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Rydygier

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About Rydygier

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    Second Lieutenant

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    Poland, Pomerania

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  1. Rydygier

    [SP] HETMAN: War Stories

    Ported too. IMO you can safely assume, any ported to A3 map originally created prior to A3 will likely required RydBB_MC trigger to work with HWS. To be technically precise: it refers to every map, that is configured in a way, Arma 2 (and possibly older too) official (and user made alike) maps was, exactly - lacking "mapSize" config entry. AFAIK maps ported by projects like CUP or IFA3 count as pre-Arma 3 in this regard, still lacking that entry, although in theory the one, who ports such an old map, could update the config along the way probably... It's easy to test though, if usual A3 standard port returns errors without RydBB_MC trigger, but works fine with this trigger present - it's the case of pre-Arma 3 map config.
  2. Rydygier

    [SP] HETMAN: War Stories

    I've posted new wip link with new variables to customize whole map victory conditions and other stuff above this post, but that post is flagged pink - hidden until moderator approval. Weird, it's first time, such thing happens to me. We've to wait, I guess, wondering, how long actually...
  3. Rydygier

    [SP] Warping Plague

    Fractional values shouldn't appear anyway, I'll check that next week or so. Thanks for reporting. 🙂 Turret and a guard consumes one ammo per shot, a mortar - 100.
  4. Rydygier

    [SP] Warping Plague

    In fact, it should cost ammo, not materials, perhaps I'll change that back. Materials are used during regular ammo production though. If I add direct conversion materials -> ammo, ammo producers become pointless (and limited amount of produced ammo would make no sense). Unless the ratio will be harsh, like 10:1.
  5. Rydygier

    [SP] HETMAN: War Stories

    HWS wip7 Sorted mentioned issues with RydBB_MC and other bugs. RydBB_MC is a name of a square trigger, that can be put on the map in order to limit/define the battlefield for HWS. Two main uses are limiting gameplay to only one part of some big map and defining battlefield for old, A2 maps. In case of Arma 3 maps it is optional, but in order to run HWS on the pre-Arma 3 map, RydBB_MC must be put on the map. It may cover whole map or only part of it, must be there. The reason is, Arma 3 maps have in their configs value defining its size. Arma 2 map config lacks of this value, therefor it has to be provided by other means - RydBB_MC trigger size is used instead. The new thing here is, now RydBB_MC trigged doesn't have to cover whole map, when you are porting HWS to old maps. How big this trigger should be - depends on your needs, but keep in mind, how muchj of space HWS requires typically to place both armies. If the battlefield will be too small, scenario may technically work, but armiers will be too close or even intermixed, so you'll get instant mess situation. That's the Shapur map case. it is tiny, too small. After today's changes it should work, if RydBB_MC placed (Arma2 map), but it is too small. Also, whole map mode requires some locations of certain types within the battlefield boundaries. Here's an example of RydBB_MC trigger usage on Altis to limit the battlefield: And the Shapur situation for whole map and next for normal mode: Now, if used, in game there should be rectangle red marker visible showing defined by RydBB_MC area. It can be used in both modes, normal and whole map.
  6. Rydygier

    [SP] HETMAN: War Stories

    OK, hopefully I'm back here, working on some hard to nail down issues with RydBB_MC and other bugs, I introduced to normal mode by the whole map code. When I sort them out, I'll provide new wip and some explanations about RydBB_MC and porting to pre-Arma 3 maps.
  7. Rydygier

    [SP] Warping Plague

    Mission updated: Warping Plague 1.10 - added: survivors are physical units that can be found inside random buildings, mostly in certain areas marked daily on the map, and invited via mouse action. Number of areas and chances of finding anyone there depend on several factor including number of scouts hired, day count, survivors invited so far etc. Player will be sometimes notified about survivors in the vicinity, also their names will be visible at certain distance (cutomizable in initial settings menu); - added: towners without any job (idle) can be now "conscripted" via mouse action as player's subordinate group members, also via mouse action conscripted can be sent back to the town. New 3D icon should be displayed, if any of them become seriously irradiated. Big enough radiation dose can cause death of the towner; - added: warpers activity may cause tremors sometimes, the closer to the Zone center, the stronger. It's rare, and especially at the beginning there's nearly no chance to actually experience them; - added: it will randomly rain in the Zone now; - added: post process visual effect during Zone exploration. It gets more and more prominent, the closer to the center player gets, where it would entirely change the look of the landscape. It is optional: can be disabled in initial settings; - added: workbench, dedicated crafting GUI action at orange stash that integrates various crafting activities. Blueprints of weapons and cars can be now found during looting, but it's very rare except some special types of buildings (military/industrial); - added: second container for keeping player's stuff next to the orange stash (hired guards will not take weaponry from that one); - added: now the mortar, that can be found in two pieces and assembled, may be man by the player, not by the next hired AI guard, depending on new initial setting in the menu; - re-balancing of town's resource production and storage capacity (more demanding); - warper anomalies will now seriously affect vehicle's driving behavior, when close to the anomaly - riding into a warper not recommended; - fixed: random CTDs cause at Zone exploration; - fixed: weird cars driving behavior; - fixed: strange grass/trees/etc. wind animations resets every 5 seconds; - fixed: vanishing blue arcs pointing towards valuable stash after resuming saved game.
  8. Rydygier

    [SP] Warping Plague

    Not sure about tracked vehicles, but since scenario doesn't include them, as long cars included behave civilly, I would assume, all is OK. Still, I plan to reduce a bit radius, at which the warper start affecting car's mass. Unflipping - nah, player can either accept the consequences, either load a save (I always recommend to save frequently). There may be also some mod adding such feature, not sure, maybe this one. It shouln'd be likely to happen as long player doesn't drive like a crazy or approach the warper with the vehicle though. hallucinations - ha ha, I like that. Also can be bound with the psyche state. Maybe not in 1.1 update, but I'll definitelly think about this.
  9. Rydygier

    Free Games

    Wasteland 2 on GOG: https://www.gog.com/game/wasteland_2_directors_cut_digital_classic_edition
  10. Rydygier

    [SP] Warping Plague

    This description fits the way, vehicle should behave close to the anomaly due to increased mass (but warper may affect the steering somewhat even beyond warper's red circle radius). If that's the case, then it's a feature (can be tweaked to reduce warper's influence range though), if it happens far from the Zone - it's a bug. In my tests vehicles far from the Zone behave as normal, their mass is as expected too. BTW perhaps I should increase size of some "possible survivors" areas, there are some really tiny possible.
  11. Rydygier

    [SP] Warping Plague

    Warping Plague 1.1 wip4 - now each day there are shown on the map one to few areas, where survivors may be found. Number of areas and chances to find anyone there depend on number and skill of scouts, initial hostility, day count (decreasing chance in time), already invited survivors and number of covered buildings - obviously. Scouts gradually become maybe most valuable towners... Size and dimensions of each area may vary. BTW there's still a chance to find someone also out of markerd area, but this chance is near to none. Areas are changed daily. Initial loading screen takes noticeably longer now due to additional map-wide calculations required for this feature; - Zone visual effect modified: initial brightness will appear, but only for few seconds, smoothly marking Zone border crossing. Inside the Zone it will fluidly pass into "oversaturation" stage and will stay that way up to around 30% deep in the Zone, closer to the center further changes will gradually appear, as it was previously; - Towners dismissed from player's group will be disarmed: all their weapons and magazines should be moved into the orange stash.
  12. Rydygier

    [SP] Warping Plague

    Hm. Make them idle, "conscript" into your group, adjust inventory, remove them from your group, make them guard again... Which BTW makes me think, I need to adjust hiring a guard code in the case, towner is already armed. Or should I disarm him, when removed from player's group? Another thing to think about.
  13. Rydygier

    [SP] Warping Plague

    Yes. Thing is, it is a single and same effect all the way, just the closer to the center, the more certain parameters are pushed to the extreme. Initial bright apparently is immanent stage of this process. I can skip it, giving later stages just at the Zone entering, I'll test, how it looks. OK. Also wip3 above introduces easier levels, where survivors names are visible from bigger distancies. Personally I wasn't ashamed to use "very easy". Harder is kept, because I knew people, that actually enjoy "peddler" approach, checking every damn shed. 🙂 Still, I feel, I'll need to find another immersive ways to make finding survivors easier. Actual, visible "traces" on the ground perhaps? Noises hints? Not sure. Also, unlike looting, survivor may appear in the same building many times, just not same day. Maybe I'll just change the approach, and instead of dynamic spawn as player explores, I'll each day pre-place certain amount of survivors across the map and leave some means to find them? Or pre-place certain areas, where such dynamic spawn is possible, area precision depending on the scouts ("we saw someone's there lately", these guys become more and more important...). Need to think about it. Good, should be hard. 🙂
  14. Rydygier

    [SP] Warping Plague

    Warping Plague 1.1 wip3 - added new setting: how soon/far from a survivor helper giving away his positions should be displayed. Previous range is under "HARD", "VERY EASY" is 4x farther.
  15. Rydygier

    [SP] Warping Plague

    Nice pics. 🙂 I wonder, when players will encounter and document every anomaly type out there. Some are really hard to spot and rare (I wouldn't recommend intentional searching for them, but it is possible simple stumbling upon them). There's 11 by aliascartoons, warper anomalies and 7 other types, I made (the one above amongst them, at least two hard to find). In the meantime I hopefully solved another mystery - vanishing blue arcs on the map narrowing valuable stash location. It's not related to ACE or any mod, it is about specificity of relationship between game saving and GUI controls. If player saved a game, then exited, then resumed - drawn arcs was gone forever. If a save was loaded from within the same gameplay, that save was made, they was on place. Now arcs should be kept even when loaded a mission in another whole Arma 3 run (wip2 file reuploaded once more).
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