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AZCoder

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Everything posted by AZCoder

  1. AZCoder

    [sp_camp] Dark Tides

    In the upcoming updates, I modified how the text displays on the screen. It is inspired by Chernobylite. Here's a pic from Gambit Royale: This is the Shadow Fall 2.0 main menu replacer for Arma 3. Warning: It's really loud. This demonstrates the new storm system that I built from scratch, and also one of the anamolies. This anamoly is a modified version from the work of Alias who does an awesome job. I used several of his scripts in Dark Tides (the volcano, dripping water, nuclear explosions, that sort of thing). For this anamoly, I added a scintillating color pattern, and force it to turn red when near a person as a warning. BTW - 3CB updated today. This fixes the severe uniform bugs that were introduced by an RHS update about 2 months ago. They also added some cool new stuff.
  2. AZCoder

    [sp_camp] Dark Tides

    The credits are in GAM505.gsep_miros\scripts\credits.sqf. Easy to read format. You know the new cool way to do image overlays is to name the layer, instead of using a number: "MapAltis" cutRsc ["MapAltis","PLAIN"]; The problem is that you have no control over layer priority doing that. Also I did this on a 2K monitor, so anyone running on 1K or (gasp) less may see overlay where I don't see it at all. I know a couple places to look at this, though, and can always switch back to the number system if it helps. People keep telling me about subtitles vanishing early. I honestly need specific examples, because I don't see this problem, or I've seen the text so many times that my brain just fills it in automatically and I don't notice :D Even my playtester reported it and I had trouble finding any examples. I'm sure it's just me not processing the issue when I see it. Regarding the decision making mission: I have a long and outdated plot written out from when I started on the campaign. If I get it updated, then I will let you know. Further, I am working on Shadow Fall 2.0. My original plan was to merge all campaigns into one. Now I think maybe it's too hard to troubleshoot and maintain that large size. Either way, SF will see a major update. I hope by Winter. I mention this because it will better show the story that I had written out long ago. I will remove one mission that I never liked, completely redo another mission that I find boring, and massive changes to the Chernobyl missions. The other missions will see some changes, mainly the first one. I have rewritten parts of JBOY dogs, and now we have both rabid packs and friendly dogs (still under massive testing and refinement). The friendly dogs bark and behave differently from the bad ones. And I made them run a lot faster, so they are kind of terrifying. They are really hard to hit! I completely redid the radiation system, now with a working UI display that has been tested on multiple resolutions and ready to go. I have been working on a couple anamolies as well, so it will have some Stalker vibes, and a few things I can't mention yet. So ... Black Lands in A3 coming? :)
  3. AZCoder

    [sp_camp] Dark Tides

    Weird. I'll look at it after work.
  4. AZCoder

    3CB Factions

    YAY! Thanks for the update.
  5. AZCoder

    [sp_camp] Dark Tides

    Wow thanks a lot! Regarding first feedback, yes. Will add lights to my todo list. Regarding the 2nd, he ordered a replacement on Amazon..... Honest answer: I was not going to use the hat in the campaign at all. As I got later into the missions, it felt wrong to see him without the hat so I put it back in. The original was lost in a Russian dark site prison (guards kept it), so he would have had to find another from NAPA. I had planned to explain it, but I was already cutting out content because the campaign is so freaking long.
  6. I love Gabreta. Lots of waterways, something you don't see much on other maps.
  7. Now somebody can create an Apocolypse Now mission. Poor water buffalo.
  8. Snakes in water? You are psychotic, amigo. :D btw - you can find the wildboar sounds by placing a trigger and under effects -> voice -> scroll down to wildboar, there are 2 there
  9. AZCoder

    [sp_camp] Dark Tides

    Thanks, it means a lot to me to hear from players like you and Flanky. Just for explanations, in seal training, he was supposed to have a single shot rifle to avoid accidentally overshooting someone and being disqualified. Somehow I think he still got an automatic LOL. Mk18 would probably be best and just let the player keep it in single fire mode. As far as VDV missions, I used what RHS defaults to for VDV. Did they add Ratnik since I released? I forgot, I did change the uniforms. I used what I found aesthetically pleasing at the time, and to differentiate your team from all the others. I don't think RHS has the Ak12 yet. Other than uniform I kept it mod default.
  10. AZCoder

    [sp_camp] Dark Tides

    Are you able to extract AZC_GOA_Functions addon that came with the campaign? If so, look for AZC_GOA_Functions\scripts\LoadoutsGOA3.sqf and loadBishop, should be _unit addBackpack "B_UAV_01_backpack_F". That's what I am seeing when I extract the Steam version. Just curious. Maybe I have another script overwriting it in the mission. I hope not, but possible. Also, I'm converting to a new loadout system under functions\loadouts with one file per character. It should also be correct, but I don't recall if I made the switchover yet. Working on 3 campaigns at the same time and losing track of what I did :-D Regarding the helicopter on Tanoa Yep that medkit was missing from the blackops kit, thanks. Ultimatum: Fireworks: I have a GTX 1080. I think there's something else going on. The only time I had 3 FPS during the fireworks was when running the recent version of Blastcore, otherwise it's 20+. If it still dogs for you without blastcore, there must be some bad script that randomly freaks out. I will be refactoring the scripts eventually, like I am doing with the other campaigns. It's a long long project unfornately, but seems to help with how the missions run. Good idea in Pravda. Yes in Agent Extract, the BMD never used to show up in town. Then I added the AI mod and they can get really aggressive. AT is good idea. I'll consider arsenal options, at least on Pecher. In past campaigns I tended to give more options, but found it was complicated to maintain and build. Then players would ask for weapon x to be added, so I decided to just give them what they were assigned. But you make a good argument, so I noted in my tasks, thanks.
  11. AZCoder

    [sp camp] Gambit Royale

    Great news, thanks! It's not your PC. I'm not sure what the semi-poor FPS is about. All the fighting going on west of the CH47 gets deleted after take off, so there aren't that many groups in play on the map. I play Arma on an SSD drive for optimal loading and have an i7-9700K, but some maps and locations are just blah.
  12. AZCoder

    [sp camp] Gambit Royale

    Uploaded a patch, although I cannot get it to crash. I had less than good FPS in that mission. I redid a lot of the scripting and made a few minor changes and fixes. Hopefully I didn't break it.
  13. AZCoder

    [sp camp] Gambit Royale

    Not from loading a save, but by proximity only? I played this campaign a few weeks ago and it never crashed. At least that narrows things down.
  14. AZCoder

    RDS A2 Civilian Pack

    Just wanted to pass along that my error log gets spammed with this error when the TT650 is in play. 23:24:05 Sound: Error: File: rds\rds_a2port_civ\data\sounds\motorcycles\ext\ext-tt650-high-2.wss not found !!!
  15. AZCoder

    [sp_camp] Shadow Fall

    I may have resolved the crashing in mission 2, but I used the "sledgehammer" approach. I tore apart all scripts and rebuilt them. I could not get it to crash after that, I tried quick save and slow save, reloading, getting killed, etc, all around the NAPA house. No problems. Before it always crashed on me. It may be awhile before I can get this into production because I will need to update and test all missions. Unfortunately I don't know what caused the crashes. Had some ideas, but none were validated. Error log was no help, only showed some spamming from the RDS update that can't find sound files. Also I hate to say this, but my scripting in Shadow Fall is really ugly LOL. I was trying to figure out the best way to approach some problems and came up with a mess :D Weird thing is that it seemed to work until recently.
  16. AZCoder

    [sp_camp] Shadow Fall

    haha that figures about the quest objective ... I wonder if it was always like that Thanks for reporting on it.
  17. AZCoder

    [sp_camp] Dark Tides

    You have the bug fix update from a couple hours earlier? Also if you have Shadow Fall loaded, unload it. I can't look at it again for several days.
  18. AZCoder

    [sp_camp] Shadow Fall

    Here's a preview of the new radiation system that I have developed. I am still tweaking and testing it; not ready for release just yet. I may release this addon separately as well, although I wrote it for Shadow Fall. Will probably integrate in a week or so. While written for single-player, someone could probably tweak it for multiplayer if they wanted.
  19. AZCoder

    [sp_camp] Shadow Fall

    LOL oh my, that Anatoli likes to play it dangerously. Glad you got through that mission. There will be all kinds of changes, but they are months away. I'm trying to finalize the new geiger counter display. I can release that in an update if I fix one issue it has. and good grief what could be causing crashes?
  20. AZCoder

    [sp_camp] Shadow Fall

    If you blow up the fuel trucks in Zelengorsk, the T72 should go down there. Assuming I didn't remove the wrong waypoints. What a pity about the crashing. I put it on my todo list.
  21. AZCoder

    [sp_camp] Shadow Fall

    If you get any more crashing let me know and I'll do a deeper dive.
  22. AZCoder

    [sp_camp] Shadow Fall

    @SlovakianLynx It crashed on me too. Not sure if this is the cause, but due to a recent code change by me, it is now spawning forbidden civilian vehicles into the mission instead of the good ones. I caught this in the error log. I'll update that throughout the campaign and push an update. BTW the vehicle spawn call was correct in the first mission and wrong in all others that use it. Update now live on Steam. The "bad" vehicles will no longer spawn. Not sure if this will fix crashing. The T-72 will no longer return to Green Mountain. It's already hard enough, no need to punish player for creating the diversion. Added Chinese translations by Strayer. Sorry it took me 12 months to get around to it.
  23. AZCoder

    [sp_camp] Shadow Fall

    You mean loading a saved game that is in Pustoshka? Not just playing through without reload? I can try testing it. I haven't played it in a couple years. I think you are supposed to destroy the T-72 with artillery, if I remember correct. Is there arty in the mission? I don't recall off-hand. I will get back to you. Wait, now I remember after closing this window. If you go into Zelenegorsk and blow up the trucks, the T-72 *should* come down the mountain and go to town. You want to clear the area before it arrives. Normally it will stay down there out of your way as you head up Green Mountain. Sometimes the T-72 will come back up the mountain after fighting starts. Yes it's hard. A bit too hard IMO. I mean seriously, 2 guys going up against all those CDF? I'll add it to my refactoring plans. I am going to do some major updates to some areas of the campaign. I am getting ready to announce a completely revamped radiation system, complete with a geiger counter instead of the hint box (just for looks), vomiting from radiation exposure, and radiation will affect all NPCs in addition to the player. I will rework parts of the first mission, for example since the CUP team kindly gave us a full hospital interior, I plan to use that for the injury part of the mission. I might expand the early storyline a bit, totally rework the first battle. I didn't plan any changes for mission 2, but I will look into it. I plan a couple surprises for the Chernobyl Zone missions. I am going to change some mod requirements to match with Dark Tides (I want all 3 campaigns to be in sync). I might put that off a bit, since it will probably annoy anyone in the middle of a playthrough.
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