Neuer Trailer und shipping datum bekannt.
xbox 360
http://www.gametrailers.com/video/exclusive-weapons-operation-flashpoint/52834?type=flv
es kommt am 06.10.09 also bald
http://community.codemasters.com/forum/showthread.php?t=366478
Zum Tages/nacht wechsel und wetter simulation:
http://community.codemasters.com/for...d.php?t=366544
I thought it would be good to fill you in on the way the dynamic time of day and weather system we have in Operation Flashpoint: Dragon Rising works. It’s very powerful, and gives us the chance to really change the visual aesthetic when you’re fighting around the island. The system is easy to set up in the editor, and can be very powerful if you start delving into the scripting control.
We have x5 weather ‘states’:
Clear – clear skies bright and stark lighting
Cloudy – bright with cloud cover
Foggy – heavy fog, lower visibility
Overcast – hazy and oppressive, heavy cloud cover
Stormy – dramatic moody storm clouds
Each of those has the full time of day cycle of 24 hours, done in such a way that they blend seamlessly as the game ticks over.
On top of the above weather conditions, each has a 0-100% fog setting, to allow different aesthetics. For example the visibility on the foggy weather setting with fog turned to 100% is very close (5-10 meters) and gives tons of atmosphere, ideal for tense sneaky Spec. Ops missions. Whereas in clear weather the fog adds a haze effect, where visibility is very high (you can see the entire length of the island, all 32 km!).
On top of this you can blend between any fog setting and/or any weather setting. For example you could go from very close fog to a very clear day, if you wanted. You can also control the time of day… All of this is available in the editor and through script control, we can’t wait to see what the community do with this. As ever pictures describe better than words, here’s some examples of the dramatic lighting we can achieve.
ARTILLERY
http://community.codemasters.com/for...d.php?t=366557
* A ‘Tight’ pattern is 4 waves of 4 shells over an area of 20 metres. This is an intense focused attack on a small area design to take out armour and buildings.
* A ‘Scattered’ pattern is 4 waves of 4 shells over an area of 50 metres. This is used more speculatively when there are multiple targets in a large area.
* A ‘Barrage’ pattern is 20 separate shells over an area of 20 metres. This is a sustained attack on a small area perfect for convoys as they’re passing through a narrow valley.
* A ‘Harassing’ pattern is 20 separate shells fired over an area of 50 metres. As the name suggests this is used to harass the enemy that maybe dug in. As it is sustained fired it is perfect for keeping the enemy suppressed.