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Rydygier

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Everything posted by Rydygier

  1. Rydygier

    Pilgrimage, Silent---Unseen

    Civilians definitelly was present in my earlier tests, but I see them no more now. I'll check, what's going on, thanks. EDIT: found the cause, my mistake, there was additional condition preventing civilian spawns close to the strongholds, but it was working on the contrary, civilians was allowed only close to the stronghold... 🙂 Anyway, update sent to pvt. partz. As a side note, in this adaptation whole persistent hostile presence is of German side. From the other hand, Russians dominate amongst Ambient Combat spawns (and planes flybys). It is so to emulate better "German occupied territory, but Russians are closing in".
  2. Thanks! 🙂 Sadly I can't. It is stored in the array variable, and those can't be added to the module settings AFAIK. But even for module version you should be able to customize all variables, signals including, similar way, as in the script version, just you need to choose a place for it, as there's no provided userConfig file for the module.
  3. Rydygier

    Contact Starters

    Well, if we would trust Stanislaw Lem's pesimism in regard of human-alien chances of mutual understanding, then it is probably irrelevant - who, any attempt will fail regardless. Most likely aliens are too alien to find any effective means of communication - they may consider as a communication something totally different, than us, if anything at all - and even if such means would be found, they may not care about communication concept itself and also we and them may mutually stay beyond our/their comprehension as a beings.
  4. Rydygier

    Pilgrimage, Silent---Unseen

    I had the same when first time launched Arma 3 with required here mods. I needed to reenable this in the game options. Do you mean black cross markers? Can I see a screen with your initial settings, for which this problem occurs? EDIT: done a quick test, shot some German, and the black cross marker appeared all right. Used was setting "own kills". BTW, while I rememeber, one important thing to mention: There's no any equivalent of "load body to the boat" ending scenario. To end the game, bring the vehicle with the body loaded close enough to any edge of the map (below 100m, code optimized for landlocked maps).
  5. Rydygier

    Pilgrimage, Silent---Unseen

    Yes, indeed, also apart from usual civilian life there are built-in some additional background scripts for spawned domesticated animals here and there, persistent smoke effects in some regions, plane formations flybys and "not-so-distant front on the east" sounds.
  6. Hey, welcome and thanks for the feedback! 1) Chopper should be put into a behavior mode, that makes it indifferent about any enemies, but as soon he is back from the HAS task, he is set back to previous behavior/combat mode, which may result with any kind of behavior, vanilla AI considers a good idea. Setting his group initially, in the editor, to behaviour "CARELESS" and combat mode "BLUE" (never fire) could help in such situation. If not, I would need a bug reproduction scenario, that not uses nor requires any other mods. 2) Seems a typical symptom, when you didn't synced at the start (or added to the HAS mid game) all the units from your group, but only yourself. Should be added/synced all the units, you want to transport via HAS tasks.
  7. Rydygier

    [SP] Pilgrimage

    Introduction The beauty of Pilgrimage is its effective combination of soldiering sim, orienteering adventure and detective mystery. PCGamer's "Mod of the Week" Alex, freelance PMC, is looking for the body of his brother, recently died on Altis during search of something very dangerous hid by their father. Island is in chaos after civil war, is terrorised by numerous bands of unleashed mercs and other marauders. Even worse, Alex knows only, that his brother fell at one of so numerous chapels or churches. It may be long, risky journey... Pilgrimage is free roam, semi-randomized open whole map SP mission with optional plot to follow set on Altis. I basically combined several well or not so well known ideas, few scripts etc into kind of semi-procedural mission adjusted for my personal taste and use. Should be liked in the first place by "lone wolves" who appreciate freedom of choice, yet want to be motivated by some certain goal and act for a reason. This mission is highly customizable. Gameplay dynamics is, depending on settings not very high, there are long intervals of calm journey across whole island separated by fights of various density if player choose to fight or is surprized by enemy. One gameplay may took many hours. It is designed as mod-friendly and should work fine with most FX, AI and immersion enhancers. Armaholic mission preview by RoyalGamersUK - Thanks! Mission Guides etc Leadminer21 aka alky_lee, an experienced pilgrim, prepared great compilation of useful informations, observations and advices about Pilgrimage gameplay. This invaluable source of knowledge is a must read for all new on the pilgrims' pathway: MISSION GUIDE TO ACCOMPANY PILGRIMAGE by Rydygier Excellent playthrough by BeachAV8R: Pilgrimage - AAR vol. 1 Pilgrimage - AAR vol. 2 Great youtube playthroughs for various mission versions (links to the first parts, follow the links provided there to continue watching): by Scott of Royal Gamers UK, first run by Scott of Royal Gamers UK, second run by leadminer21 by leadminer21, with mods by Starfish by llegostackr by Titus Groan, 1st by Titus Groan, 2nd by Carl Meyer Thanks to all! :) My own playthrough with some features and specifics explained Download Altis, Bornholm, Chernarus, Lingor: Dropbox via Orangedox (1.95) Dropbox via Orangedox (1.95 open Altis) - open folder MANW contest edition Big thanks to all, who voted and supported my work! :) To Do WIP 1.95_beta5 1.95coop_wip7 1.95coop_wip8d 1.95coop_wip10 It is my own "dev branch". Here I'll try to update the file on an ongoing basis each time, I find and fix any bug, so impatient may use it instead wait for the fix in the next official version. Please, play without -noLogs startup parameter, and provide me RPT file (path to the folder like: C:\Users\Rydygier\AppData\Local\Arma 3), if any issue encountered. latest fixes: - content from DLC, player doesn't own, shouldn't be spawned as loot, vehicles or AI units; - redone inspecting vehicle (each part treated separatelly insted of damage/setDamage approach, no FF taken, if inspecting not possible, for example no toolkit and difficulty at least Very Hard and fuel 100%); - updated credits; - significantly more doctors and mechanics, better chance for a doctor, than mechanic; - body has to be actually spotted before loading action available; - "NW" tooltip correction; - main settings track for Chernarus port a bit louder; - no more error message about lacking windMedium sound at the intro begin; - added green exclamation mark 3D icon to indicate recruitable POWs positions; - improved setting initial direction of the boat; - blue-3D marked civilians offering special services will not loose their icons after asking them for the intel; - Stuff sellers. Unofficial editions Download links to Pilgrimage custom versions/ports made by other people will be put/updated there if requested. In matters of these editions, please, contact their authors. a2012v's edition (v2016-08-05): Vafana's editions (v2016-08-22): rsoftokz's Tanoa edition thread Pilgrimage - Ported - ports compilation thread Changelog Requirements - Arma 3 Features - whole map reasonably yet dynamically each play initially populated with enemy garrisons and patrols with few possible behavioral patterns. Nothing is spawned later, every kill counts and has meaning; - dynamical adding of random loot to some buildings. Such buildings are, until checked, marked by 3D icon if player close enough; - cameral plot with some small, nasty surprise; - across whole island may be found few dozens of empty vehicles ready to use. If known to player, for easier spotting, also marked by 3D icons if close enough; - context-sensitive jukebox playing with reasonable intervals A3's tracks depending on situation (safe/enemy spotted by player/player spotted by enemy); - simple caching system to keep performance on decent level despite many groups on map; - fuel fund used for fast travelling and repairing or refueling player's vehicle; - kept as high as possible compatibility with mods. Recommended addons - Bigger Trunk addon (experimental); - INCOGNITO addon (alpha7: experimental) - Description; - TPW MODS; - some custom factions/weaponry addons for bigger variety of opposition and loot (African Conflict, CAF Aggressors...); - unlocked uniforms; - Dynamic weather (with init delayed by 30 minutes - In tort_DynamicWeather_config.hpp set "delaySeconds" to -1800 before starting Pilgrimage.); - any preferred low level AI enhancers (bCombat, ASR AI...); - any preferred sound and graphical FX enhancers (JSRS, Blastcore...). Credits & Thanks - zapat for code, that inspired some improvements of my garrisoning functions; - torskee and Law-Giver for language corrections and some new phrases for Alex; - Leadminer21 aka alky_lee for mission guide pdf. Known issues - some mods may cause "no sound at init" issue, often with on screen config errors. In such case troublemaking mod should be found and disabled, then mission restarted without it. Alternatively issue may be "wait out" (should disappear after some time); - since A3 v1.32 was observed sometimes minor issue with not visible "yellow actions" like "sell content" action for the boxes. Usually is enough to approach the box/other object again, otherwise save/load may be suggested. In some cases, if you play with AI companion, may be worthy of checking, if he could perform unavailable action for you via 0-6 order menu; - due to interaction of fast travel and caching system in rare situations may occur enemy units appearance "out of thin air" before player's eyes if hostiles was cached near target position. Tricks and advices - If you got green mark and message about finding the body, it is most likely not farther than 50 meters from you and you had not obstructed LOS towards the body position. If finding brother's body seems too difficult, you may temporary set Terrain Details in video settings to "LOW" to remove grass etc. To load the body bring your vehicle not farther than 10 meters from it and use load action at body. Then guard this vehicle well until reach the boat. - to enable unlimited saves: CONFIGURE -> GAME -> DIFFICULTY and enable "unlimited saves"; - to get a few more FPS, if you not loaded any saved game yet, try to save then load this save. For me it gives noticeable improvement; - game crashes (CTDs) during the mission may have various causes, but some of them, especially those happening at init, eg during loading screen, also probably some weird errors with vanilla config breaking loading screen may be fixed by allowing more RAM for Arma 3 (seems, Pilgrimage needs lots of it during initialization due to lots of things to set). This may be done via -maxmem startup parameter, eg -maxmem=6144 if you have at least 8 GB of RAM or even -maxMem=8192 for 16 GB of RAM. Lower value may be sufficient though, not tested. Should be higher, than 2047. In the Arma's own game launcher this parameter may be set in parameters -> advanced. Same trick may help to reduce greatly initial lag, making initialization much smoother;
  8. Scaring fish is not welcome. You don't want to risk local anglers retaliation.
  9. Rydygier

    [SP] Warping Plague (wip)

    File updated with minor tweaks. Added gameplay sample video showing current progress on typical player activities at Day 1:
  10. Exactly, doors are just fine for average Livonian, you puny foreign dwarfs.
  11. Rydygier

    [SP] Warping Plague (wip)

    File updated: - changed dosimeter naming and units: Effective Dose (mSv) and Dose Rate (mSv/h instead of R/h) - more correctly and clearer. - add wip&experimental "tribute payment" mechanics - that southern gang is now called The Fittest. From time to time there may appear a message in the daily report, that they expect a tribute to be paid (certain amount of Materials). The payment can be done at the orange Stash (red mouse action, if there's enough Materials). The more days it stays unpaid, the bigger risk, the gang will organize an attack on the town. As long this attack continue, can't be switched next day. The attack is consiered over, when 75% of the attackers are gone and none is left within town area. A group, that will suffer 75% losses should flee and be removed when far enough from the player or close enough to their territory center (not tested). This still requires more work, but let me know, if that's good idea and how well it work.
  12. Or not even that, rather just common people fighting over alien artifacts. I would like that kind of scenario in fact (which doesn't mean, I wouldn't appreciate actual extraterrestials to use in some sweet SF projects).
  13. Rydygier

    Contact Expansion Feedback

    The bigger variety, the better. I suppose, it's about getting something as close to real counterpart, as doable, at lowest cost possible, to slip even at this late point through required time/money obstacle. Not sure, which would fit better such conditions. Slightly reskinned Kuma IMO could pass as Polish 2A4 modernized to 2PL: http://www.military-today.com/tanks/leopard_2pl.htm From the other hand T-100 indeed could pass as some super modernized derivative of T-72/PT-91, assuming, at 2035 they would still bother with keeping updated such aged post-Eastern Bloc platform. Of course if no go anyway, one could simply use even plain Kuma or T-100, crew it with Levonian troops and call it good enough. 🙂
  14. Rydygier

    Contact Expansion Feedback

    Since Kuma is based on Leopard 2 - it actually would fit pretty well if one want consider Livonia being inspired by Poland. As for the tractor, it's obviously absolute highlight and key feature, therefore it should be definitelly changed to Polish Ursus regardless of effort required. Pure beauty.
  15. Sentiment to the Cold War period may remain strong within parts of Arma community, but the world moves on along with his wars. Question is, how the battlefield will look like, how in fact the warfare will be defined a year after Arma 3 setting according to NATO Allied Command Transformation futurists? https://www.act.nato.int/images/stories/events/2012/fc_ipr/visions-of-warfare-2036.pdf
  16. Anyone watching new "Chernobyl" miniseries by HBO? Highly recommended.
  17. 🙂 Iconic.
  18. Rydygier

    [SP] Warping Plague (wip)

    File updated: - added another faction of survivors, hostile to the player. At this moment they mostly garrison southern town and each day send some patrols roaming here and there. Other interactions between this gang and the player's town in plans. From killed thug player can obtain normal inventory and also some portion of Materials. Deep in their territory there's better equipped bunch of bandits, one of them is their leader (in 200 meters radius marked in 3D by red exclamation). Killing the leader or 75% of town's garrison will "end the treat" which for now means no more daily patrols from there. - now warpers are also radiation sources. Player got new HUD elements to monitor radiation level (+Geiger sound, also indicated by element color), absorbed radiation dose and radiation shield. Next day after finding first Weird Matter sample there will be a discovery allowing spend Weird Matter to reduce absorbed radiation dose (once per day, via mouse action if dose > 1). From the other hand, the more Weird Matter player carries, the higher radiation protection is (non-linear, assimptotic, never really 100%). At some high dose levels (> 1000 mSv) there will appear info about few steps of radiation sickness in the daily report, may also appear short term effects during gameplay, also player will not regenerate health each day. Ending a day with dose > 3000 means end of the game (character too sick to continue). Both features only slightly tested, may require balancing.
  19. The very reason, I liked Remnants of War so much and being curious about Old Man. Just I feel, it's not quite like "either new toys either better stories". I might not really appreciate, say, yet another dozen of rifles (I do not really see any significant gameplay difference between many of them, so I do not care much about bigger variety here, still others do apparently), but nothing wrong with aliens spin-off (especially if still with, well, realistic approach to the topic, as DLC seems to present), on the contrary, that gives tools to tell yet another kind of equally good stories. I too really hope in the future we'll see stories both with more indepth "personal touch" and exploring difficult warfare related topics (like it was in RoW), forgotten conflicts and alike, serious matters fits here - Arma IMO has potential for them indeed. Arma is mainly a platform, therefore in fact anyone may try to use it for telling such a story, but on his own will be limited by existing assets, own skill/budget/time and existing means of narration (limits of them).
  20. Windows/doors proportions may be odd, but building shape/size itself looks quite OK on these screens. Two floor houses of similar shape and size comparing to a man are often in Pol... Livonia, but I'm talking modern architecture, while these are looking by texture/details like some really old remnants. Maybe they are pretending/place holding modern ones?
  21. Ah thanks, I'll try, when possible. From available screens I can extrapolate, visually it is pretty decent depiction, of course Poland has quite diverse landscapes, it resembles some of them all right. If they used some Chernaruss-like assets for architecture... Well, there are areas in Poland (South-East mostly, near the border with Czech Republic and Slovakia, I guess) where such old architecture remnants still may be seen, but of course it's not typical, typical rural area depending on region is more or less, but rather modern, like this:
  22. Haha, don't know, how Polish(ed) it is yet, had no opportunity to see it so far. First impression have to wait (maybe for the better), till I get a bit richer... Wait, is it available to play already?
  23. Probably you have someone for this and it would be fixed anyway, but here's some Polish language insight. In the trailer we have this: In the Polish part should be: WKRACZASZ NA TEREN WOJSKOWY NIE OPUSZCZAJ DROGI NIE ZATRZYMUJ SIĘ I NIE WYCHODŹ Z POJAZDU BEZWZGLĘDNIE PODPORZĄDKUJ SIĘ SŁUŻBOM WOJSKOWYM I ZWOLNIJ IM DROGĘ W RAZIE POTRZEBY NA PUNKCIE KONTROLNYM ZATRZYMAJ SWÓJ POJAZD I OKAŻ SWOJE DOKUMENTY (assuming no punctuation marks is actual thing on such plates, could be, also it is not impossible this is based on actual plate with same errors? 🙂 ) Erm, or should this go to the assets feedback?
  24. Rydygier

    Contact Expansion Feedback

    When I saw the announcement of "Contact" DLC I was really excited. Aliens mean new cool toys to play with, very likely to be used in my projects, superb. In that mood I started to watch the trailer and then I saw that warning plate with Polish text. At this point my excitement rapidly spiked up. 🙂 So I went to read exact features list and after that reading from "nice to have" this DLC immediately was promoted to "absolute must have". Green Men in Poland! Once I get opportunity to try it, more feedback is very likely... So cool, thank you for doing this.
  25. Rydygier

    Creating Table Dialog

    Kinda made it working here: (first post contains link to the files, see GUI.hpp, RscInhabitants) Found no way to fill it with custom controls, thus all customization done via scripting, using "ct" commands. Most fields are in fact buttons.
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