Codemasters Command Center
Bringing you the latest Codemasters Action, Stealth and Strategy News
INTRODUCTION
The sun has finally come out, tanned bodies lining the streets and more upgrades are being released over the net. This can only mean one thing...summer is here!!!
So what bright news have I got this month? Well it's more of an IGI 2 month than anything else but I have managed to dig out the odd titbit of other news too. So just lie back, put on the shades and let the news flow over you like a Mediterranean wave.
IGI 2 - COVERT STRIKE - LATEST NEWS
As you may or may not be aware, lots and lots of files flooded out of my PC this month. It was a total avalanche of upgrades, editors and server packs, well at least one of each, plus a new multiplayer map.
So what exactly went out this month?
The new 1.2 game upgrade was released both as a Nordic version and as a Rest of the World version, which we just called the UK-Upgrade. This fixed a few bugs plus improved the frame rate in multiplayer. This version will be required if you are thinking of playing the other new map Winterland, and is strongly recommended for the Area27 map.
Along with the new 1.2 upgrade we also released the 1.2 dedicated server pack, which included Linux support. There are threads on the forums that help you to work this utility for the Linux set-up: http://community.codemasters.com/forum/showthread.php?s=&threadid=22276&perpage=15&pagenumber=2
After releasing the Map Editor, we also set up a new editing forum at http://community.codemasters.com/forum/forumdisplay.php?s=&forumid=181 >From the looks of things we have a number of keen level designers and I'm personally looking forward to seeing some of these maps in action. So best of luck to Nick Stone, Scirno and Sitting Duck, and the many other aspiring map makers. Oh and of course Myki ;) who I know has been waiting for the editor since the games initial design 2 years ago j/k
As an added bonus I also felt it was appropriate to release a new multiplayer map so those with no editing knowledge could do something productive. This new Area27 map is the first IGI 2 map to be set completely indoors. This was the level I wanted to see in the game as I thought it had potential, and will be among my favourite levels I'm sure. Lots of shottie action methinks!
The last map that we are releasing will be Winterland and as you can see from the screenshots downloadable from here: http://www.codemasters.com/downloads/displayfiles.php?showdetails=7489 It is a snow-based map and lets players exploit the in-game character model's winter skins. It's a fun map that requires the 1.2 upgrade http://www.codemasters.com/downloads/displayfiles.php?showdetails=7529 to run, and has an added extra in the way the TBA's (Time Based Action) function. All three objectives are time based so the defending team have a chance to reverse the attacking team's TBA. At the time of writing the map is scheduled to be released quite soon. In fact it may already be out!!
Well this may be the last of the IGI 2 news for a while but I'll try to keep you up to date with the modder's progress on maps. I may even do an interview with them if they are willing!
IGI 2 HOT TOPICS -
With the release of the Editor, the forums have been rife with questions regarding map making and how to use the editor. Hopefully the Innerloop guys are hanging around to answer some questions from these troubled souls. A big thanks to Henning, Stein, Jolyon and Bjorn for their lingering ;) Check out this thread for a confusing discussion on the different editor file types http://community.codemasters.com/forum/showthread.php?s=&threadid=22502&perpage=15&pagenumber=2
For more information on IGI 2 - Covert Strike, click here: http://www.codemasters.com/igi2
You can also visit our Forums here: http://community.codemasters.com/forum/forumdisplay.php?s=&forumid=4
You can chat to other fans live at the Quakenet IRC Channel #igi2
OPERATION FLASHPOINT - LATEST NEWS
Well the news on the Flashpoint front is as slow as ever. The Bohemia team are working hard on the Xbox version which we've had a sneak preview at this week. It's looking very nice at present but still has a few bugs, which is to be expected at such an early stage of the game's development. And apparently Xbox Live! is working very nicely.
I have recently been asked about the Original Flashpoint's update system and order of patching. This can be quite complicated depending on the versions you've got so I made a link on the forum to www.flashpoint1985.com . This is Bohemia's Flashpoint site, the downloads page explains the process more clearly.
More to the point I have heard rumours that there may be another patch that will fix some of the issues reported from the game on forums and from email. There are some critical fixes needed which we are aware of. A date hasn't been set yet but as soon as I find out I'll let you all know
Now on to Flashpoint 2, news for this game will be slow coming whilst we concentrate our efforts on the Xbox version of Cold War Crisis.
The forums on the other hand are still very active and comments on what gamers and fans would like to see are still being looked at.
Check out the forums at Codemasters Forum (http://community.codemasters.com/forum/forumdisplay.php?s=&forumid=167) or at BIS Flashpoint2 Forums (http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi)
If you haven't already you can sign up and register your interest at http://www.codemasters.com/flashpoint2
You can chat to other fans live at the Quakenet IRC Channel #flashpoint2
FLASHPOINT 2 HOT TOPICS -
Well the forums speak for themselves. Posts mainly focus on the changes that people would like to see in the next game compared to the original. Check out the ever increasing thread here: http://community.codemasters.com/forum/showthread.php?s=&postid=234125#post234125
BATTLEFIELD COMMAND - EUROPE AT WAR 1939-45 - LATEST NEWS
I hope last month's Q&A session was as informative as you were expecting. Again I have included some more forum questions, and answers from my man down in the External Studio.
Q&A SESSION -
The layout is as follows. The questions are quoted from each person and then followed by the answer from Andrew Wafer.GS_Siebert - Q: Will the weather have an influence on the game play? (Especially Russia)
Andrew Wafer: Yes, better keep those tanks and men warm in the cold Russia Winter ;-)
Q: Will soldiers have typical uniforms for the year and weather?
Andrew Wafer: Of course, we are making a very authentic game. No detail will go unmissed.
Q: Can soldiers dig in?
Andrew Wafer: Technically no, as they dig trenches and fox holes before the battles start. Imagine having to wait two hours while a trench is dug. But the terrain is fully deformable, so you can always create a foxhole by using an explosive shell. If you don't mind wasting them, that is.
Mr Ass - Q: How will artillery work? Will you need artillery spotters, a direct line of site of can you just fire at anything you (the commander) sees ala C&C. (please not the latter)
Andrew Wafer: Artillery crew will fire at any target you order them to as long as they can see it. Moving targets may take longer for the crew to aim and fire at, as they have to calculate the speed of the target. The rate of fire of artillery is also affected if any of the crew is injured, and also depends on the individual crew members skills at loading and aiming, as well as their strength, dexterity and experience. Is that complex enough for you?
Coolguy666 - How will planes be utilised?
Andrew Wafer: The game will feature fighters, bombers and transport planes all of which you can order in from the battlefield. You don't have direct control over them, but you can give them co-ordinates or targets.
Howardb - Haven't seen through all the other questions but I have some.
How many units will the player directly command?
Andrew Wafer: This will vary from mission to mission. It could be as low as five to ten on a covert mission, or up to around fifty when the player is taking part in larger scale operations.
Will you be able to pause whenever you want? (Hard to ambush, conduct combined warfare, flanking from different directions unless it's a simple order feature. I'm hoping this game won't play like C&C, draw a box over a bunch of PzkwIV and right click enemies).
Andrew Wafer: During normal single player mode you will be able to pause the game and give orders.
If you have any more questions that you would like to see answered then please make a post on the forums under the Q&A thread or mail them directly to me at the below email address.
The forum chat seems to be heading toward the "Best of..." area at present with many discussing favourite tanks and weapons. If you have something to say or would like to contribute then please hop along to the forum and share your thoughts. Don't worry we don't bite...much.
There will also be a big announcement soon regarding the game, so pin your ears back and get ready for a surprise J.
For more information on Battlefield Command, go to this link: http://www.codemasters.com/battlefieldcommand
You can also visit our Forums here: http://community.codemasters.com/forum/forumdisplay.php?s=&forumid=155
You can chat to other fans live at the Quakenet IRC Channel #battlefieldcommand
FINAL NOTE -
Well it's been a great month for IGI 2 with so much content. I hope you've enjoyed what has been released and soon to be released, and please do leave feedback on the forums. As you may know I'm a busy man at the moment and have also taken on the role of Community Liaison for our Motor Racing Games. This has left me with a slightly bigger workload but I'm still trying to spend as much time on the forums as possible.
I'll be seeing you all around I'm sure.
Happy gaming everyone
