Hacker News
Bohemia Interactive: Cold War Assault Remastered Source Code on GitHub
murdockq
|next
[-]
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 to live as long and scale as far as it did. Fun fact Poseidon was the original internal game name they were building in 1999 before changing the game name and renaming the engine to Real Virtuality.
It's also easy to forget just how far ahead of its time this was since this shipped large open worlds with maps that were 12.5 km × 12.5 km and that was really easy to mod with a runtime scripting language SQF, not a separate mission editor. This was all in 2001, which is three years before Half-Life 2 would come out.
giancarlostoro
|root
|parent
|next
[-]
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.
murdockq
|root
|parent
[-]
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.
giancarlostoro
|root
|parent
[-]
That does sound like a nightmare to work with, especially since there's a lot of context switching going on too. Too much mental overhead.
klaussilveira
|next
|previous
[-]
beaker52
|root
|parent
|next
[-]
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 ground targets using some shoddy trigonometry as a 14 year old kid.
I have a lot of fond memories of that game. I still remember being awed by some of the mods created by this guy: https://kegetys.fi His name has lived rent free in my head for 2 decades now. Legend.
throw2ih020
|root
|parent
|next
[-]
bertylicious
|root
|parent
|next
|previous
[-]
DicIfTEx
|root
|parent
|previous
[-]
I was rather disappointed when I heard that they had been acquired by BAE Systems, but on further inspection it seems like that was only the BI Simulations arm (responsible for VBS), now rebranded as OneArc. My guess is that a release like this wouldn't have happened were they not still independent.
wuschel
|root
|parent
|next
|previous
[-]
I wish other game studios would release their software so many years after release.
preisschild
|root
|parent
|previous
[-]
jefc1111
|next
|previous
[-]
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...
ranger207
|root
|parent
|next
[-]
dijksterhuis
|root
|parent
|next
|previous
[-]
you're pinned down as a 10 person group in a jungle clearing, everyone hunkering down behind some fallen down trees cos that's your only cover ... you're surrounded by enemy in all directions, the whole team is running low on ammo, tracer rounds flying over everyone's heads, your medic is wounded and trying to patch himself up ... you're trying to call in air support using only grids and compass bearing desperately hoping that you've got the grids right and the human pilots don't fuck it up and wipe out the whole team ... you've gotta try to organize some sort of extract helo in all of this mess, but chances are they'll get shot down if they try to extract you here ... suddenly mortar rounds start going off all around you because the ai have communicated your location back to the mortar installation you were trying to recon ...
as team lead, what do you do? what's your decision? how are we getting out of this mess? you don't get to think, there's no time to think, thinking is death. what do you do?
so fucking cool.
busterarm
|root
|parent
[-]
Like all the years the physics were just busted and tanks would flip over and explode because the engine couldn't handle the terrain geometry. Really sucks the fun out of your all-night commitment when that ends your mission for the night "because realism".
Getting a vehicle squad assigment was pretty much an 80% chance this was going to happen to you at some point.
Very eye opening experience though. It's disturbingly easy to mess up your navigation and radio comms and start having friendly squads shooting each other when obscured by trees... The wrong squad leader (and/or inattentive teammates) will get you killed as fast as anything.
If you want to learn rigid comms discipline, that is the right place to learn it.
RavSS
|root
|parent
|next
|previous
[-]
Tuna-Fish
|root
|parent
|previous
[-]
The learning curve just acts as a filter that results in more like-minded people sticking with it.
fdgfgfvffdv
|next
|previous
[-]
It was later turned into the Arma series and re-released with this name to fit the series branding.
I've played them all - this was the best of the lot IMHO.
Maakuth
|root
|parent
|next
[-]
izacus
|root
|parent
|previous
[-]
Multiplayer is nice for others I guess, but not really for me.
tombot
|next
|previous
[-]
dfox
|root
|parent
|next
[-]
One thing is 120bit RSA (readily broken with a graphing calculator at the time of release), another thing is the provenance of the RSA implementation code in the original binary.
fishgoesblub
|next
|previous
[-]
dvratil
|next
|previous
[-]
Hypergraphe
|root
|parent
|next
[-]
vivzkestrel
|next
|previous
[-]
romandr
|next
|previous
[-]
zuzululu
|next
|previous
[-]
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
junaru
|next
|previous
[-]
From Steam demo description:
> This release is free, and it is two things at once.
> A playable demo
> A self-contained slice of Cold War Assault you can download and play right now - the classic open-world sandbox, vehicles, AI and mission system that defined a genre, running on a clean, modern codebase.
> An official asset pack
> The demo doubles as a sanctioned asset pack for the Arma community. The bundled game data is provided as raw material you are free to study, modify and build new Arma content from. If you have ever wanted to learn how a Bohemia game is put together, or wanted clean reference assets to start a mod, this is for you.