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NeoArmageddon

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Posts posted by NeoArmageddon


  1. Here is the latest dev build 191222: https://github.com/NeoArmageddon/co10_Escape/releases/tag/Dev_191222

     If there are no gamebreaking problems, this will probably be pushed to Steam so I get some headroom for some larger changes in the codebase.

     

     

    4 hours ago, PSYKO_nz said:

    how do I go about resetting the statistics?

     

    You can either delete the profile on your server (but this will also delete cached stuff from other missions) or you can enter this in the debug console and execute it on the server:

     

    Quote

    profileNamespace setVariable ["A3E_Statistics", []]; 

     

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  2. ACE medical can't be deactivated from within the mission. That means you can only switch by deactivating ACE medical (otherwise all the bugs from using Revive and ACE could be "switched back on", which would only cause problems and confused server admins).


  3. 16 minutes ago, Casio91Fin said:

    Hey.

    Can you make such a change to this game that AI will not spawn more than 80, because the computer will not take as much as 600 artificial intelligence (AI) could you fix this problem

     

    That is not a problem. Use this mission on a dedicated server. This is not a single player mission and not inteded for client hosting.

    Also limiting the AI to 80 would make this really lame and easy.

     

    And nevertheless the AI amount is normally around 120 to 180. Not 600.

    • Like 1
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  4. 19 hours ago, m0nkee said:

    Hi everyone. 

    Is it permitted and or possible to change the alarm sound to something of my own choosing?  If so where would i find the file to change? Also might be the version i have but it seems like the suicide bomber doesn't have a sound as i get 'shout.ogg not found'

    Thanks in advance

     

    Probably wrong mission or thread. There are no suicide bomber in the official co10 Escape.

     


  5. Works fine on my server (and for other people I talked to). Make sure you not start with -init startline and with persistence in your server config disabled.

     

    Do you have more information for me? Which terrain? Did you used the addonn or the mission pbo version? Is there any error in your RPT?


  6. I uploaded a new development snapshot at the Github repository. It can be directly accessed here:

    https://github.com/NeoArmageddon/co10_Escape/releases/tag/Dev_191022

     

    The new naming convention of these dev snapshots is "DEV YEAR+MONTH+DAY".

    I consider this snapshot a release candidate for 1.10 but further testing is needed. Especially prison creation and general mission loading/starting.

    Livonia (onyl terrain, no contact assets yet) is also included.


  7. 12 hours ago, commando180 said:

    If anyone can think of a limitation in arma 3 + VR right now let me know 🙂 I am pretty sure you cant because i am convinced everything and anything can be done in ARMA now.

     

    Inverse kinematic animations and stereo rendering (aka sending two different renderbuffers to the headset, VorpX is "guessing" two buffers from the depth-buffer, which is by far not as good as real stereo rendering).

    Just to name two. 


  8. Just now, zapperguy said:

    Are there any plans for officially ported versions on Livonia and Weferlingen? I tried modding one from a different island to Livonia myself, and the rubber-banding makes it unplayable.

     

    One guy posted a port in our Discord and I will see that I can include it in the next update, but no promises.

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  9. We moved away from Gitlab due technical reasons. The main repository is the one on Github (with added benefit of a lot of people already having an account there).

    The FTP is not accessible for now but I didn't got around to update the first page (also everytime I update it, the thread gets temporarily blocked, which is a bit annoying).

    I am planning on a new alternative Soon™. I got a day off tomorrow. Maybe I get something of this done.


  10. 2 hours ago, ZaellixA said:

    Well, the error you get is because you have an opening parenthesis (or brackets, depends on where you live :P) but you never close it. I believe it is not needed and NeoArmaggedon placed it accidentally (or coded it differently before he sent you this version and forgot to delete it).

     

    I just copy and pasted the lines from the first post together on my mobile 😛

    • Haha 1

  11. The problem was indeed a small config error in CUP and was fixed on the release date of GM.

    As we had no major update since then, the fix is only present in the dev version of CUP (you find it as a seperate package on Steam). The fix will be rolled out with the next major update of CUP (soon™).

     

    Albeit the error is annoying, it does not break anythink important (as far as we investigated) and you can safely ignore it until the next update or use the dev version until than.

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  12. 4 hours ago, Dedmen said:

    Bohemias bottleneck are skilled engine programmers. Not designers, terrain makers, texture artists and so on.


    Why is that the case? Well because the programmers are missing, and the artists have free time on their hands that they need to fill with something useful.

     

    This!

    I often see the argument that Real Virtuality is an outdated engine and A3 would be so much better with a new engine.

    That statement  is not correct and makes little to no sense from a software engineering standpoint: Every engine can be upgraded to modern standards. It just takes work and skilled software engineers. In todays RV engine we see stuff, that people said were impossible with the engine a few years back (like bipods, graphics like sunrays, fire from vehicle, 64bit exe etc).

    I fiten read from people that some stuff is not possible with the RV engine, but that is wrong, it is just not feasible for BI.

     

    A compeltly new engine takes as much or even more working hours than modifying an existing one. That is the reason that in the past 17 years we have seen the same engine with huge upgrades between the games.

    And while the DayZ engine is called a "new" engine, I see many similarities which make me think it is rather a large refactor of the RV than a new engine. In the end, an engine is defined by its subsystems, and when model and terrain format is nearly the same (p3d, wrp, etc) I am not sure when you can call an engine "new" instead of refactored or redesigned.

     

    IF we see an A4 someday, I am pretty confident we will see many familiar stuff.

    There are also many parts of RV that are already good as they are and even if you write a completly new engine, an software engineer will design it the same way.

    There is a really good book about engine architecture by Jason Gregory (worked for Naughty Dog on Uncharted and The Last of us) and you will find a lot of similarities between how he describes a good implementation of a game engine and what the RV does nowadays.

     

    While this may read like I am a total fan of the RV engine, I have to admin there are many parts that are outdated and need a rework, like the config inheritance, animation system and the actual implementation of multithreading.  I don't say that the engine is anywhere near perfect, I just want to stress that the majorities demand for a "completly new engine" is just unrealistic and needless. The current problems can be solved by a team of software engineers/programmers and probably it will be faster and cheaper than a new engine, that basically does the same as the current one.

     

    P.S. To conclude and answer the first post: Yes, I think we will see further upgrades of A3, which might be called A4.

     

    • Like 3

  13. 27 minutes ago, FoxFort said:

    What are we to expect from "Aliens" side added to the game? Asset, units, ship etc?

     

     

    I suspect mostly assets as seen in the trailer. Focus seems to be on the "Science and investigation" stuff. Enemy is most likely something like soldiers with their minds taken over by an unknown entity. I doubt we will see many stuff in terms of driveable assets, alien weapons or even alien units. You can perfectly pull of this scenario with only abstract encounters.

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