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Klavan

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Posts posted by Klavan

  1. OFP was and it's still a great game, I was into modding with it (mainly scripting and mission making, plus a map and some static objects packs for it). It's modding community made it survive and even grow for so much years after it's release, but.... sad to say the same community turn it into a "dead" game pretty soon: the more the mods/addons were released and more was difficult to play it: unreachable addons, cheaters everywhere, unbalanced units and missions, unplayable addons due to poor optimization/design which often led to lag both in SP and MP.....

    And the same is going to happen with Armed Assault: there are hundreds of people (modders and wannabe modders) crying for the modding tools instead of playing it. Actually it's kinda hard to have some joy in a public server....

    I fully understand BFC policy about their games.

  2. Originally posted by Rollstoy:

    Since we started comparing CM:SF to FPS already, let me say that an interaction of soldiers with the environment as presented in the Brothers in Arms series was what I wished for!

    In fact, mentioning of 'Action Spots' before release made me believe that we will see a similar system!

    Best regards,

    Thomm

    AI in BIA, just like in CoD, is heavily scripted, and for those games I personally found quite difficult to consider the AI just like.....AI!

    In other games like OFP, ArmA and (I guess) CM:SF AI behaviour is handled in a completely different manner: the developers tried to give both OPFOR and BLUEFOR their own "indipendent and flexible intelligence", attempting to make the AI more challenging and realistic.

    Guys, this is a real hard duty for any programmer.

  3. Originally posted by Cpl Steiner:

    That provides enough revenue to fund a six-person development team and at least $2 million in costs for the modern warfare version of Combat Mission."

    I'm happy for BFC. It's hard today to make enough money with this kind of games, I know at least one other famous independent amazing-games-develop company who is on the edge of bankrupt. :(
  4. Nice videos. Just one thing: in the ATGM video (during and after the second missile launch) the sirian team is targeted by hostile fire and by looking at the size of the explosions seems like they're fired upon by a 30mm Bradley's gun. Despite one of the bullets had hit the ground few centimeters in front of the man on the left they doesn't seems to be affected by any kind of suppression/shraphnel effect.

    BTW very nice videos. I'm looking forward to CM:SF.

  5. Originally posted by John Kettler:

    stikkypixie,

    Nice Syrian RRs, but I hope those Bradleys are place holders.

    Looks like something related to the model's LOD (Level Of Detail) which decrease with the increase of the distance in order to save CPU resources. I think this is normal when a game have to handle multiple high detailed models.
  6. Originally posted by panzermartin:

    Map editor sounds like a lot of fun.......I expect zillions of custom maps soon available. Google earth will be our guide :)

    I share the same feelings: Syrian terrain is already widely covered with nice resolution. Can't wait to start working on it. :D
  7. Originally posted by Steiner14:

    Nice preview.

    What i don't get is the description of the new WEGO-system: if the action is not calculated prior, couldn't i reload the oponents turn as often as i want and watch the results until the result will be as expected?

    Good question......But I really hope BFC will bring back the old WEGO system. :(

    @JaguarUSF

    Nice preview. ;)

  8. I sincerely preferred a solid gameplay+editor system instead of perfect polish graphics and fancy stuffs like working AN/PEQ2...... although I recognize the BFC's need to attract a more "generic" category of players who are always looking for stunning graphics stuffs.

    By lookig at the editor's screenshots and info (not to mention the eventual expansion packs) released by now I really think this game have a lot of potential in terms of longevity and flexibility, which are usually two very important conditions that needs to be met for a game to gain success on the market.

    In addiction to this, I'm sure thare are plenty of very skilled map and mission makers around here who will help keeping this game alive and to survive and eventually grown even more after it's release.

  9. A question about the manual: any chance of having traslated versions? I remember the time I purchased CMBO: I passed many many hours over the manual (I'm italian), trying to catch (at least) the essence of it's content. In my opinion multilanguage manuals (english/american, french, german, italian and spanish) could help alot in bringing new players into CMSF. Personally I can face another challenge when the game will hit the shelves, but you know not all the people may have the same patience and knowledge.

    Edit

    Naturally I'm talking about an online-only available manual, not a printed one. I know the costs would rise alot.

  10. I totally understand BFC point of view about the bridge/water "problem". In my personal experiences with other games (FPS with very advanced AI) bridges are always a pain in the a**: disrupted formations, soldiers and vehicles that jumps out of the bridge sinking into water or that just refuses to cross that damn ford.....expecially if the engine recognize the meaning of the word "drowing". Not to say if they're engaged by enemy during the crossing crucial moments...What a damn mess! lol

    How many headhaces during mission editing: extremely carefully placed WP, specifically selected formations, vehicles and behaviours.....And in the end: SPLASH! :mad:

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