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kaject

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Posts posted by kaject


  1. On 8/31/2023 at 11:06 PM, mickeymen said:

      

    Yes it's obvious, that's exactly why I said

     

     

    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.


  2. 14 hours ago, mickeymen said:

    This sounds sad. Who informed you about this?

     

    In addition, I already wrote above that this problem can be solved without AI

     

    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).


  3. 11 hours ago, mickeymen said:

    The video I'm showing has nothing to do with CUP. This is a Sefrou-Ramal, on this screenshot I use Hellanmaa, map that uses ONLY vanilla assets.

     

    So you want to blame the maps makers for this problem and say that BIS is not involved!?

    What about vanilla maps? The same will happen there too. 

    You probably forgot, that in any vanilla map the AI will also go through walls, if the AI doesn't fall through the floor of the first floor, so that's because in vanilla maps, there are almost no buildings with a high ground floor.

     

    No, now I can clearly see that you are blaming the map makers for this problem😁

     

     

    I sure, you making it difficult... I believe, that the problem of AI can be solved without AI, Yes exactly!

     You do don't believe me - look at the mod - https://steamcommunity.com/sharedfiles/filedetails/?id=2904714255&searchtext=anti+wall+glitches

    This is not an AI mod, but still solves this problem. Just a one mod maker had such an intention to fix it and I would like @Bohemia Interactive, too, to have the desire to correct such embarrassing mistakes in their game also.

    I would stop at this mod and forget about this problem, but the mod adds some issues, in other aspects, that I, as a player, would like to avoid.

    In addition, the mod does not work with the floor. This only works for walls.

     

    It seems to me - It is enough to create collisions, that AI will not be able to physically ignore.

    Right now in the game the AI ignores any collision - it will go through other AI, and it will go through vehicles, buildings and containers. Going through it all, he won't be physically stopped.

    This is because AI has no collisions with the outside world. All that is needed is to enable physical collision for the AI, at least inside buildings, and no more AI programming)

     

    Well, so that the AI, just like the player, was not able to physically get inside some objects. It's more a matter of customizing game objects,  than new AI programming.

     

    And what should we do? Play an even more buggy Reforger which doesn't even have 5% content from Arma3? Or wait next 10 years for Arma4 to come out and get it bugged?

     Unfortunately, the prospects are not at all bright 😞

    Already today we have Arma3, and already today there is a ton of content for that!

    I'd rather have such embarrassing bugs solved in Arma3, here and now, instead after of a decade of new hopes, for new games...

     

     

    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.


  4. 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!

    • Like 1

  5. 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.)

    • Like 1

  6. 7 hours ago, SoulEnd281 said:

     

    That is the 100% correct link.

     

    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.


  7. 14 hours ago, froggyluv said:

     

    I run into these statements everywhere -Reddit/Steam etc... MP players tend to think playing with "Bots" is stupid or boring and that developing AI further or even asking BI to provide a SP Mission/Campaign is a waste of time.

     

    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.

    • Like 1

  8. 5 minutes ago, Fred1988 said:

    Even for the simpler things in OFP and Arm1/2/3 you didn't even have to script, you could place a trigger, set the owner to either side and have the game end whener there were no more Opfor or Blufor units in the trigger area,

     now you need this long super complicated script to do the same, and the script that the tutorials on youtube showed isn't even working anymore.

     

    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.


  9. 2 hours ago, Fred1988 said:

    Yeah that's also a big issue, and even when you learn to use the world editor, you will find that the triggers there are no good, taking alot of scripting, even to simply end a scenario.

     

    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.


  10. 2 hours ago, tpw said:

    I think I'm that guy.
    I suspect that devs using top of the line CPUs, 64+Gb RAM and 4090 GPUs may not even be aware that the update has tanked performance. As an exclusively SP person Reforger has limited appeal to me, but at least it looked next gen and performed well. Now it doesn't even have that going for it.

     

    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.)

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