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Topics - Jotte

#21
Helt andra saker / Alternativ till Darwins teorier
September 29, 2005, 00:46:32
Intelligent Design

:-OO :-OO :-OO
#22
Operation Flashpoint / ARMA / Nya Armed Assault bi
September 26, 2005, 16:37:02








:D
#23
DCS / Flaming cliffs / GBG TS Server
September 05, 2005, 21:24:29
EDIT: !!! Denna TS-server har upphört !!!

IP : 129.16.145.3
PWD : hejsna

http://www.goteamspeak.com/downloads.php
#24
Operation Flashpoint / ARMA / GBG TS Server
September 05, 2005, 21:20:20
EDIT: !!! Denna TS-server har upphört !!!

IP : 129.16.145.3
PWD : hejsna

http://www.goteamspeak.com/downloads.php
#25
Falcon 4.0 / GBG TS Server
September 05, 2005, 21:19:18
EDIT: !!! Denna TS-server har upphört !!!

IP : 129.16.145.3
PWD : hejsna

http://www.goteamspeak.com/downloads.php
#26
Battlefield / GBG TS Server
September 05, 2005, 21:18:21
EDIT: !!! Denna TS-server har upphört !!!

IP : 129.16.145.3
PWD : hejsna
#27
Övriga/Gamla godingar / Panzer Elite Action
September 04, 2005, 13:24:53
http://www.panzereliteaction.com/

Ser iallafall snyggt ut men verkar vara ett action spel av "Battlefield-fast-bara-stridsvagnar-typ" mer än en F4 typ av sim. ;)



#28
Battlefield / Patetiska individer....
September 03, 2005, 18:41:44
#29
Interview with Bohemia Interactive on the past, present and future of the Flashpoint legacy!

By XeLSiS

----------

1.

XeLSiS - At this point in time can you give me an idea of when Armed Assault will be released? I donââ,¬â,,¢t mean like Q3/Q4...

I mean like a month in specific would be awesome!

Placebo - It still remains Q4, 2005

-----------

2.

XeLSiS - Is codemasters officially out of the ArmedAssault/OFP2 deal?

Placebo - Right now, no we are not signed to any specific publisher, and the door is not closed to any publisher.

-----------

3.

XeLSiS - Because of the unofficialness of Codemasters and ArmA, does ArmA then have a lot of Independent/Large Publishers interested in Publishing ArmA?

Placebo - We met with a large number of publishers during E3 covering all regions of the planet, we met with publishers large enough to publish globally themselves and we also met with enough independent publishers to cover the various regions
one by one. Due to the massive success of the original PC game, ArmA and Game2 have interest from most game publishers in the industry, corporation and independent size.

So yes there are plenty of publishers available and interested.

-----------

4.

XeLSiS - What new features can Modders & Players look forward do?

Placebo - For now features of the game are being kept quiet, but we're getting closer to what we can share about it, for sure the game is definitely turning out to be more than the anticipated Opf v1.5 (with the next big game being known as ââ,¬Å"game2ââ,¬Â), this game is really developing into a "game2" of its own standing, maybe we should start calling the other one "game3" ;)

-----------

5.

XeLSiS - Should ArmA Modders look forward to much more user friendly software and will new technologies allow modders to model and texture outside of programs like o2?

Placebo - That's a very good question, I guess only time will tell, obviously we write and use all our own tools/software so for us there isn't so much need or incentive to make them compatible with outside programs, but there are some very talented and skilled programmers in the community.

5a.

XeLSiS - But I know for a fact that modders had a nightmare with LOD's and Textures and stuff in o2, will a new o2 have the ability to import textures and such that are on models and not just import models alone?

Placebo - I honestly don't know the answer to that, but Iââ,¬â,,¢ll try to find out for you.

-----------

6.

XeLSiS - Will the ArmA MP Community see patching, installing mods and maybe a slightly more user friendly interface and such improved in AA?

Placebo - For sure multiplayer will be very significant this time around, rather than how the original Opf was a single player game with MP bolted on later, MP in ArmA will be a quite substantial part of the game, obviously helped greatly by having JIP

6a.

XeLSiS - JIP?

Placebo - "Join In Play", no more waiting in the lobby for the game to finish so you can join in, if you arrive late just join straight into the middle of the game.

6b.
XeLSiS - Will MP Clans have the luxury of XML Tags still, I'm a clanner as well as modder and I can tell you, XML Tags were one of the best things in MP OFP.

Placebo - Placebo - If a feature from Opf worked well then it would make sense to continue it, if the feature worked ok but could be improved then we'll look at where we can improve it.

-----------




What we can see from this exclusive screenshot from the upcoming Xbox title ââ,¬Å"Operation Flashpoint: Eliteââ,¬Â is that ArmA will have Right/Left hand weapon options, chinstraps modelled & textured onto the soldiers and visible Armor Vests.

-----------

7.

XeLSiS - Is Armed Assault going to have a lot more realistic aspects then most FPS games like realistic damage counts, armor values, various features like the T-80's Auto Reload system, etc?

Placebo - I think the realism aspects of the game will be put into it as much as possible within the development time frame we have, there are many things planned for the game, some will be achievable, some won't.

-----------

8.

XeLSiS - Operation Flashpoint was originally released in Europe months before OFP was released in the US, will it be the same case with Armed Assault or will it be released on both continents hand in hand?

Placebo - Really depends on the publisher, if we sign with one who is publishing in both regions then I think there's a good chance it will be published around the same time, if we sign with separate ones for Europe an NA I think there's still a good chance of it happening but a slight risk that logistics will cause a little delay at some point.

-----------

9.

Now this last question I have doesnââ,¬â,,¢t really regard ArmA, but I thought this would be a really interesting question.

XeLSiS - What was the original goal of the Spanel brothers, "Marek and Ondrej" in developing OFP?

Placebo - I think the main goals were those which were the key features to Opf, large open areas, tactical freedom, possibility to use many different types of vehicles in the air and on land, large number of troops to simulate modern warfare etc.

9a.

XeLSiS - Ever since 1997 when Bohemia and Marek started working on OFP, have you felt that the 8 years of their life they've currently invested in OFP/ArmA/Game2 have been worth the time?

Placebo - Well as someone who grew up watching war movies and then playing war games which really did little to simulate the scale and experiences of war it was a shock to play a game as intensive and ground breaking as Operation Flashpoint,
the game created a new genre for itself and still really is unsurpassed 4 years later in term of size and scope of what the game offered. Now with Opf on Xbox, ArmA and game2 it's quite incredible to see what has become of the prototype from 1997.

9b.

XeLSiS - Do you think it has been a success?

Placebo - The original game has now sold in excess of 1.5 million copies worldwide, it won game of the year and similar awards from numerous magazines/websites, BIS won best PC game developer at ECTS 2001 and rookie studio of the year at GDC 2002 amongst others. More important perhaps it led to VBS1 which is used by numerous militaries around the world to train their soldiers and actually save lives. For gamers the name Operation Flashpoint and the company Bohemia Interactive Studio inspires a lot of respect and admiration, so yes I think it has been a success.

9c.

XeLSiS - Before AA became a reality, did you think taking OFP to the next level was worth it?

Placebo - Well you can consider worth it on a number of levels: financially: the original game sold huge amounts, it would only be common sense that a follow up if sufficient an improvement and sufficiently adhering to the game play principles of the original would sell well. Despite the fact you can't spit in a computer store without hitting a war game of some sort (on every format), there really is no direct competitor to Operation Flashpoint, even 4 years later.

Then you can consider worth it to gamers, as I mentioned, for gamers who are attracted by the game play, size and scale offered by the original there is not much else to choose to play, so gamers for sure will want to play a "next level" version.

Then finally there is worth it to those working on the project on the basic level of whether such a venture is worth it and rewarding creatively, whilst there are few people here who are die-hard military enthusiasts there is certainly a large amount
of pride that can be found in accomplishing the complex design, programming and artistic tasks required to make a "next level" game which can compete with anything else for next generation hardware whilst retaining the size and scope of the original game. For sure there is a desire to move onto different projects in the future, away from military games but there is still plenty to keep everyone inspired and dedicated.

----------------------------------------

XeLSiS - Thanks Placebo for doing this interview, I'm sure that the OFP community will appreciate some of the valuable information here that at least I havenââ,¬â,,¢t seen in other interviews about AA. I hope ArmA comes out soon and is a big success *thumbs up*

KÄLLA
#31
Humor! / Musikalisk katt...
August 08, 2005, 00:22:19
#32
Helt andra saker / Aviation Screenshot art.com
July 30, 2005, 16:09:13
#33
Battlefield / Info om 1.03
July 25, 2005, 00:41:50
Här



QuoteA Message from EA/DICE about Battlefield 2

Hi everyone. Thanks to all of you, Battlefield 2 has seen great success around the world.

Since its launch, we've tried to give Battlefield 2 all the support it deserves by releasing patches with the fixes and improvements you've asked for. Unfortunately, we haven't lived up to the standards we've set for ourselves. So all of us at EA and DICE are working extra hard to make sure that your Battlefield 2 experience improves dramatically in the coming weeks.

Towards the end of August, we will be releasing a new patch called 1.03. This patch is currently underway and will undergo thorough testing to avoid the problems that have occurred in the past. To make sure you're up to date until then; make sure you have installed the latest upcoming 1.02 update, which you can download here.

Here are just a few of the fixes you can expect to see in the 1.03 patch:

   * Server and Client performance improvements.
   * Improved Server Browser ââ,¬â€œ added Favorites and History Lists.
   * Point-farming prevention - game will stop Support/Medic/Engineer point farming exploits.
   * Squads - locked squad leader will get a message if someone wants to join.
   * Many HUD improvements - see the names of others in your vehicle, zoom level changing depending on vehicle, map zoom depending on map setup (16, 32 or 64 player map) etc.
   * Teamkilling changes ââ,¬â€œ the logic of how teamkills are tracked will be changed.
   * Gameplay tweaks - the way transport helicopters work will be tweaked.
   * Additional scoring changes - players who destroy an enemy commander's assets will be given points.

There are over 140 fixes and improvements in the 1.03 patch and we're looking forward to everyone moving to 1.03 to get the best Battlefield 2 experience on a level, cheat-free playing field.

We also know that there is still an issue with availability of slots on Ranked Servers. We're all delighted that this new feature has been so popular, but we know that many of you are finding it hard to get onto a ranked server, especially at peak times. We are taking big steps and investing heavily to ensure that everyone can experience this side of Battlefield 2. New official servers have gone up in Europe and the U.S. this week and you will see many more going up in the coming weeks. Our vision is to make sure you never have to wait to get onto a ranked server.

Thanks for being such great fans of Battlefield 2. We've been listening to you and we're determined to make Battlefield 2 the best online shooter experience out there. We hope you like the changes that are coming.





#34
Battlefield / Medaljer och annat krimskrams...
July 25, 2005, 00:33:39
Här är en sida man kan flukta på om man vill veta mer om vad man behöver göra för att skaffa sig olika utmärkelser och medaljer. :)
#35








Ser ju fräscht ut. :)
#36
Battlefield / Addon nyheter
July 14, 2005, 23:38:08
#37
QuoteBohemia's battleplans aren't simple. They're positively complicated. They're working on two Flashpoint sequals, for a start. The first pressing on the boundaries of the original, critically-acclaimed Operation Flashpoint. The second game, as the [magazine pages] hint, pressing on boundaries full stop.

Operation Flashpoint was a tactical shooter like no other. Set during a hypothetical Soviet invasion of the West, its vast scale made you feel like a small cog caught in the wheel of a very large war. The lulls between engagements felt genuinely melancholic and the action was a rare blend of excitement and fear. We've longed for a sequel ever since.

And now Armed Assault is due in autumn. Think of it as Flashpoint 1.5. It includes all the missions from the original, plus expansion pack Resistance, plus the technological advancements from the Xbox version and Bohemia's VBS1 military sim. It features a new campaign, a new boot-camp and their next-generation graphics engine.

Technologically, the game has improved hugely. While most complain about games hampered by Xbox co-development, Bohemia have discovered that optimising their code for Mr Gates' ageing console has caused them to craft a game that hits PC hardware like a depleted uranium shell. An obvious bonus is the increased draw distance. Flashpoint played across realistically huge single-world maps; so the further you can see, the better it is. 2km of viewable terrain is Bohemia's current aim, thought they're simply planning on pushing it as far as the system will go. Sitting at the top of a hill, able to see the military ants of the opposition inch around a village while you play your approach, is an example of how the new technology rejuvinates Flashpoint.


Similarly, old limitations have been removed. Flashpoint was famous for its horrific collision detection inside buildings; but no more. Forests were originally created as single map objects, meaning they were strictly limited in terms of how you could interact. Now, they're made out of individual trees, which can be knocked down when you get in a suitably armoured vehicle. The improved engine means that Bohemia can also increase the density of the foliage, resulting in some surprisingly thick forests. They can also be integrated with buildings, so that you can have a cottage in the middle of the woods. Inland lakes are another welcome addition to the world, and hills now cast shadows.


The new campaign, on an equally new island, has been created to showcase the improved features of the engine. It's much larger and more detailed than Everon and previous worlds. Codenamed Sara, it's going to feature dense woodlands and as big an urban environment as the game can take. Also, there's a whole new story to play through. While the game island is fictional, made of jig-sawed satellite images of Eastern Europe, it has a politically resonant background. The island's despotic North has been threatening the democratic South, which is under US protection. The US, believing the threat has passed, have started pulling out ...at which point an attack occurs.

While the defensive nature of the campaign distinguishes it from the norm, the most intriguing part is its unusual structure: the game is 'told' in flashback form after the war, as you are interrogated by your fellow officers. What happened? That's for us to discover as we play, with our actions helping decide whether this will be a court-martial or a commendation.


Armed Assault - especially as a mid-price release, which Bohemia are considering - is a genuinely welcome addition to the gaming calendar. Given the game that Bohemia have planned for 2006, however, it feels like merely a teaser for what's to come. The game that we can't call Flashpoint 2 is something of a monster. "Originally, we didn't want to do another old game at all," explains Bohemia's Managing Director Marek Spanel. "Just a new game, no sequals, that was our intention... We don't want to make a game that's a clone. We have a vision for a game we want to do, that is different... but we realised it woudl take us ten years to get there. And we'd like to do that, but just can't." So rather than do it all in one giant leap, they're heading there in small steps.

Their new, as yet untitled, game is the next step on from Flashpoint, toward creating this far-future dream - marching what was a straight soldier-sim into new, more obviously cross-genre terrain. "We don't necessarily have to stay with the same gameplay," explains Marek, "That's what Armed Assault is far: a new engine, but the old gameplay. [The new game] could easily have been a sequal as well, but we had a different style of gameplay in mind." And what's that? "Most of us are more roleplaying game fans," Marek grins. "We love first-person shooters... but we like roleplaying games much more."

An RPG? Previously, the only RPG that had anything to do with Flashpoint fired rocket-propelled grenades. "For a sequal, it'll be a surprise, but hopefully a good surprise," says Marek. "Our take on a roleplaying game is very different, unlike other games. But still, 'roleplaying game' is the only term we can use to describe it." They're talking about creating a game that reflects your actions.
You are a soldier, in a war zone. There are no seperate missions, or 'Level Complete' screens. The world continues around you - generating situations and objectives determined by your actions (and those of the AI) in previous encounters. The nearest game to what they're describing, according to Marek, is Morrowind - an open world where you're free to go and do as you please. [Map feature as part of magazine] is your first look at that war zone, targets marked for your elimination. "The gameplay is more continuous in nature," Marek expands, "You don't have short, isolated missions. Rather we have much larger level goals. What you might call a chapter will last for many hours of game, but still be in a persistent world.

Whatever happens goes forward to influence what happens next." On top of the size and continuity of this world, they're aiming to make it far more lively. "Wherever you go, any place in the map, there should be something there," Marek states, "not only men with guns!. While they're adding as much of an ecosystem as they can manage (during [PC Gamer's] visit, we found the team busily researching butterflies to add to the simulation), the biggest change to the platers will be the NPC civilians. Depending on your actions you will either alienate or befriend the population, the help they provide dependant on your social standing with them. For the first time a soldier game is about something more than just pulling the trigger: the very real business of soldiering in a difficult political situation, trying to win hearts and minds.


And to communicate with civilians, you need a conversation system. The game will feature an elaborate version of a conversation tree system, where you choose the line of interrogation. While some topics will be pre-determined, many options will be contextual, and generated on the fly. If you interrogate anyone about the locale, for example, they may know something about the movement of nearby troops and tell you (the information is actually taken from the AI's knowledge of the world's changing events). Friends, captured enemies, the local baker - anyone can be talked to. How the world dynamically changes is crucial to Bohemia's plan. Games which try to create a large continuous environment usually just treat that environment as a static place to explore.

More elaborate games such as Vice City introduce simple reputation systems, so the inhabitants of a region change their behaviour towards you as you progress. Bohemia's shooter will go further, actually making inhabitants move about the map accordingly to their desires and orders. While the technology is currently being tested on seagull colonies and how they spread across the map (look closely in Armed Assault, and you may see them), its eventual use will be modelling the behaviour of thousands of soldiers. The distribution of troops will change constantly, depending on the offensives, manoeuvres and retreats - with your soldier often stuck in the middle.


And more than just 'stuck'. That implies the situation is passive. In fact, you'll be given missions that are generated by the circumstances you find yourself in. If the movement of troops means a group has been ambushed in your locale, your commanders may order you to take a look. Incredibly, even this technology isn't centred on you, but simply on following the logic of the situation. You're the nearest soldier? You go and see. A computer-controlled patrol is nearer? They get the order.

This dynamic war feature, previously only seen in combat flight sims, was supposed to be a cornerstone of the original Flashpoint. It was hopelessly ambitious at the time. "The idea was never wrong," Marek insists, "it was that we started the dynamic campaign before we even had a game. We're not looking at something that drastic now. We still want to do some storytelling. The [unused] original campaign was fully dynamic."

This being a realistic game, the US-based blue army will eventually win the confluct through sheer force of arms. The question is, what does this mean for your lone soldier, hunting a general across the map? The mix of scripted missions (following a main story arc), and those spontaneously generated by the war, should convey the feeling of being an individual with a purpose, and also being a big part in a huge war machine. Wars have been used as a backdrop for sweeping fiction for years, and that's the effect this project aims to achieve.

Bohemia's technology enables some other flourishes. There are fully destructible vehicles, each capable of being reduced to their component elements. Yet due to the continuous, persistant nature of the world, anything you destroy stays destroyed. Prevously destructible scenery has mainly been used for the visceral thrill of seeing something blown apart. Here, it could be married to an emotional impact. You'll only see the explosion once, but the rubble will remain as a reminder of your failure forever.

It's an ambitoous remit, and one that would overwhelm most developers. Bohemia do have advantages, however. Constructing the game directly on top of their pre-existing technology means that certain huge technical challenges, like the sprawling environments covered with huge armies, are already possible. They have the experience, and are now free to push in these brave new directions.
Very few games have conveyed the intermittent horror and quiet tension of modern combat. Flashpoint was unique in its realism, but was still only about the actual fighting. The game-previously-known-as-Flashpoint 2 may offer us a chance to not just be a fighter - but to live as a soldier. As they say, how can this be considered anything other than as an RPG? That makes it different. And very exciting.
#38
Nu för 10 minuter sedan flippade helt plötsligt min dator ur när jag satt och spelade SH3. Skärmen är full av vertikala linjer ungefär som ett lodrät "rutnät".
Någon som har en aning om vad detta kan vara och om det är grafikkortet eller skärmen som ballat ur?
#40
Övriga/Gamla godingar / Externa torpeder
May 24, 2005, 11:47:20
http://www.u-boote-online.de/waffen/torpedos.php?location=uboote

En anmimation som visar hur man i verkligheten flyttade in de externa torpederna som lagrades under decksplåten.
:)