know it's stupid repeating myself, but it hasn't been answered yet and I feel it's still more on topic than the ol OFP/AA vs BF... --- will later versions also feature dense jungle environments? Love the current work, but I'm kinda missing very dense jungle environments like the Unsung mod for OFP featured. I remember, when playing that mod, how tense the jungle fights were since you never quite new from where the enemy was shooting due to foliage and you had to look for slightly more open spaces in the jungle so you could gather your squad and spot the source of enemy fire. Afaik, Unsung had a system where, as long as you and the enemy AI were in the jungle, AI only shot at rather close ranges making the fights more "survivable" since spotting enemies through foliage was so hard and to simulate the same circumstances for AI. I'm sure Arma Engine wll allow you to make it look and play so much better than it did on the old ofp engine. It was already a great experience then... ---
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will later versions also feature dense jungle environments? Love the current work, but I'm kinda missing very dense jungle environments like the Unsung mod for OFP featured. I remember, when playing that mod, how tense the jungle fights were since you never quite new from where the enemy was shooting due to foliage and you had to look for slightly more open spaces in the jungle so you could gather your squad and spot the source of enemy fire. Afaik, Unsung had a system where, as long as you and the enemy AI were in the jungle, AI only shot at rather close ranges making the fights more "survivable" since spotting enemies through foliage was so hard and to simulate the same circumstances for AI. I'm sure Arma Engine wll allow you to make it look and play so much better than it did on the old ofp engine. It was already a great experience then
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pics look great! Hope the dense jungle parts are going to look as great as well! Imho unsung demo had the best jungle cells yet!
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Operation Flashpoint 2 officially announced
esti_the_big replied to imported_bör's topic in OFFTOPIC - Games & Gaming
good graphics there. I guess it must be ingame since lighting and overall look do match the pics of colin mcrae dirt which uses the same engine... Its perfectly possible that they manage to have good ai. codemasters is a big company and they can put big teams on those subjects... competition is good. Imho ArmA was a disappointment, I hope this will make BIS work better on game2... -
its funny how everyone is defending AA so much here, kinda denying that AA simply uses an engine that is outdated, no matter how much it has been improved since ofp. Its outdated, buggy, has no good physics at all (as a matter of fact one of the worst physics I've seen in any game up to date), an extremely buggy AI engine etc etc. I know its kinda hard for people to accept it in a forum thats made for AA of course, but if you'd just think realistically and objectivally you'll see that Cryengine 2 simply is a far more advanced, far more modern engine which could be used for another ofp, no matter denying that. And I'm sure it would perform better in every aspect than the AA engine would ever do. Simply because its more modern.
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It's up to the designers to decide if it's gonna be a corridor game. The Crysis engine is a engine using streams, and we have now seen it can render huge very detailed islands, which feature the level of detail featured on the screens on every part of the island (the forests are quite randomly created if you see the developing editor vids). If the devs wanted crysis to feature big levels of ARMAS scale and sandbox qualities, I'm 100% sure its possible. The Crysis editor actually already is the sandbox (its even called sandbox 2.0...), since you can open it ingame, add in enemies on the fly which use the environment without need of scripting or whatever, you can alter terrain on the fly (voxel technologie) and add any object on the fly and it has no need to compile after every change, u press a button and you're back ingame. On GDC their was talk that it could easily be used to make a flight sim.
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It's up to the designers to decide if it's gonna be a corridor game. The Crysis engine is a engine using streams, and we have now seen it can render huge very detailed islands, which feature the level of detail featured on the screens on every part of the island (the forests are quite randomly created if you see the developing editor vids). If the devs wanted crysis to feature big levels of ARMAS scale and sandbox qualities, I'm 100% sure its possible. The Crysis editor actually already is the sandbox (its even called sandbox 2.0...), since you can open it ingame, add in enemies on the fly which use the environment without need of scripting or whatever, you can alter terrain on the fly (voxel technologie) and add any object on the fly and it has no need to compile after every change, u press a button and you're back ingame. On GDC their was talk that it could easily be used to make a flight sim.
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funny stuff ... but it shouldn't be happening. Somethings terribly wrong with the game
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A good AI means it acts Humanlike. Thats very hard to achieve, but it's simulatable to a certain point. But its certainly not the players fault. In the end the only one who can effectively change it is the developer. And BIS developed a AI which simply doesn't live up to the standards one could expect 5 years after ofp. We have the right to complain, we're paying customers.
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cus it simply wasn't programmed as well as it should've been... other games also feature dynamic AI with realtime pathfinding, and they're doin a much better job Wait for patches and community Addons, I'm sure part of the AI problems are gonna disappear then. too bad it has to happen that way but at least somethings gonna happen...
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Well afaik this game isn't selling too bad, its in top ten in several countries... at least i hope bis will remember its responsibility it has towards its customers and will do everything to make this game what it should have been
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Well that 40 kilometer radius is A LOT bigger than Armas Range... Plus other happenings are being calculated outside the bubble. I'd rather say AA is a poor comparison to Falcon 4.0... Actually afaik cryengine 2 has streaming worlds and theoretically unlimited big islands. On GDC some developers were thinking loudly about using cryengine 2 as a flight simulation engine.... Ofcourse a game like ofp has to be programmed first onto an engine and since that won't happen with crysis engine it's no sense raving bout that... Thing is its just very disappointing that BIS is Releasing this obviously mediocre ofp 1.5 for full price 5 years after its predecessor ofp delivered almost the same experience, just with a bit worser visuals. 5 Years is enough time no only to just update an engine but to actually maybe improve AI a bit or to do a descent campaign. I kept my faith to BIs and ofp ever since its release, but what BIS is doing now with products is actually pretty pathetic.
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sadly enough I have to agree with fiasco. People are overstating Armed Assaults (and ofps) role of simulating a whole war. Theres nothing truely dynamic about AAs campaign. When you take a look at a typical mission of AA, theres not that much actually going on as many people might assume. theres AI (100+ if it gets big...), and a big island. I'm pretty sure theres enough engines out there that can handle it exactly the same way if not even better as AA engine does. AA might have been a positive thing 2 years ago. in 2007, with game engines like cryengine 2 coming (And 100% sure cryengine 2 can do everything the AA engine could do as well, just a lot prettier and more realistic...), its pretty much a disappointment.