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Everything posted by PhilippRauch
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Thanks topeira for those points, i just guessed it was something like that, since real AI just doesnt looks/behave like it does in most games. Maybe thats the reason for dedicating a whole core to the AI now ... But anyway the game has so much more inside for me than just the AI, i survived OFP, i survived ArmA, so i will for sure survive ArmaII ... no matter what AIcrapDo.
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My experience with scripting is that the progress aint linear its more exponential ie. the further the progress the quicker all things come together. It seems slow at the beginning, but the more i come closer to the 'finish line' the more parts are also ready/finished. I hope its the same with BIS.
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I still think most 'AI' in games shouldnt be called that, they are really just (unfortunately too often) badly programmed finite state machines. I have seen lots of stupid behaviours in other games too. But in Arma i can now set my AI buddy as driver and click on the other side of the map and that little fella drives me there without problems, mostly as in 98%. This is something i couldnt do in OFP, so i am glad there is some progress being made and i am still convinced the inherent 'possibilities' of the RealVirtuality Engine aint really tapped yet. Also some guys are looking into using the AI as a kind of 'guidance' for ordnance (you can put a driver into a shell or an missile!) and it seems to work quite nicely. They use their own FSM scripts additions though, leaving actual flight properties to the engine.
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yeah, good examples but i still bet the AI systems differ totally... i still believe those shooters dont have a 'real' AI more like prescripted set of AI-behaviours ... maybe thats the better way to do it, i am no AI programmer. But to me it just seems the AI in ArmA is just overwhelmed by 'choices' and as such decides soo long new inputs override the running decision process and as such create somehow a, mostly, stupid/deadly feedback loop where they wont do anything.. I just simply cant shrug of that feeling the AI in most shooters is more like a 'baked' AI .. just like baking illumination to a model or so (hard to explain) .. You know they might react in their setting, which is limited by design&surrounding, seemingly intelligent but actually also very very repetitive... not really intelligent.. more like robots (albeit good programmed ones, mostly), but as such very fast... I just cant catch that exact feeling i get with those 'bots' ... its totally different even from the ArmA AI ... as bad as it might be
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yeah ,definately ECP !
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'Making of DVD' !!! WHOOT! I want that! Even more than a airsoft patch...
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Most people dont see the big difference between the AI most egoshooters have and the one inside ArmA. Most egoshooters have quite limited areas and as such can have easily any movement preplanned/preprogrammed into their AI, but with ArmA it seems the AI just has to 'think' too much to get along, which is just a matter of teaching them right, maybe there the game lacks, but basically i believe the AI in ArmA is more intelligent and much more flexible than any other AI in egoshooter out there. Most gamers are used to that preplanned, preprogrammed AI that seems to react quickly but only because in most situations it just has to decide between two or three possibilities (if at all) whereas in ArmA the AI first has to think about how many possibilities are there and then which to choose. Sure its a bummer for some, but if its going to be as good as it can be most of the time, im fine with it... especially if i think about one whole core being available for the AI i am quite excited to see whats being possible with it. Also, anyone who has been to some army will know... there ARE just some dumbnuts that are as stupid, well maybe even more stupid than even the old OFP AI...
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Still check my signatures 'Must reads' contain a lot of useful info, especially for new ArmAholics ;), and its FREE! as in freebeer !
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How Much Realism are you Content With?
PhilippRauch replied to An-225's topic in ARMA 2 & OA - GENERAL
Well some of it is already in or in development for VBS2.. but thats a tad too expensive right now, although there is a 'private' version under development, which will cost 'only' one third or so of the VBS2 VTK .. I talk about the ability in VBS2 to include middleware solutions like kynapse AI (crowds anyone :D ) or the ability with the new API to influence character skeletons ... *drool* -
ArmA II release date discussion thread
PhilippRauch replied to Misfit Leader's topic in ARMA 2 & OA - GENERAL
vociferous = lärmend, lautstark (noisy, very loud):D I see forward to a somehow military thriller like storyline, ala some Tom Clancy wish-wash.. just better ... -
OFPEC.com is also a good starting point, it has also lots of tutorials... also see some of the guide ebooks in my signature, they have also lot of useful information, not exactly about modding, but about editing and gameplay in general!
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How Much Realism are you Content With?
PhilippRauch replied to An-225's topic in ARMA 2 & OA - GENERAL
So i guess the mentioned wishes are mostly geared towards missionmakers, i would say ... Since most of it is up to them actually, they could restrict 'multitasking' (argh, how i HATE those M107 + Javelin wielding Medics ... ARGH) The Missionmaker could include or omit anything thats out there ... IF all from totally 'idiotic' arcade stuff to outmost realistic behaviours/weaponsystems would be included ingame... But that cant be possible for a game, even as complex and advanced as Real Virtuality Engine is now ... otherwise we would need to wait 10 years or more till the next installment of that engine. So its all about mods/addons, again up to the missionmaker and the serverowners ... so again its about indivualism, each one cooks his/hers/its own soup (tried to translate that saying :P ) ... Maybe some bright ppl could jot up some guidlines, like the 'Realism consitution of ArmA' ... what and whatnot makes 'Realism' and another one for cool 'Arcade consitution of ArmA' and maybe another ... keep it to 10 points or less, so missionmakers and would-be-soon missionmakers have some guidance which direction to take for their creation. Hell do even some polls after those three constitutions are finished to see how ppl like what and whatnot most ... We need to use our tools of democrazy a little more to make all happy as 'we the players' could be! -
"Wild animals that roam the atmospheric forests".
PhilippRauch replied to Creation's topic in ARMA 2 & OA - GENERAL
That would be really cool ... no honestly... some kind of new map like CTI now its CTA, the more 'precious' animals you can catch without killing them (well or maybe by killing them ;) ) ... or the local Zoo had a big escape, catch the dangerous animals before they reach the capital (capitol?) ... even as PvP maybe, also as PvA (Player vs. Animal, where one human player is the animal side, like Serial Killer just now its an Werewolf .. hehe, in dark he gets his 'animal vehicle' at day hes a ordinary chenarus citizen) or for Saharani Life it would open up new possibilities to earn, legal, money .. or even illegal as poacher hunting 'precious' animals, bountyhunter style... i go mad on thoughts so i better stop or i cry wolf .. lol -
I guess the pilot in the trainer just had more practice, there was once a documentation on the F-35 where the F-35 simulator guys let kids use their simulator to get feedback from their 'gaming knowledge' (seriously the guy said that!) he also added, that it was a good thing, since they could improve the planes instrument GUI and also those kids will be the pilots of tomorrow... :o (basically implying thats 'childs play' to fly that thing) My point, the F-35 might be easier to fly, but that also means you need/have developed less skills in flying in general and someone used to the "old" plane paradigm is a better pilot since he had to develop more/better skills than the 'fast food' fighter pilots they try to raise now...
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I would love to see Fastroping and Rappeling (not necessarily from BIS in A2 though, im fine with addons), but only because im nuts and have to rappel quite often during one of my jobs .. its just soo much fun :P never did fastroping in RL though... well one time with worn gloves on a distance of 2m and had bad burns after that *g
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Do i need to buy ATI now .. lol just joking! Thanks for supporting us!
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Welcome aboard! You are in for a ride :D dont mind the quarrels going on right now, everbody gets jiggy and overly excited shortly before the new game comes :P ... Which version you have installed? Its written in the lower left corner of the games startup screen ... What is large for you? The biggest public game i have seen was some 32 players, the biggest private some 104 or so ... Have Fun!
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Oh, i think i have to play now, its download finished ... doubled you guys say? .har har har ... :D
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tough decision ... mmh ... i cant really decide ...
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How Much Realism are you Content With?
PhilippRauch replied to An-225's topic in ARMA 2 & OA - GENERAL
Actually BIS should keep ArmA as gamey as possible, with OF COURSE all modifications/openess still intact or even enhanced! Why? I really, REALLY dont want to see BIS and ArmA go down like ALL sims/sim companies before, just look at the past 20 years of 'entertainment'sims... They all faded at some point or had to go to military/industrial sector to keep afloat... (and im not talking about Miscroshort Flightsim, this company is some other beast than the other sim companies/projects where) We will get our 'realism' fix anyway, as long as ArmA stays alive and well! -
New scripting functions (string manipulation, multiplayer synchronization) Improved airplane turn dynamics simulation (including improved rudder simulation) Nice! is it really new in 1.16 or just still on the patch page from patch versions before? If new, what are the new scripting functions? Thanks!
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Support of different wavelengthes in ArmA2
PhilippRauch replied to S!fkaIaC's topic in ARMA 2 & OA - SUGGESTIONS
First its more like a 'world simulator' tuned to military style gameplay and I believe that there are no proper weapons systems 'emulated' is because BIS developers are software developers/coders not military advisors/engineers... Still i would love to see all mentioned things ingame, but hey its step by step... maybe its just too early to think of waves inside a game, maybe ArmA10 or after FARMA hits the markets :D -
How Much Realism are you Content With?
PhilippRauch replied to An-225's topic in ARMA 2 & OA - GENERAL
Well with the TOW optics inside the javelin, maybe they will change it later on, just a matter of exchanging paths ... But to keep on topic i will say i can handle as much realism as i want ... and most of the time i really want it ... but at other times i just want some more 'lax' gameplay, you know 'letting off steam' and as such would love to go a bit 'berzerk' (its a nice mission too ;) ) .. ArmA delivers both, so i am content with having two guy hugging along a Javelin Missile System or a ma deuce or even three, four five who carry a 'realistic' mortar ... BUT then only one gets the fun i.e. shooting that thing, the others just carry that whole crap around and there is where reality really kills fun, except for some rare cases with mature groups going for a 'milsim' style gameplay ... -
no the original question was this ... and the answer is yes, if destroyed they might catch fire, also depends on what kind of 'things' he is talking about... tanks and cars for example burn pretty nicely. I dont talk about wildfires and firestorms ...
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How Much Realism are you Content With?
PhilippRauch replied to An-225's topic in ARMA 2 & OA - GENERAL
Do you want FLIR or CLU already included in vanilla ArmA ? I myself am(actually was ;) ) missing the proper Javelin targetting... so i made/make one .. check my video on my youtubechannel [/commercialOFF] ... so it can be done.. but its already a lot of work for one guy ... and check on BIS as company, they aint that big, not like hundreds of coding slaves mining away at the codemines... so they have to prioritize .. And such 'realistic' stuff really interest more immersed players like us who like that and those are more likely to make or even download and install an addon that will add that wanted capabilities to their game. They just focus on more important parts of their project, most 'casual' gamers wont miss what we love in such a 'game'. They just have to do it this way ... To stay on topic: BIS already does a great job in terms of 'realism', just look at the gameworld they created ... proper lighting, moonphases, tides, wind even starconstellations (at least the important ones) ... and with the new procedural plants it will be even better and just this stuff is great work, now add the newer streaming technology they invented/implemented and we already leave the field of 'gaming realistically' and go into coding... and there my thirst for realism ends... somewhere between sqf and c++ ...