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Rydygier

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Everything posted by Rydygier

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Apparently instead of MiGs they will rather have F-35s, that we don't get ingame.
  7. 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.
  8. 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...
  9. 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.
  10. 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. 🙂
  11. Rydygier

    [SP] Warping Plague (wip)

    It should be fixed between days. But if destroyed - is lost forever. Currently no. Not sure, if there should be. No. The idea is, player is exploring alone. But also adding a comapnion will seriously increase rather substantial CPU load required to calculate radiation exposure etc. (+100% per one additional person), plus some other design complications. Indeed, indeed. 🙂 Still, depending on final balancing, there may be times, where repelling an invasion, especially without casaulties amongst civilians, may become too difficult, then an option to pay may become useful. Well, I can add "physical" containers or something like that, similar, as I did in Pilgrimage, but most of the time these will be empty, as most resources to be find are virtual in nature. So this will be just an ornament. Also I would like to avoid this time "casino effect" as, like you said, somewhat shallow way to keep player invested. Still, I'm open to suggestions and if I myself discover better way to make player exploring the map (or better activity than exploring the map), I'll use it. BTW the intent/aim behind Warping Plague project is to experiment in search for new gameplay solutions or new combinations of known gameplay elements with resulting nice, fresh synergy, but there's no warranty of success and is perfectly possible, there's simply not enough potential in this concept or that I'll fail to find the magic hidden in it. It kinda fits these creatures' nature (I mean, they indeed are just appearing from the thin air/coming through from "elsewhere"), but I hear you, I'll try to increase safety buffer. Thanks! 🙂
  12. Rydygier

    Pilgrimage, Silent---Unseen

    Here is prepared special, debug version. It can be played same way, but leaves special logs in RPT file. If someone want, may help by playing this version and if mentioned "nothing new appears" issue happen - show me RPT file. I'll try same thing myself.
  13. Anyone encountered such weird occurence, when after using setName on some unit, the value displayed on screen and returned by (name _unit) is "Jan Lebeda" instead of set name? It happens to me in the Iron Front port of Pilgrimage sometimes (not always) but I'm not sure, if this is bound to the mod, since "Jan Lebeda" looks like Czech name that could be used as some kind of internal, default placeholder? Anyway, the command is used in the context of intense scripts spawning and initialization but this never occured to me in vanilla Pilgrimage.
  14. Rydygier

    [SP] Warping Plague (wip)

    In case, disabling mods will not help... Since the issue doesn't occur to me, I can't debug this myself. But if you wish, we perhaps could try do this together this way:
  15. Rydygier

    [SP] Warping Plague (wip)

    Still, I would check with limited viewdistance/object draw distance, because some scripts rely on these values. If lowering them would make a difference, there's a good chance, reason lies in these parts of the script.
  16. Rydygier

    [SP] Warping Plague (wip)

    OK, so this may be also due to June 10 changes, which seems more likely (those LOS checks), but this should be limited then to situations, where player is <1000 meters from an anomaly. What's your settings as for viewdistance/object draw view distance? Perhaps you could test with seriously lowered these two to compare, if this makes any difference.
  17. Rydygier

    [SP] Warping Plague (wip)

    Hi, thanks! That means, it happens every script cycle which indeed would suggest some connection with scripts. But I do not experience that myself. Some questions: Same is happening without any mods at all? Is it happening always or only near anomalies? Was it happening after June 10th update or indeed only after the latest? What's your PC specs (near to minimum Arma requirements or not)? Is that total game freeze, or freezes only background sound and wind?
  18. Rydygier

    Pilgrimage, Silent---Unseen

    OK, I see no apparent script error logs. Not so easy then. Anyway, try to play without all of these: Enhanced Movement, Blastcore Edited, Incognito and Unlocked Uniforms, who knows... I managed to test this quickly: depacked scenario, opened and run in EDEN, so I could teleport here and there. Visited several places this way and all seem in order, I got everwhere some loot marks, ambient stuff, hostiles, notifications... I'll try to do more testing around Monday or something like that.
  19. Rydygier

    Pilgrimage, Silent---Unseen

    Here are these files: Win10, AppData folder may be hidden. Pick x64, the one from that hour, you was playing. Seems, this problem doesn't occur to all (?), thus either it is about some rare occurance either about something specific to your game (any other mods in use apart from required? If so, try without them).
  20. Rydygier

    Pilgrimage, Silent---Unseen

    Hi (cześć! 🙂 ) Thanks for reporting, I'll check that after the weekend. From the symptoms seems, main cycle for some reason breaks at some point, which stops any cashing/decashing, loot spawn and basically nearly everything that should appear. Do you have per chance a RPT file from this gameplay? Could be very helpful.
  21. Rydygier

    [SP] Warping Plague (wip)

    File updated, most new stuff require more testing though: 1. Introduced simple, procedural "quests" that may appear if we talk to town inhabitant marked with green exclamation mark. Each should point an area, within which special lootable house will be marked in green. Loot from such building should be 10x more rich, but vicinity will be guarded by gang members. One quest at once, one quest per person and only one quest per day is possible. Requires testing. 2. Introduced side plot with new opponent character - Marcus. Marcus may appear sometimes and engage player with sniper rifle from afar. Marcus can be killed, but if player manage to gather enough data (random chance each day equal current data level), Marcus may be turned ally, that may help during The Fittest attacks. Plot introduction and progress via Daily Reports. Requires testing. 3. Testing optional support of MBG Aliens Ground Forces mod. If game is running with this mod, aliens from it will be used as warper creatures and guardians. Otherwise old way is used. 4. Daily report window divided into two bookmarks: one with actual report (numbers mostly) and another, with new events like discoveries, messages and such. 5. From now on constructing a turret doesn't require any materials, but rather "Turret parts", that may be found during looting. Requires testing. 6. Civs should be immune to damage caused by falling and such auto-inflicted wounds. Requires testing.
  22. Obviously can't guess, why it is not working for you, but here is demo showing, how it works. Initially player is not HAS-enabled. Note additional code in the init.sqf: sleep 2; _unit = (group player) createUnit [(typeOf player),(player modelToWorld [0,5,0]), [], 0, "NONE"]; [player,_unit] call RYD_HAS_NewUnits; addSwitchableUnit _unit; So after 2 seconds new unit is spawned as player's subordinate, then both units are added to HAS. Finally spawned unit is made switchable, so you could check, if after switching HAS actions appear for the new unit when controlled by you. Also you can do some fast roping somewhere to see, if both units are properly dropped via ropes (which means, both are HAS-enabled). If all in this demo works (as it is for me), then compare it with your scenario to find a difference, that breaks adding new unit for you.
  23. In my last project I was trying something new - based GUI on Pixel Grid System hoping, this will allow me to define easily a HUD or GUI display , that will keep its dimensions and position in relation to screen boundries constant, regardless of set resolution or interface size in video settings. I was following provided example this way: But no, if I change the UI scale from "small" to "normal" all is bigger, set more to left and lower, not fitting the screen, even worse, if I change resolution from 1920x1080 to lower. Using pixelGridNoUIScale or pixelGridBase instead of pixelGrid makes the size difference even bigger. Most likely I misunderstood something. How to achieve, what I try to do? If I define HUD element just below the upper edge of the screen, I do not want it to go out of screen boundary for lower resolution (or farther from the edge for higher resolution) etc.
  24. Rydygier

    Pilgrimage, Silent---Unseen

    Indeed, similar for me. Of course in Poland seems nearly impossible to find a family not touched by that war, it was whole nation struggle, whole country was under occupation after all, probably nearly every grown-up here has someone amongst parents or grandparents one way or another involved in fights against German occupants either in Poland or across the globe, in Allied armies. One of my grandfather was a low rank officer in Polish Army, taken as POW during September '39 campaign (during Battle over the Bzura river), spent rest of the war in German POW camp (stalag). Sister of my grandmother was Armia Krajowa soldier, amongst other things assisting during executions of German collaborators (by Underground Courts sentences) so under communist regime after WW2 she couldn't even find a decent job (AK members was repressioned by commies next 50 years, but mostly just after the war, when some was killed for it, many arrested, and she was also pre-war nobility member, which made her situation even worse). All to bring free Poland back. The war outcome was very bitter for Poles, but regardless. When pvt. partz came to me with the idea of this port, It struck me, how well Pilgrimage can fit certain part of Polish WW2 reality after some adjustments. And because the topic is so close to my heart, I was totally motivated to help making it happen.
  25. Rydygier

    [SP] Warping Plague (wip)

    And here some visualisations showing, how terrain shape and map objects affect radiation strength around the source (the player unit). Big, prominent red - shielding < 25%, smaller orange < 50%, smaller yellow < 75%, smaller green < 90%, smallest blue: > 90%.
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