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Thread: ARMA 3 development blog & reveals

  1. #3351

  2. #3352
    I just seen the ARMA 3 - Walkthrough-Interview mit Jay Crowe - Teil 5 von 7 Fahrzeuge GameStar video on Youtube and am truly impressed with the new lighting system, the houses and buildings look insanely real!

  3. #3353

  4. #3354
    Gamestar supports video was remarkably uninteresting. I think that they overdid it a bit with coverage.

  5.   Click here to go to the next Developer post in this thread.   #3355
    Probably better over here.

    Last edited by RoyaltyinExile; Aug 10 2012 at 20:34.
    Arma 3 is a unique military game with an infantry focus. Built upon appropriate, useful and engaging elements of simulation, it's an accessible platform for a variety of official and community playable/ sandbox content, based on the principles of authenticity, diversity and opportunity.

    Dans son oeil, ciel livide où germe l'ouragan,
    La douceur qui fascine et le plaisir qui tue.

  6. #3356
    Quote Originally Posted by RoyaltyinExile View Post
    /snip
    Ohai former Qatar resident :3

    "...to boldly go where no one has gone before."

    Steam ID: Click me! | Origin ID: MrCharles9206

  7. #3357
    Warrant Officer Iroquois Pliskin's Avatar
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    Quote Originally Posted by Madeon View Post
    I just seen the ARMA 3 - Walkthrough-Interview mit Jay Crowe - Teil 5 von 7 Fahrzeuge GameStar video on Youtube and am truly impressed with the new lighting system, the houses and buildings look insanely real!


    Wow @ 0:44, how are those mirrors rendered? They look perfectly usable to me.

    LOL @ 3:15.

    Edit: Found my answer to mirrors - RTT. I'd rather have smaller mirrors, than a larger rear-view camera at a low refresh rate, unless of course everything runs at the same Hz rate. :/
    Last edited by Iroquois Pliskin; Aug 10 2012 at 23:11.

  8. #3358

  9. #3359
    Warrant Officer Iroquois Pliskin's Avatar
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    NEW one uploaded 4 hours ago "ARMA 3 - Walkthrough-Interview mit Jay Crowe - Teil 6 von 7: Artillerie"

    Part 6 of 7: Artillery



    Can anyone identify the dual-cannon APC? It is identified as an AA platform in the mission objective. Lovin' the new digital binocs/LD with 60x zoom.

    The base is to the NW, so is that the reflection of the Sun in the back of the scope?

    The operation time seems to bet set...

    (•_•)
    ( •_•)>⌐■-■
    (⌐■_■)

    in the morning. YEAAAHH.

    Sneaky Comanche support incoming! The player death screen gives you the grid reference of your demise and a timestamp along with info on the enemy who killed you. :O
    Last edited by Iroquois Pliskin; Aug 10 2012 at 23:41.

  10. #3360
    Quote Originally Posted by Iroquois Pliskin View Post
    Can anyone identify the dual-cannon APC? It is identified as an AA platform in the mission objective. Lovin' the new digital binocs/LD with 60x zoom.
    The "name tag" (yep it's back as much as the milsimmers may hate it -- remember, "no features removed" ) said "Cheetah", and the vehicle from which the player was KIA was the "Hunter RCWS" (OPFOR counterpart to the Strider RCWS?).
    Quote Originally Posted by Iroquois Pliskin View Post
    Sneaky Comanche support incoming! The player death screen gives you the grid reference of your demise and a timestamp along with info on the enemy who killed you. :O
    Based on the previous BI-provided Supports Showcase video (as opposed to the GameStar.DE interview showing off the showcase -- set in daytime instead of nighttime like the BI version), it looks like we've got a variation on a "kill cam"... but from a UAV's thermal-viewing perspective, so no it's not COD-style.

    Nice to see Jay confirm that the goal of "integrate learning the game with the campaign" is still aimed for, which along with the hint pop-ups and the "message on screen when you start the mission" are good ideas for the game design*... although I imagine that the "organic tips" by "instructor figure" radio message will be on a per-mission basis unlike the hint pop-ups system.

    I also had a laugh when Jay Crowe referred to "the amazing features and functionality that are sometimes hidden under a useless number of menus or just bound to a key that doesn't intuitively make sense straight away".

    * I don't remember which of you it was that complained about the hint pop-ups and was glad that a user can disable them, but everything I've heard from BI on the hint systems fit with the design goals discussed starting at 4:40.

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