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2010-09-30, 11:06 | #21 |
Join Date: Feb 2009
Posts: 530
United Kingdom
Location: Kent
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Re: PR: ArmA2 - Highlights Reel #3
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2010-09-30, 11:22 | #22 |
Join Date: Dec 2007
Posts: 45
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Re: PR: ArmA2 - Highlights Reel #3
Well, now I'm going to have to get a new computer for this. I can't say I've ever played any Arma game (computer is too terrible), but from what it appears this is probably going to be consuming a lot of my time in the potentially near future. I wonder if there will be a new update next month.
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2010-09-30, 11:23 | #23 |
Join Date: Apr 2010
Posts: 340
United States of America
Location: New Joysey
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Re: PR: ArmA2 - Highlights Reel #3
i can see myself and my squad getting lost in the fob
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2010-09-30, 11:23 | #24 | |
Retired Moderator
Join Date: Jan 2009
Posts: 389
United Kingdom
Location: Ho Chi Minh Northern Ireland
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Re: PR: ArmA2 - Highlights Reel #3
Quote:
But I do ask the following question of you. How do you know? Are you a tester? A modder? I have played the series since OFP and let me tell you this as a PR:ArmA tester. The optimisation I am seeing already at this stage is unreal. 70+ FPS in a busy airport with about 20-25 testers on in the same direct vicinity......Maybe you need a new PC, or a better quality server? Now what are people to believe, a tester with first hand experience or someone who has played "enough ArmA 2?" I advise you to get the basics of map reading sorted then! | |
R-MOD Jeepo
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2010-09-30, 11:31 | #25 |
Join Date: Feb 2009
Posts: 530
United Kingdom
Location: Kent
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Re: PR: ArmA2 - Highlights Reel #3
Maybe im wrong, so be it, but from my experience as a mission maker and island builder (theres a good reason i dont want to join the PR team, your responses being one of them, take somones opinion without being a total a**e about it, its called maturity, try it) a large mass of statics like that will lag even the best of servers and computers once it is fully populated, its how the engines been made, unless youve managed to change how the engine loads its textures and objects then its going to lag, ive seen it before.
I dont want an arguement with you guys, im simply putting my opinion across (clearly somthing you cant seem to handle), your doing a fantastic job with the mod and i cant wait for its release so you can prove me wrong |
2010-09-30, 11:32 | #26 |
Join Date: Jan 2008
Posts: 446
United Kingdom
Location: England
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Re: PR: ArmA2 - Highlights Reel #3
The FOBs in arma 2 only lag if theres a LOAD of AI stationed there doing "Ambient" things like fixing vehicles, patrolling and manning weapon systems, that aint gonna be the case, Arma 2 doesnt lag just because theres a few objects placed on the map!
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2010-09-30, 11:35 | #27 | |
Join Date: Mar 2008
Posts: 2,968
Netherlands
Location: Bergen op Zoom / Utrecht
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Re: PR: ArmA2 - Highlights Reel #3
Quote:
Good job there, Looking forward to it | |
2010-09-30, 11:38 | #28 |
Join Date: Aug 2010
Posts: 52
Israel
Location: Givatym
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Re: PR: ArmA2 - Highlights Reel #3
That looks amazing !!!
Excellent work guys ! Cant wait... |
2010-09-30, 11:38 | #29 |
Join Date: Jan 2008
Posts: 446
United Kingdom
Location: England
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Re: PR: ArmA2 - Highlights Reel #3
One thing i have been wondering is, is there going to be a realistic Artillery system, where Blufor can have Artillery placements way away from battle and teammates call in coordinates and then boom! lol
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2010-09-30, 11:44 | #30 |
Registered User
Join Date: Apr 2007
Posts: 5,307
Netherlands
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Re: PR: ArmA2 - Highlights Reel #3
Very nice! I really gotta start saving up for a gaming computer or better work computer!
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Tags |
arma2, highlights, prarma, prarma2, reel |
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