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Rydygier

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Everything posted by Rydygier

  1. 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.
  2. 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).
  3. 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.
  4. 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.
  5. Introduction A singleplayer, semi-randomized, real-time but turn-based open scenario for Malden. You, as the only member of scientific staff, survived inconceivable consequences of the experiment conducted on Malden. Now, while time is against you, try to rescue and evacuate as many, as you can from this surreal disaster. To do so, manage your town, defend it, explore to gather survivors, resources and necessary measurment data. Each day you can perform limited amount of activities and each day situation gets worse, so decide wisely and act efficiently. Gameplay sample Download Warping Plague 1.00 wip (Dropbox) Notes Scenario is still under regular development, but decided to release it here already, because I could use some feedback with ideas etc. Ran out of own inspirations at the moment. It's playable, but not 100% tested through yet, so possible are bugs and bad balancing. Please, let me know, if there's any interest in this and if so, what could be improved, added or changed. Also bug reports appreciated as always. In this scenario I'm deliberately vague as for background explanation, I prefer to leave a lot to imagination. Experiencing the unexplained and attempting to understand, what's going on there and how to deal with it is meant to be a part of the gameplay. Meant is also kind of surreal/oniric vibe. Yes, that's one of these weird scenarios rather far from classical milsim etc. As for gameplay dynamics, it starts slow and easy, but gradually should become more and more challenging. Due to exotic visual features using lots of simple objects across the map, saving the game takes noticeably longer than usual, same, but even more, applies to loading time. Save file has about 170-180 MB (10x than usual). To Do Debugging, balancing, waiting for inspirations. Changelog First release Terms of Use
  6. 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.
  7. 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.
  8. 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.
  9. 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%.
  10. Rydygier

    Contact Starters

    Well, continuing my previous way of thinking, most likely the motivation will be too alien to comprehend. Assuming, aliens are affected by motivations at all. Otherwise it must be something unique and valuable enough for them to justify such a journey (again, depending, if the concept of value is know to them, if they think and decide in these categories and how much that would be "a journey" for them). If we prefer sinister xcom-ish reasons - unique human genome. If romantic/spiritual - unique beauty of Earth and humanity. If we choose cliche - the Earth itself as the place to live. Etc. Or tourism/a walk out of boredom or curiosity.
  11. Rydygier

    [SP] Warping Plague (wip)

    File updated: - Effective dose will be daily decreased to emulate natural radiation level reduction in human body over time. There's no universal value in reality, it was assumed ~1 Sv/year, which gives ~3 mSv daily. This value will however decrease with effective dose level, when above 500 mSv to emulate radiation impairing life processes in the body, so for doses > 500 mSv daily decrease rate will be lowered in non-linear manner. There's also some stochastic fluctuation; - Now scripts try to simulate shielding effect of the objects and the soil itself. It is rather heavy to calculate (various LOS checks), but hopefully will be OK. Still, it's simplified. Some simplification was unavoidable or important to reduce amount of calculations each cycle. For example I see no way to measure exact amount of certain material between the player and radiation source, so bounding box rough estimations was used instead. Smallest dimension determines estimated thickness. Simple material determination by checking object name for key words like stone, concrete, metal or wood helps to determine material density factor (exact values guesstimated). This is refreshed once per ~5 seconds, same as dose rate value. In practice player may notice, dose rate will drop if he hide from the radiation source behind something, preferably something concrete or metal. The bigger dose rate, the bigger drop (it's an effect of stochastic nature, thus the drop is proportional). This reduction isn't calculated for distances above 1000 meters.
  12. Rydygier

    Pilgrimage, Silent---Unseen

    It is quite possible, Staszow map buildings provide in general less house positions, thus less loot space (one may try to compenstate by maximizing loot density). Same factor may affect civilian density. From the other hand, it is more realistic that way as for "there and then" WW2 conditions. In fact, IF provides several infantry partisan units of that kind (as Home Army). These are used same way, as FIA faction in vanilla Pilgrimage: some group may appear very rarely, depending on your good reputation. Also recruitable POWs are taken from this faction. Also Aleks and Filip, as "Cichociemni" ( https://en.wikipedia.org/wiki/Cichociemni ) themselves was dropped over occupied Poland to aid Armia Krajowa in certain "specops" activities - namely the very action, where Filip fell. Thing is, in reality AK was in conspiracy, only in rare, chosen moments showing up openly. Still indeed such moments was when Eastern Front was moving through Poland. See this: https://en.wikipedia.org/wiki/Operation_Tempest In this key sporadic presence of openly fighting AK partisans should be interpreted in this mission. BTW good to know, how complex political aspect of this situation was, which also explains mixed, from episodic cooperation to open hostilities, relations between Soviets/NKVD and Polish resistance - Stalin wanted Poland for himself, not for legitimate gov in exile in London, under power of which Armia Krajowa, Home Army, was organized. In this scenario it is in simplified way represented by the fact, same as in vanilla version, partisan/resistance groups are fighting both main opposing factions. Imprecise (the aim of Operation Tempest was to speed up Red Army advances and German defeat by attacks from behind, sabotage, diversion, taking and defending some key spots supporting RA offensive, but also to take control over the country before Soviets do to ensure as much independence as possible), but not far from reality ( https://en.wikipedia.org/wiki/Battle_of_Surkonty ). In fact, Operation Tempest in Staszow area began same time, as Warsaw Uprising, that is 1 August. Scenario takes place several weeks earlier.
  13. Rydygier

    Pilgrimage, Silent---Unseen

    Intended. In this port reputation seems more important (while money less) - you need big enough fame and glory to "hire" a POW (these aren't kept at strongholds anymore, rather at some of these POI questsobtained via intel checks), while it costs no moeny here - fits better the context, so I thought, player should be more awared about reputation change. Especially it always was somewhat hidden/obscure feature, and some simply overlooked it.
  14. Rydygier

    [SP] Warping Plague (wip)

    File updated: - reviewed code responsible for controlling autonomous turrets. Since it seems not as reliable, as used to be (something wrong with spawned AI doWatch targeting), from now on turrets operate under vanilla AI control, only with some boost as for near targets knowledge. Sensors may have weaker reflexes now, but these turrets are supposed to be makeshift anyway. Turrets are relatively cheap to construct (100M) but they consume ammunition: 1 unit per shot, which is the main limiting factor here. Still, I'm thinking about finding "turret parts" during regular looting as another requirement to construct such a turret. - also changed way, the turret is dropped after taking it to the desired position. Now should be easier/possible to put it, say, on the second floor of some building. Placing it in the balcony entrance stays risky anyway, these positions seem glitched somehow - units tend to stuck in swimming animation sometimes there.
  15. Rydygier

    Pilgrimage, Silent---Unseen

    Thanks, I see, why. Will be corrected... After the link update let me know, if that is fixed. BTW I've an idea - after Contact DLC release, I should set Polish radio protocol for Aleks, his companions and civilians...
  16. 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".
  17. 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.
  18. 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.
  19. 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).
  20. 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.
  21. 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.
  22. 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;
  23. Scaring fish is not welcome. You don't want to risk local anglers retaliation.
  24. Rydygier

    [SP] Warping Plague (wip)

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