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Everything posted by kaject

  1. Is there a community-made mod that brings back the old NVGs and Thermals into the game?
  2. Yeah, sure, any problem can be solved without AI. /s Do you have 1 or more tickets registered on feedback.bistudio.com issues tracker? I don't think the solution is that simple, especially the way you put it. If it was so simple and straightforward (with 100% backwards compatibility etc.), it would've been solved already.
  3. kaject

    [SP] S I R E N S

    THIS, IS, BONKERS! Congrats on a great release, EO!
  4. Isn't it obvious that A3 AI won't be worked on as the new focus is upcoming Arma titles on Enfusion engine? I thought this was pretty obvious since 2018/19 when Arma 3 AI refactoring stopped altogether, all of a sudden (it was going into the correct direction at the time. Oh well).
  5. It is evident that Arma 3 AI C++ core codebase will not be worked on anymore. With A3's 10th anniversary coming, there's no AI roadmap or updates happening. Thus, we can safely assume that we can simply forget about it and stop Now, as for Arma 4 and Arma Reforger, since everything is being rewritten from scratch. And rewriting slowly, with a more thought-out approach for scalability and flexibility, I believe there is hope for extremely modularity in AI configuration, allowing for other people to easily build on top or modify or replace existing AI behaviors with different behavior profiles. So on and so forth. With new modular and more thoughtful gameplay mechanics, Arma Reforger seems to be shaping up real nice. Have you ever worked in software engineering, though? Complex software systems such as game engines, require an immense amount of time, constant rewriting and so on to get it right for the future. I believe BIS is going the right way here, taking the time to perfect the core mechanics. And when you have very strong fundamentals, it's much easier to build further because you no longer have this mental trail of technical debt constantly sitting on your head and possibly making you less productive.
  6. kaject

    [SP] D-Day Paratrooper

    This is awesome! Putting this on my TODO list for this weekend.
  7. @Hammer 1_2 Have you tried asking for help on Arma 3's official Discord server? Spearhead 1944 Creator DLC has a dedicated channel there.
  8. Just an idea, but maybe worth exploring - perhaps it's possible to get a separate, clean version of Sa'hatra (without the trash in the streets etc.) on Steam WS when the final release comes around? I think it'd be pretty handy for mission makers for flexibility of scenarios. Unless it'll be possible to easily remove all the extra props from the terrain? (Like trash in the streets, various small ruins etc.) All in all - congrats on an awesome Alpha release!
  9. Hello @poolpunk ! I'm a great fan of your amazing work! Just wanted to chime in and thank you for creating these numerous assets over the years! If you need any assistance with purchasing some of the models for integration into Arma 3 or Arma Reforger, let me know, I'll gladly help. (I'm a long-time game modder (just not A3) with a shit ton of unexpected $$$ from my stock market investments; looking to bang out some of the cash on something more worthwhile than dining, partying, expensive cars and stuff.)
  10. Your link must include .jpg, .png or any other type of image file extension. How else the browser would know how to load it? That's the fundamental part here. Browsers don't know how to find a the exact image you want to display if you give a generic link to a page without any image file extension in the URL. When a URL has any file extension (img, png, html, whatever), a browser knows how to load it, usually.
  11. kaject

    Bohemia?! What's taking so long..

    This is the new Fortnite-induced generation of players who have never lived without internet, have never played a game offline and, therefore, they don't know what is an offline / SP game, even. They're spoiled to the current state of technology, accordingly. We can't do much about them, that's just how their brains develop due to Minecraft, Fortnite and other pop games' influence. Some brains are strong enough to resist the pop culture influence, but they're few and far between.
  12. kaject

    Bohemia?! What's taking so long..

    Yes, it's pretty terrible. I think with such a huge transition to another scripting paradigm, the developers should be motivated to release video tutorials themselves. Text docs are OK, but videos are much better for introducing rookies into modding.
  13. kaject

    Bohemia?! What's taking so long..

    The current scripting language and setup in the Enfusion tools is waaaaay too complicated. Even for the simplest of things. I personally don't like the way BIS has made the scripting much more complicated than it has to be. Look at how simple scripting used to be back in OFP times and even in Arma 2, let's say. Arma 3 is still much simpler than what AR's scripting language offers.
  14. I'm looking into making realistic anti-tank trenches in Arma 3. How should I approach this, in case I want to implement terrain deformation and so on? P.S. I've looked for solutions at the BIS scripting wikipedia, but no luck. [SOLVED] Use this mod:
  15. This is exactly what I'm looking for. Thanks a lot!
  16. Steam Workshop's Arma 3 categories haven't been fixed yet. There's zero moderation there as of 2023. It's been over 10 years since the game's release. That's just pathetic.
  17. @R0adki11 can we remove such strange questions that actually belong in AR's feedback tracker? (here: https://feedback.bistudio.com/project/view/66)
  18. kaject


    They're supposed to be case-sensitive for consistency. Having them case-insensitive for "flexibility" reasons is a bad practice in software engineering / game programming.
  19. This could be very much the case, unfortunately. Reforger needs a proper dedicated QA team or a bigger QA team, then? A variety of PC configurations to test with should help here. (However, the game doesn't and won't support DirectX 11. DX12 is the only way now.)
  20. Sadly, the new update is really problematic for me as well, FPS got much worse. I don't get what's going on. Is BIS even running performance profiling tests before the releases on different PC setups with diff specs? I don't get it.
  21. We won't be able to solve AI's dynamic or predefined pathfinding issues without access to the Arma 3 source code, I bet. This probably can't be solved via configs. It's been over 10 years since the Arma 3 Alpha's release and semi-fixing the AI seems like a lost cause. Time to move on. Where? Well, Reforger, Arma 4 even? Time flies.
  22. Well, BIS could've fixed all of the Tanoa building model + config issues in the post-release period, right? They didn't do that, right? I'm not very up-to-date in terms of this as I haven't been playing Arma 3 at the time Tanoa expansion was released. Could you enlighten us on the situation (if you recall)?
  23. Thanks for the explanation, provides me some insight into the situation at hand as I'm not knowledgeable that much with Arma modding. I assume we can stop hoping some AI improvement to see the day as BIS now focuses on Enfusion's AI modules and other core modules for Arma 4 releases. Also, for upgrading Arma Reforger as a solid testbed for future development. From a business perspective, naturally, this decision to scrap Real Virtuality 3 (RV3) engine and focus on Enfusion totally makes sense and I think it's probably for the best. P.S. But I'd still like BIS to step in and publish an explanation on Arma 3's AI state, AI development halt reasons and the outlook going forward as A3 still serves as a solid platform for all the Creator DLCs coming in the nearby future.
  24. Hello! @KingN I just wanted to thank you for creating this awesome huuuge dynamic mission. I've spent approx. 200 hours playing this and enjoyed [almost] every minute of it! TFF2 stands out not only because it's dynamic, but because it also keeps the realism in check while providing you with very dynamic scenarios and situations! That's an amazing combo to have and a very hard one to crack! So, congrats on cracking the ultimate combo of a dynamic mission! @KingN Looking forward to more updates or a new release in the series (if you have plans; no pressure, though).
  25. @mickeymen Isn't the issue in this video you've posted related to the wrong configuration of the building assets (looks like CUP mod with assets from A2OA?), so AI's detected "walk geometry" is lower than the visual part of the building model? Thus, that makes the AI clip through the floor? As for AI clipping of walls and floors on other buildings - maybe that's also a problem of asset misconfiguration, so the engine interprets things incorrectly and AI acts accordingly? Although, yes, I'd love to see AI improvements roadmap for Arma 3 at this time. However, the AI behavior C++ codebase modules for Arma 3 are probably so complex, messed up or highly undocumented, that @killzone_kid and @Dedmen cannot reach any kind of necessary productivity while working on them? Maybe there's too much refactoring needed for A3's AI modules? Too many edge cases left uncovered, so if someone chooses to improve something, a big codebase rewrite is necessary? We're missing too much context here to make a sound argument on why this is no longer a focus of improvement for Arma 3's development. Perhaps @killzone_kid @Dedmen @DnA or anybody else from the amazing BIS dev team could enlighten us? That'd be very much appreciated, absolutely!