PR:ARMA 2 - Highlights Reel #3

Project Reality announcements and development highlights.
HairyFence
Posts: 8
Joined: 2010-09-30 19:07

Re: PR: ArmA2 - Highlights Reel #3

Post by HairyFence »

Since PR was working with ArmA2 devs, does this mean PR will get access to the ArmA2 source code and make PR what we have all intended it to be rather than held back by engine limitations we cant change?

I must say it does look very impressive thus far.
DoRn
Posts: 206
Joined: 2010-01-18 17:43

Re: PR: ArmA2 - Highlights Reel #3

Post by DoRn »

Would you please stop forcing me to buy Arma 2? :D
really nice work! (Y)
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: PR: ArmA2 - Highlights Reel #3

Post by Drav »

HairyFence wrote:Since PR was working with ArmA2 devs, does this mean PR will get access to the ArmA2 source code and make PR what we have all intended it to be rather than held back by engine limitations we cant change?

I must say it does look very impressive thus far.


No. Remember we do this for fun. The Arma2 devs do it for a living. No one in a commercial business gives away their source code to 3rd parties for free, its like giving your bank pin number to someone you've just met.

By all means expect improvement on both sides, but improvements\additions to the core Arma2 code wont be done by us.

Oh yeah, I forgot to mention.......The engine is extremely flexible, most of the big 'hardcoded' issues in bf2 will be possible in Arma....
Last edited by Drav on 2010-09-30 22:10, edited 2 times in total.
Dredge
Posts: 341
Joined: 2010-03-16 16:16

Re: PR: ArmA2 - Highlights Reel #3

Post by Dredge »

HairyFence wrote:Since PR was working with ArmA2 devs, does this mean PR will get access to the ArmA2 source code and make PR what we have all intended it to be rather than held back by engine limitations we cant change?

I must say it does look very impressive thus far.
To elaborate on Dravs post:

The engine itself is pretty good. Yes there are some bugs and what not, but the overall ability to change the game via scripting and mods is amazing. The engine is pretty simple for just that reason.
Image
Rabble-Rouser
Posts: 11
Joined: 2009-10-25 18:36

Re: PR: ArmA2 - Highlights Reel #3

Post by Rabble-Rouser »

WOW! Looking sweet!

I'm pretty sure that there is an ability to not allow team switching. Which in PR:BF2 admins were very adamant about not allowing team switchers.

Map sizes could be an issue, but as has been stated if the attack markers(or mission objectives) are set-up properly it forces a fight area on the map which should bring all squads into the action. Only real downfall will be the newcomers that don't understand the gameplay, with some help from the community that should be easily averted. I only really know and understand PR:BF2 from the help and guidance that people on servers gave to me. I would like to think that will be the case for PR:A2.

weapons sounds and chopper sounds are all nice but I would rather the gameplay be continually tweaked and adjusted to provide a viable game experience. Added immersion factors such as sounds can be added at anypoint that they get perfected inside an update. Gameplay and mechanics are what matter to me.

Seems like the PR team for A2 with help from PR team for BF2 are really getting something together that could IMO be one of the best gaming experiences around if you are into teamwork.

Keep it up guys and gals if there are any, anxiously awaiting a release date.
Sekra
Posts: 8
Joined: 2010-09-30 09:21

Re: PR: ArmA2 - Highlights Reel #3

Post by Sekra »

[R-DEV]Drav wrote:No. Remember we do this for fun. The Arma2 devs do it for a living. No one in a commercial business gives away their source code to 3rd parties for free, its like giving your bank pin number to someone you've just met.

By all means expect improvement on both sides, but improvements to the code wont be done by us any time soon.
You also have to remember that the Arma 2 engine is way waaaaaaaay more adjustable than any other that a I know of. The modders can do nearly everything that the devs can. And what the modders can't change, they suggest it to the devs and very often in a while they get the chance to change it.
jerryhopper
Posts: 6
Joined: 2010-07-16 16:21

Re: PR: ArmA2 - Highlights Reel #3

Post by jerryhopper »

Ah! job positions.. you gotto love'em : i'll Sign up as PR Officer :)

seriously, The stuff looks awesome ! - as if i expected expected anything less ;)
Image
The Dirty Dozen : a new podcast show from LimnosRadio where YOU can ask the questions.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: PR: ArmA2 - Highlights Reel #3

Post by Dev1200 »

EXCITED. I BE.
Image
ebanks
Posts: 169
Joined: 2010-07-15 22:08

Re: PR: ArmA2 - Highlights Reel #3

Post by ebanks »

What about 6km - 16km maps lol
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: PR: ArmA2 - Highlights Reel #3

Post by mat552 »

Keeping a eye out on this. It'd be nice to be desired as a pilot for once instead of treated like garbage.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
Turner
Posts: 60
Joined: 2010-01-07 01:11

Re: PR: ArmA2 - Highlights Reel #3

Post by Turner »

I like it. Re-spawning isn't reality though. Re-spawns destroy games.
In war, there are no unwounded soldiers. - Jose Narosky
Burton
Posts: 791
Joined: 2009-09-24 17:02

Re: PR: ArmA2 - Highlights Reel #3

Post by Burton »

Turner wrote:I like it. Re-spawning isn't reality though. Re-spawns destroy games.
So does people having to wait over an hour for the round to finish so that they can play again.
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: PR: ArmA2 - Highlights Reel #3

Post by Snazz »

Turner wrote:Re-spawns destroy games.
Being dead for long periods of time would destroy games.

It's 'tolerable' in Americas Army and Counter-Strike, only because they have small maps and short rounds. Otherwise it's far too tedious.
theflidgeface
Posts: 273
Joined: 2008-12-18 05:09

Re: PR: ArmA2 - Highlights Reel #3

Post by theflidgeface »

:D it looks sooo soo nice, hopefully it will run fine as well :smile:

The M15A3, weapon of the future

Semper Fi
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: PR: ArmA2 - Highlights Reel #3

Post by single.shot (nor) »

Hmm... looks like i need a new pair of pants xD!
good job PRARMA-devz
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
CBT02
Posts: 151
Joined: 2010-01-19 04:51

Re: PR: ArmA2 - Highlights Reel #3

Post by CBT02 »

10 bucks says that we will be parachuting on rally points when we respawn.

oh btw,

Awesomeness+seal.gif (image)


~"i think lagging and blinking are related" CBT02~
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: PR: ArmA2 - Highlights Reel #3

Post by BloodyDeed »

oh shit, really impressing.
Looks like I have to undust my Arma2.
Image
Carbonade
Posts: 54
Joined: 2010-07-26 16:54

Re: PR: ArmA2 - Highlights Reel #3

Post by Carbonade »

Really amazing work!
How many players is it possible to be on one server at the same time?
Locked

Return to “Announcements & Highlights”