Beyond Enemy Lines 2 Enhanced Edition

Beyond Enemy Lines 2 Enhanced Edition

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Bugs / problems and suggestions !
so ill update here on bugs that i have found ( which like i said i dont mind that much ) !

enemy AI facing walls direction ( they just stand still and look at the wall - opposite to a door or logical direction ) , with their back to the door and other similar situations !

enemy AI shooting into your direction continuosly even if their line of sight is obscured by physical objects - like a house or APC or walls !

some enemy AI dont react ro their buddies beeing shot - probably because they havent made contact / line of sight with you !

- if you are inside house the enemy AI doesnt know how to react - some will just follow some direction bumping in to the wall of the building/ some bump into physical APC / trucks moving them phisycally ( they dont know - or are programmed how to get around such an object ) !

conclusion - problematic AI behaviour in certain situations - you should try working on some of these aspects !

the drivable vehicle doesnt really have a purpose ( wonky physics ) - and you are OP - cant be killed / wounded at all by enemies ( even if you stand still ) - i say ditch the car and focus on other mechanics !


like i said , personally i dont mind that much these kind of problems in indie games - and i try to enjoy the good parts - or bypass the ugly situations by not "cheating" with the enmy AI behaviour !


definitely there needs to be another stealth kill - just the one with the bare hands is not enough - like i said knife kill would be cool !

btw i can notice the better ( at least acceptable ) collision of the gun with the trees from the patch !


- blood splash effect and corpses dissapear to quickly - a few seconds !

also the buildings are to empty - with nothing in them !

and a huge + - you can actually see your legs and are not just a floating camera this adds a lot to the atmosphere / weight of the game !


side opinion - had to mute the music ( not that i mind it ) - it was too loud ( even at 10% - lol ) and distracted too much the flow of the game !
Last edited by ramyland_maelstrom; Aug 14, 2019 @ 9:00pm
Originally posted by [Polygon Art]:
Hey, thanks for your suggestions.

Let me give you some updates on your requests.

AI
The AI is constantly worked on and improved on. However I can't improve on all situations for the simple reason. The AI is to 90% running without any scripts defined in the mission. Everything they are currently doing while a mission is calculated by each AI individuall on runtime and so different every mission. This is a very difficult and complex AI setup and by far more advanced as in AAA games.

As I said, I will continue working on them but don't expect every situation to be handled perfect.


Corpses
This is an optimization required to improve the overall performance. As stated Above the AI is complex and has no predefined informations and is very CPU heavy. If you are standing still, corpses won't dissapear. There are boxes (Volumes) defined in each mission acting as AI Cull Volumes. If you leave one and enter another, AI is culled and dead bodies removed.

I'm also constantly working on this totegher with the AI to improve the experience.

AI is complex and I'm already far into the work of a next version of the AI. Once the new version is tested in a good state, it will be patched into the game. This might take some time until it's ready. I hear your feedback and try to adress it as good as possible!
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The author of this thread has indicated that this post answers the original topic.
[Polygon Art]  [developer] Aug 14, 2019 @ 11:38pm 
Hey, thanks for your suggestions.

Let me give you some updates on your requests.

AI
The AI is constantly worked on and improved on. However I can't improve on all situations for the simple reason. The AI is to 90% running without any scripts defined in the mission. Everything they are currently doing while a mission is calculated by each AI individuall on runtime and so different every mission. This is a very difficult and complex AI setup and by far more advanced as in AAA games.

As I said, I will continue working on them but don't expect every situation to be handled perfect.


Corpses
This is an optimization required to improve the overall performance. As stated Above the AI is complex and has no predefined informations and is very CPU heavy. If you are standing still, corpses won't dissapear. There are boxes (Volumes) defined in each mission acting as AI Cull Volumes. If you leave one and enter another, AI is culled and dead bodies removed.

I'm also constantly working on this totegher with the AI to improve the experience.

AI is complex and I'm already far into the work of a next version of the AI. Once the new version is tested in a good state, it will be patched into the game. This might take some time until it's ready. I hear your feedback and try to adress it as good as possible!
ramyland_maelstrom Aug 14, 2019 @ 11:52pm 
noted ;-D
ramyland_maelstrom Aug 15, 2019 @ 12:14am 
personally im having lots of fun with the game and im waiting for the future content/updates in SP !
[Polygon Art]  [developer] Aug 15, 2019 @ 12:15am 
:)
i like the balance between the outdoor and indoor missions ( im at the BUNKER ) !

by the way there is a BRUST typo instead of BURST when selecting firing mode !
Last edited by ramyland_maelstrom; Aug 15, 2019 @ 10:28pm
ramyland_maelstrom Aug 15, 2019 @ 10:28pm 
there are some rendering problems with some enemies in the last campaign mission ( airfield ) - they only pop-in when you reach a certain ( closer ) distance !
[Polygon Art]  [developer] Aug 16, 2019 @ 1:42am 
See my initial post above about AI culling. Working on this, the mission is just that large. Volumes are placed to minimize the effect on the most common routes playtesters took. If you go a different path it might look different.

I'm thinking about adding a option to disable AI Culling at all, but this will have massive impact on performance.
ahhh - ok better to have optimisation - its nothing gamebreaking !
i encountered some instances , on some doors ( very rare ) when the camera option to see thru the door didnt worked and it didnt let you go back with F - and as a result you were stuck forever !
Last edited by ramyland_maelstrom; Aug 16, 2019 @ 1:48am
very small bug with the scope on this specific weapon on ultra wide screen !

https://steamcommunity.com/sharedfiles/filedetails/?id=1837302578
[Polygon Art]  [developer] Aug 17, 2019 @ 5:06am 
Thank you for collecting those bugs and reporting them that well! After gamescom I'll try to fix the most critical of them!
ramyland_maelstrom Aug 18, 2019 @ 10:22pm 
while taking binoculars and watching thru them - there is still animation/sounds if you switch weapons & you are holding weapons in hands ! ( again nothing important just worth mentioning ) !
the game freezed multiple times in the same spot/AREA - FIRST LIGHT mission - kill the officer compound area / spot ( i dont know what trigers this ) - the only way to continue was to close the game exe in task manager ( even then the game doesnt properly closes on steam and you have to force exit steam programm ) and verify integrity of game files ( which revalidates 2 files ) after this freezing happened !
Last edited by ramyland_maelstrom; Aug 21, 2019 @ 7:22am
Solplayer Aug 23, 2019 @ 1:08am 
Originally posted by ramyland_maelstrom:
the game freezed multiple times in the same spot/AREA - FIRST LIGHT mission - kill the officer compound area / spot ( i dont know what trigers this ) - the only way to continue was to close the game exe in task manager ( even then the game doesnt properly closes on steam and you have to force exit steam programm ) and verify integrity of game files ( which revalidates 2 files ) after this freezing happened !
This happened to me too. I ended up having to take a different route, as it always happened near the church where you get the briefcase. I just took the case and backtracked.
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