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  1. #1
    Blanco's Avatar
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    OFP Armed assault news

    Er is wat nieuws gelekt over OFP Armed assault dat uitkomt deze herfst.
    Zo zal Armed assault OFP CWC, OFP Resistance en Armed assault bevatten met een engine die de grenzen van het origineel aftast en nieuwe technieken en features uit OFP Xbox en VBS1 (Militaire Trainingsoftware van de US Forces, ADF,... gebaseerd op de Poseidon engine die OFP gebruikt).
    Volgens het interview geen collision detection problemen meer waar ofp zo onder lijdt.
    De alom geprezen vrijheid wordt natuurlijk behouden en nog verder uitgebreid met roleplaying elementen...hier is het artikel

    Bohemia's battleplans aren't simple. They're positively complicated. They're working on two Flashpoint sequals, for a start. The first pressing on the boundaries of the original, critically-acclaimed Operation Flashpoint. The second game, as the [magazine pages] hint, pressing on boundaries full stop.
    Operation Flashpoint was a tactical shooter like no other. Set during a hypothetical Soviet invasion of the West, its vast scale made you feel like a small cog caught in the wheel of a very large war. The lulls between engagements felt genuinely melancholic and the action was a rare blend of excitement and fear. We've longed for a sequel ever since.

    And now Armed Assault is due in autumn. Think of it as Flashpoint 1.5. It includes all the missions from the original, plus expansion pack Resistance, plus the technological advancements from the Xbox version and Bohemia's VBS1 military sim. It features a new campaign, a new boot-camp and their next-generation graphics engine.
    Technologically, the game has improved hugely. While most complain about games hampered by Xbox co-development, Bohemia have discovered that optimising their code for Mr Gates' ageing console has caused them to craft a game that hits PC hardware like a depleted uranium shell. An obvious bonus is the increased draw distance. Flashpoint played across realistically huge single-world maps; so the further you can see, the better it is. 2km of viewable terrain is Bohemia's current aim, thought they're simply planning on pushing it as far as the system will go. Sitting at the top of a hill, able to see the military ants of the opposition inch around a village while you play your approach, is an example of how the new technology rejuvinates Flashpoint.
    Similarly, old limitations have been removed. Flashpoint was famous for its horrific collision detection inside buildings; but no more. Forests were originally created as single map objects, meaning they were strictly limited in terms of how you could interact. Now, they're made out of individual trees, which can be knocked down when you get in a suitably armoured vehicle. The improved engine means that Bohemia can also increase the density of the foliage, resulting in some surprisingly thick forests. They can also be integrated with buildings, so that you can have a cottage in the middle of the woods. Inland lakes are another welcome addition to the world, and hills now cast shadows.

    The new campaign, on an equally new island, has been created to showcase the improved features of the engine. It's much larger and more detailed than Everon and previous worlds. Codenamed Sara, it's going to feature dense woodlands and as big an urban environment as the game can take. Also, there's a whole new story to play through. While the game island is fictional, made of jig-sawed satellite images of Eastern Europe, it has a politically resonant background. The island's despotic North has been threatening the democratic South, which is under US protection. The US, believing the threat has passed, have started pulling out ...at which point an attack occurs.
    While the defensive nature of the campaign distinguishes it from the norm, the most intriguing part is its unusual structure: the game is 'told' in flashback form after the war, as you are interrogated by your fellow officers. What happened? That's for us to discover as we play, with our actions helping decide whether this will be a court-martial or a commendation.
    Armed Assault - especially as a mid-price release, which Bohemia are considering - is a genuinely welcome addition to the gaming calendar. Given the game that Bohemia have planned for 2006, however, it feels like merely a teaser for what's to come. The game that we can't call Flashpoint 2 is something of a monster. "Originally, we didn't want to do another old game at all," explains Bohemia's Managing Director Marek Spanel. "Just a new game, no sequals, that was our intention... We don't want to make a game that's a clone. We have a vision for a game we want to do, that is different... but we realised it woudl take us ten years to get there. And we'd like to do that, but just can't." So rather than do it all in one giant leap, they're heading there in small steps.

    Their new, as yet untitled, game is the next step on from Flashpoint, toward creating this far-future dream - marching what was a straight soldier-sim into new, more obviously cross-genre terrain. "We don't necessarily have to stay with the same gameplay," explains Marek, "That's what Armed Assault is far: a new engine, but the old gameplay. [The new game] could easily have been a sequal as well, but we had a different style of gameplay in mind." And what's that? "Most of us are more roleplaying game fans," Marek grins. "We love first-person shooters... but we like roleplaying games much more."
    An RPG? Previously, the only RPG that had anything to do with Flashpoint fired rocket-propelled grenades.
    "For a sequal, it'll be a surprise, but hopefully a good surprise," says Marek. "Our take on a roleplaying game is very different, unlike other games. But still, 'roleplaying game' is the only term we can use to describe it." They're talking about creating a game that reflects your actions. You are a soldier, in a war zone. There are no seperate missions, or 'Level Complete' screens. The world continues around you - generating situations and objectives determined by your actions (and those of the AI) in previous encounters. The nearest game to what they're describing, according to Marek, is Morrowind - an open world where you're free to go and do as you please. [Map feature as part of magazine] is your first look at that war zone, targets marked for your elimination. "The gameplay is more continuous in nature," Marek expands, "You don't have short, isolated missions. Rather we have much larger level goals. What you might call a chapter will last for many hours of game, but still be in a persistent world. Whatever happens goes forward to influence what happens next." On top of the size and continuity of this world, they're aiming to make it far more lively. "Wherever you go, any place in the map, there should be something there," Marek states, "not only men with guns!. While they're adding as much of an ecosystem as they can manage (during [PC Gamer's] visit, we found the team busily researching butterflies to add to the simulation), the biggest change to the platers will be the NPC civilians. Depending on your actions you will either alienate or befriend the population, the help they provide dependant on your social standing with them. For the first time a soldier game is about something more than just pulling the trigger: the very real business of soldiering in a difficult political situation, trying to win hearts and minds.

    And to communicate with civilians, you need a conversation system. The game will feature an elaborate version of a conversation tree system, where you choose the line of interrogation. While some topics will be pre-determined, many options will be contextual, and generated on the fly. If you interrogate anyone about the locale, for example, they may know something about the movement of nearby troops and tell you (the information is actually taken from the AI's knowledge of the world's changing events). Friends, captured enemies, the local baker - anyone can be talked to. How the world dynamically changes is crucial to Bohemia's plan. Games which try to create a large continuous environment usually just treat that environment as a static place to explore. More elaborate games such as Vice City introduce simple reputation systems, so the inhabitants of a region change their behaviour towards you as you progress. Bohemia's shooter will go further, actually making inhabitants move about the map accordingly to their desires and orders. While the technology is currently being tested on seagull colonies and how they spread across the map (look closely in Armed Assault, and you may see them), its eventual use will be modelling the behaviour of thousands of soldiers. The distribution of troops will change constantly, depending on the offensives, manoeuvres and retreats - with your soldier often stuck in the middle.

    And more than just 'stuck'. That implies the situation is passive. In fact, you'll be given missions that are generated by the circumstances you find yourself in. If the movement of troops means a group has been ambushed in your locale, your commanders may order you to take a look. Incredibly, even this technology isn't centred on you, but simply on following the logic of the situation. You're the nearest soldier? You go and see. A computer-controlled patrol is nearer? They get the order.
    This dynamic war feature, previously only seen in combat flight sims, was supposed to be a cornerstone of the original Flashpoint. It was hopelessly ambitious at the time. "The idea was never wrong," Marek insists, "it was that we started the dynamic campaign before we even had a game. We're not looking at something that drastic now. We still want to do some storytelling. The [unused] original campaign was fully dynamic."
    This being a realistic game, the US-based blue army will eventually win the confluct through sheer force of arms. The question is, what does this mean for your lone soldier, hunting a general across the map? The mix of scripted missions (following a main story arc), and those spontaneously generated by the war, should convey the feeling of being an individual with a purpose, and also being a big part in a huge war machine. Wars have been used as a backdrop for sweeping fiction for years, and that's the effect this project aims to achieve.
    Bohemia's technology enables some other flourishes. There are fully destructible vehicles, each capable of being reduced to their component elements. Yet due to the continuous, persistant nature of the world, anything you destroy stays destroyed. Prevously destructible scenery has mainly been used for the visceral thrill of seeing something blown apart. Here, it could be married to an emotional impact. You'll only see the explosion once, but the rubble will remain as a reminder of your failure forever.
    It's an ambitoous remit, and one that would overwhelm most developers. Bohemia do have advantages, however. Constructing the game directly on top of their pre-existing technology means that certain huge technical challenges, like the sprawling environments covered with huge armies, are already possible. They have the experience, and are now free to push in these brave new directions.
    Very few games have conveyed the intermittent horror and quiet tension of modern combat. Flashpoint was unique in its realism, but was still only about the actual fighting. The game-previously-known-as-Flashpoint 2 may offer us a chance to not just be a fighter - but to live as a soldier. As they say, how can this be considered anything other than as an RPG? That makes it different. And very exciting.
    Last edited by Blanco; 06-07-2005 at 16:47.
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  2. #2
    -=PIKMOF=-XceL's Avatar
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    they're adding as much of an ecosystem as they can manage (during [PC Gamer's] visit, we found the team busily researching butterflies to add to the simulation)
    hehe, weer zo een detail dat zegt: "mensen, dit is geen shooter, dit is een total simulator". en BIS gaat echt wel ver om de modding community toch nog te overtreffen (iemand dat filmpke van MIFred met die falling leaves gezien, zalig).
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    Blanco's Avatar
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    Iemand heeft dat artikel van hierboven ingescand zodat we enkele nieuwe screens kunnen zien...

    Pag1
    pag2
    pag3
    pag4
    pag5
    pag6
    Last edited by Blanco; 12-07-2005 at 08:34.
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  4. #4
    VinceFeet's Avatar
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    Mjah... ik speel de laatste tijd meer en meer OFP en ik begin dat spel leuker en leuker te vinden. Net nog die missie "under hill" voltooid, écht zalig om zo samen met je squad een heel kudde Russen uit de weg te ruimen.
    En co-op samen met Lone is ook altijd dolle fun!
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    Blanco's Avatar
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    Fuck, de nieuwe VBS1 core bevat wel enkele heel coole features...

    - shoot out of hatches, shoot from the turned out position.
    - freely move around on transport trucks, engage enemy from cargo positions of light vehicles.
    - move on and off transport vehicles in a realistic manner.
    - a powerful tool that adds the ability for users to create and control entities in real time - from Platoons of units through to UAVs and IEDs. Also allows selective respawn of human players. The movie demonstrates creating and controlling a convoy and a car-mounted IED, and also a UAV.

    De droom van elke OFP'er, eindelijk TOTALE vrijheid. Schitterend gewoon.
    And best of all...no scripting involved.

    Waarom moet VBS1 nu nog altijd $500 kosten (I know Lone...)
    BIS moet anders al goed geboerd hebben met de US army als klant.

    Eén ding...BIS kan zich niet veroorloven om deze features niet in OFP AA te steken.
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  6. #6
    Lonewolf_69's Avatar
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    Kheb mij juist mijn exemplaar van VBS1 besteld

    En inderdaad, coopke is altijd leuk (behalve als VinceFeet met granaten begint te smijten. Da vergeef ik u nog altijd nie he maat! )

    Gaan we nu eens een avondje organiseren waar we met de oude community is een beke coops komen spelen? misschien ergens een kleine lan organiseren ofzo
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    VinceFeet's Avatar
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    Quote Originally Posted by Lonewolf_69
    This quote is hidden because you are ignoring this member. Show
    Kheb mij juist mijn exemplaar van VBS1 besteld

    En inderdaad, coopke is altijd leuk (behalve als VinceFeet met granaten begint te smijten. Da vergeef ik u nog altijd nie he maat! )

    Gaan we nu eens een avondje organiseren waar we met de oude community is een beke coops komen spelen? misschien ergens een kleine lan organiseren ofzo
    PLZ FORGIVE ME!

    Mjah, dat van dat coop vind ik ook wel een goed idee. Maar dan hebben we deftige server nodig om te hosten want anders is het lag tegen de sterren op. But you can count me in!
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  8. #8
    Shorty87's Avatar
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    als da uitkomt geraak ik nooit meer van mijnen pc

    guild wars en san andreas gaan al nen helen tijd mee, wa gaat da nie geven met ofp2
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  9. #9
    Blanco's Avatar
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    Op het BIS forum is een discussie bezig over hoe het command systeem er zou moeten uitzien in Armed assault.
    Het verbaast mij dat er velen zijn die het huidig systeem goed vinden.
    Ik speel zelden als commander omdat ik dan meer het gevoel heb dat ik met een flightsim bezig ben...
    Ik ben persoonlijk wel gevonden voor een sensitive point & click systeem zoals in BIA en FSW. Het is ver van perfect, maar het is een goeie start.

    Momenteel zit dat wel al voor een deeltje in OFP :

    click : move command
    ALT+ click : cover direction
    CTRL + click (op vijand): target unit (only return fire)

    Groepen definieeren is ook zoiets, waarom gebruiken ze niet de oude rts manier?

    - F1-F12 om ventjes te selecteren, gelijk nu, of selecteren in command view met de muis.
    - CTRL +1 - 10 om een group te definieren
    - 1-10 om die groep te selecteren.

    Of nog beter...squads (en hun teamleaders) definieren voor de missie begint, tijdens de briefing.
    Ik wil dat de AI meer zelfstandig reageert, het is onmogelijk om elk ventje de juiste bevelen te geven op elk moment. Ze moeten weten wanneer ze moeten cover en spervuur gebruiken, dan is al veel mogelijk.

    Firesectors geven ipv elke keer target die vijand,...(zie FSW)

    Het actionmenu moet zo leeg mogelijk blijven. Ik wil keystrokes voor :
    - Wapen droppen
    - Wapen op de rug dragen
    - salueren

    Wat denken jullie daarover, willen jullie het huidige systeem bewaren?
    Last edited by Blanco; 15-07-2005 at 22:20.
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  10. #10
    -=PIKMOF=-XceL's Avatar
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    inderdaad
    grotere autonomie van AI units zou beter zijn. zoals ze in Full Spectrum Warrior bv. van hun oren maken als ze vinden dat ze niet goed gepositioneerd staan. Maar het mag niet te scripted worden zoals in Far Cry. Ik hoop dat ze vooral die voicecomm updaten voor ArmA want OFP-spelers hebben wellicht ver allemaal al brain dammage van te repetitieve geluiden.

    btw, dat met die CTRL en ALT toetsen + point wist ik niet eens, lijkt wel handiger dan met action menu te werken

    kan iemand goede missies aanbevelen waar ge geen commander moet zijn?
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  11. #11
    -=PIKMOF=-XceL's Avatar
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    alle BIS servers zijn down tot morgen

    en BTW, er is een nieuwe XBox video te zien op http://ofp.info
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  12. #12
    Blanco's Avatar
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    Spijitg dat dat filmpje zo'n slechte kwaliteit (en geen geluid) heeft, maar het geeft misschien wel al een idee over hoe OFP AA er gaat uit zien.
    Die golven zien er op het eerste zicht raar uit als je ze van ver bekijkt, maar van dichtbij had ik wel zo'n...zeeziek gevoel...
    Het moet wel nice om daarop te varen.
    Een bootje dat tussen die hoge golven vaart is in principe niet te raken vanop de begane grond.
    Eerste addon een surfplank of jetski!

    Ik wou dus OFP weer installeren maar ik vond mijn CWC CD niet weer, na een uur dan zoeken, vind ik ze dan toch, ik installeer CWC en patches, installeer Resistance, dan blijft de CD steken op de data.pbo. Mijn CD kapot , een kleine maar te diepe kras op. Morgen nivea gaan halen.
    Het heeft geen zin om aan iemand te vragen om die data pbo te hosten, want de setup wordt afgebroken.
    Ik kan ook geen image maken.
    Gotver gotver
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  13. #13
    wabbe's Avatar
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    Ge kunt dan wel alle bestanden gewoon via verkenner kopieeren.
    Als ge dan ergens die data.pbo kunt krijgen kunt ge da gewoon branden als data-cd (wel zorgen dat de naam van de cd juist is).
    Ma dan gaat ge wel ne no-cd patch nodig hebben als ge een oudere versie dan 1.96 wilt hebben.
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  14. #14
    -=PIKMOF=-XceL's Avatar
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    dat is miserie. ik ben blij dat ik van die patch-routine ben verlost sinds ik de Goty edition heb gekocht.
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  15. #15

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    huidig systeem is idd moeilijk bij tijd

    dan nog zeker omdat ge zelf ook moet spelen, tenzij ge u op de achtergrond houdt en de rest al het werk laat doen, maar zeg nu zelf, wie vertrouwt zijn AI team daarmee?

    firesector zou ook handig zijn, ik gebruik meestal engage at will, gewoon omdat het anders teveel tijd kost - met alle gevolgen van dien bij tijd.
    enkel tank of bmp of zou duid ik speciaal aan voor RPG-team, maja

    ik weet niet hoe ik het zou doen, ik kan me wel inbeelden dat het huidige systeem niet zo slecht, gezien de opties uiteindelijk. het is redelijk beknopt en toch uitgebreid
    al moet ik soms zoeken naar de juiste radio command
    de meeste gebruikte ken ik wel, maar voor de rest is 't altijd zoeken, niet even handig

    commands zo beknopt mogelijk houden, maja, voor een totale simulatie kan OFP zich dat niet echt veroorloven
    en keystrokes voor wapen droppen, op de rug dragen en salueren, gebruikt ge dat dan zo vaak, of net nie?
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