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Rydygier

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Everything posted by Rydygier

  1. Rydygier

    [SP] Warping Plague (wip)

    Great to hear. 🙂 Yep, still work in progress and indeed I'm working on it, pushing it forward as time, motivation and ideas allow me.
  2. Introduction A singleplayer, semi-randomized open scenario for Tanoa. You're an alien nanite swarm-based entity survivor, for now in roughly humanoidal shape, that crashed on the deadly planet - water everywhere, very toxic. Your mission was to recon for the Swarm, if your race should invade and consume the planet, or leave it be. But now the first issue is to survive long enough to hunt down The Hunter, rogue sub-entity of The Scout, that caused the crash. The Hunter will try to neutralize The Scout as well. Next task is to clean up all debris from the crashed starship, if doable, to leave no trace of your tech while avoiding detection as long, as possible. Lastly - transmit any recon data and evacuation request to finish the mission. Requires APEX expansion. Download Descent Trajectory 1.03 (Dropbox via Orangedox) Descent Trajectory 1.03 (Steam Workshop) Notes and advices I'm open to good ideas, feedback is appreciated and mission may be enhanced with new features; Recommended settings: >1000 meters of object draw distance for intro and outro, enabled post process effects; DT gameplay differs from typical milsim scenario. Player gets new tools and HUD elements instead of usual soldiering stuff. These are simple to comprehend, but not always self-explanatory, thus I strongly recommend to read briefing entries before first play; The basic tools are: the Probe (action menu), Nano Stroke (melee range, 360 degees attack, free of charge, via LMB (basic shooting action)) and Nano Shot (ranged attack, holding and releasing RMB (temporary zoom action)). The attacks will be disabled, when player uses normal weaponry; Under 0-8 support menu one can find few settings: rate of time passage, autosaves, detector sounds switch; Scenario is highly randomized (in main part in quite peculiar way), thus regardless of initial settings, each gameplay difficulty may differ; GUI font is not very readable for purpose (should look alien at first glance). Don't worry, important informations about discoveries etc. are stored as diary entries with standard font; Combinations of some techs may prove very useful against The Hunter or if you wish to play the Predator; Brain scan tech is crucial for understanding local tongue, but also important as mean to gather valuable recon data, that affects the outcome; The only obligatory tasks are neutralizing The Hunter and Transmitting the signal. All the rest is up to you, but situation, you leave will affect the fate of the planet; You can sprint all the time, if terrain allows, fatigue doesn't apply to The Scout entity; Think about The Swarm as about a super-mind, where each specimen, temporarily separated, independent subswarm entity, represents a thought or pending consideration. Thus the same Swarm or his subswarms may generate subentities of contradictory goals, which represents a mind in doubt, during decission making or cognitive process. Thus we have The Scout and The Hunter, while The Scout has a task to convince The Swarmm to change its mind via new data; Chances for further mission development depend on level of interest around this scenario, which is indicated by amount of feedback. Especially proposed ideas and bug reports are appreciated; Known issues: due to Arma engine limitation, for "NAKED VR" avatar Active Camo tech may work only partially, if The Scout and The Hunter will use it simultanously. To Do waiting for requests and ideas... Changelog Terms of Use
  3. Rydygier

    [APEX SP] Descent Trajectory

    Hi. I hope, you'll enjoy it. Just note, it IS NOT typical Arma milsim gameplay, it's something rather exotic and experimental with unusual point of view. Therefore I highly recommend to not neglect diary explanations and read all of them prior to play. These will explain, what's actually is going on. I've strong feeling, there may be troubles with that, I may be easily mistaken though, as I'm not MP specialist. Of course, you may use the code of this mission in some own MP project, if you like.
  4. Weird thing, but lately actions to switch weapons, to select a handgun, rifle or launcher disappeared. It could be connected with system drive formatting, at least that's the only notable thing that occured around that time (the game is located on another SSD and in general was working rather fine after the format except for all the settings and key bindings resetted to default). Is there some trivial setting to bring them back, that could be resetted after formatting or that's one of these incomprehensible bugs? Other default actions like at ammo boxes or vehicles are present. BTW later also reinstalled the game just in case - no change. I can still switch weapons using 1, 2, 3 keys (or via manual manipulating weaponry in the inventory), but I used to these mouse actions and want them back.
  5. Thank you very much. Solved. BTW probably I would never guess, it works that way... 🙂
  6. Rydygier

    [SP] Warping Plague (wip)

    File updated. Added 7 new anomalies. Anomalies are each day respawned across the zone or even beyond. Some are more common, other more rare, some static, other are moving, their appearance and movement is governed by simple, unique for each kind laws with some random factor. While few are big and easy to spot, other may be hard to encounter. In general there should be statistically few to several anomalies per day, which isn't dense. If player is close enough, scanning will begin (easy for static anomalies, not so easy for mobile ones). Completing scan for each type of anomaly will unlock a discovery next day allowing from this point to see traces, this type of anomalies leaves behind sometimes. Traces are rare (often there may be none), may appear during the day and will decay in time (one to few days). Player can collect up to 5 traces per day which gives substancial data gain (separate from daily limit, so good way to speed up gathering data) and in the future version perhaps some chance for weird matter sample. Traces are marked in blue on the map and in 3D when close, but only after completing the scan for given type of anomaly. Still, if very lucky, player may stumble upon invisible trace. If however player would close too much to the anomaly, weird, risky, harmful or even deadly things will happen (not very fancy though), so be careful and perhaps save the game before each attempt. Some effects may be altered (mostly enhanced) by certain factors. Each type of anomaly have defined own set of post process effects that will distort player's vision when close. There's no pics nor specific details for now. Let's leave some veil of mystery, as requested, so players could on their own learn some things or share some findings. This system means lots of new code, which means new bugs opportunities. When tested out, I'll be able to assess if and which third party anomalies can be added to the mix. And I'll think about other idea, to introduce another factor: psyche equilibrium. Dealing with so weird stuff perhaps should burden mentally the protagonist, although not sure yet, if that's good idea or how exactly this should work.
  7. Rydygier

    Project Livonia

    But I really think, it's super cool! Very unorthodox and funny, but in a good way. Just imagine an army equipped with vehicles named consistently along that line. Fantastic indeed!
  8. Hm. If there are used scripted solutions in the campaign around gasmasks etc. how hard would be put these scripts into editor modules to make these functionalities available in the sandbox, out of campaign? Unless these scripts are non-universal, but bound to certain plot situations, not designed to work/make sense out of this context.
  9. Rydygier

    Project Livonia

    Kuma fits, because Poland uses Leopards 2, just older variants, but. Fairy Gryphon, eh? Is there an actual Gripen called that? 😄 I would definitelly appreciate, if in real world countrypart (does such pun-neologism sound good in English?) they chose this line of equipment naming policy, instead of cliche, like birds of prey for air ships or absurdal, like frutti di mare for artillery. In Poland would be in Polish but in fact I do not remeber any case of Polish military chopper with any kind of phrase/name on it, just insignia and the number.
  10. Rydygier

    Contact Starters

    Well, assuming it stays a secret, govs should gradually prepare society for acceptance of such shocking truth, for example via pop-culture, mainly movies. They should start with familiarizing people with the concept of aliens itself using fairy tale-like movies, type of Star Wars or E.T., then introduce people into more complex, mature possibilities using motives similar to Star Trek or BSG, then start to accustom people with the closer to grim reality scenarios (Independence Day, X-Files, Aliens...) but also boost morale (Starship Troopers), finally introduce also games to the mixture to learn society how to behave in the face of such a threat with titles like XCOM, and as the last stage by introducing supposedly "fictitious" form of aliens into some realistic, military simulation to train people without causing a panic, how to actually fight those... ... wait a minute...
  11. Em, seems there's no way for selective disabling single features - all or none. Should be possible to implement in future 1.9 though.
  12. Rydygier

    [SP] Warping Plague (wip)

    Small showcase:
  13. 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.
  14. 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.
  15. 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.
  16. 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).
  17. 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.
  18. 🙂 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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...
  24. 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.
  25. 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.
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