The last part of this video has the new footage.
Full HD link to trailer in 1080p http://gamersyde.com/news_battlefield_3_full_faultline_gameplay-10923_en.html
My short take on the video :
Best bit of that trailer was the inside defuse bomb part.
Does that mean battlefield will have extensive inside building movement and firefights. That would move it into competing with counter strike territory also. I assume the melee part was just a cutscene or I'd say tekken also
Also I noticed no jumping was in there, could this be the death of the bunnyhop attack. In the corridor he climbs over the bench in a way much closer to how arma does it
Labels: trailer promo photoset review
- Most important fact but most likely a typo or mistake: 32 players for the console.
- At a screen there were four classes with five slots for equipment.
- Siegismund says that he has seen a F-16 and a Su-27 Jet.
- Siegesmund talks about a “Replay-Function which was also included in Battlefield 2”.
- Sound: DICE is working with a revised system for the sound that enables players to detect from where a vehicle or enemy soldier is coming.
- Singleplayer: there will be Quicktime-Events where you have to push the mouse buttons to win a fight.
- At a screen there were four classes with five slots for equipment. No further word about the details of the equipment is given No further word about the details of the equipment is given Siegismund says that he has seen a F-16 and a Su-27 jet. Important here: there is a render / picture at the article that shows a F-18 Super Hornet and not a F-16. Important here: there is a render / picture at the article shows that a F-18 Super Hornet and not a F-16. Don't know if this means the existence of both jets or a typo. Do not know if this means the existence of both jets or a typo. Siegemund talks about a "Replay Function Which Was Also included in Battlefield 2". In our opinion he is talking about the Battlerecorder (as a function to replay whole games). In our opinion he is talking about the Battle Recorder (as a function to replay whole games). His statement concerning this function: “DICE is playing around with a feasible version for BF3”. His statement concerning this function: "DICE is playing around with a feasible version for BF3. The function is not confirmed. The function is not confirmed. Sound: DICE is working with a revised system for the sound that Enables players to detect from where a vehicle or enemy soldier is coming. Every object (aka tank, helicopter) has up to 80 soundchannels with different sounds from different angles. Every object (aka tank, helicopter) has up to 80 sound channels with different sounds from different angles. Single Player: There Will Be Quick time events where you have to push the mouse buttons to win a fight. The example here: an enemy tries to stab you with a knife and you have to defend you (knock him down / kill him). The example here: an enemy tries to stab you with a knife and you have to defend you (knock him down / kill him).
Labels: bf3 battlefield trailer
Zh1nt0 and you folks have asked about it, so here's a piece on the modtools situation for BC2 PC.
Frostbite 1.5 consists of these components:
- The game runtime
- The editor runtime
- The content processing runtime (aka "the pipeline")
- and some plugins for Maya
The game runtime is distributed outside of EA, but the editor + pipeline + Maya plugins are not.
So let's take a look at some things that would need to be solved before we'd be ready to distribute the editor + pipeline.
Let's say that you tell the pipeline to build level MP_003.
MP_003 is represented by an XML file, which references a bunch of other files. These in turn reference other files. If you follow this graph of references, you will find the level layout, heightmap, characters, weapons, vehicles, and all the content that you can see in-game. (The in-game HUD and related stuff might also be in the graph.)
When the pipeline is about to build MP_003, it will first perform a consistency check on all content, and yell if any file that is referenced by any other is not present.
If all files are present, the pipeline will attempt to convert all files referenced by MP_003. It uses the file system journal to determine which files have changed on-disk. Also, and any files that have already been converted have info on which files depend on it (so it has info like: "if file X changes, then files Y,Z,W will also need to be rebuilt").
Building all content for BC2 from scratch takes something like 48-72 hours on a normal workstation. Half that time is spent building common content (such as character animations), half builds level-specific content.
In addition, there's a caching mechanism: if the pipeline wants to build a specific bit of content, it will first check if the pre-built content is already available on a cache server and take the result directly from the cache server instead. The pipeline can also populate the cache if it builds something new.
So how does this work in practice? It's not ideal, but it's good enough for us to ship games on it.
The pipeline is a bit overzealous with regards to rebuilding assets - sometimes it rebuilds stuff that it shouldn't need to.
The pipeline will normally crash about 2-3 times during a full rebuild.
You need to have Maya 8.5 (32-bit version) installed in order to convert any meshes.
Any content in the cache expires after 3 weeks. After 3 weeks have passed, that content will need to be rebuilt and re-uploaded by a machine running the pipeline. The effect that this has on day-to-day development is minimized by having one or two machines dedicated to running the pipeline every time any content change is done. By running the pipeline, those machines will populate the cache, thereby speeding up the build process for everyone else. (The output form those content build steps is discarded.)
In short: the pipeline + cache setup works better the more people are using it simultaneously.
If there are content errors, you need to know a lot about the internals of the game engine to figure out what's wrong.
Finally, in its current form, the pipeline + editor expects some specific IT infrastructure in place (most notably the cache server and a Perforce server).
If it's not there then the pipeline + editor will behave strangely.
The first time I tried, it took me about one week to get the full editor + pipeline setup to work properly outside of the DICE office. And that was when I had the option to call any of the other developers to ask for help.
... does this sound bad to you?
Truth be told, this is approximately where the industry average is at for game studios' internal game engines. One of FB 1.5's weaknesses is specifically that its content processing is flaky, and the flakiness gets more problematic as the amount of content goes up. FB 2.0 is much improved in this regard, but FB 1.5 is what we're using for BC2 and that's what relevant in the current discussion (or monologue if you prefer).
Both the pipeline and the editor takes in all content in its raw, original form. Anyone who is to build any content needs the full 80GB of raw data on their machine. We are not comfortable giving out all our animations, meshes etc in raw form.
We are comfortable giving out the processed data - after all, that's what on the game disc - but that data does not plug into the editor/pipeline at all.
The game, editor and pipeline all use commercial middleware. It is developed by Havok and several other companies.
The licensing agreement for the middleware allows us to use that code in specific products, on specific platforms.
If we want to release editor + pipeline, we need to license the middleware specifically for this. How much would that be? Perhaps $1M-$3M. I'm guessing wildly here.
Stripping out that middleware would seriously hamper the functionality especially of the pipeline. We use Havok Physics, for instance. Without Havok Physics, the pipeline wouldn't be able to convert any of the physics meshes. We also use Granny. Without Granny, the pipeline will not be able to convert any of the character animations. Etc.
Re-implementing the necessary functionality of the middleware ourselves ("let's make our own physics engine / let's plug in an open-source physics engine") would take literally man-years. Licensing is cheaper in pure $ cost and faster (it works now instead of by 2012).
The pipeline also uses some code that is under GPL. Given that we do not want to release the full source code for the editor + pipeline, we would need to replace the GPLed code with other implementations.
The GPLed code is less of a problem than the proprietary middleware.
The editor itself is reasonably stable and well-behaving. It is far from obvious how to set up the game logic for a level, but that is easily covered by releasing some example levels which contain the logic setup for the common gamemodes.
First the level needs to be successfully processed by the pipeline. Then you'd want to be able to test it locally. That involves having a listen server around. We don't have a listen server neatly packaged. There's probably a piracy angle here too but I'm not going to discuss that.
Distribution of levels
Getting levels onto the RSPs server machines would likely not be any problem. However there's need for checksumming levels, so that game clients can know whether or not they have the correct version of level X on their machines. There's a whole bunch of other things (mainly UI-related) which will need cleaning up as well. Not difficult to do, just takes time and I'm listing it for the sake of completeness.
Also, there are some complications wrt when we release patches that affect the base game's content. Whenever we release a patch, all existing levels will need to be rebuilt with a new set of original data. This is because some level-common data is stored inside of the level archives. I'm not sure at the time of writing, but that probably means that the only manageable way for us would be to invalidate any user-made levels when we release a patch of that form.
Then creators of any user-generated levels would be required to run their levels again through the pipeline with the new base content supplied.
So how about just a map editor?
If it doesn't plug into the ecosystem above, then getting it to work involves some serious wrangling. Either it is a light-weight replacement for our existing editor - in which case all the challenges with the pipeline still remain - or it is a separate mode (think Forge for Halo). Developing an extra mod-layer that is sandwiched into the game would easily take 6-12 months.
Synergy effects between FB 1.5 and FB 2.0
So let's say that we would go through the procedure of making mod tools for FB 1.5. How much of that work would be reusable for FB 2.0?
I don't have any firm figures, but the differences between FB 1.5 and FB 2.0 are pretty large by now. Given this and the fact that a fair bit of the FB 1.5-specific problems (where the devil often is in the details) don't apply to FB 2.0, I'd guess that less than half of the work would port over to FB 2.0.
In conclusion, my recommendation to the rest of DICE is not to develop mod tools for BC2 PC. There are too many hurdles to overcome. That energy is better spent elsewhere, be that on BC2 or other titles.
SOURCE: GAMEINFORMER + SCREENS + DELETED DEV TWEETS/BLURBS
40mm Grenade Launcher
Rocket Launcher (Stinger is in, Carl Gustav also makes a return)
Sniper Rifle (Key mentions include scoped M14EBR, HK91,
Binoculars (For instant spotting, not used for artillery strikes)
EpiPen (Instant revival of a recently killed squad member, carry 2 per life)
EpiPen, Motion Sensors, AT Mines, and 40mms replace your standard grenade (Are not used with the same key as grenades, of course)
LMGs are all-class, slow movement speed, and give you no sidearm. Rather than having high RoF, high mag capacity, and high damage these are all balanced between each gun.
Semi-Automatic rifles (all-class) include the G3A3, SKS, QBZ-95, and RFB
Shotguns will be Engineer-specific (No more Recons running around with an AA-12)
Prone involves losing your hip-fire crosshairs, and taking longer to reload, switch weapons, and ADS.
More personal/interactive equipment - One device allows you to patch into the enemy team's voice chat line and listen in (Obviously useless if nobody is going to talk)
There is also a server option to only enable faction-based weaponry for both sides, regardless of who has unlocked what.
Non-scripted destruction system (Rather than scripted chunks being removed from bullets/explosions, you have more choice in what breaks. Shooting a large circle through a wooden wall will result in the intended circle.)
- -Aiming for CY Q4 2011 release
-Concept for BF3 has been in the works for years, waiting on proper tech to seamlessly come together
-Frosbite 2.0 is the culmination of this tech, entirely re-written
-Lighting sounds neat, one "probe" contains more lighting information than an entire BFBC2 level.
-Level destruction is going to be "believable" but basically everything is destructible.
-Character animations powered by ANT, what EA Sports uses.
-AI characters and multiplayer characters have different animation sets
-No more "gliding" animations that look off, animation realism is a focus
-Captured their own war audios (bullets, tanks, helicopters, etc) at different distances to ensure realism
-Better audio cues for certain actions, more easily able to listen for threats
-Plan on better, more immediate post release content
-More unlocks than BFBC2
-Dice trying to find a good balance between customization of your character and not having "pink rabbit hat(s)"
-Will talk about squads "later"
-Looking into a theater mode but can't talk about it
-Will have co-op
-There will be a kill-cam but it can be turned off
-BF3's team is almost twice as big as the team for BFBC2
-They want the pacing of the single player mode to be balanced, with highs and lows. Makes the comparison to a song vs a guitar solo.
-Part of the single player mode takes place in Sulaymaniyah - Iraqi Kurdistan.
-"****" will be used often, so M rated for sure
-There will be an earthquake in a level. The destruction sounds very impressive. 7 story building collapses, looks very well done
-Significant narrative that goes with the SP mode
-More than one setting, you're not in the middle east for the whole game
-PC version is lead version
-Why 64 players for PC only? No complains from the console crowd.
-No mod tools at release. Maybe none down the line either. Frosbite 2.0 is complex and mods tools would have to be dumbed down, so does Dice really want to put their time to that or would it be better spent elsewhere?
-Original story, not based on Bad Company at all.
This is a demo of improved lighting available to makers of BF3 courtesy of DICE genius
A presentation by Per Einarsson from DICE and Sam Martin from Geomarics. The presentation focuses on the implementation and use of Enlighten, a middleware toolkit for computing real-time radiosity from Geomarics. It demonstrates how the technology is used by its integration into the FB 2 game engine. It demonstrates how the workflow, content pipelines and run-time systems are greatly increased with the help of Enlighten to achieve real-time radiosity for use in video games.
Labels: bf3 raytrace engine design