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Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-09-30 19:17
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.

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-09-30 19:38
by DoRn
Would you please stop forcing me to buy Arma 2? :D
really nice work! (Y)

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-09-30 19:53
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....

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-09-30 20:00
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.

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-09-30 20:01
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.

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-09-30 20:06
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.

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-09-30 21:36
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 ;)

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-09-30 21:55
by Dev1200
EXCITED. I BE.

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-09-30 22:22
by ebanks
What about 6km - 16km maps lol

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-09-30 22:25
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.

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-10-01 00:38
by Turner
I like it. Re-spawning isn't reality though. Re-spawns destroy games.

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-10-01 01:12
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.

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-10-01 01:25
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.

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-10-01 04:39
by theflidgeface
:D it looks sooo soo nice, hopefully it will run fine as well :smile:

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-10-01 06:56
by single.shot (nor)
Hmm... looks like i need a new pair of pants xD!
good job PRARMA-devz

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-10-01 08:46
by CBT02
10 bucks says that we will be parachuting on rally points when we respawn.

oh btw,

Awesomeness+seal.gif (image)

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-10-01 10:50
by BloodyDeed
oh shit, really impressing.
Looks like I have to undust my Arma2.

Re: PR: ArmA2 - Highlights Reel #3

Posted: 2010-10-01 11:59
by Carbonade
Really amazing work!
How many players is it possible to be on one server at the same time?