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On 6/29/2021 at 6:54 PM, haleks said:

Phantoms finally have proper footprints! \o/.....

 

Hey you, stop adding cool stuff, I'm trying to have an Arma break! :icon_biggrin:

 

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Some inspiration for the Halek and fans:

 

 

 

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I don't want to nuke the entire page with my story so it's in the spoilers. :grinning:
 

Spoiler

The Reach

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The Reach was a military installation, before the White Plague pandemic. The military has not been seen active in this area since the nukes fell and poisonous air destroyed crops.


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What now used to be a point of salvation, protection, and warm refuge for the people, now it’s just a wasteland of concrete, ruined buildings, ripped tents, garbage, vehicle wrecks, and ominous flora that is growing over them, embracing them into the darkness just like the White Plague enveloped over the entire planet.

 

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It was only a matter of time before the White Plague overtook the humans, and the airfield crumbled in a matter of hours.

Damnum Fatale.

Some survivors retreated away from it, some thought to stay, thinking they could repel the hordes, some were trying to scramble radios for help, desperate to find anyone on the radio frequencies for much-needed help.

 

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There were even suicides, as even today, there are traces and evidence that still stand of such acts.

 

Few were attempts made to make the airfield operational again, all raids, parties, squads, groups were simply vanishing at the now-called Reach.

Superstition is not uncommon in these lands so the airfield went through dozens of stories, has been given various names and dreadful abilities...

Whether these things are true or they’re being told in order to keep the people, adventures, and like-minded people away from The Reach due to contamination, remains unknown.

 

One thing is known; contaminated air is a serious, fatal threat that remains.

 

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Stories from people, who’ve had experience and skills to survive, are telling about floating figures, humaoinds that are pitch black, from the very top to the very bottom.

As these kind of adventurers are less and less by the day, stories about phantoms are more and more.

Survivors, who have caught glimpses of phantoms, with obvious trauma of what they saw, describe them to look meancing, and some even are saying they are capable of going through the walls, tents, vehicles, wood, concrete, flesh, everything.

 

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"Ghosts? Ghosts from the long past? What if they are not ghosts at all? What if they are something unnatural, beyond human understanding."

 

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„What you actually see in that black void, are emotions, in physical form, at the time of death of that person, so imagine a desperate will to survive, to live... converted into energy“

 

 

 

 

Waves of rumors that came from the South are whispering that these black figures are appearing at places where massive tragedies happened.

Souls who were searching for a way to survive ended up stranded between life and death, now roam amongst the living.

The Reach certainly would be no exception to this.

 

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Image of two black figures at The Reach, source unknown.

 

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Radio equipment is just picking static noise when directed towards The Reach. Too much scrap metal and antennas create a robust lookalike Faraday cage, jamming all frequencies.

 

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Heavy distortions on the image of a phantom who appears to be looking at the camera, the camera was found, but, no sign of a body.

 

No one actually knows what could be in there... supplies, vehicles, valuable items, or death... Or as some superstitious folks around these lands dare to say 'something that came straight from the depths of Hell itself.

 

Ts4itpJ.jpg



Thanks to @MuRaZorWitchKING and his Not Alone scenario.
Feel free to join his Discord and Not Alone server:  https://discord.gg/njgzfZrC

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Hey people!

 

It's time for a quick SITREP on Remnant : there's a major update coming soon! \o/

 

As previously mentioned, the next instalment will focus on Altis as a scene for more ambitious showcases and game modes... Working on a bigger terrain has proven to be quite challenging given the scope of the project, but we're finally getting there. The most demanding systems are ready and run butter smooth, one of the AI/Faction population systems is almost done (yes, there will be others - each faction will have its own goals, behaviours, schedule etc), and I finally feel like I have enough content to start assembling the bricks together, so to speak, and start working on proper gameplay loops and mission structures later down the road.

 

Given the size of Altis, some of the tasks assigned to the player will involve driving around or escorting Delivery Drones; scavengers and other factions will use vehicles occasionally as well. Roads being sometimes littered with wrecks and the AI driving skills being what they are, I had to write a new AI driving script - the one I made for Ravage simply didn't cut it, and trying to make something playable and fun with the vanilla AI will drive anyone crazy... But boy oh boy, does it work good now! The new approach is much simpler and efficient; on the last couple test runs, I had only one collision on a 2 km trip - right at the beginning, the AI hesitated on the first spawned obstacle and bumped into a wall, but once it went, on it went! That was one critical problem I needed to solve before going further with the rest, and - goes without saying - the new script will also be implemented in a future Ravage update. 😉 

 

With that solved, I can bring the finishing touch to the scav population system (car patrols being the last remaining feature before "completion")... I'm quite happy with the way this one is shaping up too - it is much more detailed and organic than what I've done in the past. Each group has an actual camp present on the terrain, and a set of everyday routines : once a day, a team will go on a scavenging hunt while the others guard the camp, they'll try to find shelter if it rains, adjust their behaviour if it rains strong enough to spawn phantoms etc... Some of those routines are accounted for in the dynamic spawn system too : scav patrols spawn position for instance are based on the time of day (they will spawn at their camp at dusk/dawn, or right in the town they're scavenging at mid-day).

The next update will showcase all that stuff in an introduction mission to the final game mode.

 

And there's definitely going to be a bike :

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

See you on the beach! o/

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Man, what a SITREP, that all sounds really amazing, the camps, the patrols, their daily routines....just wow! :supercool:

 

Curious about how flexible the scav population system is, are Faction loadouts pre-determined similar to the mules_ldt script in the demo mission or can we determine their loadouts? 

(I've actually found the mules loadout script used in the demo mission really useful, easy to edit and has been a good way to showcase a few friths factions I recently started working on again) 

 

Can't wait to try out the new showcase when it drops. 

 

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1 hour ago, EO said:

Man, what a SITREP, that all sounds really amazing, the camps, the patrols, their daily routines....just wow! :supercool:

 

Curious about how flexible the scav population system is, are Faction loadouts pre-determined similar to the mules_ldt script in the demo mission or can we determine their loadouts? 

(I've actually found the mules loadout script used in the demo mission really useful, easy to edit and has been a good way to showcase a few friths factions I recently started working on again) 

 

Can't wait to try out the new showcase when it drops. 

 

 

Right now the files structure is very similar to the previous demos (in fact I'm still using that very script at the moment ^^). The modules derived from the new systems will arrive pretty late I reckon (most of those scripts will need modifications as I add new features), but when they do arrive I think I'll make them work in a similar manner for stuff like loadouts : mission makers would define their own SQF file rather than dealing with kilometers long arrays in the crappy module UI.

 

By the way, I'm replacing the phantoms "hit" effect by a properly configured "blood" effect :

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Well it's not blood, obviously... As cool as they are, the sparks from the original VFX weren't really fitting; the new ones are derived from the underwater blood mist effect, tweaked to look like the particles emitted by phantoms and to add extra visual distorsions. The effect scales with the inflicted damage - it gives the impression the phantom is shedding some of its "substance". bave.png

Still WIP, but it's already looking good!

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Woohoo, I had a few hours to spare today! \o/

 

So I threw in a couple more features to complement the new impact VFX :

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Spoiler

 

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New hit reactions! troppuissant.png

The new animation will only trigger if you actually damage the phantom; doing so will slow them down too, potentially stopping them right in their tracks (for a short moment anyway) if the shot is powerful enough. Should be useful when you have several phantoms on your ass...

 

Fighting them back is going to be a lot more fun fellas!

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This is sooooooooooooooooooooo dopeeeeeeeeeeeeeeeeeeee... I can't wait!

That bike, is that your creation, @haleks? :eyeheart:

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1 hour ago, RZNUNKWN said:

That bike, is that your creation, @haleks? :eyeheart:

 

Not really - the model and the base config are from the "V12 BIKE PACK"; I wrote a new wheelie script, changed a few textures, tweaked a bunch of parameters and slapped a couple things on the sides. It's more or less a placeholder for now (eventually I'd like a proper model that looks like the DS trike, but I am no modeller... :/ ), but it is so much more satisfying to drive than the quads or any other vehicle in Arma3! ❤️ 

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Hello people!

 

Remnant has been updated! \o/

This is a small update (well, "small"... I actually spent the weekend fixing stuff on this one...); I've decided to split the Big One into several smaller patches and release new features and tweaks as I finalise them, in order to ease the workflow on my end. Considering the time I spent fixing a last minute, game breaking issue, I reckon it was a wise decision. Anyways, here's the changelog :

 

Quote

v0.2.6


New :
New module : Player Health System (dynamic display & rest mechanism)
Updated the "Do Not Linger" scenario with the new Player Health module
Updated "Do Not Linger" with advanced functionalities for "extreme" terrain modifications (players should experience a significant fps boost)
Disabled Birds Soundsets*
Added new "impactEffectsBlood" config for phantoms
Wounding phantoms will briefly slow them down
Added hit reaction animations to phantoms
Tweaks to vegetation clutter
New animations for the upcoming "Heavy Load System"**
Added a condition parameter to the Timefall module
Replaced "Timefall vegetation" array by a single "Timefall flower" model
The intensity of "Vegetation VFX" now scales with the intensity of Timefall
Increased max number of "Timefall vegetation" from 50 to 75
Optimisation : myst_fnc_sheltered is now used to validate positions before creating objects

 

Fixes :
Reduced interpolation speed on some pht anims
Timefall module : renamed "Vegetation SFX" to "Vegetation VFX"
Fixed "Timefall vegetation" not growing on dirt roads
Improvements to "Timefall vegetation" positionning
Changed default position of the Odracam for better visibility in 3rd person view

 

Notes :
* if you want actual birds in your game, EO's Ambient Birds is strongly recommended (https://steamcommunity.com/sharedfiles/filedetails/?id=919089146)
** The "Heavy Load System" is planned for the upcoming "Aradus" update

 

The "Do Not Linger" scenario is now using the basic components of the Terrain Modification tech : I've finally managed to work around the limits of the vanilla save system! Malden is now as desolated as can be - every building that has a proper ruin model is now destroyed, every single bush or tree is gone and all road segments are cluttered with objects (wrecks and vegetation)... I don't have the stats right now, but that is a huge amount of edits and objects. And the average framerate is actually higher compared to the previous version. Adapting the save system to work with the new tech was... painful (I almost gave up on that one). tired.png

There are a few minor downsides compared to the vanilla saves : players are limited to one save only, and it is no longer possible to restart from the mission once the game has been saved - you'll have to exit the mission and restart it from the menu (that, and the engine no longer autosaves when Alt+F4 out of the game). Not a big deal I reckon. Also, do note that saving will trigger a loading screen : no worries there, this is intended behaviour. I strongly encourage you guys to (re)play the showcase and test the new tech, and to report any issue or oddity you may encounter - hopefully, there won't be any... ^^'

The Terrain Modification system will need more tweaks to work with Altis, which is a wholly different beast in terms of size and number of objects to edit or spawn, but I'm quite happy with its performances on Malden.

 

Fighting Phantoms back should feel a bit more satisfying now - I'll probably redo the Livonia scenario to showcase that, but that'll have to wait a bit (I'm completely spent right now)...

 

The Timefall module has received substantial changes too, and the Vegetation VFX looks a bit better now. I suggest using the same condition parameter as the one you use for the Phantom spawner module : this way, "Timefall flowers" will serve as visual clues indicating that Phantoms are around... Note that Timefall won't trigger if the ingame "rain" value is below 0.1.

 

And one last note : the "rest" mechanic of the new Health module is meant to complement the usage of First Aid Kits : health will only regenerate if the player's damage value is at 0.25 or lower.

 

I hope you'll enjoy this update! Special thanks to my long time supporters on Patreon! 😉 

 

Download : Remnant v0.2.6

a356d7a366e83f307ac52b5a0e34b0540349b413.jpg

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20 hours ago, haleks said:

I strongly encourage you guys to (re)play the showcase and test the new tech, and to report any issue or oddity you may encounter - hopefully, there won't be any... ^^'

 

Didn't find any issues playing a fresh spawn on "do not linger", fps gains are significant compared to the previous versions of the same scenario circa early June, I'm averaging 140 fps, with slight dips around the bigger towns. (worth pointing out my pc is a beast :icon_biggrin:)    

Regarding oddities, although all trees and bushes have been removed the rustling sound that's normally generated when you push through bushes is still present, personally I didn't find it immersion breaking but their present.

 

Like the early days of Ravage I'm enjoying seeing this project getting better with every iteration. Can't wait for Aradus!! :rthumb:    

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Hey guys! o/

 

Still working hard on Aradus - and tweaking Remnant along.

I took some time to rework some of the phantoms behavior scripts recently, and came to realize that a misplaced code block was breaking their "investigative" state... facepalm.png

They would home in on their target pretty much every time and end up hovering right over it if they happened to lose track of it - that was not intended behavior (and it took me more time than I care to admit to notice it).

 

So yeah, update time!

Fixing the investigative state alone drastically changes how phantoms feel up close - especially if you play hide-and-seek with invisible ones - and several other parameters have been tweaked to make them more interesting to interact with.

This update significantly alters the phantoms AI - I don't think the overall balance changes much, but in case you need to adjust the difficulty of your own missions, I suggest increasing or decreasing their "sensitivity" as needed via the Settings module.

 

Here's the complete changelog :

Quote

v0.2.7
New :
Invisible phantoms will only reveal themselves if they're attacking
Phantoms will produce footsteps more frequently if they have a target
Phantoms will investigate their surroundings if they lose track of their target
It is now more difficult for phantoms to pinpoint their target's position
Minor tweaks to phantom sounds
Minor tweaks to timefall flowers spawn positioning
Minor edits to phantom code
Improved phantom footprints positioning
Player Health module : dedicated parameter for time acceleration

Fixes :
Phantoms investigative state wasn't working as intended
The Health Bar would show health status *prior* to inflicted damage
Small fix to the save system used in "do not linger"
Minor optimisation to pht_vischeck function
Fixed wrong materials on phantoms observed with thermal vision

 

 

Download : Remnant v0.2.7

a356d7a366e83f307ac52b5a0e34b0540349b413.jpg

 

 

Enjoy!

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Have you tested Phantoms and red flares? I know they go after chemlights, but they also go after your red flares but will get back to your position, as if they know you threw it but they decided to go for the flare first then after you.

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On 11/23/2021 at 6:18 PM, RZNUNKWN said:

Have you tested Phantoms and red flares? I know they go after chemlights, but they also go after your red flares but will get back to your position, as if they know you threw it but they decided to go for the flare first then after you.

 

Phantoms in this situation are most likely hesitating on the whereabouts of their target. Whenever someone throws chems or flares (or anything), phantoms pick up that sudden movement and are attracted by it - but they will "forget" it pretty quick since it is not a valid target, and will wander around the position where this happened. The problem that sometimes occurs is phantoms detecting the throw as soon as it happens, leading them directly to you...

I might need to add some sort of reaction time to prevent that, but it's worth noting that distracting phantoms this way will be more difficult than before in any case... The last update toned down their tracking abilities : it can play in favor of players wandering too close, but it also reduces the efficiency of that distraction method.

Once the first Aradus beta is released, I'll start adding more advanced features to interact with phantoms - the "throwing stuff around" is meant to be a basic, low efficiency tactic to avoid them and was a bit overpowered in previous versions.

 

Speaking of Aradus, I've made good progress recently! The "private room" bit, aka the player's hub, is almost done. \o/

Right now it's only implemented for personal safehouses (Vrana facilities will offer that feature too, once they're done); those are structures that give access to an underground bunker, from where players can adjust their loadouts, plan their trips or sleep the night off. Once Aradus is ready to be ported to other terrains, safehouses will come as editor-ready compositions for mission makers.

 

WIP screenshots :

Spoiler

The old gen version

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New gen version

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Interior

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Virtual Arsenal with support for select DLC, CDLC and mods (WIP)

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Right now I'm aiming to finish the custom endurance system, and to add a few light survival stuff; a first beta release should follow - but don't expect anything too fancy, as it will mainly focus on testing performances at first...

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On 11/25/2021 at 12:56 AM, haleks said:

Speaking of Aradus, I've made good progress recently! The "private room" bit, aka the player's hub, is almost done. \o/

Right now it's only implemented for personal safehouses (Vrana facilities will offer that feature too, once they're done); those are structures that give access to an underground bunker, from where players can adjust their loadouts, plan their trips or sleep the night off. Once Aradus is ready to be ported to other terrains, safehouses will come as editor-ready compositions for mission makers.

 

 

Hello Haleks,

 

Just an idea but Vandeason is working on a user made or at least find-able bunker system within his mod, but the next version. Would you consider something like that? Player dropped entrance but can teleport to an "underground" bunker that they can build up and defend? AFAIK, the actual bunker composition sits at the edge of the terrain's playable area. 

 

Just thinking ahead for persistence game play.

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@Valken: Safehouses will work pretty much the same way (at least in SP). 😉 

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