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inlesco

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Posts posted by inlesco


  1. On 2/3/2023 at 4:56 PM, ANZACSAS Steven said:

     

    The terrain was made with edited objects residing in unique PBO's.

      

    I agree entirely.I intend on looking into it.But the terrain is a big ask as it is.I dont want to make the terrain unplayable though.Alot of ppl are hoping for better FPS in this version due to its already demanding layout.Adding interiors back in WILL hurt performance.Its just a matter of how much.

     

    Maybe releasing a separate Fallujah version with all buildings enterable could work? (As a separate Steam Workshop entry.)

     

    People with high-end modern PCs could try both and pick the one based on their gameplay experience. This'd also fit the mission makers - some of them make CQC scenarios, others - air / armor scenarios with lots of vehicular action.


  2. On 10/9/2021 at 1:28 PM, Pyronick said:

     Basically, this would be the main reason for me. Pure maintenance for longevity, maybe have the OSS community replace some legacy APIs or other layers.

     

    But I can see that exposing code still in use with ArmA 3 could negatively affect the anti-cheating and cybersecurity of the latter. Maybe once all legacy code is no longer present in an active games still being sold, it could be an option?

     

    Now that Arma Reforger (completely new engine) has been launched on 2022 May, we shall wait and see, perhaps the golden OFP will be open source one day.
    Perhaps a little while after Arma 4 release. ~2025, the hopeful me thinks.


  3. @froggyluv I understand that you're disappointed about this outcome as you have great passion for both the game and its AI. That's great and I truly admire that.
    I also have the passion for the game and its AI, but I want to be a realist here and stop pretending extreme and somewhat blind complaints can positively change anything here, especially at the current timeframe.

     

    How did you arrive to the conclusion that I have a degree?
    I understand you're disappointed by Arma 3 devs, but you know - you don't have to be an asshole to others because of that, unleashing your frustrations here on the forums.

    It's not necessary and it won't help anyone - nor you, nor the recipients of your disappointment.

     

    People make mistakes. Mistakes and mismanagements were possibly made. Now, it's probably too late to fix those mistakes for A3, but it might not be too late for Arma Reforger.

    Let's hope that's true.

     

    We're all humans, this can happen to anybody.

    The only thing you can learn is to understand your mistakes, accept them, value talent and motivation, give people a well-deserved break if they happen to be momentarily burnt-out, and move on together, as a team.

     

    I hope BIS is successfully doing that.

    I wish them the best as they've managed to keep the Arma / OFP milsim formula alive for decades.

    Such determination requires BALLS OF STEEL!


  4. 20 minutes ago, froggyluv said:

     

    I dont think you understood the point of my post and probably dont have a strong understanding of this history of AI development since the very beginning with OFP. About when they decided to just cease development and come back and change the the way we could at least reliably at the time create the proper disparity of AI SUbSkills. So they did come back and in a very real sense "break what we had" and then left again -learn your history here before making obvious statements like "Yeah but why dedicate manpower to something like this". Also understand the level that AI modders have been able to reliably create before passing such flippant judgements.


    I'm speaking from my own experience in Software Engineering and Engineering Management.

    I understand the history of Arma's AI development (I've been following it since A3's release).
    The situation that I see currently could've been something similar to this (this is just my assumptions):

    1. It was decided to make AI R&D / rewrite a high priority task - that's OK. People started executing.
       
    2. The [unimaginable / unmeasurable] scope of a R&D task - for complex projects, unless you've done something before, know the ins and outs and the pain it takes to reach the [almost] "finish line", it's extremely likely that you will miss a selected deadline and will have to put delays. This is like a prescription in the world of Software Engineering (no matter if it's game dev, web dev or any other dev).
       
    3. The rewrite became too complex, touching and breaking too many parts (possibly in both official and community-made content).
      The breaking & touching parts were definitely extensively documented by the Software Engineers working at BIS and put in the drawer for future generations.
      ("for future generations" - this is, of course, a joke, but you get the idea; you stop a part of a project, you document things before you forget the little details, you save it somewhere safe and just move on to something else; I've done this myself numerous times and I can't say I've been proud of it, but it's a very useful and humbling experience allowing you to improve)
       
    4. Enfusion Engine started taking shape in ~2018 with the Enfusion Renderer developed to a production-ready level.
      This was the perfect time to make a decision on resource management - invest in Enfusion's core and dev tools or keep going with A3.
      I don't know what exact decisions were made by BI, but we can't blindly judge them like this for abandoning the AI.
    Quote

    "Yeah but why dedicate manpower to something like this";

     

    I've never said anything like this, you have simplified my thoughts to sort of fit your own narrative.
    But if you look from a business and future perspective, I hope you understand that an AI rewrite / improvements starting in ~2013 (until ~2018) is a "little bit" different undertaking than an AI rewrite in 2022 or 2023 and then spanning for 1-2 years minimum.
    Arma 3 is much older now, sadly, and BIS has developed Enfusion engine to a point it makes sense to invest into the future, and future only.

    If BIS did stick to OFP back in ~2002 (after the Resistance expansion) for 10+ without new projects and R&D efforts (just releasing expansions for OFPR 1.96), do you think they'd be here today as a flourishing studio with a cult following?
    It's very possible that the answer is no.
     

    Quote

    Also understand the level that AI modders have been able to reliably create before passing such flippant judgements.


    Could you please define "reliably create"? What's the reliability criteria here?
    Also, keep in mind that people willing to work on Game AI full-time don't appear out of nowhere, waiting in queue to knock on your door.
    In many cases, these people have to be grow professionally during many years of hard work and study.
    Also, games industry, sadly, doesn't attract as much talent as it used to due to extreme difference in pay and bonuses for the same or even less demanding and stressful kind of work.


  5. On 7/25/2022 at 2:17 AM, froggyluv said:

    @H O P L I T E I would just say I get you man but you're on a pretty lost cause here .I used to try and be vocal as hell about the inconsistencies and problems with the AI, their subSKills and how they play out and the Devs simply dont want to hear it. There used to be a point in which you could reliably create Bad Ai, reliably create moderate ability AI, and the ability to make very good 'abilitied AI' -but that point was lost some where in the world of the "interlocution graphs, charts and maths". I spent a good part time career's worth of just test AI and trying to get them reliable because lets face it Arma would be the BEST game ever had it had the trajectory level and expected from Operation Flashpoint made over 20 years ago. Did they put in 20 years worth of AI progress likened to that trajectory? Ill keep my peace on that and just stay hopeful that they have either rededicated their AI staff or hired some new fired up AI programmers for Reforger and the future of this series.


    Consider this - building further on a flawed foundation, especially in software engineering, is a waste of time.

    Rewriting Arma 3 AI behavior creates more complex and possibly unsolvable problems:

    1. How do you ensure mission and addon backwards compatibility? Do you simply just render everything that came before unsuable?
    2. Since you will definitely not want to remake and re-QA all the official campaigns + missions on different difficulty levels (that takes weeks of QA effort), what are you options?
      Make a separate branch on Steam with the AI rewrite, so people can hop it and test, play around?
      Ok, but then - how do you make this public later on (releasing on main branch)? It's not possible without great long-term effort from multiple departments / teams.
      Breaking hundreds of community missions - how will that resonate within the community? I don't think it'll be positive, no matter what justifications you provide.
    3. Reusing the AI framework (adapted to Arma 3) for the future - Enfusion.
      Is that possible, to some degree of success?
      If not, then it's a great waste of extreme engineering and QA effort and probably not worth it.

    Complete AI rewrite and AI customization framework creation (with documentation, of course) should've happened at the start of life of Arma 3.

    Now, introducing it will be too destructive and a waste of engineers' time.

     

    I also would love to see AI evolve beyond its current limitations in pathfinding, decision making and other areas. But...

    We have to be realistic.

    Arma franchise shines in many amazing areas and is definitely the ultimate sandbox for a curious mind.

    • Thanks 1

  6. 8 hours ago, mickeymen said:

    Hi guys!  All with New 2023!

     

    It seems to me that the AI theme in Arma3 has gone into complete oblivion.

    ...
    ....


    Don't be too surprised - since Arma Reforger is already public, it is currently a top priority for AI engineers because a new AI framework has to be built, tested and released to the public to keep Arma Reforger fresh and constantly improving as a sandbox.

     

    Forom the software engineering perspective, it does not make much sense to invest time of Senior or Lead AI Engineers / Architects into a 10-year old game because Enfusion Engine's AI modules need a lot of attention.

     

    Enfusion's AI is now where all the action is - it's the right opportunity to make things right from the start.

    Unless Enfusion's and Real Virtuality's AI parts are highly reusable. Does anybody have insights on this - on code or engineering effort reusability between the 2 engines, specifically?

     

    I'm thinking - it is best for BIS to probably make a framework for AI control and configuration now. And include that into Enfusion Workbench (official dev tools) as a visual AI behavior editor.

     

    Similar in concept to Unreal Engine's Blueprint -> https://www.youtube.com/watch?v=bY6Nl-OEhSo

    • Thanks 1

  7. 11 hours ago, dalber24 said:


    the latest version is 1.24, When I download something, I mostly make a pdf from where I download it, here I have an image, I downloaded this in 2011, that was the last version.
    
    uWSyWPR.jpg

     


    and those mirrors are not from 2023, they are many years old, the newest is from 2015

    Here you have the download link of the latest version 1.24
    http://www.armedassault.info/index.php?game=1&cat=news&id=5049

    Regards

     

    Not saying that the mirrors are from 2023. It's just simple timestamp for anyone reading and not looking at the post's date.

     

    @dalber24 How many PDF snapshots do you have? Could you share them maybe? It'd be really helpful.


  8. On 10/2/2012 at 10:59 PM, tom34 said:

    We tried Episode 1 on our server and was to easy so we maked it more hardest 🙂 :

    All modifications and optimizations made by Jason Bourne [RECON]:):

    1. Mission is for 12 players now

    2. Mission that automatically reports the player is dead

    3. All players have First Aid - when will need heal will automaticly in menu

    4. Mission have Spectator v.1.4 by Kegetys

    5. Ammo and weapon in mobile ammo crates (not will be ammo bug)

    6. Smoke and explosion when you hit armors - dont go close or you will be dead 🙂

    7. One Russian squad (4-10 troopers) more 🙂

    8. Some squads are dynamic.

    If creator accept we can optimize 2 other episodes...:)

    Mission fille: http://reconclan.com/missions/co12@_ww4_warfare_episode_1.ww4_desertabel2.pbo

    If you want play this mission connect to [FGC]WW4 public coop server (RECON addons) IP: 80.82.209.64:1600

    P.S. Mission not in final version

    This may be a little late (10+ years), but... thanks for improving the mission back then! I was recently revisiting the classic stuff I've been playing 10+ years ago and came across this!

    @tom34 Do you happen to have the mission files somewhere? reconclan.com is down and the domain is for sale currently.

    I've tried to reach you on Steam, but that's not possible due to the account being private.
    If you happen to see this somehow, add me on Steam (friend code: 1.2.5.7.1.6.9.1.3 (w/out the dots) or https://steamcommunity.com/id/k.a.n.c.1 (last URL part w/out the dots).


  9. Sheesh! I'm back to playing Operation Flashpoint / Arma CWA during the holidays and I've been looking around for some of the old cool mods to experiment with. (I've played some of them back in my teenage years (~2009-2012))

     

    @JdB @kenoxite @RozekPoland @krzychuzokecia @zulu1
     

    Guys, maybe you could share the files of this mod? URL for "binmod" search query on ofpr.info -> OFP.info 2.0 - Search (ofpr.info)

     

    There's 2 threads available, links below:

     

    1. OFP.info 2.0 - Binmod realism mod patched to 0.91 (ofpr.info)
    2. OFP.info 2.0 - Binmod realism mod 0.8 (ofpr.info)

     

    However, none of the uploads on the FTP in those 2 threads work at the moment. Also, the latest version of 0.99 about which @JdB has posted here: https://forums.bohemia.net/forums/topic/111100-binmod-release-thread/?do=findComment&comment=2559396 is not available on OFPR.info now.

     

    EDIT

     

    Found the mod and much more HERE.

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