[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/18966105/fb342867109e502204cf1dd8ddbaaf9e58d166e1.png[/img] Howdy Folks! https://www.youtube.com/watch?v=US7S_H2Hvfo Hope you're all doing well this week. This week's Alpha was a bit of a photo finish (still fighting little bugs all over the place), but it thankfully staaaaable enoooough? for y'all to play with. This has been the culmination of lots of research, scary math, diagrams in my notebooks, swearing a lot, and generally fighting to become a better programmer. For those who haven't been following my streams, or seen the other recent video on the Sosig AI upgrades, they are loosely based on the approach of the team behind Killzone 2. The sosigs now pick significantly more intelligent places to move to during firefights, taking into account line of sight, coverage, linear distance, distance along navmesh, distance to assault points, and dominant direction of incoming fire when suppressed. They're the most sophisticated... anything I've ever made, between their sensory loops, core thinking processes, working memory, body complexity, ability to use objects, and with this Alpha they got smarter, more nuanced, and hopefully, a lot more fun to fight across a variety of contexts. I hope you all enjoy! Peace, Anton Remember, to switch to the Alpha Branch: - Right Click H3VR in Steam and go to 'Properties' - Click on the 'Betas' tab - Click the dropdown and select 'Alpha 1' - Hope you all have a wonderful weekend! Update 70 Alpha 2 Changelog: Additions: - Added New System: AI Tactical Cover Points (used by Sosig-style Agents) - AI Cover Points System Added To Proving Ground, Breaching Proto, Cappocolosseum Changes: - [Player] Made player ‘danger/target priority’ calculation identical to Sosigs - [AI] - Sosigs can now be suppressed by nearby projectile impacts and explosions. They accrue suppression, which effects stance, combat behavior, accuracy, reaction time, and how they utlize cover points - [AI] - Sosigs can now hold their weapons in variety of poses to get a viable firing angle - [AI] - Sosigs now use a variable firearm stability system based on posture and suppression. Stability functions in inverse to felt muzzle rise. - [AI] - Sosigs can now clutch on their triggers when maximally suppressed as a panic response - [AI] - Sosigs now have simulated reaction time for aiming at fresh targets. This is influenced by range to target and other factors. - [AI] - Sosigs that are currently set to ‘guard’, ‘patrol’ or ‘investigate’ are now not ‘alerted’ by default. They accrue alertness from hearing sonic events and witnessing targets (based on range to target and sustained viewing). This change makes various forms of stealth more viable. Note: It is still unknown the full extent of this change on Pacification squads in Rotwieners, so this system will still likely be adjusted in the coming weeks. - [AI] - Sosig aim is now more realistically imperfect. They still try to fire perfectly but firing stability, reaction time, movement speed and direction and a number of other factors now interfere. - [AI] - Sosig Melee Pathing system completely rebuilt. It is not terrible now. - [AI] - Sosig Target prioritization system rebuilt. Significantly more reliable now. - [AI] - Sosig body poses slightly different now. Prone stance now has upper two links in more upright position for better fighting in this stance. - [Breaching Proto] Navmesh Rebuilt - [Proving Ground] Altered Navmesh and AI goal points - [Proving Ground] Changed Barrier layout and materials Fixes: - [Breaching Proto] Fixed Sosig Spawn Points - [Breaching Proto] Removed Glass bottles that would break half the time on outside box - [Breaching Proto] Fixed Sosigs Wandering outside after spawning for no reason