cosmic10r 2331 Posted April 2, 2016 BBs skins rock... and with the new sounds there is some solid variation in there now :) This vid was an early Escape Altis Prototype before the sites and temperature were added. This particular playthrough was the first one where we had constant pressure from zombies. There were points where we simply couldn't go into houses because the swarm was too big. We had to keep moving. 2 Share this post Link to post Share on other sites
rolandrhaine 21 Posted April 2, 2016 here's something i think we didn't mention yet. i made some new zombie skins for Ravage that will be included. i hope haleks is fine with me showing this. http://i.cubeupload.com/dpkVvG.jpg http://i.cubeupload.com/dmqfuK.jpg http://i.cubeupload.com/j64ZHP.jpg http://i.cubeupload.com/L3GcgA.jpg http://i.cubeupload.com/RMAqQ9.jpg http://i.cubeupload.com/bge9GU.jpg was a real pain making the blood look fresh and they might still need some tweaks but combined with the new additional sounds it really adds to the horror element especially at night with a flashlight. Will these skins interfere with the recommended zombie skins mod? I cant remember exactly what its called but its on the first page under the recommended ones. Share this post Link to post Share on other sites
cosmic10r 2331 Posted April 2, 2016 Will these skins interfere with the recommended zombie skins mod? I cant remember exactly what its called but its on the first page under the recommended ones. Pretty darn sure Haleks said it is all compatible since BB fresh Zombies edition is built into Ravage now. 1 Share this post Link to post Share on other sites
haleks 8212 Posted April 2, 2016 BB's new skins (wich will be part of the mod as Cosmic pointed out) will be mixed with the Dawn of the Dead addon ones if they're detected. But I wouldn't recommend using it : it is outdated and causes RPT spams wich can impact performances (although performance is usually not a problem with Ravage). 1 Share this post Link to post Share on other sites
rolandrhaine 21 Posted April 2, 2016 Okay well when the update is released I will just get rid of them since this is what I mainly play and any other mods that use zombies tend to use Ryans zombies.. I dont really care for them though cause its pretty laggy. Share this post Link to post Share on other sites
Stian GH 13 Posted April 2, 2016 Need another tester? Also, would you consider hosting your mod on something like GitHub? I've alread set up a local git repo of Ravage 0.1.34 for myself since I like to tweak around, and I have some ideas I'd like to try to implement and test out. Share this post Link to post Share on other sites
inlesco 233 Posted April 2, 2016 Fucking awesome progress, guys! Love the new skins! Just dreaming, but it'd be great to see zombies make more noise and perhaps get stuck on obstacles sometimes, maybe butting their head (critical brain damage, eh) against a wall when stuck in a building. Some other things I (I'm sure others, too) would love to see: Ubiquitous presence. Like, different zombie types specific to certain predefined areas. Perhaps they've escaped the powerplant or an underground lab. The ubiquitous, I say, would be enough with just distant sounds. Perhaps they'd signal to the player that he's approaching a dangerous area. Some of the ubiquitous' sharp, loud & painful distant growls / shouts would be present when you're near / in a forest or another environment. STALKER series has tons of creepy growl / moan / groan type of sounds for creatures & humans alike. They change depending on time of day and somehow make the world seem really alive. IMHO, things that make you sure of their presence but never come are one of the most fearsome :) Again, STALKER nailed this perfectly for an open-world game. Forgive my extended curiosity, but are you planning on extending the environments? Similarly to Esseker, adding rusty car roadblocks, morgues, random groups of dead survivors, etc. So excited for the upcoming updates :) 2 Share this post Link to post Share on other sites
haleks 8212 Posted April 2, 2016 Need another tester? Also, would you consider hosting your mod on something like GitHub? I've alread set up a local git repo of Ravage 0.1.34 for myself since I like to tweak around, and I have some ideas I'd like to try to implement and test out. Thank you very much for the help, but we are just testing a few last minute changes at this point, wich shouldn't take too long. That being said there might be room for private tests of the Escape mission by BB & Cosmic - we'll discuss that between us and see how we want to proceed. We'll keep you guys updated. As for Github : I made literature studies and had absolutely no programming background before fiddling with Arma... Let's just say my way of working is rather messy at the moment; I'll get rid of my bad habits eventually and adopt a proper workflow, the code could be hosted on GitHub by then I guess... ;) Fucking awesome progress, guys! Love the new skins! Just dreaming, but it'd be great to see zombies make more noise and perhaps get stuck on obstacles sometimes, maybe butting their head (critical brain damage, eh) against a wall when stuck in a building. Some other things I (I'm sure others, too) would love to see: Ubiquitous presence. Like, different zombie types specific to certain predefined areas. Perhaps they've escaped the powerplant or an underground lab. The ubiquitous, I say, would be enough with just distant sounds. Perhaps they'd signal to the player that he's approaching a dangerous area. Some of the ubiquitous' sharp, loud & painful distant growls / shouts would be present when you're near / in a forest or another environment. STALKER series has tons of creepy growl / moan / groan type of sounds for creatures & humans alike. They change depending on time of day and somehow make the world seem really alive. IMHO, things that make you sure of their presence but never come are one of the most fearsome :) Again, STALKER nailed this perfectly for an open-world game. Forgive my extended curiosity, but are you planning on extending the environments? Similarly to Esseker, adding rusty car roadblocks, morgues, random groups of dead survivors, etc. So excited for the upcoming updates :) Some very good suggestions there : the audio clue for zombie spawns especially. Evil Organ's work on the infected sounds gave me a lot of ideas, but I'm lacking time to properly implement them for the next release sadly... It will be there for the next one! ^^ 2 Share this post Link to post Share on other sites
Stian GH 13 Posted April 2, 2016 All right! I'm a software developer myself, so I'm quite familiar with tooling and structuring of coding projects. If you got no need for testers, I could maybe help get you quickly set up with some potentially huge time saving tools for development. If you've never used any version control systems (VCS), you're in for a treat :) It warms my heart that you're open to putting Ravage on GitHub. I might be interested in actually contributing--and maybe others too--and collaboration is what GitHub is all about. 1 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted April 2, 2016 Just to be clear on how gutting rabbits work... With the gutting knife in my inventory, if I kill a rabbit and press the mouse scroll wheel when looking at the rabbit, an add action (probably called gut rabbit or whatever) should show up in my top left menu, correct? Or is that not the way to gut the carcass? Share this post Link to post Share on other sites
haleks 8212 Posted April 2, 2016 Just to be clear on how gutting rabbits work... With the gutting knife in my inventory, if I kill a rabbit and press the mouse scroll wheel when looking at the rabbit, an add action (probably called gut rabbit or whatever) should show up in my top left menu, correct? Or is that not the way to gut the carcass? Nope, you have to double-click on your knife in the inventory. I admit an "addAction" would be more instinctive - I'll try to fix that soon. 1 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted April 2, 2016 Nope, you have to double-click on your knife in the inventory. I admit an "addAction" would be more instinctive - I'll try to fix that soon. No no. It's was me. Not you. I should have figured that out. Most of the actions are all double clicking which I like. Having it this way with gutting is very consistent and easy to remember. 1 Share this post Link to post Share on other sites
rolandrhaine 21 Posted April 3, 2016 No no. It's was me. Not you. I should have figured that out. Most of the actions are all double clicking which I like. Having it this way with gutting is very consistent and easy to remember. And it prevents the lack of it not showing up in the scroll wheel menu because of the crappy "hitbox" It happens with doors sometimes too when instead of just looking at it and saying fucking open it decides to pick a random freaking spot that you have to find so you an open the dam thing. I prefer it the way it is. I think the only thing I would like to see changed is instead of opening the inventory to view your rad exposure (which I see was changed in this patch, it now shows on the screen like its supposed to) and food and water. I would like to have a button that I can press like F1 for instance and it shows that same little window so I dont have to open my inventory to see it. Or better yet, the game randomly tells you in the chat box, "I am getting hungry," that kind of thing =) Its more immersive. 3 Share this post Link to post Share on other sites
Jimmakos 168 Posted April 3, 2016 And it prevents the lack of it not showing up in the scroll wheel menu because of the crappy "hitbox" It happens with doors sometimes too when instead of just looking at it and saying fucking open it decides to pick a random freaking spot that you have to find so you an open the dam thing. I prefer it the way it is. I think the only thing I would like to see changed is instead of opening the inventory to view your rad exposure (which I see was changed in this patch, it now shows on the screen like its supposed to) and food and water. I would like to have a button that I can press like F1 for instance and it shows that same little window so I dont have to open my inventory to see it. Or better yet, the game randomly tells you in the chat box, "I am getting hungry," that kind of thing =) Its more immersive. I added the Excile status bar but it never really did worked as intended lol, but it was helpful intended for that reason^. Share this post Link to post Share on other sites
rolandrhaine 21 Posted April 3, 2016 I added the Excile status bar but it never really did worked as intended lol, but it was helpful intended for that reason^. Thats why I suggested the chat box version because its something that shows up everyonce in a while. Its not always there and I think the chat box would be easier than the bar because there is so much more too it. Plus there is actually very few things on that bar that are actually used in this mod. 1 Share this post Link to post Share on other sites
Hans(z) 56 Posted April 3, 2016 Hi all, Haleks what about ambitient heli and repair kit...... is that plan make this helis unrepairable? I played cosmic10r mission and I could not completely repair ghosthawk only with repair specialist in my team, but it was still unflyable. I had rvg repair kit in my inventory and it din´t do anything. If it is you plan I understand you ghosthawk can be very OP beast. GL with new update!! Share this post Link to post Share on other sites
rolandrhaine 21 Posted April 3, 2016 I have spent more money in the last few days (waiting on this update, lol,) on other games to pass the time than I have in the last 2 months.... can you say obsessed much? Share this post Link to post Share on other sites
cosmic10r 2331 Posted April 3, 2016 Attempting to Escape Altis 3 Share this post Link to post Share on other sites
haleks 8212 Posted April 4, 2016 Hi all, Haleks what about ambitient heli and repair kit...... is that plan make this helis unrepairable? I played cosmic10r mission and I could not completely repair ghosthawk only with repair specialist in my team, but it was still unflyable. I had rvg repair kit in my inventory and it din´t do anything. If it is you plan I understand you ghosthawk can be very OP beast. GL with new update!! The repair system has been overhauled and this kind of issues will be history as of next release. ;) 1 Share this post Link to post Share on other sites
unemphatic 0 Posted April 4, 2016 i havent gone over all 100 pages, so i might be missing something, but how does the loot module work for this mod in the editor Share this post Link to post Share on other sites
cosmic10r 2331 Posted April 4, 2016 i havent gone over all 100 pages, so i might be missing something, but how does the loot module work for this mod in the editor http://ravage.wikia.com/wiki/Creating_and_Porting_Ravage_Missions 2 Share this post Link to post Share on other sites
unemphatic 0 Posted April 4, 2016 http://ravage.wikia.com/wiki/Creating_and_Porting_Ravage_Missions ty this is handy Share this post Link to post Share on other sites
unemphatic 0 Posted April 4, 2016 another thing, in the faq there is a video link on how to set up ravage on a different map, but i the mission template isnt showing on the editor Share this post Link to post Share on other sites
cosmic10r 2331 Posted April 4, 2016 Download from this thread https://forums.bistudio.com/topic/186530-sp-ravage-vanilla-mission-ported-including-template/ Share this post Link to post Share on other sites
unemphatic 0 Posted April 4, 2016 Download from this thread https://forums.bistudio.com/topic/186530-sp-ravage-vanilla-mission-ported-including-template/ should of clarified, i have the template and its in my missions folder, but the ravage template doesnt show up . unless im doing something wrong which i can guarantee that i am Share this post Link to post Share on other sites