View Full Version : ArmA Progress Updates
Woah, 12 kbs DL speed from edisk.cz! http://forums.bistudio.com/oldsmileys/wow_o.gif Someone should host them somewhere else too.
Download from Armed-Assault.net. (http://armed-assault.net/)
Download US Forces Trailer (59MB/ Zip-file) (ftp://armed-assault.de/aa/videos/ArmedAssalt_USForces_Trailer.zip)
http://forums.bistudio.com/oldsmileys/wink_o.gif
Don't know if someone published it, but there are several new pics from Gamestar.
GameStar Screens (http://armed-assault.net/2006/10/12/gamestarde-new-screenshots.html#respond)
HF and Enjoy. http://forums.bistudio.com/oldsmileys/smile_o.gif
http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/notworthy.gif
jammydodger
Oct 12 2006, 17:53
Great trailer, im sure we will be seeing more very soon http://forums.bistudio.com/oldsmileys/wink_o.gif
looks really good and fluently. but a little bit more action would be nice to see http://forums.bistudio.com/oldsmileys/wink_o.gif
but did u recordniced that the viewdistance isn't as big as in some other screens and vids? and the angle of the camera shows intelligent not many objekts to render.
but it looks great http://forums.bistudio.com/oldsmileys/thumbs-up.gif
SkorpioN
Oct 12 2006, 17:58
Nice video http://forums.bistudio.com/oldsmileys/notworthy.gif
cant wait! http://forums.bistudio.com/oldsmileys/crazy_o.gif
http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Correction
Oct 12 2006, 18:10
Wow that video was greate,felt like I was watching live footage really,the movements seem so natural and things just look so....real.
Great video that "USforces". Now it's even harder to wait 3 months. http://forums.bistudio.com/oldsmileys/sad_o.gif
I really hope that BIS would release the demo quickly to ease our pain. http://forums.bistudio.com/oldsmileys/whistle.gif
demo will be next month after czech release ArmA http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Where did you hear that? Haven't they promised us a demo before any gold release?
VladAlex
Oct 12 2006, 18:16
Quote[/b] ]demo will be next month after czech release ArmA
What a ... http://forums.bistudio.com/oldsmileys/huh.gif?http://forums.bistudio.com/oldsmileys/huh.gif?http://forums.bistudio.com/oldsmileys/huh.gif?? http://forums.bistudio.com/oldsmileys/mad_o.gif
No way ! Please someone confirm that ?
bravo 6
Oct 12 2006, 18:21
Quote[/b] ]demo will be next month after czech release ArmA
No way ! Please someone confirm that ?
i think the person that can confirm that is Placebo, and i have a feeling he can not say it yet. Am I wrong? http://forums.bistudio.com/oldsmileys/wink_o.gif
Did anyone see the vid where the M1A1 destroyed a house? http://forums.bistudio.com/oldsmileys/wow_o.gif
<a href="
" target="_blank">(First one found here)</a>
bravo 6
Oct 12 2006, 18:41
Did anyone see the vid where the M1A1 destroyed a house? http://forums.bistudio.com/oldsmileys/wow_o.gif
<a href="
" target="_blank">(First one found here)</a>
i dled some video from http://arma.bigames.info/sekce/videa-z-invexu/
and it sucked ass.. hope its not the same! http://forums.bistudio.com/oldsmileys/smile_o.gif
edit: tioner can you fixed that link? it looks they changed it or protected it.. what happens in that video?
Ah sorry. Fixed (http://arma.bigames.info/sekce/videa-z-invexu/) http://forums.bistudio.com/oldsmileys/smile_o.gif
Did anyone see the vid where the M1A1 destroyed a house? http://forums.bistudio.com/oldsmileys/wow_o.gif
<a href="
" target="_blank">(First one found here)</a>
Yup, I saw it.
It just collapsed, it was not a dynamic destruction, but it's better than nothing.
Downloading the third vid now (at 5kb), we must be really desperate huh? A one hour wait for a 35sec vid.
bravo 6
Oct 12 2006, 18:52
Ah sorry. Fixed (http://arma.bigames.info/sekce/videa-z-invexu/) http://forums.bistudio.com/oldsmileys/smile_o.gif
yeah indeed, its the same one.
I was hoping it was another.. but well if we have destructive buildings like that im sure BIS will make it better till the release date. http://forums.bistudio.com/oldsmileys/wink_o.gif
GO BIS!! http://forums.bistudio.com/oldsmileys/inlove.gif
EDIT:
It just collapsed, it was not a dynamic destruction, but it's better than nothing.
Downloading the third vid now (at 5kb), we must be really desperate huh?
hehe, yeah indeed!
I saw the third vid, it shows the animated (dynamic?) destruction of a bridge. Looks good, it only needs a bigger cloud of dust imo.
I've made a rapidshare mirror
http://rapidshare.de/files/36498531/PA110057.MOV.html
at vid 2 ( where the tank destroy the house ), it seems that BIS use John's Effect Pack v.3.0. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
FCOPZ-Illuminator
Oct 12 2006, 20:24
videos from Invex (building and bridge destructions)
I'am very confused. BIS said, there are only bridges and gas stations destroyable, not buildings...... http://forums.bistudio.com/oldsmileys/wow_o.gif
But N1, i love the possibility ! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
bravo 6
Oct 12 2006, 20:34
The bridge destruction look really nice indeed, works perfectly. Now add smoke effect on that explosion and taadaaa http://forums.bistudio.com/oldsmileys/wink_o.gif
You can't change the strings in localized versions to another language?
Well,if that is true, that is one big fuckup. I rather go with A) no english strings delivered with local versions tho than B) Strings are kinda hardcoded into game.
I fail to believe any dev-team with some common sense would go
"What about that multi-language support in OFP,do we keep it?"
"Nah,Screw it! Hardcoded Messages FTW!" http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
On another note,that screenshot of the strategic map really made my day, that blue and red blob of gel on the map marking the frontlines http://forums.bistudio.com/oldsmileys/biggrin_o.gif . (Note:I am not complaining about it or want it changed,infact I don't care,it is still very funny imho)
Chances are he means that the stringtable only contains the text for the released region. Suppose however I was to translate the stringtable? http://forums.bistudio.com/oldsmileys/smile_o.gif. It would be strange if BIS moved away from the csv stringtable as it is very easily moddable, and that easy moddability (is that even a word? Lol) was one of the things that BIS boasted about arma. Atleast the czech version would have english voices. Aslong as I keep a dictionary with me until I know what all the buttons do http://forums.bistudio.com/oldsmileys/smile_o.gif.
*mental note: start learning Czech before November*
Commando84
Oct 12 2006, 20:45
hahaha http://forums.bistudio.com/oldsmileys/biggrin_o.gif sweet videos ayways. Keep up the work Bis and Placebo! http://forums.bistudio.com/oldsmileys/smile_o.gif
One (http://rapidshare.de/files/36520126/PA110056.MOV.html) (mirror link) of the invex vids shows a tank tumbling over and some embarking crewman clip into the ground. Strange, cos I saw a sniper in a much older vid lying on a hill and there was no clipping at all.
update:
flash movie on www.ofp-arma.cznhl.com (http://www.ofp-arma.cznhl.com/)
Average Joe
Oct 12 2006, 23:40
Its so small, yet so clear http://forums.bistudio.com/oldsmileys/wink_o.gif
http://www.ofp-arma.cznhl.com/gfx/film2.[/FLASH]
New movie from Worthplaying http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Its also about 4.87Mb over the maximum allowed size of flash you're allowed to post.
M@<hidden>
Lets not hotlink flash movies over 100kb plz. I also crippled the link in your avatar from loading.
Hoz
gunterlund
Oct 13 2006, 02:18
Boy after seeing this latest video I cant wait for the community to get their mitts on AA and really start to make some great stuff. This game looks really promising and I know the community will take it to the next level.
AUS_Twisted
Oct 13 2006, 02:33
New US Forces video looks very good.
In that video with the M1 shooting the building it clearly shows no recoil for the cannon, the tank barely moves in that gunner view when firing a shot. It would be nice to have a animated cannon like the M1A2 SEP for OFP http://forums.bistudio.com/oldsmileys/smile_o.gif
IceBreakr
Oct 13 2006, 06:13
Hehe, that building goes down faster then WTC http://forums.bistudio.com/oldsmileys/smile_o.gif wassup with that? Also in bridge demolition video the animation is quite unrealistic in terms of physics (2 fast).
Anybody noticed, that name of the game changed? Now it's ArmA:Armed Assault http://forums.bistudio.com/oldsmileys/biggrin_o.gif
FCOPZ-Illuminator
Oct 13 2006, 06:52
Hehe, that building goes down faster then WTC http://forums.bistudio.com/oldsmileys/smile_o.gif wassup with that? Also in bridge demolition video the animation is quite unrealistic in terms of physics (2 fast).
I agree, a little bit slower and more smoke would be ok...
bravo 6
Oct 13 2006, 06:59
i agree, but im sure it will be much better in the gold version.
I just don't understand why BIS don't want to show all their best cards. http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
i agree, but im sure it will be much better in the gold version.
I just don't understand why BIS don't want to show all their best cards. http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
Maybe they want to show best cards after release?
It's like movie trailer. It's great, it's fun, but in cinema through watching you realize that trailer had best moments from movie... I'd like to have fun playing ArmA
http://forums.bistudio.com/oldsmileys/biggrin_o.gif
bravo 6
Oct 13 2006, 09:24
I'd like to have fun playing ArmA
well i can tell you what i already read from one of the Lead programer of ARMA:
Quote[/b] ]Suma: "War is not nice, and war is definitelly not funny. We really want to portray this well in ArmA" http://forums.bistudio.com/oldsmileys/wink_o.gif
L etranger
Oct 13 2006, 10:59
Placebo do you know if the invincible M113 gunner bug has been fixed ? in the GDC version he was protected by an invisible bulletproof collision.
The US forces vid is terrific.
It's the little things I noticed such as the texture of the soldiers glove and how good the tyres of the humvee look.
The only disappointing thing is that their not using pilot models in the vids. Old build I guess? Which is a shame as the Harrier flyby at 02:21 would have looked even better with a pilot with a sun visor down.
Gah ! 2007 can't come quick enough http://forums.bistudio.com/oldsmileys/crazy_o.gif
anders^on
Oct 13 2006, 12:13
For those of you, who didn't yet watch all 4 Invex videos .. here's a compilation with more acceptable compression:
Invex footage @<hidden> armed-assault.net (http://armed-assault.net/2006/10/12/invex-footage.html)
Maddmatt
Oct 13 2006, 12:44
For those of you, who didn't yet watch all 4 Invex videos .. here's a compilation with more acceptable compression:
Invex footage @<hidden> armed-assault.net (http://armed-assault.net/2006/10/12/invex-footage.html)
Thank you http://forums.bistudio.com/oldsmileys/smile_o.gif I hate the .mov format so much, I don't know why anyone uses it.
Stendac
Oct 13 2006, 18:05
I was happy to see that the US forces trailer made it to the front page of gametrailers.com.
More than one person commented that they liked the music.
This is a good way to drum up interest in the game.
Quote[/b] ]looks promising...is it a delta force knockoff? or a battlefield one...and its good to see in game footage rather than some cgi crap that isnt even the game
Oh dear.
Big Dawg KS
Oct 13 2006, 19:06
Quote[/b] ]looks promising...is it a delta force knockoff? or a battlefield one...and its good to see in game footage rather than some cgi crap that isnt even the game
Oh dear.
Oh dear indeed... http://forums.bistudio.com/oldsmileys/confused_o.gif At least some people knew the facts.
I was really happy to see the new cargo anims in the trailer though, more than anything else. BIS sure has a way of impressing us. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Sertorius
Oct 13 2006, 19:12
I'm not sure how BIS managed to make a knockoff of BF when it wasn't even on the market http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif .
meyamoti
Oct 13 2006, 20:07
http://forums.bistudio.com/oldsmileys/rofl.gif Damn it is so hard not to insult that person for their ignorance. If anything BF games are knockoffs of BF mods for the most part,and BF doesn't stand any ground with Armed Assault.
I would be guessing they fixed the M113 issue..I don't think it was so much of it being invincible rather than geometry modelled simply on the turret which covered the gunner and all parts of him.
Chipper
Oct 13 2006, 20:43
I put the US Forces video on youtube.
http://www.youtube.com/watch?v=csEEOmK83cY
GimpyBassturd
Oct 13 2006, 22:07
ok ive been gone a few weeks can somone fill me in?
What happened to the german publisher, ?
or is the german publish and the UK each making a version?
And does this mean Q1 there will be an english version?
and what "slowed" it to begin with?
What happened to the german publisher, ?
Nothing.
Quote[/b] ]
or is the german publish and the UK each making a version?
Sorta.
Quote[/b] ]
And does this mean Q1 there will be an english version?
Q1 means the english version for UK and most of europe will be released between 1.1.2007 - 31.3.2007.
CameronMcDonald
Oct 14 2006, 05:41
Anyone notice the good ole OFP floating crosshair mode in the "tank-rolled-upside-down" video? Looks absolutely awesome, glad to see that BIS still loves us hardcores.
Anyone notice the good ole OFP floating crosshair mode in the "tank-rolled-upside-down" video? Looks absolutely awesome, glad to see that BIS still loves us hardcores.
it have been told b4 only this is the first time to see it in action
Q1, and someone is going to have that little box much earlier then most of us, i didnt mind to take a hold day to DL it from their FTP server but still i would like to have an actural DVD(and for the best the soundtrack too) mail to me if the price is close
OT:
im really glad they left the floating crosshair in. -- imho it was flashpoint's master stroke. The floating cross hair means you have to move your eyes around to scan more of the screen, which is good for your eyes and realism... also stops you getting tunnel vision on one point.
yay for floating crosshairs ! http://forums.bistudio.com/oldsmileys/yay.gif
Rainbow
Oct 14 2006, 12:15
New news on ArmedAssault.com (http://www.armedassault.com).
"To celebrate this announcement we are pleased to release a brand new trailer as well as 8 new screenshots. Click the image below for a pack containing the press release, video & screenshots."
Sorry BIS, but someone forgot to put THIS new video to that PACK http://forums.bistudio.com/oldsmileys/rofl.gif http://forums.bistudio.com/oldsmileys/rofl.gif http://forums.bistudio.com/oldsmileys/rofl.gif
Source (arma-zone.pl) (http://www.arma-zone.pl)
Quote[/b] ]United Kingdom, most of Europe as well as South Africa, Australia, New Zeland and Japan. Release is provisionally scheduled for Q1 2007. Quite a few places
Maddmatt
Oct 14 2006, 12:36
New news on ArmedAssault.com (http://www.armedassault.com).
"To celebrate this announcement we are pleased to release a brand new trailer as well as 8 new screenshots. Click the image below for a pack containing the press release, video & screenshots."
Sorry BIS, but someone forgot to put THIS new video to that PACK http://forums.bistudio.com/oldsmileys/rofl.gif http://forums.bistudio.com/oldsmileys/rofl.gif http://forums.bistudio.com/oldsmileys/rofl.gif
Yea I noticed that to, hopefully they release this new video. Although maybe they meant the US forces trailer from worthplaying.com. I hope it's a new one.
Placebo
Oct 14 2006, 12:46
"To celebrate this announcement we are pleased to release a brand new trailer as well as 8 new screenshots. Click the image below for a pack containing the press release, video & screenshots."
Sorry BIS, but someone forgot to put THIS new video to that PACK http://forums.bistudio.com/oldsmileys/rofl.gif http://forums.bistudio.com/oldsmileys/rofl.gif http://forums.bistudio.com/oldsmileys/rofl.gif
Source (arma-zone.pl) (http://www.arma-zone.pl)
Try again http://forums.bistudio.com/oldsmileys/smile_o.gif
Yes it's the same US Forces trailer as carried by a number of sites http://forums.bistudio.com/oldsmileys/smile_o.gif
will be movie with Northern Forces and Civilians??? http://forums.bistudio.com/oldsmileys/tounge2.gif
mickuzy
Oct 14 2006, 16:52
yeah, i reckon or even a short one of the south sara force if they are any different from the US force
Heatseeker
Oct 14 2006, 17:27
The NS soldiers are nothing like the US ones in terms of quality, i dont think anyone will want to play east in MP as is, i hope they are significantly changed and improved.
I mean the US soldiers are a beautyfull piece of art and the east units should be closer, for consistency and balance sakes.
- Removal of body armor.
- Much better cammoflage patterns.
- Cammoflaged helmets (pots).
- Vests with AK magazine pouches.
It looks very weird to see the shovel and sleeping bag atached to US body armor http://forums.bistudio.com/oldsmileys/crazy_o.gif .
I know most of you only care about the cool looking us army soldiers in their acu bdu's and blackhawks and strykers, i care about the whole package so i will bitch a little if i may http://forums.bistudio.com/oldsmileys/wink_o.gif .
Stendac
Oct 14 2006, 19:23
The NS soldiers are nothing like the US ones in terms of quality, i dont think anyone will want to play east in MP as is, i hope they are significantly changed and improved.
I mean the US soldiers are a beautyfull piece of art and the east units should be closer, for consistency and balance sakes.
- Removal of body armor.
- Much better cammoflage patterns.
- Cammoflaged helmets (pots).
- Vests with AK magazine pouches.
It looks very weird to see the shovel and sleeping bag atached to US body armor http://forums.bistudio.com/oldsmileys/crazy_o.gif .
I know most of you only care about the cool looking us army soldiers in their acu bdu's and blackhawks and strykers, i care about the whole package so i will bitch a little if i may http://forums.bistudio.com/oldsmileys/wink_o.gif .
Maybe the next trailer will feature them. We'll see then.
CameronMcDonald
Oct 14 2006, 22:02
Check this out. Noticed it last nite in the US Forces video. Was quite pleased. From this:
http://i41.photobucket.com/albums/e265/CameronMcDonald/Hand1.jpg
To this:
http://i41.photobucket.com/albums/e265/CameronMcDonald/Hand2.jpg
It's gonna make animations a ton more realistic, and one hell of a challenge! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
meyamoti
Oct 14 2006, 23:07
Not to mention how the soldiers look like their actually walking realisticly. Heads moving a bit,gun moving more along with their arms and their body kinda moving up a bit with the stride.
IC-Mixx
Oct 15 2006, 01:22
eyes look kind of lifeless but I think people will just reskin that
meyamoti
Oct 15 2006, 01:54
Wha?
Chipper
Oct 15 2006, 02:54
eyes look kind of lifeless but I think people will just reskin that
People blink.
meyamoti
Oct 15 2006, 03:52
When ya watch the video you should take a look at the far left of the screen with the guys sitting in the truck in which the pics above were taken from. There is a black soldier who has a big smile or grin on his face with his legs spread and his hands on his legs or thighs,several different animations there it seems. I can't see his weapon either?
And they do blink O.o,the first 15 or so seconds shows this.
Chipper
Oct 15 2006, 04:16
They blink in ofp so yeah I don't see why not in ArmA
I hope they dont look so relaxed when they're fired upon
Quote[/b] ]I hope they dont look so relaxed when they're fired upon
Just speculation that probably aint right, but maybe.. Just maybe, their animations will change upon their personal behaviour. IE careless, safe, aware, danger, stealth. Or maybe just two, one for careless/safe, and one for the rest. Who knows aye?
meyamoti
Oct 15 2006, 05:45
Their heads will probably be looking around alot too. and never have their guns safetied http://forums.bistudio.com/oldsmileys/wink_o.gif
I do wonder if BIS has used the guard animation for the gun on back animation.
blackdog~
Oct 15 2006, 05:46
Quote[/b] ]I hope they dont look so relaxed when they're fired upon
Just speculation that probably aint right, but maybe.. Just maybe, their animations will change upon their personal behaviour. IE careless, safe, aware, danger, stealth. Or maybe just two, one for careless/safe, and one for the rest. Who knows aye?
You raise an excellent point, ZigMaster. I'm pretty sure that maybe BIS might possibly do something probably at some time in the near future that implements these effects, perhaps.
Like you said - who knows?
Quote[/b] ]You raise an excellent point, ZigMaster. I'm pretty sure that maybe BIS might possibly do something probably at some time in the near future that implements these effects, perhaps.
Like you said - who knows?
Perhaps you might maybe be right at some time in the near future maybe that BIS might do something that might affect us in some probably way maybe, but perhaps speculation is all just a little too stupid because maybe it doesn't contribute to anything except bandwidth usage, so maybe what we're doing right now and pretty much everyone else in this forum might just be a waste of bandwidth and doesn't add anything at all maybe to anything.
Who knows?
funnyguy1
Oct 15 2006, 06:32
I don`t remember whether It was said or not...Do we have realistic LGB and TOWS etc? I mean the laser tracking...and what kind of targeting systems we have on helos and tanks...
meyamoti
Oct 15 2006, 06:59
I'd figure when they get shot at their guns would be up and aiming rather than in the arms and safetied http://forums.bistudio.com/oldsmileys/tounge2.gif
Espectro
Oct 15 2006, 07:53
Quote[/b] ]You raise an excellent point, ZigMaster. I'm pretty sure that maybe BIS might possibly do something probably at some time in the near future that implements these effects, perhaps.
Like you said - who knows?
Perhaps you might maybe be right at some time in the near future maybe that BIS might do something that might affect us in some probably way maybe, but perhaps speculation is all just a little too stupid because maybe it doesn't contribute to anything except bandwidth usage, so maybe what we're doing right now and pretty much everyone else in this forum might just be a waste of bandwidth and doesn't add anything at all maybe to anything.
Who knows?
Well, since if you really make a great netcode, there is no reason that this would use any bandwith.
The AI software on all machines connected to an MP game is the exact same, so the AI will react the same if the situation is the same. This system is also seen in games like starcraft, where to only things that are transmitted through your internet connection, is you mouseclicks - nothing more. No unit-placement information is sent whatsoever.
Desync will be a terrible thing, though http://forums.bistudio.com/oldsmileys/smile_o.gif - but I see no reason why head-movements, hand animations and other 'eye-catches' is synced on all PCs in an mp game.
bravo 6
Oct 15 2006, 07:56
The small video of the sun effect show us how it will work in ARMA.
http://armedassault.sk/download/videa/invex_vokr.rar (4,72 MB, sun in your eyes)
anyone noticed its alittle exagerated?
also notice if and how the enemy soldier (ai) lean. http://forums.bistudio.com/oldsmileys/wink_o.gif
i would say its kinda nice, but i think it still needs alittle work though.
Edit:
about the eye lifeless i agree.
They seem not to have life.
They do blink but they are not bright or have any colors that transmit natural eye color in terms or brightness, glow... (i like the eyes eighter way)
meyamoti
Oct 15 2006, 08:02
Hmm..nah I wouldn't say its exaggerated,some days if you would around on a clear day the sun glares like a ****,also easy to find out when your driving a car on a sunny day,atleast down here. Sunglasses are a must and not becase they make you look better. (down here,not in the game)
Average Joe
Oct 15 2006, 13:01
Yeah the Glare seems to be alittle "look at me!", besides in sunny conditions these days I thought usually soldiers put these on to avoid this very problem.
http://img145.imageshack.us/img145/2429/glassesdy5.jpg
ZedderZulu
Oct 15 2006, 14:39
Sunglasses that tint the screen would be a cool feature! http://forums.bistudio.com/oldsmileys/tounge2.gif
that's already possible in OFP, the BAS Helocrew had this feature.
It's a simple alpha texture placed before the players face so he is looking through it.
Sniper Pilot
Oct 15 2006, 16:56
that's already possible in OFP, the BAS Helocrew had this feature.
It's a simple alpha texture placed before the players face so he is looking through it.
Thats cool.
NeMeSiS
Oct 15 2006, 17:01
It looks very weird to see the shovel and sleeping bag atached to US body armor http://forums.bistudio.com/oldsmileys/crazy_o.gif .
IMO those tihngs make them look much more badass http://forums.bistudio.com/oldsmileys/tounge2.gif
And yeah, the NS army doesnt look as perfect as the US army, but its still very nice and IMO BI doenst have to delay the game again for this http://forums.bistudio.com/oldsmileys/wink_o.gif
mickuzy
Oct 15 2006, 17:13
yeah in my opinion its sorta cool to see the north sara army have those little bits that are sorta old. gives them more of a commie feel http://forums.bistudio.com/oldsmileys/rofl.gif
Quote[/b] ]also notice if and how the enemy soldier (ai) lean. http://forums.bistudio.com/oldsmileys/wink_o.gif
How do you know the guy he's shooting at is AI and where do you see him lean?
Sniper Pilot
Oct 15 2006, 18:35
Quote[/b] ]also notice if and how the enemy soldier (ai) lean. http://forums.bistudio.com/oldsmileys/wink_o.gif
How do you know the guy he's shooting at is AI and where do you see him lean?
A) this video shows that he spawned from the editor.
B) Weve seen them do it in another vid.
NeMeSiS
Oct 15 2006, 18:55
Quote[/b] ]also notice if and how the enemy soldier (ai) lean. http://forums.bistudio.com/oldsmileys/wink_o.gif
How do you know the guy he's shooting at is AI and where do you see him lean?
There are no loading times/death screens after you die and when you respawn in MP, so it must be SP http://forums.bistudio.com/oldsmileys/wink_o.gif
OFPDude
Oct 15 2006, 23:04
Sunglasses that tint the screen would be a cool feature! http://forums.bistudio.com/oldsmileys/tounge2.gif
wearing a pair of sunglasses whilst you play the game would do that http://forums.bistudio.com/oldsmileys/rofl.gif
Commando84
Oct 15 2006, 23:37
once i had red ski googles when i stayed up 32 hours or something playing in lan during a hot and very bright summer. http://forums.bistudio.com/oldsmileys/tounge2.gif
CameronMcDonald
Oct 15 2006, 23:41
Worst comes to worst you could just whack some cellofane over the screen. http://forums.bistudio.com/oldsmileys/tounge2.gif
We make an interview with Morhicon the german publisher of Armed Assault.
Maybe there are some new interesting facts for you.
Please pay attention on the comment from Placebo. (http://armed-assault.net/2006/10/15/morphicon-interview.html#comment-10)
Morphicon Interview @<hidden> Armed-Assault.net (http://armed-assault.net/morphicon-interview/)
Raptor http://forums.bistudio.com/oldsmileys/smile_o.gif
Also those new pics posted in the screenshot thread came with a Finnish interview (PCpelaaja) , already translated and can be read
HERE (http://www.armedassault.eu/news.php?readmore=225)
The screenshots are from ArmA build .23 (early October)
Nothing new for OFP fans tho.
*oops there's already a thread about this , sorry.
question 1- sorry about these dumb questions but some screenshots have these PERFECTLY cone shape green tree looking things in them. whats up with that? can someone explain what those things are? thanks.
here is an example.
http://www.armacz.com/photogallery.php?photo=436
maybe i am looking at older screenshots or something?
question 2 - does this game take advantage of dual core processors.
question 3 - sorry i'm a newbie and have only played bf2/cs:s so bare with me plz. what happens when you die? do you have to wait till the round is over to spawn again like in cs:s or is it like bf2 where you respawn 15 secs or whatever after you die? i am obviously taking about the multi-player aspect of the game.
Scruffy
Oct 16 2006, 19:40
sorry about this dumb questions but some screenshots have these PERFECTLY cone shape green tree looking things in them. whats up with that? can someone explain what those things are? thanks.
here is an example.
http://www.armacz.com/photogallery.php?photo=436
maybe i am looking at older screenshots or something? anyways i am goign to stop blabbing now.
Those are cypresses (http://images.google.de/images?svnum=10&hl=de&lr=lang_de&q=cypress&btnG=Suche)
Berliner19
Oct 16 2006, 20:04
For all German Friends here is the finsih Interview with Placebo translated into German. Have fun Klick Me (http://www.coop-center.de/site/network.php?area=1&site=news&action=view&id=145)
meyamoti
Oct 16 2006, 20:16
question 3 - sorry i'm a newbie and have only played bf2/cs:s so bare with me plz. what happens when you die? do you have to wait till the round is over to spawn again like in cs:s or is it like bf2 where you respawn 15 secs or whatever after you die? i am obviously taking about the multi-player aspect of the game.
That all depends on how the level is coded,some matches have a respawn thing others don't. But there is no jumping capability,please do not leave your team mates behind in a vehicle if you are the ONLY ONE in it. And for the love of *** practice in vehicles before attempting to use them online.
well I can't really say level..but moreso how the mission in the editor is coded.
Stendac
Oct 16 2006, 20:19
question 2 - does this game take advantage of dual core processors.
question 3 - sorry i'm a newbie and have only played bf2/cs:s so bare with me plz. what happens when you die? do you have to wait till the round is over to spawn again like in cs:s or is it like bf2 where you respawn 15 secs or whatever after you die? i am obviously taking about the multi-player aspect of the game.
Nope, Armed Assault does not take advantage of dual core processors. However, Game2 will.
We don't really know how dying will work in multiplayer. It will probably depend on what type of game you're playing. In OFP, sometimes you respawn. Other games don't let you respawn. Some games respawn you into the role of a previously AI controlled soldier. It just depends on what the mission maker decided on.
NeMeSiS
Oct 16 2006, 20:19
question 2 - does this game take advantage of dual core processors.
question 3 - sorry i'm a newbie and have only played bf2/cs:s so bare with me plz. what happens when you die? do you have to wait till the round is over to spawn again like in cs:s or is it like bf2 where you respawn 15 secs or whatever after you die? i am obviously taking about the multi-player aspect of the game.
2. According to the FAQ, yes (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=64;t=52088;st=180)
3. Depends on the mission, there is no real 'round based' system, but different types of respawns can be made, from standard things like 'respawn where died', 'respawn at base', 'respawn at chosen location' and my favorite: 'no respawn/respawn as seagull', but other types (like some kind of medic based system, respawn only on certain conditions, for example when an objective has been completed, or when the entire squad has been wiped out) could be scripted. And ofcourse they can be mixed http://forums.bistudio.com/oldsmileys/wink_o.gif
blackdog~
Oct 16 2006, 22:16
Quote[/b] ]You raise an excellent point, ZigMaster. I'm pretty sure that maybe BIS might possibly do something probably at some time in the near future that implements these effects, perhaps.
Like you said - who knows?
Perhaps you might maybe be right at some time in the near future maybe that BIS might do something that might affect us in some probably way maybe, but perhaps speculation is all just a little too stupid because maybe it doesn't contribute to anything except bandwidth usage, so maybe what we're doing right now and pretty much everyone else in this forum might just be a waste of bandwidth and doesn't add anything at all maybe to anything.
Who knows?
Well, since if you really make a great netcode, there is no reason that this would use any bandwith.
The AI software on all machines connected to an MP game is the exact same, so the AI will react the same if the situation is the same. This system is also seen in games like starcraft, where to only things that are transmitted through your internet connection, is you mouseclicks - nothing more. No unit-placement information is sent whatsoever.
Desync will be a terrible thing, though http://forums.bistudio.com/oldsmileys/smile_o.gif - but I see no reason why head-movements, hand animations and other 'eye-catches' is synced on all PCs in an mp game.
Did you even bother to read our posts? Because your response has absolutely nothing to do with what we were talking about.
TheDude
Oct 16 2006, 23:48
one question, is aa engine capable of doing reload animation? (to se the clip being removed from the gun and them put it again)
Sniper Pilot
Oct 17 2006, 00:07
We know the OFP engine pretty good, but as for the ArmA engine the most we can do is speculate...
Just wait till ArmA comes out, then we will see what the great minds of the mod and addon makers can come up with!
Stendac
Oct 17 2006, 04:11
one question, is aa engine capable of doing reload animation? (to se the clip being removed from the gun and them put it again)
Oh, I hope so! Reviewers complained that it was missing in Elite.
But anyway, I'm not sure if this was confirmed for ArmA. It would be strange if we have an ANIMATED TRIGGER FINGER, but no animated magazine removal.
Keep your fingers crossed.
Espectro
Oct 17 2006, 08:31
Quote[/b] ]You raise an excellent point, ZigMaster. I'm pretty sure that maybe BIS might possibly do something probably at some time in the near future that implements these effects, perhaps.
Like you said - who knows?
Perhaps you might maybe be right at some time in the near future maybe that BIS might do something that might affect us in some probably way maybe, but perhaps speculation is all just a little too stupid because maybe it doesn't contribute to anything except bandwidth usage, so maybe what we're doing right now and pretty much everyone else in this forum might just be a waste of bandwidth and doesn't add anything at all maybe to anything.
Who knows?
Well, since if you really make a great netcode, there is no reason that this would use any bandwith.
The AI software on all machines connected to an MP game is the exact same, so the AI will react the same if the situation is the same. This system is also seen in games like starcraft, where to only things that are transmitted through your internet connection, is you mouseclicks - nothing more. No unit-placement information is sent whatsoever.
Desync will be a terrible thing, though http://forums.bistudio.com/oldsmileys/smile_o.gif - but I see no reason why head-movements, hand animations and other 'eye-catches' is synced on all PCs in an mp game.
Did you even bother to read our posts? Because your response has absolutely nothing to do with what we were talking about.
Weren't we talking about bandwith sucking of useless things like the trigger-animation and random headmovements on AI?
If we are talking about CPU usesage, yep then im way off... But the point still stands. There is no need to transmit these information in MP, and therefor wont affect network bandwith.
Commando84
Oct 17 2006, 09:16
i think some times i really would have wanted the horn that you sound off to people that it would work in Multiplayer.. cause sometimes when you are sitting in a truck and want to get your friends attention or get them to hurry to the truck to flee from oncoming tanks or something http://forums.bistudio.com/oldsmileys/crazy_o.gif the car horn would be nice to have to signal to people quickly. http://forums.bistudio.com/oldsmileys/wink_o.gif
cain2001
Oct 17 2006, 16:00
i think some times i really would have wanted the horn that you sound off to people that it would work in Multiplayer.. cause sometimes when you are sitting in a truck and want to get your friends attention or get them to hurry to the truck to flee from oncoming tanks or something http://forums.bistudio.com/oldsmileys/crazy_o.gif the car horn would be nice to have to signal to people quickly. http://forums.bistudio.com/oldsmileys/wink_o.gif
it works http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ]You raise an excellent point, ZigMaster. I'm pretty sure that maybe BIS might possibly do something probably at some time in the near future that implements these effects, perhaps.
Like you said - who knows?
Perhaps you might maybe be right at some time in the near future maybe that BIS might do something that might affect us in some probably way maybe, but perhaps speculation is all just a little too stupid because maybe it doesn't contribute to anything except bandwidth usage, so maybe what we're doing right now and pretty much everyone else in this forum might just be a waste of bandwidth and doesn't add anything at all maybe to anything.
Who knows?
Well, since if you really make a great netcode, there is no reason that this would use any bandwith.
The AI software on all machines connected to an MP game is the exact same, so the AI will react the same if the situation is the same. This system is also seen in games like starcraft, where to only things that are transmitted through your internet connection, is you mouseclicks - nothing more. No unit-placement information is sent whatsoever.
Desync will be a terrible thing, though http://forums.bistudio.com/oldsmileys/smile_o.gif - but I see no reason why head-movements, hand animations and other 'eye-catches' is synced on all PCs in an mp game.
Did you even bother to read our posts? Because your response has absolutely nothing to do with what we were talking about.
Weren't we talking about bandwith sucking of useless things like the trigger-animation and random headmovements on AI?
If we are talking about CPU usesage, yep then im way off... But the point still stands. There is no need to transmit these information in MP, and therefor wont affect network bandwith.
haha..hah..ahaha..ha..
We (Blackdog, and I) were talking about the bandiwdth wastage of speculating about shtuff in BIS forums. You should've maybe read what we had originally said. Word by word, instead of skimming through it.
Espectro
Oct 17 2006, 19:12
Quote[/b] ]You raise an excellent point, ZigMaster. I'm pretty sure that maybe BIS might possibly do something probably at some time in the near future that implements these effects, perhaps.
Like you said - who knows?
Perhaps you might maybe be right at some time in the near future maybe that BIS might do something that might affect us in some probably way maybe, but perhaps speculation is all just a little too stupid because maybe it doesn't contribute to anything except bandwidth usage, so maybe what we're doing right now and pretty much everyone else in this forum might just be a waste of bandwidth and doesn't add anything at all maybe to anything.
Who knows?
Well, since if you really make a great netcode, there is no reason that this would use any bandwith.
The AI software on all machines connected to an MP game is the exact same, so the AI will react the same if the situation is the same. This system is also seen in games like starcraft, where to only things that are transmitted through your internet connection, is you mouseclicks - nothing more. No unit-placement information is sent whatsoever.
Desync will be a terrible thing, though http://forums.bistudio.com/oldsmileys/smile_o.gif - but I see no reason why head-movements, hand animations and other 'eye-catches' is synced on all PCs in an mp game.
Did you even bother to read our posts? Because your response has absolutely nothing to do with what we were talking about.
Weren't we talking about bandwith sucking of useless things like the trigger-animation and random headmovements on AI?
If we are talking about CPU usesage, yep then im way off... But the point still stands. There is no need to transmit these information in MP, and therefor wont affect network bandwith.
haha..hah..ahaha..ha..
We (Blackdog, and I) were talking about the bandiwdth wastage of speculating about shtuff in BIS forums. You should've maybe read what we had originally said. Word by word, instead of skimming through it.
LOL, sorry 'bout that... Just didnt feel like reading through the last 10 pages since the last time. Sometimes this thread just grows too fast http://forums.bistudio.com/oldsmileys/smile_o.gif
GimpyBassturd
Oct 17 2006, 21:36
What if this is all a hoax, what if there are two guys who know about how desperatly we want Arma to come out, and they are getting the biggest laugh out of teasing us relentlessly with release dates that always need just a few more months, and we like lab rats in this twisted little game are fooled quarter by quarter for the rest of our lives, maybe spreading it to our children and their children's children, ... sorry World of Warcraft is down right now, i have nothing better to do......... http://forums.bistudio.com/oldsmileys/huh.gif
TornSoul
Oct 18 2006, 02:54
All I want to know is two things:
1. Yes or no on Starforce?
2. Distributor in the US yet?
CameronMcDonald
Oct 18 2006, 03:25
I'll get this one, everyone.
TornSoul:
No Starforce (unless regional publishers decide to put it in, unlikely).
No US publisher.
'Nuff said.
meyamoti
Oct 18 2006, 04:02
sucks to be in the US right now,hooray for the UK.
TornSoul
Oct 18 2006, 06:34
sucks to be in the US right now,hooray for the UK.
Yes it does. Like Placebo said in another post, I'm sure it's not for lack of trying on the distibution end. But that's a shame. ALOT of people from the US loved OFP, and would have bought ArmA as well. I know I would have. I personally know everyone in my clan was looking forward to it. But no disc, no go. A download just doesn't cut it. Hard drives crash, and as mentioned before, places like Direct2Drive only allow a couple downloads, and then it must be repurchased. The only way I'd even consider it would be an .iso that could be burned to a disc. But you and I both know that WON'T happen.
As far as the Starforce, is there a post in here that you got that from or is that a guess? You'll forgive me if I don't just believe everything I read.
CameronMcDonald
Oct 18 2006, 06:50
It's the truth. Placebo has been locking all starforce threads saying:
1. It's up to the publisher.
2. The German publisher, Morphicon, will NOT have Starforce.
3. Therefore it's likely that no other publishers will have Starforce.
It seems to me that Starforce was only included on press copies to prevent ye ole copying. And trust me, mate, after almost 1500 posts would I lie to a new guy? http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
http://forums.bistudio.com/oldsmileys/welcome.gif
TornSoul
Oct 18 2006, 07:15
It's the truth. Placebo has been locking all starforce threads saying:
1. It's up to the publisher.
2. The German publisher, Morphicon, will NOT have Starforce.
3. Therefore it's likely that no other publishers will have Starforce.
It seems to me that Starforce was only included on press copies to prevent ye ole copying. And trust me, mate, after almost 1500 posts would I lie to a new guy? http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
http://forums.bistudio.com/oldsmileys/welcome.gif
1500 posts does not an honest man make.
Placebo has been locking all the threads and saying "it's up to the publisher" for a long time. But the US doesn't have a publisher does it? So if we will probably be forced to get it as a download only. No publisher involved. So I want to know is BIS going to include Starforce in it's download online?
They want people's money, they need to let people know. I'm not asking about a publisher for another country's release.
CameronMcDonald
Oct 18 2006, 07:23
"1500 posts does not an honest man make."
http://forums.bistudio.com/oldsmileys/rofl.gif
And anyway, Placebo already said that the online distribution method has not yet been determined, and, like you said, the US hasn't even gotten a publisher, so noone here except Placebo himself can help you, and even then, he may not know himself.
Sling him a PM and ask, cause noone on the forums here can help with that, outside of useless conjecturing.
TornSoul
Oct 18 2006, 08:56
"1500 posts does not an honest man make."
http://forums.bistudio.com/oldsmileys/rofl.gif
And anyway, Placebo already said that the online distribution method has not yet been determined, and, like you said, the US hasn't even gotten a publisher, so noone here except Placebo himself can help you, and even then, he may not know himself.
Sling him a PM and ask, cause noone on the forums here can help with that, outside of useless conjecturing.
Alright...thanks for your help.
bravo 6
Oct 18 2006, 12:44
Are all surprises been revealed already or BIS still have some new surprises to show/reveal to the Community untill the official release?
kavoven
Oct 18 2006, 13:11
I hope I'm not too late with this, but take a look at these 4, little, trailers, especially the first http://forums.bistudio.com/oldsmileys/biggrin_o.gif
http://www.pcgames.de/?article_id=515541
(German, you have to download the 4 red things)
Swimming http://forums.bistudio.com/oldsmileys/biggrin_o.gif:D http://forums.bistudio.com/oldsmileys/notworthy.gif
http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/yay.gif
low light
Oct 18 2006, 13:31
MetalChris posted this on the Latest Screenshots Thread...they should rename it to Latest Screenshots and Videos thread...
Anyhow, S W I M M I N G!!!! http://forums.bistudio.com/oldsmileys/yay.gif
Excited because ArmA is opening up more and more possibilities. Barriers are being broken and thats always a good thing in gaming terms.
I can't wait for this warped community of ours to start rolling out the MOD's...: US Marines Syncronised Swimming team MOD hoo-ha!!!! Complete with floral hats and nose pegs - and you just know someone will make it!!!!! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Looking better and better and better...
Nice stuff, but it sucks how the building shatters. http://forums.bistudio.com/oldsmileys/crazy_o.gif Other thing are really nice! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
bravo 6
Oct 18 2006, 13:53
Nice stuff, but it sucks how the building shatters. http://forums.bistudio.com/oldsmileys/crazy_o.gif Other thing are really nice! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
REALLY NICE UPDATES!!!
THANKS! http://forums.bistudio.com/oldsmileys/inlove.gif http://forums.bistudio.com/oldsmileys/firefoxlover.gif
i bet they will improve http://forums.bistudio.com/oldsmileys/wink_o.gif
Edit:
Anyone seen these before ?
House destruction (http://morphiconftp.de/stuff/arma_haus.avi)
Heli flying (http://morphiconftp.de/stuff/arma_heli.avi)
Evasive rolling (http://morphiconftp.de/stuff/arma_rollen.avi)
Swimming (http://morphiconftp.de/stuff/arma_schwimmen.avi)
The videos are from Morphicon , the german publisher
Edit : Found them on www.pcgames.de (http://www.pcgames.de/?article_id=515541)
Woow, really nice swimming
They fixed the water in that heli vid (look at the shores)
http://forums.bistudio.com/oldsmileys/yay.gif
NeMeSiS
Oct 18 2006, 14:34
Everything looks perfect, except the building collapsing but i guess its better then nothing and this was the best possible compromise between FPS/graphics and gameplay. although the rubble was a bit too flat IMO (and more/higher smoke when the building collapses so it doesnt look like an elevator going down), but thats something for the modders to change http://forums.bistudio.com/oldsmileys/wink_o.gif
Heathen13
Oct 18 2006, 15:05
*Drool*
Wow... thank you BIS, now I know why its been taking a while! http://forums.bistudio.com/oldsmileys/biggrin_o.gif (Not complaining.)
I love everything about these... awesome movies, especially the chopper that blew me away <pun<
http://forums.bistudio.com/oldsmileys/notworthy.gif
gunterlund
Oct 18 2006, 15:09
Everything looks perfect, except the building collapsing but i guess its better then nothing and this was the best possible compromise between FPS/graphics and gameplay. although the rubble was a bit too flat IMO (and more/higher smoke when the building collapses so it doesnt look like an elevator going down), but thats something for the modders to change http://forums.bistudio.com/oldsmileys/wink_o.gif
Im sure these collapsing buildings will be a function of the mod makers imagination just like OFP. I wouldnt get too locked on to the video. The community will improve it.
Everything looks perfect, except the building collapsing but i guess its better then nothing and this was the best possible compromise between FPS/graphics and gameplay. although the rubble was a bit too flat IMO (and more/higher smoke when the building collapses so it doesnt look like an elevator going down), but thats something for the modders to change http://forums.bistudio.com/oldsmileys/wink_o.gif
Im sure these collapsing buildings will be a function of the mod makers imagination just like OFP. I wouldnt get too locked on to the video. The community will improve it.
maybe it's my imagination, but, could be that placebo says a few weeks ago that BIS is not going to implement dinamic destruction due to lack of time and that they are going to work on it in orther to release this feature in a future patch? http://forums.bistudio.com/oldsmileys/huh.gif
Berliner19
Oct 18 2006, 15:53
Here are 4 Movies in rar Pack. Have Fun with it
rar PAck (http://www.coop-center.de/site/network.php?area=1&site=download&action=view&id=24)
Maddmatt
Oct 18 2006, 15:55
Everything looks perfect, except the building collapsing but i guess its better then nothing and this was the best possible compromise between FPS/graphics and gameplay. although the rubble was a bit too flat IMO (and more/higher smoke when the building collapses so it doesnt look like an elevator going down), but thats something for the modders to change http://forums.bistudio.com/oldsmileys/wink_o.gif
Im sure these collapsing buildings will be a function of the mod makers imagination just like OFP. I wouldnt get too locked on to the video. The community will improve it.
maybe it's my imagination, but, could be that placebo says a few weeks ago that BIS is not going to implement dinamic destruction due to lack of time and that they are going to work on it in orther to release this feature in a future patch? http://forums.bistudio.com/oldsmileys/huh.gif
That's not the dynamic destruction. That's just a simple effect. Dynamic destruction will probably be in Game 2 and is way more advanced.
It's still good to see that buildings can be destroyed, hopefully that applies to all buildings.
Average Joe
Oct 18 2006, 15:56
Swimming! Put that in your pipes and smoke it http://forums.bistudio.com/oldsmileys/yay.gif
Sanctuary
Oct 18 2006, 15:59
Very nice small videos , those features look really good http://www.flashpoint1985.com/ikonboard311/non-cgi/Skin/SKIN-2/PostIcons/icon14.gif
meyamoti
Oct 18 2006, 16:34
Eeeeee! Who'da thought,actual swimming in Armed Assault and you can easily see under water,this gives so many new possibilities to designing underwater life for a reason since the water is also transparent but reflective. I don't think rolling was in OFP:E and the helicopter physics do indeed seem to be improved. Seems BIS has released a few of their big secrets,glad that the aim goes to hell when you roll too,that makes it so much better. All videos are great but its the swimming one that really makes me squee. http://forums.bistudio.com/oldsmileys/notworthy.gif And I love the effect on the new calm water,though I'm going to be anxious to see the stormy water waves,they were great on OFP and they will be excellent here. I know BIS is more about gameplay than graphics but it looks like they are doing an excellent job of balancing the two.
Pierrot
Oct 18 2006, 17:00
Among videos, there is a one in which a chopper fires FFARs. What does it want to tell us? http://forums.bistudio.com/oldsmileys/wink_o.gif
meyamoti
Oct 18 2006, 17:05
That the blackhawk with rockets is back? :P the flight dynamics seem so much smoother,I think they used a joystick for that but I do know its not possible to bank that far to an angle such as that in OFP or OFP:E.
Not even the so called realistic bf2 choppers can do that without loosing a hell of alot of altitude and it will always try to change that by flipping.
Among videos, there is a one in which a chopper fires FFARs. What does it want to tell us? http://forums.bistudio.com/oldsmileys/wink_o.gif
They show us the water fixes...
meyamoti
Oct 18 2006, 17:11
Oooo,yeah you have a point.
bravo 6
Oct 18 2006, 17:14
Among videos, there is a one in which a chopper fires FFARs. What does it want to tell us? http://forums.bistudio.com/oldsmileys/wink_o.gif
They show us the water fixes...
it also show us a road under a bridge (also road), but i think thats not the point for this video.
Pierrot
Oct 18 2006, 17:14
So we get following informations in the chopper video? http://forums.bistudio.com/oldsmileys/thumbs-up.gif
a) A chopper can bank to some extent.
b) A water wave improves. It doesn't enter the river at all.
Lee_H._Oswald
Oct 18 2006, 17:20
Swimming, wow, great new feature!
Can't wait to play the demo/game/first mods.
MfG Lee http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Heatseeker
Oct 18 2006, 17:31
I never expected so much from arma (and all done so fast).
Looks like im cursed with having no time for playing anything else (again).
This is just so worth waiting for http://forums.bistudio.com/oldsmileys/inlove.gif .
just watched those videos http://forums.bistudio.com/oldsmileys/smile_o.gif
the destruction of the house look abit strange there should be
more stuff on the ground after such a big house has colapsed
think the flashpoint house looks better when they are destroyed.
but the swimming was amazing so ArmA is all good
Average Joe
Oct 18 2006, 18:33
Quote[/b] ]think the flashpoint house looks better when they are destroyed.
Say what now!
I really like the swimming; I just wonder what stipulations are in place regarding units and weapons, and features. Will Special Forces be able to carry weapons while swimming? Do units suffer from fatigue while swimming? Can we actually swim under the surface?
Regarding the building destruction, I think decals need to be placed when a tank shell hits the face of the wall, some indication that the building is under fire, that and more smoke would do it for me.
http://forums.bistudio.com/oldsmileys/smile_o.gif
anders^on
Oct 18 2006, 18:47
Update concerning swimming and destructable buildings:
http://armed-assault.net/2006/10/18/morphicon-videos-update.html
You'll lose your gear before going for a swim.
Journeyman
Oct 18 2006, 18:58
It is truly fantastic that we now have swimming! Thank you BIS! ... No more killer water! ... Oh, wait ... I see a Jaws mod coming already! http://www.fotocraft.org.uk/images/Smilies2/shark_attack.gif
I think I now see surf on the shores too! It's all coming along perfectly. I do think we need just a bit more rubble from those collapsed buildings though, otherwise thumbs up all the way! http://www.smileypad.com/v224/Happy/Big-Thumbs-Up.gif
Quote[/b] ]think the flashpoint house looks better when they are destroyed.
Say what now!
in flashpoint its a destroyed building, not so good looking but anyway
in ArmA the building disipears and left is a little pile of something, where did the rest of the building go,
and when its destroyd it looks like its just sinking in to the ground really fast
Journeyman
Oct 18 2006, 19:18
All that is needed is a bigger pile of rubble! I'm sure it will get fixed ... or modded!
Max Power
Oct 18 2006, 19:20
when buildings implode, that's what it looks like.. I think they should really have varying amounts of building left standing, though.
yeah like a standing wall, and they will probobly fix it like they did with all the other stuff
maybe they allready done that
bravo 6
Oct 18 2006, 19:29
maybe what we see after 3 sabots its the end of the animation..
.. maybe we havnt seen the mid term destruction. http://forums.bistudio.com/oldsmileys/wink_o.gif
Suspense!
L etranger
Oct 18 2006, 19:32
I agree, more rubble in the ruins so you can hide in and it will be perfect.
PrivateNoob
Oct 18 2006, 19:32
Omg bis people is mad I tell you.
This is just too much, they have created the
uber-game of all.
I like the house effect, it does look realistic in a way,
doesnt go down at once, sure it may not be realistic perfect
but man....oh man..beats the crumble paper look of OFP.
Thanks for creating the best game ever. http://forums.bistudio.com/oldsmileys/inlove.gif
Commando84
Oct 18 2006, 20:51
yeah i think those where some work in progress anim for the house destruction , just more smoke or and bigger pile of ruins and some decals or holes in the walls when the house gets hit by heavy explosive stuff. http://forums.bistudio.com/oldsmileys/smile_o.gif dude i was also thinking of a sea life mod with divers and stuff and sharks popping up at special locations to feast on the civilians swimming or navy seals swimming or other fish http://forums.bistudio.com/oldsmileys/tounge2.gif
Balschoiw
Oct 18 2006, 21:01
Quote[/b] ]and sharks popping up at special locations to feast on the civilians swimming
Who says there aren´t some animals in the sea aswell in Arma ?
I like surprises http://forums.bistudio.com/oldsmileys/biggrin_o.gif
kavoven
Oct 18 2006, 21:02
One question @<hidden> BIS
How did you do the motion capturing for the swimming animation?
Did you just take Placebo and threw him into the nearest lake? http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Commando84
Oct 18 2006, 21:06
http://forums.bistudio.com/oldsmileys/rofl.gif poor placebo! http://forums.bistudio.com/oldsmileys/tounge2.gif
lol I think Maya or similar program was used - or Placebo captured on mattress http://forums.bistudio.com/oldsmileys/tounge2.gif
Chipper
Oct 18 2006, 21:16
Videos hosted on youtube.
Swimming Video (http://youtube.com/watch?v=1GMmUIo7OHI)
Destroyed Building Video (http://youtube.com/watch?v=g9fPSsyAflk)
Helocopter Video (http://youtube.com/watch?v=OMlIoHhoZT8)
Rolling Video (http://youtube.com/watch?v=8eAxdUHloWY)
Also check out the other ArmA video I hosted in case you missed them.
http://youtube.com/profile_videos?user=Chipper99
andersson
Oct 18 2006, 21:32
I remember in the "old" delta force days that me and my friend were daydreaming of a war sim with vehicles, soldiers and everything else... Then OFP came and now ArmA.
Thank you BIS for making my daydreams come true, and improving them in a way I never dared to think about!!
edit: nm to original edit http://forums.bistudio.com/oldsmileys/sad_o.gif
Very good videos, my only concern is the buildings...the method of destruction looks great, they just need more rubble and a "skeleton" of the buildling like so:
http://www.brusselstribunal.org/images/rubbles13.JPG
Note how half the walls are still remaining. It is very unlikely that a building would become flat rubble like it seems to do.
Or you can have a less-damaged model replacement for each buildling, so it looks like so when destroyed:
http://www.rambocam.com/archive/rita04.jpg
I remember in the "old" delta force days that me and my friend were daydreaming of a war sim with vehicles, soldiers and everything else... Then OFP came and now ArmA.
Thank you BIS for making my daydreams come true, and improving them in a way I never dared to think about!!
yeah same here and good things come to those who wait apparently! its just a shame they didnt put more of a mix of NATO/Western characters in the game to choose from especialy the Brits, as they always help the Americans. http://forums.bistudio.com/oldsmileys/smile_o.gif
I remember in the "old" delta force days that me and my friend were daydreaming of a war sim with vehicles, soldiers and everything else... Then OFP came and now ArmA.
Thank you BIS for making my daydreams come true, and improving them in a way I never dared to think about!!
yeah same here and good things come to those who wait apparently! its just a shame they didnt put more of a mix of NATO/Western characters in the game to choose from especialy the Brits, as they always help the Americans. http://forums.bistudio.com/oldsmileys/smile_o.gif
I bet you'll see this within the first few months with addons and mods. http://forums.bistudio.com/oldsmileys/smile_o.gif
<span style='color:red'>LOOK AT THE TANK ROUNDS HITTING THE BUILDLING!!! DECALS ON OBJECTS ANYONE?? This means bullet holes on vehicles, etc. are possible!!</span>
Are you talking about recent video ? I didnt saw any decals on the wall which was a little disappointing to me.
<span style='color:red'>LOOK AT THE TANK ROUNDS HITTING THE BUILDLING!!! DECALS ON OBJECTS ANYONE?? This means bullet holes on vehicles, etc. are possible!!</span>
Are you talking about recent video ? I didnt saw any decals on the wall which was a little dissapointing to me.
Nevermind...upon closer inspection, it would appear that the scorch that I thought was a decal seems to be just part of the building texture. http://forums.bistudio.com/oldsmileys/sad_o.gif
CameronMcDonald
Oct 18 2006, 22:43
I'm finding it quite hard to see the FFAR explosions... or smoke after the explosions...
...I saw one at around 6 seconds, and I understand the chopper is blocking the view for most of the video, but I couldn't see any smoke or sign of impacts at all. Interesting.
mickuzy
Oct 18 2006, 22:47
hehehe so much goodiness, late xmas present im gonna cherish for a long time
I'm finding it quite hard to see the FFAR explosions... or smoke after the explosions...
...I saw one at around 6 seconds, and I understand the chopper is blocking the view for most of the video, but I couldn't see any smoke or sign of impacts at all. Interesting.
I thought the same thing but its propably because hoper is fireing those rockets almost parallel to ground and they are going to impact far away.
CameronMcDonald
Oct 18 2006, 22:58
But if you look where the lil white dot is, you'll see it's on the buildings in the not-so-far background. Ah well, I'm probably complaining over nothing, but it would be nice to see some smoke kicked up.
The border looks awesome, I must admit. Should be fun doing some patrols on it.
Callsign
Oct 18 2006, 23:00
i thought they were flares?
bootneckofficer
CameronMcDonald
Oct 19 2006, 01:56
Nope, those would be FFARs. http://forums.bistudio.com/oldsmileys/whistle.gif See the ammo counter (top left) change? FFAR => Folding Fin Aerial Rocket
Hi all
There is another video out on Youtube called "Armed Assault Deleted Scenes" Do a search http://forums.bistudio.com/oldsmileys/wink_o.gif You will see one of the biggest tank battles ever in a game.
I do not think even a specialist tank sim could match that number of vehicles in battle.
Kind Regards Walker
CameronMcDonald
Oct 19 2006, 03:32
Hey mate, yeah, that's an old one, Letti put it up. Had around 100 tanks in it... Ta anyway.
Chipper
Oct 19 2006, 03:47
Yeah I uploaded it to youtube as soon as I found it as I do with most ArmA videos.
http://youtube.com/watch?v=TKM_DnWCvpA
ExtracTioN
Oct 19 2006, 05:02
The new features rock http://forums.bistudio.com/oldsmileys/wink_o.gif
The swimming is great now we can have a Seal team http://forums.bistudio.com/oldsmileys/wink_o.gif
Callsign
Oct 19 2006, 07:43
if you pause the heli vid every so often you can see the explosions (my bad for not spotting the counter going down)
bootneckofficer
CameronMcDonald
Oct 19 2006, 07:47
Yeah, no smoke but, well, no smoke we can see.
(I mean from the explosions).
MAA3057
Oct 19 2006, 08:07
Do you all think the squad profiles will show the ICQ tab again as they did in OFP1 (assuming ArmA will have the same multiplayer profile layout)?
DodgyGeeza
Oct 19 2006, 09:17
if you pause the heli vid every so often you can see the explosions (my bad for not spotting the counter going down)
bootneckofficer
You at CTC or preparing to join mate?
Pierrot
Oct 19 2006, 09:42
Nice videos, especially a chopper video. http://forums.bistudio.com/oldsmileys/tounge2.gif
Can choppers in ArmA loop vertically or barrelroll?
I see an actual video in which Mi-28 loops vertically. http://forums.bistudio.com/oldsmileys/notworthy.gif
www.aviation.ru/www.rusarm.ru/video/Mi-28.wmv
Kriegsdienstreporter
Oct 19 2006, 10:45
a new video is online, visit us http://www.armedassault-community.de/main/index.php?news
Balschoiw
Oct 19 2006, 10:47
why not just post a link as the video is not of your origin anyway ? http://forums.bistudio.com/oldsmileys/huh.gif
Quenaelin
Oct 19 2006, 10:56
Swimming is awesome addon, but building damage isn't quite complete, I guess this was perhaps easiest to implement. All buildings simply don't collapse like that with few tank rounds, amount of building debris should be randomized.
http://www.prachatai.com/05web/upload/HilightNews/library/200607/a4_mid_lebanon_beirut-war-2-8-2006.jpg
Rolling is otherwise cool move but how about rolling with your combat gear (includes all your ammo, few grenades, gas mask, water flask and so on and maybe LAW launcher on your shoulder), it would be very clumsy and difficult. Rolling should depend what kind of combat gear you are wearing and should be restricted by your combat gear and how much ammo and weapons you are carrying. Overall it is nice addon for some specops, where you don't have to carry much.
http://www.playfuls.com/images/screenshots/pc/Armed_Assault/0049.jpg
Great new vid of a night fight:
Night Fight (http://blog.pcformat.co.uk/page/pcformat?entry=armed_assault_night_fight_video)
Enjoy! http://forums.bistudio.com/oldsmileys/yay.gif
Edit: Link changed to the actual blog entry rather than direct download link - Placebo.
Placebo
Oct 19 2006, 11:09
Please don't link directly to the video, it's a smidge impolite http://forums.bistudio.com/oldsmileys/smile_o.gif
Good point quenalein, maybe placebo can answer the question regarding rolling? http://forums.bistudio.com/oldsmileys/wink_o.gif
Nice night fight video. I would also like to see rifle tracers at night and day.
@<hidden> Oct. 19 2006,16:01)]I would also like to see rifle tracers at night and day.
Me too. Im still not sure if rifles and automatic rifles in AA has tracers .
FCOPZ-Illuminator
Oct 19 2006, 15:01
Maybe it's possible to see a rainbow like in OFP:E ?
Would be very nice ! http://forums.bistudio.com/oldsmileys/smile_o.gif
Very nice night effects. http://forums.bistudio.com/oldsmileys/notworthy.gif
Maybe it's possible to see a rainbow like in OFP:E ?
Would be very nice ! http://forums.bistudio.com/oldsmileys/smile_o.gif
There's a pic already @<hidden> william's blog where you can spot a rainbow.
It's low quality but the rainbow's there
http://www.armedassault.com/william/photos/day/8.jpg
FCOPZ-Illuminator
Oct 19 2006, 15:08
I'am sorry, yeah. I renember *LoL*
That swimming thing is very nice. Seems to be nicely implemented as well. With the weapons dropping and all. Hopefully tho BIS adds an attribute to inventory-objects that goes like "carryableinwater = false/true". That way addon makers could furfill the l33test of all SEAL wet dreams many people have.
I am looking forward to Search&Rescue helicopters http://forums.bistudio.com/oldsmileys/smile_o.gif
That destruction of house effect on the other hand is very very poor. Rather seems one of those "Wait a second,our community is full of graphic-whores,lets implement some more graphical ponies". Sure,its a small gameplay addition as well,but rather could be added in the category chin-straps,reversed US flags,beards on SF-people, cooler textures on hmmwvs ,.....
If BIS is spending only half the time with 1/8th of the dedication on little gameplay additions and enhancements that improve gaming,teamwork in MP,the AI,easy to use GUI and the modding abilities of the game, this ArmA is going to be amazing and only then will I buy all this "We only focus mainly on gameplay" mantra that is uttered over and over.
FCOPZ-Illuminator
Oct 19 2006, 15:25
That destruction of house effect on the other hand is very very poor. Rather seems one of those "Wait a second,our community is full of graphic-whores,lets implement some more graphical ponies". Sure,its a small gameplay addition as well,but rather could be added in the category chin-straps,reversed US flags,beards on SF-people, cooler textures on hmmwvs ,.....
Sorry, but thats great from BI to include this feature. I love it. I don't wanna static objects like in BF or JO.
Ok, could be a little bit better. But i think BI is working on it and improve it.
Great Job BI !
PainDealer
Oct 19 2006, 15:42
omg I'm gonna marry the swimming anims http://forums.bistudio.com/oldsmileys/notworthy.gif
gunterlund
Oct 19 2006, 15:44
omg I'm gonna marry the swimming anims http://forums.bistudio.com/oldsmileys/notworthy.gif
OOOkkieee now. Thats a new one
LWLooser, with all due to respect to your loveliness, I hold the opinion that this is improved over OFP but could be improved dramatically.
Monte Casino, Italy, WW2. The Allies bombed it for days and all they achieved was making rubble which proved more defendable for the German forces. Rubble affects the tactical/operational/strategic scope of the battlefield.
It would be nice to have a patch with some rubble in it.
LWlooz, I want your babies.
Stendac
Oct 19 2006, 15:52
Kudos to BIS for attempting to add destructible buildings. They probably debated adding this feature because they expected this type of response from the community: "It looks very poor".
They may look a little better in the final version of ArmA, but I doubt destroying buildings will ever look "right" until Game2's lego buildings come around.
Anyway, the night video was very cool.
Kudos to BIS for attempting to add destructible buildings. They probably debated adding this feature because they expected this type of response from the community: "It looks very poor".
I agree but it’s better than before and it’s better than nothing. http://forums.bistudio.com/oldsmileys/smile_o.gif
KaiserPanda
Oct 19 2006, 16:36
Again, it's probably a placeholder animation. I mean, come on, it doesn't even accelerate. It just drops at a constant speed.
Two german previews
http://www.eurogamer.de/article.php?article_id=68509
http://www.pcaction.de/?menu=020101&page=1&article_id=508202
LWLooser, with all due to respect to your loveliness, I hold the opinion that this is improved over OFP but could be improved dramatically.
Monte Casino, Italy, WW2. The Allies bombed it for days and all they achieved was making rubble which proved more defendable for the German forces. Rubble affects the tactical/operational/strategic scope of the battlefield.
It would be nice to have a patch with some rubble in it.
LWlooz, I want your babies.
yeah those germans gave us a battering at Monte but we got em in the end
low light
Oct 19 2006, 19:38
Just found out that there is going to be the possibility of Realistic Supersonic Bullet effects in game!!!! http://forums.bistudio.com/oldsmileys/yay.gif
For those who don't know what this is (I must admit I hadn't heard of this till I saw the article in dslyecxi's site) it's basically the simultion of the sound (a 'crack' ) of a bullet whizzing by. The crack is the sound of the bullet breaking the sound barrier (?). Check out Dslyecxi's site for more info on the 'Bullet Crack' Phenomenonenom... http://forums.bistudio.com/oldsmileys/whistle.gif
I was perusing through: dslyecxi's site (http://dslyecxi.com/)
...and saw that ArmA will have this implemented. This could make it one of the first games in history (I think) to have such a feature (though there is a MOD for BF2 with this feature implemented). Not only will this increase imersion but will allow gameplay to be taken to another level of realism!!!!!!!! Thank you BIShttp://forums.bistudio.com/oldsmileys/notworthy.gif
Watch the last Gunfight video (probably in Iraq) in the 'Supersonic Gunshots in Battlefield 2' section, the intensity of the battle is caught in that video...the bullet crack (as dslyecxi says) does really have an effect on you.
It's also mentioned on the communitywiki:
Community Wiki (http://community.bistudio.com/wiki/Unique_Features_of_ArmA)
Quote[/b] ]"Advanced sound phenomenon modelling, including speed of sound delay and supersonic bullet effects" - from the Community Wiki
ARMA is going to ROCK http://forums.bistudio.com/oldsmileys/pistols.gif .................*Crack* *Crack* *Crack*
Journeyman
Oct 19 2006, 19:41
Even the nights are better! ....http://www.smileypad.com/v224/Holidays/Dance.gif
http://www.fotocraft.org.uk/images/snapshots/night1.jpg
Even the nights are better
Now that we are here together
Even the nights are better
Since I found you, oh ... BIS
Even the days are brighter
When someone you love's beside ya
Even the nights are better
Since I found you .... http://www.fotocraft.org.uk/smilies/band.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
EDIT: I just realized that Air Supply wrote that song back in 1982 before many of you were even born! http://www.fotocraft.org.uk/smilies/scratchhead.gif
funnyguy1
Oct 19 2006, 19:52
Is It just me, or the missiles (or whatever is being fired, on that vid) produce to much light while flying? Shouldn't they be just a small light point in the air? I mean, the ground is too bright beneath them imo...
I was always wondering whether It should be that way or not...
Chipper
Oct 19 2006, 19:59
Now we can really consider ArmA OFP2, swimming, destrucable buildings, color at night, join in progress, multiple gunners the list goes on good job BIS http://forums.bistudio.com/oldsmileys/notworthy.gif .
bravo 6
Oct 19 2006, 20:06
Now we can really consider ArmA OFP2, swimming, destrucable buildings, color at night, join in progress, multiple gunners the list goes on good job BIS http://forums.bistudio.com/oldsmileys/notworthy.gif .
i agree.
imo, the better BIS improve arma the better support they have for ARMA2 (or Next Generation Game) http://forums.bistudio.com/oldsmileys/wink_o.gif
low light
Oct 19 2006, 20:06
Now we can really consider ArmA OFP2, swimming, destrucable buildings, color at night, join in progress, multiple gunners the list goes on good job BIS http://forums.bistudio.com/oldsmileys/notworthy.gif .
...Supersonic Bullet effects (see my earlier post above). This Game might become a classified piece of software if the realism gets any better. The US military might ask for it to be withdrawn from the shelves, as it could be seen as a powerful training tool...or maybe I'm getting carried away! http://forums.bistudio.com/oldsmileys/crazy_o.gif
EDIT: I just realized that Air Supply wrote that song back in 1982 before many of you were even born! http://www.fotocraft.org.uk/smilies/scratchhead.gif
LOL! was wondering the same thing, old timer! There's a song by 'Yes' that is fitting for this night vid too! http://forums.bistudio.com/oldsmileys/rofl.gif
Yes BIS, times are good when the forum's singing you songs. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Looks scary and beautiful! http://forums.bistudio.com/oldsmileys/inlove.gif
http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
is any site 1 site that has ALL the up to date videos of armed assault nicely organized (all the ones on youtube etc but more organized) ?
can someone link me up, thanks.
is any site 1 site that has ALL the up to date videos of armed assault nicely organized (all the ones on youtube etc but more organized) ?
can someone link me up, thanks.
Try armed assault zone or armed assault.eu
they both have over 30 videos of armed assault
IDF-Godzilla
Oct 19 2006, 20:54
Notice the "KA-50 SPOTED" in the new night screens, just a small piece of info about the Russian air power... http://forums.bistudio.com/oldsmileys/biggrin_o.gif
LWLooser, with all due to respect to your loveliness, I hold the opinion that this is improved over OFP but could be improved dramatically.
Monte Casino, Italy, WW2. The Allies bombed it for days and all they achieved was making rubble which proved more defendable for the German forces. Rubble affects the tactical/operational/strategic scope of the battlefield.
It would be nice to have a patch with some rubble in it.
LWlooz, I want your babies.
Ehm, excuse me dear, but we have to first finish raising my babies remember?! http://forums.bistudio.com/oldsmileys/tounge2.gif Not to mention the 10 other people's I don't even know about yet. http://forums.bistudio.com/oldsmileys/welcome.gif
I am with Loozy on this one, the collapse is comedic, I mean it's a technology demo as far as I understand, but... at least later it should be slower and leave some alternate building rubble.
Good show on the swimming and rolling.
PitViper
Oct 19 2006, 21:46
The only thing I'm afraid of, regarding the rolling, is that it will become the "bunnyhopping" of ArmA. I can see a bunch of fools rolling all over the place. http://forums.bistudio.com/oldsmileys/sad_o.gif I hope they will limit it to two or possibly three rolls in a row if necessary. He clearly does two in the video without pause. Such things can be easily abused.
TrevorOfCrete
Oct 19 2006, 21:54
im wondering about CTI, we heard they could go on for days. does this mean we will have day and night in them? that could make for some great battles, especially from seeing the latest vids.
Espectro
Oct 19 2006, 21:59
The only thing I'm afraid of, regarding the rolling, is that it will become the "bunnyhopping" of ArmA. I can see a bunch of fools rolling all over the place. http://forums.bistudio.com/oldsmileys/sad_o.gif I hope they will limit it to two or possibly three rolls in a row if necessary. He clearly does two in the video without pause. Such things can be easily abused.
Placebo told me that rolling will affect stamina alot to limit the things u just stated.
However, everything is still WIP http://forums.bistudio.com/oldsmileys/smile_o.gif
coderdfox
Oct 19 2006, 22:06
The only thing I'm afraid of, regarding the rolling, is that it will become the "bunnyhopping" of ArmA. I can see a bunch of fools rolling all over the place. http://forums.bistudio.com/oldsmileys/sad_o.gif I hope they will limit it to two or possibly three rolls in a row if necessary. He clearly does two in the video without pause. Such things can be easily abused.
Placebo told me that rolling will affect stamina alot to limit the things u just stated.
However, everything is still WIP http://forums.bistudio.com/oldsmileys/smile_o.gif
I not sure it would it would be like "bunnyhopping" cause unlike most games where it takes 5-9 shots to kill, ARMA will take what? one or two? Plus bunnyhopping is a visual hack, the reason it sucks to hit someone doing it is, your aim goes up to target them. rolling side to side doesnt take you far. But if its going to be affected by stamina then sweet, everything should be affected too. http://forums.bistudio.com/oldsmileys/smile_o.gif
meyamoti
Oct 19 2006, 22:17
Plus when rolling your aim is going to be veeery screwed unless they make it so that you cannot fire while rolling with the punishment of not firing a few seconds once the rolling is complete,after which rolling your aim will still be a bit jumpy.
L etranger
Oct 19 2006, 22:45
The only thing I'm afraid of, regarding the rolling, is that it will become the "bunnyhopping" of ArmA. I can see a bunch of fools rolling all over the place. http://forums.bistudio.com/oldsmileys/sad_o.gif I hope they will limit it to two or possibly three rolls in a row if necessary. He clearly does two in the video without pause. Such things can be easily abused.
That is nosense, rolling speed is way slower than walking stand. You will not have problem to shoot him will he is rolling.
mickuzy
Oct 19 2006, 23:06
actually that does look alot like the footage out of iraq early 2003. that is scray real. did u the men running around the flamming tanks, that is soooooooo cool.
Stendac
Oct 20 2006, 02:34
Will the game prevent us from rolling if we've got a javelin (or other large crap) on our backs?
AUS_Twisted
Oct 20 2006, 02:34
im wondering about CTI, we heard they could go on for days. does this mean we will have day and night in them? that could make for some great battles, especially from seeing the latest vids.
Yes day and night battles (24 hour day and night cycle), I've had many long CTI battles starting in daytime that have gone well into the night http://forums.bistudio.com/oldsmileys/smile_o.gif
Dr_Eyeball
Oct 20 2006, 06:20
Here's a quick example of what building destruction is possible in CoH (RTS) game.
It takes about 25 tank shots to bring it to the ground. It generally results in the remaining roof structure finally collapsing onto the gutted interior. The final result leaves a heap of debris.
There are a lot more than 6 stages, but just to visually give you an idea of what we could wish for in future. http://forums.bistudio.com/oldsmileys/biggrin_o.gif (I've minimized the resolution on it.)
Building Destruction Sequence Example (http://i111.photobucket.com/albums/n125/Dr_Eyeball/CompanyOfHeroes/CompanyOfHeroesBuildingDestruction.jpg)
FCOPZ-Illuminator
Oct 20 2006, 06:29
Here's a quick example of what building destruction is possible in CoH (RTS) game.
Company of Heros.... *LoL*
Sorry, do have CoH an islandsize like ArmA. Do have CoH hundred of buildings like ArmA ?
The mapsize of CoH is same like my basementsize http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Sniperwolf572
Oct 20 2006, 06:37
Here's a quick example of what building destruction is possible in CoH (RTS) game.
Company of Heros.... *LoL*
Sorry, do have CoH an islandsize like ArmA. Do have CoH hundred of buildings like ArmA ?
The mapsize of CoH is same like my basementsize http://forums.bistudio.com/oldsmileys/biggrin_o.gif
It's not about the map size, something like that can be done even in OFP, you just need a preset number damaged models to swap the original with, i.e., at 80% of buildings "health" level, you create a big puff of smoke and debris that covers the transition process and swap out the models.
For BIS, it's easier to make one uniform way that every building will be destroyed, in OFP it was crumpling, in ArmA it's sinking into the ground with a large puff of smoke.
is any site 1 site that has ALL the up to date videos of armed assault nicely organized (all the ones on youtube etc but more organized) ?
can someone link me up, thanks.
Check Armaholic.com (http://www.armaholic.com/index.php)
In articles, there is one about Videos, there u find many of them with and SS and some more info.
Lastest videos are at the end of the page.
DrBobcat
Oct 20 2006, 07:10
Why are y'all arguing about this junk when it's already been stated that fully dynamic destructible WILL not be in ArmA due to performance issues? I don't think there is much point in comparing ArmA to other games. Those games are themselves and ArmA is itself. Comparing apples to oranges is silly.... (especially when definites have been stated)
- dRb
xnodunitx
Oct 20 2006, 07:15
Indeed,a collapsing building does not mean dynamicly destructible,it is possible anyway thanks to an addon creator who has made a few buildings which can have bricks shot off or blown off in large clusters.
If you are thinking of dynamicly destructible buildings from BIS I think you mistook it for game2.
I think BIS will probably implement this kind of "secuential" destruction, BIS are not idiots, they know that the actually way is veeeeery poor http://forums.bistudio.com/oldsmileys/smile_o.gif
Callsign
Oct 20 2006, 09:53
does anyone know if you can fast rope out of the blackhawks? (NOT A REQUEST)
Didnt BAS work for/give models to BIS for the VBS blackhawks (cant actually recall what happened), so would it be possible just to carry the scripts over if they are compatible? Obviously im not a scripter so im playing the ignorance card.
Im not going to go all over these forums and demand that unless ArmA has these features i wont buy it, if you quote me i was JUST WONDERING lol.
bootneckofficer
Dynamic destruction is very complex problem.
1) very high CPU severity ( more CPU cells will be welcome as standard)
2) very coplicated production, take one month for 3-4 artists to prepare. Lot of problems with special lods like shadow, view, collision, fire geometry. Big trobles with section reductions throught resolution lods. (RTS games does not use any kind of lods and use very simple simulation). All buildings must have interiors.
3) very complicated implementation in multiplayer, due numeric stability - need to have same results of simulation for all clients and high load for network when is synchronization needed.
4) RT replanning strategic maps for AI
and many others
Ddynamic destruction is still " in research/development technology".
Espectro
Oct 20 2006, 09:55
Dynamic destruction is very complex problem.
1) very high CPU severity ( more CPU cells will be welcome as standard)
2) very coplicated production, take one month for 3-4 artists to prepare. Lot of problems with special lods like shadow, view, collision, fire geometry. Big trobles with section reductions throught resolution lods. (RTS games does not use any kind of lods and use very simple simulation). All buildings must have interiors.
3) very complicated implementation in multiplayer, due numeric stability - need to have same results of simulation for all clients and high load for network when is synchronization needed.
4) RT replanning strategic maps for AI
and many others
Ddynamic destruction is still " in research/development technology".
So you are saying that this might be added in a patch later on (after release)?
Research is not work for weeks or few months.
Cannon Fodder
Oct 20 2006, 10:02
No, he's saying that the technology to do it in a game of ArmA's size would need to be so advanced that it would require a supercomputer to handle it. He's essentially saying that not only do you have the mere calculation of the dynamic destruction, but the capability of AI to interpret it and the possibility in multiplayer for all players to see the same dynamic destruction.
For christ's sake, cut the guys some slack. No other game has got anywhere near what the BIS guys are producing, and you want a highly experimental and incredibly complicated dynamic destruction process that would most likely choke the life out of your computer? Be realistic!
While I agree the current model of destruction could use some tweaking to make the transition that little bit more visually appealling (perhaps slow down the building's descent and add more smoke to mask the transition?), it is more than adequate for our needs and not only that crucially does not destroy your computer. Just imagine setting off 10 satchels in a town with dynamic destruction! It would most likely set your computer on fire!
Guys, keep up the good work.
Research is not work for weeks or few months.
so can we suppose that you are working to give a better look to the "static" building destruction? http://forums.bistudio.com/oldsmileys/wink_o.gif
I need to work on my postings,they seem to come across not like I intended. Anyways,to add some constructive criticism to my last post.
Even tho the transition-effect looks very comical,that isn't my main beef with this, i.e the graphics. I understand that the destroyed models probably aren't hardcoded and thus it is not really a problem of BIS,but considering that almost noone made new buildings for OFP and these ones are most likely to be used in addon islands as well,here are my 2 suggestions:
A) Rubble left over is proportional to the size of the building
B) It takes a lot ,lot ,lot,lot more damage to bring houses down
When I saw the video I had this vision of a platoon of tanks levelling a city-block just to get a better LOS or even worse, to drive over the destroyed houses as well http://forums.bistudio.com/oldsmileys/crazy_o.gif
FCOPZ-Illuminator
Oct 20 2006, 10:37
A) Rubble left over is proportional to the size of the building
B) It takes a lot ,lot ,lot,lot more damage to bring houses down
I agree point A.
But i don't wanna shot an half hour into the building to bring them down...
I think that the way of improve de destruction system of Company of heroes could be a really good option for ArmA, several stages on the buildings, you can see it on this shot posted on the previous page:
http://i111.photobucket.com/albums....ion.jpg (http://i111.photobucket.com/albums/n125/Dr_Eyeball/CompanyOfHeroes/CompanyOfHeroesBuildingDestruction.jpg)
For me it's ok, i don't need/want something that need higher requirements if you can find an alternative, but valid, solution http://forums.bistudio.com/oldsmileys/smile_o.gif
For example, the havoc from dkmm has a very very nice script that replaces the "horrible" (sorry BIS http://forums.bistudio.com/oldsmileys/tounge2.gif ) destruction system with another model of colapsed heli, and to avoid that you can watch the model change they added an small explosion.
Here you have a shot:
http://ofp.gamepark.cz/news/pics/dkmhavoc20.jpg
For me this way is pefect for the buildings, serveral destruction models, and dust to change the model http://forums.bistudio.com/oldsmileys/smile_o.gif
Oh come on. Yes, that sounds like a nice way to do it, but once you see the one of the middle destruction shots, you'll be saying "Hey, I didn't shoot it there, why is there a hole on the other side of the house?" Let BIS finish up in peace. http://forums.bistudio.com/oldsmileys/tounge2.gif
I'm sure any left over bandwith/cpu cycles you may have will be taken up by the community attempting to do this (and setting your computer on fire).
Balschoiw
Oct 20 2006, 11:22
Welcome to the forums ohara ! http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ]1) very high CPU severity ( more CPU cells will be welcome as standard)
Do you think about implementing such if physics cards get more spread among users and the costs for such additional devices will go down ?
Right now physics card support imo would not work properly as the results produced by physics cards in relation to dynamic destruction would cause several problems when you play with guys who don´t have such hardware device installed.
Quote[/b] ]2) very coplicated production, take one month for 3-4 artists to prepare. Lot of problems with special lods like shadow, view, collision, fire geometry. Big trobles with section reductions throught resolution lods. (RTS games does not use any kind of lods and use very simple simulation). All buildings must have interiors.
As far as I understand the object itself has to be modelled very different than the houses in OFP as they need to consist of parts that can be adressed independant. In shooters like COD or such some house are destroyable to some extend. That means that certain parts of the houses collapse as a result of force applied to them. It´s no real collapse simulation but only a predefined pattern in case the house get´s shot at.
You´re talking about a much more complex system as if you are really thinking of a house that is made of numerous bricks and accurately simulated physics on every single part of the house.
This is infact a nice approach but I doubt that it will work in scenarios sized as big as Arma or follow-ups.
In a test-scenario this maybe will work, but taking into account that Arma will feature loads of buildings I can´t see how this could be implemented anytime soon. I´m talking of years here.
If you take into account the huge amount of data that has to be stored to keep the accurate position of every stone that has
dropped from the collapsed building you know that it´s a huge issue to embedd such in large scale maps like the one used with Arma.
I know that it´s only a half-hearted solution to embedd buildings like in other shooters that collapse in a predefined way and are not destroyable really dynamically, but for now I guess it would be a nice addition. In this context it would be nice if BIS could implement a feature that I already missed with OFP:
Allow missionmakers to change map-objects on the fly. Means: Missioneditors can read object ID´s from map and remove the objects on the fly or replace the objects they want with different ones. This would also make it more easy for BIS to replace an object (house) that has been destroyed with another object (rubble) This way AI inflictions would be hindered and the map itself would be a lot more flexible for mission-editors.
Just my 2 cents.
Oh come on. Yes, that sounds like a nice way to do it, but once you see the one of the middle destruction shots, you'll be saying "Hey, I didn't shoot it there, why is there a hole on the other side of the house?" Let BIS finish up in peace. http://forums.bistudio.com/oldsmileys/tounge2.gif
I'm sure any left over bandwith/cpu cycles you may have will be taken up by the community attempting to do this (and setting your computer on fire).
i was thinking on that like a provisional solution to avoid new delays, to give BIS time to improve the real dinamic one and release it in a patch http://forums.bistudio.com/oldsmileys/tounge2.gif http://forums.bistudio.com/oldsmileys/wink_o.gif
[...]
In a test-scenario this maybe will work, but taking into account that Arma will feature loads of buildings I can´t see how this could be implemented anytime soon. I´m talking of years here.
If you take into account the huge amount of data that has to be stored to keep the accurate position of every stone that has
dropped from the collapsed building you know that it´s a huge issue to embedd such in large scale maps like the one used with Arma.
[...]
And real dynamic destruction (brick for brick dynamically) is never going to work properly in multiplayer (imagine just 10 players and hundrets of different houses) when you have to sync all client side calculations. The whole dynamic destruction has to be calculated on the server and passed on to the clients. And now we're talking far into the future ...
Maddmatt
Oct 20 2006, 11:53
[...]
In a test-scenario this maybe will work, but taking into account that Arma will feature loads of buildings I can´t see how this could be implemented anytime soon. I´m talking of years here.
If you take into account the huge amount of data that has to be stored to keep the accurate position of every stone that has
dropped from the collapsed building you know that it´s a huge issue to embedd such in large scale maps like the one used with Arma.
[...]
And real dynamic destruction (brick for brick dynamically) is never going to work properly in multiplayer (imagine just 10 players and hundrets of different houses) when you have to sync all client side calculations. The whole dynamic destruction has to be calculated on the server and passed on to the clients. And now we're talking far into the future ...
Brick by brick isn't necessary, chunk by chunk would be more manageable. It's too late for ArmA, but I can't wait to see the kind of destruction Game 2 will have. Also the destruction can be calculated by the clients, and then synchronized with the server every so often.
Sniperwolf572
Oct 20 2006, 12:15
@<hidden> Bals:
Predefined destruction is already possible in ArmA, bridges are one of the examples. I belive that now you can assign .rtm animations to objects.
Hi all
Do the math people!
The OFP engine's network code already deals with hundreds of bullets being fired. Add in the destruction on a per bullet bases with destructable scenenery and you have at least doubled the info the server has to pass.
Yes lots of it can be, should and is handled at the client but all has to be sychronised. And we all know what desynch is.
I have argued for some time about the need for network archetecture based on a distributed server model. In a way OFP all ready does the half the work load in distributing what it does to the clients but then there is the question of what needs an Ack and what can be assumed.
Consider a bullet is fired
client tells the server
Server tells other clients
Bullet hits building
a chunk is knocked off
visuals are altered
all clients need to see the same thing
Server AI has to see it
The server has to check all clients see the same thing. It is called Synchronisation.
And that is to simplyfy it.
what is Desynch
What happens when a client does not acknowledge (ack) the bullet was fired? packet lost in the internet or indeed client disconects. The server must send the packet again. Does it send to all? Does it keep sending it till it gets an ack? ever seen player x has not replied for 30 seconds? Ever noticed the desynch?
And that is just a simple case.
And Loose you use Network services in your missions and you know the complicated code it needs and have worked on implimenting it in your missions with BN880.
Reorganising network archetecture is long term work as the developer said and to some extent must await improved computer technology.
Untill then we have to accept a little smoke and mirrors corner cutting to get something in game that looks whole lot better than house crumple and results in improved game play.
Destuctable buildings is complicated.
The animations are tweakable and can be patched as can replacement rubble models but as the man said the models are more complicated than we see them; they have to include LODs that describe how the AI understands them which is with code not eyes, They have to include other LODs such as how they affect light or object movement and bullets. It is not just eyecanydy it has to work and have a physical effect on the world.
I would rather we did not wait for those improvements though. We can get them in a patch and live with what we have.
Full blown destructable buildings brick by brick is probably game 2 though.
Kind Regards walker
Eda Mrcoch
Oct 20 2006, 12:45
There's been a new preview from Invex (in Czech).
http://pc.hrej.cz/clanky/preview/armed-assault-dojmy-z-invexu-2006/
Apart from the old news, they dissect the shadows system: different shadow techniques for trees, moving objects and such and ambient shadows that can be dynamically affected by, for example... The flashlight! Also there gonna be a knife ingame. Acording to them, Invex version was quite unstable. That's about all.
(it seems to me, that we who are going to get it in November will be in similar situation like when OFp 1.00 was released and we were "gammatesting" it for US 1.20 release http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif )
Espectro
Oct 20 2006, 13:06
Hi all
Do the math people!
The OFP engine's network code already deals with hundreds of bullets being fired. Add in the destruction on a per bullet bases with destructable scenenery and you have at least doubled the info the server has to pass.
Yes lots of it can be, should and is handled at the client but all has to be sychronised. And we all know what desynch is.
I have argued for some time about the need for network archetecture based on a distributed server model. In a way OFP all ready does the half the work load in distributing what it does to the clients but then there is the question of what needs an Ack and what can be assumed.
Consider a bullet is fired
client tells the server
Server tells other clients
Bullet hits building
a chunk is knocked off
visuals are altered
all clients need to see the same thing
Server AI has to see it
The server has to check all clients see the same thing. It is called Synchronisation.
And that is to simplyfy it.
what is Desynch
What happens when a client does not acknowledge (ack) the bullet was fired? packet lost in the internet or indeed client disconects. The server must send the packet again. Does it send to all? Does it keep sending it till it gets an ack? ever seen player x has not replied for 30 seconds? Ever noticed the desynch?
And that is just a simple case.
And Loose you use Network services in your missions and you know the complicated code it needs and have worked on implimenting it in your missions with BN880.
Reorganising network archetecture is long term work as the developer said and to some extent must await improved computer technology.
Untill then we have to accept a little smoke and mirrors corner cutting to get something in game that looks whole lot better than house crumple and results in improved game play.
Destuctable buildings is complicated.
The animations are tweakable and can be patched as can replacement rubble models but as the man said the models are more complicated than we see them; they have to include LODs that describe how the AI understands them which is with code not eyes, They have to include other LODs such as how they affect light or object movement and bullets. It is not just eyecanydy it has to work and have a physical effect on the world.
I would rather we did not wait for those improvements though. We can get them in a patch and live with what we have.
Full blown destructable buildings brick by brick is probably game 2 though.
Kind Regards walker
The clients already know what bullets hit where, no reason to send it one more time. I don't see why this would require more network bandwith?
We are talking about atleast some animation of some kind when the house falls apart, and some kind of rubble when the building have collapsed (well, atleast more than just a building sinking to the ground).
To the one stating that the house should take alot more damage to bring down.... Well, 3 sabot rounds should be more than enough to take out most modern houses.
Higurashi
Oct 20 2006, 13:17
Does anybody care about AI? I just worry about that because all ArmA vids shows same AI enemy & friendly units - just run, "duck" and shootin'...
Yeah, it would be ok when "80's style mechanized frontal assault" - but MOUT will be available in ArmA right? I know that "Rescue Mr.Banane" vids were played by COOP. And there's no info about AI but the words like "AI has been improved"... man, HOW improved?
OH! PLEASE DON'T SAY "the OFP community will do that part with scripts, so we don't worry about AI"!!
I think the great feature that could change the whole Tactical FPS genre like "suppressive fire" and "supersonic bullet sounds" has been talked a lot in the community, but not declared by BIS...
http://forums.bistudio.com/oldsmileys/confused_o.gif
WhoCares
Oct 20 2006, 13:22
@<hidden>: A Sabot would do little damage to a house, just some nice small holes. You'd prefer to use some explosive ammunition instead (that's why we already have HEAT and Sabot rounds in original OFP)
Regarding the general discussion about dynamic destruction, just think about some 'nice' level bombing - even Game2 will not be able to recreate Dresden (http://www.stern.de/politik/historie/:Kriegsende-Besiegt,-Deutschland-1945-48/536415.html?eid=537265&s=8&nv=fs&cp=3)-like results. Even a single A10 dropping 6xMk82 on a village would make your PC die, today and tomorrow...
Hi all
@<hidden> Espectro
This is highly simplified
In normal OFP server needs to be told bullet was fired as do all other clients, what moving objects could be between the bullet and building Server must mediate. All clients need to Ack they see the same thing (packets lost must be resent). Ever see those destroyed Reanimating trees and bulidings in OFP multiplayer? The damaged building cannot be moved through.
In ArmA bullet hits building. Building reaches destruction level. Server tells clients. Building destruction animation is run on all. Clients Ack building destroyed and building replaced with rubble. Additionaly the building can be moved through.
Now the big difference.
True destuctable buildings
Every chunk removed/moved needs an ack from each client to confirm all clients see the same thing.
The difference 1 chunk in ArmA or OFP the hole building goes through a change; in an engine with true MP capable destructable buildings how many chunks?
Consider how much damage from an explosion? How many chunks?
How big are your game engine atoms? That is what defines how many chunks per building. And each client has to see the same thing and confirm it has the same world view. Lets be conservative and say 10s of chunks atoms of legobricks about 1 metre square (roughed up for aesthetics).
You can do it all client side. But what hapens when the packet for one bullet that knocked out the chunk is not recieved by a particular clent. Hey no fair player X or the AI is cheating I was behind a wall!
Any game egine can do true looking destrucable buildings and terrain in single player. Doing it in MP is whole different kettle of fish.
Kind Regards Walker
Balschoiw
Oct 20 2006, 13:50
Quote[/b] ]And real dynamic destruction (brick for brick dynamically) is never going to work properly in multiplayer (imagine just 10 players and hundrets of different houses) when you have to sync all client side calculations. The whole dynamic destruction has to be calculated on the server and passed on to the clients. And now we're talking far into the future ...
Depends I guess. Playing some mindgames I could think of some coding system for serverside damage transmission. Means, not every single fragment´s pos or state has to be transferred from server to client, but the server sums up changes to an entity object and sends this summed up "code" to clients. An interpreter embedded in clients and server could handle the traffic that would be significant smaller than transmitting every single change on an object.
Quote[/b] ]@<hidden> Bals:
Predefined destruction is already possible in ArmA, bridges are one of the examples. I belive that now you can assign .rtm animations to objects.
I know, but for AI those objects are still solid. That´s why I asked for the dynamic object replacement/removal from map to exchange the object itself, not just it´s look http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ]The OFP engine's network code already deals with hundreds of bullets being fired. Add in the destruction on a per bullet bases with destructable scenenery and you have at least doubled the info the server has to pass.
Don´t understand your reasoning as Arma will already have bullet penetration for several materials, so it´s already embedded http://forums.bistudio.com/oldsmileys/wink_o.gif
Hi all
@<hidden> Balschoiw the dammage has to be sychroinised accross the network all clients and server have to agree the the world view.
Kind Regards Walker
Dudester
Oct 20 2006, 14:29
Another month another screen shot and here was me thinking we might just of got the Demo this month... since the game is complete and released for some next month. Im sure then we will have our fair share of screen shots. Whats the deal over the demo and not releasing it. I have seen so many screen shots now, i feel i have had a walk through the entire game playing it frame by frame. Ok thats abit of an eggsageration but how many more screen shots am i of to see before its not. Do everyone a Favour and make them happy just release the demo.
Sniperwolf572
Oct 20 2006, 14:33
Another month another screen shot and here was me thinking we might just of got the Demo this month... since the game is complete and released for some next month. Im sure then we will have our fair share of screen shots. Whats the deal over the demo and not releasing it. I have seen so many screen shots now, i feel i have had a walk through the entire game playing it frame by frame. Ok thats abit of an eggsageration but how many more screen shots am i of to see before its not. Do everyone a Favour and make them happy just release the demo.
Yeah, you just press the "Make demo" button in the editor, and viola, insta-community-satisfier.
Dudester
Oct 20 2006, 14:39
Another month another screen shot and here was me thinking we might just of got the Demo this month... since the game is complete and released for some next month. Im sure then we will have our fair share of screen shots. Whats the deal over the demo and not releasing it. I have seen so many screen shots now, i feel i have had a walk through the entire game playing it frame by frame. Ok thats abit of an eggsageration but how many more screen shots am i of to see before its not. Do everyone a Favour and make them happy just release the demo.
Yeah, you just press the "Make demo" button in the editor, and viola, insta-community-satisfier.
Really, even easier then i thought then. Do you want me to list all the games that have had a demo a month before release. Tell you what go look on IGN. or go buy a Pc mag. Now wheres the magic in that.
Placebo
Oct 20 2006, 14:45
It has already been posted in a number of places that the demo will be worked on after the German/Czech/Russian/Slovakian/Polish versions have gone gold.
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