Libertine
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Posts posted by Libertine
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THIS FEATURE WOULD BE HUGE!!!!!!!!!!!
especially for casual players.
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I get horrible performance with terrain on anything but low. Going from normal to low might solve your problem if my experience is any indication. It doesn't make a big visual difference that ive noticed either.I wrote that, but i just loaded up OA to check if the problem was still there and it is not, the framerate is not significantly affected anymore from the terrain detail setting.
If you have input lag, make sure to try forcing off vsync in the control panel. Another thing to try in limiting your framerate via a program like dxtory.
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LOL, yeah, that about sums up my 3D experience too. Games have a new added value with 3D and its hard, very hard to go back to 2D. Metro 2033 is another game that is just mind-blowing in 3D IMO.
Its a shame that the public gets its opinion of 3D from movies, which have very little depth to them to account for differences of screen size (theater vs. home), while games are fulling customizable, allowing your eyes to stare straight on to distant scenery, as they would in real life, which makes the bottom of a deep cliff to appear far away....and dangerous. Staring straight on also allows large things, like an aircraft carrier your standing next to, or your oil rig, appear appropriately large. This makes things that are awe-inspiring because they are large, appear so in real life, like the inside of a stadium or high ceilinged cathedral or a large statue or monument, or tank or large hillside from OA. Holograms aren't going to do that. Movies and especially 2D-to-3D conversion are kind of a gimmick, at least until they solve the brightness and motion resolution problem, but 3D in games, which makes the world appear as though it is laid out before you in jaw-dropping brilliant. I think its the next step toward VR, we just need display manufacturers to get on it pronto with larger displays and HMDs.
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which game (A2 or OA) and game version was used , cause this looks like that fixed bug where if you triggered explosive then AI knew about your positionThats OA. (You'll see the menu screens are OA) I left in all the recording up to that point just to be thorough for the sake of troubleshooting and also to show how much time was spent setting that up. I thought is was a vehicle that shot me, but it sounds like an AK and the visual direction from the tracers is towards the jeep near the explosion. In one play of that mission there was a lone soldier patrolling near the fuel station, maybe him. Or like Maturnotin thinks, that its a vehicle.
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Watch the video again at 8:54, Its not a BMP shooting at me, look at the direction of fire and note that it is an AK-47 shooting at me by an A.I. without night vision.
@Manlyfin, you post this: http://forums.bistudio.com/showthread.php?t=130375
This is part what myself and others are asking for too.
Thanks again Sherlock Holmes, I know how the game works, im asking for realistic behavior to be there at 1.0 for Arma3, not 1.53295 two years later...Done. All they know is where their group mates are. They check to make sure they are okay more often than humans would, but when one of them stops responding, why wouldn't they go TO THE LOCATION OF THE SHOOTING.
I know for a fact they don't see them, from many tests, and i've said this before. :rolleyes: A.I. can be heading the other direction and hear a head shot from a distance. I'm saying DONT MAKE IT EASY, MAKE IT REALISTIC. In fact the only time they didn't "sense" it was when an A.I. was very close, but behind a concrete wall leading me to believe the trees don't offer enough visual blockage. The guy behind the wall should have had a chance to investigate the shot, for a logical period of time, with a specific intensity.You are incredibly foolish to assume that no one visually saw a comrade being shot. This is why you need to test in a controlled environment.
However the code still simulates a coordinated squad. They pull out RPG and fire on vehicles, that requires communication in real life.The AI can't do any of that stuff either, so I don't get your point. They don't plan because they are computers.
Both!!! They should have a chance to if its not a headshot. Headshots should not have a shout. The fact is that when people are shot in real life, even in the chest, they sometimes just drop lifeless to the ground. It isn't often heroic or dramatic like the movies. Did you see the depressing video on youtube of the 20 or so U.S. soldiers being sniped by insurgents? I've seen depressing amount of footage of people just dropping, many were not from headshots.People shouldn't make noise when they get shot?
NO S!! WE KNOW! THUS THE REQUESTS!!Sure, it would be nice if people screamed for hours after a hit to the gut and made no noise after a hit to the head (although subsonic ammo isn't going to kill instantly through a helmet), but the health system isn't very detailed.
They should if its realistic!!! Absolutely :rolleyes:So one squad can't warn another about incoming enemies?
Im asking for a different balance, take away some of their super human powers and give/strengthen up others in to make their behavior more realistic.This is not the first time you have called for the AI to be made stupider.
Never played it. Also, Im a realism junky and have been since day one. Arma 2 not being realistic in a way that supports my place style is why i don't play it. As it is, it has elements of its detection behavior that are either too easy, or too hard, when trying to carry out a realistic play style.So far as I am concerned, you are a misplaced Splinter Cell player who wants to neuter the AI's warfighting capability so they can serve as dumb bots in your secret agent ego shooter.
This is your worst oversight yet. ---> My answer to that is WHAT YOU REPLIED TO: "Only sound checks, bullets whizzing by and/or hitting something very close to them is enough."EXACTLY my point. If they were likely to ignore bullet impacts, there would be a possibility that they would ignore a bullet landing right in front of their face, spraying them with pieces of brick. Oh, and then you would be on the forums howling and howling about the stupid AI. I think the current system is best. FFS, the AI only hears suppressed bullet impacts from like three meters away.
How it works isn't the point. Its not often realistic when the A.I. detect you, thats the point, and its a problem if it prevents you from carrying out realistic actions that you want to do. The A.I. seems either blind (too easy and not fun) or super-human (too hard and not fun). Neither of them realistic. This can be coded into it current system.It [instantly detecting death] may not be intentional. I think AI leader are just giving their subordinates silent sitrep commands all the time. If you are the group leader, 'your AI' will wait several minutes before giving an automatic sitrep command and discovering a casualty. Whatever the mechanism is, it works well with player commanders.Im really not into the general combat stuff anymore, i been there and done that too many times. How they expect adult to keep signing up for this stuff, i don't know. I don't think it's going to happen either. Eventually i think people will stop playing and Bis will have to make some changes. The A.I. is the main thing that would breath life into the world, with better idle animations, realistic and more random behavior and better voice acting.
@Igneous01 Thanks, but there are a 1000 more things that could be done with the A.I. to make them more alive. The psychic network is just one problem.
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Your reaction to my video "all completely realistic and normal" just about completely invalidated any, and i mean just about any, respect for your opinions.Don't recall that. My knowledge of the gameplay is greater than yours, so my better command of the facts makes my opinions more useful. Although I wouldn't feel too bad dismissing an "all for the stealth kill" focus for AI.
Well, it wasn't that he was seen, i tested that many times. He might have been seen by the current code, but he shouldn't have been seen in real life, and thats the point. I don't want group A.I. to be psychically binded to one another in such a way that they know unrealistically when, and where they someone was shot. That clear enough?Oh, so it could only have been the scream that made the BMP go active? I gave you a detailed explanation of information the AI.
The player is also not allowed to plan things out with his A.I. teammate, or talk to them or hand gesture, or nod up and down. Or tell them not to F'ing get up and start running around lol, when sneaking around. But even putting in a shout, doesn't get me the realism im looking for. If your not lookign for that type of behavior, good for you, that explains your post count, you like the game, it supports your interests, good, good job.:DThey have it only because the player has it. You would go insane if you had to pull out and use a radio EVERY TIME you wanted to talk to your men.If they made a poll in the New York Times titled, "What do you think of Armed Assault", do you think that poll would do better there, or if placed in this forum? You like the game, i get it, it suits you...
Whatever you want to call it, get rid of the link.There's no alarm bell. The link only exists inside groups, and a fair mission maker will make groups rationally sized and placed to avoid a hivemind situation. Group leaders sharing information about enemies do it somewhat randomly and infrequently: exactly the sort of behavior you want.
No interest in modding, but I can join a BF2142 server and have a more realistic stealth experience stealing enemy helicopters or whatever...speaking specifically about theYou have to be super close to other soldiers for them even to hear an MP5 SD. I don't disagree in a chance for the AI to ignore a single suppressed shot, but this is really just a little config tweak of little overall importance to the game. Every other weapon is going to be too loud, and 99.5% of situations will make this sort of thing inappropriate. It's the price you pay for having jets and enormous maps. But mod, mod away.
I would not even bother checking if they see a bullet land. Only sound checks, bullets whizzing by and/or hitting something very close to them is enough.That's valid, but we're not dealing exclusively with sound. What if they see the impact? Realize that LoS checks are very expensive in this engine, and making every AI on the map visually check hundreds of bullet impacts would be prohibitively expensive in terms of system resources. Better to just make them aware of impacts in a radius. And really, in my experience, units sometimes ignore impacts anyways. There is actually randomness in most of the AI's behavior, which is why I have stated that your experience in that one mission does not give you useful knowledge with which to make complaints.
It does, but obviously, then make any auto fire draw different -realistic amount of attention.If you watch on youtube, you'll notice that an MP5sd in full auto sounds very "gun'ish" and should draw attention.
The result is too simple and others, plain and simple.You have repeatedly suggested that the AI can home in on our location. You've never been too specific about how, but your wording is just like the legion of other people who have noobishly insisted that the AI is psychic or a cheater. -
I think most of us can agree that the default ArmA 2 sounds vary.Well I've been complaining about A.I. and other stuff, so i should at least pipe in here to point out that IMO Arma 2 has some great sound effects. The movement sound effects are wonderful IMO, the breathing sounds seem perfect as well and footstep sounds are among the best i've ever heard, although a little loud with my headphone setup. Having made footstep sounds, I've looked into a lot of different games to find nice ones. The fact that there is a delay between when you see an explosion and hear it is phenomenal. I know that was on my OFP patch wishlist. The distances that you can hear things is nice too, neither of those are featured shared by other games, at least that im aware of. I also like the 203 grenade explosion sound.
As i understand it, BF3s sound designers focused not so much on improving the effects themselves, but on how the sounds interacted with the environment around them.
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About 4 hours ( that's been mostly adjusting controls etc) but better to find this great game later rather than never.Yup, 4 hours for adjusting the controls sounds about right to me. :D
I really hope they just make it how it usually is where if you quickly double click on a key assignment, press a key and any action that had previously been assigned just goes blank, no having to look through the list to find all the red you want to unassign. If i were in charge of making sure Arma 3 succeeded, i'd make sure that when the player got set up and started playing, he had 1. plenty of cool single player missions to get his feet wet with and 2. That he was not so frustrated and angry that his teeth were in danger of breaking because he was snarling so much [like i was].
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I think if you look back, metalcrazy and muntinman fired the shots in the rude department, I fired back, but in the sarcastic department. I don't believe i've gone into the rude dept.@LibertineMany of the the problems you mention are not actually problems in the most recent version of the game. But at the same time some of your ideas are valid. If you want to be taken seriously however, I suggest you present your ideas in a more organized and respectful way and listen to what others have to say instead of immediately writing them off as wrong.
Yeah, i agree. Its one of the reasons i didn't jump into Arma 1 or 2, as i knew from experience with OFP and many, many other games that robotic, lifeless feeling from A.I.The idea of more randomness concerning the ai's spotting ability and reactions is a good one in my opinion and I really don't think it is implemented right now. This would represent the fact that different soldiers simply have different personalities and abilities. It would also make the ai not quite so predictable and in turn not as robotic(and more human like).Right now it seems that if the ai is facing me there is a certain distance that he can never see me from if I am in a particular stance. Ie. if I am 350m + away from an ai he will never see me whether i am prone crouched or running around in circles. This lets me exploit the ai and not take cover, or ***not move in a stealthy manner at certain distances, which is unrealistic.
Adding a bit of randomess to spotting would fix this problem however. If, even at 350m + even a grunt had a chance of seeing me I would be forced to remain stealthy even at far ranges. Of course the randomness would still be in line with the skill equipment condotions etc. of the ai and target.
Having random reactions would also go a long way towards making the game better. Right now ai reactions are predictable, and that makes them appear robotic and inhuman. Adding more varied reactions would help fix this. Ie. if a bullet lands near the ai and they are in aware they will react in different ways every time. Sometimes they may Run for cover. Others they will stand where they are looking for a shooter, or go searching for the source of the sound or Some may not even hear the sound or write it off as animal or something. Or maybe they would simply decide they had enough already and flee. Of course the better skilled units would have a higher likelihood of choosing the most efficient course of action. This addition to the ai would make the ai seem more human and add replayability to missions. It would also make it so differently skilled units would fight in different ways.***
I'd be more than happy to animate some high quality idle animations for Bis for a small wage...
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No, we are now having an unpleasant conversation (that i wish we could have in person) about a specific aspect of the A.I.Are we talking about the same game. I don't see people walking around with their guns holstered in ArmA. You've descended into nitpicking.
Your larger immature point that your opinion and desired gameplay is greater than mine? THAT POINT?What the bloody hell are you talking about? You have to quote, because I can't follow bizarre non sequiturs like this. Although you needn't bother, because I'm sure you're responding to some incidental detail of my post while missing the larger point.
In the video i hear a soft groan, that is not a scream. Its possible BIS meant it to be a scream, but neither its volume or its tone reflect a real scream. Certainly not one that would cause a running BMP to rush over instantly.You need to go design your own game. When people take fatal injuries, they tend to scream. And they do in ArmA. Use your ears, you can hear it your own shitty video. I don't believe I have to point this out.Heres some screams for you Sherlock Holmes:
Thanks for that slice of common sense Mr. Holmes. Should they all have an open radio link is the question, i obviously don't think so, its not realistic for general troops to have. I think its ok if they do in general, but lets have some realistic use, you have to pull it out and use it, not be an auto-alarm bell for the entire south side of an Island.By playing the game. You press the spacebar, you give orders. The AI talks back. They don't have to fumble with their radio buttons to communicate, they just talk, like players on teamspeak. That's what I would describe as a virtual version of an open radio link
War is often boring for troops and they say it all the time in documentaries, you should know this if you watch them, or even youtube videos. If you want to simulate highly aware troops, thats fine, you should be allowed to do that.....and...that would be cool to try and overcome. State of awareness aside, an MP5 with subsonic ammo should not automatically be perceived as a gunshot. Especially not a single shot, which is all i think I would dare to do in real life. If the shooter is super close to other soldiers, then i agree soldier should go into danger mode, even call out to other soldiers if the roll of the dice gave them knowledge. Short of that, it should prompt various levels of investigation.Once again, they're in a war. When you hear pieces of metal striking concrete near speed of sound, you don't go sauntering around without a care in the world, looking for the mischievous kids playing with a slingshot on a battlefield. If this was Splinter Cell, and the only enemies were rent-a-cop guards in a peaceful city, you would be right. But this is a military simulator, where the enemies are soldiers expecting to be shot at.I also completely disagree with the idea that bullets hitting objects should be interpreted as a landing bullet. Having used guns outside often, they really don't make much impact noise in soft surfaces or hard, thick surfaces like concrete that won't produce vibrations, more of a "tick" sound. Sheet metal on the other hand... is loud. BIS can ever easily add attributes to sound files, that if played trigger sound detection code.
Please do Mr. Holmes. I said the whole point of a suppressor is to NOT sound like a gun. NOT....Do I need to quote your post where you say that even a suppressed MP5 sounds clearly like a gun? But since you can't decide whether the AI are too good at detection or not good enough, I shouldn't be surprised.
I've never used the word cheat, for one. My argument and concern is that its too simple. Obviously. But by all means, lets keep going over and over this S...We clearly demonstrated how nothing in your video displayed a significant problem with the AI, and corrected you in your allegations that the AI cheats.---------- Post added at 01:50 AM ---------- Previous post was at 01:48 AM ----------
I think i basically covered what im asking for in pages 1 - 11. :Das far as Im concerned there is already a percentage chance of the ai detecting fire/muzzle blast/sound/enemy movement under certain daytime and weather conditions. So what do you want exactly? more percentage chances? -
Right, im asking for things NOT in the game.you can ready your weapon and take cover at the same time in this game.Do you know of any game that even has personalities for ai that defines their actions (besides overdone rpg's where most of the unique qualities are their speaking behaviour)? I dont expect a milsim to start suggesting which and what bot went to college and which didnt. thats taking it too far.No, asking for relatively simple simple code here. You can vary behavior easily. Speaking specifically about hearing a single Mp5 shot:
-you can give A.I. a varied chance to hear it or not between a range of distances, with less chance the further away of course.
-At any range, there could be a specific chance just to look in the direction of the noise instead of starting to wander in that direction, smaller chance the higher the difficulty level or A.I. state.
-You could give unaware A.I. that heard the noise only a chance to know the exact direction the shot came from, if they fail, then they investigate in a direction 1 to 15 degree off from the noise, but still look around.
-You could vary the distance traveled to the player.
-You could vary the time spent stopped at the final search point
-You could add chance to add another search path in a random direction.
-If the A.I. are in a group, but the Mp5 shot occurred far away, you could randomly assign only a given number of A.I. to respond and break away and investigate the noise. And you could do this at any distance, and assign a +1 and +2 and +3 modifier, and so on the closer to the player they were.
-You could give a chance to solo soldiers to just stay in their search spot and have a smoke. (I'd be happy to create high quality idle animations for a small wage...)
Easy stuff for a programmer.
Keep in mind its very easy to generate a random number, here it is in c++: rand() % 7 + 1; Wow, that was hard! Nor do you have to commute this all at once. All the other things here are easy too as all the values involved are known values. You want to know how fast your computer processes stuff? Download a program called process monitor and run it, there you go...
All Armies in real life have radios, but not each soldier carries one unless something recently has changed. It might be more likely for the future, i'll give you that, but even that is a stretch according to my knowledge of the military.All soldiers in this game are modelled to have radios, as pretty any modern army has radios, except the guerilla factions. Even then the radio is only cosmetics, not a complex communication system between ai, theres grouplink 4 for that. -
Of course not, im asking for realistic A.I. behavior, where do you not see that? I didn't write an essay on every detail because i figured the devs could fill in the blanks. I want difficult play, where every move must be perfect. Im asking for realistic behavior. I didn't think i had to write "war and peace" for [some] people to understand what im getting at.So you're saying they should act like stupid bots in an ego shooter for Mission Impossible wannabes rather than acting like players playing the game?
You DON'T pull out your weapon, you react first by running for cover because you have no idea when the next shot is coming or how many enemies there are. For all you know, the next shot is RIGHT NOW! You get cover, or run. Thats IF THEY MISS.When I hear someone fire a BULLET at me, I pull out my weapon, run for cover while calling out the contact in teamspeak. And if I am hit, I shout out even sooner.If its an MP5 [and were dealing with a regular soldier who went into the Army for the college tuition and who's main hobby is stamp collecting and who secondary hobby is collecting photographs of 19th century telegraph polls] and you miss -then he might not have the faintest fucking clue what an Mp5 IS, let alone SOUNDS like...:rolleyes:
IF THEY HIT, there could be another set of rules, but you can't shout if its a torso shot ...or a head shot. You can grunt, or have a chance to be able to shout, both of which should be detectable within various ranges. Save the teamspeak for special forces who are btw, often dumb as a donut.
Falling down should make a noise that draws the curiosity of nearby guards, that would be great too of course. Again, didn't know i had to write up a how-to guide on trigonometry to fill in the blanks, but ok.
How do you know ANY body has an "open, constant" radio link. Do you think this is reality btw? You don't know, your just another guy pushing his opinion on me in a rude way.And since most ArmA squads (only groups have an open, constant radio link) are usually within meters of each other, they will hear a comrade take hits.If the bullet hit something hard, even a wall on the otherside on the soldier, then yeah, all noises should have a chance to alert soldier into a "wtf is that" state, but not into "i heard a noise, now its time to seek out the enemy soldier who made the noise" mode...
This is the trick of a suppressed weapon, it doesn't sound like a gunshot...and im not sure who's asking for gunshots not to be detectable from 300m because i haven't seen it in this thread. A suppressed "click" should not be considered a gunshot, but should have a chance to draw attention, not Arnold S's attention, just curiosity or more fervent, concerned curiosity. If you happen to to shoot someone and others notice the sound, but you hide the body well, then they shouldn't see it in that case, but should have a chance to continue investigating, or they say "F it" and go back to thinking about women. All of this depends on more realistic A.I. vision.And really, soldiers in default state Aware are fighting a war. You don't ignore gunshots just because they are from 300m away, which is well within effective range for every infantry weapon.
Is there a "virtual reality" setting?If you want AI sangfroid, you set their combat state to Safe or, god help you, Careless.Anything else i can help you with cupcake? :icon_ohmygod:
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In the real world, "silencing" and "suppression" are the same thing. Based on my reading, in the military, "silencing" is considered incorrect terminology brought about by movies. Although its pretty wide-spread at this point. Like "Bondo"...
http://www.silencerresearch.com/
When suppressors are with subsonic ammo its purpose it to sound unlike a gun shot and be somewhat quieter, especially pistols. When suppressors are used with supersonic ammo to retain the power of the rounds, but help mask the direction the round came from.
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More like 1126 ft/s. :p :DYes, and still deadly btw, especially when you consider that pistol rounds travel near that speed and under. To compensate, you can use heavy bullets that impart more force to the target, like the .45, which is why my AR-15 (semi M4) was converted to 9mm(which i'll never use because im a peace-nick gun owner - image that).
You expect them not to hear a gunshot at 20 meters? Even suppressed, they would hear a supersoaker at that distance!If Bis wanted to simulate a real like take on suppressors, then the player should compelled to do everything in his power to make a single shot kill via headshot. If you watch on youtube, you'll notice that an MP5sd in full auto sounds very "gun'ish" and should draw attention. IMO, a single shot should have a small chance to draw the attention of nearby guards. Multiple shots or automatic fire should have a much higher chance of drawing attention of nearby guards and have a slight chance of getting the attention of medium ranged guards, who are between 100 and 200 meters away (not soldiers in running vehicles :rolleyes:). This doesn't mean these soldier should go into combat mode, they should have an "investigation mode" where they're just going to check the noise out, NOT home in on the player or have terminator vision. Maybe two different levels of "investigation mode" where some soldier are more cautious than others and spend more time looking around for whatever caused the noise. By all means, make it challenging (id be disapointed if it wasn't) and complicated and even a bit unpredictable for the player if you want via a random chance of "a lucky spotting".
A.I. shot with a round shouldn't get right on their radio, they should dive for cover and pull out their weapons first, and eventually, when they come out of shock, yell for help or get on the radio, with the appropriate animations.
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So suppressed weapon hides bullet income trajectory?If they're simulating using subsonic ammo, then OF COURSE IT DOES! :mad: There is no sonic-boom when the bullet stays under 1100 feet per second. Maybe leave the thinking to people that know a little something about this stuff and stop trying to push your juvenile opinions.
Where i live, if you can travel 15 miles and spend $74 bucks, you can shoot a silenced, real MP5sd. They're pretty quiet and easy to aim. Far easier to make a head shot with at close range. Especially since both eyes can be open when you shoot.
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Yeah, it could have been a number of things if we consider all the possibilities. Perhaps he was having a call with his grandma, his grandma heard that he was shot, then emailed the Army Hq who sounded the silent alarm with in invisible flashing lights that only they can see... :rolleyes:Mind you that's not all. The killed AI may be a member of a larger squad which was spread to look for you. AI leaders regularly poll their squads for dead/alive members ("report status"). When somebody doesn't respond he is assumed dead and then you have reinforcements coming. Actually I think this is your case here.
Because it was night, they had no night vision and i was concealed enough, visually, from a human perspective. As a kid, i used to sneak around the neighborhood on summer nights with a couple friends, in full camo with a paintball gun and we'd shoot cars and do other [regrettable] stuff. We'd try to hide from everyone, which made it hard in a crowded area, but we did it. I did that a lot... i mean like every other night, im no stranger to sneaking around. I've had tons of people walk right past me. I've had a police officer shine his flashlight on my back which was slightly exposed, just waiting for him to notice me. I know what the capabilities of human vision are and i myself have 20/20 vision.Why?
Are you telling me we just had a conversation about the video and you didn't even watch it? Your not even paying attention to this conversation. I keep having to re-explain stuff to you i've already said.No, give me the precise time. I didn't sit through all 15 minutes just to see a single second of an issue.
Its made up, you haven't been following along. I already explained the radar vision problem where the ai would detect me from far away instantly while prone was ACE, which i un-installed.Dude 5 seconds ago AI had radar vision, could see you through bushes and grass even during pitch black nights and now it has poor vision? Make up your mind.I blew up half of a base and yet I didn't get killed. Why?Because at night, when the A.I. have very basic vision. But if something happens, the whole army comes down on you with no indication of how.
I simply showed you that there's no such thing as tall grass in ArmA.lol, you should try playing this game more often. I see tall grass. ENOUGH TO F'ING HIDE ME (EVEN FROM FLIR), all over the place.
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I watched your video earlier and replied on youtube. Every situation was absolutely normal, believable and realistic.The grass sprites in ArmA don't block AI vision (although they make it less likely that you will be seen). It is a technical limitation that is difficult to tackle and a major problem with the gameplay and realism overall.Thank you for answering your own comment, that saves me a hell of a lot of time. Even if you saw 1 of 4 in a super-unrealistic movie and the audience composed of veterans of war, they would all be confused and that should go without having to say so.
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Unrealism is my problem.Your complaints are that AI works as a team and grass doesn't stop bullets so maybe your understanding of reality is different from the common one?Like in reality people don't see themselves from behind like in that video?
I saw it over and over.From what I saw in the video they don't just come killing you. They come to a general area of explosion. You just stay too closely to it so it looks like they are homing on you.
Thats not the issue I have, the officer shot 4 times in the back (sorry dude) and getting help was the issue.Why would BMP that totally knew where you are come to your position when it could've just perfectly shot you from 200+ m out? Instead they come looking for you and you prefer to run around so naturally eventually you'll get noticed.
It unclear as to whether i killed him with the initial shots or whether the 3 subsequent shots were necessary. I was using very clear headphones and was using a computer monitor to witness that, not watching a blurry-as-hell video.From what I saw you unloaded quite a few bullets into AI without killing him (and some even missed) and even then BMP came and didn't kill you. It came to his general location to look for you. Saying "under fire" takes a second.
Theres no way the soldier would have seen me in real life. Notice that i switch to first person to show how concealed i am. btw: I don't usually play in 3rd person, i just used that to show what was going on.Well you blew up your satches while being within 100m away from them (meaning you are well lit up) and then complain that soldiers see you? And then what's worse - you go guns blazing in a stealth mission - and complain that you get spotted?
Really, so what would you say was my worst mistake, ie, where did i give myself away? Note: those are 4 different missions if you didn't realize.Man the only thing you don't do in that video is holding a flashing sign over your head "shoot here".
Its obvious then you didn't watch the video, im in a bush. Did you watch the video? Did you see them instantly shoot me 1 second after i touched off the bomb while i was completely concealed by grass and a bush?In your video which is mostly third person it's clearly seen that grass never conceals you and you are perfectly seen lying in it.
Its one of them thus far, thats right.And how you should aim through it in first person is your problem.
Do you even play this game?Find a better position? Push the grass down in front of you (which obviously will provide even less concealment). Obviously if something covers your eyes it's harder to see through. I thought you liked realism?So now your turn.
Pfft, really? Really dude? I watched your video already. But already know that the A.I. have very limited vision, which is realistic in some cases and not in others. The A.I.'s lack of response is not surprising, im very careful when i do missions for real. But after a couple missions knowing that i wasn't detected because the A.I. have very poor vision, that gameplay gets boring. I'm looking for REALISTIC BEHAVIOR.You should've watched the video first before making your own comment - learn a few things from it.
Stealth is about not being seen, period. It doesn't matter what the situation is. In a sandbox world, there are going to be many crazy situations, if there are players that is. If BIS is promoting non-kill stealth missions, that fine and im all for it, but tell us that then.Stealth is not about blowing up a bomb 50m away and then going around killing infantry in the light of a fire. It's about not doing those things unless it's 100% safe.As for your "tall grass" complaintThat is absolutely not the type of situation im talking about. I'm talking about situation where you shouldn't be seen by the enemy. lol. Holy S dude, your going to make this a long conversation aren't you.
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Metalcraze, calm down.No they don't. They move to an explosion area. And if you keep moving, especially close to a burning fire which lits surrounding area well enough- you'll get spotted by NVG wearing crews/soldiers or simply by soldiers depending on how close you are to a fire.We both have different goals. Mine is realism, that is the background i come from, but with a different type of play in mind. Did you watch my video, example 3 of 4 clearly shows the A.I. homing in on me after i touched off the bomb, from far away, this happened every time. No soldiers had night vision btw.
There's such thing called communications. When the first bullet passes near/hits AI but doesn't take him out he immediately reports "Under fire!" over the radio. If some units have GUARD waypoint this communication comes to them too and then they move to investigate.
Communications require you to grap your radio and press the transmit key unless something has changed in recent years. If that the case, the player should hear a shout or a call for help, even basic games have that. Not that he would have much of a chance to go for his radio after a headshot.......:rolleyes:
Where did you get that? There were trees blocking the view and it was at night with soldier that didn't have night vision. Nor would play in such a simplistic way. The way you play is half of what makes a realistic game experience realistic.So wait were you killing soldiers in the open view of others and then complain? LOLThe bottom line: If the soldier that is shot alerts the rest of them, there should be a "help!", etc, sound effect.
If you can first explain how i was seen through the [tall] grass, at night, or how im supposed to aim back through the grass in first person mode?Can you finally explain to us why you shouldn't be killed through grass? Is it armored where you live? Do you become transparent when lying down in your location?Learn2Play
Thanks for the condescending comment. After un-installing the ACE mod, i see that A.I. do not have radar vision. I said this many comments ago.
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The BMP's came instantly from what sounded like a half a mile away. Im only looking for realism and asked for clarification. I asked if real life suppressor volumes wre being used. Did you know that some commercial "silencers" still require ear protection they're so loud? I also asked if BMP's were using FLIR, which is a whole lot different than standard night vision. I'm looking for realism, but for the type of "sneaky bastard" gameplay i prefer.I think the real issue is called "why can't I just kill enemies mindlessly and not suffer any consequences like in arcade shooters" as evidenced by "I was killing AIs and enemy BMPs came to investigate - unrealistik!1".
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I got a chance to download OA, which is 1.6 through Steam, and i got a chance to do some testing. I sorry to say this, because it obviously upsets people, but i didn't see a change, if fact, the very first mission was much worse. Having said that, the following mission were hit and miss, with the positive surprises. Some of the situations where i got spotted were not realistic, but were certainly possible in real life. Uncertainty like that is priceless IMO as it adds tension to each mission, even when replaying missions. However, the problems i experienced far overshadowed the positives for the gameplay style i prefer to do (Sneaky bastard stuff) unless i choose not to kill anyone, which is sometimes fine.
One thing is for sure, when a bomb is detonated, the AI in the area all seem to head in your general direction, and after awhile, downright home in on your position. I assume this is too promote action for the player, but this really makes it impossible to stay in an area to do other things.
Here are 4 examples of what i encountered. The first is the worst i saw, i was shot instantly after detonating a satchel. The last one (4 of 4) is NOT the worst, just what i got while i was trying to record. I saw worse as far as shooting a soldier with a suppressed weapon away from other soldiers. Almost everytime nearby soldiers without night vision would be alerted or worse, soldiers in noisy, running BMP's, all they all having a conference call? I was able to get away with it one time, there was a stone wall or houses between him and other soldiers, i wonder if that had anything to do with it.
From the "Shadow killer" mission here.
I still feel like the game is overflowing with character and soul. I said earlier i played 500 hours of OFP, but going by what Steam says i have for Bad Company 2, i probably have 700 hours of singleplayer OFP and 500 hours of multiplayer. If there were an awards show, i'd still give BIS a standing ovation, but i hope they keep sneaky bastards in mind when they're developing the A3.
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Well then it's a good thing that this is an recently solved bug :pSee my video.
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Another thing, if you look at this screenshot http://www.arma3.com/full/wp-content/gallery/imagery/scr01.jpg you can notice that lod distance is sheer insanity, you can basically see 5 villages in the background, impossible performance killer with A2, I would like to know how did they manage that, experimental settings and clever screenshot grab or optimizations.
You don't even need 1fps to take a screenshot, you just crank up the downsampling and increase the view distance and bam, great screenshot.
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next to grass issue what you want to change or improve on vegetation system ?add partial transparency for the line of sight?
I've been trying to play the randomly generated combat missions (with squad) and i keep getting annihilated through the grass. Perhaps its my newness.
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Yuck. The amount of stuff i have to sacrifice for tessellation is enormous, at least if my prior experience with it is any indication.Tessellation?---------- Post added at 04:21 AM ---------- Previous post was at 04:02 AM ----------
<Reply to OP>Really, the AI is why you haven't even tried the free version of Arma2?
I own it and OA, and no, it was not the only factors.
How does one shoot through grass, accurately, in first person? I get shot way before i see the enemy in the "defend locations" missions.And yes, you can shoot through grass. So can they. And you both will. -
I solved this by closing and re-opening Steam.... but now i have other problems. FUCK
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no comment, aka ...you talk about ARMA 1 state while A2/OA and A3 are somewhere else ...
Im talking about 1 and 2, not OA though, i haven't installed that since I don't like desert environments for some reason unless their hugely mountainous like real life Afghanistan, although OAs desert maps are the best i've seen btw and unsurprisingly beautiful, you guys always kick ass in the art dept. A mountainous snow map ever coming btw? ;)
Thanks for the link. I found out the ACE mod was really the main culprit for the "radar vision" the AI had. However its not the only problem. I just redownloaded Arma2 and reinstalled and still have the other issues with AI. I can't do many types of covert/in-close mission. I'm seen too much or other weird stuff happens. It says Arma 2 version 1.11.86734. Going by Steam's news for this game im confused, they mention a 1.11 and a 1.6. :rolleyes:
EDIT: Downloading OA now...
Just now i killed a few soldiers on patrol with a silenced MP5 and BMPs far in the distance came rushing over, even though they didn't fire a shot. Then they saw me in deep grass. Are they using FLIR, like in Apache helicopters? That would make sense, but the player should be notified they have this. Are suppressors not silent, like in real life, thus the other soldiers in town 300 meters away called them? The sound effect doesn't reflect loud supressors, its very quiet. This is the same mission i mentioned before, "Shadow Killer".
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the version number is displayed at the bottom right in the main menu (start screen) ive never seen that before! :)It says 1.11.86734. Do i have to have OA installed for 1.6?
EDIT: I guess it does. Downloading OA now...
I just saw this too, i soldier too cover behind a small post. No enough cover, but i certainly would too in real life, it was all he had. Its interesting that there is a danger of course in going to far with AI. Real life fire fights can take days.
simple collision box and simple view block model - hmm i think thats not true, look here: http://www.bistudio.com/english/company/developers-blog/87-arma2-vegetation-progress-2 :)Yes, but if the Ai still only need a small section of yoru body to detect you, just for a millisecond, its still going to be a problem. Which mean i agree with you, i think.
so a colour-based-detection approach seems quite logical (although i have no idea how this can be done - must be damn hard- else there would be a solution already from any developer)Heres an idea i had years ago that i hope DirectX (and Bis) developers start using:
An Ai visual detection system based on actual color, possibly using an older secondary video card like PhysX can working in tandem with the game engine. It involves taking a low resolution screenshot of the player and randomly analyzing a sample of pixels around the player and comparing that to a random sample of pixels of the player and comparing the difference. Players with a separate video card could up the amount of sampling and the resolution of the shots and the amount of shots over time. The difference shouldn't be the only factor of course, player movement speed, actions as well and Ai's speed, current actions, Ai current awareness state, etc should factor in too.
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I'm playing the steam version which is updated automatically, how can i check that im using the latest patch?
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@Dice: Thats good to see, i don't believe ive seen that once. But my real issue is detection.
@NeMesis: Of course its comparable. You can compare the planet Mars to a fork if you want. People saying "its not comparable" is a weird fad that needs to stop.
Update: I just uninstalled ACE and the other mod and downloaded a few missions and now the Ai didn't detect me like they had radar, so it was ACE. I've never played without ace. However this was a night mission, i still need to test the day time missions. I had another problem come up though. I download these mission here and played the "shadow killer" mission just now. I played on normal and the Ai couldn't see well at all, which was realistic and great. However, i set some satchels, per my task, then went up a hill to watch the resulting chaos and laid down in thick grass that had bushes between me and the Ai. I was in almost total darkness. A few seconds after i remotely touched off the bombs a bullet wizzed over my head from behind the bushes. Even if there weren't bushed there, they should not have been able to see me. A bmp rushing past me on the road saw me, then killed me. There was no way in hell they should have seen me. Thats my main issue. I really want to be able to sneak around and do covert stuff.
Arma 3: Community wishes & ideas- NO DISCUSSION
in ARMA 3 - GENERAL
Posted · Edited by Libertine
Was asked to clarify
Ability to choose a "default" uniform that overrides other uniforms in single player missions so we can use our favorite looking style of camo or whatever if we want to. (I don't like pant legs not tucked into boots or using bright desert camo in Chernerous!)
Better yet, choose a default set of uniforms for general single player play for your entire squad, so you can always be playing the "The dirty dozen", or the crew or "Where eagles dare". You get the idea...