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Old Mar 6, 2011, 08:27 AM   #451
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Trunks0
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Originally Posted by fellix_bg View Post
I think the shadow issue was ATi's fault. Their hardware at the time wasn't capable to do bilinear filtering on FP textures -- the shadow maps used in BF2 were in FP32 or FP24 format.
I remember people being all pissy about it, but I can't really remember the finer details

*edit* little google-ing bringa back memories. "Shadow Buffers" aw how people went on and on about that one
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Old Mar 6, 2011, 09:58 AM   #452
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It all goes back to Pre-DX10 and so called "Cap bits" where they had their own implementations for stuff, and you could query the HW for support for different features.
In this case NV and ATi had different implementations.

as I understand it that stuff isnt allowed post DX10, you gotta stick to the API so everything works on everything.
So you dont have to query for support, cause if it´s DX10 it WILL have it, and if there´s anything beyond the API, it´s not supported. (ex some GPUs might have additional features that could then be exposed in OpenGL with the extention system they use)
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Old Mar 6, 2011, 02:11 PM   #453
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Quote:
Originally Posted by fellix_bg View Post
I think the shadow issue was ATi's fault. Their hardware at the time wasn't capable to do bilinear filtering on FP textures -- the shadow maps used in BF2 were in FP32 or FP24 format.
BF2 dynamic shadows are blocky with Nvidia GPU as well and current AMD GPU makes no difference. It's a game flaw.

I defy anyone to find or produce a screenshot showing otherwise (excluding post-process filtering of course).
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Old Mar 6, 2011, 03:03 PM   #454
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DICE has mostly been focusing on giving out information about single player, but finally they have confirmed some details about multiplayer. Mulitplayer is a big part of the Battlefield series because before Battlefield Bad Company, there was no single player. Battlefield Bad Company 2 is one of my favorite shooters and reading through some of the details about Battlefield 3 there seem to be heading in the right direct, fixing things that needed to be fixed and keeping the things that have worked well in the past.

Confirmed

- Players: 64 players on PC, 24 players on Xbox 360/PS3.
- No Commander: Commander feature won’t be included, as DICE will focus on “lowering the threshold” for players.
- 4 classes: Just like in Bad Company 2. DICE feels this is the sweet spot for the game.
- Battlefield 2 maps: Several BF2 maps will return in a DLC called “Back to Karkand”. The maps are: Strike at Karkand, Gulf of Oman, Wake Island and Sharqi Peninsula.
- New squad features: DICE plans to take the squad system to the next level, offering new features. According to the Game Informer interview, DICE says, “We have some really cool things that we’ll show later when it comes to dictating how you play with friends“.
- Weapons and unlocks: BF3 will have more weapons and unlocks than in Bad Company 2, which itself had the most weapons and unlocks of any Battlefield game to date.
- Deeper persistence, rankings: One of the issues with Bad Company 2 was that most of the weapons were unlocked before reaching half of the ranks. Says DICE in the GI interview, “we’re also making sure that there is a reason for you to reach the top rank. It doesn’t just end. There will be a lot of focus on persistence and how we present stuff to the player.”
- Jets will return: So far only the US F18 and Russian Mig 29 have been spotted in various trailers.
- Prone will return: DICE will counter prone will killcam, bullet traces and other ways in order to balance the gameplay.
- Killcam: Killcam will be back and it will be a feature that can be turned on/off on server to server basis.
- DICE will have more focus on post-release content (DLC)
- Co-op for the single player campaign
- No mod tools at release.

Unconfirmed, but likely

- In-game movie recording is technically possible, but DICE is looking into how to incorporate it into the final product.
- 3 war-theaters: New York, Paris, Tehran, although it is unsure whether this is for the singleplayer campaign, multiplayer, or both.
http://wethegamerz.com/2011/03/06/ba...confirmations/
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Old Mar 6, 2011, 03:08 PM   #455
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everything sounds good except prone, how can they counter it with killcam, when any real servers are going to have it off anyway.
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Old Mar 6, 2011, 03:13 PM   #456
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I hope they just make prone kind of a slow animation or something, If people are dolphin diving, or hopping around like retards it's gonna make me angry.
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Old Mar 6, 2011, 03:49 PM   #457
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Originally Posted by H001iGAN View Post
everything sounds good except prone, how can they counter it with killcam, when any real servers are going to have it off anyway.
'Cause there will be silly tracers for small arms.

It's backwards when people refer to basic things such as prone and jets (or fixed-wing aircraft) returning since the games where those were missing (BC) were not a continuation of the BF series but rather an offshoot. Ergo, the fact is that BF3 is going to be dumbed-down somewhat with stuff like small-arms tracers.

Those and kill-cam and the like (especially disabled friendly fire) should be restricted to a distinct novice mode. There should not be any server option beyond the modes. Otherwise renters (particularly clans) exploit the easy settings to achieve rank and unlocks.


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I hope they just make prone kind of a slow animation or something, If people are dolphin diving, or hopping around like retards it's gonna make me angry.
Jump shouldn't even be a function. But if they can't be arsed to design the game without such a kludge then it should at least be restricted to use overcoming obstacles.

The other way is to allow the player to do whatever they want within reason but have consequences. So if they jump more than once or jump and fire then they fall to the ground incapacitated with injuries and crying for their mommy.
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Old Mar 6, 2011, 04:31 PM   #458
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Solution: Make going to prone slow and clunky.

People while think twice and will HAVE to use it strategically.
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Old Mar 6, 2011, 06:05 PM   #459
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Originally Posted by Auric View Post
Jump shouldn't even be a function. But if they can't be arsed to design the game without such a kludge then it should at least be restricted to use overcoming obstacles.

The other way is to allow the player to do whatever they want within reason but have consequences. So if they jump more than once or jump and fire then they fall to the ground incapacitated with injuries and crying for their mommy.

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Old Mar 6, 2011, 09:04 PM   #460
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Quote:
Originally Posted by Auric View Post
Jump shouldn't even be a function. But if they can't be arsed to design the game without such a kludge then it should at least be restricted to use overcoming obstacles.

The other way is to allow the player to do whatever they want within reason but have consequences. So if they jump more than once or jump and fire then they fall to the ground incapacitated with injuries and crying for their mommy.
There are very simple, very old method and completely effective ways for dealing with jumping being abused. Your movement slows after one/two jumps and your aim goes to hell if you try & jump n' shoot. Problem solved.
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Old Mar 6, 2011, 09:59 PM   #461
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Quote:
Originally Posted by Trunks0 View Post
There are very simple, very old method and completely effective ways for dealing with jumping being abused. Your movement slows after one/two jumps and your aim goes to hell if you try & jump n' shoot. Problem solved.


Works for me.
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Old Mar 9, 2011, 05:18 PM   #462
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http://publications.dice.se/
GDC talks ahave been uploaded, the one i was most interested in was DX11 rendering in BF3.

Also my earlier comment about ATI helping with frostbite 1.5(or 1) was because of an earlier GDC talk about rendering in Frostbite, and the AMD/ATI logo with a guy from AMD was all over the slides. (ill try and find the presentation.)

Frostbite Rendering Architecture and Real-time Procedural Shading Texturing Techniques at the bottom of: http://publications.dice.se/publicat...gory=Rendering
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Old Mar 11, 2011, 05:21 AM   #463
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How is the BF2 online community like these days? I had BF2 installed on my old rig but I am feeling nostalgic now.
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Old Mar 11, 2011, 09:23 AM   #464
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^ Still a ton of people play.
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Old Mar 16, 2011, 09:32 AM   #465
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new trailer, looks very cool

http://www.youtube.com/watch?v=TBu_tH8muq0
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Old Mar 16, 2011, 09:36 AM   #466
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I just cannot be impressed by this scripted stuff. Because the way they want you to play is how you will play, and nothing you do will change the outcome of anything. I really hate this style of gameplay, and I can't figure out for the life of me why so many people are impressed. The graphics do look incredible, but we need a developer who can really do something special with single-player and break us away from this on-rails bull****.
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Old Mar 16, 2011, 10:23 AM   #467
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Crysis 1 let you have the freedom to do what you want, and how you wanted, but people called it a techdemo with no gameplay so this is what we will get in terms of singleplayer games from now on.
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Old Mar 16, 2011, 10:26 AM   #468
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good thing most of us don't play battlefield for the sp right? why can't they show mp footage already?
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Old Mar 16, 2011, 10:27 AM   #469
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Quote:
Originally Posted by Danny Nissan View Post
Crysis 1 let you have the freedom to do what you want, and how you wanted, but people called it a techdemo with no gameplay so this is what we will get in terms of singleplayer games from now on.
You do make a great point. It's hilarious that Crysis 1 had such deep gameplay and was dubbed a tech demo when games like this have almost no true gameplay and everyone goes nuts over 'em.
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Old Mar 16, 2011, 01:47 PM   #470
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If earthquakes and tremors are a big part of the singleplayer campaign is that going to cause issues what with Japan having their disaster with over 4000 dead as I type? Thoughts?
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Old Mar 16, 2011, 02:04 PM   #471
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If earthquakes and tremors are a big part of the singleplayer campaign is that going to cause issues what with Japan having their disaster with over 4000 dead as I type? Thoughts?
Just... no.
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Old Mar 16, 2011, 02:17 PM   #472
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If earthquakes and tremors are a big part of the singleplayer campaign is that going to cause issues what with Japan having their disaster with over 4000 dead as I type? Thoughts?
That's stupid, and I hope you're trolling.
I HATE HATE HATE this: if a person is fat everyone else must do things differently (as in, not call him fat) because there's a possibility to hurt his feelings.
If a nation suffers some sort of horrible disaster (earthquake, tsunami, floods, tornados, terrorism, you name it) everyone else must suddenly transform this subject in some sort of religious tabu; God forbid we'll offend some tabloid reading moron.
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Old Mar 16, 2011, 06:57 PM   #473
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Some new video.

Good Effect on Target

http://www.ea.com/battlefield3/video...line-episode-2
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Old Mar 16, 2011, 07:46 PM   #474
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Some new video.

Good Effect on Target

http://www.ea.com/battlefield3/video...line-episode-2
Uh, I hate that in single player modes these days. He got shot like 10 times and didn't die because it's part of the 'sequence' that forces you to move forward in the game.

I would rather have more cover and the chance to die then to feel like I have god mode on.
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Old Mar 16, 2011, 07:50 PM   #475
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Uh, I hate that in single player modes these days. He got shot like 10 times and didn't die because it's part of the 'sequence' that forces you to move forward in the game.

I would rather have more cover and the chance to die then to feel like I have god mode on.
I didn't think he got hit, I thought it was just rounds going off right around him.
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Old Mar 16, 2011, 08:55 PM   #476
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I didn't think he got hit, I thought it was just rounds going off right around him.
shrike126 is correct, these are supposed to be effects from the bullets flying by you so close. Bad Company 2 has a similar effect if a sniper just missed you.
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Old Mar 16, 2011, 09:21 PM   #477
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Quote:
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I didn't think he got hit, I thought it was just rounds going off right around him.
Quote:
Originally Posted by Rifle_shot View Post
shrike126 is correct, these are supposed to be effects from the bullets flying by you so close. Bad Company 2 has a similar effect if a sniper just missed you.
Yeah you can see the bullets hitting the scenery and cover around the player when it give off that effect.
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Old Mar 17, 2011, 12:17 AM   #478
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Originally Posted by Jaws of Life View Post
How is the BF2 online community like these days? I had BF2 installed on my old rig but I am feeling nostalgic now.
Still a lot of cheaters. Punkbuster is still absolutely worthless and not even worth having. It bans more legit players than anyone else and almost never still recognizes a cheater.

Also, I've noticed that on some servers people in helicopters have an incredible advantage and are killing people from a mile away accurately. They have to be cheating. Or have a setting somewhere set where they can see way too far with no fog.

One of those things about Battlefield 2 that prevent it from being an incredibly fun FPS.
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Old Mar 17, 2011, 12:29 AM   #479
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Originally Posted by Rifle_shot View Post
shrike126 is correct, these are supposed to be effects from the bullets flying by you so close. Bad Company 2 has a similar effect if a sniper just missed you.
Yup, there was also a little blurb somewhere that the designers enhanced this in BF3. Usually its kind of boring to just sit there and wait for the cover fire to end, so they added this to make it feel more chaotic and drastic. I just hope its not over done. Also, im still skeptical about these game play videos. It just feels off for some reason.

If true im super impressed on how well its performing and looking at this stage.
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Old Mar 17, 2011, 01:27 AM   #480
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Every video they release I'm blown away by their animations, well done. The destruction is also pretty damn good.
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