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Rydygier

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Everything posted by Rydygier

  1. Rydygier

    [SP] Warping Plague (wip)

    Small showcase:
  2. Introduction A singleplayer, semi-randomized, real-time but turn-based open scenario for Malden. You, as the only member of scientific staff, survived inconceivable consequences of the experiment conducted on Malden. Now, while time is against you, try to rescue and evacuate as many, as you can from this surreal disaster. To do so, manage your town, defend it, explore to gather survivors, resources and necessary measurment data. Each day you can perform limited amount of activities and each day situation gets worse, so decide wisely and act efficiently. Gameplay sample Download Warping Plague 1.00 wip (Dropbox) Notes Scenario is still under regular development, but decided to release it here already, because I could use some feedback with ideas etc. Ran out of own inspirations at the moment. It's playable, but not 100% tested through yet, so possible are bugs and bad balancing. Please, let me know, if there's any interest in this and if so, what could be improved, added or changed. Also bug reports appreciated as always. In this scenario I'm deliberately vague as for background explanation, I prefer to leave a lot to imagination. Experiencing the unexplained and attempting to understand, what's going on there and how to deal with it is meant to be a part of the gameplay. Meant is also kind of surreal/oniric vibe. Yes, that's one of these weird scenarios rather far from classical milsim etc. As for gameplay dynamics, it starts slow and easy, but gradually should become more and more challenging. Due to exotic visual features using lots of simple objects across the map, saving the game takes noticeably longer than usual, same, but even more, applies to loading time. Save file has about 170-180 MB (10x than usual). To Do Debugging, balancing, waiting for inspirations. Changelog First release Terms of Use
  3. Rydygier

    [SP] Warping Plague (wip)

    File updated: - experimental system of defining defensive positions, which should be manned and held by the guards. Player gets two actions visible withing town boundries: one to place defensive position , second to remove closest defensive position. Each position will save player's coordinates, direction and stance. Closest guard will be teleported there (I do not trust, that AI would reliably take unit there) with same watching direction and stance as soon player will move away >1m +up to ~5 seconds. While guard is not assigned, position is marked with 3D icon, it is also marked on the map. Removed may be both assigned and empty positions simply by using removal action when the position to be deleted is the closest one to the player. If assigned position is removed, a guard manning it will return to usual patrol behavior, unless there's another empty position, in which case he'll be teleported there. Assigned guard should keep that position and stance. It is possible to define such positin in fact anywhere, especially at som sweet, elevated spots in buildings. Actions aren't avaiable during the raid or any random firefight (would be easy to abuse teleporting guards around). Currently amount of defined positions isn't limited. By intention this should give the player simple yet efficient enough way to manage guarded positions making guards a bit more useful and inclined to survive. Let me know, how it works.
  4. Rydygier

    Contact Starters

    I think, due to described earlier limitations, both physical and mental, it's rather irrelevant - to try or not, for it seems doomed to be a failure, unless some scientific breakthrough will turn upside down whole vision of what's impossible and why. Although it makes me monothematic, I must again refer to Lem's novels, one of them is exactly about such attempt and shows, why it is likely to be futile in Lem's opinion (the title sums it up): https://www.goodreads.com/book/show/28766.Fiasco Great book. At least - probably futile as for intended result (fruitful contact), because the inclination towards such attempts, once an alien civilization will be observed, the curiosity, may be a good science progress motivator and this may be a reason, why trying may be beneficial regardless of the result or lack of it; even a failure can be learning experience if not about the aliens, then at least about ourselves... Unless those, who want to believe, aliens are hostile or unintentionally deadly, are right.
  5. Rydygier

    [SP] Warping Plague (wip)

    File updated: - more variety and total amount of resources to be found in treasure houses, materials guaranteed there; - number of triangulation arcs present at once on the map limited to 4, arcs have now 10% opacity, not 20%; - player can heal at the orange stash paying 5 Food if wounded, not in fight and not irradiated > 2000 mSv; - expanded a bit empty space radius for car spawns to reduce amount of wrecks (a bit too many of them for my taste); - excluded armored vests, used should be only vests/leg straps that give no ballistic protection; - triangulated treasure houses should not appear within The Fittest territory; - repelling The Fittest raid will now give a break from tribute demands (and potential next waves) for at least 10 days (a raid removes current tribute demand). BTW tested FPS with 40 townsmen, around 10 FPS lower (from around 50-45 to around 40-35), but hovering markers impact seems minimal. Probably AIs itself does that, but need to test more. Thinking also about some simple way for the player to designate defensive positions for the guards, that should be manned in case of the raid or any hostiles in town. Maybe another mouse action, that would save current player's position, direction and maybe also stance if possible. Not sure yet about the rules of assigning given position to a guard.
  6. Rydygier

    [SP] Warping Plague (wip)

    I'll look into it. In general, The Fittest raids shouldn't happen day after day, unless current tribute stays not paid. Hm That may be the case then. There's a red mouse action at the orange box, if you got the message from The Fittest in the daily report. But now I'm thinking, repelling the raid should in fact make them leave you alone for longer period of time, than paid tribute. I'll do it that way, as daily raids aren't intended for sure. Another idea - instead or apart from daily autoheal, I could add an option to the box to heal yourself by spending small amount of food or something like that. PS. Player can visit The Fittest territory (SE port town) and either kill most of them either kill their leader, either case this will stop raids/tribute demands permanently. But there's lots of them. Also a hint: ending a day without using daily possibilities to loot, gather data etc, like just to get healed isn't good idea, each day should be used efficiently for best end game result. Also this way you may indeed found yourself unprepared for what late days bring as for hostilities intensity. Early stage is important to brace yourself and your town to the shitstorm (that's the idea at least, due to not tested long term balance actual result may be not exactly like this).
  7. Rydygier

    [SP] Warping Plague (wip)

    Full autoheal each end-of-day included. If you're not very radiated and if it works of course. Your decision. There are two kinds currently: warper creatures wandering near town each day, that only accidentaly may "visit" the town, and The Fittest raid if you piss them off by not paying demanded ransom too long. The raid will head straight to the town. Both kinds however, if in town, should attack your most precious townsmen, so I wouldn't risk ignoring them. This state is still wip of course. Which kind? In general, thing is, it is scripted, so each day everything becomes slowly more and more intense. More hostiles, bigger chance for better loot, bigger warping zone etc. But so far it was never tested by me long term, so the balance may be completely off later in game. From the other hand, end of the game isn't rigid. As soon 100% data is gathered, player may decide, there's enough people saved/he can't survive next day and to end the scenario anytime, evacuating one townsmen per each 100 Materials. There's also to-be-discovered alternative, more ambitious way to end the mission.
  8. 🙂 I'm merely trying to put my skills into good use, great feeling, good thing to do with them. I'm, sceptical. First, planes will not fit existing code, too different approach required, so adding them is nearly as good as writing new script from the scratch. Also HAS scripts in current version seems complex enough to make any serious alterations extra difficult. I'm reluctant to add anything major because of that, too easy to break something. In other words, better would be to create separate mod for planes, than expand HAS. But also I never was interested in planes, which means, I do not know them well too and I suspect there are already CAS mods/scripts for the planes apart from vanilla module. Not sure, what unique feature could be added to what we have already to justify creating such a mod even if I would be interested in planes. I would say - nope, sorry. It is possible already. First, you can put vehicle class instead of ammo box class for spawned stuff to slingload, and also you may put any vehicle into RYD_HAS_SupplyDrop_Prepared array either at init, either mid game or sync some vehicle at init with module/RYD_HAS_Base object same, as preplaced ammo boxes. For the HAS technically it makes no big difference, what kind of object is used as cargo to slingload. Code also already includes a check, if heli is able to lift the cargo before it is assigned to the task.
  9. Rydygier

    [SP] Warping Plague (wip)

    I see. Smart. Still I tend to try at first these adjustements to my solution (4 arcs max, more transparent) and if not good enough, this will be plan B. Chance for anything better, than a pistol are tiny at the beginning and are raising slowly each day. It is intended, so anything better, than SMG should be very rare and cherished if found. Bigger chance in the military buildings, especially like bunkers. Somewhat bigger for any weapon in the treasure house, but not bigger for better gun. But even if found early, big guns will not de-balance gameplay too much hopefully because there's a rule: the bigger gun, the more expensive ammunition. That's the plan at least. If you found MX SW at the bandit early in game, you're quite lucky. I need to do something with this. Currently each gets a random vest amongst all available. Apparently most types of them are too good. Vest are give mostly for ammo carrying (too few mags can be put into uniform's pockets) not for protection. No, but I can make it so. Currently guards just patrol the town following few waypoints. If they encounter an enemy, should engage him, like vanilla AI do, but that's it. Whole aspect of townsmen life probably need expanding, guards especially.
  10. Rydygier

    [SP] Warping Plague (wip)

    I'm not familiar with it. Could you explain, how it works? Or I can limit number of arcs displayed at once to, say, 3. Maybe 4? And make them less opaque. Balance for sure may need tweaking, especially wasn't tested in mid, late game, but note, it is non-linear. First guy gives you biggest gain, but each consequtive assigned to the same job will give you less, than previous. Same with the scouts' impact. The idea was to get most of the valuables from triangulated "treasure house", but indeed it is randomized too, so now each day gain is much less balanced, one resource will dominate. If this become a problem, I can make, so "treasure house" will contain a bit of every resource instead of big amount of one of them or at least materials may be always guaranteed along with other, random resource. I'm glad, there's improvement in looting.
  11. Rydygier

    [SP] Warping Plague (wip)

    If both are marked on the map in green, map click should take you to the one, that is closest to the clicked position or a bug. If La Passagne is yellow though - you've not enough scouts to reach it.
  12. Rydygier

    [SP] Warping Plague (wip)

    Hm. I need to test that then, never tried that much units. If there's such issue, perhaps I'll be forced to remove these markers or reveal them only at key pressed/at close distance. Kinda surprising though, as even more markers over buildings seem to have no impact on FPS. Maybe for the moving objects it is different. How so? My heart is bleeding, if such cool stuff stays unused! Well, I see no problem with combining own anomalies with borrowed ones. The more of them, the merrier. I'll look into it, but figuring out whole this new anomalies aspect will take some time.
  13. Rydygier

    [SP] Warping Plague (wip)

    BTW now I'm thinking about bigger variety of anomalies. While warpers should stay main thing, there probably will be semi-randomly spawned a flock of accompanying smaller quirks to each warper. Found some really funny particle effects for that. How many of them, what exactly they would do, how they would affect gameplay or the player (here possibilities are rather limited) - to be determined. I think, their appearance and behavior should follow some rules, even if obcure to the player, rather than be simply chaotic. Also wondering, how big part of Contact DLC goodies will be on the free side of the paywall, because I could certainly find some use for the stuff like CBRN suits, gasmaks, decontamination infrastructure or those hand-held detectors...
  14. Rydygier

    [SP] Warping Plague (wip)

    Sure. It's quite logical and I would do that already, but I save manually that often, I'm totally forgetting, there's such thing. 🙂 EDIT: File updated. Autosave occurs just before daily report. EDIT2: Moved autosave to the very beginning of "Next Day" passage to avoid some disturbances after loading.
  15. Rydygier

    [SP] Warping Plague (wip)

    File updated: - dynamic warper creatures "from the thin air" spawn now is preceeded by some audio-visual effects (sound, post process, some shaking, temporary refract particles at spawn position) acting like requested warning for the player, that hostiles are about to spawn in near. The closer spawn, the more prominent camera shake, audio and post process effects are. Beyond 1000 meters barely noticeable (such far dynamic spawn anyway shouldn't happen). Audio also gives some idea about general direction.
  16. Rydygier

    Hell Let Loose

    I see a glimpse of hope in this fact actually. If AI is a big thing now in general, it is under intense research, better and better solutions are developed, more and more business and other uses found, it seems kinda natural, developing AI of any sort should become in time more and more streamlined, dev-friendly, framework-based, GUI-ized, supported by ready libraries of advanced algorithms/solutions etc. Which means: easier/cheaper/faster to do. And also more efficient CPU cost-wise probably. Of course, this progress is done out of game industry, within which indeed we see rather shameful regress currently, but nevertheless, the progress is done.
  17. Just to let you know I add to whatever was said above by the others, I understand you. >1000 years of independence (even if highly disturbed) and 20 years of existence as a free state is totally different perspective. It's just your analogy was not good. Better would be that: 1920's-1930's, shortly after independence regain, after Polish-Soviet war, just after the borders of the country was settled, someone is depicting fictional II RP (Poland of that time) as much smaller, misplaced and Russian-speaking. I think, that could provoke similar or worse reaction of many Poles of that time. But knowing the numbers and facts is one thing, while looking from the perspective of someone personally affected by what they mean is quite another, more difficult to achieve (that's why you failed to give proper analogy and I do not blame you for that at all, because I understand, why was that). Who would after simple wiki fact check etc. think, how someone living on territory named once Livonia could possibly feel these times about the idea of such named country depicted in game (apart from real world modern counterparts, not instead, because "Baltic countries" are mentioned also). Maybe there's such a person, but I wouldn't, unless after prolonged afterthought focused specifically on this topic involving deep check, what they're actually teached in the school. But how would I get the idea to conduct such afterthought is beyond me. So, again, I do understand you, but only because you came and said, what you said. Earlier it wasn't a matter of consideration at all to me. So, IMHO this seems to be a consequence of somewhat risky decision to use an actual, historical name, as I said, but absolutelly not anyone's ill intent. Why they would "put salt into wounds" intentionally? To achieve what this way? Such suspicions are not in place here. And how many of them actually, that may be important here. Because next question is, even if devs will agree, this is actual problem, not just someone's exaggerated emotional reaction, what would they do about it now. Renaming? Technically probably not big problem, if Livonia name is used only in some texts. But if graphics are involved too, and who knows, even voice acting sessions done, then chances seem poor to me. Unless that may become an actual legal/PR issue.
  18. Well, can't speak for the others but I, as a Pole, would certainly appreciate absurdity of such choice and would enjoy it, no hard feelings for sure, it would be hilarious in a good way. But this says only, at least judging by me, it's not good analogy apparently. Also note, It is "done to my country" too, and I'm genuinely happy, that I can have some piece of Polish landscape in Arma even, if in the Armaverse they cut off part of my country to create Livonia. And Poland was under Partitions over a century, erased from the map this way. So how should I react? How dared they deprive Poland of part of its territory? Outrageous? Not at all. Because they didn't. They created a fiction made for fun indeed. That being said, it stroke me as kinda weird, they decided to use actual, historical name, not something made up. Remotely, but still, as we see, it poses some risk of touching someone's national pride.
  19. Rydygier

    Hell Let Loose

    Yes, true, to me MP-focused games are pure waste of devs work, I simply ignore their existence. If it doesn't contain actual gameplay, only MP aka "here, we're done, make the gameplay yourself with some random crowd, and now give us $$$", it's hardly a proper computer game to me. ... But if I can make actual gameplay myself without any crowd, well, this is Arma.
  20. Rydygier

    [SP] Warping Plague (wip)

    File updated: - to see, how this will work, added some empty vehicles to the map, nothing fancy about them, just 24 cars, random variety of vanilla civilian vehicles, mostly close to the towns (named locations in general). Spawning parameters are calibrated, so it is rare, but possible, that some car may be wrecked at spawn due to collision with a map object. It seems OK, even kinda immersive this way.
  21. Apparently instead of MiGs they will rather have F-35s, that we don't get ingame.
  22. Rydygier

    Pilgrimage, Silent---Unseen

    Debug version updated. Fixed something reported to me, that possibly caused "nothing new appears anymore" issue (logic error after changes in the Ambient Combat code), also disabled decoy action - out of context, makes no sense here IMO.
  23. Rydygier

    [SP] Warping Plague (wip)

    No problem then, I'll think about it. Meanwhile file updated: - each house has only 30% to be "!". - daily limit also divided by 4. - but chance for finding a survivor raised x4 to compensate. - one not searched house per day somewhere on the map is randomized as "treasure house". It will contain much more valuables and will be guarded/patrolled (statistically at least, still randomized, so may be disappointing sometimes). If previous treasure house is still not checked at next day, it will remain instead choosing new one. - common "!" house provides same stuff, as earlier, but also directional information, where too look for a treasure house. This info is visualized on the map in the form of the arc/triangle, within which treasure is located. Checking few distant "!" houses allow to get few overlapping arcs which allows to narrow down the area of treasure house whereabouts to common part of all the arcs. Each arc spread will be randomly reduced depending on number of Scouts. - alternatively treasure house can be found just by normal exploration, if you're lucky. - treasure house is marked with purple "!". - apart from that there are still those locations given to you by townsmen (even more reacher and guarded). Let me know, if this works, makes any sense and how much it solves repetitiveness problem. General idea visualised: Pointers from three checked houses allowed to narrow down valuable location to Sainte Marie. More should come next time...
  24. Rydygier

    Pilgrimage, Silent---Unseen

    All right, I got some feedback and I think, I know, what's the deal with killed mark not present sometimes. Without technical details, from player perspective indeed it could look, so at first German non-AC encounters was mark-less. West side was excluded from initial assigning proper code generating these markers, but this code was applied after first decaching, also for all AC groups and all Soviets in general. Made proper fix, and now it works for me, here is the new version, if the issue will be confirmed as solved, then this may become next official update after disabling these extra RPT logs.
  25. Rydygier

    [SP] Warping Plague (wip)

    Hey, thanks! I'll try to use your ideas, some sound really promising in fact, something to think about. From the other hand, if anomaly sits in the town, visually it can be quite striking sometimes. Good thing though - they relocate randomly each day. It's kinda important thing BTW, because player may discover something related to these movements, that opens alternative mission ending (stopping the growth of the zone). Well, from the one side, I intended to avoid going too deep into Stalker direction (not because it's wrong direction, in fact I'm playing Stalker right now, again, just direction explored already by the others), but from the second side, it is inevitable to the extend (too similar context) and an idea of using scripts to get such cool effects is appealing to me, although always prefered to write my own stuff, than borrow from the others - I just like figuring out own solutions. But I must admit, that video is super cool. 🙂
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