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Vigil Vindex

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Everything posted by Vigil Vindex

  1. But is it new? Wasn't Enfusion purchased as an already deployed engine for other games? I hope 1-7 is being targeted but the lack of any indicators or mentions of it either in DayZ or the forums makes me doubt it. /sadface
  2. Has any of 1 to 7 ever been confirmed as coming to Enfusion?
  3. Vigil Vindex

    Arma 4 a look to the future

    1 - Cold War Era - I don't think we will be done with this era for a long time. They do not call the end of it the "end of history" for nothing. 2 - Reforger - I initially hated the idea and I am still disappointed that we are yet to see the groundwork for performant AI in a future Arma game taking shape in Enfusion. I thought DayZ would be the test bed to develop Enfusion towards being ready for Arma 4 and provide the opportunity for content creators to port their content to the new platform. Perhaps Reforger will provide a better place for that to happen. But I am worried that we are not seeing stuff like digging tunnels or trenches in DayZ, or new AI, deformable terrain, etc, the type of new stuff that we thought would not be done with Arma due to engine limitations that the new engine would open up.
  4. "Obfuscation aims at rendering your content unreadable and useless to third parties." - Seems to work for first parties too.
  5. Vigil Vindex

    ARMAHOLIC website not working

    I've was looking at hosting sites on the IPFS network. Services like Fleek dot co provide a free tier service that automates the process and lets you host a site on the IPFS network with automated SSL certs and custom domains using free options like afraid.org. The only issue being that it has to be a static site, so you have to use something like Gatsby or Jekyl. What interests me about this is that is zero cost and resilient as it is backed by a decentralised network. You can do it manually without using Fleek but it requires more work to configure. Do we know what the space requirements would be to replicate the Armaholic data?
  6. I would be more than happy if we get 1 or 2 good CDLC a year until A4 is ready. The idea of a lite version sounds like a lot of extra work to make people who can't scrape up ten bucks happy. And the CDLC content, particularly the GM vehicles are really good. If that is replicated in the CSLA CDLC then keep them coming. Nation CDLC packs are something that should have been done earlier. Most nations have Arma communities and mods packs for their nations. BIS should have played on that strength with the CDLC programme.
  7. The zippyshare link is 403 forbidden for me. Can you stick it on a better long term host, such a Google or Github?
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Vigil Vindex

    Red Hammer

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

    Red Hammer

    Can you repost the link because I no longer see Red Hammer on Steam. /sadface
  15. 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.
  16. 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?
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. I've seen no evidence that BI has hired anyone new to specifically work on AI for future titles. I do think that they already have staff who can do work on AI but they did not get allocated enough time and resources to implement the scope of changes that we would like to have seen in A3. Hopefully they are given the resources and time to work on AI for future Arma games in Enfusion. I think your suspicion that AI might be skipped in future Arma games could be true, Vygor for example is basically DayZ without the AI zombies. Which is fine, it makes sense to focus on the parts that work and cut the stuff that can cause problems and cost more development time than the value they bring to the gameplay. In the context of Arma I could see the benefits of cutting a complex AI system to focus on a platform that keeps the main focus of the engine efficient etc. Perhaps it would be best to make the platform robust enough to enable the community to develop custom AI but isolate that from the engine itself so we don't see the kind of problems we see in Arma when AI are added and cause the engine to get bogged down. We might already be in a better position with Enfusion, I got the feeling that the AI systems in RV was so embedded and undocumented that it was almost impossible to de-tangle the systems and prevent AI from dragging the engine performance down, leaving us with just small changes but nothing radically changed. Perhaps this is not the case with Enfusion and it will give them enough overhead to develop a new AI system. I just hope that we get something that allows for the large maps to be populated with more AI, we need a realistic military population, a company for each side, with maybe 2 platoons in each company. So that is potentially over 200 AI, then we want civilians so another 100-200 AI. And it would be hard to do that sort of stuff in RV without elaborate systems and hardware such as caching and headless clients which most of us are not in a position to do. If we could get those sorts of numbers I would be happy. And if the AI needs to be simpler to achieve that I could live with that, but let the community script more advanced AI subroutines that they can choose to use. I'm pretty sure that BI wants this sort of experience in the Arma games, there was talk of a large open single player campaign with the whole map being populated but it got cut, I think because of the Greece thing, but more likely due to the technical difficulty of implementing that sort of scenario in the game. We did see an engine based caching system in RV near the end of A3's main development cycle, but it was never really used much probably due to it's limitations in the way that caching system works by effectively pausing stuff that you want to be actively moving and interactive.
  23. I can appreciate that there is a lot of content, both from the devs and the community, that we all get to enjoy from all of the Arma and OPF series of games. And I would love for that backwards compatibility to be maintained going forward with future games. And from what we can see currently with DayZ it certainly looks like content such as maps and models can indeed be ported to future games without much hassle, animations could be an issue. However my main concern is that the biggest challenge going forward, both for DayZ and any future Arma game is performance, MP AI performance in particular. If ultimately we have to sacrifice that backwards compatibility of the content from previous games to achieve the "magic bullet" that will finally solve and unlock the MP AI experiences we want to have in future games then I think we should accept that cost. Worst case scenario will be that we will have to port the logic for missions and scenarios to the new scripting engine in enfusion. DayZ seems to have made progress with large amounts of relatively static entities (loot) in the MP environment, but I am still waiting to see large amounts of complex entities (AI) in the MP environment. Arma is great for large scale warfare, but we really need to populate those large scale maps with AI to get an experience that deserves to be called "splendid".
  24. Vigil Vindex

    TAC-OPS DLC discussion (speculation and hopes)

    My hopes for TAC-OPS DLC would be: Adding better movement features such as climbing through windows and over fences, scaling buildings with help from team mates. Like the EnhanceMovement mod. Precision placement of charges/mines, such as attaching charges to vehicles. Night vision options for snipers. Grenade throwing options for over/under hand throws.
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