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You need the folder in

Documents/arma3/missions and not in the arma 3 root folder where the mods are

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Awesome!! Looks like the MP version is full of fun!  Is there any SP version update in the next update release?   :D  :D  

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Awesome!! Looks like the MP version is full of fun!  Is there any SP version update in the next update release?   :D  :D  

 

Yes there is,if you skip a few pages back Halek mentioning the changelog of the next update among with the download link, you really cant miss it :P .

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lil teaser....

 

Escape_zpspysut5ga.jpg

Is that your collection?? The soldiers and batman.  Pretty coolï¼    

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lil teaser....

 

Escape_zpspysut5ga.jpg

Is it possible to do this by myself? I would love to try it out when its released

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Is that your collection?? The soldiers and batman.  Pretty coolï¼

  

Lol. . Yep.. had those awhile now

Is it possible to do this by myself? I would love to try it out when its released

Wouldn't be hard to do a SP version. And you can always just load mission on a local lan and play that way of course

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Lol. . Yep.. had those awhile now

Wouldn't be hard to do a SP version. And you can always just load mission on a local lan and play that way of course

 

ye that's a good idea for SP people because you get all the MP features and benefits without the annoyance of actual people...ew....people  :lol:  just kidding of course. SP Ravage has its own unique feeling to me, it's great that the mod supports both.

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Hi everyone!

The time has come : Ravage is going multiplayer today!

Huge thanks to Bad Benson, Cosmic, Evil Organ & Tourist for their dedication! Their help in testing the MP port was invaluable - we wouldn't be here without them.

This release also includes a lot of fixes besides MP compatibility; please note that a massive amount of changes has been made to allow Ravage to work in any environment.
One of the major additions is the Save Module : it allows to force saving in SP, but more importantly, offers MP characters persistency. Whenever you join a server (dedicated or locally hosted) wich uses this feature, your character and all related informations will be saved & restored next time you play.

Note that Ravage doesn't include any default MP mission at the moment - this will come in later.

Some things to know about the save system in MP :

  • Your character is tied to the mission and terrain used by the server : should any of those change, your save will be reset.
  • Your save is deleted upon death or mission ending.
  • You can preview or delete all saved character from the MP Saves Manager (scenarios>Ravage).

The OP has been updated with new informations and a link to the Ravage Wiki (Thanks to Kodabar!).

The wiki is WIP and will be updated shortly with all relevant informations about Ravage v0135 - meanwhile Kodabar has been making a tremendous work : you will find everything you need to know about the basics!

Here's the complete and final changelog :

135
Tweaked :
Major improvements were made to zombie pathfinding.
Zombies can now anticipate their target movements.
Improved zombies reaction to gunshots.
Reduced movement calculation costs for zombie hordes.
Improved zombie spawns in the wild.
Darter UAVS spawned by the AI module are now equipped with a rifle.
Tweaked zed sounds.
Tweaked Irradiation rate and antirad pills potency.
The vehicles module doesn't damage occupied vehicles anymore.
Repair system overhaul.
Tweaked optional color correction.
Recruited units have a small chance to run out of ammo.
Zombies have better chances to grab the player's backpack.
Replaced a few building models.
Disabled church bells.
Spawned Repair trucks can no longer be used to repair other vehicles.
Reduced Refuel capacity for spawned refuel vehicles.
Tweaked Nutrition level for cooked meat and other items.
Tweaked zed attack range and timing.
The Altis Demo mission now uses Ravage modules.
Removed a bandit camp from the Demo mission.
Tweaked Zed population on the Altis Demo mission.
Added Storm template to the ambiant weather system.
Removed days counter for now.

 

Fixed :
Players could run indefinitely while wearing a Gasmask.
Fixed a critical error regarding activation conditions of dynamic triggers.
Zombies would sometimes deal multiple damages with a single attack.
Zombies didn't ignore roads, preventing them from going straight to their target.
Fixed a potential error with custom damage handling.
Fixed several errors with irradiation rates.
Several fixes to the Geiger numerical display.
Zombies were not always chasing the closest known target.
Zombies not moving for a few seconds after spawning.
Probabilities calculation errors preventing zombies to spawn.
Disabling Sun Influence in the ambiant zombies module didn't have any effect on spawn chances.
Added missing Arma2 buildings to the Loot spawn system.
Geiger numerical display was off-screen on certain resolutions/screen formats.
Zombie sounds not working in MP.
Custom vehicle textures were not applied in MP.
Fixed several background functions to run in MP.
Disabled "Rest" actions in MP.
Fixed an error when drinking from water sources.
Various bug fixes & tweaks.

 

New :
All modules except zombie hordes are now MP-compatible (WIP).
Added a Multiplayer character save system.
Added MP Saves Manager (scenarios/ravage).
Added survival supplies in Editor props.
Ravage is now compatible with ACE medical system.
New Toolbox and Meat models & textures by Giorgygr.
Added vehicle caching system (Place down a vehicles module to automatically enable).
Added support for a few vehicles from RDS_A2port.
Additional zombie sounds by Evil Organ & Bad Benson.

New infected skins by Bad Benson.
All files have been signed.




Download links : version 0.1.35
drive_logo.png


A lot of work from everyone has been invested into this release, so whatever you do, have fun and, please, respect the license.

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Nice!!!!

Will be new version on PW6?

Yeah, probably.

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Great job Haleks, and thanks for the opportunity to help test out Ravage MP with the guys........hands down the best experience I've had while playing Arma.

 

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Thanks Bossmann!

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"Players could run indefinitely while wearing a Gasmask"

AKA - Ruddy Reyes syndrome :)

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MP yeah!!!

Ok, what exactly does the persistence save?

Would it save object spawned in mid session (pallets, ammo crates and their contents etc).

I'm trying to think of a way I could use your wood, scrap metal etc to have a new addAction to spawn a pallet or empty ammo crate, then use "r3f logistics" or "plank" scripts to lift and place over windows as fortifications and storage etc :)

Good job on release...

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Congratulations to the release, haleks, and thank you for the opportunity to take part in the testing process! :thanx: :thanx:

 

Thanks to the tester team for great games; let's continue to enjoy our MP missions together and of course share them with the starving public!  :yummy:

 

And last not least to all the folks eager to go MP RAVAGE on their favourite maps: also visit cosmic's thread with the templates; you'll find instruction and help there to aid you in making your very own RAVAGE vision come true:

 

https://forums.bistudio.com/topic/186530-sp-ravage-vanilla-mission-ported-including-template/?hl=ravage

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