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PR:ARMA2 General Discussion General discussion of the (as yet unreleased) Project Reality: ARMA2 modification.

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Old 03-12-2010, 03:15 PM   #1
Water_Is_Poison18

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Default A couple technical questions...

I'm really excited to hear that the PR team is looking to give ArmA2 a fair shake. I cannot wait to see what you guys put out. On that note, I have a couple technical questions pertaining to the mod.

1. Will you guys be using CBA (Community Base Addons) to maintain interoperability with other mods? Most of the large scale mods for ArmA2 (ACE2 for example) use this to help make sure that any particular mod does not break another mod.

2. What type of content are you planning to release? I see that you guys are planning on using Domination as your main gameplay mission core, but are you planning on allowing mission makers to use some of your scripts and GUI elements (kit selection system and the such) to make other TvT PR style missions?

3. One of the main draws to ArmA2 is the robust and easy mission editing that comes packaged with the game. Are you guys planning on having a sort of R-CON team that pumps out various "PR Approved" missions at a regular basis, or will the release of new missions/gamemodes be tied to major mod releases?

4. How modular will the mod be when released? Many players prefer to use a various number of sound and effects mods, and as such newer ArmA2 mods release their sound packs as separate mod folders which can be enabled at their leisure.


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Old 03-12-2010, 03:25 PM   #2
darkside12
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Default Re: A couple technical questions...

1.CBA would be a good place to start, as I've found that with every mod and addon I've tried with ArmA 2 the really good one's utilize it.

2.I see it being very similar to vBF2:PR (weird, now I have to refer to 2 versions of PR) with an Insurgency and AAS. But domination would be fun. 2 teams, x amount of tickets, no securing points. Just one big slugfest.

3.I would doubt this, as some people would put some ridiculous mission templates out, and seeing as how any average joe can jump on ArmA 2 and make a quick mission, the Devs would get flooded with them and start ignoring them, possibly passing up some great ones. But I could see them allowing the R-CONs to make some.

4.No clue, but for someone like me, the less files I have to install, the better. That's why I gave up on ACE for ArmA 2, because there were 5 or 6 different files, and all had to be updated with another file I had to install.
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Old 03-12-2010, 03:34 PM   #3
STALKERGB

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Default Re: A couple technical questions...

On point 4.

Sound packs update the default BIS sound with a new one, so anything where we use PR sounds won't be updated unless the sound mod is updated to include this too (hope that makes sense).

About mission making, people will be free to create missions that include the PR mod and release the mission to the public, this is how every mission for ARMA is released, they just state what addons/mods it needs and post up their mission on the BIS forums or armaholic.com...

I suppose any good ones could be included in future versions of the mod though

STALKERGB ♪♫


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Old 03-12-2010, 03:50 PM   #4
darkside12
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Default Re: A couple technical questions...

Quote:
Originally Posted by [R-DEV]STALKERGB View Post
I suppose any good ones could be included in future versions of the mod though
YAY! Something to do with my life now.
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Old 03-12-2010, 07:12 PM   #5
clueless_noob

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Default Re: A couple technical questions...

In BF2 the main modelling tools was (I believe) 3ds MAX9 and all the later releases of the software were more or less incompatible with BF2 Editor. So what sort of develpment and modeling tools are used when creating content for A2? Is there any BIS provided/supported modding tool(s) available for A2?
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Old 03-12-2010, 07:19 PM   #6
STALKERGB

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Default Re: A couple technical questions...

Quote:
Originally Posted by clueless_noob View Post
In BF2 the main modelling tools was (I believe) 3ds MAX9 and all the later releases of the software were more or less incompatible with BF2 Editor. So what sort of develpment and modeling tools are used when creating content for A2? Is there any BIS provided/supported modding tool(s) available for A2?
I mainly work in the BIS model editing software called O2 but also work in 3ds max. BIS have provided tools for almost every aspect of the game which is handy

Its pretty easy to get any models from outside programmes into O2 though, 3ds format is best (or at least I find it is)

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Old 03-16-2010, 10:12 PM   #7
clueless_noob

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Default Re: A couple technical questions...

A few questions about maps.
  1. Have I understood correctly that ArmA2 maps are based on height maps of some form?
  2. How coarse or fine these height maps can be and are their accuracy somehow related to the map size? Thus how detailed height differences can be on a map?
  3. For example, can we have a large mountain map with steep hills and still have detailed small paths carved into its hillsides?
  4. How about pits, caves and tunnels?
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Old 03-16-2010, 11:20 PM   #8
[R-DEV]Gaz
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Default Re: A couple technical questions...

Quote:
Originally Posted by [R-DEV]STALKERGB View Post
On point 4.

Sound packs update the default BIS sound with a new one, so anything where we use PR sounds won't be updated unless the sound mod is updated to include this too (hope that makes sense).

About mission making, people will be free to create missions that include the PR mod and release the mission to the public, this is how every mission for ARMA is released, they just state what addons/mods it needs and post up their mission on the BIS forums or armaholic.com...

I suppose any good ones could be included in future versions of the mod though
It's not confirmed, but from previous discussion we plan to facilitate a forum here where mission makers can create a thread and attach their mission as a download. This would be a central place to download PR:ArmA2 missions, without having to source them from 3rd party sites for the community. Mission makers would of course be free to add them to armaholic and BIS, and we would encourage it to make them freely available.

I would expect that any popular missions that fit in well with the PR team's ethos would be included in a future release, if the mission maker consents.


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Old 03-17-2010, 10:35 AM   #9
Blakeman
Default Re: A couple technical questions...

That is great news Gaz, gives me hope that I can make some good USMC missions in the future.

Are the default USMC, Russian, etc forces that are already in the Arma2 game going to be in some of the 'official' PR missions or are you folks planning on focusing only on the British units at first? I ask because that was what was highlighted in the trailer.

"You don't hurt em if you don't hit em." - Chesty Puller
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