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http://www.gamasutra.com/view/feature/131427/postmortem_bohemia_interactive_.php?print=1

the same thing has been mentioned plenty of times on the forums about recent work with especially the AI. it's mostly based on instagoat's talks with the devs at the gamescom.

http://forums.bistudio.com/showthread.php?137130-Arma-3-hands-on-Gamescom-2012!&p=2210340&viewfull=1#post2210340

that's why the devs were specifically asking for detailed repro/debug missions. because the core of the AI is from back then and it's hard to know what does what to waht effect. the situation might get better but it's certainly a factor.

Thank you for that, I knew it had been mentioned here on the forums quite a few times but couldn't find references for it.

Yeah I remember hearing this also but I don't think it's like ancient aramaic code that's impossible to break -more like it's deep rooted and fragile like a house of cards. Personally I still see huge improvement as far as infantry is concerned where OFP was like watching two flocks of birds in wedge formation duke it out, Arma1 being worse due to the new complex urban structures "Can't get there!" was all too common. Arma1 was also terrible because cover just meant being near something. Arma2 improved AI alot with AI finally able to go to precise location by inches rather than meters which made a huge difference as well as leaning out from corners. Problem was they still got stuck by seemingly trivial ground objects that they couldn't step over and bridges were a bitch. Arma 3 they can now move thru intricate townscape pretty damn well and are not hindered by things like low walls, rocks and use cover a little better as well. Sure theres still problems but I wouldn't go as far as to say the AI has not advanced, at least not infantry wise.

I never said it was some impossible to break Aramaic code, but I said it does make the job 10x harder at least and it's not always easy to go back through code that's undocumented and change things without breaking other things that you had no clue were even there. I expect the reasons for why we don't see a lot of under the hood work done is simply because some things are too hard and they are unwilling.

As far as I've seen, the only improvements have been that they have increased value's so the AI aren't dumb outside of the 200m range which has many tradeoffs like AI spotting being quite super human as they can now detect where you are easily in a couple shots even in cover. No actual work on AI spotting routines or their behavior's, simply numbers tweaking which isn't bad but it's not phenomenal either.

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As far as I've seen, the only improvements have been that they have increased value's so the AI aren't dumb outside of the 200m range which has many tradeoffs like AI spotting being quite super human as they can now detect where you are easily in a couple shots even in cover. No actual work on AI spotting routines or their behavior's, simply numbers tweaking which isn't bad but it's not phenomenal either.

The only improvments? How can you possibly discount all the points I just brought up? The only difference you see between OFP AI and Arm3 is the spotting distance? Not really sure where to go from here...

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The only improvments? How can you possibly discount all the points I just brought up? The only difference you see between OFP AI and Arm3 is the spotting distance? Not really sure where to go from here...

Most all of the "improvements" you mention are from tweaking the limit value's and not actually changing the behaviors that govern what the AI do.

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Gentlesirs, there seems to be a dedicated thread for AI discussion, feel free to use it, please, and don't clutter this one :icon_twisted:

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Yeah, please use this one for discussing bullets going through AI without doing damage (yes, it keeps happening). I´ll quit with Arma 3 for now and wait for the next campaign episode. I´ve only played Arma 3 for 278 hours since the Alpha launch. Compare that to Arma 2 wich I played for way over 1000 hours in the months after its release, and still play more than Arma 3. That should tell you wich game is (still) better (more enjoyable) in my opinion.

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Yeah, please use this one for discussing bullets going through AI without doing damage (yes, it keeps happening). I´ll quit with Arma 3 for now and wait for the next campaign episode. I´ve only played Arma 3 for 278 hours since the Alpha launch. Compare that to Arma 2 wich I played for way over 1000 hours in the months after its release, and still play more than Arma 3. That should tell you wich game is (still) better (more enjoyable) in my opinion.

tell whom? And what should change, after you say you enjoy arma 2 more? Same as i say, arma 2 feels outdated now in my opinion, compared to arma 2, thats why i spend 650 hours on it since alpha, and never returned to arma 2. This should tell you (whoever), what is better game.

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will there be a stable release then after that another stable release with the 3rd episode?

or you lot going all out to get the 3rd episode done in the next release?

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Yes, there will very likely be at least one update before Win is released (and some other cool stuff :yay:).

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Yes, there will very likely be at least one update before Win is released (and some other cool stuff :yay:).

thanks DnA, hope the support and hard work will continue after WIN, then you guys can concentrate on goodies and features ;)

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since a while i´m experience ghosting in optics, i think this only happens in airsoft replicas. Can anyone confirm this?

eotech_552_08.jpg

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what happened to the changelogs like the ones from beginning of this year?

it was split into categories i.e. DATA and ENGINE

I liked that format

maybe add a 3rd one called AI

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since a while i´m experience ghosting in optics, i think this only happens in airsoft replicas. Can anyone confirm this?

Turn down Depth of Field to about 15 or below. Fixed it for me...

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Just a note on the invincible AI that people have mentioned. I have come across this quite a few times during patrol missions and it seems to always happen with the AI who are standing inside the half circle of sand bags. Bullets and explosions pass right through them as if they are ghosts. However, they can be killed if you shoot down at them from above. Hope that helps.

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Just a note on the invincible AI that people have mentioned. I have come across this quite a few times during patrol missions and it seems to always happen with the AI who are standing inside the half circle of sand bags. Bullets and explosions pass right through them as if they are ghosts. However, they can be killed if you shoot down at them from above. Hope that helps.

Well I´ve had it happen outside of the patrol missions too, and far away from sandbags and barriers.

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Set up proper initSpeed parameters for various infantry weapons according to their RL counterparts or through careful approximation. Also performed slight round up adjustment of airFriction for small arms bullets to create greater distinctions between them.

Nice one! I created a ticket on this a long time ago. I doubt that the devs ever saw it, but i closed it now :) http://feedback.arma3.com/view.php?id=14854

Going to check it out now, to see what values you devs used. Will reply if I find anything strange.

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i have a question regarding recent multiplayer optimization?

Does it apply to stable released too ? or only dev branch ? and does it improve the thing clearly ?

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Set up proper initSpeed parameters for various infantry weapons according to their RL counterparts or through careful approximation. Also performed slight round up adjustment of airFriction for small arms bullets to create greater distinctions between them.
Nice one! I created a ticket on this a long time ago. I doubt that the devs ever saw it, but i closed it now :) http://feedback.arma3.com/view.php?id=14854

Going to check it out now, to see what values you devs used. Will reply if I find anything strange.

Strange things indeed. First I tested muzzle velocity using a script, and within each weapon family, they all have same muzzle velocity. Then I looked in configs and they all say initSpeed = 0;

Did this change not make it into todays update after all? Maybe I misinterpreted the changelog?

Edit: EXE rev. 114714

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i have a question regarding recent multiplayer optimization?

Does it apply to stable released too ? or only dev branch ? and does it improve the thing clearly ?

For sure worse performance with stable build , not sure about multiplayer though.

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