Battlefield 3 - [ PREVIEW ]

Status
Não esta aberto para novas mensagens.

margello

Hungry Member
Registrado
02/12/2009
247
0
16
Tá rolando esse lance do PopUp para pegar o desconto? Porque tentei aqui no IE, no Firefox e o Chrome e não aparece nada.
 

cherojr

know-it-all Member
Registrado
03/02/2009
24,802
35
0
Jundiaí - SP
BLZ, nao me lembrava, mas havia comprado o BC2 pela loja, acabei d comprar deu tudo certo.

OK :yes:


Abçs

ontem assisti no falca negro pela sei la quantas vezes, e o vontade de dar tiro no bf... :p

Sempre que alguém fala do (ou assisto) Falcão Negro em Perigo, lembro do COD4... :haha:


Abçs

Tá rolando esse lance do PopUp para pegar o desconto? Porque tentei aqui no IE, no Firefox e o Chrome e não aparece nada.

Acho que a mamata acabou.


Abçs
 

Trutawave

zzzzzzzzzzzzz
Registrado
22/06/2009
6,840
5,741
41

omega163

know-it-all Member
Registrado
05/11/2010
886
9
47
São Paulo - Interlagos
como ?? Porque ele pede pra inserir o cupom de desconto..

Então! por isso, acho que além dos 10% de desconto, dá para adicionar o cupom de aniversário! será?
 

Trutawave

zzzzzzzzzzzzz
Registrado
22/06/2009
6,840
5,741
41
Então! por isso, acho que além dos 10% de desconto, dá para adicionar o cupom de aniversário! será?

alguem tem que tentar entao.....aguardando.
 

utR

know-it-all Member
Registrado
11/10/2007
7,281
10,080
43
A não amigo COD não "BF 2 Project reality" :thumbs_up

po maneiro!
tomara que role jogos nesse estilo no BF3, nos servidores públicos eu duvido, mas se marcarem com clans que querem jogo mais tático deve rolar
 

R1C8

RICARDO
Registrado
31/10/2008
6,325
40
41
35
A não amigo COD não "BF 2 Project reality" [video=youtube;8cohDvQZHCY]http://www.youtube.com/watch?v=8cohDvQZHCY"]http://www.youtube.com/watch?v=8cohDvQZHCY [/video]:thumbs_up

Eu sou o Squad Leader desse vídeo galera, SQUAD IIIRBR!!! :fovhappy:

hehehe GOOD TIMES!
 

GSJ

War. War never changes.
Registrado
17/01/2004
8,605
1,124
43
Porto Alegre, RS, Brasil
www.youtube.com
Alguém conseguiu fazer aquele esquema da India e comprar em rúpias?

Outra coisa, to vendo que o título já está aparecendo no ORIGIN, isso quer dizer que já cobraram no CC?

Obrigado!
 

BrutuZ

AdrenaRansom 2022 EU FUI!
Registrado
06/01/2011
14,838
6,606
71
RJ
... Outra coisa, to vendo que o título já está aparecendo no ORIGIN, isso quer dizer que já cobraram no CC? ...
Não cobra não, só no dia do lançamento do jogo. Acho que dessa forma é até mais fácil pra ambos os lados no caso de precisar / querer cancelar a pre-order, a EA/Origin não precisa dar satisfação à operadora do CC pra dar refund, só cancela o pedido no sistema deles e pronto.
 

Kavert

Silent killer
Registrado
04/05/2007
2,167
884
42
36
Eu sou o Squad Leader desse vídeo galera, SQUAD IIIRBR!!! :fovhappy:

hehehe GOOD TIMES!

kkkkk Joguei muito ctg entao, mas eu nao tinha mic, ai miava toda jogatina rsrs será que ainda jogam ? deu uma vontade rsrs
 

ntrn

know-it-all Member
Registrado
20/07/2006
1,732
57
41
34
Foz do Iguaçu/PR
Alguém conseguiu fazer aquele esquema da India e comprar em rúpias?

Outra coisa, to vendo que o título já está aparecendo no ORIGIN, isso quer dizer que já cobraram no CC?

Obrigado!

Eu também queria saber desse esquema de comprar BF3 nas lojas da India onde o jogo está 1499 Rúpias Indianas, que é equivalente a 53 reais.
 

digaosn

DiGAUM
Registrado
05/04/2006
1,363
620
0
Campo Verde MT

BrutuZ

AdrenaRansom 2022 EU FUI!
Registrado
06/01/2011
14,838
6,606
71
RJ
Tomara que a EA solte um mod tools ano que vem... de imediato é dificil eles soltarem para o pessoal.

bom nem precisei procurar muito para achar o post do Mikael Kalms (Dice) falando o pq de não ter suporte a mods....

segue em quote:

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.


Pipeline operation

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.


Pipeline issues

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).


Content

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.


Licenses

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.


Editor

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.


Test-running levels

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.


Conclusion

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.

como dá para notar ele fala a respeito do BC2, mas vale tbem para o BF3 já que a engine desse ultimo é uma evolução da do primeiro.

Link do post original: http://forums.electronicarts.co.uk/battlefield-bad-company-2-pc/1350772-so-how-about-modtools.html.
0123456789
 

cherojr

know-it-all Member
Registrado
03/02/2009
24,802
35
0
Jundiaí - SP
EA explica por que Battlefield 3 não estará disponível no Steam

Após vários rumores, a EA confirmou que Battlefield 3 não será lançado no Steam, alegando que as medidas restritivas da proprietária do serviço de distribuição dificultam o suporte aos usuários.
Em seu fórum oficial, a EA afirmou que o Steam adotou termos que limitam a interação entre desenvolvedores e consumidores, dificultando a liberação de patches e DLCs - em outras palavras, quer intermediar a venda de conteúdo adicional, retendo parte dos lucros nas vendas. No entanto, isso não significa que a companhia queira cortar relações com a Valve, pois a postagem afirma que eles ainda esperam entrar em um acordo com a companhia.
Enquanto isso, segundo a Electronic Arts, Battlefield 3 segue sendo distribuído em outras 100 lojas digitais - incluindo a própria Origin.

baixakijogos.com.br -
industrygamers.com -



Nem lembro se postaram... :haha:


Abçs
 

Oni-BR-

know-it-all Member
Registrado
17/06/2008
7,160
2,183
42
Dourados - MS
baixakijogos.com.br -
industrygamers.com -



Nem lembro se postaram... :haha:


Abçs

se a gente for analisar friamente faz sentido o que a EA alega, lembro que teve um patch do BC2 que atrasou +30 dias por causa do steam o que eu acho um absurdo, mas não podemos esquecer o verdadeiro motivo desse boicote $$$$$$$$$$$$$$
 

cherojr

know-it-all Member
Registrado
03/02/2009
24,802
35
0
Jundiaí - SP
se a gente for analisar friamente faz sentido o que a EA alega, lembro que teve um patch do BC2 que atrasou +30 dias por causa do steam o que eu acho um absurdo, mas não podemos esquecer o verdadeiro motivo desse boicote $$$$$$$$$$$$$$

Chico fez um post bem completo disso. Por essa e por outras que jogos como Crysis 2 e Dragon Age 2 simplesmente "desapareceram" do Steam. Melhor a Valve tomar cuidado com o salto - pode quebrar...


Abçs
 

Tobaco

Não é tabaco.
Registrado
15/12/2009
54
0
0
Chico fez um post bem completo disso. Por essa e por outras que jogos como Crysis 2 e Dragon Age 2 simplesmente "desapareceram" do Steam. Melhor a Valve tomar cuidado com o salto - pode quebrar...


Abçs

É brinks né ?

A valve consegue fazer o pessoal comprar hat no tf2, a valve nunca vai quebrar.
 

TartaVader

know-it-all Member
Registrado
24/01/2011
1,999
3
0
Vixe, queria saber mais sobre os specact e o dog tags pack. Vai ser bem chato se só quem fizer a compra naquela lojas receberem, msm que o dog tags pack nao acrescente nada demais eu gostaria de te-lo em jogo.
 
Status
Não esta aberto para novas mensagens.

Users who are viewing this thread