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ArmA IILauantai 09.05.2009 00:34

North-Eastern Chernarus is a hilly area with rocky coastlines; the biggest hilltops reach over 700 m above sea level, covered by temperate forests. The environment is still relatively untouched from logging and mining. The biggest cities and industry are concentrated on the southern coast. There are mostly smaller villages inland, situated in deep valleys, hidden in forested ridges or on elevated plateaus with lush meadows.

First settlements date back to 5th Century B.C. When the valleys of the Burnaja and Svetlaya rivers were inhabited by Skyth tribes and nomads, who later formed the Takmyr and Karzeg nations. The center of modern Chernarus had been founded in the delta of the Burnaya River and on the coast, divided from the Zagorie region which was under the supremacy of a Moscow Principate by the Black Mountains ridge. The local Slavic population constantly had to fight off the raiders from the southwest so it was traditionally bound with Russia, but always kept its independence. In the 12th Century it was controlled by dukes, in the 13th century it was united by Taras Kozub. The Kozub dynasty ruled until 1631, when Chernarus joined the Russian empire. After the revolution in 1917 Chernarus became an autonomic federal republic, after the demise of the USSR in 1991 it gained independence.


CHERNARUS FEATURES:

225 km2 of real world data
1 million 3D objects
350 kilometers of roads
50 towns and villages
2 dams and numerous small lakes and ponds
Certain hilltops reach an altitude of over 700m
Almost 100km2 of forests
Urban areas contain ports, factories
Military installations including large airfield
Direction and distance signs accompanying road network
Civilian population and wildlife


WEAPONARY:

ArmA 2 features a variety of personal weapons, grenades, artillery pieces & tripod- or vehicle-mounted weapon platforms. All weapons and their features were created according to the specifications of their real-life counterparts.
Features:
Accurate models including graphics, sounds and animations.
Variants with different scopes and accessories, including collimator sights, optical sights, grenade launchers or silencers.
Optics have realistic zoom and field-of-view settings and reticles.
Animated parts for shooting and reloading (triggers, receivers, ammo belts) and eject brass.
Customized character animations for holding weapons based on inverse kinematics.
Simulation of bullet ballistics, including material penetration and bullet deflection.
Ammunition power and magazine compatibility according to the real life.
Impact effects and sounds for various materials in the environment.
Tracer rounds are used in a realistic way.


VEHICLES:

Vehicles in ArmA 2 come in unsurpassed numbers and variety: civilian cars and boats, military cars and trucks, wheeled and tracked armored personnel carriers, tanks or aircraft; all of them created with strict attention to detail. Every vehicle in the game can be controlled by both players and AI alike and provides features authentic to each vehicle.
Features:
+A unique simulation of various types of vehicles.
+Various in-vehicle roles: commander, driver, gunner, assistant gunner.
+Accurate weaponry, including optics, tracer rounds and effects.
+Speed differs according to type of surface.
+Vehicles differ in many aspects according to their real-life specifications (e.g. speed, sturdiness, fuel capacity).
+Dust effects when driving over certain surfaces, rotor downwash effects for helicopters and VTOL aircraft.
+Destructible wheels and limited partial destruction.
+Destroyed vehicles turn into wrecks, explode appropriately according to the amount of fuel and ammunition they contain.
+Burning and secondary explosions of wrecks.
+Some vehicles feature simple defensive countermeasures.
+Virtual Heads-Up Display in several aircraft.

Operation Flashpoint 2: DocumentaryMaanantai 01.09.2008 22:35

Research:
--Reportage Photography
--Documentary News Coverage
--Gritty blockbuster war films

Authenticity:
--400GB of data gathered
--Real world reference data
--Sent researches to the physical island to research info and imagery
--Sabots fire with effects that are realistic, in that the explosion few milliseconds after a round has left a tank's turret for example are sped up and give an ultra realistic experience.
--Weapon systems on vehicles are realistic in that they deploy the way they should.
--Weapons all faithfully recreated to enhance realism and feel.

The Island:
--220km2 of terrain (or 134miles squared - of land, not including water)
--Wide range of terrain types:
----Swamps
----Grasslands
----Forests
----Rocky Mountains
--Crumbling soviet era architecture
-- Nothing on the island was designed by mission designers, they are all real geographical places/locations.

Traveling from end to end on the island:
--Takes 4.5 hours to walk
--Takes 2 hours driving (in reasonably fast jeep)
--Takes 20 minutes to fly in the fastest jet

In-Game Footage/Info:
--Video:
----No shaders are running/turned on (Hence no shadows)
--Info:
----Multi-staged/functioned building distruction.
----Multi-staged/functioned vehicle distruction/states
----Multi-staged/functioned object distruction/states
----If something blown up during the campaign, it will stay that way throughout the entire campaign.
----Heavier weapons have to be carried, no magic pockets, they must be assembled.
----Over 70 weapons in the game (Reference: Arma has 30)
----Over 50 vehicle in the game
----Player has to learn how individual vehicles are used and their roles
----Terrain types effect each vehicle differently
----Doors and hatches on vehicles are opened before entry/exiting
----Animations for getting in/out of vehicles
----Vehicles fitted with latest technology, all the way up to the wars in Afaganistan (Ex: UH60 Infared Baffle)
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