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D00mbuggy

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Everything posted by D00mbuggy

  1. D00mbuggy

    Red Dead Redemption

    Anyone get this yet? It has a 96 on metacritic. Copy Pasta from Wikipedia: 3gBctl1h_2o x1xw8Kaeq8I rQ_z-_4fF4Y
  2. Would anyone like to recommend some good 2 player coop missions?
  3. I was playing LAN coop and we started on "Start" and it progressed to First to fight. Problem was that once we finished the mission, I was presented with "Start" and "First to Fight" and not the mission after it. Help?
  4. This is by far the most atmospheric horror game I have played. I don't feel like spoiling it, just try it from Steam. http://store.steampowered.com/app/57300/
  5. D00mbuggy

    Actual combat????

    I suggest you update to 1.07.
  6. D00mbuggy

    Reviews and Revenues

    I use the majority of reviews to base my opinion. If it seems blatantly rigged as in a paid review, I usually use sites like Rock paper shotgun or Kotaku.
  7. D00mbuggy

    Which Idea is best?

    I'm an american and i'm totally fine with the Taliban player idea. The people who are complaining about the controversy are the same type of soccer moms who ban any game that involves playing as the terrorists. This is what a patriotic US player in ArmA II is like "Kill Takistan as US? Ok. Killing Russians? Perfectly fine. Killing civilians? Lol it's fun to shoot civilians. Killing US soldiers? Absolutely terrible and shouldn't be allowed." I just think it's incredibly hypocritical if you want to complain that this mission is about killing US soldiers when it's a game. It's like someone complaining how in Enemy Territory Wolfenstein how you get to play as the Germans.
  8. D00mbuggy

    2 Player coop missions?

    No i'm playing LAN
  9. D00mbuggy

    2 Player coop missions?

    Just saying I only have 2 copies of ArmA 2
  10. D00mbuggy

    Why is this game not more popular?

    I think the reason why ArmA II is so unpopular is that it's too complex. Before you go calling the wahhmbulance what I mean by complex is by it's controls. X- Crouch Z- Prone C- Get up Which button don't you need? Obviously the freaking C button! The controls are crap tastic. They really need to ditch the animation based system because everything is delayed as hell. I can see around millions of countless things they need to streamline and improve. When you switch to a gun, you lose full control of your character. When you use your binoculars, you lose complete control of your character. When you crouch, you lose control of your character. When you stand you lose control of your character. When you prone you lose control of your character. Think about it, are those animations really necessary to lose control of your character? Now think of the Project Reality way. You switch to a gun, you pull it out of your pants GTA style. BUT there's no delay, you can run around while you're doing it, you can crouch, you can go prone. You crouch, you just crouch. There is no long out drawn, flashy animation that you cant move when you do it. Does losing these animations really lose the immersion factor? Is it really worth the losing control of your character. Think of why Project Reality is so successful compared to ArmA II. The controls are basically your standard shooter controls from Doom 3 or Half Life 2. But they don't really harm the realism or believability as Project Reality represents.
  11. Honestly I think Outerra should be the new engine for ArmA III. It's a planatery renderer that can support vast maps as large as Earth itself. It has huge view distances, it supports flight model planes, realistic vehicles, villages, roads, trees that don't lag up your game and more. This seems like much more of a practical solution then Cryengine 3. XGMs7Iem3Vg gf8YQ9WSdiw rvuc52kZYOk RNw7_lyxPmA izyZ1kKQzbE LC9FOHwNw9o Features Summary Realistic looking terrain with high detail Unlimited visibility, detail ranging from thousands of kilometers down to centimeters Real time atmospheric rendering Rendering of vast dense forests Seamless transition from space down to the planet surface Adaptive LOD with continuous transitions. Elevation data are preprocessed using special wavelet compression, the required level of detail is extracted effectively on the fly Partitioned compressed dataset can be downloaded progressively over the web Fractal refinement mimicking the natural processes (erosion, rocks, overhangs) Procedural texture generator combining mathematical models and climatic data Bitmap overlays for specific areas Vector data - roads, rivers, land class polygons Dynamic shadows Fully asynchronous multi-threaded design able to utilize all available CPU cores Terrain and fractal algorithms runing completely on the GPU Stable frame rate system Supports arbitrary and varying resolution of elevation datasets, refined to centimeter resolution by fractal algorithms Embedded web browser allowing for direct web service integration Supports COLLADA 3D model file format Integrates a Flight Dynamics Model library for high fidelity simulation of aircraft, rockets Global physics engine for simulation of vehicle physics and collision detection http://outerra.com/index.html Also some more pictures on ModDB: http://www.moddb.com/engines/outerra-engine
  12. I hope this actually becomes a simulator that can compete somewhat with ArmA II. I'm sick and tired of the shoddy movement, tanks that die from machine guns, and bad UI. I am an ArmA II player myself but you honestly have to put up with the problems ArmA II has since they're no other game in the market like it other else than OFP and ArmA. And on the plus side competition always makes things better.
  13. D00mbuggy

    The End of the Tactical Shooter.

    There will always be niche markets to fill, like what ArmA II has been doing right now, and what Bohemia Interactive has been doing since they made OFP:CWC
  14. D00mbuggy

    Starcraft 2: Wings of Liberty released

    I've played the trial. It's crack cocaine on steroids.
  15. D00mbuggy

    ARMA 2 (OA) : DLC discussion thread

    DLC like this is what I did not want to see in ArmA II. Anyone can make new units. ALL of the soldiers (Civilians, US, Takistan, British) have the same AI. What you're basically paying for here is a package of weapons and vehicles that the modding community has already made. It's like taking the M16 from the US, giving a British gun model on it, giving it sounds, editing some configs for firing rate, and slapping a price on it. I want Bohemia Interactive to do things that are extremely hard to mod, such as firing in vehicles, AI, jamming. As of now, they're just releasing content that modders have been hard working on. I know theres a British pack in the works and now it's been blown sky high by the closed-content Bohemia is releasing for money. Good example: Booster packs from BF2 Nobody bought the Booster packs, people only bought Special Forces for the weapons. Since there were no servers for the Booster packs because no players had them, DICE decided to release the Booster packs FREE of charge in the latest patch. Now you can commonly see Booster pack maps on servers.
  16. D00mbuggy

    ArmA 2: Operation Arrowhead - DEMO!

    Is it allowed to make multiplayer missions in the demo? I've tried making one and it didn't show up on the missions list when I tried hosting.
  17. I really wish they had some sort of warning system inside ArmA II. The AI should be coded so that when one of its teammates is downed in an area around 5x5m wide, that area is marked dangerous and AI will avoid walking over the 5x5m area. The AI will only walk over it if: 1. There is no other possible way to navigate to location AI wants to move to. 2. Leader thinks that its safe. I think it would be pretty easy to mod as well, maybe the mod could place an invisible object that is labeled to be see through and shootable through but unable to walk through until squad leader thinks it's safe in where the invisible object is deleted. This will help in city battles where AI keep barging through small crooks where countless bodies are strewn over hill like at 2:00 in this video. (http://www.youtube.com/watch?v=lM0BQJcZzaU)
  18. D00mbuggy

    Dynamic AI - decision making...

    I really wish they had some sort of warning system inside ArmA II. The AI should be coded so that when one of its teammates is downed in an area around 5x5m wide, that area is marked dangerous and AI will avoid walking over the 5x5m area. The AI will only walk over it if: 1. There is no other possible way to navigate to location AI wants to move to. 2. Leader thinks that its safe. This will help in city battles where AI keep barging through door where countless bodies are strewn over hill like at 2:00 in this video (http://www.youtube.com/watch?v=lM0BQJcZzaU)
  19. What really irked me out is that ArmA II claims to have 73 guns in it's arsenal even though most of it is just variants of guns such as M16A4, M16A4 w/ ACOG, M16A4 w/ ACOG and M203. What Bohemia Interactive needs to do is cut the weapon's list of crappy variants and add in a more stream lined approach to this even if it is sacrificing a point of advertising for ArmA II. First off, no more combinations of guns on the gear list. I want to find a gun fast and not browse through huge amounts of variants. ArmA II needs to add in attachments such as Bad Company or Modern Warfare 2. When picking a gun that you wanted to use, there would be a window showing the rails and attachments that you could use on your weapon with a neat description at the bottom. Operation Arrowhead already is trying to make the ArmA experience easier to new comers, why not make an attachment system as well?
  20. D00mbuggy

    TimeSplitters Series

    Ahh TimeSplitters, I'm not sure if the ultra-hardcore realism gamers of Bohemia Interactive Forums have played this, but I have. All three of these games have spent up years of my childhood. TimeSplitters made by Free Radical or now Crytek UK is a game where you go through time saving stuff. Time Splitters: Not much people heard or played the first one. The release was in 2000. The game's story mode can be played alone or cooperatively with one additional player. Taking place at nine fictional locations between 1935 and 2035, the story follows 18 characters' individual attempts at defeating their own foes and the TimeSplitters with whom they have sided. In each level, the player can choose from one of two characters specific to each mission, and must kill enemies as they move through the level to retrieve an object and then carry that object to the exit portal. After a player picks up the object, TimeSplitters, evil mutant creatures, spawn throughout the level and attack the player. In arcade mode, up to four players and ten bots can compete individually, or in up to four different teams in certain modes. The players can set choose from characters, levels, and weapons that have been unlocked by completing story mode and challenge mode missions. The modes are: Deathmatch - The player or team with the highest score based on kills and/or deaths wins Bag Tag - The player or team that has possession of the bag for the longest total time during the match wins Capture the Bag - Players must retrieve the enemy teams' bag(s) and return them to their own base to score points Knockout - Players compete to collect objects in the level and return them to their own team's base Escort - A team attempts to protect a bot as it tries to walk to a destination in the level Last Stand - Players attempt to protect key destructible objects (including themselves) from the attacking bots for as long as possible. There is also a MapMaker. Gameplay: _7B6LyawZ0I nbmIhjViSEo Time Splitters 2: This one was more well known then the first game. The main single player portion of TimeSplitters 2 is divided into ten levels. Each level is in a different time period and contains a series of objectives that must be completed. Some objectives are present at the start of the level, while others are added during play. A few levels have secondary objectives, which are not required to complete unless on the normal or hard difficulty setting. Each level includes a single checkpoint in the middle where the player can restart if they die or fail to complete an objective (with the exception of the last level on any difficulty and the fourth level on easy). For each level, the player must choose from three difficulty levels. Unlike most games, these difficulty levels not only change the strength of the enemies, but also increase the length of the level by adding additional objectives; for instance, in both easy and normal levels, there are optional secondary objectives, whereas in the hard levels, all secondary objectives are now primary and must be completed. At the end of every level, a time crystal must be recovered. After it is picked up, a time portal will appear which must be entered in order to complete the level. However, this is sometimes made more difficult by TimeSplitters that teleport to the player's location. In secret places of certain levels, there are cartridges of old school arcade games such as Snake, that can be picked up and played on the player's Temporal Uplink, the device that normally shows the map of the current level. The game also features a co-operative mode in which two players can play levels together. When playing co-op, in order to balance the game, players' health is lowered. Along with the story mode, there are two other single player modes: an Arcade mode and a Challenge mode where a player is given a scenario and must complete it within certain requirements. The objective ranges from collecting bananas to shooting heads off zombies. After the objective is completed, the game will end, and a medal will be awarded depending on the number of points obtained. Certain medals allow the player to play as new characters in multiplayer or use cheats. Cheats can be turned on in the options menu to activate features such as unlimited ammo or the ability to shoot paintballs from guns. Free Radical's website implies that there are also controller-activated cheats that have never been released. They say they like to keep things "as impossible as possible." Arcade mode is the main multiplayer section of TimeSplitters 2. It can normally be played with up to four players with each player using a division of the television's screen. However, with a System Link, up to sixteen players can simultaneously play multiplayer. System link was not included with the Gamecube version. When a player gets killed, they are respawned at a random location on the map with full health. Weapons, armour, and other items that enhance players' abilities are placed in several preset positions scattered about the map. The objective of the game depends on the mode selected. Four are available at the start: Deathmatch, Team Deathmatch, Capture the Bag (a version of Capture the Flag) and BagTag (where a player must survive while in possession of the bag for the longest period of time). There are sixteen game modes in total, but twelve are unavailable until the player beats certain levels of the game. Several aspects of multiplayer can be customised, such as the weapons, the number of points needed to win, the number of minutes until the end of the game, as well as the music that plays along with the level. There is also a variety of different characters the player can choose to play as, each with their own individual statistics. Some characters are from the Story mode, while there are other more humorous ones such as a dinosaur and an Elvis impersonator. Up to ten computer-controlled bots can be used. Their appearance, difficulty, and team can be customised. The bots can do some acrobatic moves that the player cannot do such as rolls and somersaults. At the end of each match, the results of the game are shown. This includes the number of points each player or team scored, the weapon the player used most often, as well as awards the player earned. There are nearly 60 awards present in TimeSplitters 2. Players are given them based on what they did in the match. Awards are databased in each player's own saved profile which also keeps track of a variety of other statistics. There is also an Arcade League mode in which one player is placed in an Arcade match with pre-set bots and weapons. There are three difficulty levels of Arcade League: Amateur, Honorary, and Elite. Players must beat them in consecutive order. After a player beats an Arcade League level, a medal is awarded. A MapMaker is also available that can create playable levels. Unlike the original TimeSplitters, levels for Story mode can be made as well as levels for Arcade mode. Created Story levels, however, cannot be played co-operatively like the default story levels. Maps are created by selecting and placing different pre-made tiles and rooms onto a grid. Spawn points, weapons, bags, armour, and objectives can then be placed anywhere on the level. There is a bar in the left side of the screen, representing memory, that lowers each time a tile or item is placed. When the bar depletes completely, nothing else can be placed onto the map. However, items can be deleted to increase memory. A theme can be chosen for each map such as Victorian, Industrial, Alien, and Virtual, which changes how the rooms appear. TimeSplitters 2 starts off in the year 2401 in the midst of a war between humanity and the TimeSplitters, an alien race bent on the destruction of mankind. However, rather than invade, they are using the special objects called Time Crystals to travel through time changing the course of history, bringing Earth to ruin. Two space marines from Earth, Sergeant Cortez and Corporal Hart, are sent out to a space station overrun by TimeSplitters to retrieve the time crystals. However, when they reach the bridge, they are too late as they see the last few TimeSplitters take the time crystals into the past using the time portal. Then, some other TimeSplitters try to break through the door to get into the room. Corporal Hart decides to try to hold them off while Cortez goes into different time periods of the past to retrieve the time crystals. Upon arrival at each time period, Cortez take the form of a person from that particular period of time, similar to Quantum Leap. For example, when Cortez arrives in the Wild West, he takes the form of the bounty hunter Elijah Jones. When he arrives in a 24th century robot factory, he takes the form of a robot, Gretel MK II (2) After Cortez retrieves all of the time crystals, he returns to the space station to meet with Hart. The TimeSplitters outside finally break into the room. Corporal Hart is killed in the ensuing battle. Cortez sets the space station to self-destruct and he escapes on his ship before it blows up Gameplay z72mKmoZnUQ QZiu_1bopWo b_rpiB-jiqA Timesplitters Future Perfect: This is probably the most well known game in the Timesplitters series. The game begins in 2401 when the space marine, Sergeant Cortez, is leaving the space station that he destroyed at the end of TimeSplitters 2. His ship crash lands on the future Earth and two fellow marines greet him. the 25th century, befriending and aiding various characters (including himself) in their fight against villains. After discovering that the creator of the TimeSplitters is a mad scientist named Dr. Jacob Crow, Cortez embarks on a new mission to foil the scientist's plans by destroying his labs through out all of the time periods Crow had visited. After making his way to the site of the first Time Crystal, Cortez finds Dr. Crow fused with a large bipedal robot. Crow destroys Cortez's ally R-110, leaving him and Cortez face to face. Knowing he can't defeat the scientist alone, Anya sends Cortez back in time a few minutes to when he first arrived in hopes of being able to double-team Crow with two Cortezes (and R-110, who was never destroyed as a result of the time loop). Crow is defeated, then Cortez puts a raw crystal into a device that causes a chain reaction that destroys the entire compound. Anya quickly warps the two Cortezes and R-110 back to HQ before they are all killed in the blast. They see the barren desert land restored to its former form; a lush, green forest filled with life. Anya labels Cortez as her hero and he remarks, "I know, it's what I do." The Arcade and Challenge modes both allow the player to unlock new characters, weapons, and new locations for Arcade (excluding league) that the player can then use in the game's mapmaker feature. Arcade and Challenge can however be very difficult and take time to complete. Once the player completes a mission the game automatically saves progress. In challenges and Arcade Leagues the player earns awards. Throughout the TimeSplitters series, the programmers field monkeys as playable characters in various guises, such as ninja, zombie and RoboCop-style robot outfits; one multiplayer mode, "Monkey Assistants," utilizes them as assistants to the player who is doing the worst on the map. A curling minigame uses monkeys instead of the traditional curling stones. Further, when players examine their "Player Profile", it states how many times they have played as a monkey. Gameplay JN1bmRYR0vE XbIAEgXh4m4 VTof1O5QJ7w The music was kickass as well: cE34_JfBdmY TP-ZRBnDSP4
  21. I would definitely want mumble support in here, I have been using it for some time beforehand.
  22. Hello, I am looking for a squad to have some coordinated fun that isn't TOO serious. I'm from the Western region of the United States GMT - 7:00. I can play on weekends or days around 9pm-2am. I have ArmA II and Operation Arrowhead. I have a microphone as well.
  23. D00mbuggy

    Better infantry death animation

    Also, Euphoria would be nearly impossible with games the scale of ArmA II in multiplayer. Ok so imagine a battlefield where there are people being shot everywhere, a guy gets shot and physically balances himself upright with the Euphoria engine. First off the server would have to do the calculations for each person that is "euphorialized". If you ever ran over 6 or more people in GTA IV, the Euphoria animation get EXTREMELY taxing on your computer when the game has to calculate each human's arms, legs, torsos finding the best possible way to protect and or balance themselves. Now apply that to ArmA II and make it serverside. The server would be extremely bogged down whenever someone was "euphorialized". Ok so even if you had a godly super server from the future you'd then run into the huge problem of lag. So if some guy would be "euphorialized" by being shot, the server has to calculate that the guy was shot and now in Euphoria mode. So the guy shoots another guy, this information goes to the server, which processes the information(including euphoria physics) and sends it to the guy who was shot. This lag could be extreme as in 200ms and much more as 1 second since the server has to calculate the physics. So there would be an extreme lag whenever you shot someone in multiplayer so deaths wouldn't be instant but more like every 0.5 seconds to more. ALSO there would be packet losses too so Euphoria WILL NEVER LOOK SMOOTH. You can shoot a guy, see him balance, and then see him warp 2m away walking around. And imagine being the guy who was shot having all of your controls disabled, stumbling around, and having your body teleport places due to packet loss. I'd just say, ragdolls are a better option.
  24. D00mbuggy

    Massive performance drop when using IR scopes

    This happened to me. You go into IR mode, FPS is fine, you zoom out and it becomes incredibly laggy with low FPS everywhere.
  25. D00mbuggy

    Game needs an attachment system

    There could be a limited amount of attachments. If you went into a crate, you could have 2 Acog sights, 4 GP-30 launchers, that sort of stuff.
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