Jump to content

Vigil Vindex

Member
  • Content Count

    367
  • Joined

  • Last visited

  • Medals

Community Reputation

61 Excellent

1 Follower

About Vigil Vindex

  • Rank
    Staff Sergeant

Contact Methods

  • Website URL
    https://github.com/vigilvindex?tab=repositories
  • Biography
    Human.
  • Twitter
    ssechaud1982
  • Steam url id
    ssechaud1982
  • Twitch.Tv
    vigilvindexx

Profile Information

  • Gender
    Male
  • Location
    Glasgow, Scotland.
  • Interests
    Politics
  1. The zippyshare link is 403 forbidden for me. Can you stick it on a better long term host, such a Google or Github?
  2. That is due to the chosen code to generate the waypoints for that patrol. If the patrol is limited to a random patrol of a single location area I suppose it is reasonable to ignore precise random last location of a random patrol. But if the patrol waypoints are less random and more curated, such as a patrol between larger distances, location to location, then you should be able to project into the future an estimated location they would have travelled to in the interval between caching. EDIT: Maybe something along the lines of: * Get the locations of all the waypoints for a group. * Calculate cumulative distance between those waypoints in sequence. * Estimate average speed of unit. Do the usual distance equals velocity over time to get location to de-cache.
  3. Vigil Vindex

    General Discussion (dev branch)

    I've long looked for a way to execute code in the moment before the lobby. Primarily to execute code to create the players units. I'm not sure why it seems to be impossible. The commands to set the min max player count or game mode type are not there for example. Suppose some that info is required for display in the server browser so we know what we are joining. But being able to script the creation of players would be really useful for me at least.
  4. I've been thinking about the caching system and how it freezes cached units at the last location. The only solution I can think of to this would be to calculate the average movement speed, direction, etc and compare the time from when cached to the time of de-caching and modify the location according to that projected location.
  5. Vigil Vindex

    Future plans to continue "The legacy"

    Agreed, most engines are iterations on already existing code bases. I think the issue with RV being so limited in terms of iterative improvements is that a lot of that code was poorly documented and the staff who created it left resulting in a fragile highly coupled deck of cards that can seriously impede the productivity of devs going forward. I often dream of BI starting from scratch building a new engine in Rust with Vulkan, but that would be a huge & risky investment.
  6. Vigil Vindex

    Future plans to continue "The legacy"

    I've been watching DayZ SA development, particularly the workshop to see what mods are available for it in the hopes that we would see a glimpse of what might be coming to A4. Two of my big expectations for A4, some form of deformable terrain/underground tunnels in the terrain sim, and radical performance improvements to AI pathfinding, both seem to be missing at this point. Hopefully this is due to a lack of knowledge on the part of mod makers rather than limitations of Enfusion. Regarding the speculation on the culture of BI moving forward, I doubt that they will wander far from their founding ambitions. With BI there appears to be a passion, or legacy, of simulating an era of conflict in a particular region. Often the largest artistic labour being the location itself. They have made multiple games trying to recreate this sort of experience. Every attempt has failed in numerous ways, but each attempt has been a glorious and splendid gaming experience. I suspect they will leverage whatever new assets, be it engine code base or skills & knowledge of staff to again attempt what they feel they have failed in the past. The investment in technical assets or skills and knowledge will hopefully pay off two fold in being able to improve what is lacking in A3 for the new A4, and also enable BI to apply that to other products. Just give us Cherno, where we can dig tunnels, with AI that can populate the map to make the space feel "lived in" with performance that allows us to play with things like VR and A4 will be a winner, in my book at least. EDIT: Interestingly the first red faction game with its "geo-mod" engine was released in 2001, same year as OPF.
  7. Vigil Vindex

    Red Hammer

    That's bad news. Hope you get revenge & return to us in the future.
  8. Vigil Vindex

    Red Hammer

    Can you repost the link because I no longer see Red Hammer on Steam. /sadface
  9. This was something I too was looking for when I was interested in making missions. I don't want to use the editor to redo the work every time, I just want to make a script that I can reuse and save my time to spend on other aspects of mission making. As far as I could tell there was no way to do it outside of the editor or eden.
  10. Vigil Vindex

    MRB Brexit Insignia

    It always is for "I'm alright Jacks". Story changes quickly when it their rights, homes, families, and friendships that are paying the human cost of it. But since it's them foreigners, who cares, it's all fun and games right?
  11. Vigil Vindex

    Audio Tweaking (dev branch)

    If this is true then perhaps something should be added to de-prioritise sounds that are further away so that sounds closer can be prioritised as it should be less noticeable if further away sounds are being missed out.
  12. Vigil Vindex

    Audio Tweaking (dev branch)

    Is anyone else have issues with gun shots not being audible. Not sure when it started but I have noticed it recently, I hear bullets impacting but not the actual gun shot.
  13. I don't think Arma has ever been that kind of game where the campaign is the be all and end all of the product. That's the way other games like COD do it, huge focus on a campaign with some MP modes on top. I have always thought that the real stars of the Arma games was the maps, the scale of which enables them to be used for other missions etc. And I think BIS recognised this aspect by pushing Arma 3 as a platform rather than just a game with a campaign. That said, I also have a bit of nostalgia for the old campaigns, and would love for a return to the form of those past campaigns, Resistance in particular.
  14. Vigil Vindex

    Arma 3 DLC - CONTACT

    Nothing yet, but I am betting on us never seeing them directly, just their drones and hover tanks with rail guns.
  15. Vigil Vindex

    NO, BIS, NO.

    When I first heard about the sci-fi theme I was disappointed too, but after looking at the terrain, factions, weapons, vehicles and props etc that would be added I had to agree that even if I ignored the sci-fi campaign, which actually looks good, it would still be a significant expansion. And if the money supports BI in making Arma 4 everything it needs to be for me to buy it then I am happy that my purchase of this expansion and GM will support that. If Arma 4 arrives and it doesn't provide the "magic bullet" that we where told would never come for Arma 3 then I will change my mind. Besides, at this stage of Arma 3's life cycle I think we are lucky to get any new content at all after being told development was winding down.
×