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Recta DP

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Everything posted by Recta DP

  1. Already posted in the video thread: a very good use of mods; BIS should use this as inspiration for Arrowhead Watch in HD and fullscreen, it`s worth it! <object width="640" height="385"><param name="movie" value="http://www.youtube.com/watch?v=QpW_o46tg30&hl=de&fs=1&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=QpW_o46tg30&hl=de&fs=1&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>
  2. The author statet that this is "pure" gameplay (except music and text) but of course heavily modded. I especially like the tank firing in 01.06: Smoke An advantage of this scenery is the absence of trees, forests etc. and the corresponding lod problems (flickering etc.). It will look more realistic.
  3. One of the most immersive ArmA 2 videos I have ever seen: <object width="640" height="385"><param name="movie" value="http://www.youtube.com/watch?v=QpW_o46tg30&hl=de&fs=1&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=QpW_o46tg30&hl=de&fs=1&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>
  4. Recta DP

    Do You find ArmA Infinite Land Spooky?

    Yes, and please include Dunwich!
  5. Recta DP

    Map of Chernarus

    http://www.arma2.com/map-of-chernarus_en.html Since the interactive topographic map was published online several updates were made. In this thread I would like to collect and discuss topics regarding: (1.) the map of chernarus in general, (2.) the (interactive) topographic map of chernarus in particular. The latest updates on the interactive map: - principal contours (and value) - mountain names and symbols (trig. point with elevation) - pass names - symbols: hills (look for example on the Blunt Rocks in north-east) - some buildings are labeled: "factory", "power plant" The interactive map is precise and clean. Great work! Although I would love to see some modifications: - Use symbols for things like: churches, transmitting stations, factories, power plants, ruins, monuments, etc. - words only for proper names of Cities, villages, mountains, passes etc. - include a legend - include a UTM Grid System using (labeled) meridian stripes - give us the map in a higher resolution since the intended scale is 1 : 25 000 I hope others will share their thoughts on the chernarus map and many thanks to BI for their great attention to detail!
  6. The maps are really impressive. I must admit that copyright probably wont be that problematic for copy shops, although it is not legal to copy protected images... But my question still remains: Isn`t there an official, legal way to get the foldable tourist map? From an economical viewpoint it would be rational to accommodate demand. If BI doesn`t sell enough ArmA2 copies because casual players aren`t that interessted in the game, why don`t they sell higher priced special versions for the fans worldwide? Wow, it looks great...
  7. Thanks, as you can see: I have been too late... Yes, there are 2 further problems with printshops: 1.) They won`t copy the map: Copyright protected. 2.) Maps need a special paper, so they can be properly folded. I just want to buy the official map from BI. Is that possible?
  8. I have been searching the forum, posted a question in another thread but didn`t get an answer: What version of ArmA2 (aside from the CZ-special-edition) will include the printed map. It is, as you can see multilingual: "Hiking Map / Wanderkarte / Kapta", so it should be (or "could be") included also in a German or English release: http://scriptingbay.com/public/deadfast/specialedition/map_packed.jpg http://scriptingbay.com/public/deadfast/specialedition/map.jpg
  9. Like a real hiking map, even with cover and legend. Simply great, this is why I love BI: Attention for detail! What versions of Arma2 include the printed map? Thank you
  10. I assume this was patched up from the interactive map? Meanwhile the interactive map was updated: - principal contours (and value) - mountain names and symbols (trig. point with elevation) etc. It would be great if the community could come up with a proper printable topographic map (legend, UTM-Grid etc.)!
  11. May I ask three questions: 1.) The G36 features dual sights: "a 3.5X scope sight beneath, and a 1X red-dot sight above." Will we have two „sight buttons“ in Arma2 to directly switch to one of the two sights? 2.) Will the 3.5X scope sight have a proper and functional sight reticle pattern: http://de.wikipedia.org/wiki/Datei:G36Reticle.png 3.) The last question is not related to the G36 in particular but on aiming in ArmA (ArmA 2) in general: One thing that really is annoying is the possibility to zoom in and change the FOV three times if using iron sights: a. You can zoom in on something in the normal viewing mode. b. You can zoom in on something in using the iron sight mode. c. And if you are using the iron sight mode you can zoom in again. The possibilities of zooming – in my opinion – are not only complicated, moreover they always felt very unrealistic and killed the immersion a bit. There should even be no zoom and change of FOV if switching to ironsights; the same applies to magnificacion scopes in regard to the landscape viewed outside of the scope: Example: http://viriato.net/airgunning/ft/loures-20070519/DSC_1438.JPG Will Arma 2 use the same complicated viewing system that Arma 1 used or are there signs that the developers modified it?
  12. Has anybody tried out the G36 dual sights? Pictures would be great!
  13. From Gamestar.de: Change log of the beta-patch (Version 1.01): ENGINE * AI improvements: collision avoidance, MicroAI communication, suppress fields * Improved: AI coordination in combat * Improved: automatic VTOL vectoring. * Improved STOL takeoff/landing control * Improved: shot simulation * Enabled taxiing for Mv22 * Fixed: weapons inside vehicles were sometimes white. * Fixed: Some crash opportunities * Fixed: flickering textures sometimes * Fixed: muzzle flashes and other alpha objects cutting into the water. * Fixed: long cutscene animations could cause bad LODs/textures. * Fixed: Terrain LOD causing white dots COMMUNICATION * radio chatter improvements * generic conversations about known targets improved CAMPAIGN * music soundtrack added to more places in the campaign * various improvements in cutscenes * improved Star Force transport service (player can better command it, occasional problem with Star Force froze on spot fixed) * on screen notification for each evidence collected added * various smaller fixes and improvements * some missing dubbings fixed * improved cooperative play in the campaign ENVIRONMENT * Improved sea rendering * Various smaller fixes and improvements SOUND EFFECTS * effect for player near big explosion (beep in his ears, temporarily deaf) UI * improved GPS support (RCtrl + M when GPS is available) * tasks without map (J key by default) * list of players without map (P key by default) * improved rendering of perihperal vision simulation (dots on the screen edge simulating real world field of view) * leader icon displayed on screen permanently for Regular difficulty * tasks faded out to be less intrusive in the middle of the screen MODELS * fixed cargo compartments in aircraft (cargo should not switch positions with pilots during flight) * fixed camera position for BTR and T90 gunner optics views * fixed view gunner lods for turned-out crew in wheeled vehicles * improved hand animation for AA laucnhers * twisted arms for AA missile launchers * fixed fire geometry of billboards model * tractor and bus sound changed * added sign on hotel building * fixed municipal house ruin * changed texture on G36, fixed MG36 icon * fixed gunner animation on BRDM-ATGM * improved model of AK-107 * improved enviromental reflection map * improved A10 gun cursor * fixed T34 icon texture, fixed optics and turret stabilisation definitions and added exhaust smoke
  14. Recta DP

    New ArmA II Pictures!

    Graphics are stunning
  15. Recta DP

    New ArmA II Pictures!

    Yes, I think they are loading them up currently...
  16. Recta DP

    New ArmA II Pictures!

    Over 150 new "professional" screenshots! Weapons: http://www.gamestar.de/screenshots/81038/arma_2_die_waffenkammer.html Training: http://www.gamestar.de/screenshots/81037/arma_2_das_training.html Editor: http://www.gamestar.de/screenshots/81039/arma_2_editor_und_erste_schlacht.html Options: http://www.gamestar.de/screenshots/81036/arma_2_die_optionen.html
  17. Recta DP

    Graphics engine improvement

    Yes, this would be great! At the moment it looks like the EOTech red-cross is "painted" on the sight glass: http://www.youtube.com/watch?v=Lk-mlGLvmIo&feature=channel_page
  18. Yes, it is important to distinguish between iron sights, laser sights, reflex sights, and telescopic sights ("scopes"). In regard to magnifying scopes: It would be immersive and realistic if the zoom would occur - without any change of FOV - only in the area viewed through the magnifying scope: Examples: 1. http://en.wikipedia.org/wiki/File:Sniperscope.jpg 2.
  19. Thank you for the information!
  20. I like slow paced games, especially long distance battles, so that was not my reason for complains about zooming. But I would like the game to be slow paced because of gameplay features (vulnerability, long distance weapons, necessity to take your time to evaluate situations, carefully planning approches etc.) rather than being slow paced because of an overcomplicated control scheme that you constantly have to battle with (a "simulation" has of course to be complicated to a certain degree) Yes, normal viewing mode (zoom: off) feels like looking through a wide-angle lens. But the tradeoff for better awareness of whats happening around you is the loss of feeling for the distance of objects. This "loss" is moreover intensified becaue of the four different stages of zoom and FOV: 1. Normal viewing mode (zoom: off) 2. Normal viewing mode (zoom: on) 3. Iron sight mode (zoom: off) 4. Iron sight mode (zoom: on) If 1. and 3., 2. and 4. would correspond in zoom and FOV one would probably get a better feeling for distance because there would only be 2 different stages of zoom and FOV instead of 4. In ArmA I never got - and maybe this has to do with all the different zoom ranges - a proper feeling for the distance of objects.
  21. Sorry if my post gave the impression if it would be a "big deal". It's of course no big deal, just a detail: I like BI-games for their attention to detail. I think this could be a slight improvement, since interface, control, movement, vision system etc. of ArmA (and the older OFP) are overall a bit "clunky" and unpolished in a lot of ways. (p.s. I used an older version of ArmA because it was not installed on the pc where I was writing the post, this may be the reason for the difference in zoom).
  22. I am convinced that zoom is there for a good reason, thanks for your answers. But even if this is the case, there is no need to have four different stages of zoom and FOV. Let me explain (for example use the M249 SAW in ArmA): There are 2 viewing modes: (a) normal viewing mode and (b) iron sight viewing mode. Every one of this two modes allows zoom (on/off). If you are in normal viewing mode (a) (zoom: on) and you switch to iron sight viewing mode (b) (zoom: on) it zooms in a little bit more. It would be better if the two viewing modes (a) and (b) would correspond to each other for the case that zoom is on/off. If you are in (a) (zoom: off) and you switch to (b) (zoom: off) there should be no zoom and change of FOV; the same for (a) (zoom: on) --> (b) (zoom: on). For short: There should be no change in zoom and FOV when changing from normal viewing to iron sight viewing mode, because in this case you are only elevating the weapon to look through the iron sights. Zoom should occur only if you use the zoom button. This would be - in my opinion - much more immersive. The reason for zoom is to simulate the better "resolution" of human sight, but this has to be separated from lowering or elevating the weapon to look through the iron sights. The vantages: On the one hand there would be lesser FOV and zoom variations and on the other hand you would have the full vantages of zoom.
  23. Thanks for your answers! I can see the point and I understand why zooming is advantageous especially for small screens, but most people who will play hardware intensive games like ArmA 2 will – as I presume – also have proper screens (24“). On such screens it will not be that necessary to be able to zoom and change the FOV in normal viewing mode. And for "distance shooting" you will - as in real life - need the help of magnification scopes or binoculars... For me the possibility to zoom does not feel like simulating the capabilities of the human eye, it feels (a) a bit like "cheating" (as I read in another post on this forum) and (b) there are much more other things to battle with (for example tactical considerations) then having constant battles with the viewing system: Often the procedure is the following: 1. Normal viewing mode. 2. Zoom in on something (for example an enemy). 3. Quickly zoom out by switching to iron sight mode. 4. In iron sight mode: quickly zoom in again. The constant zooming and FOV shifting is annoying and furthermore zooming does not sucessfully simulate spatial perceptiveness you lack in a computer simulation. Quite the contrary: In ArmA I am loosing orientation and spatial perceptiveness because of it!
  24. Recta DP

    ArmA 2 map in recent screenshot

    If I would have to choose, I would vote for a map (provided that it is of high quality and usefull for ingame navigation purposes). Simply because it would not be "useless junk" for playing the game like all the other "advertising gimmicks" (T-shirts, helmets, backpacks, etc.) that add little to the actual playing experience. I always found it very immersive to be able to check landmarks ingame and compare them with a printed map of the ingame territory, or planning the co-op approach on a printed map... All the other things are - in my opinion - apart from advertising purposes pretty useless... I won`t sit in front of my PC with my ArmA2-helmet, ArmA2-backpack, Arma2-teacup etc. ;)
  25. Recta DP

    ArmA 2 map in recent screenshot

    What I would love to see in a collectors edition is a high quality printed topographic map of the ingame territory. Example: http://upload.wikimedia.org/wikipedia/commons/7/79/Topographic_map_example.png Does anyone know if there are plans to ship the game with such a map?
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