Yoshiro
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Everything posted by Yoshiro
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Heh, what happened to that update. Got me checking the site every 15 minutes for the past day or so now.
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Well, I was at the GDC a few days back and a little birdy told me about these guys over at Natural Point (trackIR makers) had a movie or something of Armed Assault. Being the good natured OFP/ArmA fan that I am I couldn't let that one slip by so I of course went over to the booth. At this time they where just finishing up a movie of some other game and I figured I'd bug one of the guys there to load up the one on Armed Assault. To my surprise the guy replied that he had a demo, and asked if I wanted to play and show off the TrackIR at the same time. You can guess my answer I'm sure. So for about the next hour and a half (maybe a bit less) I enjoyed the wonderful world that is Armed Assault (early demo build probably not ment for public consumption). So things that I noted (the demo level I played is from what I've seen the first part of the ArmA vid that is going around). 1) It is OFP on steroids pretty much, as they have described it. Nothing truely revolutionary but you can see the improvements to what was allready there and everything ran very well. 2) Hand models still suck. I can live with it, but it was the only thing that looked like it hadn't been upgraded for this demo. This might be something that will be change, I hope so but just like the hand from OFP, they don't look good. 3) Vehicles looked wonderful as did the surrounding landscape with lots of foilage and excellent cover that went off into the distance. 4) The game works very well with the TrackIR and I used it alot to look around and check my surroundings for enemies. 5) There where still some major glitches I saw but I can say most if not all looked to be things related to early demo code and on the "TO BE FIXED POST HASTE" list back at BIS. Overall I was very happy with the experience (words coming from a die hard OFP fanatic). The game felt like our good ol OFP just dressed in a new suit and getting ready for the prom. But I really think he needs to wash his hands...
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I vote True. And yes klamacz
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As previously posted http://yoshiro.kirbyz.net/YoshPlayingUT2k7Arma/ Bad pics though
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Nope, my fellow devs digi cam just sucks. To see pics from my cam check this link http://yoshiro.kirbyz.net/GDC%202006%20PICS/ but the only pics I had of me playing ArmA came from my fellow devs cam so thats what I posted for you guys. The pics in the above thread will probably make no sense to you.
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The game seemed to run fine even with the glitches. I have no idea what kind of system it was running on but I can only assume near top of the line. Even with far view distances and sometimes vehicles appearing as blocks, and then suddenly turning into artistic pleasure (screwed up LOD I assumed) nothing seemd to give it a sudden drop in frames. Is this a constant thing for the whole game? I couldn't say. If you add 100 bots to a mission in the same area that requires intensive CPU power you might see the old stutter friend return
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medvidek I want to go back to the island and join him, see if he can arange a flight/visit for me again But tell Will to get updating, he's had us waiting several hours.
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Tell William we are all waiting And tell him I want to come back to Sahrani and visit him soon. I didn't get enough time while the GDC was going on!
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Don't forget we are still watching these forums And here I thought you had all bought a private island (as modeled in the recent blog entry) and where just reporting on the local vegitation and climate
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I think I saw that in the ArmA demo I played at GDC. Glad to see you pulling ideas from the community Medvidek
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Wasn't my digi camera, it was my fellow devs, and his sucked. Mine is much better. As for TrackIR functionality. It didn't control aim, it just allowed me to look around, and was infact disabled in iron sights mode. Ralf, your dead to me And yes I was a smile filled fool when I was told I could play hehe. And yes collision detection was better then OFP's. Having never played the Xbox or VBS versions I can't say if it was the same or better as anything in those. And AI seemd fairly competent. The few I was shooting outside and in the city seemd to be near cover. I don't know if that was random luck when as to how just where they where when I reached em or if they actually went for it. The game started off with me landing in the helo as part of a squad. Or commander then ordered us over this hill and we see a city. At this point a few allied tanks start coming down the road and your commander points out that the enemy has AT guys right down their at the front of the city so you get ordered to head down there and take em out before you loose a few million in precious firepower. After killing about 5 guys (no idea how much my squad took out there) we moved into the city down the main street I'm assuming, and started clearning it out, then about half way through we took a left down a road. More baddies here for my shooting pleasure and an order to wait around for something to happen. At this point I left my squad and starting roaming to take a look at the island so I don't know what happens next in the mission.
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For the none believes, now you can see my full uglyness in the flesh playing. First few shots are me playing UT2k7 on PS 3 dev kit, the rest are me playing ArmA with TrackIR. http://yoshiro.kirbyz.net/YoshPlayingUT2k7Arma/
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<!--QuoteBegin-- -Dawnrazor+April 05 2006,09:37--><table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Quote ( -Dawnrazor @ April 05 2006,09:37)</td></tr><tr><td id="QUOTE">Sorry, but I dont believe you a word after de GDC you loose not a word, but after the video, you say things, that everybody can see in the video I figured other people would have posted about it, I was surprised when nobody else had. You don't believe me? Good for you, I have a pic to proove it to myself They AI seemed fairly smart, didn't run into the old SuperAI from Flashpoint while I played.
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Was dropped off by a Helo at the begining of the mission, but it took off before I could admire it more (read: I wanted to shoot the pilot and hijack it) so I can't really say. Only vehicle I got a good close up with was a M1A1 and it wasn't firing at the time.
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1) Yes, it is better then the mod. We didn't just want to make a mod in a box and made many improvements if you'll take a devs word 2) It has the same feel with improvements as I said that overall make the game much better.
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The DT-28 was a version used in tanks. The DP-27 was the infantry light weapon, we have both.
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Hello, first let me introduce myself. Some of you might remember me as a long time Operation Flashpoint player. Even though I do not post often in these forums I have been here a long time. I first starting playing OpFlash at my friends request to join him, and I got hooked on realistic games after that. (Even joined a great group of guys known as the Dragon Knights for Flashpoint clanning a long time ago). Which led me to my next step. After hearing about a realism focused modification called Red Orchestra on Unreal Tournament 2003, I proceded to buy that game and download the mod the second it was released. To make a long story short, over the development of the mod I joined the team and the team won the Make Something Unreal Comp (which netted us the Unreal Engine to produce our own game). The team then formed the independant gaming studio Tripwire Interactive to move forward and now I felt I should return to the community that got me started on this path and show it to you. I figured that some of you guys would enjoy what we have to offer. I give you Red Orchestra: Ostfront '41-'45. You can find our recently released trailer and several interviews linked on the front page as well as our media section here for all your screenshot needs. Key Features * Fight intense battles on 13 authentic Eastern Front combat environments * Crew 14 fully realized vehicles with highly detailed exterior and interior models * Choose from 28 authentic infantry weapons * Full 32 player online Multiplayer Support * Unique Setting – the only FPS to focus on the WWII Russian Front * Engage enemy tanks at 800 metres and more with the Simulation-level armored vehicle combat * Fight the full range of combined arms infantry and vehicle combat in detailed environments based on real-world data, from city-centre to deeply rural settings * Realistic bullet and projectile ballistics will make you duck for cover * Coordinate strategies with your team-mates via Voice Over IP * Authentic Immersive Sound FX and 3d Positional Sound System * 3d “Iron Sights†and unique 3d scope system * True weapon deployment system including resting rifles on support * Historically accurate artillery system * Distance-based sound system dynamically creates the battle ambiance * Advanced player movement system featuring diving over obstacles and leaning * Custom 8 way animation system for highly realistic player animations Now some things you might not pick up from the key features blurb is that the tank ballistics are on par with everything else taking armor, range, and angle of the hit into account, going so far as to have deflecting shots. There are so many neat features it is hard to list them all. If you have any questions, feel free to ask me here or in our forums. And to end it I just want to say many of the Tripwire team is waiting for Armed Assault to hit the shelves.
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I saw little to no press about OFP in the US either. Only way I found out about it originally is when my friend had me over and had this game demo he wanted me to try.
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Just as a heads up the PPU's are actually allready built and ready to go, they are just waiting for games that support them to be released or patched before pushing them out. They don't work with every phyics enabled game. They have to be implemented. The game either needs to be using the Novodex phyics engine or the game needs to be using a physics engine that has approached PhysX about getting their engine supported on the card. As BIS does their own phsyics engine they would need to approach them about it before the PhysX card would do anything for Armed Assault.
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You don't just drop in a Physics SDK. For physics to be in a game, a specific physics engine has to be implemented from the very start. Either in house like BIS did in the past or by buying the rights to another physics engine such as Novodex (new kid on the block, really cool, Unreal Engine 3) or Havok (Half Life 2, Max Payne) and implementing it into the engine. Physics engine SDK's are not compatible with other phyics engines. From what I understand (I could be completly wrong), BIS has done the inhouse Phyics coding again so any physics tools would be inhouse tools.
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Talking about a publisher deal in the works or before the publisher wants you to is just about making sure the publisher walks away from you. It will be announced when they want it to be announced.
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I'm sure BIS is reusing a lot of Art resources from the original game. Remember this is a remake with an upgraded engine. Getting all new art assets takes alot of time and alot of money, and I"m sure they are using that time, money, resources on getting art assets for "the game formerly known as OFP 2". Overall I'm very happy. And remember OFP has a great moding community, so I doubt it will be long at all till the community has new toys and replacement packs for us.
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Just a heads up, Lucas Arts does not take kindly to people using the Star Wars IP without their permission.
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Recently I got several of my friends into OFP by showing them the various mods around. I used to play alot of Seb Nam 2 when it came out and remember some great coop maps. Now that I want to play this mod with my friends I"m finding many dead links ( I did a search of the forums). Can anybody direct me to some good ones they know of that are active? Use of Air cav is always good too
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Well this is a great addon even in what is probly beta stage. Can't stop having fun with it.