Friday, June 26, 2009

Video Upload + Acceler8ion closed BETA

OK, by request I am uploading an A2 Video. I took this video days ago while my PC was playing up so the frame rates aren't 100%, it's a few contacts, late afternoon and night time, I was trying to achieve a similar scale in one part of the video as a video I previously posted on here. Unfortunately there were literally hundreds of rounds in the air at any one time and many of those were tracers so the PC started to stutter.

On another note, my Acceler8ion (acceleration) module has reached closed BETA testing. The module is designed to enhance interoperability between VBS2, V3 and GM. Now positional data can go upstream or down stream, and the VBS2 module alone has a few output formats now available in the next version to be released. The module is only being tested on a total of 4 HASP key codes right now, with many customer organisations left out of the loop. As a result release will be for the confirmed keys only, when the first full version comes around.

Further interested parties in this module will have to go through a confirmatory stage before permission will be given for full production use of the module, this is to ensure there are no conflicts with end-user variations with the VBS2 components.

NB: Visitor4 is not supported, as for one it isn't released, two I haven't seen it and three I'm quite happy with V3. I can't develop for a system I haven't seen or used.

Jamie.

Friday, June 19, 2009

America's Army 3 Studio Closed

Most of us in the sim world are somewhat aware of the US Army recruiting game, America's Army. I've played it since it was first released and my current account dates back to 2003. Word has reached the community around it that the Devs towards the June 17th release date were growing increasingly unhappy with the information they were being fed and the fact they could be asked to leave without warning. Well the US Army pulled a Microsoft (reference to the MS Flight Sim Team) and sacked an entire development team.

Relevant forum post including comments by one recently terminated developer, here.

Relevant News article here.

Unfortunately the release of the latest iteration of the game can only be classified as a failure to fire (sort of like A2 but for different reasons), but this is most likely stemming from the authorisation servers provided for users to track their statistics. However having said that, once you eventually progress through the training scenarios that lead up to online play, you do get the time to learn some of the basic skills that will keep you going. Additionally during the basic first aid training, players get to watch a video "projected" up onto a wall, which includes synchronised audio with the picture. The training very much focuses on the Army of one mentality, or Rambo, unfortunately during the run through the Connex MOUT facility you're going it alone. On the upside there's a number of achievements or awards players can seek by working with team mates, which are part of the tracked statistics. There are also significant awards for participating as a medic and rendering first aid. Additionally there are incentives for the soldiers to confirm their enemy are dead, the old "kick in the nuts" or checking the pulse.

For the developer, AA3 has provided us a very valid lesson, which for most of us came at no cost, with the exception of those directly affected. Unfortunately it appears at this stage that there was a case of the head shed not understanding the constraints the developers were under or not appreciating their efforts. Who knows really as we're only getting one side of the story, and very unlikely to see the other side. On the upside it may be possible to find inspiration for simulation in a game.

At the end of the day as a developer we listen to direction from the boss, just as an organisation providing simulation training you listen to your users, particularly when planning for the future. They dictate the direction of the capability which is a major influence on development. To come up short in either instance is to fail in your mission and if you fail in your mission you're looking to set the blokes training up for failure, particularly if they're preparing for war.

Jamie.

Tuesday, June 16, 2009

ArmA 2 Massive Battle Video

Well it has been a while since I posted a video of any sort so to keep the news ticking over here's a demonstration of what A2 is capable of.



Enjoy the video, many updates to follow regarding VBS2 on this blog later in the week and early next week.

Jamie.

Friday, June 12, 2009

Luxology Modo 402 + VBS2 Training Courses

For the 3D modeller out there, particularly ones with quick and easy access to certain locations in Germany, there's a modo 402 roadshow to promote the new features in the upcoming package. Basically modo provides a cheaper alternative to 3DS Max and for the average VBS2 developer it is fit for purpose, I have used it in the past and I know of a few people who are big fans of it developing content for VBS2. I am even considering a purchase of a license just for home use as I can see myself using it more often.

For anyone interested in checking out the roadshows, click here. Alternatively, you can check out the Luxology Website for information on modo, imageSynth and their other related products here.

Additionally, for those of you with money to burn in close proximity to Prague in the Czech Republic or in the state of Ohio in the US, BIA/BISim are running Terrain Generation and Modelling training courses focussed specifically on the VBS2 Developer Suite. The course for terrain basically covers what's in the manual over 4 days, and costs a massive $2300 a student, with 5 spots on the course panel. The modelling course is of similar scope and over 5 days costing $2500. Interested parties can find more info here.

If anyone is seeking alternatives to the more official training, I know a few people who can help and provide a similar level of training if not one that exceeds what is provided by BISim. If interested, get in touch and I'll see what I can do for you.


Jamie.

Sunday, June 7, 2009

ADF Support US Effort in Chernarus (ArmA 2)

Well as you can see above I've been hard at work with PAAPlug creating entirely new units for A2, no offense to the USMC boys, but I do love playing the game as an Australian. These aren't a replacement pack for any in-game units, they will require entire new scenarios and campaigns to be built around them. I wouldn't subject my little blokes to the buggy A2 campaign (harvest red).

They're only a work in progress for now, initially intended as a proof of concept (as in proof PAAPlug works), but they have been well received by some of my veteran testers who have copies of A2. Thanks go to Kegetys for PAAPlug, Synide for advice on modifying ODOL format P3Ds manually (text editor) and to BIS for their buggy, yet still amazing game.

EDIT: More pictures of A2 here.

Jamie.

Saturday, June 6, 2009

Kegetys Updated ArmA Tools

For those of you who use them, Kegetys has updated his ArmA tools to include a new version of PAAPlug that supports the A2 texture format. I've already tested this plug-in out with photoshop and I have been able to create an entirely new unit with a little work.

I have to give credit to Synide for a little guidance along the way though as I was editing the original model through a text editor to re-reference my own texture files, without his help I would have abandoned my little test.

Additionally Kegetys has updated his very handy cPBO tool, more details can be found on his ArmA sub-site here.

In other news, work continues on demonstration videos and testing of VBS2 scripts in ArmA2. Additionally, for fans of Kronzky's work, some of his scripts have been ported to ArmA2. UPS.sqf for example now has a demonstration mission on the default Utes island. Check out Kronzky's site here.

Jamie.

Friday, June 5, 2009

ArmA2 1.01 Patch Final (PeterGames.de)

Folks, Since the release of A2, BI Studio have been hard at work trying to solve a number of the community issues plaguing it. Patch 1.01 BETA was released just days after the release of the game, that beta has now become a final patch with a slightly larger changelog.

Get the patch here.

For unofficial english language patch users, be sure to use your backed-up language pbos.

Initial indications were promising however there have already been reports of crashes in the campaign, these could be due to users trying to resume missions, the poorly translated changelog suggests up front that reverting is the best course of action to play through these scenarios. You find that if there's significant scripting issues in any scenario, just like in the campaign that crashes are likely to occur.

Enjoy the patch, work continues on the videos mentioned earlier. Some of you might be asking why I'm focussing on an A2 game mode, simple reason, it shows the potential of the engine to be adapted. Very rarely does a shooter come by that can be adapted to a strategic viewpoint so readily, the effort is worth highlighting.

Jamie.

Reduction in RSS Subscribers + More A2

Well it looks like since I started posting my first impressions about A2 that the number of readers by RSS subscription has reduced substantially. Normally the reader count varies as people don't run their RSS reader on a daily basis, however I've lost four readers recently. Strangely enough though I've seen an increase in readers on off-days, no complaints, thanks for sharing the link to this blog around.

On another note I've been checking backwards compatibility between VBS2 related content and the A2 engine, seeing what stuff of my own works in both, and where there's a deficiency, what it requires to adjust. Fortunately a lot of things work with minor modification, A2 has a full function library that is roughly equivelant to what was shipped with VBS2 1.22, the only difference is the location of the library and the names used, as well as the apparent methods to use the functions.

I'm also going to run a test on the AI Enhancement I gave you a preview of a few weeks ago and see how valid it is in the context of improved Micro AI. I may have to alter the script a fair bit to get an acceptable and functionally comparable system, I really don't want to baby the AI if I don't have to.

Finally, be on the look out over the weekend as I am working on a few more videos to show off certain systems in A2, hopefully it wont crash. On the menu among other things is a video demonstrating the High Command feature, effectively allowing you to become a platoon, company or higher commander, with subordinate commanders. I will attempt to demonstrate all of this once I find a willing lab rat to play the part of a sub-unit. Keep in mind as with all of my videos I wont be demonstrating any fantastic examples in the employment of infantry or armour, I'm too low on the food chain and not qualified to lead so many men into combat.

Jamie.

Monday, June 1, 2009

New Technology in A2

Actual in-game screenshot


OK, those of you familiar with creating content for VBS2 or ArmA will know of Normal Mapping, it gives surfaces a more realistic appearance, unfortunately the performance hit from this outweighed the gain mostly in VBS2 so there it isn't seen so much. Well an enhancement to this feature is available in the A2 engine, and appears to be less costly in processing power, it is called Parallax Occlusion Mapping. In short it is an algorithm that can, relative to the user view point give textures a more extreme sense of depth or at least more apparent than normal mapping could, this appears to be evident on the terrain in A2 in particular. If you look at the surfaces in my current A2 video, and in the upcoming ones you will see the effects, particularly as I move over the terrain, the rocks go from being rather flat at a distance to being really bumpy. The upside here, less polygons, yet all the detail, and as mentioned, in cases a little more apparent than normal mapping previously. For a little more detail, check the article on wikipedia if you don't have a copy of A2 yet, there are pictures there from other game engines to give you an idea.

Another technology introduced to A2 is multi-core support, breathing new life into everyone's old Core 2 Duo based PC. This particularly helps the intense processing carried out by the Micro AI (covered in the next paragraph). I am as yet unaware as to how A2 distributes the load and what it will do with a second core, or if it even exploits a 4 core CPU, all I know is right now it performs quite well on a Core2 Duo. Most users of VBS2 I'm aware of right now have deployed C2D based systems in their battle labs and centres around the world, in theory if that processor is rated at over 2.0GHz, and the system includes at least 1GB of RAM and an nVidia GeForce 7800 or better, A2 should run. Given the scope of VBS2 and what it could be like on this engine with the sheer scale of scenarios, ASI plug-ins and what we're about to witness with the API (VBS2Fusion), I would be aiming for a 2.6GHz system with 3GB of RAM under XP, and at least an 8800GTS GPU.

Now for the Micro-AI. This in particular has been the target of much undue criticism very early on. If you consider the context of their environment, the AI perform remarkably well, they are a lot more precise in their movements now. In combat they're substantially more aggressive and plan their movements well. I have found enemy AI taking cover behind rocks, trees and even fallen comrades in order to evade my effective fires, at times they manage to still win the contact either forcing me to reconsider or killing me outright. They are most definately better equipped to handle situations than the previous AI from ArmA and VBS2. Additionally they coordinate their moves really well, it's not uncommon to see one or two enemy take up positions, put down suppressive fires to support another bounding forward or trying to find an approach to flank. This doesn't mean at all that BISim would need to dumb down the AI for the military context really, I'd strongly advise against such a move, however I'd look at two modes for the AI, one with high round dispersion and poor aim, and the other standard.

Well that's a quick look at the technologies, there will be plenty of video in the coming weeks in addition to some VBS2 content for beta testers. Additionally I will be making a few early addons for A2 to ensure that I have an appropriate working knowledge of some of the newer ways of doing business in anticipation for any shift in the VBS world.

Jamie.