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raymix

Developer
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  1. Like
    raymix got a reaction from He-Man in Space Bar   
    Could you be more constructive on this comment please?
    We're gonna need some hints to improve, just saying something is ugly does not help anyone and is not going to change a thing to make it better. Give us some examples, too.
  2. 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
  3. 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
  4. Like
    raymix reacted to axeman in Antagonist Avoidance   
    She'll be back !
  5. Like
    raymix reacted to axeman in Antagonist Avoidance   
    Your average Zombie Brain:
     

  6. Like
    raymix got a reaction from RC_Robio in EPOCH IS AT IT AGAIN GRRR   
    Coins is a community script, nothing to do with epoch mod directly. To be fair at this point that coin system has had so many modifications by so many contributors that cause of this could be many things.
    Either way, if this is a new server installation for you, then you just probably missed or messed up code that saves money value in SQL database server side.
  7. Like
    raymix reacted to TheStainlessSteelRat in Trader menu suggestions   
    Could i ask for this topic to be moved to general discussion I think it has got lost here in scripting, I can't be the only one with ideas or suggestions!
     
  8. Like
    raymix got a reaction from RC_Robio in Whats happened to EPOCH ??   
    Brings back memories of good old dayz when we used to run in and out of woods just to lose single zombie :)
    I knew a trick that would let them trip and fall to death over small terrain bumps.
  9. Like
    raymix got a reaction from SWAT_BigBear in Whats happened to EPOCH ??   
    Brings back memories of good old dayz when we used to run in and out of woods just to lose single zombie :)
    I knew a trick that would let them trip and fall to death over small terrain bumps.
  10. Like
    raymix got a reaction from TheStainlessSteelRat in Whats happened to EPOCH ??   
    Brings back memories of good old dayz when we used to run in and out of woods just to lose single zombie :)
    I knew a trick that would let them trip and fall to death over small terrain bumps.
  11. Like
    raymix reacted to TheStainlessSteelRat in Trader menu suggestions   
    Also need a better way of managing Trader inventory. Epoch traders need some form of unlimited stock function for items sold to them as often players are left abandoning items scavenged as the trader is fully stocked.
    This should not mean that traders should have unlimited selling stock. The cap of 100 say could stay for that and as people buy it can decrease, but as others sell back to trader the limit may show 100 but the player is not barred from selling to trader, but takes a price cut to sell on this item.
    I hope that this would stop the proliferation of 'Black Market Traders' that server providers often feel the need to add to compensate for this weakness in the Epoch economy.
    So the more a trader has of something the less he pays for it, and of course the less he sells it for as it is overstocked. This would also mean that traders would pay more for an item out of stock and charge more for an item in low stock. This fits a more supply and demand model of economics than simple bartering, but bartering could still be done between players.
     
  12. Like
    raymix got a reaction from waynewr in Trader menu suggestions   
    Hey folks
    I'm currently working on 3 other smaller-ish projects, but before I get to the new trader menu revamp, which is quite large project, I'd like to hear what you guys actually want in it. Any idea is worth considering.
    Please tell me about the stuff you like or dislike in current system, too.
    Thank you
  13. Like
    raymix got a reaction from rvg?! in Trader menu suggestions   
    Hey folks
    I'm currently working on 3 other smaller-ish projects, but before I get to the new trader menu revamp, which is quite large project, I'd like to hear what you guys actually want in it. Any idea is worth considering.
    Please tell me about the stuff you like or dislike in current system, too.
    Thank you
  14. Like
    raymix reacted to TheStainlessSteelRat in Trader menu suggestions   
    Distinct and clear categories. Rifles; pistols; lmg; snipers and their corresponding ammo are clear distinct filters in trade menu. Of course this should be same for food and drink; being separate from building materials and crafted building items; with ore and metals and gems also being discrete filters as well.
    The design of the UI in my opinion works, it is the functionality of it that needs major overhaul with a clearer filter system as discussed above, but know that with the work you have already done in overhauling other parts of UI that it will be an improvement.
  15. Like
    raymix got a reaction from RC_Robio in Trader menu suggestions   
    Hey folks
    I'm currently working on 3 other smaller-ish projects, but before I get to the new trader menu revamp, which is quite large project, I'd like to hear what you guys actually want in it. Any idea is worth considering.
    Please tell me about the stuff you like or dislike in current system, too.
    Thank you
  16. Like
    raymix got a reaction from TheStainlessSteelRat in Trader menu suggestions   
    Hey folks
    I'm currently working on 3 other smaller-ish projects, but before I get to the new trader menu revamp, which is quite large project, I'd like to hear what you guys actually want in it. Any idea is worth considering.
    Please tell me about the stuff you like or dislike in current system, too.
    Thank you
  17. Like
    raymix got a reaction from Linux in fog script   
    This is for Arma 2, Axeman, he'll have to use the random like in the first example I posted.
    Kiwi you did it again, lol
    _file = ([250, 500, 750, 1000, 1250, 1500, 1750, 2000, 2500]); Should be
    _file = [250, 500, 750, 1000, 1250, 1500, 1750, 2000, 2500];  
  18. Like
    raymix got a reaction from Linux in fog script   
    Hi KillerKiwi
    I am glad to see people are still contributing some of their work around.
    Here's a quick tips on scripting:
    If you have to type it more than twice, put it in a function.
    When dealing with too many IF statements, it will be faster on runtimes if you use switch instead. That way engine does not need to execute multiple statements, instead it will execute one and compare given values which is faster and tidier.
    However in some examples like yours, to keep code small and tidy, duplicate code can be removed with a little bit of creativity :)
    _file = [250, 500, 750, 1000, 1250, 1500, 1750, 2000, 2500]; _rand = _file select floor random count _file; execVM format ["overwrites\click_actions\%1.sqf",_rand]; Enjoy the scripting, it's fun!
  19. Like
    raymix got a reaction from waynewr in Whats happened to EPOCH ??   
    There will definitely be Trader UI revamp, a quality one. I'm also slowly returning to development, just that my job still takes up most of my free time (for next 2 months)
  20. Like
    raymix reacted to axeman in Zombies   
    Yes, I said the Z word, what we've all been waiting for, including me :)
    With Ryan's blessing we are officially supporting his excellent Zombies and Demons mod. This will be a plug in, if Zombies and Demons is installed (server and client) the Epoch additions will automatically kick in and provide a unique support.
    This has been started in Experimental.
    Currently it requires a few tweaks to the built in code to be able to merge the two mods, in short we are creating an 'Epoch Ryan's Zombie', amongst other surprises.
    What this thread is for is as a place to request features for the zombies. How will our recently deceased think and react, what skills will they have etc. ? That said, the thread is open to all opinions and thoughts. What do you want to see ?
    We have a raft of ideas and have been testing some unique ideas. We're currently basing the 'zombie brain' on the sapper code, in that he / she can think for itself, can smell the target and has some base emotions that drives its behaviour.
    To cover some of the already built in behaviour we have :
    Attack: pretty self explanatory, it will attack when in range. Hide: if Attacked or shot near, fear will build up to a point where the few remaining brain cells sends our antagonist to a safe spot, for later.. Stalk: if you've been snuck up on by a Sapper this is why. They can gauge your average direction and aim for your blind spot. My personal favourite. Loiter: Sappers wander a bit in the same area, am thinking this could translate to a static behaviour where the life challenged hibernate and wait for input. Groan : pretty random to be honest. Smell: using wind direction, there is some weighting done on how aware the antagonist is of its target. Fear: being aware of groups of armed players, being shot (or shot at) increases fear . Anger: just seeing the happy survivors going about their life angers our antagonist, shooting at them just upsets them more. There is more emergent AI behaviour being worked on for a future release.
    Ultimately, we want to honour Ryan's work and keep the existing behaviour and enhance / emulate it for Epoch, they are great Zombies after all.
    Thoughts anyone ?
  21. Like
    raymix got a reaction from juandayz in Debug Monitor Infistar   
    Guys calm down, lets not lock this thread it has lots of valuable info
  22. Like
    raymix reacted to KPABATOK in Tanoa out on dev version   
    hop on twitch, many people are streaming Tanoa that's how I learned about it myself. Got not time to download a dev branch, it will take forever anyway :D
  23. Like
    raymix reacted to juandayz in Debug Monitor Infistar   
    FOR ONLY $49,99!!!! YEAH $49,99  YOU CAN GET THIS EXCLUSIVE,AMAZING DEBUG MONITOR  UNIQUE IN THIS WORLD!!! BUT!!!! IF U CALL NOW!! WE GIVE YOU TOO THE OPTION TO TOGGLE IT WITH SCROLL MENU!!! FOR ONLY $45,99!!!!! :D
    create a sqf called custom_monitor.sqf
    2-Now create a sqf called : debug_init.sqf
    3-Paste this 2 sqf into  /MPMISSION/YOURINSTANCE/custom/debug/
    4-go at bottom of your init.sqf and paste:
    **Note: You Can toogle whit scroll menu.
    **my debug is in spanish but this files are in english
    ***you can change colorus as raymix said:
    for example in this line:
    <t color='#009FCF' size='1' font='Bitstream' align='left'>Online:</t><t color='#F2EA00' size='1' font='Bitstream' align='right'>%3</t><br/>
    first is for the "Online" word  second is for number to count how many players are online.
     
  24. Like
    raymix got a reaction from vbawol in Tanoa out on dev version   
    I just realized how easy it would be to make a multiplayer trucking simulator just like ETS2MP for A3
  25. Like
    raymix reacted to axeman in fog script   
    That will work perfectly fine. execVM doesn't require anything passing to it, at least not in Arma 3.
    I seem to remember using execVM and format in that way didn't used to work in A2, maybe that has been updated since ? Previously I would use a call compile to execVM dynamic scripts: 
    call compile format["[] execVM ""overwrites\click_actions\%1.sqf""",selectRandom [250, 500, 750, 1000, 1250, 1500, 1750, 2000, 2500]]; A method I still use, out of habit, until now :)
    EDIT
    I don't think selectRandom is available for A2, I haven't currently got an install to test, this will work just as well as a replacement:
    call compile format["[] execVM ""overwrites\click_actions\%1.sqf""",[250, 500, 750, 1000, 1250, 1500, 1750, 2000, 2500] call BIS_fnc_selectRandom]; https://community.bistudio.com/wiki/BIS_fnc_selectRandom
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