OperationFlashpoint2.org » Helioshttp://operationflashpoint2.orgA website for dedicated to the support and development of the Operation Flashpoint Dragon Rising Community.Fri, 19 Feb 2010 18:42:23 +0000http://wordpress.org/?v=2.8.5enhourly1A first look at the PC exclusive editor and MP map size – 3 screenshttp://operationflashpoint2.org/2009/09/a-first-look-at-the-pc-exclusive-editor-and-mp-map-size-3-screens/http://operationflashpoint2.org/2009/09/a-first-look-at-the-pc-exclusive-editor-and-mp-map-size-3-screens/#commentsThu, 17 Sep 2009 15:11:22 +0000Sir. Polarishttp://operationflashpoint2.org/?p=719
I know a few people were wondering how large the map sizes would be in MP, so I’ve managed to acquire these below images which should help show off the scale of the maps you will be playing on in PvP MP in the game.
[Read More – Commentary and more information]
The 3 images show different zoom levels of the same play area.
PC users will be able to move the square play area on show in the first image to wherever they like on the map to create their own custom MP PvP play areas
Striped area is the warning zone, where like you say you will be warned you are exiting the play area but won’t be punished.
What you see above in the top screens reads to me a byproduct for coding for the Xbox. In all the disappointments recently one thing seemed to be a common strain. It looks like to me that things where reduced due to limitations of consoles. We need for consoles: limited worlds, shorter ‘detail’ rendering distances, shorter fighting/conflict distances, reduced draw distances, AI with horrifically poor accuracy, gamplay supportive of non quick moving or firing players – to support controller play. All which sums up to OFP1 vets, current ARMA2 players and PC realism players in general as reskined Arcade title or half baked realism title.
Looking at the facts we are given a 4km world box that we can move around to make “zones”. This upside to this style is that it will most likely inspire quick and effective “maps” to be made. The limited area will lead to more focused development by PVP mission makers, as well as a player you’ll know what to expect when you enter a PVP map, Example: that you will not have to run 6km to your first objective, because some one took all the jeeps. As well, seeing how most OFP1 MP maps where for the most part less then 2km fighting ranges (Co-Op is not limited like this) the game can offload the rest of the island.
However, seeing how it’s not a choice to “Increase performance” – but a mandatory fixed limitation, it now causes a host of issues. Ignoring the travel time issue – which if your not impatient like the current generation of arcade gamers, walking/flying from a base should not be a issue. Ignoring the travel time aspect this means we are left problems such as: for island designers ‘key land marks’ and ‘fighting bases’ will need to be 2km away or less from each other. It means we cannot have island domination/capturing, we cannot do a ‘life mod’ where you can play on the server in a non combat role, we are limited when filming, stunting, racing, and doing anything thats not Co-Op. Even though the game (PC) supports 32 + AI (although this may be incorrect if PVP means pure human vs human) we cannot have base to base skirmishing at any distance then down the road, then though 256 in world players would make the conflict reasonably intence (pending the AI on your side is not as bad as the Campaign AI).
I know from WW2OL that limited area fighting works. If your object is in the centrer of town or down a road, because of respawning and location it turns countless options of attack into really only one option – which is to drive from your place to there place in a near straight line. Large flanks just give them time to react to you, and even if you ambush them, they will respawn and defeat you in the time it takes you to close the gap. The key is to move in, establish a front line, muster forces and on a screw up or large loss of available man power, quickly move in and overwhelm.
As your reinforcements – reinforce continue the pressure, muster, and then repeat in waves. You never really flank super hard left or right – you do flank but very often 2km out of your way. The only time I have ever flanked a town that much was to drive a armoured core to cut off reinforcements to a city, we drove around the AT gun visual ranges.
Red Orchestra is another example of that shows a “arena” style fighting system similar to what OFP:DR is implementing. Small to med-large arena maps where you fight in the near middle and work the map to engage the enemy. You focus more on fighting and winning by pushing though the map as a team vs fighting the world via driving, walking and waiting for pickups. Combat is quick lethal and engaging, the game rewards quick rushing and agressive play after periods of defence.
Regardless this limitation means – we can’t do. Can’t do is a limitation that will shape how OFP:DR grows. I’m sure we can just mod it out, if it’s not there for co-op then remove it and lie to the game and say this PVP match is co-op. Worse comes to worse some one mods in god mode for things outside of the lines so racing and filming can happen. The problem is, if the server offloads the data – there wont be much after the lines.
With that my current verdict is 4km squared is ‘ok’ – to me if you look at the screens, it looks pathetically small – considering how far some one can engage from. I understand it will usher in a new team focused gaming style and most likely remove from play all the problems of “getting to fighting” in OFP/ARMA2 – everyone has had them 10min walks or 12mins at base waiting for a Helio, only to be TK’ed and have it stolen. I am just disappointed as now we are once again further limited and limitations are in no way in the spirit of OFP1. The best I can hope for is that judgment call while pushing this game to a further arcade and less simulation route will increase playability and give people more of what they want (fighting) and less of logistics management and unfortunately strategic planning. It just disappointing we cannot play on the whole map or with slightly larger conflict areas. I also worry just how arena style are we going to get – while it worked for Ghost Recon, Rainbow Six and RO and I’m sure it’s whats best for OFP:DR – we leave our roots of Conflict simulation and pick up the title as “Realism Shooter”.
So, thats my perspective on the issue – I know many people are disappointed and a few are happy. I guess as a old OFP Vet I was never expecting such a huge limitation at least not for PC. Nor did I exspect CM to make this PC centered title, a Xbox centered title.
]]>http://operationflashpoint2.org/2009/09/a-first-look-at-the-pc-exclusive-editor-and-mp-map-size-3-screens/feed/0OFP:DR News Updates for Morning Aug/17/09http://operationflashpoint2.org/2009/09/aug1709/http://operationflashpoint2.org/2009/09/aug1709/#commentsThu, 17 Sep 2009 13:40:45 +0000Sir. Polarishttp://operationflashpoint2.org/?p=715
Just in from Helios is the announcement that the Demo is going to be “delayed”. Now only PC users post release will get a demo. It was noted this was done to improve quality of there final demo presentation.
Whilst we had originally planned to release a demo prior to launch, these plans have now had to be changed. The demo plans now are that we will now be releasing a single player and co-op demo on PC only post launch of the full game.
The main factor in this decision is to ensure that the full game gets 100% focus and attention before it’s released. We know how long many of you have waited for this game, and we want it to be as polished as it can possibly be for your enjoyment, and this is why the demo has had to be pushed back.
Readmore and comment at source.
Preview – Gamespot Updated MP Hands-On
Flanking the new video is a preview of the MP of OFP:DR. At a quick glance at the preview reads alot of CM’s marketing so use your judgment when reading, it seem alot of “hype”.
Just posted up now, and after reading the article it appears to be based on the console versions, though of course it is entirely possible to play 4v4 with AI teammates on the PC as well
“Operation Flashpoint: Dragon Rising is about as far from run-and-gun action as you can imagine, and that slower pace will require a measure of patience on behalf of the player who will need to front-load lots of planning into a level before the bullets start flying. Those with a head for strategy, heads up: Dragon Rising is set for deployment on October 6.”
New Screens – 6 New screens from the PVP video
Found by Swooph
PVP Teaser Video
This video is 1:19 long and shows off MP skirmishing. The video is simple, however it shows a quick look Helicopter combat, draw distance, terrain quality, tank combat and urban fighting.
]]>http://operationflashpoint2.org/2009/09/aug1709/feed/0New multiplayer videohttp://operationflashpoint2.org/2009/09/new-multiplayer-video/http://operationflashpoint2.org/2009/09/new-multiplayer-video/#commentsWed, 16 Sep 2009 11:56:45 +0000Tyrokillerhttp://operationflashpoint2.org/2009/09/new-multiplayer-video/
Just wanted to let you all know that the Multiplayer PVP video is due for release later today on Gamespot. It’s being uploaded by the US side of the site though, so if you are located in Europe you can expect it sometime late at night (Weds)/Early Morning (Thurs). I’m afraid I can’t really be more specific regarding what time Gamespot are going to upload it so my apologies for that.
Our US team will be making a post on Facebook when the video has been uploaded so make sure to keep an eye out for their update.
The video is also due for release tomorrow from 10am (UK Time) on www.flashpointgame.com
We also have a new multiplayer screengrab for viewers here:
]]>http://operationflashpoint2.org/2009/09/new-multiplayer-video/feed/0OFP:DR editor’s manual to reach 250 pageshttp://operationflashpoint2.org/2009/09/ofpdr-editors-manual-to-reach-250-pages/http://operationflashpoint2.org/2009/09/ofpdr-editors-manual-to-reach-250-pages/#commentsMon, 07 Sep 2009 15:18:38 +0000Sir. Polarishttp://operationflashpoint2.org/?p=470
Today a few moments ago, Helios finally dropped the news about the editors documentation to the broader public.
Obviously the game will come with an instructions manual, and PC owners will also have a digital help file on the DVD with instructions and guidelines on how to use the mission editor.
I think the current WIP version once expanded out clocks in at over 250 pages
To be able to use the editor you won’t need to learn the whole manual as it’s pretty easy to create simple missions. However, to fully take advantage of the lua scripting possiblities you might need to investigate the document further
This Documnetation will be a nice change from the old world of having to collect by hand and trial and error all the codes/hooks for scripting in OFP1/ARMA. With LUA depending on how it runs deep modders should be able to mod there own functions (script tags moveTo(X,Y,Z)). As noted simple map makers can do there work by dragging and dropping. Helios is just making note that the power is there for thoes who can and will harness it.
This is great news for modders!
]]>http://operationflashpoint2.org/2009/09/ofpdr-editors-manual-to-reach-250-pages/feed/0Prologue: Skira Islandhttp://operationflashpoint2.org/2009/09/prologue-skira-island/http://operationflashpoint2.org/2009/09/prologue-skira-island/#commentsThu, 03 Sep 2009 13:44:07 +0000Sir. Polarishttp://operationflashpoint2.org/?p=453
Found by Hero ZaRiF215 is a new official video detailing the events leading up to the oil crisis, Chinese militarization and subsequent engagement with the US and Russian forces on Skira. It’s a great video with great production value, it is highly recommended that you watch this when you get the chance.
After oil crisis that leads to a more aggressive government. The conflict begins with a build-up of of military forces along the border between Russia and China. Needing the reserves to stabilize the country, on May 9th 2011, China takes Skria in a aggressive sweep. After a failure in negotiations Russia fear all out war and requests US assistance Forces deploy May 12th 2011 2:30
Operation Flashpoint: Dragon Rising – Begins.
Watch in HD
Helios confirms that “It’s the intro video to the campaign in the game”. Leading presumption is that the helicopter hitting the screen will play into the SF forces helicopter starting its landing on the island.
]]>http://operationflashpoint2.org/2009/09/prologue-skira-island/feed/0Co-Op Video to be released tomorrow [Xbox 360]http://operationflashpoint2.org/2009/08/co-op_video_ofpdr/http://operationflashpoint2.org/2009/08/co-op_video_ofpdr/#commentsThu, 27 Aug 2009 13:38:22 +0000Sir. Polarishttp://operationflashpoint2.org/?p=397
Helios 1h ago announced the release of long awaited for Co-Op video will be tomorrow. The Video is expected to drop tomorrow at approximately 2pm BST/9am EST.
As always there will be a video and IRC party for all the fans. 9am is early for North American people (6am PST/7am MST/8am CST/9am EST). However the part will get on shortly as they (and my self) wake up.
To read the full quote from Helios and see the two new screens, read more.
Just wanted to give you a heads-up to confirm that the 4 player co-op video I’ve mentioned briefly previously is due out tomorrow at approximately 2pm. For the UK you’ll be able to find the video on Eurogamer, but unfortunately I’m not sure where our other territories are placing the video. Don’t worry though, you’ll all get to see it somewhere no matter where you are
Here are a couple of screengrabs taken from the video footage we recorded for the video, with the images being taken from the Xbox 360 version of the game.
]]>http://operationflashpoint2.org/2009/08/co-op_video_ofpdr/feed/0Helios Talks about AI complaints in recent videoshttp://operationflashpoint2.org/2009/08/helios-talks-about-ai-complaints-in-recent-videos/http://operationflashpoint2.org/2009/08/helios-talks-about-ai-complaints-in-recent-videos/#commentsThu, 27 Aug 2009 12:57:21 +0000Sir. Polarishttp://operationflashpoint2.org/2009/08/helios-talks-about-ai-complaints-in-recent-videos/
I know quite a few members are concerned at some of the AI shown in recent preview videos, but I feel that the vast majority of you are missing one vital point.
All of the preview videos you’ve seen recently from Gamescon etc have been played in normal difficulty with all the HUD elements turned on, meaning that enemy soldiers will appear as red dots on your compass towards the top of the screen. Obviously this makes the game quite a bit easier and gives you a phenomenal advantage over the AI as you know in which direction they are located. I’m sure that in real-life as well with an advantage such as this you’d find it a lot easier to eliminate an opposing force than you would without it. It is also entirely possible that god-mode may have been switched on in some of the videos as this was presented to people as an option at Gamescon if they wanted to use it.
In the hardcore difficulty mode, which I’m sure a lot of you here will be using, the compass is not present. Meaning that even when enemy troops have been spotted by yourself or your other fireteam members, you won’t have any visual HUD aids to help you in locating them other than your own eyes, and also the map if you have the time to use it. The enemy AI in the game use cover well and are in general very well concealed, and this has been stated over and over by numerous people from both press and public who’ve played the game, and I’m sure you will find it a challenge in the hardcore mode.
I’m not just saying this as I’m a CM employee, I’ve played the game myself and know first-hand how difficult the game can be. More often than not the first time you’ll know that an enemy is nearby is when you hear them firing at you, see tracer fire flashing past your head, bullets hitting the dirt near to your position, or the “you are dead” screen
**As an aside, I’ve just found out that there is an OFP: DR 4 page hands-on feature in the next edition of PC Zone UK (Nov 09). Here is “the lowdown” from the article.
+ Huge Map
+ Improved AI
+ Not Dumbed Down
+ Massive Draw Distance
– Very Easy to Die
– No chickens or sheep
– Ian ‘Helios’ Webster
]]>http://operationflashpoint2.org/2009/08/helios-talks-about-ai-complaints-in-recent-videos/feed/125/08/09 – tvgry New videohttp://operationflashpoint2.org/2009/08/250809-tvgry-new-video/http://operationflashpoint2.org/2009/08/250809-tvgry-new-video/#commentsTue, 25 Aug 2009 19:44:44 +0000Tyrokillerhttp://operationflashpoint2.org/?p=383
Found by Helios himself:
]]>http://operationflashpoint2.org/2009/08/250809-tvgry-new-video/feed/0Operation Flashpoint: Dragon Rising (OFP:DR) System Requirementshttp://operationflashpoint2.org/2009/08/operation-flashpoint-dragon-rising-ofpdr-system-requirements/http://operationflashpoint2.org/2009/08/operation-flashpoint-dragon-rising-ofpdr-system-requirements/#commentsThu, 13 Aug 2009 15:06:43 +0000Sir. Polarishttp://operationflashpoint2.org/?p=267
— Correction to system spec —
Some of you may have seen some specs posted around the Internet for the PC version of the game. I’ve been informed that these are not currently correct and are based on old un-optimized versions of the PC code.
Once the PC code has been fully optimized, we will be releasing the definitive minimum & recommended specs.
Expect the final requirements to be lower than what you might have previously seen.
== As it Stands ==
Operating system: Windows XP SP2 or later
GPU/Video Card: Shader 3.0 (GeForce 7900 GT / 256 MB VRAM or higher), DirectX 9.0c
Sound Card: DirectX Compatible
Memory: 1 GB
Hard disk: 8 GB
Dual Core CPU 2 x 2.4 GHz
DVD drive: Dual Layer DVD-ROM
Operating system: Windows XP SP2 or later
GPU/Video Card: Shader 3.0 (GeForce 8800 GT / 512 MB VRAM or higher), DirectX 9.0c
Sound Card: DirectX Compatible
Memory: 2 GB
Hard disk: 8 GB
CPU: Quad Core CPU
Dual Layer DVD-ROM DVD drive: Dual Layer DVD-ROM
]]>http://operationflashpoint2.org/2009/08/operation-flashpoint-dragon-rising-ofpdr-system-requirements/feed/0New Screen – Mi over Ruinshttp://operationflashpoint2.org/2009/08/new-screen-mi-over-ruins/http://operationflashpoint2.org/2009/08/new-screen-mi-over-ruins/#commentsWed, 12 Aug 2009 17:45:48 +0000Sir. Polarishttp://operationflashpoint2.org/?p=263
Released moments ago from Helios is a new screen for us to drool over.