Jump to content

Recommended Posts

my point was that it's not the solution to the problem that was described. if you think that it would be ok that a headless client is needed to have working AI then i can't help you:p seriously. i know there are mods and methods. but let's face it. the AI is just broken in that regard. and yea i'm only talking about them turning in slow motion (and maybe driving) not "fancy" features like actually being able to fight inside houses...

Don't get me wrong, I'm in no way disagreeing with you. But the HC ai is definitely an evolution, and a serious step in the right direction. If they can integrate it's capabilities into the server itself without the need for a HC, then it would be a massive step towards solving the issue. Hell, realistically all they'd have to do is remove the client requirement, and integrate it into a background service that connects to a 'server' when it notices one up, along with custom parameter possibilities to look at external addresses as well to enable HC networking. Ai would improve and no one would notice a difference aside from the improvements. But obviously the problem is a bit more complex, other wise they'd have done it long ago.

In the mean time, I'm using it to great effect, and my AI are tearing me a new ass on a regular basis.

I think what I was really trying to point out is that it's not quite worth raging yet, considering the ground they've covered already with the HC. There are improvements happening, and they're making big impacts.

---------- Post added at 07:28 PM ---------- Previous post was at 07:25 PM ----------

TheCapulet, or anyone for that matter who knows how to set up a headless client, could you explain how to do it step by step as the group I game with struggled to make it work.

I've only ever tried with Benny's warfare mission, which has the functionality already built into the mission. You just have to set up your parameters correctly for the arma2oa.exe, and it connects to the server and just works. But here's a large thread discussing the HC and it's implementation.

http://forums.bistudio.com/showthread.php?143565-Post-here-all-what-you-know-about-implementation-of-the-headless-client-in-missions

Share this post


Link to post
Share on other sites
But the HC ai is definitely an evolution, and a serious step in the right direction.

No, it isn't. And no matter how cool you find it, it doesn't solve any problem the engine has for years. It just helps to hide some of the performance problems and other (especially MP) issues the engine has currently (and nothing has changed compared to OA).

Edit: The game is still a Singleplayer game with MP and MPwise it is still the same as OA.

Xeno

Edited by Xeno

Share this post


Link to post
Share on other sites

On the topic of vegetation pop in, is this what you guys are experiencing? It also happens to grass and bushes, but it was most prevalent with these trees.

Share this post


Link to post
Share on other sites

Nope, that might be related to your high FOV. The vegetation popups I experience can be observed with the bushes at the airstrip when e.g. flying with a helicopter over it at 10m. They are really just popping up or changing their appearance (leaves/ no leaves)

Share this post


Link to post
Share on other sites

Hmm I'm using stock FOV. Never touched any of those settings, just whats available in the in-game menu.

Does it have to do with resolution and aspect ratio? I'm not even playing that wide a ratio, 16:10 vs the standard 16:9.

Share this post


Link to post
Share on other sites
No, it isn't. And no matter how cool you find it, it doesn't solve any problem the engine has for years. It just helps to hide some of the performance problems and other (especially MP) issues the engine has currently (and nothing has changed compared to OA).

Edit: The game is still a Singleplayer game with MP and MPwise it is still the same as OA.

Xeno

Depends on what you view as a solution, Xeno. On a technical standpoint, sure, you're absolutely right. All of the same shortcomings are still there. But from a player standpoint, from someone who only cares about how it appears during actual game play, there's no argument. It's better, hands down. In vanilla arma 2, CQB is ridiculously easy. With the HC, I'm almost always out-gunned. Same mission, same situations, etc.

Are you really telling me that's not a step in the right direction?

Share this post


Link to post
Share on other sites
Yeah same here. Though I reckon it's intentional that any script errors show up.
I do not think it is just a script error. The intro sequence (birds eye view of a battle) does not play behind the main menu and the "Whole Lotta Stratis" custom mission does not quite work properly.

Is there anything I can successfully play with the latest dev build?

Share this post


Link to post
Share on other sites
No dev branch update today?

Yesterday was a public holiday in the Czech Republic, and not all staff was in place to do the update :)

Share this post


Link to post
Share on other sites

No problems at all DnA ! Christ you guys need breaks too !

Keep up the great work!

Share this post


Link to post
Share on other sites
Yesterday was a public holiday in the Czech Republic, and not all staff was in place to do the update :)

You guys had a public holiday on a wednesday?

Czech Republic is a Diffierent country :)

Share this post


Link to post
Share on other sites
You guys had a public holiday on a wednesday?

Czech Republic is a Diffierent country :)

Well, would you rather have it on sunday ? Not us ;-)

Share this post


Link to post
Share on other sites

Reference the Magazine change

20Rnd_762x45_Mag to 2020Rnd_762x51_Mag

Surely that means that the ammo type will have changed from:

B_762x45_Ball to B_762x51_Ball

Can anyone confirm this is true?

Share this post


Link to post
Share on other sites
You guys had a public holiday on a wednesday?

Czech Republic is a Diffierent country :)

It's Liberation Day in the CR on the 8th of May to mark the end of WWII in Europe. Here in the UK, we call it VE Day (Victory in Europe) but we don't have a public holiday. Last Monday was a public holiday for us - Mayday.

Share this post


Link to post
Share on other sites
I do not think it is just a script error. The intro sequence (birds eye view of a battle) does not play behind the main menu and the "Whole Lotta Stratis" custom mission does not quite work properly.

Is there anything I can successfully play with the latest dev build?

Indeed :) At first I thought the broken loading screen was caused by a mission but turns out it wasn't caused by that and is now fixed

Share this post


Link to post
Share on other sites

I just perceive me again with the update 0.51.105007. I thought it had been corrected. We can make rebounds on the sea with helicopters KA-60.

Share this post


Link to post
Share on other sites
Hmm I'm using stock FOV. Never touched any of those settings, just whats available in the in-game menu.

Does it have to do with resolution and aspect ratio? I'm not even playing that wide a ratio, 16:10 vs the standard 16:9.

That does look like a fov problem.

Try this go to your documents folder and find the Arma 3 folder

Delete Arma3Alpha.cfg

(You might want to make a screenshot of your settings before you do that)

Set the aspect ratio and the 3D resolution to your monitors native settings.

Share this post


Link to post
Share on other sites
Reference the Magazine change

20Rnd_762x45_Mag to 2020Rnd_762x51_Mag

Surely that means that the ammo type will have changed from:

B_762x45_Ball to B_762x51_Ball

Can anyone confirm this is true?

Let's hope that they got it right this time... I still remember that one stable patch that actually broke the MXM's suppressor compatibility despite my having reported the issue for several prior dev builds.

Share this post


Link to post
Share on other sites
That does look like a fov problem.

Try this go to your documents folder and find the Arma 3 folder

Delete Arma3Alpha.cfg

(You might want to make a screenshot of your settings before you do that)

Set the aspect ratio and the 3D resolution to your monitors native settings.

Unfortunately I've tried that numerous times, usually once a week to keep things up to date with the dev builds. And no luck so far.

If nobody else is experiencing the same flickering and disappearing trees/bushes that I am then I am going to chalk it up to a dying video card. Hopefully Nvidia can grace us with the 700 series this month so I can move on from this ancient piece of junk lol

Share this post


Link to post
Share on other sites

Hey BIS team I have to tell you that the latest dev build looks great from a lighting POV. Just had a play around Agia at night with a flashlight and it was great with the light dissipation working very nicely.

Share this post


Link to post
Share on other sites

we now have the weirdest bug - helicopter may be flying but you still find yourself in the helicopter at base, if you try to get out of it - you may be teleported and dead, lol, how come BIS? sorry english isn't my first language but i'm sure everyone can confirm and explain it better

Share this post


Link to post
Share on other sites

Another video on something that needs serious work in this game; ladder animations.

Share this post


Link to post
Share on other sites

I'm having some real problems with floating trees and black rocks.

There are a lot of floating or misplaced trees after the update which I have never noticed before. They can be found all over the island.

9ZVwUl3l.jpg

Additionally, I get a texture flickering with the rock textures making them completely black at a very specific distance. Once this special point is met, all the rocks in the scene turn black and as soon as I move the character, they turn back to normal. ATI user.

sMshmG5l.jpg

Can you recreate these?

While those problems are really annoying, the specular values on the XM etc look very good! They really make it look like cold steel :)

ehKjKvYl.jpg

Edited by PurePassion

Share this post


Link to post
Share on other sites

Yep PurePassion ATI user here as well and I have the exact same black rock problem. I figured it was an unstable overclock so I pulled my memory clock down and all is well ever since. Give it a shot.

Share this post


Link to post
Share on other sites

Need to make a ticket with GPS coordinates for those trees PurePassion

Also did they add small ruins north west of Kamino? And a lighthouse north of Spartan memorial?

Share this post


Link to post
Share on other sites
Yep PurePassion ATI user here as well and I have the exact same black rock problem. I figured it was an unstable overclock so I pulled my memory clock down and all is well ever since. Give it a shot.

Thanks man, I've put the memory clocks to stock speed and it's looking good so far. Though it's really strange as those problems have never occured before with the same overclock.

Need to make a ticket with GPS coordinates for those trees PurePassion

Oh that would be quite an effort as they really do appear everywhere. For a start, get to the coordinates from the infantry showcase (025027) and take a look at the steep surfaces.

It seems like it is almost every single one of these particular larger pine trees with the brown bark and lone branch halfway up.

8Q4sP1Cl.jpg

Also did they add small ruins north west of Kamino? And a lighthouse north of Spartan memorial?

Oh yeah those are new and a really good addition! Especially the old construction site at Kamino fits in perfectly.

Edited by PurePassion

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×