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Rydygier

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Everything posted by Rydygier

  1. 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.
  2. 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.
  3. 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?
  4. 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.
  5. 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.
  6. 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...
  7. 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.
  8. 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.
  9. 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.
  10. Rydygier

    [SP] Warping Plague

    Thanks again - these details should help indeed. So the first weird value, you noticed was materials producion at 28000 after the house from townsmen's info. Hm. Nothing particular. You continue, but there's a Zone around your town. Imagine possible consequences (IIRC I was merciful and excluded town radius from anomalies spawn, but not sure). ๐Ÿ™‚
  11. Rydygier

    [SP] Warping Plague

    No experience, long gameplay wasn't tested for obvious reason - time required. Pity, I can't review your current values in the code, but details, you provided may be helpful too. Some analytic detective work to do. Formulas rather good, if these would be broken, it wouldn't work properly from the start. Why it was broken at this spot... Which day was it? Turn limit default? Hm. And made Psyche broken - that's a clue too, probably just a consequence of people leaving the town. Thanks for reporting, sorry, you experienced it, but that will help me improve the code, I hope next week I'll be able to push things forward here. One with purple/violet exclamation mark, right? Values gained from that building was reasonable or weird? Materials gain was strange? Long term resources balancing will be also modified. Becomes clear, currently it's too generous. So, you had food for 50 days with how many towners? Well, your town wasn't very popular suddenly, right? ๐Ÿ™‚ Numbers are interdependent. If one gets broken - all goes crazy. I just need to find, which number exactly was broken first and how.
  12. Rydygier

    [SP] Warping Plague

    I utilized all, but one, that were available at the time (eleven in total IIRC), although each gameplay 10 is randomized (once, at init, can be one type few times, so you need more, than one gameplay to see all of them). And yes, the one, you mentioned, too. There are also of course warpers themselves along with several other anomaly types (some really hard to find, some hard to overlook), I made, not that scary, but weird, oniric and potentially dangerous nevertheless. Warpers and these, I made, are re-randomized each day. The great thing about procedural, semi-randomized scenarios is the fact, even I, creator, don't know what, when and where will encounter, my own creation is able to surprise me. Espiecially, if randomized stuff is interacting one with the other... Most scenarios, I made, work that way.
  13. Rydygier

    [SP] HETMAN: War Stories

    HWS wip6 The only change is about multi-faction choice GUI. Additional list reduced to 32 factions, but if there's more factions, one more list shouldappear, so now HWS should support up to 64 factions per side... I hope, that number will satisfy you, crazy people. ๐Ÿ™‚ However I wasn't able to test that really, I don't have that much factions. Only could test, if GUI works with fake content - it does, there's little glitch: additional empty line on the top of additional list, that vanishes at first click. Reason unclear, but seems harmless. Checked few times - each time all four Leaders was properly "invisibilized", also found no apparent reason in the code, why it should be otherwise. Unless they re-appear later? But don't know, how that could happen. Also briefly monitored morale code, didn't noticed unexplained morale drops, but tests was brief. Next week I plan to focus on Warping Plague scenario, so there may be some "lull" on HWS front.
  14. Rydygier

    [SP] Warping Plague

    Should be possible once per day. I'll check that, thanks. I know, no idea, why it happens... Some day I'll try to nail down, whatever triggers this bug, it's annoying, although it's not directly due to scripts, so not sure, if anything could be done to fix it. I'm happy, you like this scenario, keep enjoying it, for sure aliascartoons's scripts added good, scary stuff to it. ๐Ÿ™‚
  15. Rydygier

    [SP] HETMAN: War Stories

    The second was for sure the one, thay should be invisible too, or could that be our "impostor"?
  16. Rydygier

    [SP] HETMAN: War Stories

    I found official confirmation on BIKI: that list is limited to 32 rows. I'll reduce it to that size. Likely it will stay so, unless I find easy enough way to add second list per side for additional factions above 32, but I'll not invest much time into this, honestly > 30 factions at once is... aberration. ๐Ÿ™‚
  17. Rydygier

    [SP] HETMAN: War Stories

    BTW: Don't know yet, but there's a possibility, it's a game bug, as official example of this type of control config defines 32 rows. Maybe a coincidence, maybe this list can't properly support more rows even, if it is possible to define more of them. I wonder, if checking 2nd would check also 34th etc.? EDIT: Yep. 2-34 , 3-35 etc. Event handler sees properly clicked rows above 32, but game in the same time switches visually corresponding row below 32 as well, which fact is ignored by event handler. In the same time ctrlChecked command returns true for the latter, but false for the first, one, that was actually clicked, opposite to EH behavior. And visually both are highlighted. Seems it is not intended, generic limitation to 32 rows... A game bug indeed. If that's the case, I can't fix that, but I'll test more later.
  18. Rydygier

    [SP] HETMAN: War Stories

    Will be investigated. Could be due to killed Leader recklessly moving toward the front, which latest update may fix. Thanks. ๐Ÿ™‚ Forgot about that. It's about that atomated double selection on the list? I'll take care about that too.
  19. Rydygier

    [SP] HETMAN: War Stories

    HWS wip5 - In whole map mode all four Leaders are now made invisible and immune to damage, instead fake Leaders are placed, preferably in some building, along with some infantry as bodyguards and near mechanized group as additional protection. True leaders should not be marked (MARTA icon should disappear soon after init). Need to be tested, ho this actually works in longer gameplay. This is by default enabled in whole map mode and disabled in normal mode, but can be switched both ways via advanced setup windows by typing: RYD_WS_LeadersPoofItsMagic = true;//to enable RYD_WS_LeadersPoofItsMagic = false;//to disable But I didn't tested that. This way also in normal mode HQ can be better protected. Of course that means additional groups on the map, these groups should be excluded from HAL control. Killing the fake Leaders should make their army morale drop till surrender, as it is with true leaders. Also BB objective markers should work now, I hope, as intended with colors fitting the side.
  20. Rydygier

    [SP] Warping Plague

    Thanks, great feedback. I think, your civ idea may be indeed good thing for the immersion, I like it. I'll think, what can be done in that direction.
  21. Rydygier

    [SP] Warping Plague

    First would work only as long all of you stick close together. The latter I like more, I'll think about it. In fact I could combine both ways, first, when they are close to you, second for distant units. There's a value on the HUD named "Storage". That's your currently available storage capacity. Thank you for this data though, really appreciated, one of the things, I was unable to test thoroughly due to required time is long term resource balance. With your numbers it's not a bug, rather warehouses may give you too much space. Perhaps I'll tune this down. BTW, perhaps you noticed, not sure, if I mentioned this, but each survivor you find, the chance for the next one gets smaller. This chance decrease is slow at first, but gets much faster at some point (exponential drop). So the amount of civs to be found is softly capped to avoid overcrowding (and to make player care more about each found survivor...). This simulates rughly the fact, there's limited amount of people left alive on the island. I was wondering, how many of them in the long term can be gathered and stay self-sustained in terms of food production - production gain for each consecutive worker is smaller, than for previous worker, not linear, so difference between 1 and 2 workers is bigger, than between 2 and 3. But it is complex - each worker has some efficiency/talent/experience value, that is growing in time, scouts improve efficiency and also player can find production efficiency boosters.
  22. Rydygier

    [SP] Warping Plague

    BTW Mision updated to 1.02: - fixed: announcement about neutralizing The Fittest gang should be displayed only once.
  23. Rydygier

    [SP] Warping Plague

    Hi, thanks! ๐Ÿ™‚ So far guards can't join your group. Was thinking about AI subrdinates, but there's some heavy calculation done for the player every 5 sec. regarding radiation exposure (takes into account terrain/object obstacles), which would have to be multiplied per each your subordinate, or they would be mysteriously immune to radiation. Similar thing with some other stuff, like anomalies. So at least for now - no such possibility, not sure about the future. As for supplies: Food is required to feed all of you, will be subtracted each day per each survivor in your town. Without it towners will leave/die; Ammo is consumed by the guards, when they fire, by turrets etc. Also by you, if you craft a magazine for your current weapon. The bigger weapon, the more magazine would cost. Materials has few uses: buildings utilization, food and ammo production, quad crafting, if previous is lost, optional and occasional tribute for bandits, some late game secret use too, I could forgot something more. Warehouses give you the space for storing food, ammunition and materials.
  24. Rydygier

    [SP] HETMAN: War Stories

    Yep, should be possible with small amandements in the code, good thinking. For now the only potential difficulty to overcome could be, if AI would keep targeting visually invisible units, can't recall, if that's the case, I need to do some tests... Also it would be optional and present only in whole map mode (no gain from it in single objective mode).
  25. Rydygier

    [SP] HETMAN: War Stories

    A simple and simplyfying workaround, that could be done fast regarding Leader's survivability may be making them invisible/invicible... It could be possibly fast to do temporary or permanent solution. Let's pretend, HQs are hidden far from battlefield, as probably usually is in real life.
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