OperationFlashpoint2.org » Q&A

OperationFlashpoint2.org » Q&A @import url( http://operationflashpoint2.org/wp-content/themes/aeros/style.css ); _qoptions={qacct:”p-c6zE3jl0gMeg6″};Quantcast var is_ssl = (“https:” == document.location.protocol); var asset_host = is_ssl ? “https://s3.amazonaws.com/getsatisfaction.com/” : “http://s3.amazonaws.com/getsatisfaction.com/”; document.write(unescape(“%3Cscript src='” + asset_host + “javascripts/feedback-v2.js’ type=’text/javascript’%3E%3C/script%3E”)); var feedback_widget_options = {}; feedback_widget_options.display = “overlay”; feedback_widget_options.company = “operationflashpoint2org”; feedback_widget_options.placement = “left”; feedback_widget_options.color = “#222”; feedback_widget_options.style = “idea”; var feedback_widget = new GSFN.feedback_widget(feedback_widget_options);


rss news ticker
Sep
05
2009 0 360

Question and Answer with Tim Brown

Thanks to community member Shaz73, A new Question and Answer session with Tim Brown (Senior game designer) was found on www.411mania.com.

A total of 5 questions where asked to Tim Brown. Most info will sound familiar for most of you, but it’s still worth a read:

Q. An inevitable question – how did you approach providing the sim-like qualities of the PC original and adapt that for consoles keeping the essential elements that make it Operation Flashpoint?

A. We wanted to keep key elements from the original such as the one bullet kills to vital organs, a huge game world, sandbox gameplay and lots of weapons, equipment and vehicles for the player to play with. Some of these points were fairly trivial to have on a console however we’re incredibly proud of Codemasters own EGO engine technology behind Operation Flashpoint: Dragon Rising and its very impressive 220km² playable island and the 30km draw distance.

Tim Browne also stated “Call of Duty: Modern Warfare is a good game in its class, but did in no way affect Operation Flashpoint: Dragon Rising”

The original post from Shaz73 can be found here

The original Q&A with Tim Browne can be found here

Written by ubermachtig in: New OFP2 Infomation | Tags: , , , , , , , , ,
Aug
10
2009 0 360

11/08/09 Question time with Lauren

We have recently had contact with someone who went to the event in london last friday whom has agreed to talk about her time in flashpoint on the IRC and answer any questions that you may have, the discussion can be found here.

If you do enter IRC to ask any questions then can you please not spam or attempt to abuse anyone during your time and follow all of the rules of the IRC chat.

IRC is located here.

Written by Tyrokiller in: Chat Event, Community Related News, New OFP2 Infomation | Tags: , , ,
Jun
11
2009 0 360

Sion Lenton comments regarding E3 and the forum reaction

Sion Lenton,
Executive Producer of Operation Flashpoint: Dragon Rising.

—–

First of all, Kudos to the Dev Team for a lot of hard work putting this build together, the reaction from the show floor was consistently positive and the queues were long.

I guess its one thing to play a game and be immersed in it and another thing to watch a recording off the screen of some “dumb COD player” (that would be me thank you very much!) playing this level for the benefit of the many press who came to see it.

Please remember we are now in an intense period of balancing and polish.

  • As you all correctly surmised this is a modified version of the intro/tutorial level running on XB360. The thinking behind this was to make something users could pick up and play, we generally had only 10 minutes to demo the game and so needed something more compact. It is not representative of the main campaign missions which are much longer and more atmospheric/tense/dramatically paced
  • This mission also has a number of secondary objectives which (if they choose to) the player can attempt, you hear them called out at the beginning
  • The demo is absolutely definitely on Assisted (Easy) mode
  • We were next to the Lego Rock band stall, nuff said! After day 2 it did begin to grate a little, however by day 3 we’d lost our marbles and were happily dancing and singing along
  • These videos do not do our game justice; they are filmed from cameras pointed at a wall-mounted screen, positioned above the screen we were playing on, so the angle wasn;t great. Our game looks beautiful!
  • The ‘Russian’ fireteam leader is supposed to be Hispanic! I don’t like his voice either, we are re-recording him!
  • Artillery will make a noise as it falls thru the air (if you’re close enough)
  • Alex Vestin’s estimates to run the island do not take into account recovery times from sprinting
  • Sprinting and jogging animations have been addressed; focal point is now more static whilst still retaining the ‘handheld’ impact of footfalls
  • We are still optimising particle effects, smoke grenades and smoke mortars already last much longer (minutes instead of seconds) this would have been easily observed if I had set one off
  • Time of day/lighting/colouration/balancing etc. Call it what you will is under constant review
  • Reload animations; not final speed
  • I enjoy the occasional banana, but I’m more of an apple man smile Sion Lenton comments regarding E3 and the forum reaction
  • Darth Eclipse, I recall meeting your dad, he must have been the guy who ‘Had to play this game and report back’
  • Artillery times were faster for the demo
  • Bottom right of the map = Time of Day
  • Everyone has exploding red barrels, and I mean ‘everyone’. (I checked smile Sion Lenton comments regarding E3 and the forum reaction)
  • Last comment on the barrels, they are not one shot explosions, often in the demo I would need to fire a couple of bursts to get it to explode
  • There is definitely distanced based sound delay, im surprised you didn’t notice it! (must have been the Jackson 5)
  • Weapon sway is in, but wasn’t in E3 build
  • The build did not lag, I refer you the filming methods
  • The guns sound like the real thing, I’ve compared both, trust me. The sound in OF: DR is fantastic, youtube does not do our awesome audio dept justice. The recent sound team updates give you a glimpse at the amazing work they are doing on the game
  • Muzzle flash differs for every weapon
  • The command radial is 3 layers deep, you only see a fraction of it in the video and it is context sensitive
  • If you want to know what hardcore really looks like, look out for an upcoming video dedicated to the hardcore mode
  • The USMC turned up and enjoyed seeing the game in action and so did the Army (obviously they thought they should have their own game as well smile Sion Lenton comments regarding E3 and the forum reaction)
  • My personal highlight of E3? Watching half a dozen infinity ward devs queuing to play OF: DR biggrin Sion Lenton comments regarding E3 and the forum reaction

I hope this info is of use to you, we most certainly do read and discuss the forums (when we have time) please bear that in mind next time your about to press submit smile Sion Lenton comments regarding E3 and the forum reaction I’d like to thank you all for your comments. We try to take as much on board as we can however we are approaching the end of development so time and resource is very precious.

It seems the reaction on the whole has been very positive and this is a real shot in the arm for the whole dev team.

Oh, one more thing, I’ve just been informed we have been nominated for best PC shooter of E3.

Sweet!

—–

Comment

Written by Sir. Polaris in: New OFP2 Infomation, Official | Tags: , ,
May
29
2009 0 360

New FAQ from Helios about OFP2 Sound

A great new FAQ has been posted by Helios from the sound team which we have heard so much of these past few weeks. The response to a few of the community members questions can be found here.

Few good pullouts from the information:

Helios – “Some of the bullet sound effects made me jump”

“bullets in OFP do “whiz” past your head but they also “crack”, it was
quite a difficult balance to distinguish between bullet cracks, distant
shots and impacts…”

maccollo – “What about the speed of sound?”

“Present and correct, you’ll hear the “crack” of the bullet before you hear the distant shot being fired. Same with explosions…”

Readmore: here

This information has been added into the OFP2 FAQ.

# Update#

Watson Wu a member of the sound team posted about the event here.

Written by Tyrokiller in: New OFP2 Infomation, Official | Tags: , , ,
Apr
09
2009 0 360

Creating Skira Island Q&A – Third And Final Answers!

Sadly everything has to come to an end, and the last final answers have been issued.

Early this morning, Helios the Community Manager for the OFP2 Forums introduces the Third batch of your questions.

Their are only Four New question and answers this time round, But Helios posted something interesting Apologies to those people that didn’t get their questions answered, but stay tuned for further Q&A’s coming soon” Hinting more answers maybe issued at a later date.

The Third Batch of answers can be found here

(more…)

Written by Mr.X3CuTa! in: New OFP2 Infomation, Official | Tags: , ,
Apr
08
2009 0 360

Creating Skira Island Q&A – Second Batch of Answers!

The Second batch from Three have now been issued, again Helios introduces them into the OFP2 Forums.

Their are Five New questions and answers, the last batch will be issued tomorrow (thursday 09 April).

You can indulge yourself here

(more…)

Written by Mr.X3CuTa! in: New OFP2 Infomation, Official | Tags: , ,
Apr
07
2009 0 360

Creating Skira Island Q&A – Answers now in!

Combination Map - Operation Flashpoint 2

The first of 3 batches of Question and Answers, was released today by Helios on the OFP2 Forums. They are replies to the earlier Question and Answers submission thread regarding the Skira Island. Today’s batch contains 5 replies.

Helios notes that there will be another batch released on Wednesday and Thursday of this week.

The Original post is quoted below.

(more…)

Written by Sir. Polaris in: New OFP2 Infomation, Official, Uncategorized | Tags: , ,

Powered by WordPress | Aeros Theme | TheBuckmaker.com WordPress Themes