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Homefry
May 19 2005, 17:41
I've seen the press release stating that there is a new engine contained in AA... well I'm wondering what details this new engine contains...

Do we have any of the improvement to physics or to the vehicle code, or is it just the graphics detail?

Some detail would be nice.

Marss911
May 19 2005, 17:46
Mostly graphics, of what i've heared.
Lets say its OFP 1.5 (Like the xbox version)

meio_maluco
May 19 2005, 18:03
Quote[/b] ]Map covering over 100 sq. km, in extreme detail
i guess the was seen in pic is a new feature ;)

Hornet85
May 19 2005, 18:04
so its basicly OFP XBOX for PC then?

meio_maluco
May 19 2005, 18:08
from what i know its the same engine as vbs2, but this can be only specualation, it makes sense, BIA does the work for BIS and we get happy :P

Charon[VW:BB]
May 19 2005, 18:11
No multi gun positions?
No improved weapon handling like for example my personal favorite Vietcong?
etc. etc.
Hey they have to improve the physic engine, please

Basher5_2
May 19 2005, 18:20
graphics arent the main focus at all, accorind to a interveiw with AA's developer (forgot the name, sorry dude) the main focus was phyisics, and graphics least

Heatseeker
May 19 2005, 18:30
@<hidden> May 19 2005,19:11)]No multi gun positions?
No improved weapon handling like for example my personal favorite Vietcong?
etc. etc.
Hey they have to improve the physic engine, please
You want 3D sights that dont line up and a static weapon toggle glued to your screen? Or the feel of not being able to use your arms? Wow http://forums.bistudio.com/oldsmileys/sad_o.gif .


Quote[/b] ]graphics arent the main focus at all, accorind to a interveiw with AA&#39;s developer (forgot the name, sorry dude) the main focus was phyisics, and graphics least

Im listening, please tell us more about the physics http://forums.bistudio.com/oldsmileys/wink_o.gif .

D.murphy man
May 19 2005, 18:32
Quote[/b] ]graphics arent the main focus at all, accorind to a interveiw with AA&#39;s developer (forgot the name, sorry dude) the main focus was phyisics, and graphics least
damn right lol&#33; my no.1 concern is the physics. I also hope theyve done away with the &#39;screwed up paper&#39; look to destroyed vehicles and buildings&#33; Maybe even dynamic destroyble buildings that blow apart at the spot where it was hit. But i presume that most properly wont be in AA.

Gollum1
May 19 2005, 18:41
I remember that an interview said that the collision bug was already fixed for OFP xbox, that was over a year ago so I&#39;m sure they&#39;ve fixed it. VBS also has some type of new building destruction mode (Anyone have the video&#33;? PM me please http://forums.bistudio.com/oldsmileys/smile_o.gif so that should be implemented already. Also the terrain streaming that improves performance, self-shadowing on models and proper shadow casting on objects overall, probably some shader support, maybe 3d clouds as seen in the latest screens (I think), water with waves...these things are all evident in the screenshots. edit: And how could I forget, Join in Play functionality and probably reworked netcode.

Charon[VW:BB]
May 19 2005, 18:43
Quote[/b] ]You want 3D sights that dont line up and a static weapon toggle glued to your screen? Or the feel of not being able to use your arms?

Yes something similar or better&#33; You know why? Because its nicer than the handling of ofp and ofp res. I don&#39;t want to be as conditioned as in ofp (for example throw a nade). And i like the idea of crouch and aim over an obstacle.

That&#39;s all http://forums.bistudio.com/oldsmileys/smile_o.gif

D.murphy man
May 19 2005, 18:47
Quote[/b] ](Anyone have the video&#33;? PM me please
me too http://forums.bistudio.com/oldsmileys/biggrin_o.gif

With improve phyisics hopfully we might even be able to have &#39;loose&#39; cargo, by that i mean instead of selecting &#39;enter vehicle as passanger&#39; you can simply just walk or jump on to a tank/plane/boat and be able to walk around on/in it as well as fire of it. Also placing weapons or barrels and other types of cargo loosly in the back of a vehicle and watch as they slid back n forth whiles the vehicle takes turns and moves. Althou maybe thatll be a bit too much for a large scale enviroments of AA

Heatseeker
May 19 2005, 18:54
I remember that an interview said that the collision bug was already fixed for OFP xbox, that was over a year ago so I&#39;m sure they&#39;ve fixed it. VBS also has some type of new building destruction mode (Anyone have the video&#33;? PM me please http://forums.bistudio.com/oldsmileys/smile_o.gif so that should be implemented already. Also the terrain streaming that improves performance, self-shadowing on models and proper shadow casting on objects overall, probably some shader support, maybe 3d clouds as seen in the latest screens (I think), water with waves...these things are all evident in the screenshots. edit: And how could I forget, Join in Play functionality and probably reworked netcode.
I had the VBS1 DIB video but i threw it away yesterday, sry http://forums.bistudio.com/oldsmileys/sad_o.gif , i already posted that it looked fake because there was a big cloud of smoke covering it up and i couldnt see any parts of the buildings colapse, im not expecting to see a new damage model for buildings and vehicals in Armed Assault and ive also heard that the colision detection for VBS was the same http://forums.bistudio.com/oldsmileys/rock.gif .

NeMeSiS
May 19 2005, 18:54
Quote[/b] ](Anyone have the video&#33;? PM me please
me too  http://forums.bistudio.com/oldsmileys/biggrin_o.gif
yes please&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif


anyway, i would be *very* happy with multiple gunner positions... http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Billabong81
May 19 2005, 20:07
(Anyone have the video&#33;? PM me please
me too  http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I uploaded the video (RARed) onto Tactical Blunder (http://tacticalblunder.com/~uploads/hooahman/dynamicbuildings.rar).  It is 23mb.

I think the new engine has basically all the engine upgrades the community wanted, but couldn&#39;t make without modifiying the engine itself.  I doubt multiple gun positions will be added, but maybe in a future patch http://forums.bistudio.com/oldsmileys/wink_o.gif.  New graphics look nice and 100km^2 islands sounds sweet http://forums.bistudio.com/oldsmileys/biggrin_o.gif.

EDIT: To clear things up, the video is of an upcoming module for VBS1. This is not of Armed Assault&#33;

MES-Hoot
May 19 2005, 20:14
WOW&#33; NICE VIDEO&#33;&#33;&#33;

That is OFP:AA?

Adumb
May 19 2005, 20:19
WOW&#33; NICE VIDEO&#33;&#33;&#33;

That is OFP:AA?
VBS1 http://forums.bistudio.com/oldsmileys/wink_o.gif

FW200
May 19 2005, 20:23
and 100km^2 islands sounds sweet http://forums.bistudio.com/oldsmileys/biggrin_o.gif.
Pssst. we already have 100km˛ islands, 12.8x12.8km = 163km˛ http://forums.bistudio.com/oldsmileys/wink_o.gif

Billabong81
May 19 2005, 20:24
Oh...I thought we only have 25km^2 islands http://forums.bistudio.com/oldsmileys/tounge_o.gif. Shows that I am surely not an addons maker&#33; http://forums.bistudio.com/oldsmileys/wink_o.gif

colossus
May 19 2005, 20:33
I wonder how the SP is gone be like.
Guba Jr. http://forums.bistudio.com/oldsmileys/rock.gif

D.murphy man
May 19 2005, 20:33
Wow that VBS1 div is pretty impressive, now why cant some one do that for OFP1 http://forums.bistudio.com/oldsmileys/biggrin_o.gif

shinRaiden
May 19 2005, 20:39
Bah. 102.4km*102.4km (that&#39;s 10485 and 76/100ths sq km) is where it&#39;s at, now if they&#39;d do something about the CTD&#39;s at that level, loosen the buffers, and gimme streaming terrain... oh and I need at least 24bit objectID&#39;s just for the maps...

Gollum1
May 19 2005, 20:44
(Anyone have the video&#33;? PM me please
me too http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I uploaded the video (RARed) onto Tactical Blunder (http://tacticalblunder.com/~uploads/hooahman/dynamicbuildings.rar). It is 23mb.
Thanks a lot, that was cool. http://forums.bistudio.com/oldsmileys/smile_o.gif Do you have the other new VBS videos or know where to get them btw? http://forums.bistudio.com/oldsmileys/rock.gif

Billabong81
May 19 2005, 20:54
Do you have the other new VBS videos or know where to get them btw? http://forums.bistudio.com/oldsmileys/rock.gif
Yeah mate. I got the VBS1 Convoy Trainer advanced features, Dynamic destructable buildings, Advanced functionality module, TELOE (VBS1 operating system), and Observer 3 movies. They are near 100mb though, so they will take some time to upload http://forums.bistudio.com/oldsmileys/wink_o.gif.

Sanctuary
May 19 2005, 21:14
It looks really great, i hope to see something like this in OFP 1.5

But is this video featuring Colonel Klink&#39;s Dynamic Interactive Buildings (http://ofp.gamezone.cz/index.php?showthis=7221&newlang=eng) system inside VBS1 , or is it something completely different only in VBS1 ?

D.murphy man
May 19 2005, 21:31
Yea what ever did happen to Colonel Klink&#39;s Dynamic Interactive Buildings system?? Ive never seen it be put to use in any OFP addons http://forums.bistudio.com/oldsmileys/sad_o.gif

hardrock
May 19 2005, 21:37
But is this video featuring Colonel Klink&#39;s Dynamic Interactive Buildings (http://ofp.gamezone.cz/index.php?showthis=7221&newlang=eng) system inside VBS1 , or is it something completely different only in VBS1 ?
Bit strange that he used to call it Dynamic Interactive Buildings (DIB) and suddenly a VBS video named dynamicBuild_a.mpg appears, not? From this point we never heard about his "OFP" project again, so think about it (and about what is possible in VBS1 and also in OFP) http://forums.bistudio.com/oldsmileys/wink_o.gif


And besides, FW200, they didn&#39;t say 100km˛ but 100km^2, being the same as 100km*100km maps as I understand it. And AFAIR we don&#39;t have any (playable) detailed 100x100 maps yet.

Jezz
May 19 2005, 21:46
that techs defintly possible in ofp kenji from rhs after seeing that video managed to run a quick test to see if he could do the same and well he could i think there pics on his site

D.murphy man
May 19 2005, 21:53
Hmm well if some one could replace all buildings on the original BIS islands to use these &#39;dynamicly&#39; destroyble buildings... http://forums.bistudio.com/oldsmileys/biggrin_o.gif now that would be damn cool

meio_maluco
May 19 2005, 22:06
Like i said before im pretty sure that Armed Assault Uses the same Engine as VBS2 (stated above as VBS Upcoming module ) ;)

And i guess that we would not have AA if it wasnt for the VBS2 developers, so i think we should be greatfull that vbs was invented cuz the vbs2 guys did the work for AA http://forums.bistudio.com/oldsmileys/smile_o.gif (lol now vbs price complaning threads should be history ;))

Homefry
May 19 2005, 22:19
Like i said before im pretty sure that Armed Assault Uses the same Engine as VBS2 (stated above as VBS Upcoming module ) ;)

And i guess that we would not have AA if it wasnt for the VBS2 developers, so i think we should be greatfull that vbs was invented cuz the vbs2 guys did the work for AA http://forums.bistudio.com/oldsmileys/smile_o.gif (lol now vbs price complaning threads should be history ;))
Proof?

Hmm, no response from someone official. We still don&#39;t know what was added to the engine to make it &#39;new&#39;.

meio_maluco
May 19 2005, 22:26
just a thought, but someone u know thinks the same way, aka komuna ;).

Im pretty sure ..., how would they get time to start a new engine diferent than xbox, also vbs2 havent been confirmed or "talked", it has only been talked "a new upcoming module".

i based this on E3 Ralps report, he says that xbox is diferent to AA thats why it makes me think of vbs.

Guess well just have to wait and see ... wells its worth it http://forums.bistudio.com/oldsmileys/tounge_o.gif

Batstat
May 19 2005, 22:38
You guys think AA is OFP 1,5 engine, and only a step in the direction of the orginal sequel planned for mid 2006?

meio_maluco
May 19 2005, 22:41
yes i think that, but when they say new engine i automaticly think of vbs engine improvements (like in that video).

Its still ofp with improvements.

Korax
May 19 2005, 22:50
Bah. 102.4km*102.4km (that&#39;s 10485 and 76/100ths sq km) is where it&#39;s at, now if they&#39;d do something about the CTD&#39;s at that level, loosen the buffers, and gimme streaming terrain... oh and I need at least 24bit objectID&#39;s just for the maps...

Quote[/b] ]* Map covering over 100 sq. km, in extreme detail
I&#39;m really thinking they have put in streaming terrain, as they said they were working on it a long time ago and we could expect it for future titles. Why else would they say &#39;extreme detail&#39; on such a large island unless they were sure it would be lag-free for everyone? Streaming terrain, ofcourse&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

XCess
May 20 2005, 03:17
My personal wish list:

-More control over the AI (scripting).
-Record function for cutscenes (optional in editor)
-Abiltity to walk in/on vehicles while moving
-Ability to shoot from vehicles
-Ability to set knowsAbout values through scripting
-Damaged/destroyed models instead of collapsing when vehicles/objects are destroyed.
-SWIMMING&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;
-Modern physics (Deus Ex: IW, UT2004 style)
-on-rails option for vehicles in editor
-original scripting commands kept
-control over AI communication (i guess that would go with the knowsAbout control...)
-As much control over every game element as possible&#33;&#33;&#33;
- IMPROVED CLIPPING and CQB&#33;&#33;

Well... I guess that&#39;s it.. for now. lol. All I can think of right now anyway.


*/EDIT
umm.. i think i put this in the wrong thread? Moving to development suggestions.*/

[ASO] Farandir
May 20 2005, 07:47
Just to set some things clear about VBS1: there is no upcoming VBS2... those announced modules are just that: additional modules that you can purchase for your VBS1.

so I don&#39;t think BIA does the work for BIS in developing a new VBS2. It&#39;s rather the other way round: BIS developing a new, or updated engine for OFP (1.5 as in OFP:XBOX) and VBS1 profits from that. So since features like destructible buildings und multiple gunner positions become possible in VBS1 (in what quality remains to be seen), I guess that must also be possible and available in OFP:AA.

Gollum1
May 20 2005, 07:58
Can someone explain what the &#39;terrain streaming&#39; optimization means exactly, and what other optimizations would be obvious to add to the age-old OFP1 engine?

Schoeler
May 21 2005, 03:36
Terrain streaming means the terrain ahead of you is not rendered by the cpu yet until you get near it, and the terrain you leave behind dissappears unless you head back towards it. OFP renders the entire map, so it drains cpu power for objects and models you cannot even see.

blackdog~
May 21 2005, 03:45
CQB&#33;&#33;
God help us.

MrZig
May 21 2005, 04:03
Quote[/b] ]OFP renders the entire map, so it drains cpu power for objects and models you cannot even see.

Then how come turning down view distance increases frames per second?

Denwad
May 21 2005, 05:26
it decreases the immediate load on your GPU

your CPU must, however, track every change on the island ( X building was blown up by Y helicopter ) and the positions of each unit.

i think at least.

Schoeler
May 21 2005, 08:49
I think it just defaults everything outside the view distance to its most distant LOD, so it eats up less processing power than it would with a larger view distance. A smaller view distance is more efficient on the CPU, since everything within the larger view distance isn&#39;t being rendered at closer LOD&#39;s

vektorboson
May 21 2005, 10:20
Terrain streaming means the terrain ahead of you is not rendered by the cpu yet until you get near it, and the terrain you leave behind dissappears unless you head back towards it.  OFP renders the entire map, so it drains cpu power for objects and models you cannot even see.

Wrong. What you describe is frustum culling, not terrain streaming.
Terrain streaming means, that only a small portion of the terrain is loaded in memory. As you advance the terrain is loaded ("streamed") dynamically into memory. Streaming means, that only small portions of terrain are loaded per frame, so that the game is not blocked while loading terrain.
It doesn&#39;t save CPU, but memory, and XBox doesn&#39;t have a lot of memory.

MATRA
May 21 2005, 10:48
Terrain streaming means the terrain ahead of you is not rendered by the cpu yet until you get near it, and the terrain you leave behind dissappears unless you head back towards it. OFP renders the entire map, so it drains cpu power for objects and models you cannot even see.

Wrong. What you describe is frustum culling, not terrain streaming.
Terrain streaming means, that only a small portion of the terrain is loaded in memory. As you advance the terrain is loaded ("streamed") dynamically into memory. Streaming means, that only small portions of terrain are loaded per frame, so that the game is not blocked while loading terrain.
It doesn&#39;t save CPU, but memory, and XBox doesn&#39;t have a lot of memory.
Nor CPU http://forums.bistudio.com/oldsmileys/tounge_o.gif

But streaming its just that, and I thing that what BIS will use on AA.

Frustum culling, is an alternative too, if the AA engine was design from the begining to the PC, something I realy dont belive, but I truly hope so.

SHWiiNG
May 21 2005, 12:43
hey err. i knwo what i want.. propper weapon reloading .. i mean no wave your hand over the weapon crap... i mean like mag out new mag in cock, and safety catch ,,then fire..

ebns72
May 21 2005, 13:59
Weapon loading will be in ofp2, i know that much, probably not in AA though.

I would actually love to see improved CQB, most of the cqb problems with the game lie in collision detection/geometry and poor ai. If they can improve these that would be awesome.

Sibylla
May 23 2005, 12:49
With the new rendered waves etc do you guys think that they will have improved the boat class at all?
I would hope so since they act much like cars with lots of mass and a small engine in OFP1...
Would be awesome to see a boat actually bank while making a turn or dig the stern into the water while accelerating... http://forums.bistudio.com/oldsmileys/wow_o.gif
Anyways...I should prolly stop dreaming now http://forums.bistudio.com/oldsmileys/sad_o.gif

D.murphy man
May 23 2005, 13:36
For CQB id love to see that it actully matters what gun you got in tight spaces. As in realife having a long rifle indoors would mean youll catch it on doors and walls and stuff whiles turning round, where as if you got a smaller SMG or hand gun it would be less of a proplem.

How to implement this would be by possibly having collision detection on rifles, so if you face a wall with your rifle drawn, or try turning round in a tight corridoor your rifle would lift up to avioid any objects and walls in the way then take a few split seconds to come down again and steady for shooting, where as if you have a small SMG or pistol it dosent happen and thus giving you an advantage. This would make players think twice before running into a building with a massive long heavy m60 equiped and also give a perpose for SMGs and pistols rather then just as last resort and hardly ever used weapons.

LaKing
May 23 2005, 16:33
Guys ..

There is a lot to do in the new Game. Nearly everything has to be rewritten.
(3D, Netcode, &&& ...)

But i dont see any answers about the new engine by BIS here :/
The screeshots look very good. I love the feeling in it http://forums.bistudio.com/oldsmileys/smile_o.gif

Heatseeker
May 23 2005, 17:13
This (http://www.gamespot.com/xbox/action/operationflashpointcwc/preview_6126363.html) is the gamespot xbox E3 preview and it seems there are some very good improvements there, improvements that would be greatly welcomed by most of us because i have no interest in purchasing and playing it on a console.

Quote[/b] ]Many of the changes made to the game are minor fixes for issues in the PC game, such as fixes for collision issues, better looking environmental vegetation and background ambience, and some slight shifts in weapon balancing, such as fixing it so the Americans rightly throw timed grenades, rather than the impact grenades, which the Russians now throw.
This is, ofcourse just a small part of what we should expect in ARAS, i am sure it will be much more stable and smooth that old flashpoint, i never thought i would say this but i cant wait to get rid of flashpoint and play ARAS http://forums.bistudio.com/oldsmileys/biggrin_o.gif .

SnakeATWAR
May 23 2005, 20:03
This is, ofcourse just a small part of what we should expect in ARAS, i am sure it will be much more stable and smooth that old flashpoint, i never thought i would say this but i cant wait to get rid of flashpoint and play ARAS http://forums.bistudio.com/oldsmileys/biggrin_o.gif .
I have thought that MANY a time.
I sure hope it will run better than Flashpoint, and I wish they&#39;ld take out the FPS limit.

KimTuomi
May 24 2005, 08:54
It would be really great if the new engine could take advantage of new graphics accelerators and so on. Hope to see proper DX9 support, but especially improved framerates and smoother action in the game. OFP1 is a bit jerky control-wise (always been). Also OFP1 does not seem to get much performance improvement when upgrading display adapter or CPU.

I think we are going to get a much improved game engine, but not much new gameplay elements. By that I mean; the basic functionality, actions and controls in the game are probably the same.

Nephilim
May 24 2005, 15:21
AA will be a "cheaper" version of vbs1 i pressume since u can
clearly identify most of the models as vbs1 models
(head/hands, ah6 littelbirds, hk etc etc)

this means that the enige is indeed improved

im not sure wot "addons" vbs1 uses will be in AA
there i cant say anythign about hte dynamic destructable buildings

but still woudl be cool to see for those who dont have vbs1

and no there wont be any VBS2

vbs1 is by now ofp version 2.04
(vbs1 started with ofp version 1.97 and was 1.99 on release)

Heatseeker
May 24 2005, 19:14
AA will be a "cheaper" version of vbs1 i pressume since u can
clearly identify most of the models as vbs1 models
(head/hands, ah6 littelbirds, hk etc etc)

this means that the enige is indeed improved

im not sure wot "addons" vbs1 uses will be in AA
there i cant say anythign about hte dynamic destructable buildings

but still woudl be cool to see for those who dont have vbs1

and no there wont be any VBS2

vbs1 is by now ofp version 2.04
(vbs1 started with ofp version 1.97 and was 1.99 on release)
So this means VBS1 supports JIP and 100 sq km maps? But i like OPF sp and having a new oficial campaign will be cool, plus im sure alot more will be playing MP and there will be alot more servers up plus there wont be so many version mismatches due to all the module packs.
Its a bit shame BIS wont make a total replacement of the old dated looking vehicals, i think this would greatly increase its value but its still good, i cant wait to see how improved colision detection is and how much better it runs http://forums.bistudio.com/oldsmileys/smile_o.gif .

Daddl
May 24 2005, 19:37
No, no JIP yet - remember: VBS1 is not a game. That&#39;s the reason why some features are not included that gamers would expect to be added first. On the other hand it get&#39;s supported with regular free updates (two further updates have already been anounced for the next few months). I&#39;m sure most engine improvements from ARAS will eventualy find their way into VBS1 without the need to release a VBS2. That&#39;s what you pay about 600 US&#036; (with all addons packs included) for instead of just 50 US&#036;.

VBS1 is no uber-OFP - but ARAS will.

Heatseeker
May 24 2005, 20:05
On the other hand it get&#39;s supported with regular free updates (two further updates have already been anounced for the next few months). I&#39;m sure most engine improvements from ARAS will eventualy find their way into VBS1 without the need to release a VBS2.
Uh&#33; I was expecting it to be the other way around, engine improvements from VBS coming to ARAS http://forums.bistudio.com/oldsmileys/rock.gif I thought VBS took advantage of code optimisations achieved while making OPF run on xbox&#39;s low end system specs.

twisted
May 25 2005, 01:03
smooth as silk graphics would be lovely. rock solid netcode (tho OFP netcode is better than many other gaes out there already). weapons that very closely replicate Real life handling. VSB level animation (damn they look good in latest patch, share the love). walls that you cant glitch through. much improved vegetation that AI cant see through. mentioned this already but ... weapon ballastics based on the weapon itself and not just the magazine type.

must admit i am insanely looking forward to this release. will buy 2 copies for LAN purposes. when do pre-orders start?

most of all i want ASAR out tomorrow. lol.

Daddl
May 25 2005, 05:33
On the other hand it get&#39;s supported with regular free updates (two further updates have already been anounced for the next few months). I&#39;m sure most engine improvements from ARAS will eventualy find their way into VBS1 without the need to release a VBS2.
Uh&#33; I was expecting it to be the other way around, engine improvements from VBS coming to ARAS http://forums.bistudio.com/oldsmileys/rock.gif I thought VBS took advantage of code optimisations achieved while making OPF run on xbox&#39;s low end system specs.
It does - but not as much as you people make it sound. The features announced for ARAS and OFP XBox are much more advanced than what VBS1 is offering.

Remember: it&#39;s only a small team working on VBS1 and military customers have other demands than gamers, so the priorities are less on gfx or game features (like JIP, etc.), and more on training features like the Observer module, etc. We&#39;ll get the ability to lean (with proper key bindings), destructible buildings and the ability to shoot from vehicles soon (although the latter looked mighty scripted in the video), tho.

Heatseeker
May 25 2005, 09:38
Well, leaning is not very realistic, i mean you can lean to peak or maybe shoot some supressive bursts but i dont think you can shoot acuratly in that stance, anyway im glad i didnt purchase vbs, i know i would still like it but ARAS will be more usefull for me, the movies still make me drool though, VBS1 content looks absolutely amazing http://forums.bistudio.com/oldsmileys/smile_o.gif .

Scrub
May 28 2005, 00:28
(Edit: Revised question since Suma answered the timing part in another thread.)

When the stars and planets align, and the release gets closer, and some info is forthcoming, these are some of the questions I have to the devs about the improved engine:

-Will it fix the ~70m^2 GeoLOD issues?
-Will it clean up the collisions around destroyed buildings?
-Will it allow tank class vehicles to leave the ground (i.e. spawn +Z onto a ship)?
-Does the mission editor have scalable images or something better to get WYSIWYG function (ease of positioning objects)?
-Will the Mission editor have a built in script editor? (please please)
-Does it allow for a more realistic altitude in flight?

Any news is welcomed, as I&#39;m going thru a phase of post-E3 information deprivation.  http://forums.bistudio.com/oldsmileys/sad_o.gif  http://forums.bistudio.com/oldsmileys/tounge_o.gif  http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Thanks&#33;

Heatseeker
May 28 2005, 02:43
Not very relevant but if they are replacing the vegetation will the xmas trees still be in there? http://forums.bistudio.com/oldsmileys/wink_o.gif .
One thing that bothers me is resistance foliage, pretty at close but the lods flicker like crazy over distance producing a really bad efect compared to the low rez trees of the old islands, i hope this will be improved has it really is anoying to see forests and trees flicker all the time, plus i really hope we will still have bushes to hide ala CWC style, res vegetation was not so good in this aspect. I think i like the original islands so much that im scared about what possible changes might bring http://forums.bistudio.com/oldsmileys/sad_o.gif ..

alacasam
May 30 2005, 06:14
Well i might say that bis team is keeping a lot of info for themselves http://forums.bistudio.com/oldsmileys/rock.gif  .Like i said in another topic ,more info on engine modifications ...(like dinamic building destruction,multiple firing pos on vehicules or wathever modification it got )would be nice. and maybe a couples of more pics? Pls.Making a little more noise about your game (aras)wouldn&#39;t be bad,im working hard to convince my friends to become ofp (aras)fans .With games like bf2 coming and them never heard of ofp before , its hard work for me.... http://forums.bistudio.com/oldsmileys/wow_o.gif
P.s Placebo im sure your an occupied man http://forums.bistudio.com/oldsmileys/smile_o.gif ,but answering this thread even if its (we not divulgating more stuff on purpose we dont want too much publicity for aras right now until we get a publisher)would be nice  http://forums.bistudio.com/oldsmileys/wink_o.gif it would get the (bis is not good at making publicity for its game) idea out of my head . http://forums.bistudio.com/oldsmileys/crazy_o.gif  

Soul_Assassin
May 30 2005, 07:06
I hope the new engine will allow multiplegunner positions on vehicles, gunner positions on fixed wing aircraft and such. I think this would increase the playability a great deal and wouldallow for increase in the fun factor over the net.

alacasam
May 30 2005, 07:26
Quote[/b] ]engine modifications ...(like dinamic building destruction)i thinkThis would add a lot more fun to the game

Berghoff
May 30 2005, 14:09
Actually I would like to ssee collision dectection improved. Now when you hide in a bunker and a grenade explodes in front of the building you&#39;ll die like there was no bunker. http://forums.bistudio.com/oldsmileys/smile_o.gif

gandalf the white
May 30 2005, 14:27
yeeeees http://forums.bistudio.com/oldsmileys/smile_o.gif

Something that has also bugging me.. you either hit something, or you dont.

if you could have object penetration this would be sooo awesome (but require ALLOT of work to implement on Bis units). meing able to fire at the back of a M113 and hit the troops inside... http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Nephilim
May 30 2005, 14:31
functions like multiple turrets will be possibel in vbs1 with the new AFM module

so im sure it will be in AA aswell

Lupus[WD]
Jun 1 2005, 08:17
hint &#33; hint &#33;
collisions are not that bad in ofp, IF people would consider fixing the convexity errors in geo lods... but well, most people assume that when binarizations give errors it&#39;s just for fun.

One realistic improvement/fix in AA engine would be that it ceases using main visual lod of the player&#39;s unit for the pilot/gunner/cargo views in vehicles (thinking of occluding bincoculars, hats, even if there&#39;s workarounds).

edit: typo

R3MF
Jun 1 2005, 15:10
will mods made for flashpoint work in this OFP 1.5 powered game?

Placebo
Jun 1 2005, 15:57
"Compatible with community created content"

http://www.bistudio.com/presspages/aapressrelease.html

SpecOp9
Jun 11 2005, 08:01
Sorry if this has been asked before, but has anybody found out, or announced if OFP files will be compatible with Armed Assault?

I mainly mean .PBO files in specific

D.murphy man
Jun 11 2005, 14:18
"Compatible with community created content"

http://www.bistudio.com/presspages/aapressrelease.html
as stated in the post above yours

gandalf the white
Jun 11 2005, 15:32
"Compatible with community created content"

http://www.bistudio.com/presspages/aapressrelease.html
as stated in the post above yours
same goes for anim.pbo&#39;s ? campaign pbo&#39;s ? configs, etc? http://forums.bistudio.com/oldsmileys/rock.gif

SpecOp9
Jun 11 2005, 16:08
"Compatible with community created content"

http://www.bistudio.com/presspages/aapressrelease.html
as stated in the post above yours
Dont they mean Armed Assault created content compatability?

Or OFP created content compatability?

x Flashpoint x
Jun 11 2005, 16:32
Would be good if we could download addons for xbox version.

Placebo
Jun 12 2005, 07:14
"Compatible with community created content"

http://www.bistudio.com/presspages/aapressrelease.html
as stated in the post above yours
Dont they mean Armed Assault created content compatability?

Or OFP created content compatability?
We mean existing/previously created community content http://forums.bistudio.com/oldsmileys/smile_o.gif

Raptor
Jun 12 2005, 08:54
that sound really really good placebo http://forums.bistudio.com/oldsmileys/smile_o.gif

*BWMOD in AA...oh yeah http://forums.bistudio.com/oldsmileys/unclesam.gif *

i like the your cooperation with the community http://forums.bistudio.com/oldsmileys/biggrin_o.gif

But work the programs, like O2 or pbo maker also for AA?

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

SpecOp9
Jun 12 2005, 14:06
That&#39;s good news&#33; . We were worried @<hidden> the Star Wars mod that we wont be able to get the mod done when AA comes out, but now we can create whatever the hell we want, and then just update it for when AA comes out

colt
Jun 12 2005, 15:56
When can we expect some official news about the engine enhancements ?

Has it been based upon VBS1 and if so, is the Armed Assault engine equal to or has it been been further enhanced to supercede VBS1 ?