Operation Flashpoint 2 Dragon Rising MegaThread

Aug 11, 2009
200
Arlington, Texas
Operation Flashpoint 2 Dragon Rising

Official Website: http://www.codemasters.com/flashpoint/

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Publisher: Codemasters
Developer: Codemasters
Platforms: PC, PS3, Xbox 360
ESRB Rating: Rating Pending?
Genre: First Person Shooter / Mil Sim
Players: Local 1 Player, 4 Online Coop, PVP 4vs4 + 12vs12 AI
Release Date: North America – October 6, 2009 | Europe – October 9, 2009
Achievements: Yes

Description:
This sequel to Codemasters' popular Cold War-themed shooter will take place in a modern setting in which tensions are high between China and Russia.

Experience the intensity, diversity and claustrophobia of realistic modern warfare from the unique perspective of Infantry Marine, Helicopter Pilot, Special Forces and Tank Commander engaged against the full force of the Chinese military on a scale never previously experienced in video games. Operation Flashpoint 2: Dragon Rising takes players into the most realistic war game experience they'll have ever encountered. It provides an unparalleled scope of different military disciplines, vehicles and equipment for players to utilize, and simulates an immense conflict between two advanced military forces. The players journey is tied into a believable and dramatic storyline set in a vast and incredibly detailed environment.

Features:
* Play as Infantry soldier, tank commander, helicopter pilot and Special Forces, either single player or cooperatively
* Players will battle against platoons of enemy forces, in the biggest battles ever seen in a First Person Shooter video game
* Unparalleled levels of realism and variety of military forces, equipment, weapons and tactics
* Immense play areas giving the player a multitude of tactical decisions on how to best accomplish missions
* Delivers realistic injuries and wounds to the characters, vehicles and buildings within the game

Screenshots:

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Videos:
Gameplay -1- Take the Beach Part 1
Gameplay -2- Take the Beach Part 2
Gameplay -3- Blinding the Dragon Part 1
Gameplay -4- Blinding the Dragon Part 2
Preview -5- Vehicle Trailer
Preview -6- Hardcore Mode Trailer
Gameplay -7- Preview of Coop
Gameplay -8- Hands on at gamercon
Gameplay -9- Gamestar Coop Video Part 1
Gameplay -10- Gamestar Coop Video Part 2
Gameplay -11- Sounds of War
Gameplay -12 tvgry gameplay video
Preview -13- Codemaster Coop video
Preview -14- Codemaster Coop Video HD
Timeline -15- Introduction of events leading to story
Mashup -16- Video Mashup of multiple sources
Gameplay -17- XPlay Showing off Gameplay Video 1 of 3
Gameplay -18- XPlay Showing off Gameplay Video 2 of 3
Interview -19- Xplay Interview Video 3 of 3

Latest News / Previews:
Preview Reticle
Vehicle Destruction Comment from devs
Vehicle Sound Recording on Location
Gamer Zines on DLC
Console Media screenshot
Rock Paper Shotgun Preview
Operation Flashpoint 2 Interview
Gaming Union Hands On
Console Monster Preview
Rundown of Command Interface
IGN's Hands on Preview
First Hour with Operation Flashpoint
Preview from ElectronicTheatre
IGTv Interview
27/08 - Co-Op Video Due Out Tomorrow
Helios addresses community over AI concerns
PSC3 Interview [Translated]
PSC3 Interview [German]
IGN Section dedicated OPFP
Q/A Session

Community Functions:
IGN Flash Command
Download the OFP2 Toolbar
FlickR
The mailinglist subscriber form
The Mibbit WebIRC
The OFP: DR FAQ!
Official Forums
Operation Flashpoint 2 News Site
 
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http://software.intel.com/sites/billboard/game-gallery/operation-flashpoint-2.php#/featured-article

*note this is from intel and codemasters probably paid intel for this so keep that in mind*
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LIKE GAMING HARDWARE, the balance of geopolitical power is always in flux. Back in 2001, when the first Operation Flashpoint* game was released, Cold War tension was still being shaken off. For that reason, its battlefields were fictional Northern European islands in the Baltic Sea where Communist hardliners threatened to overrun a small NATO garrison.
The PC-only game won many plaudits for its authenticity as a military simulator. It was also part of the first wave of first-person shooters to move beyond the run-and-gun corridor and involve the player in tactical squad-based decision making. Players quickly learned you couldn’t cross an open field with all guns blazing in a game that included real-world ballistics and one-shot kills. You wouldn’t even hear the shot that took you down, let alone see the shooter.
Throw in the ability to jump into jeeps, armored vehicles, and helicopters, and small wonder Operation Flashpoint went on to sell over a million units.
Fast-forward eight years, and the world’s focus has moved eastward, dominated more by pragmatic fears over the future supply of natural resources rather than ideology. So when oil and gas reserves are discovered on Skira, a sparsely populated Russian-owned island in the Sea of Japan, a resurgent Chinese People’s Liberation Army (PLA) is quick to take advantage of the situation. Once again acting as the world’s policeman, the U.S. Marine Corps is called into action to recapture the island.

Welcome to Operation Flashpoint: Dragon Rising.
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The scale of the battlefield

“When we first considered making a sequel to Operation Flashpoint, the key things we wanted to get right were those features players had really enjoyed, such as its authenticity in terms of military hardware and enemy Artificial Intelligence (AI), a large combat area, and providing lots of units for them to interact with,” explained senior game designer Tim Browne.
Great for gamers, such a feature list created a series of conflicting requirements in terms of the title’s underlying technology. The scale of the battlefield immediately threw up difficult issues.
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Loosely based on the real-world island of Kiska (located in the Aleutian chain, off the Alaska Peninsula), at 32km long by 17km wide Skira provides a huge 225km square playing area, or 500km square if you include the surrounding sea.

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Skira takes players around nine hours to walk across, four hours to drive across by wheeled vehicle, or 20 minutes to fly across by helicopter. However, the inclusion of fast jets in the game’s armory, which can appear almost instantaneously, albeit not as playable items, ensures the tactical balance always rests on a knife edge.
In this way, Skira is a canvas full of opportunities for designers.

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Created using a mixture of satellite imagery and creative license, its natural geography is varied with flat areas for military operations involving tanks and other armored vehicles, while a 1,000 meter-high volcano at one end creates mountainous conditions to fight through. Each mission also includes what’s referred to as an area of interest such as a fishing village, lake, or bunker to provide focus.

“We make sure we have an area of interest in each mission to keep the game exciting for the player, as well as to direct their movement through the game,” Browne said.
A thread in time saves nine

The fact that players need to be able to see what’s going on around them, up to 30km, is a real bind for programmers though.
Both in terms of CPU and GPU resource management, such a long draw distance needs to be carefully managed in order to stop the frame rate of even the most powerful PC rigs from grinding to a halt.

Operation Flashpoint uses Codemasters’ in-house EGO* Game Technology Platform. This consists of a core system, which shares common elements, and two separate versions: EGO Racing for racing games such as the DiRT * and GRiD* series, and EGO Action for first-person shooters.
The difference between the two versions is surprisingly subtle, affecting low-level systems, for example the occlusion culling system. This includes a variety of techniques ensuring that pixels hidden behind other pixels in terms of the camera viewpoint aren’t rendered. As such overdraw can include dozens of pixel layers, this has a significant benefit on performance.
Because the racing games are track-based, the EGO Racing engine utilizes an offline process that creates a pre-computed table of which objects can be visible at any point of the track. This greatly reduces the in-game processor workload.

In Operation Flashpoint, the player can be anywhere and looking anywhere in the environment. This means what’s visible has to be worked out in real-time: a much more complex and processor-intensive situation.

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Weapons of War


One of the most important aspects of Operation Flashpoint* in terms of its verisimilitude is the accurate modeling of the military hardware operated by the U.S. Marine Corp and the PLA. These range from ensuring the look, operation, and ballistics of basic infantry weapons, such as the M249 light machine gun, the M107 Barrett anti-matériel sniper rifle, and the Chinese Type 2004 RPG, through to the full range of armored vehicles, helicopters, and light patrol boats. Players can play in the various roles enabled by such vehicles, including commanders, gunners and drivers, pilots, copilots, and door gunners.

These vehicles are also correctly modeled in terms of their physical properties with the Havok physics engine used to set up vehicle dynamics for the different wheeled and tracked configurations. Even aerodynamics, such as the ground effect that sees a cushion of air providing additional lift when helicopters hover near the ground, are included.
“EGEGO provides us with a lot of flexibility when it comes to threading and this has been adapted to support open-world shooters such as Operation Flashpoint,” explained Graham Watson, who, in addition to being EGO engine’s group lead, optimized the PC version.
“To enable this, we spent a lot of time working on threading and parallelizing features to take advantage of multi-cores. This hadn’t previously been an issue for us, but in this case the draw distance was a big bottleneck,” he added.

Particular systems that took advantage of this work were the visibility system and the grass renderer. Wherever you look in Operation Flashpoint, you can see grass; so finding a way of dealing with this in a highly efficient manner was a necessity.

In more general terms, however, as a cross-platform game much of the game’s functionality is controlled by what Codemasters calls EGO’s multi-core aware task-based system.

This creates a fixed number of threads based on the number of cores available on the hardware on which the game is running. There are dedicated threads to handle fixed jobs such as feeding the graphics engine and for processing critical game logic. Whatever remains is handed over to the task manager, which organizes how secondary processes such as high-end graphics and the particle effects are dealt with.

“We have two main threads—update and render—and a set of worker or job threads,” said Watson. “These jobs threads do a lot of the heavy lifting for other systems such as physics, animation, streaming, and render visibility, to name a few. We have a data-driven worker map system that reads in a pre-defined XML file and describes how the different systems will be mapped to the hardware threads. During the optimization phase we adjust these mappings to enable the best performance for each core configuration.”

Obviously, the more cores that are available, the higher the quality of the game experience. On the PC, Operation Flashpoint scales from its minimum specification of a dual-core 2.4 GHz system with 1 GB of memory and a 256 MB graphics card, to a recommended specification of a quad-core system with 2 GB of memory and a 512 MB graphics card. Providing more cores and making more threads available means the performance can be fully ramped up in terms of graphic quality such as texture resolution and the quality of the particle effects.

More good news for PC owners comes in the form of the Mission Editor, which is exclusive to the PC release. This allows players to create, share, and play their own missions using tools similar to those used by the game’s development team.

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“Obviously we want to reach the widest possible audience but at the same time we need to keep the quality of the game high for everyone,” said Bryan Marshall, Codemasters’ chief technical officer, concerning the issue of supporting the widest range of PC hardware. With the release of the Intel® Core™ i7 processor for mobile users, Operation Flashpoint can be played anywhere, anytime with unparalleled mobile gameplay.

“We offer graphical scaling options in the main menu to give users a choice of end-visual fidelity. Frame rate is the main item affected by CPU configuration since we don’t want to turn off any gameplay features. Playing Operation Flashpoint on a top-end PC, such as one with an Intel® Core™ i7 processor, whether in a desktop or a mobile system, allows us to double the texture resolution compared to the consoles and to run at a 60-Hz-plus frame rate—making it a great experience for our players.”

“In addition, we’ve worked closely with Intel for a long time, so we have a lot of knowledge within Codemasters about how to make the most of development for Intel® platforms,” he added. “We are in regular contact with Intel engineers who help us profile builds using tools such as the Intel® VTune™ Performance Analyzer.”

“Another toolset we started using on Operation Flashpoint is the Intel® Graphics Performance Analyzers. During our last profiling session with this toolset, we isolated a stall that was costing between two to six milliseconds a frame, or about 10 –15 frames per second, depending on resolution. It’s extremely useful to be able to hook into that experience, as well as gain insight into Intel’s longer term roadmap, so we can prepare our EGO game technology platform for the road ahead.”

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Squad to attention


While the scale of Operation Flashpoint’s battlefield creates a problem for its programmers, at least it’s a problem that operates within well-behaved limits. Landscape geometry and buildings are fixed in place, as are the dimensions of the island.
This alone wouldn’t make for a very interesting game however. A great game demands a realistic enemy to fight against. In fact, it demands a lot of realistic enemies to fight against.

“A core part of the Operation Flashpoint experience is large battles set over large areas, meaning the game engine has to support a large variety and number of soldiers and vehicles on screen at any time,” said Tim Browne.
Even the game’s most basic level, the player is never alone as he or she acts as the leader of a Marine fire team, consisting of the player and three other soldiers.
With the release of the Intel® Core™ i7 processor for mobile users, Operation Flashpoint can be played anywhere, anytime with unparalleled gameplay performance.”​
—Bryan Marshall, Codemasters’ Chief Technical Officer
In the cooperative mode, the fire teams can be controlled by other human players, but more generally are run by a combination of their AI and direct commands from the player. The latter is handled using a pre-set menu system in which you can change formation, the rules of engagement, and direct moves, such as flanking and assaulting enemy positions and clearing buildings.

“The fire team typically operates as part of a larger squad, with the player given a particular objective or target to seek out on the battlefield, while the rest of the squad goes about their objectives,” said Browne.
The online multiplayer game mode enables players to be more flexible, choosing to be an individual soldier, lead a fire team, or take control of the entire squad of up to five fire teams. There are also plenty of specific roles, ranging from riflemen and grenadiers to medics, engineers, snipers, and armored vehicle and helicopter crewmen.

CODEMASTERS


As the oldest major UK developer and publisher still in operation, founded by brothers Richard and David Darling with the help of father Jim in 1985, Codemasters has long traded on its technical expertise across multiple platforms. From the days of quirky yet seminal pre-PC machines such as the Sinclair Spectrum*, the BBC Microcomputer*, and the C64, and games such as the Dizzy* series, through the rise of the consoles—Micro Machines and Music—Codemasters has continued to support the PC platform.

Indeed, current games series such as racers DiRT * 2 and GRID*, action games such as Overlord* II, as well as sport title Ashes Cricket* 2009 are all being developed for the PC as well as Sony PlayStation* 3 and Microsoft Xbox* 360 consoles.

Codemasters is now majority owned by venture capital group Benchmark Capital Europe.

CHECK OUT THIS VIDEO!

Get the developer perspective and behind-the-scenes insights on the creation of Operation Flashpoint: Dragon Rising* in this amazing new video.

Building a thinking enemy

Creating a well-balanced enemy AI system wasn’t easy, of course, and an early design decision concerning how it worked had a fundamental impact on the game’s development.

“We didn’t want our AI to cheat,” said Browne. “In some games, you can do everything right but the AI will still win at the last minute because it can do something sneaky, like being able to see through walls. Our AI operates the same way as you and uses the same information that’s available to you. Everything is done via line-of-sight calculations, so if your troops hide behind cover or use a smoke screen, it will only know the position where it saw you last.”

A laudable aim, this had significant implications for the game’s underlying technology. “The compromise is between lots of stupid units or fewer, cleverer units,” Browne said.

In order to provide the best of both worlds, the AI works off a system Browne compares to the set plays used by basketball or American football teams. In fact, these were modified from official Marine sources. Codemasters worked closely with the Corps on aspects of the game ranging from such tactics to the correct use of radio communications and what soldiers are trained to do if their gun jams.

“We don’t script our AI apart from key moments so the enemy is always considering its plays,” Browne explained. Throw into the mix a morale system that varies between different types of units and that can result in a collapse of discipline, and Codemasters is confident it’s in the sweet spot in terms of both enemy quantity and quality.
Still, such a dynamic system demands a lot of processing, so Operation Flashpoint’s coders have to be careful when prescribing how the AI system works.

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“AI is a challenge especially when it comes to optimization because it always has to be running,” pointed out Graham Watson. “You can’t switch units off because the player can’t see them, for example. The point of the game is it’s a unified battlefield, so every engagement has the potential to affect every other engagement.”

Another corollary to the AI system is that the processing overhead it requires isn’t limited to working out what the enemy should do, because when battle commences, many other related tasks are required.
One of these is path-finding, which is how the AI determines how characters and vehicles get from point to point: a task made more difficult as the environment can be changed by the player’s actions.

Other tasks range from the basic graphical demands of, say, rendering an incoming troop of PLA Type 99 tanks with accompanying WZ-10 attack helicopters, to other systems such as the rigid body physics engine provided by the Intel-owned Irish middleware company Havok that underpins the in-game ballistics, to the spectacular particle effects triggered by explosions.

“The game can become CPU-bound in instances where a lot of AI units simultaneously come into view, especially when you have particle effects kick off and other environmental interaction,” said Watson.

“In particular, having characters on screen stresses animation and AI CPU calculations. For that reason, we design our systems so that loads can be spread out over frames if needed. We also use a lot of level of detail optimizations so we’re only using high-quality assets when the player can actually see them. For units in the distance, we can swap in lower-quality models and animation to maintain a constant frame rate.”

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In this way, ensuring you’re playing intensive games as Operation Flashpoint on a desktop or laptop with a high-end CPU, such as an Intel Core i7 processor, is often more important than your graphics card (recommended GPU specifications assumed, of course).

Yet aside from all the fine tuning and technical deliberations, the most important outcome for the developers who have worked on Operation Flashpoint: Dragon Rising is that players experience the most realistic tactical military shooter possible.

War is hell, certainly, but played on a computer screen it can provide as much of the exhilaration as anyone could want, without having to sign up. And there’s none of the pain either, especially if you have a PC with all the settings turned up to 11.

About the Author

Jon Jordan started writing about game technology and the development process in the last century at UK magazine Edge. Since then his work has appeared in publications including Official PlayStation, 3D World, and the Financial Times, as well as on Web sites, such as Gamasutra and Pocket Gamer.
 
Annihilation 16vs16
Infiltration 10vs22

Annihilation Map 01 Chokepoint

1st US Fire Team - Engineer Team
Combat Engineer
Anti-Tank Specialist
Anti-Tank Specialist
Rifleman

2nd US Fire Team - Medium MG Team
Machine Gunner
Rifleman
Machine Gunner
Medic

3rd US Fire Team - Sniper Team
Sniper
Sniper
Medic
Machine Gunner

4th US Fire Team - Helicopter Transport Crew
Machine Gunner
Rifleman
Medic
Machine Gunner

Fire Teams 1-3 Spawn Together near 3 humvees, 2 with heavy machine guns and 1 with a grenade launcher, team 4 starts near 2 helicopters and a boat.

1st PLA Fire Team - Grenadier Team
Grenadier
Medic
Rifleman
Combat Engineer

2nd PLA Fire Team - Helicopter Transport Crew
Grenadier
Rifleman
Machine Gunner
Medic

3rd PLA Fire Team - Sniper Team
Sniper
Medic
Machine Gunner
Sniper

4th PLA Fire Team - Anti Tank Team
Anti Tank Specialist
Machine Gunner
Anti Tank Specialist
Combat Engineer

Each sides helicopters offer a unique advantage and disadvantage in this mission.
The PLA's helicopters need lees personnel to be bring the full firepower to bear.. but all its weapons are in the front so it must make forward assaults.

The US need 3 people to man the full power of there helicopters but its loaded with 1 mini gun on each side meaning it can attack from its left and right allowing the helicopter to fly less dangerous strafing runs.
 
Okay I think I have the rest o the codes now..

RaidT18Z - Night Raid
StrongM577 - Coastal Stronghold
AmbushU454 - Ambush
CloseQ8M3 - Close Quarters
OFPWEB1
OFPWEB2

This should give you all the preorder missions plus the two bonus missions thus giving you 6 additional missions that can be played SP or co op.
 
Patch Notes 360

http://community.codemasters.com/forum/showthread.php?t=394524

Xbox

1. The game will now return the correct list of servers after searching a game

2. A corrupted save data bug has been fixed.

3. The game will now automatically unlock the FTE missions when a specific DLC is added to the game.

4. Gameplay online

o The player is now not blocked after healing another soldier as a medic
o If the player fires the SMAW weapon during a PvP game, the sight will now disappear as normal.
o The player can now change weapons after firing a machine gun multiple times
o The PF98 QueenBee weapon does now always have an effect on vehicles for the client
o During a PvP game if the player spawns inside a vehicle, the weapon will now be correctly attached to the player and now float next to the player.
o “Shots Fired” dialogue will now be triggered adequately in the annihilation mode.

5. The inventory UI from the crate or corpse can now be opened correctly when the player is standing at distance.

6. Loading the 1st checkpoint with javelin equipped in the mission Dragon’s fury will not cause a loss of audio in certain instances.

7. If the fireteams are following orders and then the player select an ROE order on all fireteams including themselves the orders will now be spread across all fireteams.

8. The reloading time is now correct when the player is going prone straight after firing a SMAW or Queen Bee weapons.

9. When exiting the credits, the heading will not transition twice.
 
DLC Announced

http://community.codemasters.com/forum/showthread.php?t=394543
[media=youtube]JVAtAio1ytE[/media]

We are happy to announce that the first Operation Flashpoint®: Dragon Rising downloadable content – the ‘Skirmish’ pack – will be available for PC tomorrow, November 5th, bundled with a title update patch.

Title Updates for the console editions of the game will arrive prior to the launch of the ‘Skirmish’ DLC pack on Xbox LIVE and PSN. The Title Update for the Xbox 360 will be available tomorrow, November 5th, with the Title Update for the PS3 to follow shortly.

The ‘Skirmish’ video, available to view above showcases some of the new content available. Players are shown going head to head in attack helicopters, deploying tanks and APCs and engaging in ranged and close quarters combat in the wide ranging new maps and missions featured in the downloadable content.

The ‘Skirmish’ DLC features four new multiplayer maps and two new Fire Team Engagement (FTE) missions featuring both solo and four player co-operative play. Hunt down SAM launchers hidden in the sprawling complex of ‘Lumberyard’ and assault dug in PLA forces and fight room to room in ‘White Fang’, two tense new ‘Infiltration’ multiplayer maps. ‘Annihilation’ multiplayer maps pitch armour and infantry against each other in rolling battles across a valley in ‘Stomping Grounds’ and in ‘Force Dispersal’ military bases separated by a strategic hill become a close-quarters killing ground.

New FTE missions include ‘All Round Defence’, which places gamers in control of air support and attack helicopters as they defend a fortified complex against relentless waves of PLA. In ‘Uphill Struggle’ players must capture a bunker under heavy fire from hillside reinforcements. Gamers can also recon the entire 220 km² island of Skira alone or co-operatively in a range of vehicles at day or night in ‘Island Tour.’

Tomorrow’s title update/patch will include a range of updates and improvements for the multiplayer and single player modes of the game.

The ‘Skirmish’ pack will also be available on Xbox Live Marketplace (400 Microsoft Points) and the PlayStation Network (£3.19 / $3.99 / €3.99) shortly.
 
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21/12 - DLC Pack 2 "Overwatch"

http://community.codemasters.com/fo...ble-xbox-360-coming-soon-ps3.html#post5943578

Youtube Linky Here
The second Operation Flashpoint: Dragon Rising downloadable content – the ‘Overwatch’ pack – will be available for the Xbox 360 video game and entertainment system from Microsoft today and will follow shortly for the PS3 and PC. The ‘Overwatch’ DLC delivers two game-changing multiplayer modes and new Fire Team Engagement (FTE) missions.

The ‘Overwatch’ DLC extends the Operation Flashpoint: Dragon Rising experience in solo, co-operative and adversarial play. In new multiplayer mode Blindside the PLA must complete objectives in the shortest time possible while the USMC defends in tense, tactical engagements. An additional new mode, Supremacy, tasks opposing forces to occupy strategically vital positions featuring force multipliers like gun emplacements and air strikes.

Blindside pits a team of attackers versus a team of defenders in an objective-based mode that sees the attackers tasked with completing three objectives, while a team of defenders goes all-out to stop them. The attackers can complete the first two objectives in any order, while the third objective is only accessible once the first two objectives have been completed. In addition to having to overcome the defenders, the attackers are also under a time limit set by the host.

Maps: St. Sergius’ Shadow, Road to Taranay

Supremacy is an objective-based territory control mode. Each team scores points by holding one of 5 capture points. Each capture point will also contain an ‘asset’, such as access to off-board fire support, when held for a prolonged period of time. The winning team is the team with the most points at the end of the round, or the first team to reach the points limit. If either team holds all territories simultaneously, they automatically win the match.

Maps: The Salt Flats, Island Control

These new multiplayer modes are complimented by two brand new FTEs. In Friendly Skies, PLA anti-aircraft artillery prevents US airborne reinforcements inserting into the combat zone. Players must remove that threat and then defend the position from a PLA counter attack. In Hostile Takeover, intel reveals enemy movement in the village of Armudan, a perfect base for launching attacks deep into enemy territory. Gamers must flush out the PLA, establish a perimeter and hold their ground against a new enemy assault.

The ‘Overwatch’ pack will be available from Xbox Live Marketplace (400 Microsoft Points) today and will be available on the PlayStation Network (£3.19 / $4.99 / €3.99) soon.
[media=youtube]Fs_2kT2ont4[/media]&feature=player_embedded
 
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2nd Patch Notes

http://community.codemasters.com/fo...1-12-ofpdr-2nd-patch-fixlist.html#post5943280

* Online syncronisation has been improved mitigating various issues such as shots fired and missing animations

Host & clients could become desyncronised causing various issues such as shots fired not being recognised and missing animations

* Players now positioned appropriately after exiting a vehicle

* MP Hosts in the lobby setup screen can now "ready up" all other players in order to start an MP game

* Improved multiplayer stability.

* Improved On & Offline stability

* Mines are no longer triggered by neutral (inactive) vehicles

* It is no longer possible to enter aimed view mode while the weapon select OSD is open

* Fly in camera at the start of the Lumber Yard Infiltration mission now behaves appropriately

* Death cam view behaves correctly if the player dies whilst in a vehicle and swapping between 3rd & 1st person camera views

* Medics no longer become unable to move if the player they are trying to heal attempts to heal themselves at the same time.

* Binocular functionality no longer impared by previously selected inventory item

* Players are no longer able to access a locked vehicle by using an unlocked vehicle

* Sessions that you cannot join such as those that contain DLC not present on the players machine now appear as greyed out on the browse server screen.

* If someome without DLC is invited to a game that requires DLC content they will recieve a message explaining this and the game can still be started. They no longer take up a space in the lobby.

* The player is now able to order a fireteam under their control to operate an emplaced weapon

* Weapon torches now turn off properly when swapping out the current weapon via ammo crates with the torch light switched on.

* Game timer is now correctly aligned when viewing the in game scoreboard in Japanese.

* Helicopter chain guns no longer jam

* Ammo counter for Fireteam leaders in PvP matches now counts down the remaining ammo correctly.

* Weapons rotations for a.i. gyrostablised weapons are no longer updated if they've not got a target set.

* The corpse looting inventory updates appropriately when swapping weapons.

* Weapon OSD for the M134 Minigun in the AH-6J Helicopter now displays the correct number of rounds loaded (9999)

* Helicopters no longer make inappropriate wheel contact suface sounds sound when flying over grassland

* The corpse looting inventory now appears appropriately when characters are killed

* Players stance is now correctly maintained after operating an emplaced weapon

* The damaged vehicle icon no longer becomes stuck on screen if the player is spawned into a vehicle just as it becomes critically damaged.

* "Move To" orders now correctly issued to the pilot rather than individual fireteam members when mixed fireteams occupy the crew seats in helicopters.

* Vehicle control responsiveness improved for clients