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Found 14 results

  1. I have reinstalled the game, cleared addons folder and am out of ideas. Not a lot of info out there to assist and id be less annoyed if the game was free and/or I was new to bohemia games. Neither is the case. Copy pasta of all logs below: Log C:\Users\The Overseer\Documents\My Games\ArmaReforger\profile\console.log started at 2023-03-03 09:00:42 (2023-03-03 17:00:42 UTC) 09:00:42:864 ENGINE : FileSystem: Adding relative directory 'C:\Users\The Overseer\Documents\My Games\ArmaReforger\profile' to filesystem under name profile 09:00:42:865 ENGINE : Initializing engine. 09:00:42:866 ENGINE (E): Addon '58D0FB3206B6F859' not found 09:00:44:814 ENGINE (E): Cannot initialize game project settings! 09:00:44:814 ENGINE (E): Unable to initialize Enfusion 09:03:03:885 ENGINE : Game destroyed. Any help would be appreciated. I'll share my 5 gum with you
  2. https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding https://community.bistudio.com/wiki/Arma_Reforger:From_SQF_to_Enforce_Script Ive read through most of these wiki's so far, there is a good deal I'm not understanding and curious what portions of my learning C++ will be useful in understanding how to adjust variables and game modes when modding Arma Reforger. While I've used limited parts of SQF from the A 3 days in editing small things in files for my own use. I'm wanting to understand the Enforce Script deeper than I ever did SQF things from A3. As I've read that it's inspired by C++, I am curious what things as a new coder I should be paying attention to, and what things I wont need to worry about so much when modding with Enfusion. What concepts will be most important that I can take from C++ and incorporate that knowledge with Enfusion? I hope that question isn't too open ended. My goals are primarily to modify game modes like Conflict to make "bases" smaller, use different place-able objects in place of the Antenna, Vehicle Depot, Materials Depot, Base, and etc. Ideally I want to require a player to find an item that randomly spawns in a city, and that item is a sort of "key" to allow them to take control of a territory. I understand I have a lot of work ahead of me, but I'm retired with time on my side to figure things out. I want to make best use of my time and efficiently start somewhere that will lead to using my time productively. I just am sort of lost at the moment on where to start learning. How much C++ should I know before I begin to try and mod game modes in Reforger? I'm not looking for perfect answers just a direction on where to look harder to learn myself. Thanks.
  3. https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup In the SQF portion of the biki, there are VERY helpful comments all around. Sometimes the examples and comments help me understand things way better. We want comments for the reforger and enfusion pages. Also I want to login to the biki with my current forum account and I get this error: I assume it's because of bots, but wouldn't it be possible to verify users, which have played reforger on their bohemia account (login in-game(reforger) or (reforger)workshop login)
  4. Hi, I'm a bit new to this and I'm not sure exactly where i went wrong but i keep getting errors when trying to use the collider setup or updating materials. I followed the instructions about unzipping the Data file and linking that as the first path in addons folder but when i click collider setup i still get: "Collider Collection is missing!". I've tried unzipping to other folders and drives and linking those without any luck. When loading in example colliders and hitting the button python gives this error: bpy.ops.scene.ebt_import_fbx(filepath="C:\\Users\\danne\\Desktop\\Blender\\laptop\\collider_shapes_examples.FBX") bpy.ops.view3d.ebt_sort() bpy.ops.view3d.ebt_colliders_setup() Python: Traceback (most recent call last): File "C:\Users\danne\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\EnfusionBlenderTools\operators.py", line 1879, in invoke layerPresets = get_layer_presets() File "C:\Users\danne\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\EnfusionBlenderTools\utils.py", line 64, in get_layer_presets f = open(addon + gproj,'r') FileNotFoundError: [Errno 2] No such file or directory: 'C:\\Users\\danne\\Desktop\\Blenderaddon.gproj' location: <unknown location>:-1 Any help is appreciated, thank you. Edit: If you list the addon folder location twice in the addon preferences menu it locates the properly.
  5. I need the code to delete a item. I make a task with a trigger linked him and i need to delete a object when actívate. I have achieved that a second task is activated to the players when finishing the first task and i need delete a object. The code for the second task assigned is this: class pista_Class: SCR_BaseFactionTriggerEntity { override void OnActivate(IEntity ent) { super.OnActivate(ent); BaseWorld world = ent.GetWorld(); IEntity entity = world.FindEntityByName("tarea_2"); SCR_BaseTask task = SCR_BaseTask.Cast(entity); FactionKey m_sAssignedFaction = "US"; Faction targetFaction = GetGame().GetFactionManager().GetFactionByKey(m_sAssignedFaction); task.SetTargetFaction(targetFaction); } }; "Tarea_2" is the name of the second task. Thanks for the help.
  6. I make a mission and i published un workshop. The mission run well in SP or scenarios mode. when i load in dedicated server, the server start without errors but the client crashes. In the server log these errors are shown: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. I don't know what could be wrong.
  7. I am going to post everything I find about mission making here. I am finding that with all these videos, wikis, and etc. each one brings something new or slightly different. I have already taken 2 items, from 2 different people, and apply it to my scenario to get it to work. Any hopefully, someone will get something out of this to help them.
  8. Good day all, Until we get a proper forum for Arma Reforger and Enfusion workbench, lets start brainstorming the workbench here. Got a procedural question? Post it here. Know something about a procedure in workbench post it here.
  9. I read carefully and with great interest The Development Process Behind Bohemia Interactive's Enfusion Engine an interview of Pavel Šafář, Project Lead, on 80.lv site. At the end of the interview, a passage particularly caught my attention as an OFP veteran and still an armavangelist. Pavel Šafář: Our current plan is to release a game demo that will demonstrate the engine’s capabilities. I also assume that we’ll be supporting it throughout the year. I don’t mean just fixing any issues people will find. We expect people will start playing with our engine and editor, which will surely result in many things we’ll need to deal with, including issues, questions, and new features to document. I don't know if I'll be able to get my hands on the Demo, but just in case I'd like to be able to prepare myself with some hints about the minimum hardware requirements.
  10. For some reason the amount of talk, theories and comments about future versions of Arma and the Enfusion engine has skyrocketed lately. Everyone is speculating and getting crazy about a potential announcement in the coming days regarding Arma 4. But what no one is talking about are the benefits of Enfusion taking longer to be released outside of the obvious "increased polish". Hopefully this post will show the anxious players out there that getting your Arma later than expected could be a good thing. I will be listing those benefits here and then keep updating the list with other users' contributions on the subject: 1) DirectX 12 Ultimate: With its Improved support for Raytracing 1.1 and Variable Rate Shading Technology means that when Arma 4 releases the engine will be able to make use of these amazing improvements. https://devblogs.microsoft.com/directx/announcing-directx-12-ultimate/ 2) Vulkan 1.2's Parallel Tasking Technology: Vulkan is a new-generation graphics and compute open standard API that provides high-efficiency, cross-platform access to modern GPUs that is currently used by most consoles other than the XBOX series. Vulkan 1.3 will provide additional improvements to its already impressive Parallel Tasking Technology which will bring lower CPU usage while also allowing developers to better distribute work among multiple CPU cores. https://en.wikipedia.org/wiki/Vulkan_(API) 3) Windows 11: With Windows 11 announcement just around the corner (June 24th 2021) it has been leaked that the OS will feature many optimizations for gaming in preparations to its revamped Xbox experience that is now integrated into Windows 11, offering quick access to Xbox Game Pass games, the social parts of Xbox network, and the Xbox store. https://www.theverge.com/2021/6/15/22535123/microsoft-windows-11-leak-screenshots-start-menu 4) Microsoft's DirectStorage: PC game load times are about to get a whole lot faster thanks to Microsoft's DirectStorage tech, The tech behind the super fast load times on the Xbox Series X is coming to PCs in the form of DirectStorage, Microsoft have announced. The DirectX API aims to dramatically reduce loading times and enable developers to create bigger, more detailed worlds than ever before thanks to its "best in class IO tech" (that's input / output, in case you're unfamiliar with the term) - if you've got the right kind of SSD, that is. https://www.rockpapershotgun.com/pc-game-load-times-are-about-to-get-a-whole-lot-faster-thanks-to-microsofts-directstorage-tech 5) Nvidia RTX IO: "When used with Microsoft’s new DirectStorage for Windows API, RTX IO offloads dozens of CPU cores’ worth of work to your GeForce RTX GPU, improving frame rates, enabling near-instantaneous game loading, and opening the door to a new era of large, incredibly detailed open world games," according to Nvidia. https://www.rockpapershotgun.com/pc-game-load-times-are-about-to-get-a-whole-lot-faster-thanks-to-microsofts-directstorage-tech 6) NVIDIA DLSS: (Deep Learning Super Sampling) is groundbreaking AI rendering technology that increases graphics performance using dedicated Tensor Core AI processors on GeForce RTX™ GPUs. https://www.nvidia.com/en-us/geforce/technologies/dlss/ 7) AMD's FidelityFX Super Resolution: The technology boosts frame rates and resolution of gameplay without requiring people to upgrade their hardware. FSR is an image upscaling technology. Depending on the game, it can provide more than three times the performance of native resolution that's set to Performance. https://www.windowscentral.com/amd-unveils-fidelityfx-super-resolution-its-answer-nvidias-dlss 8.) True competition is around the corner: For the longest time the Arma franchise has benefited from being "the only kid on the block" regarding some of its more unique features: Huge Maps, Combined Arms, Advanced Ai, Accurate and "closer to reality" simulation of some of its systems and above all, the user's freedom to modify and create new experiences via modding, scripting, mission making via EDEN Editor etc. That "Only Child" situation that benefited Bohemia Interactive's creations for so long could soon no longer be the case thou, as many games and/or game companies that spawned from Arma's mods such as POG and the Battle Royale Genre, the Survival Genre etc have "opened their eyes" to the "revenue potential" that exists and now other big industry names and companies have developed a thirst for Arma like "business models and features". Icarus Survival being the latest example of this previous claim: https://www.rockpapershotgun.com/icarus-survival-game-preview Of course it has taken years for the competition to get even close to what the RV and "Soon TM" the Enfusion engine will offer. Yet we are perhaps one generation away from getting the UNREAL ENGINE just as good and easy to use as the EDEN EDITOR, and other companies' game engines being able to deliver the same features with the same realism and detail as Arma does currently. Enfusion will surely be the tool, main weapon but also the testing grounds that will be facing that next gen competition and its ability stay relevant will dictate the future of BI in years to come so it better be good and it better be polished on release.
  11. Hello, dear Armaholics and Fanatics! It’s been a while since we’ve heard much news about any upcoming projects. Meanwhile, the Enfusion engine has been rolling steadily in a promising direction. And I am sure that Arma won’t stop at its third installment in the series. I want to start a thread for hopes, ideas and speculation for the fourth installment. Here we can discuss what could make up Arma 4. This would be something that the developers could take notes from, before starting the project (If they haven’t already). So feel free to express your opinion and ideas regarding the future of Arma. To begin with, the Arma series has been a slowly growing franchise for nearly two decades. This means that it has strived for the goal of a tactical military sandbox to almost perfection. And it is nearly perfect, but there are weaknesses that have been withholding Arma from the great military sandbox it could be. It is those weaknesses that should be addressed in order to fill the gaps of the series. When those gaps are filled, (believe me) the real apex of Arma is going to be the next one. Here are my hopes, ideas and speculation for Arma 4: I Gameplay I’m going to start with the gameplay, as it is what makes the series stand out the most. With this, we have to go to the roots of the series (OFP: CWC / Arma: CWA). The harsh and unforgiving gameplay was challenging, but every time you failed you changed your tactic, and when you succeeded it was rewarding. It was the freedom of varied approaches on the mission at hand that made me fall in love with the series. Rather than getting a small dopamine rush from every kill, like most shooters, Arma rewards you on decisions. This made the series stand out in the first place. I’m afraid that the balance of the game has shifted towards a regular shooter with additions like tactical pace and throwing grenades with a click of a button. Decision-based and varied missions As mentioned above, the focus on freedom of tactics rather than a linear shooter is what the core of Arma is about. This could be the decision between placing a minefield to reinforce your defenses OR surprise the enemy before they attack your defenses. Most importantly missions where decisions matter and have consequences, such as in the Tac-Ops DLC. These things bring dynamic gameplay, and in reality, war is dynamic. We all know that there was something lacking in the East Wind campaign. Perhaps the story didn’t quite drive you emotionally or perhaps it was leaning too much on infantry alone? In the main campaign, we should bring what makes Arma special: combined arms gameplay. Maybe switch between characters and take on the role of a helicopter pilot, tank commander, or sniper. It is time for Arma to have a memorable campaign and missions once again. Mechanics: combat, commanding and actions Remember before Arma 3 when you had to switch to the grenade in order to throw? It doesn’t work with that system, but if it was a single button to switch from weapon to grenade in hand, it would work, feel and look better, not to mention it is more realistic. I don’t mind the tactical pace, but something that would make it less mainstream and more tactical would be a button to hold the rifle up (for example space). It would also help to give the weapon a sense of weight, which is a huge factor in real combat. When it comes to commanding, the mechanic has not changed since 2001. The commanding could be made simpler with more of a visual focus rather than keyboard numbers. This also would apply to the action menu, instead of scrolling through text options, the use of visual options like in this thread would be a huge step forward. Terrains, not a terrain Terrains in the series are probably the most important part of the gameplay. The open-world allows you to engage the mission however you like. If one side of a town is heavily defended, you can simply approach from a different side to avoid heavy casualties. But Arma 3, in my opinion, has brought a new problem. Let’s be honest, bigger doesn’t mean better. Not many were fond of Altis, as it felt like a never-ending landscape without any real detail compared to for example Malden 2035. Playing in multiplayer, whether it’s Warlords, Wasteland, or Life servers, I actually preferred Startis over Altis, because I seemed to never come across anybody on Altis. The large map was impressive in 2001, but in 2020 an even larger map won’t stand out unless it actually supports the gameplay. Dear Bohemia Interactive, you don’t have to impress us with the size of the maps. Of course, Stratis is a bit small, that’s why Malden was a great addition of balance. With more but smaller islands, we can have more variety of terrains, which was lacking in Altis & Stratis. II Immersion When it comes to immersion, it is a key step towards realism, and unfortunately, an element lacking in the previous titles. In order for Arma to stand out once again in the growing genre of tactical shooters, now is the time to polish the area of immersion. The main issue I face is the lack of a genuine atmosphere of combat. But thankfully there are ways to increase immersion such as with the following points below. Upgrade in effects First and obviously most noticeable upgrade would be particle effects, as the series has always had quite a soft feel especially with explosions. Arma portrays war, let’s make it portray the grittiness and roughness of blasts n’ explosions through particles and sound. (Example images: Explosions, Explosions, Dirt and Smoke) Along with better particle effects, an upgrade in building destruction would be nice. It is neat that Arma has always had a destruction system, but it has never been the neatest (GIF). But building destruction is not the only destruction requiring an upgrade, more importantly fence, wall, and tree destruction animation would definitely need an overhaul. Combat dialog and actions Arma is known for its group dialog, but I think it’s time for an upgrade in order to enhance the immersion. To have all characters saying the same lines makes it feel artificial, as for humans we are characters of our own. What I would propose is having every individual voice with their own character to the dialog. For example in Star Wars: Republic Commando, the friendly AI still is AI, but there’s a certain relation to them. I’m not saying we should implement random chit-chat, but something a little more variable and human-like reporting. Example: Current: “UNKNOWN PLANE, 1000M” Proposal: “There's an airplane over there.” When it comes to combat, let’s feel the harshness and fear with more drama in the chatter. Example: “Fucking hell! I’m pinned down!”. I said that I’m not going to delve into AI improvement, but there are some things that are easily fixable and would improve the immersion by a lot. It’s about AI actions or actually the lack of action. Something like below could be added just to make the AI a little more independent, and let the squad leader be busy with other things. Of course with a human-like voice: AI rearming by themselves by going to the ammo bearer and reporting: “I’ll get some ammo!” AI healing by themselves, by going into cover and reporting: “Cover me, I need to patch up!” Variety in animations Much like with human-like voices, so should the movement be believable. It would be nice to have the option of choosing movement animations much like the option of voice in the profile. It would bring out a more human-like pattern on the battlefield, because a single animation seems a little robotic when an entire squad moves with the same animation. (Walking example) Getting Injured We do have limping animation, which was a great addition, but there could be a more diverse system. If the walking limping animation was the last stage, there could be a stage where you’re slightly limping while still able to move faster. Another addition for a more interesting combat would be tripping over if getting shot in the leg (creating uncertainty if the unit died). In reality you’re not sure if you’ve killed someone by the target tripping from your bullet. With the above mentioned, we all know when this (GIF) happens. Too often. Combining better ragdolls with animations such as in the battlefield games (GIF), would be a great addition for the immersion. Not only getting killed, but also getting hit could look less awkward, and have more of a reaction. III Game Changers With every new major release, there should be something new and major addition that compliments the game. These are things that should stick out as a stepping stone in the evolution of the series, but can also be minor things. Naval Warfare Combat at sea has always been a weak and empty spot in the series, although the implementation of diving in Arma 3 brought a tiny light of hope into naval warfare. Let’s hope Arma 4 will expand on that, especially as all other elements had an overhaul in Arma 3 through DLCs. Female Characters This might not be a game changer for all, but anyone who wants to portray themselves as the opposite sex. In the modern military it is common to see female troops, let’s keep it that way unless Arma 4 ends up in the First World War. Seasons This would not be a necessary addition, but for sure would spice up the environment and campaign. There has of course been different versions of a map with different seasons, but it is not the same. IIII Setting and Content Let’s get to the fun part: the setting and what kind of content we’d like to see. Now we’ve dealt with the concept of the future in Arma 3. I think it’s time to go back to the current or earlier setting. Let’s be honest, the community agrees. In my opinion Bohemia Interactive has always delivered the best content when it comes to post-soviet related content. Perhaps it should be a theme to be stuck with. When and why I’ll begin with the two most likely decades the next Arma is going to be set in and I’ll elaborate why: In the current 2020s between the events of Arma 2 and 3, or in the 1990s between the events of Cold War Crisis and Armed Assault. I propose these because they are decades which have not been seen in the series before. I wouldn’t go earlier, because I suppose we want to keep the attachment system, and weapon attachments weren’t that common before the 80s. I wouldn’t go more to the future either because of the obvious dislike of the setting by the community. These two settings would bridge the gap between the lore of the Armaverse. If it came to the 2020s we could see how CSAT came to power and the fall of NATO. With the 1990s we could see the transition of the Soviet Union to the Russian Federation. Either option would have an important plot to start with. Where and why With possible seasons in mind, it’d be great to have a surrounding where during winter there is actually snow, and it’d be something we’ve not seen before in the series. I propose a fictional island group in the Baltic Sea with a mixed culture of the surrounding nations. An archipelago would be great for the possible naval warfare. If not in the baltic, then perhaps in the Bering Sea. But if it was Baltic or the Bering, let’s not have it bare. We want forests as it creates more interesting combat. Also because it is clear that according to most players the forest filled Chernarus was their favorite. Images for inspiration: Underwater Marine Combat Summer 1 Summer 2 Autumn Winter Free Chernarus Plus DLC Don’t let a highly worked on map go to waste. This could go along perhaps with the mentioned events before or after Operation Harvest Red Campaign. To be honest, we all want to see some true combat on the newly decorated Chernarus, not just some small firefights between survivors in DayZ. Gamemodes and missions The thing that disappointed me the most on the release of Arma 3 was the lack of official multiplayer content. No it didn’t bother me that the singleplayer campaign was postponed, because there was a ton of showcase content already. Sure gamemodes like Support, End Game and Warlords eventually were published, but for some reason they are rarely populated despite the quality. Popularity seems to reside on gamemodes like King of The Hill. But in all honesty, arcady FPS gameplay is not what the Arma series represents. Instead there should be a focus on the tactical gameplay which Arma truly embodies and in which form it is most enjoyable. There is a ton of community content for co-op gameplay, but there are those who do not want to rely on the community content. The official content has been very heavily focused on singleplayer and we want the same quality experience with friends as well.
  12. I know everyone is comparing Arma 3's Real Virtuality 4 engine performance to that of DayZ's Enfusion Engine but that is NOT a fair comparison by any means because: - Arma 3 has a far more complex Ai Ecosystem than the barebones Ai framework that DayZ currently has. - Arma 3 has far more assets and objects to support all its diverse maps, factions and ecosystems. - DayZ has a far more complex Lightning system. - DayZ has a fairly different Server-Client infrastructure. Clients feel smoother in DayZ just because much of the load is handled by the Server while on Arma 3 the Server and Client load (when hosting) is handled under the same system/core. The weird thing is that on players only Arma 3 servers (no Ai) such as the ones on most Life Servers I get the basically the same very high FPS I get on similarly sized DayZ servers (amount of players) which leads me to believe that under similar conditions (No Ai) both Engines run at about the same FPS even thou Enfusion uses more cores but in the end how players measure performance is by their FPS and not the resource utilization, and also it makes no sense to optimize the engine to use more cores but get no FPS improvements in the process. So my question is: Where are the real performance improvements of the long Enfusion engine development cycle if under similar conditions it performs exactly or perhaps only slightly better than the old one?
  13. Hey guys, i kinda wonder whether there's any official info concerning the new enfusion engine in the works right now and whether this engine will generally be able to support ported maps, assets and missions from arma 3. I am 2000 hours in and i feel like i have a couple more thousand hours left before ''maybe'' getting close to being done with arma 3. I really like the setting, the maps and assets and stuff. Since Enfusion will probably be the most extensive overhaul and advancement for BI games from a technical perspective, i fear this old practice of porting over maps and assets from older arma titles might not be feasible anymore. You think Enfusion will be a clean slate and all old stuff will stay with arma 3 'as is', or might we be lucky and be able to get the major part of arma 3 assets ported to whatever future armaresque title BI might throw our way?
  14. TitanIM is a military sandbox ( just like Arma). Like Arma, it supports combined arms, modding, editor and even sling loading. But unlike Arma, you can play anywhere on the entire PLANET: land, sea, air (& space!?) It's coming to standard desktops this December. BI's upcoming game engine, Enfusion, has yet to support worldwide maps or planetary scale warfare. Guys, what are BI's chances on competing with this Sandbox? (Maybe BI should consider planetary maps or other next-gen features like VR to ensure Arma 4 remains the most attractive milsim out there) TitanIM http://titanim.net/www/#blog Youtube Discuss!
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