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sic-disaster

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Everything posted by sic-disaster

  1. sic-disaster

    Eden Editor Community Project - Almost finished!

    New video is up, concerning the end of a mission, as well as looking at one of the outposts I dressed up and how I set their behaviour in combat.
  2. sic-disaster

    Eden Editor Community Project - Almost finished!

    Fixing some issues like hiding the radio trigger for pirate reinforcements, deleting radiotriggers for alternate starts after you pick one, and I also add health pickups for players to find:
  3. sic-disaster

    Eden Editor Community Project - Almost finished!

    After a few days the fourth video is up, this time talking about alternate starts, creating a new objective that is about stealing a car, and then messing about with pirates showing up as reinforcements afterwards as a reward!
  4. sic-disaster

    Eden Editor Community Project - Almost finished!

    Episode 3 is up, taking another suggestion to add a hostage rescue side-op:
  5. sic-disaster

    Eden Editor Community Project - Almost finished!

    Part 2 is up: SAM sites, Hackers and Sentries
  6. They decided against a second KS because it was so much work to set up and they prefer to spend that time developing the game further. The current plan is to create a working and stable enough version to start selling it on Early Access and hope the funds from that will be enough to ramp up development. They have a road map for the EA version here: https://trello.com/b/Th9370Gy/ground-branch-early-access-roadmap
  7. sic-disaster

    Squad (PR:BF2 Devs)

  8. sic-disaster

    Squad (PR:BF2 Devs)

  9. sic-disaster

    Squad (PR:BF2 Devs)

    New map has been added, an old PR map: Al Basrah. Here are some highlights from one of my matches:
  10. sic-disaster

    Steel Division: Normandy 44

    Second video on the other map, Pointe du Hoc:
  11. AI officers now take cover behind walls and lean around them as well, while still prioritizing their area of control within a room. There are also more ways to order them around, for example breaching orders have changed so that the player may select what tool to use (this happens randomly in vanilla if officers carry c2 and a breaching shotgun, you never know what you're going to get). There is also the option for the AI to wait on the player to throw a grenade before going in. Suspects may now wander around the map at random, away from pre-set paths. There is also a new permadeath mode, where you can select player death and AI death, meaning that any officers that go down will not return for subsequent missions. The campaign can also be played in co-op now. Essentially, it's like SWAT 4 received another expansion pack in terms of features and it's awesome. This is my latest video on the game, in which I also discuss the patch notes for version 5 of Elite Force. Also, it seems I forgot to link episode 15 here so here you go:
  12. sic-disaster

    I made a video tutorial series for the Eden Editor

    I only know a few basic commands, definitely not enough to write scripts myself. I just use snippets of what I know to accomplish some basic stuff. I did a new video and I do a bit of work with some basic stuff in custom .sqf files though!
  13. Ground Branch is in pre-alpha, and the AI is nowhere near finished. Really all the work that has gone into it so far is hooking up it's various perception systems, and even that is not finished yet, since their hearing still needs to be hooked up properly. The AI does not interact with eachother yet as a team, they do not find cover, the don't recognize danger zones, yet all of these things will come. Hell, the plan is for them to not just recognize danger zones AFTER people got shot there, but even pre-emptively check out areas like doors and windows depending on their level of altertness. You need to be aware however that all of these AI-related things are being made by a single dude in his spare time, like all production on GB is being done. It's literally three guys doing the heavy lifting, with a few people creating models along the way. All of these guys have regular jobs that they need to do to pay the bills. As Jeza said, the current AI is literally just there to give people something to shoot. Their intelligence will increase gradually along the way in steps. Once all the perception systems are hooked up, I believe the next step would be to make sure they can take cover. A tool for that is already developed, or is still under development, so a large part of the maps will automatically create cover spots. After that, AI should start to interact with eachother more and work together, and eventually the plan is to have some sort of a "AI Director" that oversees the various groups walking through the map. Simply put, don't judge the AI yet.
  14. sic-disaster

    Rising Storm 2: Vietnam

    I did an impressions video from the point of view of someone who played the original Red Orchestra. It is the first time I've done a video like this so please let me know what you think :)
  15. sic-disaster

    Squad (PR:BF2 Devs)

    Alpha 9 is out, adding APC's amongst other vehicles, map expansions, as well as changes to how the FOB system works!
  16. sic-disaster

    Squad (PR:BF2 Devs)

  17. sic-disaster

    Squad (PR:BF2 Devs)

    Played a few rounds as SL last night:
  18. I decided to do a let's play series on the original Hidden and Dangerous as well :) Interestingly enough it does support widescreen resolutions, and you can even play it in 4k... Unlike H&D2 :(
  19. sic-disaster

    Sniper Elite 4

    This video is a highlight from the video below :)
  20. sic-disaster

    Sniper Elite 4

    So SE4 hit and so far it's really enjoyable. Alternative settings for almost every piece of gear, bigger and more open maps, new ways to traverse them, somewhat improved AI, somewhat improved XRAY killcam, and the ability to save on Authentic difficulty... That's pretty much all I could ask for in a Sniper Elite sequel. Though authentic mode is still the only way for me to play the game, as the minimap and aim assist just make the entire thing feel rather pointless. Your job as a sniper is to observe your surroundings and take advantage, don't want a minimap to do that for me. The aim assist is useful for getting to grips with the ballistics model but I didn't even use it so far. Took me a while to get the hang of it but now I've gotten a pretty good feel for it and even made some kills at 200 meters, which I'm pretty happy with :) Also, I started a let's play series on Authentic difficulty:
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