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ArteyFlow

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Everything posted by ArteyFlow

  1. ArteyFlow

    Ravage

    You need to stop treating me as if I am completely new to the ArmA series. I have been playing ArmA since 2012, it is not like I am pulling everything I am saying out of my ass. Yes, mods make you lose stability, yes 55 is a lot (to some people), but like nearly half of those are just maps. Not overhaul mods or other buggy trash mods, but maps. How can enabled maps possibly break my game or in general cause problems? As for the other mods, yeah they can cause problems and could theoretically break the game, if they're not used properly. I think we can all agree on that. But for the map mods, they're just maps, they're not doing anything, unless I launch a mission on the said map. Making a preset for every single map you have downloaded is a complete waste of time, from my perspective. Also, do not get me wrong, I don't claim to know everything about the ArmA series and I am not trying to sound like it, but I'm telling you that you're not seeing this from my perspective at all. Also, we both know how well ArmA 3 is optimized (sarcasm). I am pretty sure that if I were to get 5 fps in Georgetown, that 90% of the reason would be the trash optimization that ArmA 3 is known for (all ArmA games in general, if we want to expand the subject). Some people are literally playing with Gtx 1080 ti's, i7 7700k's, etc and still get bad performance in ArmA. That's just how it is. I mentioned the 10 fps problem because I assumed it was due to all the AI and zombies that were spawning. I have already told you like twice now. The reason I am blaming Ravage (more specifically, the MP persistency setting in Ravage) is because I have no other problems elsewhere. I am assuming it's that setting causing my issue but I can't be sure. It's only an assumption that I am making, based on the evidence I have. It could very well be some mods I have enabled conflicting or what not. That's what I will try and find out. But in the meantime, just try and see this from my perspective.
  2. ArteyFlow

    Ravage

    I guess we'll see then.
  3. ArteyFlow

    Ravage

    Yes, but when it gets to the point where you're literally restarting the game every single time you want to play on a different map, then it just becomes pointless, imo. I do agree with your "do not use unnecessary mods" statement, that's why I use presets (I even have one specifically made for Ravage that disables a handful of the mods).
  4. ArteyFlow

    Ravage

    I am running multiple maps at once so that I don't have to restart ArmA every single time I want to play on a different map. I already know that you can use presets, I use them all the time. For me personally, making 20 different presets just so I don't have all the maps enabled at once doesn't make sense to me. The reason I have so many mods is because vanilla ArmA 3 is very lacking in terms of actual content. Let me explain before you respond with something along the lines of: "Well there's like 8 dlc, so you're obviously wrong". When I first bought ArmA 3 in October or so of 2015, there were only like 20-30 guns in the game. Only like 20 different vehicles. Only 2-3 maps. There was hardly anything. ArmA 3 is one of those games where you need mods to fill in the lack of content that the developers plagued the game with in the first place. Compare this to ArmA 2 OA, where there's an abundance of actual things in the game. I know ArmA 3 now has multiple campaigns, DLC, etc but it's still one of those games, at least to me, where you really just need mods for a genuinely good experience. I still believe long term stability is attainable, even with 55 mods (which btw, isn't that many compared to how many some other people use). I am aware that some mods (especially overhaul mods like RHS) could definitely conflict with other mods. I am willing to take the risk, just so I can have a better experience in the game. Also, can you please list exactly which mods of mine are "potentially game breaking"? I have literally come across no other problems that could be potentially related to the mods I have enabled, just the MP persistency issue in Ravage. The "ocean death bug", or so I call it, only occurs when I have the setting enabled, so do you see why I am blaming Ravage? I am not the same dude that you are talking about. I don't know who you are talking about and I don't care lol. I'll tell you what, though. Later today I will test Ravage mod, in a multiplayer lan mission, while only having CBA and Ravage enabled. I will make sure to enable the MP persistency setting. If the problem still occurs, I don't want anyone to blame the mods I am running again. Does this sound fair?
  5. ArteyFlow

    Ravage

    A good healthy portion of the mods in the list I included are maps. Most of the others are things like CUP, RHS, etc that add guns, uniforms and maps. Only a small handful of the mods (like maybe Chemical Warfare) could possibly interfere with Ravage's scripts and what not. Therefore, I don't bother with disabling any of my mods while playing Ravage. I could still try Ravage later today with maybe just Cup and Rhs enabled, but I'm like 90% certain the MP Persistency problem will still persist (pun intended).
  6. ArteyFlow

    Ravage

    Thank you, I was unaware of that.
  7. ArteyFlow

    Ravage

    I am aware of your heli crash script, I will give it a try later today. Thanks!
  8. ArteyFlow

    Ravage

    Here is the list of the mods that I use: CBA_A3 ASDG JR 3den Enhanced Advanced Rappelling Advanced Towing Advanced Urban Rappelling Ambient Combat Manager Enhanced Movement RHSAFRF RHSUSAF RHSGREF RHSSAF ADR-97 Weapon Pack (Official Mod) CUP Weapons CUP Units NATO_Rus_Weapons_CBA Altis_Guerrilla_Warfare CUP Terrains - Core AVON FM12 Respirator Pack Chemical Warfare CUP Terrains - Maps AVON FM12 + Chemical Warfare Compat B61 Nuclear Bomb CUP Vehicles FEMAL3 Heads FEMAL3 Uniforms KA Suitcase Nuke L3-GPNVG18 Panoramic Night Vision MAKTAC Insignia MiddleEastWarfare MRH Satellite NIArms All in One RussianGRU_mas Specialist Military Arms (SMA) Version 2.7.1 TAC VESTS TRYK [TRYK's Multi-play Uniforms] ussocom_mas WLA Addon Arctic ArmA 3 Custom Buildings - Original Arma 3 Taviana 0.4.1 CUP Terrains - CWA Esseker Fallujah Island Panthera 3.9 Kunduz, Afghanistan Lingor+Dingor Island v3.82 Nam Namalsk Napf Island A3 Ruha SNW Rura Penthe Tembelan Island VIDDA | ALPHA X-Cam-Taunus (Version 1.1) Yes, I know I use a lot of mods, but I haven't had any problems with them. I do not think my mods are the source of the issue. The bug only occurs when "MP persistency" is enabled. As soon as I disable it, the problems completely disappear. I know that "MP persistency" is the source of the problem. If it isn't the source, then it's definitely a contributing factor. I know the problem isn't my respawn markers (I have two dozen respawn markers placed throughout the map), as I have their variable names set correctly. Also, I'm guessing your last sentence was a jab at me. You should know that the people in my group all use the exact same mods, to avoid any potential problems from occurring. There's no way that "long term stability for the mission" shouldn't be attainable here.
  9. ArteyFlow

    Ravage

    Haleks - Hello. The mod is looking really good now, however there's still a few problems that should be ironed out so that it can be more playable. I'll list the problems I've experienced (and things I would like to see in the mod) down below for you to check out. Also, keep in mind that I primarily play Ravage multiplayer missions over LAN, that I create myself. - The "MP Persistency" option found in the "Save" module is still not working. It still randomly kills me and/or other players, and teleports our bodies into the ocean, while playing in multiplayer. I tried to enable "Sp saves" as a workaround, however resuming from saves seems buggy. Because it doesn't work, it drastically reduces the fun factor of the mod, because there's no viable way to save progress whilst playing in multiplayer. I listed this problem first because I feel it was the most important to list and therefore should have the highest priority on your to-do list. - Over time, my average fps in multiplayer tanks quite a bit. It starts out at about ~40 fps in the beginning of the mission (which is to be expected), but after about 2 hours of playing it tanks to 20 fps or lower. My fps actually went down to like 10 at one point while playing on Tanoa (and it never rose back up). I'm unsure of whether or not this is related to a buildup of zombies, ai and vehicles spawning but it reduces my immersion in the game. I know it's not a problem on my end, because I checked my computer's temperatures, vram usage and ram usage while the fps problems were occurring and everything was fine. I checked my modules and nothing was set too high (particularly the amount of zombies per player, global amount of zombies on server, ai population factor, etc which were all set to reasonable limits). I even made sure the "Garbage Collection" setting was turned on, in the "Settings" module (but I left the "Vehicles Caching System" turned off). - I would like there to be some sort of base building system in place. I know this is a big request, but it would still be extremely nice and make Ravage much more worthwhile to play in the long run, imo. It should be like the Epoch mod for ArmA 2 was, where materials spawned in industrial buildings, and once you had enough materials, you could create a base. Maybe you could even have a crafting system in place, where you can craft the materials needed to make a base. - Zombie's melee reach is a bit unpredictable sometimes. Take for example, running over a zombie while in car. They are actually able to somehow hit you while you are in the process of driving over them. It's something that should be tweaked in the future. - You should be able to sleep in multiplayer. You could make it like how in Minecraft, you are only able to sleep in multiplayer if all players in the server go to sleep. - It would be really cool if Heli crashes could spawn, kind of like in the DayZ mod for ArmA 2, however I am aware there are scripts for this, so I decided to put this one at the lowest priority in the list. That's all I have for now, but I would like to take a second to say that I admire what you are doing. I know you are just one person working on the mod, and I know it must be extremely time consuming (and probably sometimes frustrating) working on the mod, but I just wanted to give my advice on how it could improve in the future. Thanks for reading.
  10. ArteyFlow

    Ravage

    I have stated some of these suggestions before so I don't need to be redundant, but I really think they could really spice up this mod (provided not too much work is required to incorporate them): - Make the enemy AI car patrols non-armed (no mounted gun), or at least make only a small percentage armed. Maybe add a bigger variety of cars, so maybe have there be roaming suvs, hunters, hatchbacks, etc, as well as the offroads. Also maybe even make it so the car patrols can be both BLUFOR and OPFOR - Make there be random helicopter crashes with high tier loot available at them - Make there be random BLUFOR/OPFOR camps that spawn (maybe a few tents, campfire and a few infantry units for each) - Fix the Multiplayer saving bug (it causes me and whoever else is on my lan server to either be teleported repeatedly into the ocean or die. It may have been fixed already but I'm not 100% sure) - Fix the black box error message (https://steamuserimages-a.akamaihd.net/ugc/94976092985068053/C336F7E3F4FFB6988CD8C9147FD0DAE27B71216C/) I think with these suggestions, Ravage could have a higher enjoyment factor and more replayability. At the moment me and my friends usually get bored after only an hour or two of playing (no offense to Haleks). I think all it needs is a few more features to help keep things fresh and random.
  11. ArteyFlow

    Ravage

    Thanks, I'll take a look at it.
  12. ArteyFlow

    Ravage

    I was going to use probability of presence for playable BLUFOR units I have placed in my Ravage mission. I wanted to make it so you never know where you spawn (kind of like DayZ and other survival games).
  13. ArteyFlow

    Ravage

    It's a shame that it doesn't work on playable units, but thanks regardless.
  14. ArteyFlow

    Ravage

    Ah ok, thanks. Does seem simple enough. Now, what about "probability of presence"? For some reason, it doesn't work on BLUFOR units I have placed down in my mission; the BLUFOR units always spawn, no matter what. For the record, the units in question are set to "playable".
  15. ArteyFlow

    Ravage

    I know Haleks listed how to do it on an earlier page in this thread, but how exactly do you make it so that you randomly spawn in multiplayer? Specifically how do you make it so that you "wake up" from a randomly generated car crash? At the moment I just have a few spawn points down that have a 50% chance of spawning, but I wish I could make it so the spawn is completely random.
  16. ArteyFlow

    Ravage

    Well, my error box issue remains; it still looks like it's only a MP issue though. Here's a screenshot of what it looks like: http://images.akamai.steamusercontent.com/ugc/94976092985068053/C336F7E3F4FFB6988CD8C9147FD0DAE27B71216C/ My friend that I play with (showed in the picture) doesn't get the error, only I do. Also, MP persistency still causes me and anyone else I am playing with to keep getting either teleported into the ocean or to repeatedly die when we respawn. Anyone know a possible fix for these issues?
  17. ArteyFlow

    Ravage

    Hey Haleks - I was wondering if you were able to see my earlier post regarding the "Error Box" issue I had? I actually forgot to mention that it only happens half the time; there's a chance that the error box wont appear if I restart the server (I play on a Private LAN server). Just thought that was worth mentioning. Also, i unfortunately have a new problem. I think theres an issue with Ravage's MP save system; me and my friend keep getting teleported in the ocean every time we respawn. I saw this text being displayed as it was occuring, "A new MP save has been created for Ravage". I went ahead and turned off "MP persistency" and it stopped. I wasnt sure if you were aware of this issue or not. I did see that you had a few things listed about the MP saving system in the 1.40 changelog you posted so hopefully that'll solve the problem. Anyways keep up the great work man ;)
  18. ArteyFlow

    Ravage

    Haleks - Hey man. I just wanted to say that I'm really liking what you're doing with the mod, it's turning out to be quite the survival mod ;) I do have a few suggestions though, and also a problem that I've been having lately. Basically I really like the new options in the "Ambient AI" module but I think having all the car patrols armed is kind of unrealistic lol, maybe have it so like only 25% are armed, to help even the playing field a bit. Better yet, you could even add an option to the module that allows you to pick what percentage you want armed. Also I came across a squad of Independents earlier while I was playing, I was unable to interact with them but I followed them around a bit, eventually just shot and killed all of them for their loot lmao. I think you should see if you could make it possible to like talk to them, so you could ask where they're headed and all that. Anyways now to my problem, I have this black error box in the upper left corner of my screen that reads something like this: "Variable event handler, Error 20 elements provided, 2 expected. File Ravage\code\rvgloot\pre_init.sqf, Line 28". It only happens if another person is playing on my server with me, and I play on custom Private LAN servers (with mods). Do you know a fix for this? It's not the end of the world if there isn't, but would be nice if I could get rid of it somehow. Thanks!
  19. ArteyFlow

    Ravage

    Haleks - Is Ravage compatible with the CUP terrain maps/mod?
  20. ArteyFlow

    Ravage

    Hey Haleks, just wanted to say I absolutely love this mod you have created, I play it often with my friends and we all have an absolute blast. Honestly there's only a couple of things that would make it better, I see that you have already listed a few up above, concerning MP functionality and the like. One other thing that would make it even more amazing though, is if you added the option of tweaking the amount of Human NPC's that spawn on the maps, including custom ones like Taviana and Panthera. I've noticed a lack of Npc's on most custom maps I've played on using Ravage, but other than that, I have to say you did an amazing job with this mod. Great work man, and thanks!
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