Jump to content

Rydygier

Member
  • Content Count

    4640
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Rydygier

  1. Indeed, but as for me, "1950s sci-fi taken seriously" sounds like oxymoron frankly. Sure, it can be done in a way, you described, for me result would be surely most intriguing, because overall "not serious" form would contrast with "serious" details.
  2. 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
  3. That seems the key here - subjective imaginations. In my case it was close to Andreyev's vision (pure Hard SF style basically, as "realistic" as I was able to imagine), while I perceive depicting it in any kind of retrofuturistic style as turning something, that was 100% serious by intention into something deliberatelly less "scientific", more "humorus"/"absurdal", like Trurl stories vibe etc. Such approach doesn't fit the story/narrative timbre. Breaks decorum to me.
  4. https://www.rockpapershotgun.com/2020/09/15/the-invincible-is-a-gorgeous-trek-through-a-polish-sci-fi-novel/ But IMO Hard SF style would serve better this story than Retro SF/"atompunk" stuff, which makes it less serious, than it was by intention. I would go rather in this direction: A nice gallery: https://naekranie.pl/aktualnosci/niezwyciezony-stanislawa-lema-na-pieknych-grafikach-zobacz-galerie-1595515507
  5. RINCEWINDER Combat Effective Magick System version: 0.53 beta Changelog Initially this was only a stupid idea, that became practicing of scripting opportunity, mostly particle effects, lights, animations, spawns, functions and some very simply AI routines. And now, suddenly – here you go: Rincewinder 0.53 beta (ArmaHolic) Rincewinder 0.53 beta (ZippyShare) Rincewinder 0.52 beta (ZippyShare) Rincewinder 0.51 beta (ZippyShare) Rincewinder 0.5 beta (ZippyShare) Epilepsy warning - possibility of flickering lights in nigth battles What is this, in the name of Merlin? Technically this is just a couple of sqf scripts plus some sounds. Great. But what this is doing, on Middle-Earth? This is small, but quite spectacular overlay for Arma, that introduces magic into battlefield. Magic is strange, is irrational, is beautiful, powerful, chaotic and deadly. Now you can check, what is better - 155 mm howitzer battery or meteor shower spell. M1A2 platoon or summoned Fire Elemental? Does a dragon has a chance in the face of Shilka? Magic is a new power in war, but it has its disadvantages and is sometimes capricious. Will not make normal weaponry/warfare obsolete. May be considered as addition, nothing more. First, enchanting makes battlemage very vulnerable – is fully concentraded on incantation, and in this time can’t do anything else. Moreover all spells must be invoked upright and takes sometimes long seconds. Finally, side effect of each spell are emanations of the residual energy, means light, so battlemage is a target very easy to spot and hit, and must be well guarded when witching. To be more specific... Installation and Initialization Installing of addon version: @Rincewinder folder goes, where all other addon you have stored, RYD_RCW folder goes to userconfig folder in yours Arma2 folder. This version needs CBA. Installing of script version: all content of Script version folder put into yours mission folder (see also demo mission for practical example). Initialization details are included in new manual. Generally addon is, as usual, auto-activated via CBA, script version need nul = [] execVM "RCWInit.sqf"; line in init.sqf or init field of any editor-placed object. In manual you can also find info about init config for both versions. How it works? Spellbook Magic Art Gallery License note about used sounds: Used sounds was dowloaded mostly from: http://soundbible.com/ Some also from other similar sources of free samples. Except listed below, these files are covered by public domain or similar license. Attribution 3.0 license sounds: Electricity, Chamber Decompressing, Dragon Roaring, Fireball, Suction, Magical, Dinosaur roar, Roaring Lion,Crystal Glass, Evil laughs, Temple Bell Huge, Shooting Star, Fire Crackers, Evil laugh, Swords collide, Strange Days – recorded by Mike Koenig; Heart Beat Sound – recorded by Zarabadeu; Catapult by BlastWaveFX.com; Explosion Ultra Bass recorded by Mark DiAngelo; Sampling Plus 1.0 license sounds: monster growl recorded by thecheeseman; mountain lion recorded by wrzesien; Noncommercial 3.0 license sounds: Brush Fire Sound - recorded by Stephan Schutze; Giant Monster – recorded by Doberman. Authors of these sounds do not endorse nor support this project in any way.
  6. Although possible to make initial upload. Using built-in EDEN tool. Result each try, even after PC restart: Each try except first one (haven't a screenshot, something about timeout/too long something). Sorry, no more details available. Is there any solution? Something like that was happening to me also earlier, with other projects. I basically can't effectively publish my work on Steam due to that, only first versions. Arma tools' publisher still refuses to update any scenarios.
  7. Thanks! Although now, since the issue is gone, I can't test, if saved games may prevent in any way updating Workshop scenario entry.
  8. Usually I do, that's where I got described error - in EDEN. I'm mentioning Arma Tools as tested alternative, which appeared to be a dead end sadly - for some reason this way is deliberatelly blocked for scenarios IIRC. The problem vanished as misteriously as appeared though, currently it is OK.
  9. Updated to 1.01. Hopefully fixed some issues with resumed game. Resumed straight from scenario menu may not work properly, but manual save load seem to work fine. Not, that I expect extensive need for resuming... 🙂
  10. Introduction Wander through gloomy corridors of procedural, different each play maze, build your strength with found loot, clear the labirynth of horrors, that lurk in the dark, survive. Video Details Labyrinth is an old school, simple, grid-based, turn-based procedural dungeon crawler. Yep. It is made purely for fun, as a proof of concept and released as LOL provider. Nevertheless it is playable, has own rules and mechanics, should be also winnable... The goal is to kill all the monsters. When done, player is moved to another level up to 5th, the last one. Each level is bigger, populated with bigger number of more powerful monsters but also more loot. Player's parameters from previous level are kept in the next level. Controls: Used are only three keys mapped for infantry movement: Move forward - contextual/multi purpose. Each use activates new turn (hostiles will move or attack once). If used against free corridor cell - player will move to the next cell ahead. If used against the wall - a cross mark will be drawn on it (or removed), if used against a cell occupied by a monster - attack will be performed; Strafe left - turning 90 degrees left; Strafe right - turning 90 degress right. Parameters: Health - self-explanatory. 100% means full health, 0 - death. Each time, player is hit by a monster, some health may be lost. Replenished by medikits; Armor - 0-100%. Means a chance, damage will not lower health, but armor value instead (so each hit intercepted by the armor lowers the chance for another interception). Improved by armored vests; Ammo - Shotgun shells. If depleted, player will attack in melee with very reduced damage. Replenished by ammo boxes; Damage - by this value monster's health or armor will be lowered each successful hit. Upgraded by found shotguns; Combat skill - hit chance, tested against monster's skill with some randomness. The higher skill, the bigger chance for hit. Upgraded each kill. Common monsters - by 1, bosses - by 2. Download Labyrinth 1.02 (Dropbox) Labyrinth 1.02 (Steam Workshop) Labyrinth 1.02 - open folder (Dropbox) Credits & licenses Scenario utilizes slightly customized Confused Minotaur script. Additional sound effects (edited) from: 1. http://soundbible.com/ By: RA The Sun God: Attribution 3.0 license 2. https://www.zapsplat.com By: ZapSplat, Glitchedtones, SoundBits, Skyclad Sound: ZapSplat's standard license Still North Media, John J: CC0 1.0 Universal license Changelog Terms of Use
  11. Rydygier

    Kick animation

    Unlikely. Not long time ago I was browsing through animations looking for hand strikes. I checked every place suspected to provide such type of animations. I don't remember any kick animations from my search there and I rather would, if I would see any (closest, I saw would be jumping over an obstacle animation, so nope). There are several prolonged breaching animations from some complex cut scene, but doesn't seem include kicking. Sometimes I wonder, why there wasn't some potentially useful animations of that sort added just in case for content creators on the occasion of some mocap session. If there are some dances and epic splits added...
  12. Introduction Who in lawless lands will stand up for the weak? Poor mexican village is harassed by brutal banditos. The villagers grow desperate and finally decide to resist. But what chance these poor folk may have against well armed gang of marauders? They weren’t able to buy enough weapons with these very few posessions, they have left. Instead they found seven gunslingers for hire, brave souls ready to defend the poor against the oppression of the wicked. After all – in these lawless lands men are cheaper than guns. Details This scenario is simple, quick-to-play MP mode, where players job is to save village from brutal bandits attack. It is a spin-off of the Seven Samurai scenario. Although it can be played solo, SP even, it is meant for COOP. This is my very first project of such nature, I never made anything MP-focused before and that's exactly why I wanted to create just once something of that kind. The village is picked each play at random from any proper locations found on the map (Altis, although porting to other maps should be very easy). Randomized is also available gear (the content from owned DLCs and loaded mods should be potentially included) and hostiles. Scenario includes several mission parameters, that allow to customize the tactical and enviromental factors from the lobby. Melee mode requires KA Weapons Pack NEW (melee mode will autodisable if mod not present). It should be considered experimental, fun mode, work best in solo gameplay, there may be glitches for non-server players. Rules: 1. Players start inside the safe zone. As long any player is out of the safe zone, the countdown is going to zero. 2. When the countdown is ended, the safe zone is removed and the attacks will begin soon. 3. Players can arm themselves from the boxes located in the center of the safe zone, at the flagpole. 4. Bandits will attack from random directions in random waves. 5. If too many villagers die - the mission is lost. 6. If all Magnificent are dead - the mission is lost. 7. If all bandits are dead - the mission is won. 8. Civilians will 'shout' about known hostiles near using 3D exclamation mark icon over their heads. Color of the mark indicates how close the enemy is (green - far, yellow - close, red - very close). 9. Player names change colors depending on player's status: dead - dark red; generating noise/speaking - white; incapacitated - purple-red; no ammo - yellow; critical wounds - reddish; serious wounds - purpleish; moderate wounds - blueish; all OK - blue. 10. There's no respawn, only spectating mode after death, but revival is often possible. Porting: Need to be confirmed yet, but seems, that porting is as easy, as changing map name in mission folder name, so for example: MagnificentSeven.MCN_HazarKot -> MagnificentSeven.Altis. Target map should have some "NameVillage" locations with at least 9 enterable buildings in 200 meters radius around. Download The Magnificent Seven 1.00 (Dropbox) The Magnificent Seven 1.00 (Steam Workshop) The Magnificent Seven 1.00 - open folder (Dropbox) Original Seven Samurai scenario Requirements Hazar-Kot Valley Optional: Technically below mods are not required to run the scenario, but western-style weaponry, clothes etc. are taken from them. Without weaponry scenario is unplayable in practice, so at least some of them should be loaded, all of them - recommended. CUP Units CUP Weapons IFA3_AIO_LITE Project Infinite Nolosha Pack Western Notes The basic premise is based on The Magnificent Seven movie by John Sturges, which in turn is a remake of Seven Samurai movie by Akira Kurosawa. I highly recommend to watch these classics, knowing them helps you feel and tune in better during the gameplay. Credits & licenses Scenario utilizes slightly customized A3 Wounding System - AIS Revive by @Psychobastard. My thanks to: @Gunter Severloh for testing, video overview and some good advices. Katana for melee mode from KA Weapons Pack NEW by KICKASS. Additional sound effects (edited: stereo to mono, normalized, most shortened/cut fragments) from: 1. http://soundbible.com/ By: Mike Koenig, Sound Explorer: Attribution 3.0 license, Vladimir: Public Domain license, man: Sampling Plus 1.0 license; 2. https://www.zapsplat.com By: ZapSplat, Audio Hero, PMSFX: ZapSplat's standard license, Still North Media: CC0 1.0 Universal license. Terms of Use
  13. From my side the only update, I can give, is that the issue disappeared some time later without any clear to me reason and so far I can publish scenarios/mods again. Although there's at least one old Workshop entry (a mod, not scenario), I for a long time can't update, at least that was the case, when I was trying last time. I was guessing, perhaps Steam's code wasn't/isn't tolerant enough to very slow upload rate, which is my case, and something might stuck somehow due to that. But in fact I've no idea.
  14. Rydygier

    ARMA 3 Addon Request Thread

    Wanting to create something out of the box and looking for inspiration? XIX century Gatling Gun would be nice to have indeed.
  15. Rydygier

    [COOP] The Magnificent Seven

    Thanks! Corrected.
  16. Rydygier

    [COOP] The Magnificent Seven

    Hm. Tested that Vickers and I think... nope. You/I immediatelly feel muddy trenches, gas masks, Somma, Verdun etc. Very contra-western impact on immersion to me. Also kind of wip-ish here and there. It is not the same without a crank anyway.
  17. Rydygier

    [COOP] The Magnificent Seven

    Haha... Well, in fact that Vickers is tempting. Maybe some kind of optional parameter to get one? They'll pretend, it's a proper gatling gun or let's make it after 1912, there was requested few weapons of that period. I must test it first. From the other hand, not quite western style, I'm affraid about impact on immersion...
  18. Rydygier

    [COOP] The Magnificent Seven

    Now you guys made me thinking... If only we had such thing modded into Arma: And the question is, for whose side? 🙂
  19. Rydygier

    [COOP] The Magnificent Seven

    Great! As for difficulty, it is... difficult 🙂 to make a conscious decision in this regard for me. It may be different in solo and with actual 7 human players (sound easier, than relying on AIs), also I'm not playing much Arma, mostly creating stuff, so I can't really trust my skill as reliable reference here - skill-wise I'm kind of a noob despite >4700 hours in game. It may also depend on used tactics and finally - on settings. That's basically my solution to this dilemma - player can adjust the challenge as he see fit via lobby parameters, unless plays in true SP mode.
  20. Rydygier

    [COOP] The Magnificent Seven

    Thanks, done. Youtube movie is available only in some countries apparently (not in Poland for example). I saw this movie pretty long time ago, so would gladly refresh memories, but I must find other way.
  21. Rydygier

    [COOP] Seven Samurai

    The Magnificent Seven 1.00 🙂
  22. Introduction In these war torn lands no one cares for common people. The locals fall victim to unpunished bandits who plunder the peasants without mercy and murder the resisting. Inhabitants of this village became so desperate, they decided rather to die in defence than to endure suffering any longer. Still, they are simple folk, not familiar with combat. Therefore they decided to seek help of the ronins, masterless samurai. Namely those of them hungry enough to work for food, because villagers have no any valuables to offer. They found seven volunteers. These dangerous people were feared in the village, but ready to die in defence of the helpless. Without a payment, not expecting any gratitude, without hesitation... Video Details This scenario is simple, quick-to-play MP mode, where players job is to save village from brutal bandits attack. Although it can be played solo, SP even, it is meant for COOP. This is my very first project of such nature, I never made anything MP-focused before and that's exactly why I wanted to create just once something of that kind. The village is picked each play at random from any proper locations found on the map (Altis, although porting to other maps should be very easy). Randomized is also available gear (the content from owned DLCs and loaded mods should be potentially included) and hostiles. Scenario includes several mission parameters, that allow to customize the tactical and enviromental factors from the lobby. Melee mode requires KA Weapons Pack NEW (melee mode will autodisable if mod not present). It should be considered experimental, fun mode, work best in solo gameplay, there may be glitches for non-server players. Rules: 1. Players start inside the safe zone. As long any player is out of the safe zone, the countdown is going to zero. 2. When the countdown is ended, the safe zone is removed and the attacks will begin soon. 3. Players can arm themselves from the boxes located in the center of the safe zone, at the flagpole. 4. Bandits will attack from random directions in random waves. 5. If too many villagers die - the mission is lost. 6. If all samurai are dead - the mission is lost. 7. If all bandits are dead - the mission is won. 8. Civilians will 'shout' about known hostiles near using 3D exclamation mark icon over their heads. Color of the mark indicates how close the enemy is (green - far, yellow - close, red - very close). 9. Player names change colors depending on player's status: dead - dark red; generating noise/speaking - white; incapacitated - purple-red; no ammo - yellow; critical wounds - reddish; serious wounds - purpleish; moderate wounds - blueish; all OK - blue. 10. There's no respawn, only spectating mode after death, but revival is often possible. Porting: Need to be confirmed yet, but seems, that porting is as easy, as changing map name in mission folder name, so for example: SevenSamurai.Altis -> SevenSamurai.Tanoa. Target map should have some "NameVillage" locations with at least 20 enterable buildings in 150 meters radius around. Download Seven Samurai 1.02 (Dropbox) Seven Samurai 1.02 (Steam Workshop) Seven Samurai 1.02 - open folder (Dropbox) The Magnificent Seven spin-off Notes The basic premise is based on Seven Samurai movie by Akira Kurosawa. This project is my humble homage to this movie in fact. I highly recommend to watch this classic, it is great, highly inspiring piece of art and also knowing it helps you feel and tune in better during the gameplay. It may be easy to die in this battle, so remember - do not feel bad about your death. It is anticipated and welcomed. You're a samurai, and this is a good, honorable death, such is your way. Savor such a noble end of life! Credits & licenses Scenario utilizes slightly customized A3 Wounding System - AIS Revive by @Psychobastard. My thanks to: @Gunter Severloh for testing, video overview and some good advices. Katana for melee mode from KA Weapons Pack NEW by KICKASS. Additional sound effects (edited: stereo to mono, normalized, most shortened/cut fragments) from: 1. http://soundbible.com/ By: Mike Koenig, Sound Explorer: Attribution 3.0 license, Vladimir: Public Domain license, man: Sampling Plus 1.0 license; 2. https://www.zapsplat.com By: ZapSplat, Audio Hero, PMSFX: ZapSplat's standard license, Still North Media: CC0 1.0 Universal license. Changelog Terms of Use
  23. Rydygier

    [COOP] Seven Samurai

    WIP, first run...
  24. So, I'm not MP scripting expert, hence this code may need some corrections, but one way to do, what I described, would be something like: This probably (? not sure...) should be put into init.sqf to be executed on every machine with player... If this works, still sometimes player lands inside a rock, then possibly some radiuses may need to be higher.
  25. Known also from SP unit spawn scripts etc. I suppose, it is because rock formations are one of the largest objects, so if you determine safe spawn position (not colliding with any object) you have to apply quite large radius to be sure, it will find also a rock object (its center point namely, which can be pretty distant even, when standing just at the rock). Such big radius however will very often include some objects, so the obstacle will be nearly always reported, which makes finding safe spot almost impossible. Perhaps this applies also to the algorithm looking for good respawn position, be it some scripted solution or native Arma's code. It could be workarounded assuming, one can customize respawn position via script (within respawn event handler perhaps?). The trick would be to check for any obstacles in small radius, and then also check for rock formations obstacles specifically in quite large radius when looking for a good spot, probably using nearestTerrainObjects with "ROCK", "ROCKS" and, as I read, "HIDE" types of map objects. Another way could be perhaps not searching by object's center (meaning - position itself), but rather it's bounding box edges, but that sounds like lots of excessive complex calculations and it is possible, not all objects have proper bounding boxes.
×