Jump to content

Rydygier

Member
  • Content Count

    4534
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Rydygier

  1. 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.
  2. 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.
  3. 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. ๐Ÿ™‚ 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. ๐Ÿ™‚
  4. 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.
  5. Rydygier

    [SP] Warping Plague

    Nice pics. ๐Ÿ™‚ 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).
  6. Rydygier

    [SP] Warping Plague

    I found simple code error in wip2 file preventing any house looting messages, so reuploaded wip2 with the fix.
  7. Rydygier

    [SP] Warping Plague

    Meanwhile found the reason, why vehicles are driving so wonky - and hopefully fixed this. Seems, the code responsible for warpers somewhat affecting vehicle mass was still assuming, player has only ATV to his disposal, so quad's mass value was used as default, normal mass, therefore every vehicle, that was driven by the player far from any warper, had mass set to quad mass, like 280 kg instead of 1600 etc. Observed bug was the result. Paradoxically they possibly could drive better close to the warper anomalies, which increase near vehicle's mass... BTW noted, this mass increase need to be bigger. Seems, could be nice to have warpers affecting vehicle mass from quite afar, like red circle radius twice (but terrain and other obstacles provide some shielding, that weakens this influence). So if player would ask for such troubles and trying to get the vehicle right into the warper's vicinity or the warper itself, funny things start to happen with the vehicle, like uncontrolled sliding etc. I got Zamak truck at the warper with > 100 tonns of mass instead of default 11. At this point it becomes nearly 100% unresponsive, just sliding down the slope, so if the warper is in the locally lowest point, vehicle can be stuck there forever. I think, I like that. ๐Ÿ™‚ If anyone wishes, here's version to test after today's changes (some bug fixing, much less chance for rifles, new mortar control option, and changed warper's influence on the vehicle's mass. Warping Plague 1.1 wip2
  8. Rydygier

    [SP] Warping Plague

    Chances for that seemed low enough, but apparently I need to lower them more. Like 4 times lower or so. At least ammo for bigger guns is expensive, which somewhat saves the balance. ๐Ÿ™‚ Vanilla mortar - the one, to be found in parts, is meant to be manned by AI guard - next hired after mortar assembly - and controlled by dedicated arty script (player can switch it on/off). Thought, player-controlled artillery will make things too easy, so that mortar should be not enterable for the player. I can make it optional though, add an alternative: instead of AI manning it could be left for player's use. Each shot anyway should cost ammo resource and be replenished.
  9. Sadly, I do not know much about signatures, maybe Gunter will be wiser. Personally never used them till HAS, nor after HAS in fact. Does that happen from the beginning of this version, or used to work fine in HAS 1.91 previously, but not anymore - started to happen at some certain point, like certain game version? I only recall, that there was some issues with signatures in A3, but according to this: https://dev.arma3.com/post/spotrep-00092 should be fixed in A3 Hotfix 1.96. Here my tiny knowledge ends...
  10. Rydygier

    [SP] Warping Plague

    Also you may spend some food to heal yourself at the orange stash. And you're healed each new day (unless too irradiated: > 1000 mSv).
  11. Rydygier

    [SP] Warping Plague

    Any such valuable input would be appreciated and considered for implementation. Don't know about ACE, but I recall, long time ago I saw a feature from TPW's mod doing similar thing - hits putting units on the ground alive. It must be something, that utilizes "HandleDamage" event handler to alter damage applied to the hit unit. I'm altering damage in such way for creatures guarding warper anomalies, those throwing whistling grenades, making them bullet sponge basically, still killable. But nothing like that in regard usual warper creatures. They just look... how they look. Also didn't touched them in 1.1, they're same, as in 1.03.
  12. Rydygier

    [SP] Warping Plague

    Figured, I could use more test feedback - too serious changes to make an update just like that, so here's: Warping Plague 1.1 wip1 I'll continue tests tommorow and perhaps next week while waiting for the feedback, then official 1.1 release is planned. Changes: 1. new way of finding survivors Now they are physical units to be found inside random buildings, there are some short range helpers (on screen message about signs of survivors presence sometimes, 3D icons with names visible < 25 meters), but player still has to be rather thourough and attentive to not omit any. Each has "Invite" mouse action. Chance for survivor deep in the Zone are close to none and there's no survivors in the town occupied by The Fittest. As for rarity, at first in La Trinite I'm usually getting 3-4 spawns. The more you invite, the less chance for another to be found. Spawned, but not invited survivor will be gone at the end of the day. Theoretically new survivor may appear in the same house, you checked earlier turn (but not same day). Let me know, how many you're usually finding during the gameplay/daily - may require rebalancing. 2. Conscription Towners without any job (idle) can be now "conscripted" 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. 3. Re-balancing of town's resource production Let me know, if it is OK now, or maybe too difficult or still too easy. 4. Tremors 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, perhaps only close to the Zone center, but rare anyway. Still, the bigger Zone become, the more often and noticeable farther away they should be. BTW I would appreciate the feedback about Zone spreading rate - how fast it is and how far it gets before mission completion. 5. It may rain in the Zone now. 6. Zone exploration visual effects Added post process visual effect during Zone exploration. It gets more and more prominent, the closer to the center player gets. It is... bold effect. Starts frugally, but deepers it gets weirder and weirder, close to the center it changes Zone look entirely, like a place from different world. Shouldn't hinder regular gameplay much, although just in case it is optional: can be disabled in initial settings. 7. Bug fixing Probably fixed CTDs during Zone exploration, also the issue with supposed "everything freezes for the moment every 5 sec", which I saw and determined, it is likely bound with manual wind changes (wind anims on the grass etc., also wind sounds). 8. Crafting GUI Mouse action at the orange box in the town. Crafting GUI allows to construct turrets, ATVs or any weapon and vehicle, if you find a blueprint (should be very rare, weapon blueprint nearly impossible to find in other buildings, than military, similar for vehicles and industrial buildings). Not tested much yet. Crafted vehicles will be placed primarily on the main road, one per empty road segment to ensure safe spawns, turrets in the small area close to the Bluking kiosk. If player would craft more, than 8-10 turrets at once, or more than 30 vehicles at once, next may be placed elsewhere with risk of collision, also could be not easy to find.
  13. Which book - stays a secret, but one could guess, it may be "Invicible", which would be truly amazing. That one, or another, a game developed by such experienced people from Starward Industries, based on Lem's prose (top notch in the genre worldwide) sounds like a recipe for something very, very interesting, non-cliche and with strong emphasis on "Sci" part. IMO most noteworthy project. https://www.gamepressure.com/editorials/new-sci-fi-game-based-on-lem-conversation-with-the-deveopers/za208
  14. Rydygier

    [SP] Warping Plague

    Seems, I found a cause of the crashes (via gradual elimination of potential sources). If I'm right, that is burper anomaly, which for some reasons wasn't working same way, as in aliascartoon's demo. It could be caused by the fact, there was more, than one burper active on the map at once, not sure. I'll try to fix this somehow and if I fail - I'll remove burper anomaly.
  15. I was solving some usual "safe but close" vehicle spawn problem, I found satisfactory solution for my needs, but I thought, how far one could take this? There could be actually interesting scripting puzzle challenge in this, as in the title. Proposed rules: Challenge: spawn in as many empty vehicles at a time within given area (on the ground, all vehicle's 0 boundingBoxReal vertices must stay not farther, than given radius from given center, measured in 2D), as possible without any model collisions with map objects or other vehicles. The vehicle class is given for clarity, but best, if the code would be universal, working with any number of vehicle classes (able to spawn into the area various vehicles) and any area. Location: Malden, circular area at position: [5552,7011,0], radius: 100 meters. (Arudy town). Vehicle to be spawned: "B_Truck_01_box_F" (HEMTT Box). Allowed means: SQF only. Not allowed: changing any vehicle object properties (geometry, vectors, simulation, disabling collisions etc.) after the spawn apart from horizontal direction (azimuth) and position (treat this as 2D puzzle). Spawning by manually typed/picked list of coords (it's not, what we're after here, right? Spawn positions should be determined procedurally). The important factor here is amount of safely spawned in vehicles, other factors like time or CPU load or code complexicity matter only when comparing two codes giving same amount of vehicles. It may sound as unproductive time eater, but there may appear some inventive solutions having practical applications, so there may be actually useful outcome from this. Also it seems to be good scripting excersize. So, anyone interested/bored enough? ๐Ÿ™‚
  16. Rydygier

    [SP] Warping Plague

    Congratulations! If I may ask, how many days it took in total? Just keep gathering the data, at certain data level some possibilites may be opened thanks to finding that (the key is to find it before you complete 100% of data IIRC). Before 1.1 release, I plan at least to try figure out cause of these crashes. Although in previous tests this anomaly didn't caused CTD, I'll try some stress testing with it. Still I hope, the fix, if found, will not require removing some content. Thanks for ideas. General note about all referring to DLC content - It is my concious decision to not base any advantage-wise meaningful features on optional, paid content. That would differentiate the experience/difficulty for those, who bought DLC and those, that didn't. Exception is for randomized weaponry, as this gives no real mechanical advantage, just more visual variety, which seems fair. I thought, to use spectrum device myself, but as said. On the contrary in fact. That would give some advantage people without contact DLC - free hands that could grab any weaponry, while contact DLC owners will be disarmed during scanning. Also a bit hard to test, since I do not own this DLC, sadly, so equipping DLC stuff means increasingly annoying paywall reminders on screen. Interesting, I'll consider this, although not necessarily will do that, radiation dose should work here as kind of nemesis, hard to restrain and forcing careful planning. If such consumables should be possible to craft, they must be very expesive to avoid making radiation just some kind of not important distraction trivial to handle. Can be nice, and since I'm already using post process effects with anomalies, I can apply something like that to Zone itself too, must not collide with anomalies effects though. In fact, tried to build such mood using weather, as you noticed, but weather is fractious when you try to change some aspects of it via script fast (mostly overcast). Requires dirty tricks sometimes. Hmm... I guess, one could explain some tremors caused by warpers activity/Zone expanding. Yep. I like that. Wow, that would be great as optional immersion booster, if you would share the results. Only files size need to be minimized as much, as possible, I've annoying troubles with updating my Workshop entry already, with 22MB file. Or alternatively it could be done as separate, optional sound mod. Anyway, do, as you see fit, very cool idea.
  17. Rydygier

    [SP] Warping Plague

    Well, it is IIRC nowhere clearly said, which stuff are actually warpers. Warpers are those pulsing anomalies with red center, that distort map objects. Black creatures (alien-like, if mod used), are called warper creatures. But that's just how Gregory calls them, nothing official, so who cares? ๐Ÿ™‚ That's likely reason. Currently player need to kill every unit spawned as part of encampment. They can be lurking around, but hopefully not too far.
  18. Rydygier

    [SP] Warping Plague

    I noted, that bandits sometimes are running without any weapon, but in fact they have a handgun, that is for some reason "holstered", and it is drawn at combat. Probably same stuff with these guards (you can check, if some weapon was removed from the box after such guard was assigned, for guards it is based on native "takeWeapon" action). ACE map would explain lack of drawn triangles, but turret markers shouldn't be affected. Could be hard to spot, when turret is inactive (marker black) though. I'll check that anyway. By "warpers" you mean anomalies distorting the terrain? In their case it's OK, bah, it's even good considering their actual nature. In any other case - yes, big terrain features, like rocks, are done in a way, that fools "safe placement" type of code, both built into the game and scripted, so objects sometimes may land inside a rock for example. Hard to do anything about it. I did stuff to avoid that, apparently not enough. It seems a bit tricky to ensure both safe and close enough spawn position in the town. Thing is, search for close objects in given radius is made in reference to object's center point, not closest edge. So for big objects set radius may be still smaller, than their dimensions. From the other hand, if the radius is set big enough to ensure, spawned object will not collide even with the biggest building, this condition gets too restrictive and the turret may land far, outside the town even with plenty room in the town. I'll think about it, there are still some tricks to try. Incoming 1.1 will bring also serious rebalancing of whole resources aspect, to make it less generous. And each resource production is affected by boosters (like scouts influence) in various degree. Also, while actual production is afected by set in initial options production multiplier, seems, I forgot add this to values displayed on HUD, which may not reflect the fact, player have chosen, say, x2 resources production. Could you rephrase, please? I'm not sure, what it says... There may appear some kind of temporary bandit encampment with a loot box on the map (there's simple machanic behind this), and indeed there should be spawned some bandits around. It's about this?
  19. Rydygier

    [SP] Warping Plague

    Is the map modded? The command used to draw these triangles requires as parameter specific map control. If a mod replaces vanilla map control with another - command will not work, no triangles. Maybe just do some brief test with no mods to compare? Easy way to confirm/exclude mods as the reason.
  20. Rydygier

    [SP] Warping Plague

    I'll check that. Should be up to 4 at once possible (more gets messy), but if it says, there's new pointer, there should be new triangle, so unless new one covered exactly some other one, it's a bug. But, tbh, for me they are shown each searched house up to fourth one, so I didn't experienced rare triangles issue. These should appear each house looted <=4.
  21. Rydygier

    [SP] Warping Plague

    I can only confirm your crashing experience, sometimes happens same thing to me in similar circumstancies. I wish to know, what exactly causes that but determining is near to impossible due to random and unpredictable nature of that crash - good for tests repro seems not possible to get. Best, I could do was updating my old thread in Troubleshooting section about similar crashes. No constructive response since, figures. This scenario takes Arma into not typical places, is using the engine in rare ways at times, which also mean - not tested circumstancies and not happening to most of the players may occur, thus there're such risks. BTW it was happening also pure vanilla, no mods. In the meantime 1.1 update is work in progress, adding new, requested stuff goes well so far...
  22. Rydygier

    [SP] Warping Plague

    Not sure for 100%, if that fixes reported bug, I hope so, in any case that was the only place, I found, that could cause it and for sure an error to be corrected: Mission updated to 1.03: - fixed: materials found in supply crates could break town's economy with abnormal values.
  23. Rydygier

    [SP] Warping Plague

    So far found out, if you take supplies from a crate, and it says, that you gained +x materials, in fact X is added to your materials production efficiency, which could explain sudden, say, x400 bigger materials production. But this happens only for crates, not at looting a house, so I wonder, if it is possible, that abnormal production number appeared in fact at picking up supply drop, and it was already broken at looting guarded house... Still investigating, but it seem to fit. Also as in some places code was allowing calculated negative storage room in production formulas, that could cause negative food amount, which caused abnormal number of people "to depart" due to 14000 lacking food rations. So I'll also improve the formulas to avoid such results.
  24. Rydygier

    [SP] HETMAN: War Stories

    Such requests appeared from time to time when I was developing Hetman. People are used to have such stuff at their will, but I was always refusing, as it is deeply against the very idea of HAL, where decision, what, where, when and how isn't player's, but HAL's. Frankly, I could script such stuff, but I never wanted to go that way. In HWS player can always change his role to someone with assigned vehicle for example. That being said, there's a rule, I like: in case of doubts make it optional. I can at least put some thoughts into disabled by default but possible to enable system, where player could use, say, mouse actions to convince HAL, to use given support, if available, in the way, player wants. It still would work in Hetman way - will utilize HAL's procedures to deliver, but player's request would become obligatory in HAL's decision making routine. But that sounds rather complex, so if it happen, it wouldn't by rather anytime soon.
ร—