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Blake

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Posts posted by Blake


  1. Carrier Command is already spawning out of ArmA 2 engine. I would like to see something similiar happen in the form of WW2 game/expansion or why, not Vietnam or whatever. Maybe not done by BI, but by licensing the engine to third party. Heck, I'd like to see Hidden & Dangerous 3 made out of Real Virtuality 3 engine by those poor fellow Czechmen sacked after Hidden & Dangerous 2.

    Possilbilities are many and varied.

    But anyway new engine for GAME X or whatever it will be called is years away and I'm sure core BI programming team is already working hard on it. Making expansions on current/improved engine is *I presume* cost effective and provides work for artists an modellers & constant cash flow to the company.

    In the end, much probably depends on how well OA sells.


  2. After Operation Arrowhead many people - I would go as far to say most - would like to see WW2 Expansion (preferrably standalone) made.

    The possibilites what ArmA 2 engine would provide to WW2 gaming genre would be something never before seen in WW2 genre in terms of scope, realism and graphics. WW2 Mods that are currently available for ArmA 2 are nice but don't match for a genuine commercial expansion.

    With markets saturated with FPS titles like Call of Duty & Medal of Honor, WW2 expansion made by BIS would be very refreshing and I predict, would be financial success taken into account all those WW2 fans wanting more realism, coop gameplay, campaign and dozens of other features. Less gamey titles like Red Orchestra or WW2 Online don't come close in versatility what ArmA 2 engine would provide.

    I also predict that making an expansion on the current/improved engine would be cheaper than to go on creating entirely new engine from scratch. BIS should do one more expansion to fully squeeze current engine from it's juice.

    I say bring on WW2, let it be Western Front, Eastern Front, Pacific, etc. or even better, combination of many WW2 theaters and periods of war!

    Signed.


  3. The buzz is that SH5 is very buggy even after the first patch and there is the DRM so I've started to sail on SH4 again after some time. With the U-boat missions addon upgrading the game to v1.5 even the "vanilla" version is actually very captivating. Leaving now smooth-running great graphics aside, the missions are more varied than in stock SH3, crew management is far more better and realistic as they work in shifts and there are more commands for the captain. In the campaign you really feel the war is really progressing as the ports change hands and focus of naval operations change all the time. Putting all the prejudices and old preferences aside, I think the Pacific theater is fascinating to operate and the feeling of larger US fleet boats is very different from smaller VIIs of Germany.

    I'm still using old Silent Service II manual to read some history and tactics to get into the mood and also watched Run Silent, Run Deep. So I suggest Snake Man & others to give it another shot.


  4. Remember, the beta patches also affect the campaign. I finished mine some time ago without a single glitch. Don't get stuck on old bad memories. So do yourself a favor and try the beta patches. A new campaign and quality Apache are more than welcome rather than just "distraction".

    BIS is doing great job, there are way too many companies out there that charge for a few tweaks and missions for their consolesque crap games. BIS is one of the few die-hard PC game developers not cutting corners for consoles. They deserve our support.


  5. It's stated in official OA website that OA will take place in 24 hours and roles vary from tank crew, spec ops, pilot and infantryman. I really don't see how they can fit ArmA2-style Warfare modes into that. I certainly don't want to see thing like M1A2 tanks being built for $1500 in Mazar-e-Sharif...

    By respawn in coop I meant it could be an OPTION not forced, I'd probably never use it unless missions last for 3+ hours.


  6. It's interesting to observe that people are getting increasingly angry now after OFP:DR has been out for a while, I mean, I've never seen so many furious customers venting about their anger on any game so far. Along bugs and other issues related to "consolization" of the game many have probably finished the short and mediocre campaign only find out the multiplayer is mostly worthless. People seem to feel misled and cheated by CM. The dev team also seems to live in denial ingoring customer's desperate pleas while making vague announcements polished by some PR guy of "DLC including map and weapon packs" - the last thing this game really needs.

    This is really shockingly ignorant and shows there really is no passion for the game, just for money. Makes me really thankful to BIS for their outstanding care, support and commitment.


  7. When starting the mission you'll soon get the prisoner transport task. Bring him to NAPA HQ, then you'll get the task to investigate radio tower on the south coast island. You'll find Lopotev there (get him alive) and after helicoptering to NAPA HQ once more you'll get the task to hand over Lopotev to Russians. After a "cutscene" special forces will ambush you and after killing them you'll get their NVGs. It probably isn't dark yet at this time yet.

    I'm sure there are easier ways as presented in above posts...


  8. I don't think there will be a military simulation after arrowhead from BIS. People wouldn't accept the hard coded faults of a 90's game engine in mid 2010's anymore...

    Yeah especially as there is so much hard competition in milsim genre :rolleyes:

    Seriously though, let's just see what Operation Arrowhead brings along and then see how BIS decides to proceed with the genre.


  9. Cutscene = static scene that disallow player movement and/or cannot be skipped.

    The OFP way is far superior to how its done in a2.

    Most cutscenes can be skipped in OFP if not all of them. I think using mixture of cutscenes and 1st person viewpoint "cutscenes" is good.

    One thing I've really gotten into and would like to make a campaign with. Is using the high command module. Imagine being a Platoon leader, or Squad Leader and leading full sized squads or fire teams.

    1-2 missions like that would be nice, I think most people are not opposed to controlling platoon via High Command but the Warfare-style RTS (base building, buying units, capturing flags) is not what they want to see. That's entirely different issue than having multiple units at your disposal which can simulate your rise to position of command authority.


  10. I know with Mr.Buchta & co doing the new campaign for Operation Arrowhead it will be excellent & realistic, but there are some things I'd like to see impelemented/taken into account:

    - No warfare missions: I hope we won't see any base-building, buying units or flag capturing anymore on this campaign, they kind of ruin the intense atmosphere. Otherwise the Harvest Red campaign was really good. However, I don't have problem having one or two High Command missions where you command an infantry platoon for example, it can simulate rise into command position nicely.

    - No "everybody must survive"-rule: This is a mixed bag - on the other hand forcing all team characters to survive allows to create various personalities and dialogue to soldiers, on the other hand it is REALLY annoying to have AI kill itself all the time, forcing player to load a save games frequently. In multiplayer this is also serious nuisance. But 1985 CWC and Resistance didn't have forced survival rules yet they were very engaging and atmospheric campaigns in their own right.

    - Dedicated server support: The campaign should be playable also on dedicated servers with full storyline and continuity. Admin should be able to save the campaign progress on the server. Dedicated server would drastically reduce CPU load and lag when compared to current hosting method.

    - Respawn option: For co-op gameplay this would be good to have so that people would not have to wait while others play and/or have the host load the game. Amount of respawns or disabling them should be adjustable by the host/admin.

    - Bug testing: I'm not trying to sound arrogant here but I really really hope the campaign bugs are ironed out better than they were on initial ArmA II release. I see the bugs in 1.00-1.02 version being the single most important reason for gamers and reviewers getting annoyed and negative about the game. So I hope the utmost is done is to have a working campaign on initial release and not spend time on script gimmicks which sometimes add little to overall gameplay.


  11. People should just stop making comparisons with OFP:DR and ARMA2, they are so much different in many aspects. Partially it's CM's false advertising that has also fueled the flame war that's been going on for months.

    What I can say from my brief playing of the first missions (Hardcore/Max.Details) is that OFP:DR is a decent shooter if you don't consider it a direct competitor to ArmA2.

    At first try I was shocked, everything felt bad from movement to visuals but after a while I got used to the game. It feels much like Land Warrior/GR/Typhoon Rising games where your head is attached to the gun, resulting in the lack of physical feeling of being there. Somehwat surreal Oblivion-esque graphics and lighting also add to that gamey feeling. It is not necessarily a bad thing in a game that's not to be taken as hardcore military game. The visuals however look drastically better in screenshots than in actual gameplay, even if you've taken them yourself.

    So far it has been entertaining when you ditch out what you've been used to in ArmA2. But on the long run, I can't imagine anyone converting from playing ArmA2 to commiting himself solely on OFP:DR.

    I'm not commenting on many known negative aspects which have been already dealt with by many posters.


  12. Said before, but apart from Warfare-style missions the campaign is really good & feels more or less realistic. I didn't mind High Command mode which enables you to control multiple squads to simulate larger conflict but mixing that with Warfare-style base building and buying units is a real mess. I'm confident that such mistake is not made in Operation Arrowhead campaign.


  13. I still can't get over the terrain, I mean does Skira island really look like "Shire"? Closest real life comparison which I've experienced is wine region of Santa Barbara county in California with gentle, grassy hills and some odd groups of leafy trees here and there. Beatiful yes, but somehow it does not feel like a theater for a conflict. Not to mention the bits of brick fences placed on the terrain just for the purpose of offering player some protection...very artificial.

    But I bet it will probably be fun for a short while, I can't figure anyone playing ArmA 2 shifting to that for good.


  14. I would support bayonet but knife is kind of problematic. Imagine it being just a hand making slashes or thrusts in & hovering front of you which would look stupid. Knife fight would have to have very "personal" contact. It could be hard to implement knife fight in a realistic manner without getting into arcadish hack'n'slash.

    With bayonet on the other hand you could fight with one simple forward thrusting movement. The whole body should move forward and put you a bit off balance, not just hands & rifle moving back and forth.


  15. It tells that Bandlands is fixed. But, I tried it few minutes ago, and again no end :\

    Starting over from an old save, and that doesn't work. ( The left shift/- cmd doesn't work, don't know why, maybe I'm missing something ).

    Anyway, a good patch to me, it runs smoother with 5/10fps increasing.

    You have to start Badlands all over again, resuming old mid-game save will not do the trick with new patch.


  16. Use http://www.freedownloadmanager.org/ it automatically "torrents" the file.

    v1.04 README

    ARMA 2 PATCH 1.04

    -----------------------------------------

    Copyright © 2009 Bohemia Interactive. All rights reserved.

    SYSTEM REQUIREMENTS:

    -----------------------------------------

    - ANY ORIGINAL VERSION OF ARMA 2 from 1.00 to 1.03 other than the Steam version, Steam users should use the auto updating feature instead (their game will not be playable if they apply this patch until they recover it again from Steam)

    - DirectX 9 March 2009 is required and should be updated during the patching process automatically as needed or you can update your version of DirectX from www.microsoft.com/windows/directx/

    IMPORTANT: This patch doesn't work with STEAM version. Use steam auto update feature instead if you own Steam version!

    HOW TO INSTALL THE PATCH:

    ----------------------------------------------

    - Run the patch exe to apply the patch setup automatically.

    - It will install all content of the patch to the folder with your ArmA 2 installation (default is C:\Program Files\Bohemia Interactive\ArmA 2 or Bohemia Interactive\ArmA2).

    - Please note that it is not possible to rollback to a previous version after the installation of this patch, only a full reinstall of the game is possible, if you want to keep your previous version you may want to backup the entire game installation folder before applying this patch.

    - It is not recommended to use any savegames created in versions 1.00 or 1.01, if you use a savegame from 1.03 some of the fixes may not apply to that game in progress until the beginning of a new mission.

    ========================================================

    VERSION 1.04 HIGHLIGHTS

    ========================================================

    * Mouse controls: Improved mouse handling and responsivness

    * Stability: Fixed CTD caused by Voice Over Net when many players were speaking simultaneously and other stability problems

    * Sound: Fixed speed of sould simulation and other improvements

    * Multiplayer: fixed scoring, multiple mission parameters added and various other MP-related improvements

    CHANGELOG:

    ----------

    Engine

    ------

    * New: Added mouse smoothing to game options.

    * New: Enabled multiple parameters for MP missions.

    * New: Mouse filtering strenght adjustable using mouseSmoothing=NNNN in user config.

    * New: Command line argument -cpuCount=NNN to override cpu count detection.

    * Improved: Mouse smoothing disabled for fast movement.

    * Improved: Mouse smoothing can be disabled in user profile file using line mouseSmoothing=0;

    * Improved: Audio volume settings.

    * Fixed: Soldier were walking on non-existant heaps of debris from destroyed buildings.

    * Fixed: Autocoordination caused rudder oscillation in high speed flight.

    * Fixed: Crashes in VoN when many players were speaking simultaneously.

    * Fixed: Immortal freezed soldiers occured in MP.

    * Fixed: Broken kill scoring in MP (two points for unit kill).

    * Fixed: Input key actions are no longer active while chat mode.

    * Fixed: Diag_log used with long text argument caused crash.

    * Fixed: Mouse scrolling in diary.

    * Fixed: Enemy kills made by player using stolen enemy vehicle are no longer considered as friendly kills.

    * Fixed: Switching to Utes from Chernarus caused Utes to contain infinite landscape.

    * Fixed: Time of day synchronized on client after connection to server.

    * Fixed: Speed of sound simulation.

    * Fixed: Fire from rifle distort sound.

    * Fixed: Crash by malformed input to a diag_log scripting function.

    * Fixed: Dark muzzle flash in some of the weapon optics.

    * Fixed: MP: Ships and boats used excessive bandwidth and CPU power.

    * Fixed: Players are no longer forced to reconnect after MP Load on server.

    * Fixed: Bike rider can be no longer healed.

    * Fixed: Sometimes crew of a near vehicle was visible through the vehicle.

    Missions

    --------

    * Improved: Communication menu updated to work with the new menu systems.

    * Fixed: Some persistent RE calls added for better JIP compatibility in campaign.

    * Fixed: Music was sometimes not playing properly due to faulty playMusic RE command call.

    * Fixed: Scene area cleared from exploding destroyed vehicles during various scenes.

    * Fixed: Possible appearance of immortal non-player characters in campaign.

    * Fixed: (First to Fight) MP: Logos shown on client every time after JIP.

    * Fixed: (First to Fight) MP: Skeet shooting not working for clients after JIP.

    * Fixed: (First to Fight) Players not boarded in the chopper if they got in the towing tractor.

    * Fixed: (Into the Storm) MP: Bad position of client players during converation.

    * Fixed: (Into the Storm) Some voice-subtitles difference in the first dialog.

    * Fixed: (Into the Storm) MP: No callsign for HQ entity on clients.

    * Fixed: (One Week Later) MP: Clients not sitting on bikes after leaving the AAV.

    * Fixed: (One Week Later) MP: Player is no longer the co-pilot in the Osprey.

    * Fixed: (Manhattan) Escort chopper often shot down.

    * Fixed: (Manhattan) Palyer stuck in the animation after first scene.

    * Fixed: (Badlands) Prizrak no longer initiates conversation if Cooper is in a vehicle.

    * Fixed: (Badlands) Non-fucntional ending in campaign scenario.

    * Fixed: (Missing in Action) Redundant random sentences from Razor.

    Modules

    -------

    * Improved: Ambient Civilians module caused lag in MP due to window lights.

    * Fixed: Undefined variables in Ambient Civilians module.

    * Fixed: High Command could behave strange when someone added his own display event handler.

    * Fixed: Wrong positions of objects/logics.

    * Fixed: Performance problems related to Animals module in MP.

    Data

    ----

    * Improved: Some of the vehicle HUDs now contain missing info.

    * Fixed: Alignment issues on several wrapper UI screens.

    EDIT: v1.03 highlights snipped from text.

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