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8 hours ago, EO said:

Ravagers might find some worth in a wee scenario I've made, it might just be the first Ravage mission set in Scotland. :rthumb:

https://steamcommunity.com/sharedfiles/filedetails/?id=2426095903 

 

Cannot enjoy it due to Creator DLC requirement.

 

Make it optional, otherwise you are really hurting your playerbase. 

 

Cheers

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4 hours ago, beno_83au said:

@LSValmont have you tried the compatibility mod https://steamcommunity.com/sharedfiles/filedetails/?id=1776428269? I haven't tried yet, but I'm hoping it can still be played with it. I'll find out soon anyway. 

 

No mission is worth 20+ GB of downloaded content just because it uses a few uniforms and weapons just from it.

 

I suggested the GM team to divide the DLC into separate "Weapons", "Units/Uniforms", "Items", "Map/Map Assets" and "Vehicles". If you get all the parts then you also get the missions. All parts combined are the full price but you can just buy/download a particular part of the CDLC.

 

That way players would be able to download just the part of the CDLC that the Mission requires and not all 20GB of it but the devs would not listen and so you have a situation where even owners of the CLDC have it unistalled after having played it once.

 

I have Arma 3 (30+ GB) + Mods (80+ GB) and I don't even get the big mods such as RHS. With GM a Total of 140+ GB of SSD space for a mission is just... unthinkable.

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@beno_83au It would be nice to know if the compatibility patch is good enough to play the mission without advertisements, let me know if you have any success with that. :icon_biggrin:

 

Can we just leave it at that with regards the mission, this is the Ravage thread after all, plenty of outlets elsewhere to go over old ground with regards to DLC/ CDLC.

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2 hours ago, LSValmont said:

 

Cannot enjoy it due to Creator DLC requirement.

 

Make it optional, otherwise you are really hurting your playerbase. 

 

Cheers

You act like 30gb is a huge deal when it isn't, Hell my porn collection is likely larger than 30gb.

If you don't like it then don't play it it's as simples as that.

 

https://imgur.com/PB2VZ8U

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2 hours ago, LSValmont said:

I have Arma 3 (30+ GB) + Mods (80+ GB) and I don't even get the big mods such as RHS. With GM a Total of 140+ GB of SSD space for a mission is just... unthinkable.


Why not just get more ssd space? :/

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16 hours ago, RZNUNKWN said:


Why not just get more ssd space? 😕

 

You mean spend 100 $ (The cost of two AAA 8+ hours games) for a single mission?

 

Yeah... that sounds about right. (If you a are the king of England) 

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16 hours ago, BAScarface said:

You act like 30gb is a huge deal when it isn't, Hell my porn collection is likely larger than 30gb.

If you don't like it then don't play it it's as simples as that.

 

https://imgur.com/PB2VZ8U

 

Your problem is that you are thinking like a player (and a rich player at that). But when you make missions for the public you should think like a Dev, and widen your potential audience as much as possible.

 

Sometimes the assets that so greatly reduce your player base are not worth it (don't add much to the overall experience). That is an evaluation that any game/mission maker should ask themselves.

 

I have been working on a mission for a year now, completely vanilla. Why? Because I want any and ALL Arma 3 current players to be able to experience that for which I worked so hard.

 

Up to 10 GB worth of extra mods is ok for a mission, much more than that it is not. (Extrictly on a market penetration evaluation that is).

 

EO is a seasoned mod and mission maker, he will surely understand.

 

On the other hand there are the missions you make just for yourself and your close friends. (Those sort of missions you can add 1 TB worth of requirements if you ask me).

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@LSValmont

 

16 hours ago, EO said:

Can we just leave it at that with regards the mission, this is the Ravage thread after all, plenty of outlets elsewhere to go over old ground with regards to DLC/ CDLC.

....also nobody is asking you do do anything for a single mission, especially the one in question, it's fairly simple, if your arma library and pc hardware limit you from playing freely made content then find something that's more suitable. ranting about it doesn't solve anything. the DLC/CDLC situation isn't ideal but it's not gonna change at this late stage.

 

I'm asking everybody (once again) to stop this off-topic discussion and move on. Please.

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So I was experiencing a bit of "loot lag" that got worse the longer I played, and have tested a variety of settings, including spawning merchants in as agents (which seems to work well BTW). I finally installed Simple Single Player Cheat Menu, so that I could access the Debug Console and Spectator Cam.

 

In Altis, I drove from Kavala to Pyrgos (over 10 km), looted a while and then checked the cam. All of the AI that had spawned along the route from Kavala to Pyrgos hadn't despawned. This is a static image, but they were all moving -

 

Spectator map showing AI

 

Also, when I restarted the game, the AI was still there.

 

So my question is, should the AI (friendly or not) despawn after a certain distance? Or do they hang around for a specific time period? I think maybe as my lag gets worse, more AI have spawned?

 

EDIT: forgot to note that my machine is around the lower limit of the Arma required specs, so this could just be me.

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13 hours ago, HereIsJones said:

So I was experiencing a bit of "loot lag" that got worse the longer I played, and have tested a variety of settings, including spawning merchants in as agents (which seems to work well BTW). I finally installed Simple Single Player Cheat Menu, so that I could access the Debug Console and Spectator Cam.

 

In Altis, I drove from Kavala to Pyrgos (over 10 km), looted a while and then checked the cam. All of the AI that had spawned along the route from Kavala to Pyrgos hadn't despawned. This is a static image, but they were all moving -

 

Spectator map showing AI

 

Also, when I restarted the game, the AI was still there.

 

So my question is, should the AI (friendly or not) despawn after a certain distance? Or do they hang around for a specific time period? I think maybe as my lag gets worse, more AI have spawned?

 

EDIT: forgot to note that my machine is around the lower limit of the Arma required specs, so this could just be me.

 

I don't think the AI is causing this (I will check if they do despawn as intended though)... I've been thinking about the design of the current loot system, and I suspect I did something dumb with the background clean-up system. I just made a few changes on my dev build that should greatly reduce memory usage in long-term playthroughs though. It may not be a 100% fix for the slowdown issues (as those could stem from a combination of smaller issues), but I'm confident it will make a big difference in the most demanding scenarios (especially terrains with very high counts of lootable objects). Right now the number of objects looted by players can impact overall performances; that will no longer be the case with the next update - on the other hand, there's a possibility that both savefiles size and loading times could increase a tiny bit.

There're other things I need to test (including a few changes I completely forgot to document bof.png), so the update probably won't happen before next week-end.

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Cool, thanks! I really like this mod, being late to the game and having only just discovered it. Since the lag feels like it's accumulating, I thought it might either be the loot or AI as the game goes on, and loot makes sense because I've had multiple AI on vanilla Arma missions before with no trouble.

 

I shall await the update, but since I already did this test here's the info if it helps.

 

1) This is the map now, after ~20 game-hours (12 sleeping).

 

Map ~20 Hours

 

2) More AI is on the map (drove and looted from Kavala to Sofia and back again), but interestingly only some are marked as flags, which I believe is the dynamic management system at work. The AI looks like this when you find it via cam:

 

Dynamic AI

 

3) Anything you see on the map that is not being "shut down" dynamically (not a flag) is actually moving around, patrolling.

 

4) Zombies and Renegades seem to be despawning. I only see patrols (Red, Green and Blue) across the map.

 

Hope that helps in some way.

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@HereIsJones do you mind me asking what mission your using for these tests.

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34 minutes ago, EO said:

@HereIsJones do you mind me asking what mission your using for these tests.

 

For this test, I simply created a blank map (Altis) and put in a Player and the appropriate Ravage modules (zombie, AI, settings, etc.). I tested this with the default loot system, Tinter's furniture system and no furniture (only loot from world objects) and had the same results. The map above is from the Tinter test.

 

Are you seeing AI patrols despawn?

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Was just curious if you were playing a published mission, all I can say about my recent playthroughs, performance hasn't felt like it's degrading to anything that's noticeable

The two missions I'm playing through at the moment are Warlords/Ravage combo and haleks Altis Demo, the only small edit the demo mission has had was exporting it to MP. (so I can play over LAN, I feel SP performance is much better playing over LAN) Any potential fixes and tweaks are always welcome but Ravage is playing very well for me atm. :icon_biggrin:

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If anyone has some good hints & tips towards the usage of GRAD persistency I’d very much like to hear some of it! With my limited editing time for our 24/7 Ravage dedicated server it can be quite a pain to consistently push updates or even test newer settings. And this is a system I’d definitely like to get handled correctly, it’s already in the scenario just needs a good bit of tuning ;)  
 

Feel free to discuss on the WW Community discord or contact me on Steam, I’d very much like to hear from some of you!

 

MRZ / TenuredCLOUD 

 

🍻

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On 3/15/2021 at 2:35 AM, kodabar said:

 

I have to say, I rather like it. The weather really makes it interesting! I also very much enjoyed your White Out mission - again, the weather really made all the difference.

 

Thanks! It's a shame that the snow won't load when booting a game save...least for me. I'm about to release a scenario similar to the stock "Dust" scenario included with Ravage. It's weird how White Out blew up in subs but other missions have very few subs. Thinking the file size of Borholm is the problem...or people really don't like night time missions. I wish Arma 3 as a whole was more game save friendly with things.

 

Question for Haleks: Custom Playlist [], There an example for this? Uniform etc provides one in the tool tip. My most recent mission used a yt tutorial as its base and I -think- I outright avoided using the module function for music.

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50 minutes ago, Recaldy said:

Question for Haleks: Custom Playlist [], There an example for this?

 

Add classnames of any in-game music to the custom music array, example...

Quote

"track_1","track_2","track_3","track_4","track_5"

 

Or you can add your own soundtrack by creating a music addon, load the addon with Ravage then add the classnames to the custom music array as above. ^^

Here's an example of a config for an addon, where the addon is called ravage_music, the addon contains this config and a music folder for your tracks (.ogg files)

class CfgPatches
{
	class ravage_music
	{
		units[]={};
		weapons[]={};
		requiredVersion=0.1;
		requiredAddons[]={};
	};
};
class CfgMusic
{
      tracks[]={track_1,track_2,track_3,track_4,track_5,track_6};
      class track_1
      {
         name = "track_1";
         sound[] = {"ravage_music\music\track_1.ogg",1,1};
      };
      class track_2
      {
         name = "track_2";
         sound[] = {"ravage_music\music\track_2.ogg",1,1};
      };
      class track_3
      {
         name = "track_3";
         sound[] = {"ravage_music\music\track_3.ogg",1,1};
      class track_4
      {
         name = "track_4";
         sound[] = {"ravage_music\music\track_4.ogg",1,1};
      class track_5
      {
         name = "track_5";
         sound[] = {"ravage_music\music\track_5.ogg",1,1};
};

  

 

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On 3/13/2021 at 3:34 PM, Recaldy (DayZ) said:

Also putting some finishing touches on an Altis Scenario but it uses USP stuff.

 

Ravage: Island Paradise is now visible on the workshop! My goal is for death to be feared and not cheesed with multiple game saves using the intended difficulty of veteran.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=2442276345

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@RecaldyIs the mission a sandbox type - survive until dead or has a objective based ending? 

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9 hours ago, Valken said:

@RecaldyIs the mission a sandbox type - survive until dead or has a objective based ending? 

Find a helicopter, repair it, fuel it then fly to a marker. 

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@Recaldy I had a go of your Ravage Island Paradise (RIP - ho ho ho) mission and I rather liked it. The teleporting boats is a superb touch. It's a very solid, satisfyingly difficult mission. I keep thinking I'm going to die of thirst or hunger, but I never make it that far! 


 

Spoiler



 

 

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Kindly disregard my last message, I got GRAD figured out, server is running excellent. @RZNUNKWN is enjoying it very much along with some of the other guys! 
 

If any of you want to join feel free! It’s a 40 slot so no shortcomings on player slots! 🙂 

 

Link is in my profile here on the forums, and on my Steam profile 😉 hope y’all are doing well! 
 

🤘

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So...my destinations for teleports have Indi Renegades spawning in them even though I have Ravage_safeZone put down? The radius is 750 which should encompass the entirety of the island I'm using.  Ravage_zedBlackList's I have seem to do just fine however. Would a repeatable trigger activated by Indi presence work for a deletion method?

 

"{deleteVehicle _x} forEach thisList;" with an Indi activation work? It's what google gave me.

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