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BigBenREDUX

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About BigBenREDUX

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    desolationredux.com
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    https://twitter.com/DesolationREDUX
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    https://www.youtube.com/channel/UC4UBlOdxHKKnrjD8UkUvkSA

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  1. BigBenREDUX

    DesolationREDUX & (DR Project)

    We have released version 0.3.2. Client file wise, this was mostly cleanup and adding localization features. Many of the in game item and object descriptions are now available in English/Russian to assist the large Russian portion of the community. Server files have had a large bit of work done including fixes to melee, glitchPunisher, and crafting. Hope you all enjoy. Client Files Changelog v0.3.2 Added: Localization for dsr_ui config Added: Name/Init/Damage attributes to EditMapConfig function Added: Book 1 Added: Fuel Barrel as buildable item Added: dsr_ammo_base & dsr_magazine_base classes Added: cfgBuildables and cfgVehicleParts to stringtables Fixed: Magazine .hpp file names Tweaked: Damage is now stored into vehicle parts as ammo Tweaked: UI HUD Icons Tweaked: Ducttape updated to A3 version Tweaked: A3 objects moved to own config file Removed: Oilrig/NuclearTower buildings Removed: dsr_tire_part Server Files Changelog v0.3.2 Added: Weapon progress level now effects weapon handling. Added: New animations for drinking and eating. Added: Ability to block building on marker areas. (Marker name's has to be: "BlockedBuildingArea_0","BlockedBuildingArea_1",etc...). Added: Eating cooked meat now increases your blood level. Added: Bans, Kicks, and other AntiCheat warning messages are now stored to built in log and .rpt. Added: Added warning message if libredex.dll is not found! Added: AI Markers to AdminTools Added: Improved anticheat and added new features like TP check! Added: "tacs_bacpacks" addon to mission.sqm files. Added: Knife to loot tables. Added: Ability to disable spawnpoint selection menu. (When false unit will be spawned to a random zone). Added: Player stance and grass now effects the distance on zombie agro. Added: VehicleManager uses now .hpp files for configs. Added: Server password and load id are now sent in initServer as params. Added: New function: BASE_fnc_editString. Added: Ability to toggle autoRefuel from fuel pumps. Fixed: Required items are now checked before the repair/remove/.etc starts. Fixed: Player rating goes to positive when in a vehicle. (This way other players can get in, in the same vehicle) Fixed: Ability to melee zombies. Fixed: PluginManager's "Get" functions are now more user friendly. Also wiki for most functions are updated! Fixed: Removed old "dsr_ports" and "dsr_flashlight" addons from chernarus mission. Fixed: Animations for drinking and eating. Fixed: Timings in doAnimation functions. Fixed: DesoDB/ApmsDB no longer spams rpt when killing player with no uid. Fixed: Display of amount of spawned Vehicles. Fixed: Animal group size when despawning, is now saved correctly. Fixed: Ability to remove owned base buildings. Fixed: Airdrop message is now displayed when crate has been dropped. Fixed: Vehicle has no longer backpacks in it's inventory when spawned via admin menu. Fixed: Removed ability to lock watercathments and fireplaces. Fixed: On spawn player no longer changes unit! (now "player" script can be used in initClients) Fixed: Improved GlitchPunisher! Fixed: Fixing bikewheel uses now bikewheel instead of car wheel. Fixed: Updated southzagoria map as chernarus_2035. Fixed: Canceling building works correctly. Tweaked: Unit data is now set in DB_fnc_loadPlayer. Tweaked: Toolbox is no longer required when using tire repairkits. Tweaked: Locations are now created on client start function. Tweaked: Setup fresh unit loadout is now done performed by client. Tweaked: Changed DesoDB plugin name as ApmsDB Tweaked: All ai.s will not attack players. Tweaked: Zombie ratings are now -10k when spawned to make ai.s shoot them. Tweaked: Updated "Death Message" and "Unconscious" text type and font. Tweaked: DS_var_inCombat returns now false instead of null when not in combat. Libredex Changelog 1.0.3.5 - Added: Time log to the debugoutput of libredex - Added: Dumping the sql querys to the debuglog - Rebased Unix/Epochtime of libredex to the July 18, 2016 as base time, by subtracting 1468800000 from the real time to fix an precision loss of because arma converts the value. SQL Changelog - Added: Killinfoview table.
  2. BigBenREDUX

    DesolationREDUX & (DR Project)

    Today we release DesolationRedux v0.3.0. This is a major rewrite of much of the SERVER and CLIENT code. This mod was started by a bunch of friends that wanted to make a mod, but were unsure at the time how to go about it. 2 years later, there were some glaring fixes needed. Thanks to Razer remaking a ton of the server side code, and helping fix up part of the client files, Legodev for reworking his Libredex, and myself reworking many of the client file configs and models, we can now move forward with a bunch of new features. These past issues really prevented us from adding new things to the mod, so had to be addressed. Now this will not just be an optimization update. We do have new content in that you should be able to enjoy. I suggest reading through the change logs.There is some great stuff there. The follow on updates shouldn't take as long as this one did. Hopefully we can get some of the things in that we have been holding back on, and also start to see more community plugins available. Until then, here are your change logs for DesolationREDUX v0.3.0 Client Files Added: Pumpkin and Apple icons. Added: More edible food. Added: Sounds for door breaking. Added: Ability for zombies to break down and open doors (Fixes ghosting through buildings). Added: Sounds for generator. Added: Portable Light Item. Added: Hospital Bed object. Added: Hospital Sink object. Added: Hospital Gurney object. Added: Bike Frame, Bike Wheel, Bike Chain as parts for crafting a Bike. Added: Action for crafting a Bike. Added: Icon for M500 shotgun. Added: Action for opening a can. Added: Opened can foods. Added: cz750, m4_300, and revolver magazine icons. Added: Cutting animations for Shears. Added: A2 uniform ports now work for players. Added: HiddenSelectionTextures to storage crates. Added: Level 2 player house Version 2. Added: Skeleton model for body decomposing. Added: Land_school_01 object. Added: UN Billlboard textures. Added: Action to cut / remove zip ties. Fixed: Accessory icons. Fixed: Weapon effect code. Fixed: Broken prop p3d paths in zombies. Fixed: Zombie uniforms no longer disappear when they are killed. Fixed: Set max zeroing to 100m in m500. Tweaked: Accessory mode.cfg's to fix skeleton error. Tweaked: House Level 3 preview inventory increased to 8000. Tweaked: DSR_Moto physx.hpp to fix duplicate fuel class. Tweaked: Painkiller icons. Tweaked: Haku was here. Tweaked: Complete remake for DSR_Weapons configs.7:31 PM 4/10/2018 Tweaked: Complete remake for DSR_Zombies configs. Tweaked: Complete remake for DSR_Actions configs. Tweaked: Complete remake for DSR_Anims configs. Tweaked: Complete remake for DSR_Apparel configs. Tweaked: Complete remake for DSR_Creatures configs. Tweaked: Complete remake for DSR_Items configs. Tweaked: Complete remake for DSR_Musics configs. Tweaked: Moved weapon animations to DSR_Anims. Tweaked: Moved zombie animations to DSR_Anims. Tweaked: Changed all player house damage namedProperty to NO. Tweaked: DSR_Object splint config. Tweaked: Changed 3rd camera position. Tweaked: Intro weather and time. Tweaked: Flashlight light intensity, distance and angle. Tweaked: mk12,cz805,m24,DMR and SVD icons. Removed: Extra TGA files. Removed: Duplicate textures in DSR_Weapons. Removed: Zombie uniforms from BIS_Arsenal. Server Files Fixed: Removed "No Wall" message when jumping. Fixed: Zombies can no longer run inside houses. Fixed: Surrender bug where the surrender animation could still be seen from player B's viewpoint, even though Player A lowered their hands. Fixed: "Delete" in AdminTool now removes the object from DB. Fixed: Fixed restart function in AdminTools. Fixed: DB object lock status. Fixed: Zombies should no longer yell "AREA CLEAR". Fixed: Unit stops when holstering axe instead of diving. Fixed: Server monitor now starts 5 minutes after restart. Fixed: Unit load-out saving. Fixed: Decreased "12Gauge_Buck" bullet spread. Fixed: Everyone can now unlock/lock all doors if they know the code. Fixed: Unit voice pitches. Fixed: Temporary fix to make crates not disappear when lifting them. Fixed: Black screen appears immediately when trying to turn NVGs on if there is no battery item in the inventory. Fixed: Ability to check target's UID with AdminTools. Fixed: If target is in vehicle when teleporting, the unit will now move inside that vehicle. (AdminTools) Fixed: Ability to get water from the object, "misc_trunk_water". Fixed: Removing vehicle parts from a vehicle now requires a toolbox in your inventory. Fixed: Mined rocks goes now to nearest groundHolder if available. Fixed: Zombie's uniforms no longer disappear when they die. Fixed: Weapon attachments will save, and will stay on the weapon after restart. Added: Gathering items from apple trees. Added: Combat log system. Added: Deconstruction for walls. Added: BIS Arsenal to AdminTools. Added: Portable lights to loot tables. Added: Bike crafting. Added: DB now stores the weapon name, player name, and the distance they were killed from. Added: Added a can opening action. Added: Ability to pack tents. Added: Ability to edit spawned player's headgear, uniform, vest, backpack and goggles. Added: Ability to gut animals. Added: Ability to zip-tie players and open their inventories. Added: Ability to disassemble bike. Added: Ability to cut wires. Added: Ability to set max amount of each vehicle type. Added: Ability to set random fuel/damage to spawned vehicles. Added: Ability to place portable lights. Added: Ability to spawn crates with AdminTool. Added: Ability to add dead bodies around a helicopter crash. Added: Ability to place and turn on/off generators (Lights up all portable lights within 16 meters). Added: Ability to set plugin version in "config.cpp". Added: Portable lights to loot tables. Added: New function to pluginMaster: "BASE_fnc_getCfgNumber" . Added: Some small bugs in Libredex like a broken return value in Libredex termination. Added: Scheduled time based restarts. Added: New variable: "DS_var_nextSync" . Added: Version checker to DB plugin. Optimized: Flip Object code. Optimized: Item Fill code. Optimized: Refueling code. Optimized: Remove parts code. Optimized: Repair parts code. Optimized: Replace code. Optimized: Refuel vehicle code. Optimized: Refuel request code. Optimized: Holstering code. Optimized: Jump code. Optimized: Autorun code. Updated: Moved getLoot and setLoot from desolation plugin to PluginManager ("BASE_fnc_getAllCargo" and "BASE_fnc_setAllCargo") . Updated: Moved "HeliCrashes" as it's own plugin. Updated: Moved Airdrops as it's own plugin. Updated: Moved looting system as it's own plugin ("LootSystem") . Updated: Moved "shuffleArray" from Desolation plugin to "pluginMaster" . Removed: AltisExpansion (Configs moved to "LootSystem" plugin) . # Legodev's stuff Added: Update character and update object are now quiet methods to speed up synchronization between the server and the database (To detect any issues you either need to use the debug Libredex or switch back to the non quiet async method in the server files by changing PROTOCOL_DBCALL_FUNCTION_QUIET_ to PROTOCOL_DBCALL_FUNCTION_UPDATE_OBJECT and the same of the CHAR function). Added: Possibility to limit the amount of objects returned by dumpObject (To use this feature, you have to define the offset and the amount of objects you want to have and keep fetching while increasing the offset until you get an empty array).
  3. BigBenREDUX

    DSR Weapons

    Just wanted to add in case it wasn't stated clearly, you may take anything from this pack and use/modify it to your liking. Only want one weapon, go ahead and take that one weapon and use it. Would suggest though that everyone rename the asset if you are making any changes to them as to not cause any issues.
  4. BigBenREDUX

    DSR Weapons

    Some images added. Will have more after I get off work.
  5. BigBenREDUX

    DSR Weapons

    As REDUX prepares to receive it's final update, the team has decided it's time to release our assets. The first release, as the title states, are our weapons. Mostly A2 ports with a few of our own weapons thrown in. All models are un-binarized, and available for editing. We release these assets so that the community can take them and use them in future projects. These weapons are released under APL-SA If you would like to assist in maintaining, adding to, or simply editing these files, message me or submit a pull request on the github. Assets https://github.com/BigBenMOTO/DSR_Weapons.git Some photos. Will add more later. https://imgur.com/a/viqrE
  6. BigBenREDUX

    DesolationREDUX & (DR Project)

    Courtesy of ComatoseBadger, DR has just added 6 new opened a2 sheds to the dsr_opened_buildings pack with more to come. These buildings will be released with the rest of the assets once REDUX hits Beta.
  7. BigBenREDUX

    DesolationREDUX & (DR Project)

    DesolationREDUX has released our first Alpha build, v0.1.0. Server files are now available for hosting your own server. Server Files Download Instructions can be found at DR Wiki Support at DesolationREDUX Forums
  8. BigBenREDUX

    DesolationREDUX & (DR Project)

    It's an FSM that runs queued scripts at certain set intervals. It's for managing processing.
  9. BigBenREDUX

    DesolationREDUX & (DR Project)

    Kegan and I have an understanding. This project is very involved, long term, and includes thousands of hours of work from dozens of developers/content creators. Kegan wanted back in to the ArmA development community after Battle Royale, and I had an opportunity for him to do that as long as this cheating was behind him. It was made very clear that there was a lot more involved in this than just HIS time, and jeopardizing that would screw a lot of people over. I have worked with Kegan for some time, even while he was still doing hacks. He assisted my old community in securing our servers. His knowledge of ArmA's code, capabilities, and limitations is beyond anyone else I have ever worked with. But I also understood the perception his presence on the team would bring to the mod. With this in mind, everyone that has joined the team has been told about his past before accepting the offer, I have been honest with people when they ask about his past, and we have made a choice to be open with our development and eventual code/assets. I don't promote his cheating roots for obvious reasons, but we do not deny that he has them. We have invited @BohemiaBeck into our development discord, and he has been there since the very early days of this project. Once we release, we will go back to a public git repository, with the code and assets freely available to view. We only moved private in the past 5-6 months due to people attempting to set up their own servers before the mod was ready or even playable, potentially putting people off from playing. If you are interested in getting to understand the code and framework/tools we are working on, we have a discord set up for our dev team to work with other developers, sharing our knowledge and helping modify it to your needs. Desolation: Community Development We do not wish to hide any of it, and as of June 30th you will all have full access to the code base. The goal of this project was to create and provide a range of assets and tools for the rest of the community to use to in turn make new content for the rest of the community. DesolationREDUX is just the showcase for all of the work the DR Project is doing. My hope is that with all these new assets, new framework, new tools, people will have a wider range of content to choose from, and more people will be able to get involved in modding ArmA. Kegan shares this idea, and while the goal isn't to make people forget his past, I do hope that in time he can prove that he is no longer the teenager that was so wiling to break games and instead is someone looking to enrich them.
  10. BigBenREDUX

    DesolationREDUX & (DR Project)

    Another day, another update. Pushing hard before the scheduled release data on the 30th. Client -Added: M9 Beretta -Added: Glock 17 -Added: Tents to placeable items -Added: Implenentation of client side progression -Added: Player Progression page to journal UI -Added: Journal Player Progression description -Removed: False texture on houseV_1L1 -Fixed: Stockade Object group geometry lods -Fixed: Shadow lods for all objects -Fixed: Hitpoint detection for DSR_Hatchback and DSR_Hilux -Fixed: Hitpoint detection for UH1H -Fixed: Ammunition config error for 762x35mm_300_AAC_OT -Tweaked: DSR_Mi8_AMT config Server -Added: Implemented start of player progression system -Added: Players receive progression points for general tasks -Added: New Hilux to vehicle spawn -Fixed: Reduced sway modifier -Fixed: Helipads not spawning dynamically -Tweaked: Reorganized spawnFromDB to more accurately spawn buildings in Lots more work to do in the next two days, but it's all coming together. Test server is still open to the public. Just need DesolationREDUX mod available on steam workshop, CUP Terrains Core, and CUP Terrains Maps. 158.69.53.62:2402
  11. BigBenREDUX

    [WIP] Black Powder mod

    Testing REDUX in house cleaned up a bunch of errors. Was nice to fix at our own pace. Then we started closed pre-alpha testing with a small group, and wouldn't you know it, those buggers found loads of issues we never saw. Fixed those, and went onto an open alpha. Hit 96 players the other day! Also found a ton of more errors we never saw without lots of people online. It's nice to find issues at your own pace, but there are also things you just won't catch that lots of others might.
  12. BigBenREDUX

    DesolationREDUX & (DR Project)

    Latest dev patch out. V0.1.2017062316 Client Files - Added Server Tick Manager FSM and Register Function - Added Hilux Open - Added Hilux Closed - Added More Heli Medium Variants - Updated All Golf Hatchback models. - Added new animations and fixed damage models - Fixed Memory issues with Heli Medium - Fixed Update issue with storage variable - Fixed M500 model errors - Fixed 22lr model errors - Fixed DMR model errors - Fixed sv98 model errors and config issues. Server Files - Added Server Tick System - Added Loot manager to server tick system - Added new vehicle spawns - Added sound detection by zombies when in buildings - Optimized Server Initialization - Updated Loot Manager to not use remoteExecCall - Updated Airdrops to use the tick manager - Updated Loot config - Fixed M500 buckshot spread code - Fixed Zombie uniform cleanup
  13. BigBenREDUX

    DesolationREDUX & (DR Project)

    Another day, another update. Getting closer and closer to release. http://desolationredux.com/forums/threads/desolationredux-pre-alpha-changelog-v-0-1-2017061605.303/ Client: - Tweaked land contacts for Stockade Objects - Tweaked hand animations for all weapons - Tweaked billboard texture - Tweaked House Level 1 version 2 - Fixed 3DEN editor double click bug - Added camera offset for 3rd person - Added DSR_srifle_22lr - Added DSR_Sten - Added DSR_item_Tent_Dome_Packed/Tent_A_Packed - Added DSR_Tent_Dome_F/A_F - Added TKOH Medium Heli and variants - Added TKOH Hatchback and variants - Added WIP notes page into the journal (Between Index page and Inventory) Server: - Tweaked zombie aggro senses - Fixed a bug in the core Plugin Management System - Fixed locked cars bug - Added spawn points for UH1H - Added ammo heli crashes - Added ammo crate drops - Added vector snapping to the object movement plugin - Removed random building damage at server start
  14. BigBenREDUX

    DesolationREDUX & (DR Project)

    First things first, I would like to announce that REDUX will be going into alpha on June 30th. We will be releasing server files for people to host their own REDUX servers when we push the final alpha update to SW. Download for the server files will be available on our website. With the coming release of REDUX, we have also opened up a discord specifically for scripters interested in using the new Arma Plugin Management System. We will use this discord to assist plugin developers with their creations, and provide guidance into the use of APMS and RedEx. APMS will be able to be used for much more than just REDUX. Already Kegan has a side project he is preparing that is completely different from REDUX but uses the APMS in the same manner. If you have any questions about the APMS, or how to use it, stop by the discord. https://discord.gg/jrJwxph Last but not least, I did a little stream showing off some of the new air assets. These are all WIP, but I will be finishing them up in the coming weeks. All assets will be released on their own once REDUX goes beta, so these air assets will be available as a download for others to use in their mods. Newest addition is the Take On Helicopters Medium Heli. The heli is in game, can fly, and can take damage. Will need a lot of detail work, but I really like them. REDUX Heli clip
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