olen alati tahtnud minna virtuaalselt kreekasse kala püüdma kuulipildujaga
ei normaalne, täpne modelleerimine mulle meeldib ja vast on asi visuaalselt ka siis kaunis ja tõetruu. senimaani on arma olnud minumeelest natuke liiga elutute värvidega oma environmenti osas. _________________ "There will be an entire generation of deaf audio enthusiasts who were brought up on CD players and Best Buy receivers, electronic music and so on. These people won't know good sound if it bites them in the ass, so in the end the industry wins."
edit:
Näidati veealust ja allveelaeva, küsisin kas sõita ka saab, aga kahjuks ei!
Kes ei näinud, siis põhiliselt näidati samu asju, mis üleval piltidel, väike demo oli neil kokku pandud! Sõduri animatsioonid olid ArmA2'st, uued alles tegemisel!
edit:
Näidati veealust ja allveelaeva, küsisin kas sõita ka saab, aga kahjuks ei!
Kes ei näinud, siis põhiliselt näidati samu asju, mis üleval piltidel, väike demo oli neil kokku pandud! Sõduri animatsioonid olid ArmA2'st, uued alles tegemisel!
Täitsa asjalik oli! Ragdoll, RTT (Render to Texture), Kõikidesse hoonetesse saab siseneda sai kinnitatud seal!
Muidugi jah, mäng on väga alg staadiumis veel, seega pole ime et Teaseris gameplayd polnud _________________ Bawse
olen alati tahtnud minna virtuaalselt kreekasse kala püüdma kuulipildujaga
ei normaalne, täpne modelleerimine mulle meeldib ja vast on asi visuaalselt ka siis kaunis ja tõetruu. senimaani on arma olnud minumeelest natuke liiga elutute värvidega oma environmenti osas.
Kahjuks pean sinuga nõustuma. Natuke liiga elutu mäng on siiani arma seeriad olnud. Kuid 3 osa tundub tõeline maiuspala. Vähemalt nõuded on head.
Kes viitsib vaadata E3 2011: Walkthrough (Cam) Part I HD. Teised osad kah saadaval.
Väike intervjuu, BIS omaniku/asutaja Marek Spanel-iga.
tsitaat:
RPS: Let’s move on to Arma 3. What’s the big idea for that?
Spanel: There are several things that I think of, randomly. I don’t know what is most important! One of the interesting aspects is that we are designing a game environment that is based on one real island. In previous games we always designed environments that were nearly real, or semi-authentic, but this time it really is one-to-one. This is a big challenge for us, because we have to be more accurate with the terrain development than ever before. We are trying to address various technology limitations that our userbase was not happy with in Arma 2, and that means we are heavily pushing engine development as well. We are addressing things like physics simulation and animations – two things we feel our userbase is not happy with in the last game.
At the heart of the new game there is a story-driven campaign where this time it is a bit more player-centric. We have created a scenario which is near-future, and which is more logical for the player to start as a lone-warrior on this island, fighting for survival of civilisation. We want to make this quite believable, and so we set it in not-so-distant future, which allows us some creative freedom compared to our previous games. As well as the spectrum of units and vehicles, we have some freedom to experiment. We have some people who design modern weapon systems trying to figure out what weapons systems will look like in the near future. We do the same thing in house, we take the next twenty years and try to extrapolate. We will make it as real as possible.
RPS: Has the series of expansions you released for Arma 2 been a success for you? Is that the sort of direction you will continue in?
Spanel: Arma 3 is a big long term venture, and so we will want to support it. I can’t say if we will support that via smaller DLC or standalone expansions, but we will be doing something like this, and so yes it has been a success for Arma 2, and it was a good move. Our userbase reacted well to it.
RPS: It’s funny how we’ve gone from maybe downloading some patches and add on to a game you bought on disc, to downloading whole games, and now downloading the game then adding to it over time. Digital distribution really is everything for PC now, isn’t it?
Spanel: Yes. If it were not for digital distribution we would no longer be doing PC games. It’s as simple as this.
Btw, nüüd olen paarkorda neid E3 videosid vaadanud ja kurat need volumeetrilised pilved annavad ikka kohutavalt reaalsusele juurde
Füüsika ja ragdoll on toredad aga tahaks näha RTT ja Uusi animatsioone juba in action aga noh aega on neil veel kõvasti seega, mida vähem kiirustamist seda parem _________________ Bawse
Ma pole kunagi ARMAst väga aru saanud, et kas seal on multiplayerile või singelplayerile panustatud? ARMA II singelplayer oli küll kohutav ja multiplayerist ei saanud ööd ega mütsi aru
PS! Graafika on küll tasemel!
mis seal nii kohutavat oli? mäng on ju sõjasimulaator ja sõda simuleeris see minumeelest küll täitsa hästi. okei, bugisid oli vist omajagu, kuid midagi eriti katastroofilist mitte. pigem oli peamine probleem lihtsalt ülikehv performance suure mapi peal. _________________ "There will be an entire generation of deaf audio enthusiasts who were brought up on CD players and Best Buy receivers, electronic music and so on. These people won't know good sound if it bites them in the ass, so in the end the industry wins."
Ma pole kunagi ARMAst väga aru saanud, et kas seal on multiplayerile või singelplayerile panustatud? ARMA II singelplayer oli küll kohutav ja multiplayerist ei saanud ööd ega mütsi aru
PS! Graafika on küll tasemel!
MP public serverites kui selline täiesti puudub asjal. Jooksed bottidega ringi ei muud. Mingis organiseeritud tegevuses võib hea olla.
Oota kuni tuleb PR välja selle mängu jaoks ma usun et siis asi kordades parem. Realistic ja mängitav.
Seni tao SP'd
ma ei näe küll mingit põhjust, miks peaksin kaardivahetusele mõtlema hakkama. graafika on muidugi kena ja suht detailne, kuid olen täiesti kindel, et see jookseb ilusti minu praeguse kaardiga. prosega võib aga olla juba hoopis teine lugu, E8500 ei pruugi siin enam piisavalt hästi toime tulla. _________________ "There will be an entire generation of deaf audio enthusiasts who were brought up on CD players and Best Buy receivers, electronic music and so on. These people won't know good sound if it bites them in the ass, so in the end the industry wins."
26 on jah päris karm, nii hullu numbrit ei osanud eeldada samas jah, ma arvan siiski et graafika saab suhtkoht normaalselt hakkama sul, halvimal juhul peab tegema natuke järeleandmisi osade silmailu settingute puhul, kuid vaevalt, et otseselt uut kaarti on vaja...kui just graafikamälu liiga väheks ei jää. aga selle vastu peaks aitama minimaalsema AA kasutamine või selle üldse välja lülitamine.
ise loodaks, et uus arma on palju paremini optimeeritud kui eelnevad on olnud. mul poleks isegi kahju osta selle mängu pärast uus prose (muidugi ka emaplaat ja mälud siis ühtlasi), kuid tahaks näha et näiteks neljast tuumast on siis ikka reaalselt kõvasti kasu ka. _________________ "There will be an entire generation of deaf audio enthusiasts who were brought up on CD players and Best Buy receivers, electronic music and so on. These people won't know good sound if it bites them in the ass, so in the end the industry wins."
In the story campaign, zhostíme role of Captain Scott Miller, who is imprisoned on a hostile island. It will be up there all by itself while playing or meet with other fellow survivors?
This will depend on how the players assume the role of Captain Miller. The story should at this stage of development revealed really do not like, but we can guarantee that the surprises and plot twists will abound.
Will be our enemies only soldiers or are you planning to incorporate other game elements simulating surviving at hostile territory (foods, animals, sleep etc.)?
That is potentially very interesting part of the game. Which probably will be in campaign in some way, but I can't talk about detail yet. We haven't intention to overload gamer and unnecessarily complicate game, more likely only "spice" atmosphere. Arma 3 should remain tactical military action, so certainly we will not follow survival game Robinson's Requiem.
According to which real life counterpart island is your game location modeled? How many developers visit island and how many materials did you get from there?
We are inspired by Greek island Lemnos, where we after previous research send two graphics, which during 10 days trip collected hundreds of gigabyte of photographs and videos and mainly they familiarize with environment and place, what is for our work as important as data itself. Along collecting data and familiarize with place we get high resolution satellite pictures, which is base for our supertexture, which surface is covered.
New feature is that we can choose clothes and equipment for soldiers. Do you have any plan to make specially aimed undercover work mission, e.g. infiltration to the base as a local resident?
We will not omit this opportunity, but it will depend on player if he takes advantage of it. Other attractive opportunity of this feature could be penetration into hostile territory masked with enemy uniform. It is clear, that this change should influence how AI will perceive player and can happen, if player is not careful, that he will be shot by ally, who consider him as enemy.
Arma 3 is set in the near future, so you could unleash your imagination when creating weapons and vehicles. Have you tried to keep it grounded, and instead estimate the current developments or if you completely release your imagination? There have also been absolutely crazy ideas that would be unworkable in reality?
We are trying a more sober approach. The trend in today's modern armies is to improve communication, exploration, identification, and precision destruction of targets, which is attractive for us than bringing samoúčelných sci-fi elements. We had that new game features enriched not only visually but also in terms of playability, and fit into the framework of tactical military game.
On the other hand, it is refreshing for us to break free from reality and can invent a little, whether it is weapons technology or the form of vehicles or uniforms. Even in the case of fictitious machines or weapons, however, try to make a model look believable and authentic.
Crazy ideas, of course, occur constantly and are usually more viable than, for example motion of artificial intelligence and autonomous underwater behavior of civilians in the environment. The major features of the game, however, invariably take precedence.
For the first time game take place under the surface of sea. What we can expect from this place? Can we be eaten by shark?
Beside extended freedom, diving will offer possibility to get to the hostile zone and other several opportunities, which are part of our story. You don't need to worry about sharks.
Why should the owners number one or number two get the third Armu? In what will be compared to the third part of ArmA 2 better?
Arma 3 is definitely more advanced technologically, it will look better and will include new game mechanics and options, some of which many players were missing a series of previous titles. Another argument might be that the community creator switch us to a new supported platform for which will generate more free content available.
The ArmA 3 attracts players who no previous episodes and have not played with military simulators no or minimal experience?
Undoubtedly, openness and an alternative approach to the genre of action games. Even inexperienced players do not worry about: out of range training missions covering all aspects of preparing control the game as a new teaching sequences in the story campaign. Our goal is to give players the opportunity and space to the gradual adoption of all aspects of the game from basic movement and shooting, to tactical finesse in the role of commander in the story.
Arma 3 certainly will not lead player's hand, but if the gameplay leaves supported akčněji conceived shooters, the game offers him freedom in the title does not experience normal action.
Will be environmental destruction same as in e.g. Battlefield 3?
Environmental destruction and good visualization of state of destruction are part of our priorities, but we also must take into account impact on computer performance and adapt technology to demands of huge open world and relatively long continuous level. At the same time we want achieve robust networking in the game, so it's evident, that opposite to "tunnel" game like Battlefield 3 we need more compromise. Besides improving current building destruction and introducing new physical interaction, we also work on sound and particle effects, which strengthen impression of environment destruction.
Do you have plans to publish the demo or beta MP before game release?
Demo should be published at the same time as game. We are not planning any public beta yet.
Väike intervjuu Arma 3 Creative Director Ivan Buchta-ga
tsitaat:
Everyeye: Will you ever introduce some kind of cover-system or blind-fire?
Ivan Buchta:Most probably not. The blind-fire (probably meant as shooting without aiming from behind a cover to suppress the enemy) is probably nothing a real soldier would do on a regular basis. Also, these features are quite common and important in console shooters, where they compensate for the less precise controls. with Arma 3 being developed exclusively for PC, we don't feel any need to implement such features at the moment.
Instead, it would be much more interesting to make the AI use more suppressive fire and smoke grenades, as well as to make the suppressive fire more accessible to human commanders.
Ma loodan, et A3's vähemalt tulevad "linnad" ka linnamõõtudes, mitte pisikesed külad, nagu eelnevalt olnud on. _________________ www.FunBox.ee - kvaliteetsed õhupallid, värvikad kostüümid ja kõik muu vajalik meeldejääva peo korraldamiseks!
Tea millal jõutakse niikaugele,et näiteks kasvav taimestik ja iga rohulible kasvab sõnaotseses mõttes maast välja mitte ei alga poolenisti õhust ning tekitab tunde,et editoriga on taimestik lihtsalt kiirelt visatud.
Ma loodan, et A3's vähemalt tulevad "linnad" ka linnamõõtudes, mitte pisikesed külad, nagu eelnevalt olnud on.
Nagu sul oleks arvutit, et neid välja vedada
No ses mõttes, et kui need hooned sellised pappkarbid ja inimestest tühjaks jäävad, nagu senini, siis poleks probleem ju ca 2x suurem asula välja jooksutada _________________ www.FunBox.ee - kvaliteetsed õhupallid, värvikad kostüümid ja kõik muu vajalik meeldejääva peo korraldamiseks!
sa ei või postitada uusi teemasid siia foorumisse sa ei või vastata selle foorumi teemadele sa ei või muuta oma postitusi selles foorumis sa ei või kustutada oma postitusi selles foorumis sa ei või vastata küsitlustele selles foorumis sa ei saa lisada manuseid selles foorumis sa võid manuseid alla laadida selles foorumis
Hinnavaatlus ei vastuta foorumis tehtud postituste eest.