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ALiVE - Advanced Light Infantry Virtual Environment


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Wolffy.au
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#1

Posted 02 November 2013 - 23:56


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Introducing ALiVE, the next generation dynamic persistent campaign for ArmA3

Developed by the team that brought you Multi Session Operations (MSO), the Advanced Light Infantry Virtual Environment (ALiVE) is an easy to use modular mission framework that provides everything players and mission makers need to quickly set up and run realistic military operations in almost any scenario, including command, combat support, service support, logistics and more.

http://youtu.be/xbjVG8IFFLk

http://youtu.be/IjaO8Gm3jHQ

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Main Features

ALiVE features the revolutionary Virtual Profile System that supports thousands of units operating simultaneously across the map with minimal impact on performance. Unlike older caching systems, Virtual AI groups will continue to move, operate and fight and will seamlessly spawn into the visual game world when players are in range.

ALiVE identifies key military, industrial and civilian installations automatically for any map. It uses an advanced, multi-layered AI Operational Command structure which assesses the strategic, operational and tactical situation across the battlespace, analyses the relative strengths of enemy and friendly forces and issues missions accordingly. The result is a fluid, dynamic and credibly realistic battlefield as forces modelled on real world Combined Arms doctrines fight for key objectives.

The second generation Persistent Campaign system automatically retains mission critical data on an external database without any user installations required - no need for complicated MySQL databases, it is all handled completely automatically!

ALiVE have created and fully integrated the ArmA3Live.com Battle Monitoring system, which tracks operations in near-realtime and provides powerful analytical tools to review every kill and every shot fired.

ALiVE also provides a variety of popular Player Support utilities such as View Distance, Respawn and Revive Manager, Long Range Communications Rebroadcast for ACRE and an integrated Support Radio Suite for AI controlled Combat and Combat Service Support.

The intuitive, easy to use modular framework means mission making with ALiVE is quick and easy, even if you have never opened the editor before. Simply place modules down and play. ALiVE can be used completely stand alone or as part of more complex missions and scripts.




Coming Soon to an Internet Near You!

Edited by Wolffy.au, 03 November 2013 - 00:11.

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kremator
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#2

Posted 03 November 2013 - 00:16

One word .... AMAZING ! Thankyou to all the team! This is going to be a game-changer (literally!)

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Wolffy.au
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#3

Posted 03 November 2013 - 00:22

Here's a teaser post for the techheads.

Why an Addon?
One of the strongest drivers moving to the next generation of MSO was an lower entry level for any mission editor. ALiVE is entirely based on Editor Modules, ensuring that no coding skills are required by default while still providing the ability to customise settings if you like to get under the hood. To do this, it needed to be an addon.


Technical Innovations
From a technical standpoint, there are some major innovations in ALiVE you don't find in MSO.
  • Firstly, we are using Object Oriented SQF, to assist in componentising our work, facilitating automated testing and quality control checks.
  • All maps are indexed so that we can find any type of object including those you can't find through SQF. This allows us to perform map scans for automated strategic target discovery on any map.
  • We use a virtualisation layer called Profiling, whereby we simulate AI movement, tested with over 4,000 units.
  • We automatically initialise enemy forces in strategically important locations to simulate an occupying force.
  • The use of JSON and NoSQL databases to performance tune persistence in cloud environments.

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bhaz
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#4

Posted 03 November 2013 - 00:41

Verrrrry nice. I remember this interview restored my hype for Arma3 and kept me in the game even with the lack of official content at the time, this is some seriously next level stuff.

Object Oriented SQF

What is this wizardry, something you guys designed in-house?

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metalcraze
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#5

Posted 03 November 2013 - 00:49

Isn't the resolution of battles too fast in that first video which shows the combat simulation behind the scenes? REDFOR and GREENFOR just move at each other and GREENFOR instantly disappears. Shouldn't there be a time delay for that to properly simulate a length of a firefight?
ArmA2: "Doc, I'm wounded, I can barely aim and I'm bleeding badly, come on pull my body out of the harm's way and treat me before I die!"
ArmA3: "You are wounded! Click to instantly regenerate health whenever you feel like it!"

Guess two years post-release aren't enough to make ArmA3 at least half as dumbed down.

arjay
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#6

Posted 03 November 2013 - 00:52

Isn't the resolution of battles too fast in that first video which shows the combat simulation behind the scenes? REDFOR and GREENFOR just move at each other and GREENFOR instantly disappears. Shouldn't there be a time delay for that to properly simulate a length of a firefight?


You have good eyes :). The battle simulation is still in alpha, we will be adding a more realistic delay when 2 simulated groups meet for battle. Additionally this is running at 4x speed.

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Wolffy.au
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#7

Posted 03 November 2013 - 01:05

What is this wizardry, something you guys designed in-house?

I first wrote about OOSQF in Sept 2012 on the MSO Developers Blog. Its a bit clunky - yes. But it serves its purpose in the way we code cleaner and more reliably. And puts us in good stead when/if BIS release Java support for ARMA.

Edited by Wolffy.au, 03 November 2013 - 01:08.

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rye1
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#8

Posted 03 November 2013 - 01:11

One word .... AMAZING ! Thankyou to all the team! This is going to be a game-changer (literally!)


:D Oh it is... :yay:

zio sam
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#9

Posted 03 November 2013 - 01:22

We are looking closely to this.
Kudos for your great project

raptor 6 actual
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#10

Posted 03 November 2013 - 03:21

Great job guys, keep up the good work.

bad benson
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#11

Posted 03 November 2013 - 03:30

i always thought that caching like this is the future of arma. this is really exciting. it adds so much just knowing that stuff is happening everywhere and the small things are part of the bigger picture. it's the ultimate immersion factor that is, to me at least, the essence of what the "ofp-feeling" is. that feeling you got from the ofp campaign. and it also adds the much needed purpose for the big terrains. you gentlemen are making arma shine with this. can't wait for my first deployment.

two general questions. does this work on local host and does it support headless client AI?
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Victim ZSU
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#12

Posted 03 November 2013 - 03:56

Excellent Stuff, I'll be lining this up for a few sessions with the crew at ZSU.
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Phronk
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#13

Posted 03 November 2013 - 04:32

Genius. If this works with a headless client, it's even more genius. <3
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Harzach
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#14

Posted 03 November 2013 - 04:42

Outstanding, congrats on looking forward to the release!

edit: must have posted that on reflex, oops

Edited by Harzach, 03 November 2013 - 07:41.


Tupolov
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#15

Posted 03 November 2013 - 07:15

We haven't released anything just yet :) we are still doing some closed testing to ensure the platform can scale as necessary.

As some of you may have noticed our battle log site arma3live.com is still very much WIP. We're looking for any talented web devs out there to assist us. You should be familiar with HTML5, jQuery etc. We are using Apache CouchDB for the backend, so any experience in that is also useful, if not it's a great technology to learn :) Ping me if you can dedicate a few hours a week to work on this.

Looking forward to releasing ALiVE in the near future!


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roshnak
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#16

Posted 03 November 2013 - 07:49

This looks really, really cool.

And puts us in good stead when/if BIS release Java support for ARMA.


Ha.

Rydygier
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#17

Posted 03 November 2013 - 08:15

You hear the rumble? Ground is shaking. Trees are falling in the distance. Something really big is coming. :)

ALiVE features the revolutionary Virtual Profile System that supports thousands of units operating simultaneously across the map with minimal impact on performance. Unlike older caching systems, Virtual AI groups will continue to move, operate and fight and will seamlessly spawn into the visual game world when players are in range.


That's particulary significant in itself. Perhaps deserves standalone release too?

Tupolov
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Posted 03 November 2013 - 08:16

i always thought that caching like this is the future of arma. this is really exciting. it adds so much just knowing that stuff is happening everywhere and the small things are part of the bigger picture. it's the ultimate immersion factor that is, to me at least, the essence of what the "ofp-feeling" is. that feeling you got from the ofp campaign. and it also adds the much needed purpose for the big terrains. you gentlemen are making arma shine with this. can't wait for my first deployment.

two general questions. does this work on local host and does it support headless client AI?


Yes will we support HC, we are not using it during alpha testing though. We have run 3000 virtual AI on a dedi server with FPS still between 40-50...

Our target platform is Dedicated MP servers. Most modules work fine on local host, saying that the stats and data persistence stuff is currently dedicated only. There is nothing from stopping you from running a dedi server on the same machine as your client though.

The add-on will require CBA and on the server side requires Arma2Net, just wanted to say thankyou to ScottW (the author of arma2net) for his help. We have written our own C# extension to Arma3 that plugs into arma2net and provides external web/db integration using HTTP and JSON. In addition we have written our own JSON parser in SQF. We look forward to sharing this code with the community soon.

The team is really excited about our efforts to date and we are testing with some well known Arma groups already. Hopefully some of these guys can provide feedback on the experience so far! :)


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ltsthomas
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#19

Posted 03 November 2013 - 08:26

This is so awesome.

Can it be used on all maps? Or just Altis? :P (might be a stupid question.)
And is it customizable so you can choose the enemies that spawn?

gunny1979
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#20

Posted 03 November 2013 - 08:32

Works on Stratis also and will work on future map releases too, and yes it's totally customisable!
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