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LeadCommando65

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Everything posted by LeadCommando65

  1. Oh, yeah, sry I forgot to add that. My AI Skill default is on Cadet (default settings). The soldier walking in the video had a skill of 0.5 applied by the setSkill command in his init (see example mission).
  2. LeadCommando65

    Enormous FPS drop when scoped in grass...

    I have the same problem. Vegetation really kills my performance, sometimes unplayble. I remember this from ArmA1. What did you do BIS? Revival of old bugs?
  3. Thank you for your statement maruk. But I have the feeling that the AI isn't affected enough by grass. They still seem to be overpowered. Is this system also applied to bushes? I made a few test in the editor, similar to those nemesis did. I couldn't find situations where the AI detects me at a lower distance than 50 metres, but I was totally hidden by high grass, in the shadows some trees and I didn't move. I've recorded one scene. It's showing the AI's view, where you can clearly see, that he could not have seen me in all the clutter. Before you argue about rendering, I tested the situation multiple times from the players view with the same result. Now look at this (sry for the tiny picture, sth went wrong with rendering): Mission Download: http://rapidshare.com/files/261363713/grasstest.Chernarus.rar.html Terrain Detail was set to "Very High", but Object Detail only to "Normal". Overall AI Skill is set to Cadet defaults, soldier in the mission has a skill of 0.5. I think making them more weak in detection and hearing (they hear a rabbit hopping around behind mountains, come on....) would really increase the game's quality and doesn't add more to the AI's dumbness. Like it's now, it's so much unbalanced: AI has superpowers to detect each leaf falling down 300m away, but they can't drive on the road. :(
  4. LeadCommando65

    Patch 1.03 suggestions

    I'm missing an animation when a medic heals someone. Sure, the medic has an animation, he kneels down and it seems he's putting a satchel down. It's ok, there was no other animation since good old Flashpoint. BUT the person who gets healed does nothing. You can still shoot, run away, whatever. I don't know why this got changed from OFP (don't know about ArmA 1). Please put in an animation for the person, who gets healed.
  5. LeadCommando65

    Patch 1.03 suggestions

    Just two little wishes: 1. Fix the so called "overdraw"-bug. When looking at vegetation closely, sometimes I get terrible performance drops. I know this was a problem and was fixed in ArmA 1 (yes it WAS already fixed....) with a patch around 1.16 but how did BIS get it back into ArmA 2 ?!?! 2. Adapt the AI! I can play even on Cadet but the AI is too overpowered (compared to OFP). The difficulty just seems to reduce the shooting accuracy, but the AI still has superman senses in hearing and recognition of enemies in dense vegetation even when "SuperAI" is turned off. Please fix these two, cause they are the only major problems that keep me away from playing this great game :( :(
  6. LeadCommando65

    Manhatten Walkthrough (Spoilers Obviously)

    Mission bug. You have to clear the camp alone :(
  7. LeadCommando65

    ArmA 2 Buglist - Content related bugs only

    Men/soldiers: The left arm has another position in the animation as in the stances if you are holding a weapon. This happens if going from any stance to proned position. All soldiers/people holding a weapon like an AK-107 or a RPG Launcher. The left arm is jumping from holding the weapon to the ground if you are moving fast (-> animation) in any direction but forwards while in proned position. The two bugs seem to be bound the weapon you use. Please confirm.
  8. LeadCommando65

    Patch 1.03 suggestions

    +1 for that. Especially the russian ones sound very choppy. But I really get the impression BIS was playing around too much with the landscape and didnt concentrate on the other points that count. You maybe know this thread. It seems they did their modeling and other stuff sloppy and superficial. There are so many things which are tiny but obvious. The devil's in the detail ... I hope I'm wrong.
  9. LeadCommando65

    Patch 1.03 suggestions

    I didn't say they should revert it forever. What we currently have is again a BETA, right now of a save system. They'll never learn to release something final if things are going on like this. PS: Doesn't every profile in ArmA2 use their own saves?
  10. LeadCommando65

    Patch 1.03 suggestions

    1. Fix enemy identification speeches: I don't think the real military guys are just saying "far" or "left". Don't they provide at least a value for the approximate distance? And could you bring back the clock orientation from OFP? Why didn't you keep it? It was perfect. 2. Revert save system to the old one. The multiple saves are messing up as you can't rename them. And I didn't find a delete-function yet. IF you want to keep it, then implement a full working save system, with renaming, deleting and so on. But I think the whole OFP/ArmA series was better with one save slot. It's much more challenging if you have to make the decision to save or not. Please don't turn the game in such a crappy casual thing. 3. Performance issues: Post-processing effects drop the performance really hard. Especially with multiple vegetation objects on the screen. Is any space left for improvements?
  11. Did you call the extraction guy over the radio (0-0-1,0-0-2,0-0-3)? I have played the mission today and the guy appeared as planned.
  12. LeadCommando65

    Enemy Accuracy way to good.

    I don't think the issue in this case is that the enemy AI has to much accuracy/precision by firing their shots. They just have a far too good enemy detection. They see things they shouldn't be able to see, as u take the players vision (full of vegetation) as a reference. The AI in OFP/ArmA doesn't use the players view to calculate the line of sight. They are using a lower LOD model instead (View Geometry). I think in ArmA2 it didn't change. But the environment changed for the player cause there is a much more detailed vegetation, you have a really hard time to recognize enemies. On the other side, the enemy AI just sees blocks and columns and can easily detect and kill you. I did not make a vid here to show you this case, because it should be obvious. But the videos of No Use For A Name show what I mean: In this video the player could be easily spotted and shot by the AI. And that's just because he was in line of sight to the AI. But as you see, the player can't even see where the shot was fired from. The AI knew about the player because he shot once, and the precision of the enemies "audio source detection" is just overpowered. I think the enemy soldier wouldn't have shot if he hasn't seen the player. But there is another issue related to the enemies line of sight/sight radius. Today I made multiple AI tests about being hidden in/behind a bush. Here's the vid (sorry for the bad quality): I don't know how they could spot my soldier, cause they were all looking in the wrong direction. Any ideas?
  13. LeadCommando65

    Enemy Accuracy way to good.

    This shows very good how the AI reacts, but I think it's only because the creator of this video was far away from the enemies. I got multiple times in the campaign situations where my teammates spotted enemies/objects *behind* hills (in forests or not) and at a really far distance (~ 1000m) as the team was on foot. So I predict if my teammates can even spot such enemy/man locations, the enemy AI is able to that, too. And if you are about 200m near to the enemy it becomes really deadly to you... Additionally I ran various tests with soldiers & static weapons in the editor to see how precise the enemy AI can shoot. There's little to complain about the standard soldiers. BUT as I tried the Russian KORD machine gun (mini), the first shot was always a headshot. There must be something wrong with the weapon...
  14. I had the impression that OFP was far better in pathfinding of wheeled vehicles. They sticked to the road, knew to drive around obstacles and so on. Since ArmA I couldn't believe that BIS hasn't changed it back to OFP pathfinding, because like it is now, I don't see any improvements. BIS shouldn't try to improve the current wheeled AI pathfinding. Better switch back to the OFP code and try to improve this one, so maybe there will be a better result.
  15. LeadCommando65

    Manhattan 2

    There are already threads discussing the same problem. Please use the existing ones.
  16. LeadCommando65

    Enemy Accuracy way to good.

    I noticed a strange situation, when playing around against enemy static machine guns (east). Everytime they kill me with the first shot, directly to the head. No matter if i'm hiding in the woods, or running in open range. And it seems they see me even if i'm hiding or lying in the woods 300m away -> headshot... I don't believe this was intended. ... no, I didn't turn on Super-AI. I'm playing on Cadet.
  17. Did anyone find out how to reinforce existing battlegroups? I can only buy units for my own squad. There seems to be the possibility of sending them to another team, but the menu is empty. I can only kick units out of my group, but no idea about adding them again.
  18. LeadCommando65

    Veteran difficulty map coordinates bugged

    Yeah, I've got the problem, too. No coords are horizontally displayed until I change the resolution/aspect ratio. Has to be bug.
  19. LeadCommando65

    nvidia driver issue?

    Hi, I bought arma2 last week. I was very impressed by the good performance on my pc (~25 fps woods, up to 40 fps open range). 2 days ago I updated the drivers for my nvidia graphics card due to another problem I had with some programs. Now I have v185.85, last one was v178.xx. Playing arma2 after that gave me really bad slow downs (~10-15 fps), when looking at many bushes/trees which overlap. It's unplayble in those sceneries :(. I don't think it's my pc: Core2Duo E8400 Asus P5Q-E 4GB DDR2 800 GeForce 8800GT Windows Vista x64 So, I think it's just the driver. Can anyone confirm this lacks? All I read about were heavy issues with ATI cards, no word about nvidia.
  20. LeadCommando65

    nvidia driver issue?

    Hi, I'm running on Vista x64 (but waiting for Win7 final ;) ). Now I've installed v181.22 of the nvidia drivers. Arma2 runs better now, but really needs more improvements about that vegetation thing. Thank you :). I remember that there was this bad performance about vegetation in arma1, too, but they patched it out.
  21. LeadCommando65

    nvidia driver issue?

    Hey Jamie, thanks for your lightspeed-fast answer :) Seems arma2 needs also a lost more performance fixes, if it is so much depending on the driver you use (especially running bad on newer ones...). Hm, I'll try switching back to the older version of a nvidia driver. Hopefully I can find the right one which fits to all my programs.
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