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raymix

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  1. Like
    raymix got a reaction from Ghostrider-GRG in Trader menu suggestions   
    Just want to thank all suggestions both on github and forum (@TheStainlessSteelRat)
    I've pretty much summed up all feature requests and am working on a new Trader menu. From this point on major feature requests could be considered, but will most likely be ignored. Any other suggestions about current state are welcome ofc.
    The menu will support searching, sorting (alphabet and price) and categories as well as display full info about items and buy/sell prices. One of major features will be selling nearby items (thrown on a ground) and selling stuff from your vehicle (unlocked).
    Left mouse = select
    Right mouse = put single item in transaction log
    Double click = opens quantity slider/editor to set quantity of items to buy/sell.
    Transaction log (bottom left LB) is a log of trade actions and can be edited (double click to set new quantity and right click to remove log entry).
    Pressing trade button will make menu go through transaction log and proceed with trade sequence.
    Menu and log will be constantly updated if nearby player also purchases item from the same trader.
    CfgPricing has been reworked, keep this in mind if you run custom prices. It now supports few hardcoded major categories and unlimited subcategories (like consumables, crafting, medical, etc). Server admins and community mods can create their own categories fully localised in their own language and custom pictures.
    Some items will also show positive and negative effects (like alcohol adding stamina, but increasing drunk effect).
    Traders will be revamped slightly and players will be able to sell items even when stock reaches maximum (at severely lowered prices). Traders will also have an extra array set server side to indicate what categories this trader deals with (similar to dayz epoch). Althought this part is still being discussed, so it's subject to change.
    Screenshot: http://imgur.com/a/Vc6mU
    Screenshot#2: http://imgur.com/a/T2t82
    The menu itself has some animations, but in terms of colors it's just a prototype with a lot of placeholders.
  2. Like
    raymix got a reaction from waynewr in Trader menu suggestions   
    Just want to thank all suggestions both on github and forum (@TheStainlessSteelRat)
    I've pretty much summed up all feature requests and am working on a new Trader menu. From this point on major feature requests could be considered, but will most likely be ignored. Any other suggestions about current state are welcome ofc.
    The menu will support searching, sorting (alphabet and price) and categories as well as display full info about items and buy/sell prices. One of major features will be selling nearby items (thrown on a ground) and selling stuff from your vehicle (unlocked).
    Left mouse = select
    Right mouse = put single item in transaction log
    Double click = opens quantity slider/editor to set quantity of items to buy/sell.
    Transaction log (bottom left LB) is a log of trade actions and can be edited (double click to set new quantity and right click to remove log entry).
    Pressing trade button will make menu go through transaction log and proceed with trade sequence.
    Menu and log will be constantly updated if nearby player also purchases item from the same trader.
    CfgPricing has been reworked, keep this in mind if you run custom prices. It now supports few hardcoded major categories and unlimited subcategories (like consumables, crafting, medical, etc). Server admins and community mods can create their own categories fully localised in their own language and custom pictures.
    Some items will also show positive and negative effects (like alcohol adding stamina, but increasing drunk effect).
    Traders will be revamped slightly and players will be able to sell items even when stock reaches maximum (at severely lowered prices). Traders will also have an extra array set server side to indicate what categories this trader deals with (similar to dayz epoch). Althought this part is still being discussed, so it's subject to change.
    Screenshot: http://imgur.com/a/Vc6mU
    Screenshot#2: http://imgur.com/a/T2t82
    The menu itself has some animations, but in terms of colors it's just a prototype with a lot of placeholders.
  3. Like
    raymix got a reaction from TheStainlessSteelRat in Trader menu suggestions   
    Just want to thank all suggestions both on github and forum (@TheStainlessSteelRat)
    I've pretty much summed up all feature requests and am working on a new Trader menu. From this point on major feature requests could be considered, but will most likely be ignored. Any other suggestions about current state are welcome ofc.
    The menu will support searching, sorting (alphabet and price) and categories as well as display full info about items and buy/sell prices. One of major features will be selling nearby items (thrown on a ground) and selling stuff from your vehicle (unlocked).
    Left mouse = select
    Right mouse = put single item in transaction log
    Double click = opens quantity slider/editor to set quantity of items to buy/sell.
    Transaction log (bottom left LB) is a log of trade actions and can be edited (double click to set new quantity and right click to remove log entry).
    Pressing trade button will make menu go through transaction log and proceed with trade sequence.
    Menu and log will be constantly updated if nearby player also purchases item from the same trader.
    CfgPricing has been reworked, keep this in mind if you run custom prices. It now supports few hardcoded major categories and unlimited subcategories (like consumables, crafting, medical, etc). Server admins and community mods can create their own categories fully localised in their own language and custom pictures.
    Some items will also show positive and negative effects (like alcohol adding stamina, but increasing drunk effect).
    Traders will be revamped slightly and players will be able to sell items even when stock reaches maximum (at severely lowered prices). Traders will also have an extra array set server side to indicate what categories this trader deals with (similar to dayz epoch). Althought this part is still being discussed, so it's subject to change.
    Screenshot: http://imgur.com/a/Vc6mU
    Screenshot#2: http://imgur.com/a/T2t82
    The menu itself has some animations, but in terms of colors it's just a prototype with a lot of placeholders.
  4. Like
    raymix got a reaction from TheStainlessSteelRat in Players stuck on loading inventory after gender selection.   
    Yup, can confirm this, same on local dev server I have in other room and I'm the only one ever joining it. Usually takes 10-20 sec to load inventory.
    Moving this to bug reports.
  5. Like
    raymix got a reaction from theduke in Check if player has ... in inventory   
    https://community.bistudio.com/wiki/currentWeapon
    https://community.bistudio.com/wiki/items
    https://community.bistudio.com/wiki/weapons
    etc...
  6. Like
    raymix reacted to Donnovan in [Terrain] Dystopia   
    Those are very beautifull screen shots!
  7. Like
    raymix got a reaction from THEbookie in [Terrain] Dystopia   
    Video:
    Screenshots:
    Hi folks
    I've decided to finally publish preview of my terrain on forum. It has been roughly 1.5 years since I started on it. Terrain has gone through many major changes - from size to textures to complete redesign. Current shape has been revamped 3 times already, so this is where I'm settled at.
    Specs:
    270 sqkm - 16.4km x 16.4km
    Heightmap - 4096x4096 (can't get 8192 to work)
    Sat/mask/normal maps - 16384x16384
     
    Tools:
    World Machine - procedural terrain, satmap and normalmap
    Grome - carving roads into terrain
    Photoshop - mask editing
    Current progress: Terrain, carved roads and textures only
    Story:
    I wanted a decently sized snow map in Arma but with a hint of green - best of both worlds. So it's not completely white making it too easy for me and it's not yet another summer map either, we have enough of those already.
    Originally map was designed for Dominion Mod - started by Rimblock and myself about a year ago, idea is not gone as the map will be used to create Epoch Dominion Mode using Epoch as a framework instead.
    Idea is similar to wasteland - 3 teams fighting for territories, as simple as that.
    The map is heavily inspired by Namalsk and STALKER game and will keep their aesthetics as much as possible.
    I'll keep editing this post if I come up with anything else to add, at work atm lol
    Enjoy
  8. Like
    raymix got a reaction from Emufassa in Phone locked? how to reset the passcode   
    If you've registered an account with google then try android device manager's "Find my android" feature. It allows you to remotely reset lock as long as the phone is connected to interwebs.
    Other than that, no... you'll need to wipe it. If, as mentioned above, you registered account, then there's a chance your backups were also synchronized and you can get your shit back by restoring this backup.
  9. Like
    raymix got a reaction from L3G0 in SQF Maze Generator   
    Oh, man, this is beautiful, thank you for sharing the SQF algorithm, L3G0.
     
    One solution to this would be prefabs - a bunch of precalculated SQF files saved server side, then all you'd need to do is spawn them. Maybe give a random rotation to non essential walls if you want dynamics. It's obviously not what you are after, but it's certainly one way of doing it.
     
    Good job, sir.
  10. Like
    raymix got a reaction from rvg?! in Blow me up Fred   
    Few different ways to go about this:
    * Full screen image that prevents visibility for dead.
    * Button enabled after a N seconds/minutes with a countdown like ESC menu has.
    * 50% chance to show button
    * Detonate happens after N second delay, maybe with black particles coming out of body as an indicator for explosion.
    * and as a joke - mini game where button has 90% chance to change its position when mouse enters it, leaving player chasing it to detonate. Or give them math problem to solve haha.
  11. Like
    raymix reacted to axeman in Blow me up Fred   
    I like the particle effect to warn that an explosion is imminent, or an effect that shows the victim 'may' still be in the body ? Adding certainty and / or turning every feature off is kind of pointless and no longer Epoch..
    The ten minute timer will force the dead player to respawn so maybe reduce that timeout when the new Tapout menu is used ? That way the victim has to make a fairly quick decision..
    Ultimately it was designed to combat the quick battles outside spawn points, aka spawn camping, and to introduce the player as antagonist option as a new / revisited feature.
    The idea that every scenario should be an absolute and no danger exists for players is boring to play and awful to develop for. Please no more pandering to this attitude and let's start making it risky to play again.
    Want to play Epoch ? Then be prepared to lose all your shit at a moments notice.
  12. Like
    raymix got a reaction from orangesherbet in Blow me up Fred   
    Few different ways to go about this:
    * Full screen image that prevents visibility for dead.
    * Button enabled after a N seconds/minutes with a countdown like ESC menu has.
    * 50% chance to show button
    * Detonate happens after N second delay, maybe with black particles coming out of body as an indicator for explosion.
    * and as a joke - mini game where button has 90% chance to change its position when mouse enters it, leaving player chasing it to detonate. Or give them math problem to solve haha.
  13. Like
    raymix got a reaction from vbawol in [Terrain] Dystopia   
    Thanks guys, I really appreciate the positive vibe!
    I wasn't streaming today (I usually do on Saturdays) because I was trying to learn how X-Cam works... anyway here are some screenshots to give you general idea of aesthetic:
    http://imgur.com/a/BbI96
    edit:
    btw if you're curious where the inspiration comes, here are some links:
     
  14. Like
    raymix got a reaction from waynewr in [Terrain] Dystopia   
    Thanks guys, I really appreciate the positive vibe!
    I wasn't streaming today (I usually do on Saturdays) because I was trying to learn how X-Cam works... anyway here are some screenshots to give you general idea of aesthetic:
    http://imgur.com/a/BbI96
    edit:
    btw if you're curious where the inspiration comes, here are some links:
     
  15. Like
    raymix got a reaction from Pmba79 in [Terrain] Dystopia   
    Video:
    Screenshots:
    Hi folks
    I've decided to finally publish preview of my terrain on forum. It has been roughly 1.5 years since I started on it. Terrain has gone through many major changes - from size to textures to complete redesign. Current shape has been revamped 3 times already, so this is where I'm settled at.
    Specs:
    270 sqkm - 16.4km x 16.4km
    Heightmap - 4096x4096 (can't get 8192 to work)
    Sat/mask/normal maps - 16384x16384
     
    Tools:
    World Machine - procedural terrain, satmap and normalmap
    Grome - carving roads into terrain
    Photoshop - mask editing
    Current progress: Terrain, carved roads and textures only
    Story:
    I wanted a decently sized snow map in Arma but with a hint of green - best of both worlds. So it's not completely white making it too easy for me and it's not yet another summer map either, we have enough of those already.
    Originally map was designed for Dominion Mod - started by Rimblock and myself about a year ago, idea is not gone as the map will be used to create Epoch Dominion Mode using Epoch as a framework instead.
    Idea is similar to wasteland - 3 teams fighting for territories, as simple as that.
    The map is heavily inspired by Namalsk and STALKER game and will keep their aesthetics as much as possible.
    I'll keep editing this post if I come up with anything else to add, at work atm lol
    Enjoy
  16. Like
    raymix got a reaction from vbawol in Blow me up Fred   
    Few different ways to go about this:
    * Full screen image that prevents visibility for dead.
    * Button enabled after a N seconds/minutes with a countdown like ESC menu has.
    * 50% chance to show button
    * Detonate happens after N second delay, maybe with black particles coming out of body as an indicator for explosion.
    * and as a joke - mini game where button has 90% chance to change its position when mouse enters it, leaving player chasing it to detonate. Or give them math problem to solve haha.
  17. Like
    raymix got a reaction from vbawol in Water and fire sources   
    Should work, script works off of inflamed command. Technically you can cook your fish on a freshly crashed airplane as long as it's on fire.
  18. Like
    raymix reacted to orangesherbet in Blow me up Fred   
    That's a good point @vbawol.  However, I think that a good portion of players immediate reaction is to check for loot on the body or take the gun.  While this is a bad habit a lot of us have that instinct.  My suggestion was a delayed explosion with an audible timer sort of like the bomb in CounterStrike (with a much shorter fuse).  Anyways- like the feature but of course there is always room for improvement.
  19. Like
    raymix reacted to vbawol in Epoch 0.3.9 Update Overview Video   
    Epoch 0.3.9 Update Overview Video:
  20. Like
    raymix reacted to cring0 in [WIP] Iwagi, Japan   
    Sorry I haven't been up to date with my Navis project.  I've shelved Navis and started working on a smaller terrain, something a little more realistic as a first project.
    I'll keep the post I have over at BI forums updated: https://forums.bistudio.com/topic/192242-wip-iwagi-japan/
  21. Like
    raymix reacted to He-Man in [Terrain] Dystopia   
    Epoch Winter Edition :D
    Looks good!
  22. Like
    raymix reacted to Richie in [Terrain] Dystopia   
    That satellite image is great quality, really nice work.
  23. Like
    raymix reacted to vbawol in [Terrain] Dystopia   
    Nice work!
  24. Like
    raymix got a reaction from Aggro in [Terrain] Dystopia   
    Video:
    Screenshots:
    Hi folks
    I've decided to finally publish preview of my terrain on forum. It has been roughly 1.5 years since I started on it. Terrain has gone through many major changes - from size to textures to complete redesign. Current shape has been revamped 3 times already, so this is where I'm settled at.
    Specs:
    270 sqkm - 16.4km x 16.4km
    Heightmap - 4096x4096 (can't get 8192 to work)
    Sat/mask/normal maps - 16384x16384
     
    Tools:
    World Machine - procedural terrain, satmap and normalmap
    Grome - carving roads into terrain
    Photoshop - mask editing
    Current progress: Terrain, carved roads and textures only
    Story:
    I wanted a decently sized snow map in Arma but with a hint of green - best of both worlds. So it's not completely white making it too easy for me and it's not yet another summer map either, we have enough of those already.
    Originally map was designed for Dominion Mod - started by Rimblock and myself about a year ago, idea is not gone as the map will be used to create Epoch Dominion Mode using Epoch as a framework instead.
    Idea is similar to wasteland - 3 teams fighting for territories, as simple as that.
    The map is heavily inspired by Namalsk and STALKER game and will keep their aesthetics as much as possible.
    I'll keep editing this post if I come up with anything else to add, at work atm lol
    Enjoy
  25. Like
    raymix got a reaction from TheVampire in [Terrain] Dystopia   
    Video:
    Screenshots:
    Hi folks
    I've decided to finally publish preview of my terrain on forum. It has been roughly 1.5 years since I started on it. Terrain has gone through many major changes - from size to textures to complete redesign. Current shape has been revamped 3 times already, so this is where I'm settled at.
    Specs:
    270 sqkm - 16.4km x 16.4km
    Heightmap - 4096x4096 (can't get 8192 to work)
    Sat/mask/normal maps - 16384x16384
     
    Tools:
    World Machine - procedural terrain, satmap and normalmap
    Grome - carving roads into terrain
    Photoshop - mask editing
    Current progress: Terrain, carved roads and textures only
    Story:
    I wanted a decently sized snow map in Arma but with a hint of green - best of both worlds. So it's not completely white making it too easy for me and it's not yet another summer map either, we have enough of those already.
    Originally map was designed for Dominion Mod - started by Rimblock and myself about a year ago, idea is not gone as the map will be used to create Epoch Dominion Mode using Epoch as a framework instead.
    Idea is similar to wasteland - 3 teams fighting for territories, as simple as that.
    The map is heavily inspired by Namalsk and STALKER game and will keep their aesthetics as much as possible.
    I'll keep editing this post if I come up with anything else to add, at work atm lol
    Enjoy
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