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Phleep

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Posts posted by Phleep


  1. hehe sounds like 5 is owed a round of applause. This just goes to show how good the AI in OFP is.

    the_unknown_one

    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. smile_o.gif

    I thought it was from the movie Short Circuit where the robot was nicknamed Johnny 5, but Milky brought it up so meh...


  2. Swimming shouldn't carry the stigma of being a "quaker" (society of friends? crappy term) feature in a game. Because, well, people can swim. In certain settings it'd be a very reasonable thing to expect in a mission, and with the ability to swim, that's just one more simple thing that can be taken into account when designing them.

    Only problem with swimming is they'll have to give the underwater world some objects (ie. seaweed, rocks, etc).


  3. 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.


  4. I certainly hope it isn't Somalia. OFP is supposed to cover wars after all, not skirmishes.

    Suez Crisis would be much more interesting in that case. There were US troops there, and UK and Israeli plus Egyptian. Though OFP2 might not be able to handle a conflict of that scale.

    Otoh OFP needs a good Savannah/jungle map since there aren't any good ones. I hope they read some books instead of trying to get their info from crappy movies.

    I'm personally a bit worried about those "RPG" elements though. I hoped they would spend more time trying to get Field Tactics into a working condition and not spend time on gamey stuff. No more Rambo fools running around like scared chicken thank you. If they can fix so that squads behaves like real squads then it doesn't matter what theatre they choose.

    BM

    the official site says that the African conflict will be the strategic campaign (ie. commanding tanks and troops) so it should be large scale.


  5. I've read rumours that OFP2 might not use Islands. This is a bit interesting if true.

    What I wonder is how it would be emulated. I mean, they can hardly make the entire Asian continent just to simulate Vietnam. In effect you would have to have an invisible wall somewhere. I know people sometimes complain about these invisible walls but how else would it be achieved?

    Any thoughts on this?

    BM

    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.


  6. 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.


  7. 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 smile_o.gif).


  8. At larger distances the grass detail could be degraded to a ground texture and the soldiers could only have their top half visible (depending on how deep).  Same could apply to mud.

    The problem here is, because the way the engine works, even if a complex graphics scheme like this is not occuring in the field of view of the player, it still takes a lot of memory to keep track of everything.  Just because it's not being rendered at huge distances, doesn't mean you're not losing a lot of RAM so the game engine can keep track.  With Islands as big as the ones in OFP, this could be a huge problem, especially if terrain type affected the way the unit moves.

    It shouldn't be a problem if it is treated the same way as chunks of forest. They are treated as a single object so distant viewing you don't see individual trees. We already have individual reeds for the outskirts.


  9. A solution to the deep grass or mud problem:

    At larger distances the grass detail could be degraded to a ground texture and the soldiers could only have their top half visible (depending on how deep). Same could apply to mud.

    Decent mud or grass will make OFP2 significantly better.


  10. It would be nice for mission makers to be able to set some units as 'reinforcements' for MP missions, that people could spawn into - after a certain objective has been done, EG the bridge is secure.  So that would be a good way of allowing people to join in game.

    That is a good idea. It also would allow for MP saving to be implemented since there is less information to save. No one would care if their position was different when reloading if they were not under enemy fire.


  11. About the animations..I agree with all of you guys..The enter the car animation should be like in GTA imo...But I am not worring very much frin what I`ve seen from bistudio.com it looks like they dedicated much time for the most complex motion capturing ever to be seen in a game...

    I agree. There are really only 2 different ways to get into a vehicle - the side or the roof. This means that they only need 2 new animations and some intermediate ones maybe so it can be adjusted depending on the height of the vehicle.

    This means to mount the driver side of a Truck you'd need a climb, door open, get in, door shut, sit animation and the climb could be variant on the height. For mounting in the back it would probably be similar to the armoured vehicles where you'd need a climb and then a kneecrawl animation.

    I am sure BIS get the point (prob well before this thread) and I look forward to their animations.


  12. Photons have a momentum but not a mass (as with all null particles).

    What is going to be interesting is that in the near future the first solar sail will be unfurled and several theories put to the test. There are many people who strongly believe it will work and many who strongly believe it won't. (ref. latest New Scientist).

    I don't think it would be wise of me to continue at present being 0300 local time here and I'll say something dumb.


  13. Please find another way to pick up things and get in vehicles, the Action Menu is rather annoying and its use should be minimized. To get in Vehicles assign a Hotkey rather than use the action Menu, it could be like in BF1942 or implement another idea. Make it possible to users to be able to assign hotkeys to some Actions or "bind" if you prefer that term. Also make it possible so MODs can add new action/functions to Hotkeys...

    Thanks for your attention.

    There is actually a key for doing such things. The top action on the action menu is the most likely one to be used. ie. you rush up to a car and it is "get in car". This means that just by pressing enter will do it. If you redefined the key to something closer to the asdw keys you are practically there.

    I still agree that having optional hotkeys for such actions as "get in driver seat" so you don't have to look at the action menu to make sure it is selected.


  14. I think an official campaign coop would be brilliant.  With a well controlled JIP which keeps a team loyal to the mission even as members are replaced you can't go wrong.  A possible idea is to have a select group actively doing the campaign and any people that pop onto the server are inserted into the opposition forces where they can't ruin the campaign.

    There is the idea of an ongoing battle similar to CTI except the mission status can be saved if it is a squad battle so it can be spread over several nights. Any oddjobs who turn up if the server is unlocked could be allocated to badly armed guerilla forces.

    Maybe even a mode similar to the boardgame Risk or WWIIOL where different Islands are used for the different countries and overall logistics are preserved and calculated by battle results and resources.

    I reckon OFP2 could do a better job than WWIIOL of simulating large battles considering you could only have 64 people in your local area anyway with WWIIOL.  With all the addons which will be quickly made available there would probably be many different scenarios available on different servers around the world.

    babble ends


  15. Quote[/b] ]Wonder what's gonna happen when someone shows him what todays video games are like? And he must see The Matrix and.. and.. a billion other things. Are they just gonna show him everything at once or little by little so his head doesn't blow up?

    Heh, they should show him it before mentioning the improvements in graphics.


  16. It could be simplified down to large standard chunks of land which connect together. There'd obviously be logistics to work out regarding the server making sure it was continuous (roads inc.) but it would then use the same concept as Civilisation and AOE and the download would be small since it would just be an array of land types and an overlay of roads and objects could be included in the chunks.

    It would make it rather grid like and I do think that just being able to download small user made islands on the fly would be a better idea if you want something unexpected. By the end of 2004 most players will have broadband in some form or another so it won't be that bad.

    here is an example of when squads on a server cooperate and get their own chunk of land on an island.


  17. eh.. i dont believe they want to turn OFP2 into a racing simulation game.  biggrin_o.gif

    i believe BIS is intending on making the engine as versatile as possible and having more accurately portrayed vehicles or at least the ability for the accuracy to be improved by advanced mod teams would be part of this versatility.

    I don't think there is anyway for them to avoid improving the vehicles from "functional" to "pseudo sim" or similar.

    Now the BIS team has tripled in number I doubt the extra people are only working on textures and graphics. rock.gif

    PS. I do realise you were poking fun. wink_o.gif


  18. The people who have seen the "best game on E3 show" video know what I'm talking about. If OFP2 doesn't reach this level of realism like in that game, it will lose war in close quarters battles missions. I think that BI will have to reconsider a few things after this autumn or maybe even sooner.  smile_o.gif

    If the title is anything to go by I think OFP has already surpassed that amount of realism by not letting you rip it off the wall.


  19. This terrain LOD stuff may also be a problem in MP.  It's tough, object positions do not really match from one terrain LOD to the next.  sad_o.gif   There is probably a way though, and that would be a truly amazing feature.

    If the terrain were made so that if an object's position was submerged on a long distance lower detail grid then it would still appear through the terrain (ie. the terrain would be transparent to objects meant to be at ground level). I can foresee masses of difficulties in applying this but I believe it would be necessary to make jungle look convincingly lush from ground level and above.

    I was also thinking that for making grass LODs the up close one could be a decent model but the far away LODs be like the Il-2 Sturmovik forest which was a couple of layers of bush parallel to the terrain in sheets of texture. In the case of grass it would be small green lines.


  20. For attacking purposes I think maybe the option for attacking units in a general area. ie. select the soldier/s, command to attack and then click in a direction and they will automatically start attempting to eliminate units nearest that point. Maybe holding the mousebutton down longer in a certain direction would increase the arc of units to attack.

    If not then above then maybe being able to mass select the enemy by drawing a box around the units you wish your troops to attack so as to suppress the enemy troops as well as kill them. You can already draw a box around squadmembers you wish to select whilst in command mode so this must be possible.


  21. What about a quick menu where there are the more popular firefight commands. If there is a hot key then when you point at the soldier (or select them by other means) press the hotkey for a semi-transparent command menu which the mouse operates. If each command is part of a wheel shaped menu around the pointer and activated when a segment is highlighted it would be quickest. I am pretty sure I have seen other games use this. maybe a movement hotkey, attack hotkey and action hotkey to activate different menus.


  22. 9. Terrain Streaming. Am I right in guessing this will be a kind of "LOD" for terrain. Like 5m grid close to you, up to 100+m grid further away? Could work very nicely  smile_o.gif

    I am hoping that is correct. It would really make flying infinitely more pleasant if the visibility was raised and terrain LOD existed. I just wonder how it would work through binoculars and scopes, that would be the hard part.

    Anyway BIS have one of the most developed LOD systems for 3D models and I have full faith they can pull it off if they choose to do so.

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