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optix

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Posts posted by optix


  1. Hello and thank you for all the replies!

     

    Restricted zones is definitely something we will be adding in the near future to mitigate people camping the spawns too harshly, as well as prevent them from flanking too far, to keep the fights in a reasonable area.

     

    The countdown timer seems like something easy to add, currently it only says "Next round will begin soon". I'll add a counter so it's clear you can just stay on the server.

     

    Alternating teams is something I really wanted to do originally, but currently the name tag system by Bohemia (which we are using) is giving me a headache by showing enemy players tags when forcing them to swap teams. I'm not sure how to fix this at the moment, but as soon as that's cleared I'll make it so one team defends then attacks before rotating the map.

     

    Better kill detection is something I was looking at, but sadly the engine itself sometimes report damage coming out of nowhere essentially, making it impossible to trace back who actually dealt the damage, hence this is something I'll have to wait for Bohemia to fix.

     

    Modded weapons are definitely a good idea, we just want to keep the overall download footprint reasonable and keep balancing in mind, but there will definitely be new weapons on our server sooner or later. This is something easy to customize for other hosters.

     

    Regarding the GitHub repo: We are just in the process of publishing a new map that's hopefully going to be a real experience, after that and once the zone restriction utilities are included, the repo will become public as we feel like then is the right time for others to build maps with the utils we are able to provide, expect a week max of delay until then, just depends on how fast I get the zone restrictions done and some other small quirks!

     

    Thanks again for checking out the mode and providing feedback!

    • Like 1
    • Thanks 1

  2. 9f3be4ee3c.png

     

    Rush Reforged is a recreation of the fast-paced Battlefield Rush game mode in Arma Reforger.

     

    Workshop item name: Rush

     

    How does the game mode work?

    The map is divided into multiple "stages", each stage containing at least one objective, so-called MCOMs. Attackers have to reach these objectives, arm them and guard them until they detonate, whereas defenders need to stop the attackers from doing so. Detonating all objectives of a stage will advance the match to the next stage and set of objectives. The attacking team has a limited amount of respawn tickets and time available to complete each stage.

     

    Features

    - Attackers and defenders with customized loadouts

    - 2 maps with random weather variants

    - Customized kill feed

    - A custom scoring system for kills or objective related tasks

    - Leaderboard with kills, deaths and score at the end of each match

     

    How do I play?

    Search for "Rush" on the workshop and install the latest version. In the server browser, searching for "Rush" in the top right corner should present you with some servers to test the game mode on 🙂

    Our own server is reachable under the name Rush Reforged Official.

     

    Feedback

    Please don't hesitate to let me/us know what you think of the game mode and how it could be improved. We are also looking for new locations on Everon to create maps with!

     

    Collaborators

    optix (ryantt)

    meat

    HungryR6

    • Like 6
    • Thanks 1

  3. Hi!

     

    Workshop Crawler is currently undergoing a major rewrite which will result in a bunch of nice goodies for everyone to play with:

     

    • A public API will be built ontop of the new backend, allowing everyone to perform queries against the database:

      The public API will allow anyone to query by a list of hashes or given workshop object ID (and specification which files in this object to query for)
      This theoretically upons up possibilities like automatically querying for reuploads and sending a notification out when reuploads are found, maybe someone will build a small tool like this to make everyones live easier 🙂
      This also means you will be able to look for reuploads of files without having to have your own files uploaded to the workshop anymore! Yay!

      In addition to the query API endpoints, the public API will also serve information such as when new versions of a workshop mod were uploaded, include a file list for each indexed version of the mod (this allows for viewing differences between mod versions) and other meta information such as actual total size and all other information which the Steam API spits out.
       
    • The current frontend will remain online for some time, but will eventually be replaced by a new improved web-interface. As the backend is the primary focus for now, I cannot give any details on what the new interface will cover feature-wise, but expect it to be more user friendly and offer more features.
      New backend and public API come first.

     

    Also, now's the best time to throw in ideas what you'd like to see to be part of the public API / new web-interface. Right now I'm building the new backend indexing tools which will run 24/7, keeping the database up-to-date.

     

     

    Sadly, running the servers for this has been getting relatively more expensive for me, as my current income is limited and I might not be able to cover the server costs anymore in the near future.
    If you wish to ensure that this tool will remain online, please consider joining my Patreon.

    • Like 4
    • Thanks 3

  4. On 15.3.2018 at 7:43 PM, KokaKolaA3 said:

    Hey, first of all, thank you for spending your time on this tool, it's quite useful. So to my question: could you add some priority options? Like the ability to sort the list to how many files were reuploaded, or date, or even subscriber count etc.

    I don't know if that has been asked for already,  I skipped through the thread and couldn't find anything. 

     

     

    I'll redesign the result page eventually or create a seperate one which will display the data in much more detailed and viewer friendly way. I've noticed the current design is especially bad when scanning for big mods.

     

    On 4.4.2018 at 11:07 AM, R0adki11 said:

    @optix pinned the thread for you, so its easier to find :f:

     

    Thanks :float:

     

    On 10.4.2018 at 4:17 PM, KokaKolaA3 said:

    Optix, do you have some sort of date when it will be back up? It says on the 7th, but it's still not working, or is it just me?

     

    Should be back up again, I ran into some issuese :P

     

    On 11.4.2018 at 3:34 PM, REALMBMC said:

    @optix the site doesn't work. When I enter URL of workshop modification it says Connecting...
    After that nothing happens...

     

    Is that still the case?

    • Like 2

  5. Small update:
    I've completed revamped the website (finally after two months of downtime) and the website now features some more additions aswell as deep scanning (looking for files in PBOs, so not even repacking can save you).

    I hope this is still usefor for some people. I'm currently still testing the new page, hence the tmeporary beta.workshopcrawler.com domain, so expect certain issues. Feel free to tell me about them here or on Discord.

     

    https://beta.workshopcrawler.com/

     

    I will add FAQ to the page tomorrow so most questions are answered straight away.

    • Like 5
    • Thanks 3

  6. On 26.6.2017 at 10:50 AM, belbo said:

    Yeah, as of now...

    Simple filename searching should be considered as an option though.

     

    Searching by file names was/will soon be available again, however this only applies to mods uploaded to the Steam Workshop.

    However what I can do is make a small desktop tool that you put into a folder alongside your mod folder and it generates a readable file for the website. You then just go onto the website and select that "summary file" and search according to that.

    • Like 2

  7. 2 hours ago, bloodwyn1756 said:

     

    I think there is something wrong.^^ EM from benson got reuploaded about 20 times when I checked some weeks ago. Now it's only 2 times. I don't think that Valve just delete tons of items. How can they know who the original author is or who got permission etc. Etc.

     

     

    Please note that whenever you update your mod, each file that you changed will have a different hash resulting in less results for older reuploads, since they still contain old version of that pbo, but not the newest one. I will change the system today to keep track of hashes across versions so that, even after an update, you can still find older versions of your mod.

     

     

    Regarding Em: I don't know how many pbos the mod contains at the moment, but a just created scan brought up 8 reuploads, only of the paa image though. I'll look into as to whether this is a system error.

    • Like 7

  8. 16 hours ago, mr burns said:

    Hey, little bored here. I´m wondering just how accurate is this Workshop Crawler thingie? :)

     

    Because, it´d be really astounding seeing numbers like 40k subscribers for a mod you yourself only see 400 for - i mean, it´s not like i was chasing DL´s anymore, but wtf man?

    Purposely reuploaded from a "respected" source no less ... i really do hope that script is as buggy as ArmA1 was on release!

     

     

    H5Gue9e.jpg

     

     

     

     

     

     

    Also: Anyone ever seen that DCMA complaint table steam offers you?

    BI wanting to rub THAT off on the creator (even 2 years after the problem popped up) does´nt create a tingling sensation in my groin region.

               
               
               
               
               
               
               
               
               
               
               
               
               
               
    5

     

    What workshop item did you search for?


  9. 23 minutes ago, PFC A. Loveless said:

    So inside the folder with ara-metrics and _CommonRedist and etc? Because i set the file to true and i let it update and its still using 1.68 when dev branch is on 1.71

     

    In your ArmA Remote Admin installation folder, there is a folder named after the authorization key you are using. In that folder there is a config.ini file in which you need to add the code into which I've posted above

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