Page 1 of 161 123451151101 ... LastLast
Results 1 to 10 of 1603

  Click here to go to the first Developer post in this thread.  

Thread: Operation Flashpoint 2 officially announced

  1. #1
    http://gamestar.de/news...._2.html

    I only found it on the german gamestar site, there's nothing I found in Codemasters' official press releases. Well, according to these news they plan for a release in 2008. It's designed to be a single- and multiplayer war simulation, the gameplay should feel as realistic as possible. There are different classes one can choose.



    edit: Well, the title should say "Operation Flashpoint 2", sorry. If a moderator could edit that, I'd be very glad. Thanks.




  2. #2
    Chief Warrant Officer
    Join Date
    Jan 14 2004
    Location
    Netherlands
    Posts
    3,150
    I hate to say it but the screenshot looks damn fine...

  3. #3
    Nice to see that there'll finally be some real competition for BIS.
    When you’re creating your own shit, man, even the sky ain’t the limit.

    Miles Davis

  4. #4
    Quote Originally Posted by (Ironsight @ April 19 2007,09:49)
    I hate to say it but the screenshot looks damn fine...
    Looks more like artwork to me. O.o

    Anyways... if they improve the realism then ahwell, i'll buy it.

    edit: if it turns into Operation Battlefield count me out i already have that.



    Are you powerful enough to allow for realtime weapons switching?!

  5. #5
    First Lieutenant CameronMcDonald's Avatar
    Join Date
    Oct 10 2005
    Location
    Sydney, Australia.
    Posts
    5,553
    Me no likie. Are the Marines actually using all those GRAW-like MOLLE pads yet? And WTF is the bloke on the left toting?

    I will say that the background scenery looks feckin' awesome, however.




    Everyone tempted to post another inane/useless/whogivesatoss topic in the A3 forum - here.

  6. #6
    Good news Competition is always a good thing.

    By the way there is no indication in that article that OFP2 will be a BF type game. It says something like "As you can expect from a Operation Flashpoint, you get a large scale single- and multiplayer war-simulation in a current scenario with that game. The gameplay should be as realistic as possible. A large selection of military disciplines will allow you to find your own role in the battle. The graphic engine will be a shooter-variant of the Neon-engine. Screenshots and videos of Colin McRae Dirt can show you what the engine can handle."

    They also say one of their editors has spoken with the programmers and will talk about his impressions tomorrow on GameStar TV.




  7. #7
    Quote Originally Posted by (MBot @ April 19 2007,10:23)
    Good news Competition is always a good thing.

    By the way there is no indication in that article that OFP2 will be a BF type game. It says something like "As you can expect from a Operation Flashpoint, you get a large scale single- and multiplayer war-simulation in a current scenario with that game. The gameplay should be as realistic as possible. A large selection of military disciplines will allow you to find your own role in the battle. The graphic engine will be a shooter-variant of the Neon-engine. Screenshots and videos of Colin McRae Dirt can show you what the engine can handle."

    They also say one of their editors has spoken with the programmes and will talk about his impressions tomorrow on GameStar TV.
    Oupsie, I misread it and didn't read "Singleplayer". *editing*

  8. #8
    Master Gunnery Sergeant
    Join Date
    Nov 1 2005
    Location
    Dorset, United Kingdom
    Posts
    1,123
    Great news! And I thought that Codies had ditched this one!
    ...
    ... Formerly Red kite.

  9.   Click here to go to the next Developer post in this thread.   #9
    Still a long way to 2008. Anything can happen, but I'm keeping my fingers crossed that it actually will be comparable to OFP and Arma.
    I edited the topic name. At first I thought someone had dug up an incredibly old thread

  10. #10
    Good news, while I have some issues with the engine used for the game.
    Neon engine has been made for Colin Mc Rae series and while it certainly is perfect for vehicle simulation on the ground, dynamic damage and sound model I can not see right now how they want to use it for aircrafts and human units that are present on a map in large amounts at the same time.
    I already see a huge loading bar in this game that will make it more or less a corridor shooter as there is no word on streaming terrain and/or mapsizes and unitnumbers supported ingame.
    If the game ends up with a maximum of 30 units on the map because the calculations take too much CPU power because of all the shiny effects it will be dead on arrival. On the other hand I don´t see how they want to manage to get all the shiny parts and calculation on a bigscale warsim with hundreds of involved units as it is with ArAs today.

    Don´t want to turn down hopes but those are my impressions from what I read on the engine and the Flashpoint2 game.

    Quote Originally Posted by [b
    Quote[/b] ]Neon:
    Colin McRae: DIRT is the first game being created using Codemasters Studios’ proprietary engine, Neon. Neon is a game engine thats been in production for over 18 months with over 30 tech experts on the team. Neon is being used to build Colin McRae: DIRT from the ground up with technology developed exclusively for next-generation formats.

    Says Gavin Cheshire, Vice President of Codemasters Studios:
    “Neon delivers an engine that provides us with so much more scope and possibilities than an update of existing tech would have ever allowed. The most obvious result is in the visual detail and physics that produce incredible particle effects. Neon makes it possible to go into seemingly minute detail but will create the most realistic and involving environments in the racing genre.”

    The detail Neon provides enables the team to model locations and environments as accurately as possible, providing each with a unique look and feel, right down to the effects of the wind. Using real-time physics to model air movements, everything will be affected by the wind: exhaust smoke, trees, foliage, trackside flags, rainfall and the vehicles themselves. A car will create an air rush wake that will have an effect on everything it passes and also generate a real-time slipstream.

    Impact from damage will see metal crumple, glass smash and everything that you collide with in the environment will be destroyed in a realistic way. Small trees snap and bend, grass can be flattened, wood will splinter and stone will be smashed, it’ll even wrap a car around a tree if the crash is serious enough.



Page 1 of 161 123451151101 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •