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View Full Version : Armed Assault - development suggestions to BIS



theavonlady
May 19 2005, 12:37
I'll start.

The press release states:

Compatible with community created content.

That's great but remember that most of that content is in mod folders within OFP's directory.

BIS, Please support full folder path specifications in the mod switch, so that existing content can be accessed in its present location, even if outside of AA's folder. That way, single file copies of user created content can be accessed by both OFP and AA.

Next!

Acecombat
May 19 2005, 12:40
How do you know AA is standalone ?

Maybe it'll simply overwrite/makenew OFP's exe like resistance did know? Hope it does that.

And yeah we want support for everything that is at present , i want the game to start without asking for CD as well , i want to keep me CD's in pristine condition http://forums.bistudio.com/oldsmileys/wink_o.gif

Antichrist
May 19 2005, 12:42
Change the trees from original islands to VBS1 ones. Cause, let's be fair, old CWC ones look like crap.

Mr Burns
May 19 2005, 12:48
while we´re at vbs1: i´d like to see collapsing buildings like in the
Quote[/b] ]dynamicBuild_a.mpg  http://forums.bistudio.com/oldsmileys/smile_o.gif

Acecombat
May 19 2005, 12:51
How about a new forum for this for starts or maybe we should take this to the OFP forum after al this isnt about OFP2 http://forums.bistudio.com/oldsmileys/crazy_o.gif .

How will this affect addons is my main worry , will all those addon maker have to update their stuff back to match your new soldier/body/head model? I cant imagine seeing those old models standing up infront of these http://forums.bistudio.com/oldsmileys/crazy_o.gif . <-- Major problem.

raedor
May 19 2005, 12:52
Change the trees from original islands to VBS1 ones. Cause, let&#39;s be fair, old CWC ones look like crap.
VBS1 trees are better, sure, but they don&#39;t fit the islands, the green is too flashy.

we need multi turrets + cars firing rockets. that&#39;s all&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif so just copy the new vbs modules to AA.

T.A.L.L
May 19 2005, 12:52
What I want to see:
-New animations
-More gunner positions in vehicles
-Better AI
-Better netcode
-3d ironsights

theavonlady
May 19 2005, 12:54
Change the trees from original islands to VBS1 ones. Cause, let&#39;s be fair, old CWC ones look like crap.
VBS ones are essentially based on Resistance folliage technologies.

One thing that should be fixed: folliage should block AI&#39;s line of site. CWC&#39;s folliage does. OFPR&#39;s and VBS1&#39;s doesn&#39;t.

RUKH
May 19 2005, 12:54
Modernised and realistic weaponsystems like manually guided TOWs and stabilsed sights for Mbts.

Better Heli flightmodel,....dont really care for the current where you have very little freedom.

Better tracers and mussle FX, more realistic night day difference for them.

Sound engine, needs support for latest EAX and "popcorn" effect on distant shooting http://forums.bistudio.com/oldsmileys/smile_o.gif

Berghoff
May 19 2005, 12:54
Destroyable building is a must, the paper buildings when destroyed looks old http://forums.bistudio.com/oldsmileys/smile_o.gif


Quote[/b] ]One thing that should be fixed: folliage should block AI&#39;s line of site. CWC&#39;s folliage does. OFPR&#39;s and VBS1&#39;s doesn&#39;t.


Actually Resistance foliage does block AI sight. But the problem is you cannot get in the bushes but hiding directly behind them will block AI&#39;s sight, only when you don&#39;t fire they won&#39;t spot you.

Mr Burns
May 19 2005, 12:57
What I want to see:
-3d ironsights
oh yea, and maybe:
- wind affecting bullets
- smoke affecting laser
- better weapon feeling (sounds, tracers..)
- and please don´t do the fluffy yellow explosions again http://forums.bistudio.com/oldsmileys/tounge_o.gif

Antichrist
May 19 2005, 13:00
Change the trees from original islands to VBS1 ones. Cause, let&#39;s be fair, old CWC ones look like crap.
VBS1 trees are better, sure, but they don&#39;t fit the islands, the green is too flashy.
Well they did promise a new island didn&#39;t they? Might as well use new ground textures as well as VBS1 trees, so it actually looks good&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

tak
May 19 2005, 13:01
I&#39;ll be glad If you can shot while board in the chopper cargo.
and Mutilple gunner support.

Cozza
May 19 2005, 13:03
gunners move with the gun. I hate it how u sit there and the gun moves and the arms dont. http://forums.bistudio.com/oldsmileys/sad_o.gif

Ironsight
May 19 2005, 13:03
What I would like to see:
- Dynamic buildings
- Multi gun positions
- Stand and firing from vehicles when moving
- lagfree grass
- smaller terrain cellsize

http://forums.bistudio.com/oldsmileys/smile_o.gif

raedor
May 19 2005, 13:03
Change the trees from original islands to VBS1 ones. Cause, let&#39;s be fair, old CWC ones look like crap.
VBS1 trees are better, sure, but they don&#39;t fit the islands, the green is too flashy.
Well they did promise a new island didn&#39;t they? Might as well use new ground textures as well as VBS1 trees, so it actually looks good&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif
yes, hopefully. they promised the islands "in extreme detail" http://forums.bistudio.com/oldsmileys/biggrin_o.gif judging from the released pics they have lots of work to do then. but they still have some time left http://forums.bistudio.com/oldsmileys/wink_o.gif

Acecombat
May 19 2005, 13:03
- Shooting from in vehicles cargo positions?

- Contrails/vapour from airplanes backside a MUST&#33;

- Vehicle destruction model to change i want tyres bruning falling out doors off the hinges lying flat not a piece of crumpled paper.

- Sea do something about the swimming thing a soldier should be able to swim for some time near the shore side , for deep water we have COC divers.

gandalf the white
May 19 2005, 13:04
I want to have good reasons to buy OFP2 aswell, let&#39;s not put your wishlist for OFP2 here&#33; http://forums.bistudio.com/oldsmileys/mad_o.gif

1. mirrors (/monitors)
2. rotatable gun turrets on planes
3. More attention to "vehicles transporting vehicles" http://forums.bistudio.com/oldsmileys/smile_o.gif

Cozza
May 19 2005, 13:04
dont soldiers drown becuase of the wieght http://forums.bistudio.com/oldsmileys/wink_o.gif

gandalf the white
May 19 2005, 13:06
dont soldiers drown becuase of the wieght http://forums.bistudio.com/oldsmileys/wink_o.gif
nah, I&#39;ve seen my guy in Farcry carry a M4, P90, Desert Eagle, and rocketlauncher, and he could still swim fine&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

Baz
May 19 2005, 13:06
better flight model.... For both planes and for heli&#39;s.

Cozza
May 19 2005, 13:08
Ahh then it must be true then, its on far cry http://forums.bistudio.com/oldsmileys/tounge_o.gif

RUKH
May 19 2005, 13:17
Ohh, and seperate weapon and hands model for first person view like all other fps (world and camera models)
=3d sights/reload anims/better handpositions

EiZei
May 19 2005, 13:18
Make AA much less of a pain in the ass by making planes appear much farther than say infantry.

gandalf the white
May 19 2005, 13:18
yep&#33; http://forums.bistudio.com/oldsmileys/tounge_o.gif

But seriously, I think the following would be better hold off untill OFP2:

1. Animated vehicles
2. multiple gun positions (yes, I sound cruel, I know)
3. 3D ironsights
4. far improved foliage

This way, people will surely buy OFP2 too, since it&#39;l be more then improved graphics&#33; more money for Bis&#33; , more fun for us http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Acecombat
May 19 2005, 13:21
Make AA much less of a pain in the ass by making planes appear much farther than say infantry.
You mean to say broaden the skys dimensions? I&#39;ve been thinking about it too right now OFP&#39;s sky is too close to th ground and going high up makes you lose visual on the ground its a bit of a compromise BIS did i guess on performance.

Gandalf shut up OFP2 has lots more already we want this for OFP1 now http://forums.bistudio.com/oldsmileys/biggrin_o.gif.

Ironsight
May 19 2005, 13:22
- Contrails/vapour from airplanes backside a MUST&#33;
Can&#39;t this be done with scripts? http://forums.bistudio.com/oldsmileys/rock.gif


Quote[/b] ]
- Vehicle destruction model to change i want tyres bruning falling out doors off the hinges lying flat not a piece of crumpled paper.
Good one, haven&#39;t thought of that one yet http://forums.bistudio.com/oldsmileys/smile_o.gif

BTW: Shouldn&#39;t Armed Assault has it&#39;s own forum next to OFP1, OFP2 and OFP XBOX http://forums.bistudio.com/oldsmileys/rock.gif

Acecombat
May 19 2005, 13:24
- Contrails/vapour from airplanes backside a MUST&#33;
Can&#39;t this be done with scripts? http://forums.bistudio.com/oldsmileys/rock.gif
Current OFP doesnt support or have anything such as vapour in it , its only explosions and smoke http://forums.bistudio.com/oldsmileys/sad_o.gif . You cant code this in via scripts it needs to be hard coded inside i guess.

nx_illusion
May 19 2005, 13:26
I hope they wont make Armed Assault like in OFP1 NATO vs USSR. Becouse in OFP1 they show that Americans are "good guys" and Soviets are "Bad guys". I think its really rasistic and russofobic. I hope they will make it againts Terrorist not concret Nation like Russians, Arabs, Chinese etc etc.

major gandhi
May 19 2005, 13:26
-Better AI (repressive fire, better maneuvering, perhaps we&#39;ll get that with ECP already http://forums.bistudio.com/oldsmileys/tounge_o.gif )
-Bushes, trees and SMOKE (what do you have smokegrenades for if the AI can see throught it god damn&#33;&#33;&#33;) should block the AI&#39;s line of sight
-Mutli-gunner positions(if we can get at least this, I could wait for the ability to shoot as cargo from a vehicle until ofp2)
-ability to give vehicles different crew members via config
-full-mod-support, any new restrictions concerning this aspect are a big step backwards for ofp
-better performance&#33;&#33;&#33;&#33;&#33; (my friends laugh at me because I still play a game that&#39;s 4 years old but still lags oin modern computers in certain situations http://forums.bistudio.com/oldsmileys/crazy_o.gif )

hardrock
May 19 2005, 13:35
I would like to see a better addon management in AA. IMO every addon should have to be sent to BIS where it would get a unique ID that would also be stored in the PBO. The existance of this unique ID should be checked when the addon is loaded, every further version of the addon had to have another ID. By this ID it would be easy to get all the addons needed for missions, also there&#39;d be an official approval for the addons. The addons should meet some requirements to get an unique ID.

Of course, this decreases the freedom at creating addons. But I think something of this sort would make the addon management much easier, since you don&#39;t need to care about addon versions, since every addon has its unique ID.

SpecOp9
May 19 2005, 13:36
I suggest lowering the release date to tommorow http://forums.bistudio.com/oldsmileys/tounge_o.gif

Mr Burns
May 19 2005, 13:38
-better performance&#33;&#33;&#33;&#33;&#33; (my friends laugh at me because I still play a game that&#39;s 4 years old but still lags oin modern computers in certain situations  http://forums.bistudio.com/oldsmileys/crazy_o.gif )
ignore them  http://forums.bistudio.com/oldsmileys/mad_o.gif
trying to communicate with these kind of people will only make it worse for you  http://forums.bistudio.com/oldsmileys/sad_o.gif  http://forums.bistudio.com/oldsmileys/crazy_o.gif  http://forums.bistudio.com/oldsmileys/tounge_o.gif



I suggest lowering the release date to tommorow  http://forums.bistudio.com/oldsmileys/tounge_o.gif
word  http://forums.bistudio.com/oldsmileys/biggrin_o.gif

gunterlund
May 19 2005, 13:54
All I want is a comprehensive guide to scripting and a dictionary of reserved words and what they do. Then we can all dive into makeing mods, missions, etc. without having to pick apart other peoples work to decipher how to use the game.

SteveVCB
May 19 2005, 14:01
More realistic explosions, i.e. dust and smoke from ordnance rather than a Hollywood special every time someone farts in the general direction of the enemy.

The ability to set sides. The East, West, Resistance and Civillian setup is too simple. If we could designate which side a unit is on myself, we could make some really interesting missions.

nx_illusion
May 19 2005, 14:16
I would like to see everything that has been already sayd and i would like too see dynamic campaiqne from both sides.

Gordy
May 19 2005, 14:28
I would like to see a better addon management in AA. IMO every addon should have to be sent to BIS where it would get a unique ID that would also be stored in the PBO. The existance of this unique ID should be checked when the addon is loaded, every further version of the addon had to have another ID. By this ID it would be easy to get all the addons needed for missions, also there&#39;d be an official approval for the addons. The addons should meet some requirements to get an unique ID.

Of course, this decreases the freedom at creating addons. But I think something of this sort would make the addon management much easier, since you don&#39;t need to care about addon versions, since every addon has its unique ID.
I agree with you.
I would also like a better modding integrity with some pro 3D tools, so that we don&#39;t have to rely on O2 so much.
3DS MAx 7 is already very good and there isn&#39;t much to do for addon to be completely exported to O2, but still some improvements would be appreciated.
Anims:
This has already been mentioned like trillion times, but anyway.
I would like to have a dedicated anims for every unit (soldier class, vehicle, weapon, static) within game not as it is today. I am not sure how it would affect engine management.

MattXR
May 19 2005, 14:35
i dont think they will be adding anything mayjor that will be for Operation Flashpoint 2.. if this is going to be released 2005 it must be nearly complete.. and omg.. we need a game forum called Armed Assualt lol... OMG when ofp 2 comes out i wont know what to play.. OFP/AA/OFP2 lmao

so then this was the OFP 1.5 lol

Gollum1
May 19 2005, 14:42
Well, what can I say, some realistic suggestions,:

- Better, much more versatile AI that is for example:

- skilled in air support (helos engaging infantry properly&#33;)
- much quicker at reacting and moving ESPECIALLY in towns and close quarters.
- is able to take cover and not go prone and run around like an idiot&#33;

- A LOT more options for AI behaviour in the editor.

- Light grass everywhere like in the Xbox screens, not flat, textured surfaces.

- Collision detection fix

- Collapsable buildings

- Better damage model, damage types for different weapons&#33; Vehicles being disabled more instead of blown up, killing everyone inside.

- Multiple gunner positions

- 3D iron sights

- Some simple, standard integrated artillery system.

- A good set of basic, unmarked, extremely common equipment like BTRs, BMPs, M113s, just the most common Warsaw Pact and NATO equipment.

- More realistic effects, not Hollywood explosions.

- Hard, BADASS sounds, not pathetic flops like the FALs and G3s in Resistance have.

vektorboson
May 19 2005, 14:48
Of course, this decreases the freedom at creating addons. But I think something of this sort would make the addon management much easier, since you don&#39;t need to care about addon versions, since every addon has its unique ID.

One of the few moments where I have to disagree with hardrock  http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Better Addon-Management: Yes&#33;
Mandatory "official" ID and taking away freedom: No&#33;

It could be a simple CfgPatches-Entry like
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
addonVersion = 1.0;
class required
{
 class item0{ addon=&#34;BIS_Resistance&#34;; version=&#34;1.0&#34;; };
 class item1{ addon ......... };
};
[/QUOTE]

You have to remember that AA has to be compatible with old content created for CWC and OFPR.

Ex-RoNiN
May 19 2005, 14:50
It&#39;s a suggestion, so gets moved into suggestion forum http://forums.bistudio.com/oldsmileys/wink_o.gif