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tvig0r0us

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Posts posted by tvig0r0us


  1. New status update:

    -Scoring system done

    -Tasking system done

    -Persistent squads done

    Server is up and running. I won't be able to jump on until later because I'm going to my bday dinner, but feel free to jump on and give it a go!! Everything seems to work well. There is no provision for a player joined to a player squad if the non leader player dies, but leader players will be rejoined by their squad when they respawn.

    Server name: Urban Conquest 24/7

    Dev Branch with latest update.

    Running Urban Conquest v007 Agia Marina

    See you on the battlefield... I hope!


  2. any plans of making the "all stratis" like these?

    I can do that, but it probably won't happen till I implement all of the new stuff. I'm kinda hoping we'll have the beta by then tbh. I want the third side in there and planes too. We'll have to see what happens, but I think things will be much better when we get more assets in the game from bi.

    I don't know about everyone else, but the latest dev versions have rendered much better framerates for me, which I find quite encouraging. I hope the game keeps improving like this. I can't say enough for how responsive BI is to the community. It's a shame that this isn't the template that other game developers follow, but one thing's for sure, they set the standard in my eyes.

    I honestly have another thought that's been brewing in my mind for a long time as a mission for arma. I have already made it happen for Operation Flashpoint Dragon Rising, even though that's taboo around here. Anyhow, I made a totally epic mission for that game called Squad Level Tactics and I would really like to recreate something like it in arma. Urban Conquest has developed into a cool mission in my eyes, but it will never be the tactical masterpiece that SLT was. If I can reproduce that in Arma I think it will truly be a great mission.

    Anyhow, I am hoping to put the wraps on UC so that I can move on. UC to me is exactly what I would want from an arma mission from day one, now lets see if I can put together something else. I'm working on the changes I mentioned and will post the update as stated in my previous post. I hope in the meantime you are all enjoying the latest update.

    Cheers


  3. Reassign your task? Didn't even know, there were tasks in this mission, i just started running into the fight. :D

    Or do you mean squads/fireteams? I'd LOVE to have persistent squads in UC006!

    After all we already have cap zones, tickets (with ticket bleeds), kits, semi squads. Would build the final bridge to battlefield. ;)

    Well, the tasks aren't exactly anything outside of capturing zones, but it's good because now there are named zones and you can get a waypoint ingame to let you know your proximity to the center of the zone you're after.

    Here are my thoughts on the persistent squads. Without having to modify the mechanics of the game, I think I can make it function so that if you die with a squad, when you respawn they will then rejoin you automatically. This however will not make for squads that persist throughout the entire game. I can at least pull that off without making any major modifications to the ai command system, since they're kind of interconnected.

    The ticket system for now is all backwards so you'll be playing to be the first team to run out of tickets. This will change in the future to mirror the battlefield type scoring system, but for now, just remember... if you loose all your tickets, you win.

    Not sure what the time frame is going to be on all of this. For those of you that have been following this thread you know I've stated recently that I was going to step away for a while, but I'm not very happy about these issues looming with the scoring system and I've had thoughts about trying to make the squads persistent before, so what the hell. While I'm at it, I may as well go ahead and try to incorporate some kind of base spawn system as well. I'd say it's probably going to be a while so just hang tight with v006 while I get all this worked out.

    Cheers :)


  4. when youre reading my post just replace the word "tickets" with "points"...means the same thing (tickets is just the term used from the original Conquest game mode). So the scoring is supposed to work in such a way that whoever holds more towns will cause the other team to lose points more quickly, and whoever loses all their points first (down to zero) loses the match.

    Yes. Sorry, I knew I was forgetting something in my changelog. The scoring system changed, but after reviewing your posts I realize that it is not working the way I had intended. I'll have to fix this. For the time being, the first team to run their ticket count to zero wins the game. A team that controls > 50% of the zones will bleed tickets.

    I suppose I'll be changing things afterall since I also have grown unhappy with the fact that I have to reassign my task everytime I respawn so I'm going to try and make the task seletion persistent.

    Just hang in there with the current system for a while and I'll work it into the next update.

    Cheers :)


  5. Thanks for keeping on with this tvig.. despite the wife's complaints :p

    One question - does 006 require Dev version as well or latest 0.54 stable?

    With regards to your previous comments all I can say is don't make missions to satisfy others... make them cause you love doing it and it brings you some strange sense of satisfaction. I'm not very good at it.. but I make a lot of missions for our group (most never even get playtested) and I've realized that it is the act of creating something that is most rewarding... even if no one but me actually plays it.

    People will always 'criticize' your work but you must take that as a compliment that they are even taking the time out to post in the thread their thoughts on your creation.

    I promise to add your mission in our server rotation in the next day or two (once it passes Quality Control :p). The DWS / fake Insurgency / Domi stuff is getting old already...

    Unless I'm missing something,it sould be fine for both stable and dev versions. Thanks also for the support. I know exacly what you are saying and that's what I meant with my rant. When I start to put too much stock in acceptance it's time for me to step back for a second. I'm prone to that for some reason. Anyhow, hope you enjoy the new versions.


  6. v006 has been posted and is awaiting approval on Moddb.

    - many optimizations

    - fixed vehicle commandeer script to not allow commandeer of a player controlled vehicle

    - added irregular zone sizes and shapes

    - removed depreciated cp size from parameters

    - added tasking for each zone

    - added zone names

    - removed arrow objects for vehicle spawns

    - changed all map layouts for new irregular zones

    @BigShot

    I would be lying if I said I had any plans to make any further changes to UC. I'm of the mind that it's probably time for me to step away from this for a while, but I may pick it up in the future. Thanks for the support :)

    Cheers :D


  7. Thank you guys and there is no need for any apology by anyone. As I said, I know that it's going to be impossible to totally please everyone. I think when someone takes this mission and modifies it to suit their desires, then they have done the best thing that can be done. I've always taken that approach to other developers as well, just ask zonekiller. I was modifying his mission and he helped guide me through it so I could learn how to script for arma. I'm not offended in any way, shape or form by anything that anyone has said.

    Here's my sick sad little take on mission creating. It's an art. Bohemia has provided us with a giant blank canvas and a shitload of tools we can use to bring our visions of the perfect mission to reality and share with each other. Just like any other form of art, we can show them off to each other and enjoy them together or seperately in any way we like. Just like any other form of art, we all have an opinion about them. Just like any kind of artist, we would all like our works to be seen and admired, but most importantly, we create our works in the image of what we find to be truly reflective of the things we would like to see in our art. The fact that we have differing opinions about the art itself makes us all artists in our own right, but what seperates us is the knowlege of our craft.

    I'm not adept at the craft of visual art, so I gladly accept the offerings of those that have mastered the craft. Of course I have opinions about those offerings, but I wouldn't think of going to the artist and telling them they should change their art so that I might find it pleasing. In stead, if I felt that strongly about it, I would pick up a paint brush and create my own images.

    Here we have the advantage, through this digital medium, to go back and alter the works of others to suit our needs. Some people do get offended by it, but I am not one. In fact, I'm flattered that one would make my art, or mission in this case, the basis for their own aspirations.

    While all of this is true, one still has to ask themselves who their art is ultimately made to please. Sometimes it's easy to let praise be the determining factor in wether or not you're creating the right thing for yourself. When I find myself at that point, I know I've moved to far away from my initial motive for creating the work in the first place. That's when it's time to figure out what is truly a product of my own imagination again, and less a product of the desire to manifest someone else's vision in my own art.

    If this makes sense to you, then you should understand exactly where I'm at with this. It's probably way more serious than it should be, but I'm passionate about my art. If this seems like the ramblings of a mad man, then you've probably never spent countless hours trying to share your aspirations with the world at large. In any case, Urban Conquest is what it is. If you want to make it your own, you have my full support. If you want to make it your own but you can't, you'll have to accept it for what it is.

    Thank you for your support.

    ...gets up from the couch and walks out...

    • Like 1

  8. I look at it this way. I made these missions to my liking, and I do like the way they have turned out very much. If people want to mod the missions to customize them to their liking, I'm totally ok with that. In fact I would encourage people to do that. While I enjoy hearing about people's experiences with the mission, I am not particularly fond of people's suggestions that I change the fundamental mechanics of the mission, which I've seen alot of along the way.

    I wrote it to fulfill my vision of a fun mission and I truly enjoy sharing it with other people, but I don't really get the feeling that too many other people enjoy it. That is ok with me too, but don't come here and tell me to change it so that it fulfills your vision of a fun mission, make one for yourself instead or modify it to suit your needs. I think that's totally cool.

    I know there are some people that appreciate it for what it is but it seems to me that the general consensus of the gaming community leans towards the post apocalyptic survival game type, which I find a bit disappointing. To each his own though. I think I've just burnt myself out a bit and seeing that there are no servers kinda forces me to take a look at my motives for carrying on with a project that has such little interest outside of a select few people. Maybe I'm just too easily entertained and this mission really does suck.... hell, who knows.

    One thing I figured out a long time ago though is that no matter how brilliant of a job I think I've done on a mission, there are always people just waiting to opine about all of the things I should have done differently. It all boils down to this, you can't please everyone. So on that note, I'm going to upload v006 tomorrow with only 3 map layouts because I don't really care to do any more with it at this point. If you like them, good. If not, good. Frankly my dear, I just don't give a damn.

    Cheers :D

    • Like 1

  9. I think that it would be better if you remove something but you do this mod like a simple mission file so you haven't to download it. Blitzkrieg for example have a lot of function but I haven't to download things.

    I'm not sure what you're trying to say here. This mission was designed with easy in mind. There is no need to jump from interface to interface to accomplish things in the game. It's all designed so that you can look at something and perform an action without ever taking your eyes off of the action.

    There are no modules or addons required to run the mission because I coded the thing from the ground up with a little bit of help from zonekiller. The mission has its roots in the style of play that I enjoy the most which is intense combat without spending a half an hour deciding what weapon I want and how to get to the objective. It's quick dirty ass kickin' combat, and that's all there is to it.


  10. I have some question..

    1) how can I find a server that run this mod? I didn't found any server in the last days.

    2) why doesn't permit to spawn on Squad Leader?

    Thank you!

    1) That's because there isn't enough interest in it for people to want to run it apparently. I've also noticed that there are no servers running it. It's kind of dissapointing to see that and part of the reason for my lack of urgency in getting the new version released.

    2) Because you are your own squad leader.

    You're welcome!


  11. I've considered making uncaps and an option to disable spawning in the zones. It's not going to be any time soon though. I'm so crunched on time I haven't even been able to port any of the new code versions for 006 so just getting that posted is going to be an accomplishment at this point. RL has me by the balls if you know what I mean ;)


  12. That's some good information. I hadn't seen that anywhere else. My script operates on setOvercast, setRain and setFog only, but setFog is the only one I've been able to use effectively. I've not been able to get them to work in the stable or dev branch. When I say they're broke, I mean I've not been able to get them to work at all. I voted on the issue here, but I'm beginning to worry this is being overlooked.... even though I know there's a lot going on.

    @Tonic... so would I set my weather conditions then run simulWeatherSync as the next command to make them take effect?

    Thanks :)

    edit- ok, just tried this with simulWeatherSync and it did something, but not what it was supposed to. I started with an overcast sky, set to 0 overcast over 10 seconds and ran simulWeatherSync. The clouds didn't disappear (after the major stutter), but they did turn streaky. The overcast conditions really didn't seem to actually change, it just corrupted the rendering of the clouds. I'm using the dev branch to test this, but to reiterate, I have had no more success with these commands in the stable branch than I have in the dev branch.

    edit 2- Something is definitely not right. I was able to turn a clear sky into a cloudy one, but unable to reverse it. The long and short of this is that I had a working dynamic weather script for OA that doesn't work at all in A3. After more testing I'm convinced something is out of whack. IMHO the environment is a pretty major part of the game, especially since I also believe that A3 has the most authentic weather I've ever seen in a video game. It's just a shame that this issue is still lingering, but I understand that there is still much to do. I just hope it gets some attention soon ;)


  13. I really hope the fix for the broken weather commands is coming soon. It takes a lot away from the randomization element of my missions and I don't know exactly how they intend to test all of this with these commands being broken.

    Broken commands:

    setOvercast

    setRain

    setWindDir

    setWindStr

    ...and maybe others. Those are the ones I've run tests on so far. I know it's only alpha, but the environment is a pretty big element of the game that should probably be tested and proven solid sometime in the near future.

    Cheers :D


  14. In no version of this game have I ever seen them rearm without being ordered to do so via script or player command. Especially in ArmA 2 it was pretty common to find them running around with an empty magazine and a loaded sidearm, without enough smarts to at least draw their sidearm. I still think this would be something best handled by way of script or module though. It's hard enough to get the ai to do what you want them to do, with another distraction it will just make it that much more difficult.

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