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The Man Without Qualities

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Everything posted by The Man Without Qualities

  1. The Man Without Qualities

    AI Discussion (dev branch)

    You BELIEVE a lot but KNOW nothing. I KNOW that BIS Q&A judging by the results / release quality / speed of fault fixing is far from being professional. And when I read the bug fixing list you refer to...shame-shame-shame. Tons of careless mistakes by BIS devs - as usual. Clever that the same guys are celebrated as heroes for fixing their own faults - must apply that to my own profession. What is really needs is someone going over the entire material (regardless if static or mobile) and check among others the thermal behavior. The outcome would be an endless change log. en3x, there are tons of tickets out there dealing with utterly wrong configured map objects resulting into tiny bushes making a tank flip over or tiny boxes stopping an MBT from full speed to zero without moving an inch. Careless coding - no QA or they simply don't care. You meanwhile must remember which bush you can crush and which you must avoid - something an AI can't - the best AI routine must fail if it is feed with bullshit parameter.
  2. The Man Without Qualities

    [SP/MP] BeCTI

    Naval is used in WASP or OFPS versions of CTI extensivly, in OFPS version a lot of transport and attack vessels are purchasable. The standard BECTI is employing vanilla BIS naval units - just tiny boats. Several radar detection distances expandible by upgrades or by purchasing related radar towers are existing in several BECTI versions. Even type of radar is selectable (AA and Arty-shell so kinda field radar). Spawn location clearance is something "lost in porting" because even in OFP clever defs checked with increasing diameter around factory for a free spot and spawned there the next vehicle. Mass explosion due to lots of stucking vehics like in A3 is rather related to ....the actual mission dev. So namost all your wishes became already true.
  3. The Man Without Qualities

    AI Discussion (dev branch)

    i was laughing my ass off reading this! You are not talking about BIS quality assurance, right? The first real bug tracker was set up and maintained by the community before BIS started this half maintained thingy we have right now? You are not talking about those bugs one could find after 5 minutes hipshot testing but finding their way into major releases on regular basis? Well bitching goes against fanboys defending BIS with crazy arguments, not so much against BIS. Usually BIS is not involved into such thread-destroyers like this here. That's it, the proper place to bug discussion is the bugtracker, but since there is no proper manager/moderator asigning tickets, merging them into collector-tickets if they deal with the same issue, but leaving many tickets untouched.... In an older bugtracker there was a voting about most burning bugs/issues. The Top 5 were never really touched, but we got tons of DLC instead. Coming to the specific AI thingy: lots of crazy stuff could have been ironed out years ago, it wasn't because BIS simply don't care. I just mention the stupid AI bail-out when tank reaches certain damage.
  4. The Man Without Qualities

    AI Discussion (dev branch)

    Expectation management. Some have the optinion that for the cash paid they got more then nuff, some took every hyper-super advertisment bla-bla of BIS serious and stick to the promised made. While I know that BIS won't come even close to that what they promised, I am a fanboy of forcing business partner to keep their promise. A tiny business, but still. In the end I keep on buying almost every crap BIS is releasing in the ArmA series hoping that cash and a good CTO will meet in a lucky moment at BIS. The Spanels did a 1st brillint shot with OFP, since then it is..... Nevertheless, they kept on promising "military simulations" and "massive battles". In my world we talking about hundreds of soldiers in a dense scenario. BIS promised that also for SP means tons of AI. They promised that not only for infantry, also for land/air/sea. So I will keep on measuring everything against my personal favorite scenario: close to 1k AI in a CTI mission in a battle 500 vs 500; 2 fully scripted AI factions where I could snap in as ordinary soldier or as the maximo leader. To your heli-issue: my annual salary vs your old shoes that a BIS dev can fix it within 1 day including testing. They must have also nuff cash when I see for what useless things they spend dev time without cashing it. It is simply not on their priority list. And now it comes: ONLY PROPER BITCHING AND WHINING MOVES BIS! Sorry, but it is like it is, even works better then a ticket in their bug tracker. Unfortunately.
  5. The Man Without Qualities

    AI Discussion (dev branch)

    It is the old game. Alwarren kinda fanboys play the selfproclaimed defenders of BIS and even pretend to speak in their behalf. Next level of fanboyism you can watch at youtube when Erdogan fanboys beat up anti-Erdogan protestors. @road runner one needs just OFP:Resistance played 100 hours and A3 played 100 hours to see that major issues still remain. I also stayed away from Arma series for months to give it another try, but to find old bugs and new bugs of the same kind. As long as BIS does not develop a better solution then HC to deal with masses of AI at server side we wont see a major improvement. Even if some routines are not bad, if server FPS decrease down to <20 all AI become retards.
  6. The Man Without Qualities

    [SP/MP] BeCTI

    I anyway do not understand why OFPS team is disabling AI squads. Maybe they do not want to maintain the gear templates and squad layout templates as well as the commander routines. But the OFPS version has one big plus: they added to the static defences kinda Patriot and CRAM so that there is a real counter against jets. But I do not know how this works now after JET DLC since all CUP and RHS units require an upgrade to lift them to new sensors level.
  7. The Man Without Qualities

    [SP/MP] BeCTI

    OFPS is disabling / cutting out AI routines and Benny is not testing AI routines extensivly when doing changes. So consider OFPS version as more reliable, but without AI squad leaders and AI comm. Seems that Benny is developing the logic/routines according to OFPS suggestions and OFPS team is doing fine tuning.
  8. The Man Without Qualities

    Tanks DLC Feedback

    PiP is bugged and cannot be trusted. E.g. for some vehicles mirrors working fine, for some it is flickering like hell. Similar for monitors.
  9. The Man Without Qualities

    Tanks DLC Feedback

    Why you listen to an Neanderthal hammering an M4 onto a stone into pieces and complaining it is useless for hunting?
  10. The Man Without Qualities

    [SP/MP] BeCTI

    ok, will try an old 0.97 again. But I never had it, maybe it is an engine bug introduced in 2015/2016 and not the mission? Because I used BECTI in a way that I started the mission and toggled between the 2 factions helping setting up bases etc and then I let the 2 AI armies fighting each others and hours later I joined again and was playing one side til the end.
  11. The Man Without Qualities

    [SP/MP] BeCTI

    I had the same experience, all AI squad leaders stopped moving at all after some time, must be a bug that is not present in old 0.97. Bear in ming that the mission from repo is WIP and receives further finish and changes by OFPS team before it is released by OFPS. OFPS does not maintain the AI squad leader thingy and hence bugs remain undiscovered. And since in OFPS humans do purchasing, a lot of AI scripts for squad layout might not work.
  12. The Man Without Qualities

    Tanks DLC Feedback

    It is not useless. A full featured cockpit would even give better access to functionality if done right. If you judge with you obviously small experiance and imagination - it is indeed useless - for you.
  13. The Man Without Qualities

    [SP/MP] BeCTI

    Search this forum, BIS tools as such contain tools for packing/inpacking .pbo.
  14. The Man Without Qualities

    [SP/MP] BeCTI

    You need 2-3 HC working and the mission scripted in a way that really server controlled AI are shifted to HCs. Anyway, while BIS can now address 64 bit they cannot really utilize multi-core environments and 192GB RAM properly - only via this odd HC workaround. Proper AI handling is due in 2035.
  15. The Man Without Qualities

    [SP/MP] BeCTI

    Benny fixed his mission in relation to https://forums.bistudio.com/forums/topic/203161-broken-ai-respawn-in-popular-games-since-168/ , not his 0.97, but the WIP at https://github.com/BennyBoy-/BECTI . So with 1.70 the WIP should work now related to AI squadleader respawn. Just download from repo; unpack zip, check if folder structure is ok, rename folder <.....current> into <anything.stratis> and pack it into .pbo Please play only on dedicated server and report if you find errors.
  16. The Man Without Qualities

    Broken AI respawn in popular games since 1.68

    @dwarden I just read the 1.70 Notes, a few respawn related fixes mentioned, but does not sound like this exact issue, can you confirm that the fix for the respawn issue is part of 1.70?
  17. The Man Without Qualities

    [CTI-COOP] Dissension

    Scroll, press enter. If tablet disappears (dunno if bug or feature) keep enter pressed until you selected an action in tablet.
  18. The Man Without Qualities

    AI Discussion (dev branch)

    Have a picture in my head....BI lawn mover is shredding my kids rabbits...then bumping endless against and obstacle until the wheels disappear to finally explode.
  19. The Man Without Qualities

    AI Driving - Feedback topic

    The pure existance of this mod tells all. Issue is that you are might younger and never experienced times when games were almost fully finished before release. So you simply got used to crap and hence it is your "normal" level. You are "fault tolerant". :-) And using harsh wording is intended, it is to avoid that BIS is trying to "improve" something that needs to be dumped and done from scratch. The funny thing is that I even get much better results when ordering a bunch of vehicles individually to the same destination compared to move them as group in formation. Most missions suffering from that persistent issue since they rely on getting a vehicle from A to B without crashing, exploding and killing all infantry on their way.
  20. The Man Without Qualities

    [CTI-COOP] Dissension

    Still no recruitment at all for me.
  21. The Man Without Qualities

    Tanks DLC Feedback

    I simply need interiors - because it adds tons of RL immersion. As said before, driver has just 1 small window to look straight foreward, not left not right. This is war behind we had in previous ArmA versions. This is pure laziness by BIS, nothing else. Running an ArmA server with disabled 3rd person view is simply impossible because of this. At the other seats, a lot of status indikators and controls could be placed. And having VR support is pointless if not ALL vehicles having interiors.
  22. The Man Without Qualities

    AI Discussion (dev branch)

    Lesson learned: TITAN is crap for urban warfare :-) So in case of AT range to close I expect at least that boring "no can't do" or so by AI :-) Better would be a dedicated "not in weapon range" refusal. But only in case if you order AI to a position and then assign target + give fire command. When I give the attack command, I expect the AI to bring itself into the right weapon distance which could also mean that AI tries to get more distance to gain minimum weapon distance. There is a common logical fault in AI on foot, wheel, track, wing: When you order an attack, they keep on getting closer to the target, regardless if the weapons owned are made for miles distance or not. That is alone is a topic for another AI logic overhaul. @froggyluv can you try again with target in optimal weapon distance engine on/crewed engine off/crewed engine on/no crew engine off/no crew Expected results: AI fires in all 4 cases at the target as long as the AT weapon provides beside thermal homing also a manual guidance or pure manual aiming.
  23. The Man Without Qualities

    [MP][TVT/COOP] Total Conquest for Arma III

    @kremator oki, will set it that way @ try @tvig0r0us thanks for the detailed description, I was indeed not at this point. Locality is important to me, I am a fan of server centric calculation, that keeps the mission performance predictable. Do you have a debugging output that gives the amount of units in game by side/type and maybe by locality?
  24. The Man Without Qualities

    [MP][TVT/COOP] Total Conquest for Arma III

    Zone defenders are taken out of side pool. Unless you want to stay defending (boring, but sometimes necessary) I leave it to the AI. The questions was for tvig with focus where the calculation takes place. E.g. you could own a group and calc it at your client and then move ownership to server (HC). I recog, but 1st I must find parameter and try. Yes, and I have seen how deadly AA is, enemy copter approached very low and fast, was hit by 2 AA missiles and smashed at my head and killed me. :-) Well, havent played nuff to judge the performance, but the vast functionality is amazing already. Until now I have seen only some regular cyclic micro freezes that I do not see in any other mission. I have SSD both in server&client and texture loading could only be at client an issue. Also no explosions/particle effects causing this. Will test more so PM me when you have time for common testsession if you like because:
  25. The Man Without Qualities

    [MP][TVT/COOP] Total Conquest for Arma III

    That is the issue of all CTI's. Basic defense is AI job and hence must suck resources at server and maybe client. No human player would wait hours for an attack that never comes. Common solution: Town defenses are defined via templates and spawned after triggering. But there we go: A few copter might trigger some 20 towns with maybe 20 units defined in each - and suddenly server FPS is down to 1 digit. In the end only BIS can solve this by developing a capable server software that is able to deploy capable additional HW. The "zone defenders" are owned by server->HC in your case? Or do they belong to the client who deploys the zone defenders? The capture height parameter, can you give me the exact name and file so that I can play with it? If it is related to... ....then it was not to turn your mission STYLE into CTI, it is rather giving your mission more potential to be player by others. Like your hint that you already implemented the height as a parameter for capture triggering is an example that you can change the game meachanics drastically with tiny changes or putting a lot of criteria into selectable parameter. This is a brilliant example. Somehow I like the idea of player defined "zone defenders" even more compared to rigid templates depending on town value and maybe upgrade level cus it sounds they can be adapted to the actual situation. Is it possible to erase such a zone defender group or to move it like a normal squad? Loving this because AI are willing to defend a position while human lead squads often leave their position. Usually I am with you that you own the town when the last defender is killed, that time delay is an inherit workaround due to the performance impact of large defender groups. Usually in a CTI the defense group is just there to give other reinforcements the time to hurry to the town under siege. During OFP I have seen a modified crCTI where the fixed assigned town defensders where weaker, but more patrol groups were roaming in a fixed pattern but if a town was triggered by enemy, those patrol groups were moved to the towns under attack. But it was to predictable and you could basically set up an ambush to annilihate the resistance patrol force. In the end I seek for as much as possible "realistic" simulation and not to change your mission into something else. And I did not recovered the entire potential of your mission and hence try "oldstyle" methods - sorry for that.
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