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The Man Without Qualities

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Everything posted by The Man Without Qualities

  1. The Man Without Qualities

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

    Well, to serve everyone's taste the BECTI-way might be best - in parameter the capture mode is selectable. And in general parameter it can be defined if only humans or also AI can capture as well as if they must leave the vehicle in capture zone to capture.
  2. The Man Without Qualities

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

    I played TC a little bit and 1st thing I noticed is that the "capture threshold" for capturing a town is basically not existing. Simple fly over of enemy chopper is often enough to loose a town which forces AI group to turn back to that one. Also fast drive in with tank is enough to gain a capture zone where other human players could quickly spawn and make the capture final. So I suggest a large count down after certain conditions are met like having most units within city limits + owning strategic points in town similar to BECTI or crCTI.
  3. The Man Without Qualities

    [CTI-COOP] Dissension

    I am in panic, not calm and eager to play any broken code. I play A3, I am used to it! So a broken Dissention can't make it worst. Edith-Gabi: Watched more videos, looks impressive. Did you any performance tests to figure out how this mission performs with few hundreds of units active?
  4. The Man Without Qualities

    Broken AI respawn in popular games since 1.68

    @BIS: When we can expect the fix into stable? I am asking because the game is in fact ruined for my purpose, for months now. I moved to dev-branch but the 1.71 dev is unplayable, totally broken. So I have no game right now.
  5. The Man Without Qualities

    Dynamic Simulation Feedback

    I haven't found any good justification to use such a thing like dynamic simulation in an...simulation environment. It is causing much more headaches, results in questionable player experience and sucks away developer resources. Better put those dev resources into engine improvements so that server and clients are finally able to utilize the massive hardware resources available. THANK YOU!
  6. The Man Without Qualities

    Broken AI respawn in popular games since 1.68

    I found the issue why I had false-negative results with a BECTI 0.97 before. I selected a mission with 0.97 in name, but it was not the very early one submitted by Benny, it was in fact a altered version. When I selected the BECTI 0.97 from Armaholic storage the respawn works fine with v15 and also with v12 after all. I am in contact with Benny already to find out if mission is bugged, my .pbo packing messed up the mission (which would be the 1st time, but never be sure) or another aspect of the spawn function is bugged.
  7. The Man Without Qualities

    Broken AI respawn in popular games since 1.68

    of course you disagree. That is why I wrote as quoted. Since we do not know the EXACT server/client setup it is by all means of serious testing absolutely wrong to render this issue as solved. It is solved for YOUR environment with YOUR server setup but NOT solved for my server setup with most probably DIFFERENT settings. And since the bugs apperance was highly depending on the server side DIFFICULTY settings it might have more dependencies. Also "latest" performance binary is not accurate, I tested with v12 - 64bit - performance binary for both server and client. Other options were 32bit or profiling set. If you say "latest" and todays date, you talking about v15? That was indeed not the version I was testing. But the version rendered as 1st cure for this bug was v12. I tried to reach you via Mücke but it seems you are hard to catch. My intention is to compare setup and method of testing. It is obvious that when I have a working setup that was working fine for many other missions and even fine for crCTI BUT not for BECTI, that it might happen to other A3 user and hence one cannot consider this bug as fully solved. At least that is my understanding on regression testing with focus on high quality. Please ask M for my contact details, I tried to peer on steam - no success. I even made up a new BECTI with latest BECTI - repo content for testing so that we can share the very same mission - I failed to find a common transfer path to get it to your dev-server. I am ready to help and conduct joint testing. It could be a wrong setup or method on my side, but that needs to be analysed. Edit: I tested with v15 - also negative for BECTI taken from git repo but positive for standard BECTI 0.97
  8. The Man Without Qualities

    AI Driving - Feedback topic

    Some generic thoughts upfront: - There is not a single AI driving problem in the A3 world that was not mentioned in this forum or in the bugtracker. - even more: most issues are inherit from OFP/A1/A2 and reported in BIS forum and community BTs where BIS had access to - a generic attitude like yours to restrict yourself in expectations and from defining the ideal solution before trying to find the optimal solution is....wrong - BIS should be pretty much aware which goods and bads exist in their engine Leads me to the question: Why is BIS inviting to such a communication in a forum? Are they clueless about the capabilities of AI driving? Do they know and want to pretend taking care? Are they really interested to iron out the real issues existing since OFP? I can't tell you. But I can tell you that I am fed up reporting again and again the same issues to BIS, even to representatives that were not even born when OFP was released. I am also fed up by semi-senior community members giving me advises how devote I have to accept serious bugs and that I have to seek continieously for workarounds and that I must remember 10000000000000000 WAs for all those issues. What would I be willing to do/contribute? 1.) Reporting bugs/issues and provide information and support for reproducing the bug scenario - > DONE!!! 2.) Buying all OFP sequels to keep the BIS boat swimming - > DONE!!!, sometimes several copies per game 3.) purchasing almost every shitty BIS DLC to keep BIS boat swimming -> DONE!!! 4.) Doing crazy crap and micro-management to make missions and gameplay work - despite all bugs -> DONE!!! I deserve a medal! So you can see, all that was already done, what did it help? To little and far to late! What do I expect? 1.) Real and transparent treatment of bugs - > just partially done -> the BIS bug tracker is IMHO just a huge pile of information not properly treated by BIS 2.) Serious attempts to overcome severe design issues in engine and function design - at the moment I rather see tweaking around to hide the worst symptoms 3.) More insight into the solution design BEFORE it is reaching a developer for coding - I have seen so many anouncements of solutions for bugs or other issues - where the real result was rather...disappointing. What would that mean for AI driving capabilities? It would mean to me that BIS should communicate more in detail HOW it works, WHICH parts of AI path finding and driving works OK and in which part they see potential for improvements. The questions that MUST be asked are: 1.) Are the methods how the environment is made transparent to the AI routines the best way? What other methods are feasible? 2.) That each AI driver is an individual entity fighting for its own way without having higher level routines like "crowd manager"; "cross road manager"; "right of way manager"; "damn we queing up at a bridge - does it make sense to wait manager".... 3.) Review of waypoint handling: the end waypoint....should the vehicle stop there or just close to or should it just start slowing down from max-speed when reaching waypoint... 4.) Obstacle detection: review the methods and frequency the routines checking the clearance of the path - depending on speed and on known other individual AI drivers present in the closer environment. 5.) Formation handling: It is so obvious that AI react to late, drive to close and to fast, that they do not adapt distance depending on speed...all that needs a real overhaul. The tendency to follow the previous vehicle instead of just keeing order and distance and following the own path would make driving more fluent. When I order vehicles individually I get usually better results compared to group handling in formation - it would be perfect if individuals would maintain a minimum distance to the vehicle in front. Just a few cent...
  9. The Man Without Qualities

    AI Driving - Feedback topic

    With all respect, the entire A3 as is is a repo. If an AI driving is so much bugged, it requires a real overhaul, individual tickets etc are non-sense in this context. It is not a good design with few bugs, it is a wrong design or a maybe good design with a totally wrecked implementation. Noone needs to be an expert for this conclusion, just use A3. Whenever I call a vehicle with 1-1 to my position, in almost 100% of a tracked, it is just overrun my Avatar, for wheeled it is a little bit better. So it is a bug? Or f*ed up by design?
  10. The Man Without Qualities

    Broken AI respawn in popular games since 1.68

    ** only for crCTI, NOT for BECTI. Mixed test results. Details: https://feedback.bistudio.com/T124098
  11. The Man Without Qualities

    AI Driving - Feedback topic

    AI driving skills are still far from acceptable. Outcome of some testing in 1.68 with only vanilla units. - when you order wheeled vehic to your position, they tend to overshoot the position by 2-3 Metres and some wheeled try to return to that position by endless forward/backward moving - tracked vehicles overshoot 10-15 metres, they do not slow down properly before reaching WP. When ordering with 1-1 to your position they kill you by overrunning pretty often - maybe rather related to object definitions / map configurations - vehicles supposed to follow roads in carless mode tend to leave the road for no reason - assumption is the some rocks few metres next to road or some bushes are considered as already threatening obstacle - some objects are totally ignored by AI driver - and rammed. Some are native map objects (maybe object config is wrong); some are usually detected but they were added during the game. - some of those ignored objects like bushes are ok to be ignored, but obviously wrong objects configs making those bushes or other kind of "soft" objects real wheel-breaking and tank-blocking obstacles - pretty often it happens that wheeled and tracked vehicles ending up in front of a tree or a wall and keep on hammering the vehicles with the same wrong steering action again and again against that obstacle until eighter vehicle or obstacle crash - there is no such thing like an "crowd management" function that is detecting crowds of vehicles not in group&formation which are blocking each other by individual, isolated activities. In a bunch of individual vehicles a function that is able to detect such crowd should take over control, move the outer vehics a little bit away while the inner vehicles do nothing until their path is cleared In total: - after 15 years of development I cannot see any real improvement, the very same weaknesses are still present since day1 - comparing performance with other game titles suggesting that there are methods giving much better results AI driving as is is not acceptable
  12. The Man Without Qualities

    Broken AI respawn in popular games since 1.68

    Tested with original BECTI 0.97 as well as latest version available here: https://github.com/BennyBoy-/BECTI Results: - AI squad leader respawn fails when no units in group or spawn into group member is not permitted - "reactivation" of the "dead" AI slot is possible with the same method as for crCTI: a human player must JIP the slot and leave, after that AI is properly reinitialised
  13. The Man Without Qualities

    Broken AI respawn in popular games since 1.68

    the issue was 1st discovered during dev-build testing of 64bit. Since then all crCTI and BECTI missions are broken in terms of AI groups.
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