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Bohemia Interactive: Cold War Assault Remastered Source Code on GitHub

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Re: Bohemia Interactive: Cold War Assault Remastered Source Code on GitHub

#31
post #4

Not only Bohemia Interactive released the code, they cleaned it up and ported to Windows x64 and Linux x64. That's amazing.

I’ve always had a bit of a soft spot for Bohemia Interactive. Their games have always had a charming “designed by a software engineer” feel, which I appreciate. Also, Operation Flashpoint was the reason I learnt to code and ended up having a career a software engineer, so I owe BI for that. My first real foray into programming was writing scripts, specifically to trigger unguided bomb releases from planes onto moving…

Funny, I had a similar experience. I wrote a script that enabled players to "call in" mortar support, by looking at the target and selecting a distance. Also using shoddy trigonometry and also one of my earliest programming experiences. Very basic from today's perspective, but I was mighty proud back then and so hooked!

Re: Bohemia Interactive: Cold War Assault Remastered Source Code on GitHub

#32

I actually worked on the Poseidon engine back when I was at BISim for serious game Virtual Battlespace 2 (VBS2) which was the spin off built for military training. The codebase here is so much cleaner and better organized than the version I remember wrestling with on a daily basis, and if you remember how buggy and unstable the DayZ launch was for users it can all be traced back to this since it was never envisioned…

I discovered Arma 2 when I was around 12. Its insane how much content was created with the limitations of the game engine. I also got into SWE partly due to hacking together SQF scripts :)

Re: Bohemia Interactive: Cold War Assault Remastered Source Code on GitHub

#33

Not only Bohemia Interactive released the code, they cleaned it up and ported to Windows x64 and Linux x64. That's amazing.

I was a member of the arma 3 on unix (mostly linux) community before Proton was released and somewhat usable. The BI community managers were very forthcoming when we had questions and they also enabled proton support for battleye as soon as it became feasable. Definitely not the worst game studio regarding linux support.

Re: Bohemia Interactive: Cold War Assault Remastered Source Code on GitHub

#34

I actually worked on the Poseidon engine back when I was at BISim for serious game Virtual Battlespace 2 (VBS2) which was the spin off built for military training. The codebase here is so much cleaner and better organized than the version I remember wrestling with on a daily basis, and if you remember how buggy and unstable the DayZ launch was for users it can all be traced back to this since it was never envisioned…

I discovered Arma 2 when I was around 12. Its insane how much content was created with the limitations of the game engine. I also got into SWE partly due to hacking together SQF scripts :)

I'm a bit younger than you (started playing at ~17), but I attribute SQF in Arma 2 and Arma 3 being my gateway drug into SWE too :)

Re: Bohemia Interactive: Cold War Assault Remastered Source Code on GitHub

#35

Not being a big gamer, I can'comment with much authority. I've played a bunch of Modern Warfare(s) and Battlefields, and Squad. But they all feel pointless to me when ARMA 3 exists. It's _so_ janky but in my mind way more immersive for reasons I just can't fully explain, though they are something to do with the fact that good comms is the key to fun and success. It's also got a pretty major learning curve...

COD/Battlefield and Arma are two different genres. Squad is somewhat in Arma's genre. I can't stand Arma's movement anymore. The closest thing I've found to the unique parts of Arma is Hell Let Loose

Re: Bohemia Interactive: Cold War Assault Remastered Source Code on GitHub

#37

I actually worked on the Poseidon engine back when I was at BISim for serious game Virtual Battlespace 2 (VBS2) which was the spin off built for military training. The codebase here is so much cleaner and better organized than the version I remember wrestling with on a daily basis, and if you remember how buggy and unstable the DayZ launch was for users it can all be traced back to this since it was never envisioned…

Wait, did you work in the Orlando office? ;)

I worked with a guy at the Research Park in Central Florida who used to work for Bohemia Interactive (I forget on what). That's kind of funny, I remember him noting that it was a PITA to work with the Arma codebase.

Re: Bohemia Interactive: Cold War Assault Remastered Source Code on GitHub

#38
this game was quite popular here in Estonia

Also anybody remember when this used to be called Operation Flashpoint ?

it had this weird paperish/dried out flat texture look that was quite characteristic and major appeal for me.

even now im amazed how much depth this game has , many many fun nights online

Re: Bohemia Interactive: Cold War Assault Remastered Source Code on GitHub

#39

Earlier quoted context omitted.

The community makes the game. The actual game is much less important. The learning curve just acts as a filter that results in more like-minded people sticking with it.

That's kinda scary then considering how toxic some of the chat is! For me I think I simultaneously like the irreverence, but also the fact people take it very seriously. It's a weird combination. But yeah, sometimes the banter is not good.

stay away from official / public servers, find communities via discords etc that play the way you think you might like. some of the bigger communities have rules against the kind of toxic you get on public servers etc.

it's the same with dayz.

Re: Bohemia Interactive: Cold War Assault Remastered Source Code on GitHub

#40

I actually worked on the Poseidon engine back when I was at BISim for serious game Virtual Battlespace 2 (VBS2) which was the spin off built for military training. The codebase here is so much cleaner and better organized than the version I remember wrestling with on a daily basis, and if you remember how buggy and unstable the DayZ launch was for users it can all be traced back to this since it was never envisioned…

Wait, did you work in the Orlando office? ;) I worked with a guy at the Research Park in Central Florida who used to work for Bohemia Interactive (I forget on what). That's kind of funny, I remember him noting that it was a PITA to work with the Arma codebase.

Yes, that was the the place, I was one of the first engineers in that office but we got up to about 50 full-time devs at the peak before they started getting moved over to Europe for lower cost labor.

It was a total PITA to work with but not due to the engine itself but some choices that were made over time to use IN CODE FEATURE SWITCHES since it was before git and branches. There were thousands of features added and controlled with statements like this:

#define ENABLE_FEATURE

#ifdef ENABLE_FEATURE // New feature implemented #else // Old code that is left around but probabbly won't work if the feature gets disabled #endif

Then multiply this choice by every...single...line...of code that had to be changed for one feature. It was nightmare until we could adopt and transition to Git with branches and clean it up.

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