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snYpir

BISIM Developer
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Posts posted by snYpir


  1. BISim is expanding our video production team to match plans to increase both the tempo and quantity of the media we're producing for the VBS series. We're looking for people to fill video production roles on-site in our Orlando office, who will be tasked with creating a range of training, marketing, and technical videos in VBS3 as well as other associated products. You'll be working with both in-house and remote employees to fulfill these tasks, including long-time BISim and BIS video designer Dslyecxi.

    Candidates will need to be familiar with the Arma SQF scripting language, have experience at in-game cutscene creation, and be experienced with post-production and editing in the Adobe platforms. After Effects experience is a bonus.

    Candidates should supply a portfolio of work that includes examples of videos they've created in the Arma series in the past. We may ask for sample scripts and missions used in the creation of such videos.

    Please apply online at our careers page or through Monster. We look forward to working with you in Orlando!


  2. Is that across all fields and branches?

    As far as I have heard the people touching the RV source is a lot lower than that, most are designers/modelers.

    Over 100 developers in total working on VBS and related projects. This includes artists, designers, programmers and testers in our three main development studios - Prague, Orlando and Farnborough. Of these, over 20 are programmers working on the RV engine (we have a bunch more programmers working on plug-in development, especially in the Orlando office).


  3. BIS and BISim are still very close. However, these companies have entirely different business models. BIS builds a game, releases it, and builds the next game. BISim is funded by clients to continuously improve VBS for training. Snow is a good example - it only exists in VBS because the Swedes helped pay for it. Likewise the USMC wanted physics-based destructible buildings. We build it, roll it into the baseline, and move onto the next development.

    The graphics improvement was funded internally because unfortunately there is a perception that without nice graphics an engine is obsolete. Good graphics are not necessarily required for good training. Good graphics aren't even necessary for a good game, e.g. Minecraft. FTL. Insert a zillion other examples. Immersion comes from gameplay, not from graphics. However, certain aspects, like supporting highly complex 3D models or forcing the engine to render certain or large objects at a far distance, are graphical aspects that do matter for training.

    BIS is very committed to the Arma community and I hope they plan to add further improvements to keep the community engaged (noting that I don't speak for BIS - I am not privy to their plans). As I said previously, the thermal implementation in Arma was from VBS, and you may or may not see other technology ported across in the future. Please note that we are not waving this technology in front of the nose of the Arma community just for fun. We hope that our VBS clients see these videos and buy more licenses of VBS! If you want to see certain features in Arma, then make a noise and let BIS know :)

    Regarding our size, we are about 150 employees now and growing pretty fast.


  4. Wish we could get updates like these in Arma 3. Can any of this be modded into Arma 3 with the quality and realism?

    Full PhysX implementation is the best way for many of these features to be implemented. And you have to go the whole way to do it right. E.g. the only reason the tank can destruct the building is because both the tank and building are simulated using PhysX.

    PhysX does allow differentials to be simulated to a high degree of fidelity. PhysX is really awesome :)


  5. We are still thinking about VBS3 Personal Edition (PE). Generally we don't see any negatives. It's cool how PE users help out our non-PE users on our forums - the PE users know their stuff! We are also considering alternative pricing models to make it more accessible (no promises) :)

    For the record, VBS3 is not directly based on the Arma3 engine. We branched following Arma2, and now we bring tech across as we need it. We still work fairly closely with the game team but military requirements continuously take VBS away from the Arma engine. Every now and then tech goes the other way, for example the thermal model in Arma is based upon the VBS implementation.

    The new snow tech was built for the Swedes, because apparently they have a lot of snow. It was going to be an offline implementation (i.e. convert a terrain to be snowy), but the programmers figured out how to do it all at runtime using shader magic. We're quite proud of it. Lakes and rivers will freeze as well. Snow + biotopes allow us to build a single terrain for all four seasons.

    I'm happy to answer questions on VBS if you like. We are strongly focused on military simulation but many of our team come from the OFP and Arma communities. We are always looking for new hires in Prague and Orlando, btw :p


  6. Recently at BISim we figured out that it has been 11 years since Bohemia Interactive released Operation Flashpoint, the game that started it all! :cool: So, just to keep things random, we have decided to have our first ever VBS2 Personal Edition (PE) license sale to celebrate!

    VBS2 PE is a slightly cut-down version of VBS2, our 'game for training' that is used by a bunch of government organisations including the US Army and USMC. VBS2 v2.0 is based upon the Arma2 engine, but there are some nice changes from the Arma2 baseline.

    We are offering 111 PE licences of VBS2 1.6 (with free upgrade to 2.0) at half price - only $211 USD!

    Go here for more information and to register!

    You should also sign up for our newsletter if you are interested in VBS2 happenings.


  7. Hi, as most of you are already aware, Bohemia Interactive creates both games for entertainment (e.g. ArmA2, Take On: Helicopters) and also for serious uses (e.g. VBS2).

    To shape our serious game development efforts we are asking people to complete a short survey. The questions are about military games, including VBS2 (http://www.bisimulations.com/products/vbs2) which is our military tactical training and mission rehearsal game.

    The survey is at https://www.surveymonkey.com/s/MRHRZQ5 and anyone is welcome to answer, even if you have never seen or used VBS2.

    We thank you for your assistance!


  8. I am very disappointed that members of the Frenchpoint team seem intent on pursuing a public argument about an alleged breach of agreement, despite my polite request to discuss these matters privately. However, in the interest of protecting the reputation of Bohemia Interactive I can provide the following explanation.

    In response to the posting of a commercial-in-confidence document by NicoBOS05, here, please note that the document shown is a quotation, not an invoice. This means, very simply, that the document is not a demand for payment.

    Although the authors involved seem to have forgotten, at the time they very much wanted Bohemia to sell their add-ons and we were quoting on their behalf, with their permission. However, as the quote was never executed, the add-ons were never received by BIA and therefore never sent to the customer.

    Again, I ask the individuals concerned (i.e. the actual authors, not a generic Frenchpoint representative) to contact me privately so we can resolve this matter in a mature fashion, if indeed there is a matter to be resolved.

    I would also like to reinforce the point that I made previously – Bohemia does not steal add-ons from the community. We try to work with mod teams where possible but obviously the Frenchpoint team has imploded and has decided to blame Bohemia, which is a very big shame and quite unfair.

    Thank you for your understanding. There are two sides to this story.


  9. In response to the post by SoldierIsNotHistory, here.

    As Managing Director of BIA, and the person ultimately responsible for VBS2, I can assure you all that BIA did not ‘steal’ any French add-ons. BIA received permission to exhibit certain French content at the French trade show Eurosatory 08 and during Phoenix 2008 experimentation, and following these two events we destroyed all copies of the French content. Even today, VBS2 does not include any French content.

    SoldierIsNotHistory, on behalf of the community I am sorry that you have decided to cease your development, but please do not inaccurately, and publically, blame BIA. If you have concerns I urge you to take them up with me privately, via PM.

    Likewise, if anyone else in the community has any concerns with any content in VBS2 please send me a PM.


  10. Bohemia Interactive requires part-time particle effects scripters to work on VBS2 and ArmAII projects, and develop realistic particle effects based on provided reference data. Payment would be on a per-project basis. Applicants may be required to work up to 25 hours per week. Applicants are required to live and work in North America, Europe, Australia or New Zealand.

    Interested applicants should email jobs@vbs2.com as soon as possible.

    More information may be available at the vbs2.com website here.


  11. Some clarification:

    Quote[/b] ]1. You write "The example terrain area and custom 3D models must be developed entirely by the applicant". I assume that means every building, tree, plant down to the last bushel of grass has to be a completely new model created by the applicant. Is this correct?

    No, you may use ArmA models but you need to demonstrate that you can build a significant range of models yourself - perhaps have a town that has buildings and vegetation made by you. The point is that we are not looking for mod teams, but skilled individuals.

    Quote[/b] ]2. What about textures? Is it allowed to use BIS made textures or have all textures to be completely new textures created by the applicant?

    Ideally the applicant will be able to make textures also, but each applicant will be considered on his/her merits.

    Quote[/b] ]3. You write "Ideally candidates should be able to work independently to deliver completed, geo-specific terrain areas in a timely manner". Should the "application terrain" be a piece of "real world" terrain or can it be anything to show the applicant has a "feel" for creating terrain and is able to use Visitor.

    The example terrain can be anything, real-world or otherwise. The point is to show terrain editing and modelling skills.

    Quote[/b] ]4. What should be provided besides the "application terrain"? Mlod files, visitor source files etc?

    Whatever is needed for us to load the terrain in ArmA. Source files are not required initially, but may be required later.

    Quote[/b] ]5. Is it possible to send the files on a CD/DVD by snail mail (if yes to what address?) or should I upload it to sendspace.com or a site like that?

    If you need ftp space let us know and we'll arrange it. Snail mail is also possible but not preferred, again, please let us know.

    Quote[/b] ]Is that actually just for VBS2, or is there a need for terrain guys for ArmA2?

    Terrain developers are required for both VBS2 and ArmA2. BIA is handling the applications but the selection process will be carried out by both BIA and BIS.

    Quote[/b] ]I've sent an E-Mail containing the required information demonstration materials to jobs@vbs2.com, but yet I did not receive an E-Mail informing me about the arrival of my E-Mail

    We may not respond right away, but please don't consider this a bad thing! We'll respond to everyone in due course.

    If you have any questions please email jobs@vbs2.com.

    cheers smile_o.gif


  12. Quote[/b] ]Why did you put in the limitations for AI joing player in the newest (1.072) dev version?

    Or is it at least selectable if I want to use these limitations?

    (Personally I don't like the limitation that I can only take over soldiers from a group when I outrank the leader. I.e. there are coop missions where my buddy who's the same rank as me agrees to pass over a soldier to my squad.)

    We are debating this at the moment.


  13. Also thought to mention there's a bug when using the standard BIS M9 sidearm, when I use the BIS Officer and switch to using my M9, I'm stuck and can only run in place.  And I still would like if anyone can tell me regarding my previous post.  Thanks

    Have you used the core installer? Using the development version unencrypted config.cpp causes this bug. A config.bin must exist in \@ECP\bin.

    Quote[/b] ]Could it be possible to replace the BIS tanks with SIG's ones in the later versions of ECP, and the UH-60s with BAS ones? ECT... I'm talking total unit replacement here!
    Quote[/b] ]Does this mean that perhaps in the future we might be able to have FDFMod and ECP together as well?

    No. We will never be a total replacement mod. That is not our aim (we don't have the personnel, basically). FDF and CSLA have done this - we offer our mod as a backbone to theirs. We are having discussions with FDF to incorporate ECP into FDF, however we have not appoached CSLA yet.

    Merging CSLA and ECP is a massive task. Every vehicle needs to be modified in the config.bin to have ECP EHs, and then there is the problem of dual effects (CSLA + ECP fire). An ECP version of CSLA is low priority, but we'll get there.

    Quote[/b] ]ill be happy if the next version of ECP allows me to drop torpedos from a helo without bursting in to (gmr) flames

    CoC clashes with ECP - I don't know why. Somehow dropping a torpedo triggers a killed EH. Don't expect a fix in the near future.

    Quote[/b] ]hey you guys, you are doing a great job only one thing i see that needs to be put in the game is screaming, the ai that jump out the tanks says nothing if that was me (or you) i would be screaming my ass off

    All over it biggrin_o.gif Wait out.

    @Everyone

    We don't have time to make ECP compatible with every addon and mod created. We could try, but it is a never-ending task. There *may* be a combined FDF/ECP mod created (this depends on FDF at the moment), and there *may* be a CSLA/ECP config if I get the time. We are very busy in RL as well is in other parts of the community (getting OFPEC back up again is a big priority) so bear with us.

    biggrin_o.gif


  14. That config will work with 1.071. It will be placed on the ECP page and fully supported by us soon-ish.

    I know nothing of CoC UA probs with ECP. What happens?

    Also, if someone can send me the CSLA II config.bin I'll make an ECP-compatible version, and place it on the ECP page as well. Please send it to snYpir@bigpond.com.

    cheers!


  15. Quote[/b] ]-new more realistic 'kickdust' (bullets hitting ground) effect that's faster and taller

    - -new bullets hitting water effect (the one introduced in Resistance is very poor and looks like a goldfish spitting water

    define a 'realistic' dust effect biggrin_o.gif it depends on the moisture content of the ground and the calibre of the bullet. We'll see what we can do ;) I don't actually know if there is a specific 'bullet on water' effect, if it is defined in the config then we will be able to make it larger.

    Quote[/b] ]2.Something similar to this script A.I. info share.it allows A.I. groups to swap info on known enemies.I'm no scripter but I think that all the info it needs would be in the ECP init.The only thing it would maybe need would be an option in the ECP settings to change the distance over which the A.I. could swap info.

    This ties into the 'fire dispertion' idea as well. I'll check it out - I do want to implement some sort of 'AI enhancement' in the ECP, turned off by default. I would like to implement AI surrender/retreat also. Such a feature may dramatically change the way OFP missions work though. My initial thoughts:

    [*]Implement fire dispertion dependant on unit skill

    [*]Implement unit fatigue - more fatigue, more dispertion

    [*]Make smarter AI - thanks to ECP we know where every unit is at all times, and therefore can force AI to react when usually it would not, and also make basic decisions. Ie how many enemy units do i have, how many do i think are in the enemy squad, if i outnumber them then i might attack etc.

    [*]Dynamic grouping - provide a dialog so player(s) can arrange their squad manning in real time (an extension of the current add unit to squad feature)


  16. Also, i've released 1.071 as promised. It doesn't include the island settings because i never downloaded them - i will be doing this tomorrow afternoon. I'll post a temporary ECP_Island_Settings.sqs for people until the next release. Unless any additional very obvious bugs arise 1.071 will be the last release for awhile.

    Quote[/b] ]1.071 - 27/01/04 (snYpir) - RELEASE VERSION

    effects_addons.zip:

    * Burning units updated

    - player no longer effected by bodyfire.sqs (fixes ejecting units bug)

    - burning units may eject from burning vehicle up to 15 seconds after it explodes

    - flies no longer causes publicvariable conflict in MP (eh_handler_killed.sqf)

    * Flies settings updated

    - decreased the chance of flies being heard

    I am going to post news around the web now, let it be known that a new release of the ECP is out! biggrin_o.gif


  17. Quote[/b] ]Yes, blah blah blah, I do have a computer, I do have a sound card, I do have a computer that can run ECP, I do have DynamicRange.pbo, and the 3 dynamic range extras, I have said this before, and yes, I DO own Operation Flashpoint Resistance, patched up to 1.91, with beta 1.96. And no, to answer the impending question (I'm feeling psychic), I am not stupid, I know that it makes a new exe. Thanks for the help.

    ROFL!!!!!! HAHA! dude, you just made my day. Um, we have a problem here. I just installed 1.071 from scratch using the installer, then installed the DR addons and config (with the appropriate installer), and then i inserted a blackhawk and could indeed here the sounds from it.

    Are you sure you've got ears? rock.gif

    I can't give you the sound dude's MSN because he's AWOL for awhile, but I can give you mine - morpj97@hn.ozemail.com.au. It sounds that you are in the best position to fix this problem. In the config there is this for the uh60:

    soundEngine[]={"\DynamicRange\Vehicles\uh1.wss",7.179487,1.300000};

    are you telling me that uh1.wss does not exist in DynamicRange.pbo?

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