Was playing a bit of Ghost Recons PlayStation 2 editiion, after so many years of CQ in [SAS], I really hate the AI more then I used to lol. One nice thing though, despite that it seems micro-management (barf!) or leaving by the wayside the Squad AI isn’t much use tactically beyond (very) simple fire and maneuver. One nice thing though, was scouting 20~40m ahead of the assault group when I spotted a sentry in a ditch; amazingly he didn’t notice me laying some 25 meters to his side, even with a tweedle dee and tweedle dumb giving away my snipers position 8=)

swapped fire teams and moved Alpha up, plugged a M203 into the ditch and then switched back to the sniper on Bravo to pick off anything fleeing from Alphas SAW.

Now if only the dipsticks didn’t cross my line of fire so often, lol. In terms of friendly AI, for what they are capable of GR has good squad AI, but sadly still needs baby sitting for anything beyond rules of engagement. I have no exposure to the AI community, but most video games have the “Artificial” part right, they just lack “Intelligence” to go with it.

A little DooM II: HR

Spawned in the middle of a field like area, heard of imps at the 12, and a wolf pack of Mancubus to the 9. Crazy critters flying about with big guns and arachno-things snipin’, pure madness. Took a couple of lives just to get into the “grove” of evading the shots lol. I forget what difficulty I have the game set to, but just looking at the things section in the wiki, goes to show the mixture of nasties on the map. So many baddies crawling around it was a dance between hit-and-run super shotgun, paint the plasma gun blue, and rocket frenzy lol, The hard part was the rocket launching critter around the one key.

By the time I got to MAP15: Gates to Hell (Hell Revealed), and managed to fight it down to just the imps on the wall… it got almost a chore to clear out survivors lol. DooM makes a great way to relax some brain cells though -> don’t care what the fuck that huge mother ****ing thing is called, but it’s getting a quartet of rockets shoved up it’s ass kind of moments lol.

note to self: finish the e-paper work on Carters big day

RvS action today

Todays RvS live op was a success, and I should be able to start work on the maps for the S4 op during the week. Spent most of the day between practicing in TG#1, did the LO, then we set it to Adversarial mode for some force on force drilling.

Rule #1, always get Nick first, haha!

I don’t care a great deal for survival / team survival mode, and I’m not terribly skilled at bomb mode; but I do love pilot mode and a full set of elements. Why, is because it makes you think rather then just kill stuff. Private Airport and Import-Export were especialyl fun maps. Nice to see though that the young troopers paid some attention to their training after all. Heh, that reminds me of a funny. We were on Team Survvial mode, off the banking house. I came ’round looking for some tangos, when I see someone laying prone with an AR in front of a n openning. Since we’re all on the same TS, I call out, “Hey whoevers laying prone …here… look behind you!”. The funny part, Hunter eventually got twitchy enough to do it, maybe felt me staring at him lol. So he stand sup toa crouch and turns around……. I squeeze off a solvo of Mac 9/11+SD into his helmet, but die leaving him gimped after Hunter opened up with his AR.

That’s when I learned, shoot them in the leg before they turn around, or just shoot them in the head 6-12 times instead of 4 xD

I also got to enjoy peaks, sniper fest and I was in the thick of it with my Walther WA-2000 magnum going head hunting. The sniper rifle is not something I use often in RvS, because I ___h_a_t_e___ having to fire 2ce to kill 1 tango at close range with a gun, designed to have a lethal knock down punch from hundreds of metres away! In the fighting on Peaks, I used 3 rounds per kill just to be sure lol. I always open fire and keep shooting the targets until they go down… and sometimes tempted to put two in the head before moving on, just to make sure we don’t get a frag rolling out after the fact.

Me and TF also went on a rampage in the Penthouse, 3vs2 and won hehe. Penthouse was always my favorite adversial map. Before I got into [SAS] stuff seriously, I spent over a year in adversarial play learning the trade. When I went back to Co-Op style, I embraced a more slow and methodical approuch until reaching the [SAS] Selection Course. These days, I know when to be slow, when the be fast, and when to shake, rattle, and roll.

Installed DF:BHD & patched it yesterday, to pass some boredom. About halfway to 2/3 through it, and I’ve noticed that it has become buggy as heck lol.

So far I’ve had…

  • Random crashes, maybe AI or Geometry related
  • Fell though a solid wall — wow
  • the shotgun has become a paper weight; give me a M9

One thing that both pleased, and pissed me off… in the mission to night-sneak into a building a few blocks down, without being detected. I kept perfect stealth until the AI decided to “take point”, walk into the light, and get us shot at lol.

The AI also can’t cover worth crap.

Two irksome things on one mission, about to drop down a hole and one of the NPC shouts, “think we should flash’em?”, and the PC replys, “Hell YES”. I had already dropped my flash before the exchange, and guess what — I drop down, the bang landed in their faces and nothing worked ^_^

The auto-reload on weapons dry, and auto-reload on ammo-box pick up is also as annoying as I remember. When the gun goes dry, ya don’t reload – you draw a pistol and keep movin’ but, I guess the developers never thought about that. Stumbling over an ammo-box and nearly dying, because you are suddenly stuck reloading a CAR-15 in a shoot-out ain’t nice either ^_^

Thank or punch?

In regards to JB’s recent question

Good thing:

learned what a ballistic coefficient is
learned about bullet sectional density and form factor
learned a bit about drag coefficients
found a helpful pseudo-constant for standard gravity

bad:

don’t have enough ballistics data
don’t have enough weather data

Spent a few hours in thought that I could have spent in game, but enjoyed the process lol. Hmm, I don’t think I’ve tried anything like that since the cows came home.

[SAS] — All the way live baby, all the way live!!!

Yippee-Kay-Aye! I’ve just finished the majority of remaining server setup that needs doing. So far, it feels like [SAS] is gonna have some kick ass servers going hehe. I spent most of my day helping Wiz with the odds and end; looks like we will have a fairly seamless transition to the new server machines tomorrow. The only downside is we’ll have to update our “favorites” in RvS’s server browser, and Servers/SWAT4 on XFire also. Beyond that though, looks like we are locked, cocked, and ready to rock’t and roll.

Thanks to Wiz’s curiosity and my backups, we don’t even have to screw around with our communications service! Although, I think we learned a bit more about the software then we originally bargained for, but hey, job done, task done, mission complete, was a piece of cake. Hmm, technically we might even be able to have double our usual server capacity tomorrow for a lit’ bit before change over takes place…. Hmm, *evil grin*.

Doom2-hr is a heck of a run, just pasted the map shaped like a spider; I can just imagine that thing on UV mode !!! I really wish I could dig up a copy of DooM II, the graphics in FreeDooM are quite a bit different then the ones I remember as a kid, but it gets the job done.

Some of the critters might look a bit off (especially the demon & imp), but hey… this is DooM, don’t gotta care what the heck it is, just shove a few rockets up it’s wazoo lol. The occasional revenant, and incresingly common Mancubuses are easily enough to deal with via my faovorite weapon: the super shotgun. But when an Arch Vile popped up….. Ok, a BFG9000 would have been prety handy! Rockets hwoever, have been very plentiful and there is no lack whatso ever of shotgun shells.

Somehow, I think the shotgun must be every gamers best friend, since the release of DooM. Ahh the good old days, but I at least some modern games plots have improved since the classic, hehe.

Stress Buster

Well, with nothing to do, no inclination left to me for sleep… and quite far from in the mood to get any more work done (Dang it!) for the night, I figured I’d play a little bit of DooM. After sorting a little issue of loading the right IWAD, I noticed something interesting in ports: the Hell Revealed MegaWad for Doom II 🙂

So I installed the doom-freedoom Free Software IWAD for DooM II, and the doom-hr ports on my laptop. I haven’t tried UV, but from the soun do it, I wonder if after all these years, if I’d even get past the first room on UV, lol. I’ve played the shareware version of DooM from Id some time ago, and wished that I had a copy of the full version handy afterwards (very fun game). The thing that surprised me about revisiting classic DooM, was not only were the levels much like I remembered them, there was still a good “Oh !@#$, it’s a trap!” factor keeping you on ya toes for hosing down some baddies — applying [SAS] movement and room clearing techniques actually helped clear it, haha! Playing through HR, might be agood time paser for awhile :. It’s a very well known megawad, but it’s still my first encounter ;-).

DooM is like _t_h_e_ classic FPS shooter. I was never into it very much as a child, and usually just watched my brother play the various console ports. But in later years, I’ve come to regard it as a great way to relieve stress — switch brain off, and let the shells fly.