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TimRiceSE

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Posts posted by TimRiceSE


  1. @pufu Reported: people on here are a**holes, I know how Games are designed, I wish they would get the crytek engine stupid not if they don't Im going to stop supporting BIS. :rolleyes: reported again.

    I dont know quite what youre saying here, but well, i would crap my pants with shock and, probably disappointment, if BIS dropped their own engine and used anything else...


  2. They dont deceive you. You're just not using them right.

    Works on expansion CG started at january this year at Brno (ALTAR team) and after A2 release, rest of art people in Mnisek connected to that work. Programmers and designers now fixing A2 and branched project, when fixes are released as patches. As expect that design bugs in A2 are near to be solved (most of bugs is now in engine not in design), designers moved/will move to Arowhead. Programers as they work on expansion automaticaly fixing A2 engine, so dont worry.[/Quote]

    And there's a thread for this.

    http://forums.bistudio.com/showthread.php?t=83717


  3. It's entirely in the hands of the mission maker. If they want to impose restrictions they can.

    It's possible because why would BIS include hardcoded limitations that arent neccesary?

    I've played on several Domination servers where AT weapons have been limited to just 1 or 2 players in each squad, i.e. a max of.. 6?

    And I beleive berzerk PVP has restrictions on certain weapon combinations, and total number of certain weapons on each team, i.e. only 1/4 of the people can have a MG, 1/8 have a sniper rifle, etcetc.


  4. Introduction

    This manual will explain the basic functions of Visitor3, the landscape editing tool for Arma.

    Version 3 of the Visitor tool has some improved features over its precedessors:

    * Easier object handling

    * All operations are much faster (especially with large number of objects

    * Support for surface materials rvmat and new transition materials bimpas

    * Import/Save landscape profiles from/to images (.png format)

    * Complete in English

    * Improved networks creation

    * Script support

    * Background overlay images

    * Source control integration

    * Reworked and polished UI allowing docking of toolbars etc.

    There are some recently added or developed features, which are not present in Personal Edition of V3 and are described elsewhere. [/Quote]

    http://community.bistudio.com/wiki/Visitor_3_Manual

    Seriously, did you even look ? That took all of 10 seconds for me to find.


  5. I d/l the tools on the 10th August, but lets not get into a slanging match dear chap!

    Where from? Cos im sure I looked on the BIS wiki BI Tools 2 page YESTERDAY, and there was no download available.

    Perhaps you downloaded BI Tools 1?


  6. <Generic Whine/>

    There will STILL be regular patches for ArmA2 from now, upto, and probably after release of the expansion.

    The majority of content for the expansion will be a lot of work for graphics artists and mission makers (who have been working on it since they finished their work on ArmA2 in January...), meanwhile the team who handles the game engine is still working on fixing that.

    This information or similar is available on practically every page of this (so far) 44 page thread.

    3rd time im quoting this in this thread...

    Works on expansion CG started at january this year at Brno (ALTAR team) and after A2 release, rest of art people in Mnisek connected to that work. Programmers and designers now fixing A2 and branched project, when fixes are released as patches. As expect that design bugs in A2 are near to be solved (most of bugs is now in engine not in design), designers moved/will move to Arowhead. Programers as they work on expansion automaticaly fixing A2 engine, so dont worry.

    Quote from a developer. Aside from the imperfect english, you can see that there is no need to drop a bollock.


  7. blah blah blah x2

    There will STILL be regular patches for ArmA2 from now, upto, and probably after release of the expansion.

    The majority of content for the expansion will be a lot of work for graphics artists and mission makers (who have been working on it since they finished their work on ArmA2 in January...), meanwhile the team who handles the game engine is still working on fixing that.

    This information or similar is available on practically every page of this (so far) 33 page thread.

    2nd time im quoting this in this thread...

    Works on expansion CG started at january this year at Brno (ALTAR team) and after A2 release, rest of art people in Mnisek connected to that work. Programmers and designers now fixing A2 and branched project, when fixes are released as patches. As expect that design bugs in A2 are near to be solved (most of bugs is now in engine not in design), designers moved/will move to Arowhead. Programers as they work on expansion automaticaly fixing A2 engine, so dont worry.

    Quote from a developer. Aside from the imperfect english, you can see that there was no need to shit yourself at all.


  8. how bout reading the thread first? and specifically

    Works on expansion CG started at january this year at Brno (ALTAR team) and after A2 release, rest of art people in Mnisek connected to that work. Programmers and designers now fixing A2 and branched project, when fixes are released as patches. As expect that design bugs in A2 are near to be solved (most of bugs is now in engine not in design), designers moved/will move to Arowhead. Programers as they work on expansion automaticaly fixing A2 engine, so dont worry.

    ..... ADD kids...

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