Operation Flashpoint (CWC) | ||
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Operation Flashpoint Q+A (Answered By Bohemia Interactive, Who Made Operation Flashpoint along with Codemasters.) What was your inspiration behind the design of Operation Flashpoint? The most important inspiration came from real history. Bohemia Interactive Studios is based in Prague and for most of our lives, we lived behind the Iron Curtain on the “wrong†side. After just ten years everything had changed and it looks like many people forgot the Cold War era completely. This military theme offers an action oriented experience in game and we felt it's the right type of game for us. What can we expect from the single-player game? There are a series of pre-defined single missions (expect around 15 different missions) set during the Cold War in 1985. You'll be playing as four different characters in the US army in an intriguing conflict. There are a lot of surprises because the campaign will not be just a linear story and it can lead to various ends (there'll be well over 30 missions in the campaign). The great thing about Operation Flashpoint is that, using the Mission Editor, everyone will be able to create their own missions or, with a bit of practice, even complex campaigns using all the vehicles and equipment in the game. What special features can we look forward to from Operation Flashpoint? Huge and detailed outdoor 3D environments. Real time commanding of up to 12 soldiers. Over 30 playable vehicles, including cars, tanks, helicopters and even planes and boats. There’s also an extensive selection of infantry equipment from the Cold War period. The game’s open architecture enables the gaming community to create their own missions or even campaigns with complex AI and physical simulation. What was the biggest challenge in creating Operation Flashpoint? There were many hard challenges during the creation of Operation Flashpoint. We had to develop the engine and many proprietary tools. We had to learn about Eastern and Western armies, install a motion capture studio here in Prague and find a good publisher. We’re very pleased to be working with Codemasters. Maybe the hardest challenge is to keep focus on one game for such a long time but we’re still enjoying playing Operation Flashpoint. Tell us about the game engine? Was it created specifically for the game? We had to the created engine and many related custom tools, including a fully featured 3D modelling package, to create this type of game. Our goal is to bring the player a huge outdoor environment with detail on a par with more limited 3D action games, and for this we had to create totally new technology. In some games, you have just small arenas to play with fake landscape around. In other games, you have huge landscapes but there's no real detail in the game environment. In Operation Flashpoint, you can see a village far from you in a valley and if you go in that direction, you'll walk directly in to the village. Will the final game feature any multiplayer options? Yes – one of the best things in Operation Flashpoint multiplayer is that you can combine AI and human controlled troops into any squad in the game. It enables much more than just action. Imagine you have a few AI-controlled and a few human player soldiers at your command within your squad. There are still all the vehicles in the multiplayer as well, so the opportunities are nearly endless in multiplayer - in fact we’re still exploring many new ways in the game and that's why the same mission editor will be there for multiplayer as well. ENDS Operation Flashpoint will be published by Codemasters and is due for PC CD-ROM on May 25th, 2001. System Reccomendations For Playing The Game Minimum specification --------------------------------------- PII 400 64Mb RAM 16Mb graphics card (DirectX or Glide) DirectX compatible sound card 200MB free hard disk space (after install) --------------------------------------- Recommended specification --------------------------------------- PIII 700 128Mb RAM 32Mb graphics card (3DFX recommended) DirectX compatible sound card --------------------------------------- Flashpoint demo optimisation. --------------------------------------- If you are having problems with frame rates, these are the steps to take to improve performance. 1. In the advanced section in the preferences (before the game is entered), in the effects Tab turn off Object shadows turn the max lights setting to 1 turn off Explosions, Missiles, Static. 2 In the Textures Tab, turn the Cockpits to 64x64 turn the Objects to 64x64 turn the Landscape to 64x64 turn the Special Effects to 32x32 turn the auto drop down to none. 3 In the Details Tab, turn the shadows to 200m turn the Max shadows to 5 turn the LOD up (numerically) as far up as the graphics card will allow for the text to be readable. turn the Objects LOD to 1.000 turn the Shadows LOD to 1.000 4 In the performance Tab, turn the Texture heap down to 4mb turn the File heap down to 4mb PLEASE NOTE: in order to keep the text readable it is recommended that the resolution be put to 800x600x16 In-game turn the Visual quality down to 2 turn the Frame rate at 10.20 --------------------------------------- Known Issues --------------------------------------- This demo does not support Win 2000 or Win 95 (any version). This demo does not support any graphics card under 16MB (apart from VooDoo 2). Ati Rage 128 and Radeon cards need to have 8-bit stencils turned on in windows in order to draw shadows properly. This demo does not support the PowerVR series 3 graphics card. No controllers are currently supported. Please note:- This title is currently in development and does not represent the quality of the final game. (By This time, there should be about 5 patches available to you, so some things like controllers will be supported, and you can now make your own soldier design -Jimmy) |
Operation Flashpoint Story |