Jump to content

dmarkwick

Member
  • Content Count

    7641
  • Joined

  • Last visited

  • Medals

Posts posted by dmarkwick


  1. On 30/04/2018 at 11:06 AM, charliereddog said:

    Code changes still need a bit of tweaking. Some of the original code is not great and camps are being generated on top of each other...

     

    However, I ran a large scale test yesterday with 30 odd players and while everything started fine, after about an hour of playing the AI stopped moving and building back up when players got in range. Anyone else encountered this before?

     

    Yes I see this regularly, particularly with complex setups or high-numbers of units. But I also see something similar in my scripted smoke effects - I believe there is some script execution scheduling problem/optimisation going on that halts 3rd party scripts when things get complex.

     

    The most obvious example of this is when I try to execute a roving camera view script (so I can look around and check things out), when the mission is getting old and with lots of things happening, the script doesn't execute straight away and will often suddenly execute at a (much) later inopportune time :)


  2. 21 minutes ago, Incontinentia said:

    I cut out some of the foam around the nose from the Lenovo and can now see my keyboard. Otherwise, yes, it would be a nightmare! 

    I can foresee a time where viewer products would include a version of the face-cushion that includes a transparent area at the bottom, specifically for keyboard/controller use.


  3. On 17/03/2018 at 5:29 PM, Antilochos said:

    now I can not open all my created missions with that mod in it. Big problem as you can see.

    You might also know a solution for this?

    You can edit the mission file directly with a text editor and remove any references to those objects, like the spawning of them and the addon reference required for them. You'll find the addon reference at the top of the file, and the spawning you'll need to hunt them down further down in the file.

    • Thanks 1

  4. I wouldn't be too quick to try & chase such an already oversaturated market. All it means a thin slice of a fat pie, while ArmA currently enjoys a fat slice of a thin pie. There's not much reason to chase other demographics just because it might be possible, there's room enough for specialisation. In fact I'd say the more specialisation the better.


  5. 4 hours ago, chrisb said:

     

    Not sure what that means..

    People explore things that have already been seen or inhabited, the exploration is from your side i.e. its new to you..

    When I heard about NMS a few years ago, and saw the initial screenshots, I was excited to imagine a colourful Chris Foss-esque universe of crashed interplanet ships, living ecosystems, and flourishing civilizations.

     

    Was I over-hopeful? Maybe. But despite the downsizing of content do I feel like I'm exploring? No I do not. Everywhere I go everything looks different...... while looking the same. The assets are mostly spread with predictable evenness. Everywhere has robot security droids that reveal that all I'm doing is tourism. The only single mechanic that shows anything different is the recording of species, of which the entirety is known about already I just need to tick each box seemingly. The aliens I encounter are robotic mannequins with no discernible difference between species. I see like one or two at any time. Where are the cities? Where are the civilizations? Where are forests, deep oceans, continents, roads, areas of industry? Where is the food chain and the drama of nature, where is proof of animals conforming to their environment? Everywhere looks generically different. In that once you've seen 10 or 20 areas, you've basically seen pretty much what you will continue to see for as long as you play (future updates notwithstanding).

     

    So yeah. Once I'd grimly moved myself across a few dozen planets, I quietly put this thing down. I didn't feel I was really doing anything.

     

    All IMO natch :) I know some people really like it. One guy at work here really likes it.

    • Like 1

  6. Every now & then a thread like this pops up, with posters saying something like "please concentrate on [insert my favourite bug-bear here] instead of [insert something I'm not interested in here]". But the situation will be the same as any other company - BIS will have different teams working on different aspects. There will be a gameplay team(s) and there will be a features team(s), the entire company doesn't work on a single aspect.

     

    IMO BIS has worked equally on both aspects. They try to cater to the sandbox/mp gameplay & features while also trying to provide standard gameplay content.

    • Like 4

  7. I feel for you :(

     

    On ongoing projects I use a leapfrog system. I alternate between two or even three similarly named saves, that way I can preserve some small "history" if something goes south. Not as good as a repository, but then not everyone wants to fiddle with such things just to make a mission.

    • Like 1

  8. On 10/7/2017 at 5:23 PM, semiconductor said:

    Ok, apparently everybody just beats around the bush pathetically begging for imaginary 3D models mildly resembling ugly dysfunctional females instead of mustering up the courage and saying the right thing.

     

    Late 50s - late 70s the is supermost bestest era with interesting political developments between two blossoming ideas of human society represented by two young superpowers, whose bold sons were courageously operating the most interesting and aesthetically pleasing weapons and machines (and furniture!) that was the pinnacle of our species ingenuity. It was virtually the only time period worth living in and those of us who were born after December 31st, 1979 or died before January 1st, 1955 have lost the game before it even started. I know it, you know it and pretty much the whole world knows it.

     

    Think about it! Cuba, Africa, Siberia, China and even Europe if you really want to play it safe — all those fresh and unexplored settings that allow unlimited possibilities for "cold went hot" scenarios. Tanks that are actual starships instead of beaten down Abramses and T's! Proper assault weapons made of steel, heavy as a freight train, loud as a nuclear explosion firing proper battle ammunition instead of contemporary silenced plastic crap firing pathetic lightweight small-sized high-velocity pellets issued to that pussified softie that passes for a "soldier" today! True clash of unprecedented ideologies for the future of a humankind with potential post-apocalyptic follow-up instead of usual unintelligible "hurr durr we marines urrr came to save those irrelevant people from minuscule internal conflict OH HERE COME RUSSKIES AND START COMMITTING WAR CRIMES FOR ABSOLUTE NO REASON AT ALL THOSE MEANIES WE'RE GONNA SAVE THE WORLD BECAUSE OF... UH... democracy and uh... hmmm... human rights I guess?... eh... well... 'cus we're good guys... probably... I think... hmmm... <thinking-face-emoji>"!

     

    There. I've said it. Thank you, thank you, no need for exaltation, I just did what any sane person who happens to be an armaholic would do in my place.

     

    Great post :) I agree, this era is the best gameplay-wise.

     

    My guess is that BIS will still continue to pursue its current course because it likes to incorporate new ideas & technology. There is not much to do with thermal visualisation in a 50's-70's scenario, likewise with remote devices (drones etc) and other techs.

     

    For my part, I should like to see variance among individual maps, so one map could be set to be snowy rather than summery, flooded, overgrown, populated, abandoned, pristine, disheveled etc. Every building not only enterable but procedurally  populated with items. I'd also like to see the improvement of AI, not to make them simply more difficult (can be done by the simple mechanic of increasing their spotting/aiming etc) but give them a more human spread of ability. Myself I'm happy to see AI do occasionally dumb stuff because that's what I see when I see human players :/

    But I'd like them to be able to self-organise a little too, not endlessly stream through the same bottleneck over & over despite the obvious number of bodies lying around, but to occasionally try some other other tactic like simply waiting, or deciding that target is not worth the expenditure. Or to organise a sensible building search with sensible tactics. All these with varying levels of competence. When I see a unit go down at a distance, I want to be unsure if he died, or dove down, or was wounded. I want to walk into a scenario where I can tell by looking around what must have happened, blood, shells and holes revealing a story.

     

    So for me it's environmental and emergent rather than equipment-specific I guess.

    • Like 1

  9. 32 minutes ago, fn_Quiksilver said:

     

    unfortunately you appear to be trolling now too :\

     

    OP is talking about teamkilling, intentional FF.

     

    comments like this:

     

    >if you communicate with your team mates then friendly fire is less likely to happen

     

    in context of someone joining the server to explicitly shoot at teammates, is a bit silly to make comment like this.

     

    less likely

     

    And I might define "friendly fire" as the unintentional act of killing a team-mate. Intentional FF is just.... teamkilling.


  10. 17 minutes ago, bmb said:

     

    Not an argument.

     

    Not an argument against what? That you think reflections are unrealistic? It's not realistic to see your position on the map - you can disable it. It's not realistic to see how much ammo you have left in your weapon - you can disable it. It's one of many things you can tweak to get your realistic scenario.

     

    You have some problem - it can be solved. I don't see the problem.

    • Like 3

  11. On 02/07/2017 at 9:29 AM, bmb said:

    The sea on a sunny day appears super blue against the sky.

     

    21 hours ago, bmb said:

    We're not at all talking about the colours. I'd very much appreciate if you'd read before posting. Thank you.

     

    :)

     

    21 hours ago, bmb said:

    Reflections are also not easily seen in the sea because the waves create a very rough surface which scatters any possible reflections at a distance. Reflections are only visible up close.

     

    As has been pointed out, reflections can be disabled to your taste.

     

    21 hours ago, bmb said:

    You can also notice the sky has been made much less saturated. This is also unrealistic. It makes the sky look cold and northern. And not warm and southern. I know people complain endlessly about these things but it's clear these people have never been anywhere near greece. The way the game looked at launch was absolutely 100% realistic. Nights included. It was very cool to see it and I'm very disappointed that BIS caved.

     

    I think it's less about BIS "caving" and more about their new lighting procedure. Did you take your screenshots in a hot time of year? Maybe that'll have some effect, maybe not.

×