Phleep
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Everything posted by Phleep
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Good idea. Maybe use the ragdoll system to generate some death scenes and then "save" them as standard death animations. There are only a few ways you get hit really.
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Although if they introduce a realistic option to be "unattached" to the vehicle so we can shed all the CSers and BFers before reaching the combat area as they'll discover why vehicles have seatbelts.
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The ragdoll effect has been requested many times on this forum. Can I point out that in OFP you are likely to have a considerable amount of soldiers dying simultaneously and the CPU intensive ragdoll effect would tax the PC much more than the linear 1 on 1 style FPSs. Possibly the addition of ragdoll effects when only a single soldier is dying and standard sequences for large quantities but that isn't really what OFP is about eh?
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The physics engine doesn't take into account energy lost due to the unit crumpling or falling apart and air resistance. It would be good if "crumple zones" were introduced so aircraft would crash and stay crashed and bodies would fall short of a parabolic projection from the fatal explosion.
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True. True. No, seriously, mission ends are triggering faster and I'm seeing a lot less action in them. I agree with Trapper that the 2 main attributes affecting gameplay seem to be changes to AI logic and viewdistance (mine is set to 1500 - I'll drop it back to 900 and see if that makes a major difference). I encountered your Montignac Must Fall problem. I thought I'd replay the old campaign a few months ago to see how easy it would be now. The retreat triggers before my squad even reaches the top of the rise and we retreat. Being determined to play the notorious After Montignac: Alone in the woods I had to use that campaign cheat. That mission was also easy but I think the extended visibility (1500m) helped there. The original visibility was 700m I think so I'll give that a shot.
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Can I suggest developing sections of city similar to the way forests work. Have clumps of 4-8 buildings which simplify down to a couple of polys total at a reasonable distance. i think forests reduce down to 5 polys.
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Given that the XBox is very similar to a PC, they are optimising the code to work well on a 700MHz processor which should give them sufficient experience to cram all the features of the sequel into a mid range PC without sacrificing too much performance.
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In BHD the helicopters are basically just moving platforms and not controlled by the player. Moving platforms are certainly not something new to games. BF1942 has controllable vehicles which you can stand on and is probably a better comparision. BTW this has been discussed before.
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I am one of those pedantic people who like things spelt correctly. Being my most played game bar none, I hope the sequel has this spelling corrected as it is encountered regularly. The mission editor had Win/loose triggers and in MP I was loosing my connection frequently. Also damage instead of dammage but that doesn't really matter since it is probably buried in the code beyond recovery. It would make my day if OFP2 had this corrected. edit - argh poo, I stuffed up the title description.
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Grand Theft Auto Gives you the feeling that the world around you is alive, not just your enemy. The feeling of being in a city is very well displayed. In the country animals would be more appropriate of course. Vehicles also have appealing visual damage modelling which although cartoonish in GTA it could easily have been realistic if the game was. Driving the cars is a great pleasure too and if OFP 2 is still going to have simplified vehicle controls then the GTA style would be great. Animations for getting in and out of vehicles, riding motorbikes and other movements were all fluid and consistent. Tribes 2 When mounted in a vehicle's allocated seats you could still fire your personal weapon. In MP specific clans could have their own full body character skins. If you could alter the character skins to suit the country of the squad then that would make IDing squad members in a MP game quicker. It would encourage squads to form up and cooperate. Barring this option an alternative would be squad.xml shoulder patches. Return to Castle Wolfenstein The flames in this game were very well done. Some guns overheated and jammed if fired too long. It wasn't the most realistic portrayal but it was there. Certain classes could drop special items like ammunition and medical supplies. Being able to drop ammunition or medical kits would be great. You don't have to be a medic to bandage someone's wounds in real life. If the medic is downed then his items should be available to others (with reduced effectiveness).
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Heaps of people have asked for a more sophisticated naval side to the game. If they are as ambitious as they sound the water should be considerably better. I hope it isn't just some pretty Morrowind tricks but more like GTAIII with proper waves that change according to the weather conditions. Sea spray and other features would certainly set the scene better too.
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The news article suggests there was plenty they could have done to avoid it. The weather had been forecast correctly and the people in charge of the operation are being charged due to undergoing the operation aware of the deteriorating weather and also aware of the condition of the vessel.
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If you're using 1.91 on the server just install CWC and Resistance and flag Red Hammer. I am pretty sure you don't need it.
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Sure you didn't get it muddled with "The Tripods"? That was a trilogy (well the books anyhoo - haven't seen the series).
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I am sure it could be made already using a similar design to the CTI and RTS missions. All you need is a script which writes it into a text file which could be initialised in an "empty" mission pbo once you have quit the mission and loaded up the ME again. In saying this though, an official one would be really great.
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Maybe just have some "overburdened" slots where your speed is impeded and you exhaust quicker while they are full. This would mean you can stagger over to the helicopter and dump it after you land again. It would also be useful for weapon salvage operations where you have to load up trucks with dead soldiers' weapons - you could stagger under the weight of 3 extra rifles over to the truck. The gun idea has been mentioned before but I reckon it fits right in with this parachute dilemma.
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the decision to scrap our skyhawks was a stupid one from another point of view too. We now have no quick response aircraft to inspect shiploads of "refugees" from just walking ashore if our meagre customs vessel isn't in the right place and the Orions are busy elsewhere (ie. EPIRB detection investigations, etc.). Everytime an Orion lifts off it costs us at least $100,000NZ due to having to burn off enough fuel to land again. A Skyhawk can't cost much more than that to run. We also treat criminals too nicely and spit excessively at the police.
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Which theatre are you most looking forward to?
Phleep replied to SpeedyDonkey's topic in ARMA 2 & OA - GENERAL
Tell that to all the addon makers slaving away in the expectation that OFP2 will be a revamped engine and not totally new. They are trying to keep their mod and fan base. I doubt Invasion'44 would like to completely restart their mod to make it compatible with the sequel. My view is that the engine of OFP had heaps of potential but was very rough cut and raw. It needed some more development but I get the impression time and money ran out and it was released "as is". Resistance polished the engine up dramatically but OFP2 will introduce new elements of engine capability. -
1: DAMN, 5 is down! Noooooooo Jonnnnyyyy!! AI can be good, or it can be retarded. Good exaple of it doing something intelligence for once. I thought it was from the movie Short Circuit where the robot was nicknamed Johnny 5, but Milky brought it up so meh...
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Only problem with swimming is they'll have to give the underwater world some objects (ie. seaweed, rocks, etc).
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I am sure it can be written into missions already (and think I have played some it was in) but is generally omitted due to playbility if the person who gets to be pilot is a noob or dies and someone else can take his place in the seat without reassigning and starting again.
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Which theatre are you most looking forward to?
Phleep replied to SpeedyDonkey's topic in ARMA 2 & OA - GENERAL
the official site says that the African conflict will be the strategic campaign (ie. commanding tanks and troops) so it should be large scale. -
I would think for the campaigns and missions at least the limits on how far you can travel would be fuel/fatigue/enemy which are very good types of boundaries so you don't feel restricted but won't roam exceedingly far.
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Introduction of z-occlusion and a lod system for the terrain would give heaps more potential for the ditches and trenches mentioned above. No need to use processor time on those details if they are more than 100m away, a texture will suffice. Maybe a different LOD for vertical distance as well as horizontal. This would be quite a bit of work but BIS only has to enable it not use it to the fullest, they can just use same lod for vertical and horizontal. It would open up an opportunity for aeroplanes to have a better view. @ABsintheminded: the grass would not be eye candy it would definitely add to the tactics.
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If I accidently removed an intruder's life I think he would probably not be sent away in an ambulance but "insinkerated". Who knew he was there? I'd feel bad about it whether or not I confessed to the crime. I have a family and wouldn't hold back if I started to defend myself as I wouldn't want to find out what he was planning on doing. In saying that though, I have no guns in the house (bar bb guns) and apart from kitchen knives the only thing that could be considered a weapon, I suppose, would be the 6ft halberd in the garage (didn't fit under the bed ).