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Posts posted by Pave Low
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This is a new release?
HAWX TWO is yes, it only came out for PC on Friday, but as the article says, you would hardly have noticed, due to the lack of publicity
*The first HAWX game was released in March 2009
It's already heavily discounted on PC around here.Most places in UK are selling the PC version of HAWX 2 for 40% off (68% off for the for Xbox 360 & PS3 versions)
although in the states Amazon don't even have the PC version listed, the Xbox 360 version is only 5% off and the PS3 version is only 18% off
as MeanMF said, the Xbox 360/PS3 versions only got 60-70% reviews so maybe Ubi are just cutting their losses and fire-and-forgetting the PC version onto the market so they can move on to other things
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Not yet as it's too early, the game is still in development.
Game is due for release in March 2011 (for PC(steam), Xbox 360 & PlayStation 3)
*They have said there may be an MP demo at release time
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well the PC version has been out for 2 days now, with hardly a whisper let alone a fanfare that the console version got
and the forums are hardly jumping with posts from eager fans....

as this Big Download article comments on
H.A.W.X. 2's PC port seems to be very much under the radar in terms of promotion from its publisher Ubisoft.Today, however, the modern day flying action game sequel is finally available to purchase and download via Direct2Drive, Impulse and Ubisoft's own online store. The game comes in a regular edition for $49.95 or in a digital deluxe version for $54.95
The game comes over two months after the console ports were released. It also seems to be a download exclusive since brick-and-mortar retailers such as GameStop and Amazon.com don't seem to have boxed copies available.
The digital version does seem to be the lead, available from places like the Ubi online store, Direct2Drive and Impulse
and strangely Amazon.com only has the Wii, PS3 (& Xbox) boxed versions available, yet Amazon.co.uk does have the boxed PC DVD in stock and available (at £17.99)
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40 minutes after first reported, they did get round to updating the "service status" page
We are aware of a problem with the server which is resulting in failure to connect to the client with the error message "System Malfunction".Do not be alarmed, this is not a problem with your computer. Our engineers are looking into this issue.
Thank you for your patience.
Thanks,
-Benny
Xfire Support Admin
But the good news is that we can now connect via Xfire again without any errors
Update: The system is stable now. -
just to let you know Xfire is currently having major technical issues tonight
*Most users trying to connect via the Xfire program will get a "System Malfunction" Error "Retry in 4 hours"
*The Xfire website is also very slow and is fading in/out.
*User Xfire signature profiles will be randomly showing as unavailable, unknown user or unable to retrieve data.
Nothing is posted in the Xfire service outage page about this
but in a reply in answer to a tech support forum post, "Xfire Support Admin Benny" said
We're working on itthis is probably related to their recent move to a new datacentre.
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STALKER 2 Quest Contest
Official S.T.A.L.K.E.R.
GSС Game World launches a contest on the best quest idea of S.T.A.L.K.E.R.-2. The contest
is community-based and the entry is absolutely free for the volunteers!
The quest contest is aimed to help in the development of your favorite project, so as to let
you show off your creativity skills. The contest will run from now until March 1, 2011.
The contest will run in two stages: at the first one the Official S.T.A.L.K.E.R. Facebook group
administration selects the best entries and then passes them onto the compenet jury of:
− Ruslan Didenko, S.T.A.L.K.E.R. Project Lead
− Andrey Verpakhovsky, S.T.A.L.K.E.R. Lead Game Designer
− Oleg Yavorsky, GSC Game World PR-Director
Contest rules:
1. The contest entries must be grammatically proofread and written in English or
Russian.
2. Each participant may send up to 5 contest scenarios. The scenarios should be well-
thought logically and implementable. Take quests from the released games as
examples.
3. Make sure your entry is concise, not more than half A4 page of reading.
4. Make sure to mention your full name and nickname (optionally), so as your quest
title at the top the page.
5. Use standard fonts, such as Times New Roman, only. Font size acceptable: 12.
6. Save your file(s) as .doc, .rtf or .txt. No other file formats are accepted.
7. All the contest entries must be emailed as attachments to the following address:
contest@gsc-game.com Make sure to mention: “S.T.A.L.K.E.R.-2 quest contest
entry” as the letter subject.
8. The contest jury will discard the entries which are:
- hard to read due to grammar issues or not in line with the above-mentioned rules;
- not related to the contest subject
- obviously impossible to implement
Each entry must contain:
- quest name and description;
- mission details (what happened, what needs to be done);
Contest benefits:
The names of the contest winners will be included in the release of S.T.A.L.K.E.R.-2 credits. The
best ideas from the contest may be implemented in the new S.T.A.L.K.E.R. game. This said, the
developers retain the right to change the quest looks or implementation, while preserving the key
author's idea.
We wish all the participants the best kind of inspiration! Let's make S.T.A.L.K.E.R. a better game
together!
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Interview on Rock, Paper shotgun GSC Explain The STALKER TV Show
The Stalker TV show was pretty much the most unexpected news item of the week, and I just had to drop a line to GSC to find out more. Below you can read my quick chat with GSC’s Oleg Yavorsky, in which he stresses that the TV show’s production is intended to be as faithful as possible the source game, and reveals that it will be timed to air on the release of S.T.A.L.K.E.R. 2. -
OK some hot info I just started updating and it turns out that the "Operation Arrowhead 1.55 patch"
will also update your ARMA 2 to 1.08 and BAF to 1.01.
So if you have A2 and OA and BAF you only need to download and run the OA 1.55 patch.
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# Arma 2 - version 1.08 highlights
* Numerous stability and functionality fixes and improvements
* Added many new scripting commands and event-handlers
* Various visual optimizations
* AI behaviour related fixes and improvements
# Arma 2: Operation Arrowhead - version 1.55 highlights
* Numerous stability and functionality fixes and improvements
* Reworked MP SP/MP Mission Selector
* Various visual optimizations and fidelity additions
* Added many new scripting commands and event-handlers
* AI behaviour related fixes and improvements
# Arma 2: British Armed Forces - version 1.01 highlights
* Brand new grenade launcher optics
* Doubled quality of BAF-Lite experience
* Broad range of fixes and tweaks
STEAM users should use STEAM to update their game (when the updates are available on STEAM).
Edit: *** Turns out that the "Operation Arrowhead 1.55 patch" will also update your ARMA 2 to 1.08 and BAF to 1.01.
So if you have A2 and OA and BAF, you only need to download and run the OA 1.55 patch. ***
1.08 patch for ArmA 2 (323 MB):
http://www.atomicgamer.com/files/88713/arma-2-patch-1-0x-to-1-08
http://www.patches-scrolls.de/armed_assault_2.php#108
1.55 patch for Arma 2: Operation Arrowhead (254 MB):
http://www.atomicgamer.com/files/88712/arma-2-operation-arrowhead-patch-1-5x-to-1-55
http://www.patches-scrolls.de/armed_assault_2_operation_arrowhead.php#155
http://www.multiupload.com/Y7CGEC05Q8
http://69.175.13.106/patch/ARMA2OA_Patch_1_50_to_1_55.zip
1.01 patch for Arma 2: British Armed Forces (3 MB):
http://www.atomicgamer.com/files/88714/arma-2-british-armed-forces-patch-1-01
http://www.patches-scrolls.de/armed_assault_2_british_armed_forces.php#101
http://www.multiupload.com/WG2Y41KTYZ
http://69.175.13.106/patch/ARMA2BAF_Patch_1_01.zip
A2---------------------------
Engine 1.07-1.08 Changelog
---------------------------
* New: Free camera can be locked to plain objects like trees.
* New: New MP UI for Create Game (both host and remote).
* Fixed: Fps degradation when vehicles collided with rocks (http://dev-heaven.net/issues/2490)
* New: -skipintro command line option to disable loading menu cutscenes.
* Optimized: File cache memory handling is now faster.
* Changed: foreach variable _index renamed to _forEachIndex
* Fixed: Stop firing at vehicle crew once it is dead. (http://dev-heaven.net/issues/5183)
* Fixed: Rpt file no longer created in local settings when -profile is used (http://dev-heaven.net/issues/13308)
* Fixed: Some texture or model files not loaded from mod paths starting with @. (http://dev-heaven.net/issues/14039)
* Fix: Flooding of RPT file by "Cannot find Object" and similar messages after client disconnection.
* New: Scripting command HostMission.
* FIX: Engine crash with diag_log versus %
* New: MP Diagnostics logged into the mpStatistics.log file at the end of mission.
* New: VSync config option
* New: GetResolution script function
* New: forEach: variable _index added to retrieve the position of _x within the Array
* New: getVariable: default value can be defined
* Changed: Preprocessor error no longer terminates the game.
* New: getTerrainHeightASL script function
* Fixed: Reduced z-fight in scopes.
* New: event handler "fired" returns magazine name and object of projectile.
* Fixed: Slow animation step on some buildings (doors on LHD,..)
* Fixed: Alpha blend in fog.
* New: mergeConfigFile script function
* Fixed: Heads of distant soldiers were sometimes invisible (http://dev-heaven.net/issues/4023)
* Fixed: Fired EH (http://dev-heaven.net/issues/13971)
* Fixed: Person - helicopter collision not causing helicopter damage, (http://dev-heaven.net/issues/12107)
* New: setSimpleTaskTarget script function
* Fixed: SetIdentity (relate to 73319)
* Fixed: Ammo created with createvehicle inflicts no "hit" damage
* Fixed: My own shots no longer causing stress.
* New: WeaponAssembled, WeaponDisassembled events
* Fixed: Nearby units are notified of vehicles created by CreateVehicle command immediately now.
* Fixed: AI helicopters hovering too high when deploying troops on transport unload WP.
* Improved: Animation interpolation no longer shortening hands.
* Fixed: Relative formation command (advance/fallback/flank) now working as expected.
* Improved: AI mounting vehicles or catching up with formation covering a bit less to move faster.
* New: Expansions possibly registered in Windows Registry (by some future setups) are loaded and available through ModLauncher.
When used with -mod commandline the prefix '%' should be used, such as -mod=%someInstalledMod.
* New: added addWeaponCargoGlobal, addMagazineCargoGlobal, addBackpackCargoGlobal
* Improved: Improved helicopter AI formation flying and collision avoidance.
* Fixed: MPEvents were not synchronized to clients after respawn.
* Fixed: leaveVehicle no longer unassigns units from other groups (http://dev-heaven.net/issues/3476)
* Changed: Event handlers evaluation, EH are now processed after simulation.
* Fixed: AI soldier unable to fire at targets below or above itself (http://dev-heaven.net/issues/13668)
* New: addBackpackCargo script function
* New: Multiplayer Event MPRespawn synchronized on all clients but triggered only on the client where respawn happens.
* Fixed: Client had problems taking weapon from remote vehicle (supply target was handled locally)
* New: Multiplayer Event Handlers MPKilled and MPHit.
Their event handlers are synchronized over network to be the same on all clients.
Moreover, when the MPKilled or MPHit event occurs it is triggered on all clients, ie it works in a global manner.
Use them by new scripting commands addMPEventHandler, removeMPEventHandler and removeAllMPEventHandlers.
* Fixed: Join group changes unit's side
* Changed: Airplanes parallax HUD disabled, can be enabled by "enableParallax" in config
* Fixed: execVM with a zero sized file has frozen the game.
* Fixed: Switching vision mode with fire mode
* Fixed: AI equipped with TI see through smokes
* Fixed: Commanding units with aiming deadzone
* Fixed: crash on server when loading ban.txt
* Fixed: crash in Ka52 while player as gunner
* Fixed: Shadows sometimes disappeared, esp. when sun was behind a player.
* Improved: changed tank AI driver behaviour
* New: Better clients bad CDKey checking on server.
* Fixed: Crash with AI leaving vehicle with GetOut EH (http://dev-heaven.net/issues/11011)
* Fixed: Client with bad CD key is kicked off from server instead of being politely asked to disconnect.
* Fixed: Airplanes HUDs projected into infinity.
* Improved: Tracers visible in all directions.
* Fixed: Unable to connect to servers with equalModRequired.
* Fixed: AI stuck while in combat/stealth mode
* New: Explosive shells penetrate bushes;
* Fixed: FireAtPosition aimpoint
* Fixed: Multiplayer on LAN was crashing when GameSpy server was unavailable.
* New: GameSpy modhash key contains list of mods hashes and is used to check there are additional mods on server missing on client (yellow icon in UI).
* New: Mods contents hashes are compared instead of mods lists when equal mods are required on server.
* Fixed: Commandline -mod behavior, active Mods list in UI, ModLauncher UI dialog with better mods detection and handling.
* Fixed: Terrain shadows were too short (http://dev-heaven.net/issues/12328)
* New: getWeaponCargo, getMagazineCargo, getBackpackCargo script commands
* Experimental: TCMalloc used as a memory allocator.
* New: Aircraft now auto-trims at high speed to prevent climbing.
* Improved: More 3D/2D resolution ratios (8:7 and 6:5) added.
* Fixed: Transport waited for dead unit to get out.
* Fixed: NV tracers visible in TI (http://dev-heaven.net/issues/11608)
* Fixed: Decreased tank sliding.
* Fixed: Sonic Cracks and Tracers not working in multiplayer
* Optimized: Frame rate stutter near complex walkable objects (like low rock walls) caused by grass computations.
* Fixed: crew getting killed in vehicles driving from hill/slope
* Fixed: Audio unsupported sample frequency error
* Fixed: IRStrobe (http://dev-heaven.net/issues/11852)
* Fixed: 3D editor - creating of logic center failed (http://dev-heaven.net/issues/11876)
* Fixed: Unit in vehicle could not open gear in map.
* Fixed: client freezes when accessing ammobox (http://dev-heaven.net/issues/11577)
* Fixed: No volume drop on distance with weapon click, car horn and etc. (http://dev-heaven.net/issues/11689)
* Fixed: Dead player bodies disappeared after respawn.
* New: Repair vehicle and deactivate satchel charge action for engineer.
* Fixed: EEIncomingMissile event parameter
* New: Added scripting function disableTIEquipment.
* New: Artillery computer; Fire at position AI command; enableEngineArtillery script command
* Fixed: Surface sound in infinite terrain (http://dev-heaven.net/issues/11430)
* Fixed: AI vision was not affected by light sources.
* Fixed: Birds were heard inside of a closed vehicle.
* Fixed: Scripting command isFlatEmpty did not work with non-zero third coordinate. (http://dev-heaven.net/issues/11704)
* Fixed: TI was red instead of B/W with some settings and graphics cards.
* Fixed: Night vision simulation was not simulating color sensitivity and blue shift in dark scenes.
* Fixed: Disabled debugging message "Added texture headers from file"
* Fixed: Av8 unable to takeoff from Chernarus NE airstrip (http://dev-heaven.net/issues/3240)
* Fixed: Fog and sky colors did not match when dark.
* Fixed: Moon rotates when moving camera (http://dev-heaven.net/issues/8051)
* Fixed: Stars no longer visible through terrain with low view distance (http://dev-heaven.net/issues/8374)
* Fixed: Improved game stability with a small page file.
* Fixed: Gun recoil in ironsights view was missing kick-back (http://dev-heaven.net/issues/4401)
* Fixed: possible crash after mouse click to Prev/Next button in DisplayConfigureAction
OA---------------------------
Version 1.54-1.55 Changelog
---------------------------
Engine
------
* Fixed: Subordinates would ignore their leaders' GetIn/GetOut commands in some MP situations.
* Fixed: Tanks were jumping a lot when driving over stones far from a camera (http://dev-heaven.net/issues/1707).
* Optimized: Improved performance when wheeled or tracked vehicles are moving (related to ground trace maintenance).
* Fixed: Possible player desync after DeleteVehicle command when player is a gunner.
* Fixed: Audibility of the VoN direct channel and conversations are now based on the player camera position, instead of the unit position.
* Improved: Tree LOD blending is now smoother in many situations.
* New: Free camera can be locked to plain objects like trees.
* New: New MP UI for Create Game (both host and remote).
* Fixed: Fps degradation when vehicles collided with rocks (http://dev-heaven.net/issues/2490)
* New: -skipintro command line option to disable loading menu cutscenes.
* Optimized: File cache memory handling is now faster.
* Changed: foreach variable _index renamed to _forEachIndex
* Fixed: Stop firing at vehicle crew once it is dead. (http://dev-heaven.net/issues/5183)
* Fixed: Rpt file no longer created in local settings when -profile is used (http://dev-heaven.net/issues/13308)
* Fixed: Some texture or model files not loaded from mod paths starting with @. (http://dev-heaven.net/issues/14039)
* Fix: Flooding of RPT file by "Cannot find Object" and similar messages after client disconnection.
* New: Scripting command HostMission.
* FIX: Engine crash with diag_log versus %
* New: MP Diagnostics logged into the mpStatistics.log file at the end of mission.
* New: VSync config option
* New: GetResolution script function
* New: forEach: variable _index added to retrieve the position of _x within the Array
* New: getVariable: default value can be defined
* Changed: Preprocessor error no longer terminates the game.
* New: getTerrainHeightASL script function
* Fixed: Reduced z-fight in scopes.
* New: event handler "fired" returns magazine name and object of projectile.
* Fixed: Slow animation step on some buildings (doors on LHD,..)
* Fixed: Alpha blend in fog.
* New: mergeConfigFile script function
* Fixed: Heads of distant soldiers were sometimes invisible (http://dev-heaven.net/issues/4023)
* Fixed: Fired EH (http://dev-heaven.net/issues/13971)
* Fixed: Person - helicopter collision not causing heli damage, (http://dev-heaven.net/issues/12107)
* New: setSimpleTaskTarget script function
* Fixed: SetIdentity (relate to 73319)
* Fixed: Ammo created with createvehicle inflicts no "hit" damage
* Fixed: My own shots no longer causing stress.
* New: WeaponAssembled, WeaponDisassembled events
* Fixed: Nearby units are notified of vehicles created by CreateVehicle command immediately now.
* Fixed: AI helicopters hovering too high when deploying troops on transport unload WP.
* Improved: Animation interpolation no longer shortening hands.
* Fixed: Relative formation command (advance/fallback/flank) now working as expected.
* Improved: AI mounting vehicles or catching up with formation covering a bit less to move faster.
* New: Expansions possibly registered in Windows Registry (by some future setups) are loaded and available through ModLauncher.
When used with -mod commandline the prefix '%' should be used, such as -mod=%someInstalledMod.
* New: added addWeaponCargoGlobal, addMagazineCargoGlobal, addBackpackCargoGlobal
* Improved: Improved helicopter AI formation flying and collision avoidance.
* Fixed: MPEvents were not synchronized to clients after respawn.
* Fixed: leaveVehicle no longer unassigns units from other groups (http://dev-heaven.net/issues/3476)
* Changed: Event handlers evaluation, EH are now processed after simulation.
* Fixed: AI soldier unable to fire at targets below or above itself (http://dev-heaven.net/issues/13668)
* New: addBackpackCargo script function
* New: Multiplayer Event MPRespawn synchronized on all clients but triggered only on the client where respawn happens.
* Fixed: Client had problems taking weapon from remote vehicle (supply target was handled localy)
* New: Multiplayer Event Handlers MPKilled and MPHit. Their event handlers are synchronized over network to be the same on all clients.
Moreover, when the MPKilled or MPHit event occurs it is triggered on all clients, ie. it works in global manner.
Use them by new scripting commands addMPEventHandler, removeMPEventHandler and removeAllMPEventHandlers.
* Fixed: Join group changes unit's side
* Changed: Airplanes parallax HUD disabled, can be enabled by "enableParallax" in config
* Fixed: execVM with a zero sized file has frozen the game.
* Fixed: Switching vision mode with fire mode
* Fixed: AI equipped with TI see through smokes
* Fixed: Commanding units with aiming deadzone
* Fixed: crash on server when loading ban.txt
* Fixed: crash in Ka52 while player as gunner
* Fixed: Shadows sometimes disappeared, esp. when sun was behind a player.
* Improved: changed tank AI driver behaviour
* New: Better clients bad CDKey checking on server.
* Fixed: Crash with AI leaving vehicle with GetOut EH (http://dev-heaven.net/issues/11011)
* Fixed: Client with bad CD key is kicked off from server instead of being politely asked to disconnect.
* Fixed: Airplanes HUDs projected into infinity.
* Improved: Tracers visible in all directions.
* Fixed: Unable to connect to servers with equalModRequired.
* Fixed: AI stuck while in combat/stealth mode
* New: Explosive shells penetrate bushes;
* Fixed: FireAtPosition aimpoint
* Fixed: Multiplayer on LAN was crashing when GameSpy server was unavailable.
Data
----
* Tweaked envelope and landing speed of L39.
* Fixed respawn weapons for some TK soldiers
* Renamed faction CZ - > ACR.
* Tweaked airplanes radars.
* Parallax airplane HUD projection.
BAF---------------------------
BAF changelog 1.00-1.01
---------------------------
* Fixed: Tripod bags bug preventing BAF static weapon completion
* Fixed: SUSAT GL has working alternative optic
* Fixed: Reverse faces on FV-510 driver hatch
* Fixed: Permanent muzzle flash on Chinook door gunner
* Fixed: Chinook left-gunner-chief position is rotate-able
* New: Auto-registration of BAF addons (preLoadAddons)
* Fixed: Wrong proxy position of pilot in BAF models
* Fixed: Missing proxy of Jackal GMG's crew shadow LOD
* Fixed: gunnerCanSee was broken by BAF for static weapons
* Fixed: non-working GL rangefinder
* Fixed: cfgMod correction
* Fixed: IED deactivation issues
* New: New addon config parameter isLite for BAF-Lite
* Fixed: DR.Haladik is not mystified with world directions anymore
* Fixed: invisible bag bug
* Fixed: IEDs have their proper names and actions
* Fixed: Adjusted FV-150 cannon strength
* Bonus: Texture quality for BAF-Lite doubled
* Bonus: Sound quality for BAF-Lite doubled
* Bonus: Brand new grenade launcher optics to fit ballistic trajectory
The BIS website seems to have folded under the pressure
http://www.arma2.com/latest-news/arma-2-titles-enlarged-by-new-pack-of-patches_en.htmlDatabase Error: Unable to connect to the database:Could not connect to MySQL
But the BIS forums are still up
[Edit] The BIS website is back up (mostly)
*keep checking back - I'm adding mirrors and other stuff as we get it
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another titbit that surfaced today on gamasutra
industry sources say Sledgehammer's Call of Duty will be set in the future and feature, for lack of a better term, space MarinesCoD: Space Marines ?
Hmmm....that might tie in with the news posted in May about activision registering the following domains
callofdutyfuturewarfare.com
callofdutyfuturewarfare2.com
callofdutyfuturewarfare3.com
advancedwarfare2.com
advancedwarfare3.com
codfuturewarfare.com
codfuturewarfare2.com
codfuturewarfare3.com
futurewarfare2.com
futurewarfare3.com
secretwarfare2.com
secretwarfare3.com
spacewarfare2.com
spacewarfare3.comSecret Future Advanced Space wars ?
ooh ooh what about the awesome sounding
CoD: Advanced Future Warfighter Soldier ?
...possibly in space (with occasional stop-off's in Mexico) and they're kinda ghostly and they do a lot of recon'ing (but they're not invisible! as that would be just silly)
Bwahahaha 
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A Trailer for a S.T.A.L.K.E.R TV series has surfaced on the web
<object width="640" height="385"><param name="movie" value="http://www.youtube.com/watch?v=N9iN3TPCmxk?fs=1&hl=en_GB&hd=1"></param><param'>http://www.youtube.com/watch?v=N9iN3TPCmxk?fs=1&hl=en_GB&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=N9iN3TPCmxk?fs=1&hl=en_GB&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>
the video above is footage from a pilot episode funded entirely by series developer GSC Game World. The idea is to shop it around to Russian and Ukranian TV networks in hopes of striking a series deal. If it works out there, they'd like to bring it to North America, Western Europe, and possibly other regions.With a teaser web-site
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Welcome,
For a start you should read the existing FAQ thread pinned to the top of this forum
http://www.ghostrecon.net/forums/index.php?showtopic=18478
Multiplayer FAQ'sIdiots Guide to Ghost Recon Multiplayer
Yes, most servers and hosted games will require one or more mods
But the Desert Siege + Island Thunder expansions are normally required by everyone too, so you will have very limited online options (and even most Single-player mods will required DS+IT)
But you should be able to easily pick up a GR Gold pack (includes them) for a just few pounds nowadays.
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Oasis and Harvest Day Heading for Battlefield: Bad Company 2
Bring weapons and Wellingtons. Oasis is back.
VIP Map Pack 7 is on its way to Battlefield: Bad Company 2. This pack will include four maps never before available in Battlefield: Bad Company 2 multiplayer, two of them being fan favorites Oasis and Harvest Day. As always, this content is free for PC and console VIP players. Read on for the full story.
VIP Map Pack 7 is all about listening to the community. When we ask for your favorite maps from Battlefield: Bad Company, Oasis and Harvest Day always come out on top. We are happy to announce that in VIP Map Pack 7, these two much-loved maps have been reworked for Battlefield : Bad Company 2. This means full Destruction 2.0 (buildings collapsing and micro destruction), enhanced graphics and lighting, and remastered ambient sounds and backgrounds. Below is a full brief of what's included in VIP Map Pack 7:
Map 1: Oasis
Origin: Battlefield: Bad Company multiplayer
Game modes: Rush, Conquest, Squad Rush, Squad Deathmatch
Map 2: Harvest Day
Origin: Battlefield: Bad Company multiplayer
Game modes: Rush, Conquest, Squad Rush, Squad Deathmatch
Map 3: Cold War
Origin: Battlefield: Bad Company 2 singleplayer
Game modes: Rush, Squad Rush, Squad Deathmatch
Map 4: Heavy Metal
Origin: Battlefield: Bad Company 2 singleplayer
Game modes: Conquest, Squad Rush, Squad Deathmatch
We met with level designer Cristian Pavel to get his thoughts on the remastering process, and on the popularity of Oasis in particular.
Hi Cristian! As a level designer, what is it that you actually do?
-- In short, balancing multiplayer gameplay on roughly built levels.
-- In detail, I would start with writing on paper the premises for a battle, the location, the setting, and the game mode(s) which suits that location. Then I would set up the level in a rough state, and getting it ready for a playtest. With the help from an artist, the level starts to get nicely shaped and pimped out while I update the gameplay experience according to playtest feedback until we can lock the level. Then it is ready to ship!
Road to perdition.
How are you transforming Oasis from a BC1 map to a BC2 map?
-- We look back at what made the level appeal to such a large number of players in BC1 and then we add even more good stuff so we can deliver an even greater experience.
-- We first get a blueprint of the original level, then recreate it in the editor and start replacing the old BC1 assets with the new and optimized ones from BC2. Think about the full destruction buildings and micro destruction materials like wood fences and concrete covers, which I know players love to tear apart.
-- Then we dress it up with suitable ambient sounds for each part of the level, new weather settings, a variety of sand storm effects, and an overall war ambient setting around the combat zone to remind you that this is not a field trip -- that you are part of an ongoing war when you play.
Are you changing the map in any way? How is it different playing this new version of Oasis from the old one?
-- The map has not been changed drastically, so returning players will feel right at home the moment they step into this Oasis. The revised parts of the levels are minor. For example, the gold crates in BC1 were located on the rooftops, which we can't have now that entire buildings can collapse. So we had to put the crates on the ground in some places. Things like that.
-- The city part of the level was improved as well, around the main street where the center flag was located in BC1 Conquest. Rush mode keeps the same five bases, and Conquest has the same three flags setup in the center, although in BC2 the home bases cannot be captured like they could in BC1 [Where we had a total of five flags back then -- Editor's note]. We also introduced both Squad Deathmatch and Squad Rush in the city area to make the most of this part of the level.
Do you have a favorite feature in this new version of Oasis that you could tell us about?
-- When we looked at the last part of the level -- the city area -- it seemed a bit too flat, and we looked at ways to improve it without changing the layout of the buildings too much. We finally decided to raise the hillside of the city by a couple of meters, creating a terrace on one side of the main street. Think about the urban area in Arica Harbor. We tried the same recipe for Oasis now with great success, and I hope you will like it as much as I do.
Why do you think Oasis is so loved by so many Battlefield players out there?
-- Oasis contains what Battlefield is all about. A variety of vehicles, from helicopters to tanks, jeeps, and boats. It also has enough space to let players show their creativity when driving these vehicles. Oasis switches from open environment to close quarters urban combat in the last bases of the Rush game mode. This type of contrast in environment appeals to players, because it suits all four Battlefield classes, from sniper to assault.
And there you have it. Check back this Wednesday for an in-depth look at Heavy Metal, one of the largest multiplayer maps ever for Battlefield: Bad Company 2.
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From The Baltimore Sun,
Handgun-wielding robbers who burst into a video-game store in Harford County over the weekend made off with more than just cash. They also stole more than 100 copies of the highly anticipated "Call of Duty: Black Ops," which won't go on sale until Tuesday.At least two men were involved in the robbery, timing it for when the GameStop in the Festival at Bel Air shopping center on Bel Air South Parkway was about to close on Saturday night, the Harford County Sheriff's Office said Sunday. The men, armed with semi-automatic guns, stole four cases full of "Black Ops" — the newest game in the popular "Call of Duty" series — as well as cash and game systems. Police arrived on the scene around 9:20 p.m.
It was the second armed robbery of a Harford County GameStop store in less than three weeks. The sheriff's office said the men might also be responsible for the other incident, at the GameStop's Aberdeen location on Oct. 21.
While the robbery at the Bel Air store was under way on Saturday, two customers stopped by and were forced into a storage area at gunpoint. Neither they nor store employees were hurt, the sheriff's office said.
The "Black Ops" games stolen Saturday night had been set aside for sale on Tuesday, said Monica Worrell, a spokeswoman for the sheriff's office. Fans across the country have pre-ordered copies to avoid missing out.
" 'Call of Duty: Black Ops' isn't out there 'til Tuesday, so anybody that has it today or tomorrow shouldn't have it," Worrell said Sunday, asking residents to call the sheriff's office if they're offered copies before the release date.
The game — rated "mature" for intense violence, strong language and "blood and gore" — can be pre-ordered from retailers for about $60. It's a first-person shooter in which gamers play from the perspective of several characters, including a member of two secretive CIA squads. An Associated Press article about the game noted that developers tried to make it feel like "an epic interactive action flick."
The robbers who stole the game from the Bel Air GameStop fled in a late-model white minivan, police said, possibly a Dodge Caravan. A late-model white minivan was also seen at the time of the Aberdeen robbery.
A GameStop manager referred press inquiries to a corporate spokeswoman, who did not return a message seeking comment Sunday.
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Trailer/interview
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FAQ

What is Battlefield Play4Free?
Battlefield Play4Free is an all-new free-to-play game from the same team that created Battlefield Heroes. It’s a first person shooter with realistic graphics and is set in the modern theatre of war – featuring the opposing forces of Russia and the US battling it out with modern weapons, equipment and vehicles.
What are some of the features in the game?
Battlefield Play4Free combines features and content from several different Battlefield games. We call it ‘the best of Battlefield’
* 32 players!
* New updated PC engine with HD console quality graphics – high resolution artwork and post-processing effects
* The weapons and equipment of Battlefield Bad Company 2
* The factions and classes of Battlefield Bad Company 2
* Maps are updates of classic BF2 maps like Strike at Karkand
* Vehicles are familiar BF2 classics (Yes, that includes helicopters and jets!)
* The leveling, abilities and deep visual and gameplay customization of Battlefield Heroes
* Free-to-play, quick to download and low system specs like Battlefield Heroes
How long have the team been working on it?
We started work in January 2010, with a full team working on it since August.
Why did you make this game?
Community feedback (LOTs of it and for that we thank all of you) and our own research into the Battlefield Heroes audience and free-to-play shooter fans generally told us that you are pretty hardcore, and the majority of you actually really like and want modern, military-style shooters.
So we decided to take what we’ve learned from Battlefield Heroes and create a brand new, modern, military shooter; taking the most popular features of Battlefield Heroes and bringing them into a whole new setting with the help of content and features from other Battlefield titles.
When does Battlefield Play4Free come out?
Closed Beta will start November 30th, 2010. Open Beta is scheduled for early 2011.
Can I use my Battlefield Heroes account for Battlefield Play4Free?
When registering for and once you start playing Battlefield Play4Free, we encourage you to use your existing Battlefield Heroes account, but you can’t move characters between the two games.
What kind of items will there be in the Battlefield Play4Free store?
Very similar to the selection for Battlefield Heroes. Visual customization items, weapons, widgets (although they won’t be called that) etc.
How do I sign up for The Battlefield Play4Free beta?
Easy! Go to Battlefield.Play4Free.com and enter your email address (make sure to use your existing Heroes email address if you already play it) – we’ll contact you with a beta key as soon as a slot opens up for you.
Are there any other ways I can get access to the closed beta?
The very first people to get access to the Battlefield Play4Free closed beta will be key selected members of the Battlefield Heroes community.
There will be other ways to get access, keep checking our Battlefield Play4Free Facebook and Twitter for details.
How can I stay up-to-date with the latest Battlefield Play4Free news?
The best way to grab the latest news and updates from the Battlefield is to follow our Facebook and Twitter
Are you stopping work on Battlefield Heroes?
Absolutely not! Our Battlefield Heroes work plans are unchanged. These are some of the things that are still coming:
* Deep Space 2
Take the Isaac look a step back in time and enter on the battlefield dressed as the alien slaying engineer from Dead Space 2
* Two more game modes
* Christmas Specials
Join us this festive season as the temperatures chill and the battlefield becomes a more ruthless war zone than ever before with bone chilling colds and the seemingly endless snow fall. Not only that, but you will also have the chance to get your hands on never before seen goodies, including... scoped guns!
* Bug Fixes
Along with all of these awesome new features and epic chunks of content we have been working hard on fixing many of those pesky bugs you have been reporting to us. With the help of your feedback we are crushing those bugs.
What is your priority – Battlefield Heroes or Battlefield Play4Free?
Both are prioritized equally. Battlefield Heroes already has a huge community and is a very important game to us (it’s EA’s biggest Play4Free game). Battlefield Play4Free, however, is in a heavy development phase and therefore needs quite a bit of attention too.
What game is better, Battlefield Heroes or Battlefield Play4Free?
Despite sharing a lot of similarities, both games are very different in feel. Battlefield Heroes is more light-hearted, arcade-like and cartoony. Battlefield Play4Free is more serious, realistic, violent and gritty.
We enjoy playing both.
Will I be able to use my Battlefunds in Battlefield Play4Free?
Yes! As long as you use the same account for both games, your Battlefund balance will be shared between both games!
Can I use my VP or HP in Battlefield Play4Free?
Nope – Battlefield Play4Free will have two new currencies to replace VP and HP, so these will not be shared between games
I’ve been playing Heroes forever, do I get a reward for this in Battlefield Play4Free?
We are working hard on creating lots of cool connections between the titles, but are not talking about them at the moment. Imagine unlocking cool stuff in Battlefield Play4Free if you have done something (hit a level, done a mission) in Battlefield Heroes, and vice-versa. We want you guys to play and enjoy both games, so we will work on rewards for doing so.
So you are just trying to get us to spend money in two games then? Damn money-grabbing EA…
Definitely not. You guys are free to choose whether to buy Battlefunds or play for free in both titles. The vast majority of Heroes players never spend any money, and we expect this to also be the case for Battlefield Play4Free.
We also expect Battlefield Play4Free to bring in a whole new audience, who were put off Battlefield Heroes by the cartoony graphics and less serious feel of the game.
How does Battlefield Play4Free relate to Battlefield 3?
Like our connections with Battlefield Heroes, we are working on deep connections between Battlefield Play4Free and the upcoming Battlefield 3. If you plan to play Battlefield 3, we would advise you get into Battlefield Play4Free at the earliest opportunity!!
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With CoD 7 about to hit the streets, it's an appropriate time to open up the forums for discussion about the next titles in the series (yes that's right I did say titleS)
While we already know that Infinity Ward are in development of the sequel CoD 8 - Call of Duty: Modern Warfare 3 (Please keep all discussion pertaining to CoD 8 in that forum thanks)
This is for discussion focused solely on the other Mysterious CoD tile for 2011...
Well what do we know so far :
We know it's in development by Sledgehammer Games, Located in Foster City, California.
Sledgehammer Games is a videogame development studio owned by Activision. The company was formally announced in November of 2009 and was founded by Glen A. Schofield and Michael Condrey, both formerly of Electronic Arts' Visceral Games studio.and naturally it will be published by Activision
What details do we have on the game? well not that much yet it's still closely under wraps but it is being described as an "action-adventure" "Call of Duty Spin-off"
and while there was initial speculation around the web it might be a 3rd person shooter, It has since been confirmed that it is a First-Person Shooter title
More details coming...
OK, now time for a couple of idle musings that may or may not, be relevant for this particular title:
*There is still a lot of speculation around the web that Activison might be looking at a "big on-line title" direction for CoD possibly a MMO ... could this be it ?
**Those of us that follow such things will member that some industry analysts have been predicting for a while now that possibly within a few years Activision would want to break into the as yet untapped massive area of CoD on-line play with some form of "pay-to-play" on-line subscription service for a future CoD title ... could this be the start ??
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another trailer video
Heavy flame-thrower action on map Hill 137 from our upcoming expansion pack Battlefield: Bad Company 2 Vietnam.<object width="640" height="385"><param name="movie" value="http://www.youtube.com/watch?v=HgMip96ugvI?fs=1&hl=en_GB&hd=1"></param><param'>http://www.youtube.com/watch?v=HgMip96ugvI?fs=1&hl=en_GB&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=HgMip96ugvI?fs=1&hl=en_GB&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>
For the first time ever in a major Battlefield game, may we present to you: the flame-thrower.Enemy repellent.
This time-typical weapon used in the Vietnam War [and in our 2004 World War II mod for Battlefield Vietnam -- Editor's note] actually changes the way you play the game. Say you are hiding in the tunnel leading to M-COM station B on Hill 137. One way to keep the attackers out is by firing your flame-thrower out of the tunnel in a preventive manner. Any enemy going near will catch on fire and get other things to worry about than arming your M-COM ...
... Which neatly segues into how the flame-thrower affects enemies. Apart from taking taking damage directly by the fire, anyone caught in the blast starts burning health at a steady pace. There are however a number of ways to stop this gradual death from happening. One is using a medkit that you or a friendly medic has administered. Another way is running to the nearest source of water, which also will stop the fire.
I can has tank flame now?
As our playtests rage on here at the DICE office, it's clear how much the flame-thrower gives to this expansion in terms of style and sheer aggressiveness. Check out the trailer above for more fire-based action, and remember to come back next Friday for even more info and screens from Battlefield: Bad Company 2 Vietnam.
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The Homefront Single Player Campaign
For those who have been reading along with this blog, you know of how the Homefront Universe came to be while learning about the Multiplayer portion of the game. Most specifically Battle Points & Ground Control, you understand what those innovative features bring to the genre while seamlessly working together and supporting an intense & new Multiplayer experience.
Now, if you've been keeping an eye on our Facebook & Twitter feeds, you're aware that a Single Player portion of the game is being shown around the world. While we are all excited for that coverage to hit, I wanted to explain the Homefront Universe a bit more, especially where Single Player is concerned.
Our Single Player campaign takes place in the year 2027 under the brutal occupation of the Greater Korean Republic and their KPA forces. This is the essence of Single Player and the high premise of Homefront, a USA under foreign military occupation. Kaos Studios’ Creative Director, David Votypka had this concept in mind while influenced by many areas, including film. It’s no surprise that David found his way to John Milius, the writer of Red Dawn & Apocolypse Now.
In order to make our future history possible, a CIA expert on North Korean affairs was also enlisted to help cultivate a “What-if Scenario” in the creation of the World of Homefront. What if this happened & what if that happened, it’s the scenario which was depicted in our Future History trailer. It sets the table for Homefront by showing the rise of the Greater Korean Republic and the fall of the US as we know it today.
Here is where our SP story kicks off, I mentioned a “brutal occupation” with the services of John Milius and it’s no coincidence as the two go hand in hand. Single Player is dark & emotional, taking you to places in the FPS genre never seen throughout an entire campaign. That’s what Homefront is, it’s not a shock-value Chapter in a game, or a single scene. It’s the campaign from opening intro to end title. You experience and witness the “human cost of war” in Homefront, that “violence has consequence.”
Those experiences lead to what we call, “Why we fight” moments. Typically in an FPS, you’re told who to kill and where, you insert and dominate the enemy, and are then taken away safely with your squad. Your operation and motive is provided via a voice over or load screen, but in the end it’s pretty simple – kill the bad guys and move on to the next Chapter of the campaign. We wanted to bring something new to the table in Homefront, you now have a reason to fight. The scenarios you experience and horrors you witness instill a purpose behind your actions. “Why we fight,” we fight because we have to, we fight to right the injustices of our oppressors, we fight for our freedom. And when we finish that fight, we live with the consequences & our backs are still against the wall. The reality of an occupied America.
Single Player has you taking the role of Robert Jacobs, a civilian turned Freedom Fighter in a small Resistance cell doing their small part for a greater good. Survival in America and Resistance life is about doing whatever you can to get by, while struggling against overwhelming odds and terrible oppression. For the Resistance, guerilla tactics and violent means are at the spearhead of military operations. The fight is against insurmountable numbers with better and more weaponry. Like the civilians, you have to make due with all the means at your disposal. This leads to ethical questions, emotion, purpose, and consequence with the decisions that you and your compatriots make.
What is that and how does it relate to what we’ve been showing in recent weeks? You will just have to wait and see. But, if you look at the coverage of the maps we call “Oasis” and “Malice” which were shown at E3 & GamesCom, you can begin to put some context to the paragraphs above. A great deal of effort has been put behind the fiction and narrative in Homefront, it’s not a shooter with a story slapped on. Homefront is engaging and emotive, the fiction drives the gameplay and experience. Again, we are all eagerly looking forward to the coverage releasing and each of your responses to it!
And, you won’t have to wait long – that coverage hits November 4th.
DefendYourHomefront,
KAOS CHEFS
and here are the aforementioned previews:
Gamespot - Homefront Single-Player Hands-On Impressions
kotaku - A Video Game That Dares To Make Americans Angry
Destructoid - Hands-on Homefront single player
AusGamers - Homefront Single-Player Hands-On Preview
and GameTrailers have a video interview with gameplay footage
<div style="width: 480px;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392"> <param name="allowScriptAccess" value="sameDomain" /> <param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=707098"/><param'>http://www.gametrailers.com/remote_wrap.php?mid=707098"/><param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=707098" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="392"></embed> </object><div style="font-size: 10px; font-family: Verdana; text-align: center; width: 480px; padding-top: 2px; padding-bottom: 2px; background-color: black; height: 32px;"><div><a style="color:#FFFFFF;" href="http://www.gametrailers.com" title="GameTrailers.com">Video Games</a> | <a style="color:#FFFFFF;" href="http://www.gametrailers.com/game/homefront/11462" title="Homefront">Homefront</a> | <a style="color:#FFFFFF;" href="http://www.gametrailers.com/video/the-world-homefront/707098" title="The World of Homefront Interview HD">The World of Homefront Interview HD</a></div><div style="padding-top: 3px;"><a style="color:#FFFFFF;" href="http://xbox360.gametrailers.com/" title="XBox 360">XBox 360</a> | <a style="color:#FFFFFF;" href="http://ps3.gametrailers.com/" title="PS3">Playstation 3</a> | <a style="color:#FFFFFF;" href="http://wii.gametrailers.com/" title="Wii">Nintendo Wii</a></div></div></div>
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Looks exactly like Strike at Karkand .... because that's what it is
Thanks but I'll stick to playing it on BF2.... as we have already been doing for the last 5 years.
Nowadays BF 2 can be picked up practically for free in the bargain bin with the advantage of both SP and MP plus all the hundreds of great maps and mods
While I'm sure B: P4F will be fun to play online & will be "mostly" Free(there has to be a $ in it for em somewhere), where is the innovation ? "Completely new" ?? Seems like they are just porting some maps & vehicles from BF 2 and the Classes and weapons of B:BC 2 mixing it all up in a small bowl and trying to market it as a new "serious" shooter this time to offset the average review ratings they got for their "arcade" shooter B:Heroes
I'll carry on waiting for an actual new build Battlefield game, rather than a cut-and-shut recycled from two old games.
probably playing BF 2 while I wait
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Oh dear, Yes Yawn indeed
Well now that my fears have been confirmed I shan’t waste anymore time on it
It's back to waiting for BF 3 then ....... or even for BF1943 PC

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Some more tweets from today
At the 02 in London for he press event.Running through rehearsals. New game looks great on the big screen.My throat hurts. Lots of talking to press today. Coverage should go online on Friday. -
Vietnam..................

Vietnam is just an MP expansion pack (to B:BC 2)not a new game, Plus it was already announced back in June
or did you mean a "BF: Vietnam" as a whole new game ? ... although it seems unlikely they would release both an MP pack and a full game with the same scenario
If anything a "BF: Afghanistan" would seem to be flavour of the month, although with a mainstream BF: 3 title already confirmed in production it's
more likely to be one of the parallel product lines like Bad Company or the Free to Play games like Battlefield Heroes....
Guess we'll find out on Friday
I hope it's not another lame online spin-off like Battlefield Heroes (which probably means that's what it will turn out to be particularly as "Easy" seem to be at the front of this)
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Interesting tweets yesterday from Ben Cousins of Easy (The company that runs the EA business unit behind MMO Battlefield Heroes):
Flying to London later today to show a new, unannounced Battlefield game to the press.News goes public on Friday. (NOT BF3)
and in answer to a question if it's Battlefield 1943 for PC
nope, it's a completely new titleJust to confirm - I am NOT going to London to announce any game called 'Battlefield Assault'.That is just a URL EA picked up
Hmmm.....
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Hi Welcome to the site,
Not sure why you posted this in the "Ghost Recon 2 Console " forum ....
but I'll move it to the GR:AW PC forumsGR2 Console - General DiscussionDiscussion of Ghost Recon 2 for Consoles.
No, GR mods do not work with GR:AW, as it's a completely different game with a completely different engine.
GR:AW and GR:AW 2 are good games that are fun to play and are both worth getting (especially as they can be picked up in the “bargain bin” nowadays), but they aren’t as great as GR.
There are plenty of GR:AW & GR:AW 2 mods available (Although most do seem to be in the vein of a huge firefight with 300+ enemy, with snipers and machine-gunners in every bush and rock) - see our download section here
and GR:AW mods are installed in a different way too - See the site FAQ's




OA: Patch 1.55
in Arma 2 & OA - General Discussion
Posted
Apparently the original BAF 1.01 patch (Both the standalone one and the one included in the 1.55 patch) didn’t include a correct signature file that is necessary for when a BAF (Full) user plays on a server that only has BAF (Lite)
If you have BAF (Full) and are getting error messages about wrong signature you should re-download the BAF 1.01 patch*
*as BIS just hotfixed the signature file and re-uploaded the patch but they didn’t change the version number (which would have been good software control to go to 1.02 or even just 1.01a to avoid confusion)
It’s probably a good idea for all BAF (Full) users to download and install the stand alone BAF 1.01 patch again now just to be 100% certain they have the fixed signature file (given that BIS didn’t change the version # ) and it’s not clear when exactly the “updated” file was put on the server (so you could work out if you had the old or the fixed file already).