Scipio Posted December 4, 2006 Share Posted December 4, 2006 I wonder how CMSF will look compared to the new graphical state of art game "Armed Assault"!? Please note that I have written 'look' - obviously the gameplay can not be compared, since AA is an action game with tactic elements. 0 Quote Link to comment Share on other sites More sharing options...
ParaBellum Posted December 4, 2006 Share Posted December 4, 2006 I wouldn't consider ArmA grafical state of the art in any way. For example both Oblivion and Gothik 3 look WAY better than ArmA. Textures and objects in ArmA look nice but buildings have no real damage model, there's an awful amount of textures popping up at closer distance and performance ranges from so-so to abysmal. 0 Quote Link to comment Share on other sites More sharing options...
Scipio Posted December 4, 2006 Author Share Posted December 4, 2006 Please excuse the missunderstanding, I didn't wanted to start a discussion if AA has state of art graphics, but how the CM:SF graphics compete with the AA graphics, which are looking at least noteably better than the CM1x graphics... 0 Quote Link to comment Share on other sites More sharing options...
ParaBellum Posted December 4, 2006 Share Posted December 4, 2006 My mistake. I'm quite positive that CMSF's grafics will actually be better than what's currently shown in Armed Assault. The very early screenshots of CMSF so far already look very good. OTOH one should keep in mind that the size of the battlefield in ArmA is gigantic compared to the ones that will be featured in CMSF. 0 Quote Link to comment Share on other sites More sharing options...
Matchstick Posted December 4, 2006 Share Posted December 4, 2006 While my Czech copy of ArmA arrived in the post at the weekend, there simply aren't enough screenshots of CM:SF, at the momement, to make any kind of judgment on what on how the two programs will compare. What has been made available for CM:SF has looked pretty impressive so far, but TBH graphics aren't my main reason for wanting to play CM:SF 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted December 4, 2006 Share Posted December 4, 2006 Well, at least the CMSF Stryker vehicles are going to have Slat cages! The Stryker screenshot off the ArmA website didn't. 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted December 4, 2006 Share Posted December 4, 2006 Oh, and we're doing even better than that Mikey! A couple of weeks ago Dan modified our Stryker model to have the new superstructure armor kit. Very nice looking indeed Here's a small bone for you guys. Vehicles have hotspots coded into the model and the models have coded "extras" available. CM assigns each vehicle "extras" to these hotspots on a semi-random basis. What I mean by this is one vehicle might have a couple of jerry cans in one spot, the other one a whole bunch of boxes. On one tank there might be a spare roadwheel on the turret, another might have two in the bustle rack along the back. That sort of thing. Means nothing in terms of the game's mechanics, but it sure does make the vehicles look more realistic. As for the comparison with Armed Assault and other new games. I think CM:SF will compare quite favorably. In some ways we think we have done better, in others we feel we simply hold our own. Because the games are designed for different audiences and types of play (not to mention the budget differences!), there are absolutely some things that these other games can do better than us. The primary one is that although our buildings and urban elements are highly customizable in the Editor, they still will look less diverse than the hand made maps used by other games. That's a tradeoff made to give players unlimited map making capabilities vs. more limited ones (in some cases totally restricted). Steve 0 Quote Link to comment Share on other sites More sharing options...
ParaBellum Posted December 4, 2006 Share Posted December 4, 2006 Originally posted by Battlefront.com: Here's a small bone for you guys. Vehicles have hotspots coded into the model and the models have coded "extras" available. CM assigns each vehicle "extras" to these hotspots on a semi-random basis. What I mean by this is one vehicle might have a couple of jerry cans in one spot, the other one a whole bunch of boxes. On one tank there might be a spare roadwheel on the turret, another might have two in the bustle rack along the back. That sort of thing. Means nothing in terms of the game's mechanics, but it sure does make the vehicles look more realistic.*chews happily on bone* Yummy! 0 Quote Link to comment Share on other sites More sharing options...
Other Means Posted December 4, 2006 Share Posted December 4, 2006 Great bone. Will we see flaming road wheels being blown off and comically rolling 200m chasing the crunchies out of their positions? 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted December 4, 2006 Share Posted December 4, 2006 Good. Now, get back to work! 0 Quote Link to comment Share on other sites More sharing options...
Abbott Posted December 4, 2006 Share Posted December 4, 2006 Nice one BFC "Hotspots" sounds like a great idea, can't wait! 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted December 5, 2006 Share Posted December 5, 2006 Hey, I just found out that the Stryker's cage armor is also randomly dented/bent. Sometimes I like surprises Ok, now back to watching 155mm airbursts in a linear pattern over trenches. Sure does make advancing a whole lot easier! Steve 0 Quote Link to comment Share on other sites More sharing options...
jeffsmith Posted December 5, 2006 Share Posted December 5, 2006 [chant] screenshot screenshot screenshot [/chant] 0 Quote Link to comment Share on other sites More sharing options...
Imperial Grunt Posted December 5, 2006 Share Posted December 5, 2006 Originally posted by Battlefront.com: Hey, I just found out that the Stryker's cage armor is also randomly dented/bent. Sometimes I like surprises Ok, now back to watching 155mm airbursts in a linear pattern over trenches. Sure does make advancing a whole lot easier! Steve Post a freaking screenshot! 0 Quote Link to comment Share on other sites More sharing options...
GAZ NZ Posted December 5, 2006 Share Posted December 5, 2006 Just as a note Armed Assault will be so heavily modified by the community in a few months like the original Flashpoint ended up it will not be the same as the original game. Standard units will be made completely different to real life specs. AA also features real ballistics. Similar to this new battlefront game id imagine considering how accurate battlefront are with real life ballistics. But yes its difficut to try and compare the two - two different types of game. 0 Quote Link to comment Share on other sites More sharing options...
aka_tom_w Posted December 5, 2006 Share Posted December 5, 2006 Originally posted by jeffsmith: [chant] screenshot screenshot screenshot [/chant] or one of those newsblog entries or something! 0 Quote Link to comment Share on other sites More sharing options...
Dr. Zoidberg Posted December 6, 2006 Share Posted December 6, 2006 Originally posted by Imperial Grunt: Post a freaking screenshot! Agreed :eek: 0 Quote Link to comment Share on other sites More sharing options...
zwobot Posted December 6, 2006 Share Posted December 6, 2006 To go back on topic: First, Scipio I would not call Armed Assault a shooter and neither is Operation Flashpoint which is the prequel to ArmA. ArmA and OFP are more tactical infantry simulations rather than shooters. I have been playing Ofp since the first demo which came out in the summer of 2001 and trust me nobody in the community would call Ofp or ArmA a shooter. ArmA is designed for rather small scale infantry squad based battles (in comparison to the Combat Mission series where you can command Bataillon sized forces and more). Anything more than company sized battles in Ofp are theoretically possible but the game/simulation works best in shortened platoon sized scenarios. ArmA isnt that much based on suppresion and morale as Combat Mission series games are (and will be in prospect of Shock Force I hope). 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted December 6, 2006 Share Posted December 6, 2006 Martin will be posting some screenshots soon to a new blog entry. But with time differences between the US, Germany, and Australia I don't know if they will be posted today, tomorrow, or heck... perhaps yesterday. We still don't understand how Australian time works Steve 0 Quote Link to comment Share on other sites More sharing options...
M1A1TC Posted December 6, 2006 Share Posted December 6, 2006 Originally posted by Battlefront.com: Here's a small bone for you guys. Vehicles have hotspots coded into the model and the models have coded "extras" available. CM assigns each vehicle "extras" to these hotspots on a semi-random basis. What I mean by this is one vehicle might have a couple of jerry cans in one spot, the other one a whole bunch of boxes. On one tank there might be a spare roadwheel on the turret, another might have two in the bustle rack along the back. That sort of thing. Means nothing in terms of the game's mechanics, but it sure does make the vehicles look more realistic. Steve Can you do the same thing with individual soldier models? 0 Quote Link to comment Share on other sites More sharing options...
Cpl Steiner Posted December 6, 2006 Share Posted December 6, 2006 M1A1TankCommander, What a great idea! I hope Battlefront are listening. "Medieval 2 Total War" has gone quite a way towards eliminating the "clone army" look by having subtle differences in dress and equipment between soldiers of the same unit. A modern infantry combat game such as CM:SF could benefit from some differences such as a canteen missing on one soldier, or goggles missing on another etc. 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted December 6, 2006 Share Posted December 6, 2006 It's on our list, but currently we only vary equipment load by the soldier's speciality (MOS). Faces and hands being an exception. Those are randomly assigned for a particular side. Steve 0 Quote Link to comment Share on other sites More sharing options...
Imperial Grunt Posted December 7, 2006 Share Posted December 7, 2006 Where is the arty screenshot Steve! 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted December 7, 2006 Share Posted December 7, 2006 Working on it. They've been taking and are going through the Screenshot Review Department for approval. Yes, we are a small company but we think big Steve 0 Quote Link to comment Share on other sites More sharing options...
Cpl Steiner Posted December 7, 2006 Share Posted December 7, 2006 Can't wait! 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.