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esti_the_big

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Posts posted by esti_the_big


  1. Ia Drang is already completed!  It is set for a BETA release shortly!  Just need to figure out what the #$*( happened to OFPNAM first!  sad_o.gif (I hope to figure that out shortly as well!wink_o.gif

    51km  map, ALL land, 425k objects, no lag (up to 75 guys at a single time tested)...

    It's a beauty!

    You got me confused now a bit... I know theres a huge ia drang map floating around, something like 50 megs big, and then theres the Ia drang I'm talking bout, the one from sebNAM pack. I hope your talking about a SebNam Ia drang remake there wink_o.gif


  2. Daniel @ Feb. 15 2006,00:26)]Bloody amazing ebns72. Thats what I'm talking about. I personally would rather see similar size islands in Armed Assault to the the current OFP ones but with a hugely enhanced environment. Ie, much smaller cell sizes allowing for realistic terrain detail, as opposed to the current flat expanses of ground. OFP is after all a large scale infantry simulator at heart  wink_o.gif

    Well that might be content for a new game... OFP was after all all about large scale battles, its what made it special comparing to the other war games that were out. So big islands are just what We (or at least I wink_o.gif) need. Smaller cell sizes already seem to be implented in AA, so we know the development of OFP is heading towards denser more detailed environments, which is a logic development.

    Btw, the pic of the water looks great, it might be slightly offtopic but you should check out the "true" sequel to Far Cry PC (the pics from a Xbox 360 far cry sequel), CrySis. By far the greatest graphics I've ever seen, even better than Unreal 3, they're going for Huge environments, everything moveable and destroyable, physically affected and a dynamically morphing world and dynamic AI which needs no additional scripting to navigate and choose tactics... That'd be the engine of your choice if you want extremely detailed environments whistle.gif  And it looks far less plastic btw.

    your vid is btw great, first moved pics I see of OFPE and it sure looks a lot more impressive than on the static pics. Especially the terrain, love that additional vegetation added and waves look good enough for me...


  3. Well... it looks kinda older than the screens we're used to. Other setting and all that. Mind the version previewed there was the same as the score preview from november, they probably had to keep silent till now. The newer screens are kinda different, as I said other setting (mediterranean) nad I also thought higher res textures on the vehicles.


  4. I'm still hoping for destroyable buildings, hell it can't be that hard to implent since they already seem to have the technology crazy_o.gif

    Destroyable buildings in a game are veeeery complex decision, what they should do, allow us to destroy every building ingame or not? if we can destroy every building the gameplay will be very affected, imagine that you're in a smal village, playing some kind of cti game, you pick up a tank and you destroy every building in the village, then, what can you do next? where infantry can hide? i hope that BIS takes the correct way, a realistic style but also gameplay, maybe that you can blow up some walls from the buildings and not destroy it entire....

    Well... Of course gameplay would be affected, but in a positive way. Destroyable buildings make the whole thing more dynamic, exactly what you said, where can infantry hide then? Its more realistic, more dynamic, gets even more tactical then. The only problem would be how AI handles the additional dynamics.

    BIS main goal should still be a realistic gameplay experience, and dynamic destruction enhances both realism and gameplay.


  5. I'm still hoping for destroyable buildings, hell it can't be that hard to implent since they already seem to have the technology crazy_o.gif

    Explosions look the same still, but I guess thats something they'll change in the end.

    Apart from that it looks great, landscapes are dense and look a lot more natural than ofp, I like the new setting as well, it indeed looks very mediterranean.

    Btw, where did those new screens actually appear? Kinda weird (for BIS politics at least) to just let some screens pop out on some random sites...


  6. I'm new to this map making stuff, but I wanted to make my own first tries...

    I thought about remaking Ia Trang, the well known map from the sebNam pack. for myself as a starter. I know about several problems in improting wrp islands into visitor and all those format problems, and after some hours trying to get it out myself I thought I'd better wright here.

    So whow do I import Ia trang into a map editor and then replace the objects with some others?


  7. Actually the idea of a survival mod is imho fantastic. It'd need quite some scripting, but you'd get numerous new gameplay possibilities.

    As you mentioned the search for food, starting an animal culture etc. You could combine it with hunting, plus random attacks on your camp by wild animals. New weapons need to be built, you'd need the right material for that, you'd have to go and search etc. Build up your camp, explore the island. Maybe after some gameplay days add an event where you discover some tribe, a new element comes to the game. finally you could make friends with them maybe. The ultimate goal would be to escape the island of course, so building a good raft or something would require several work plus the right weather etc.


  8. Heavily urbanized maps may be good for multiplayer, but if they add it in they should also enhance AI so it can act well in urban areas, they had problems with narrow streets, cqb etc. It'd be quite an enhancement to the AI if they'd act more relaistic there. Apart from that, ofps controls should become more accurate for realistic control in urban areas, you'd need new functions like leaning for it to be realistic.


  9. Very interesting topic, but Arma will not have ragdoll

    Prolly true... but we still don't know how the animations will be reworked smile_o.gif

    I just hope they'll put in some more diversity of premade animations. I think we all agree that the old premade ofp deathanimations were very good, but that theres still room for improvement, even without using ragdoll. More custom animations for certain "death types" (headshots, explosions etc), and maybe some more detailed reactions to hits (Ai still keeps running on as if nothing were even after you shoot them in the leg or in the torso). A small recoil animation and the enemy slowing dow a bit is realistic and makeable as well.

    Collision detection of any sort is a bit more complex I guess. Probably makeable even without ragdoll (see SoF2, but it has its glitches there), but as long as combat doesnt mainly take place inside narrow buildings I don't think we'll need it. For now, clean programming of the animations (engine automatically moves corpses a bit away from walls to avoid clipping which was what was done in other games before ragdoll) would do the trick.


  10. Hmmm... invasion 44 has been experimenting with new grass techneiques that should reduce the amount of lag, and have working lod as well and are fully functional with AI. They say the grass is less laggy than normal wood objects... Maybe ask at there forums or ask Jojimbo from inv44 mod, he's responsible for that technology...


  11. I'm still against disappearing bodies, best would be to just make custom explosion death-animations (when some guys stand near a tank thats blowing up, he gets thrown away a bit), you'll notice then that you hit someone and then simply let them lay there as it was in ofp in the beginningIt would break up immersion too much if they disappeared just like that. IF they'd disappear, then I'd even prefer disappearence in gibs, its more realistic than a body just disappearing into nowhere... gibs suck in a simulation, but its still better than just disappearing. So best would be enahanced death anims.

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