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BigBenREDUX

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Everything posted by BigBenREDUX

  1. Project Redline is a mod team that came together to create new, mostly vehicle related mods for Arma Reforger. Initially formed to assemble and curate the first Helicopter in Reforger, the team has begun branching out into other areas of Reforger modding. We will use this thread to update all of our mods, progress pics, and change logs. Currently released mods: Project Redline - CORE. CORE is a dependency of all Project Redline Mods. We include in CORE assets and scripts that are shared between multiple projects. Scripts and assets within CORE can also be used by others to create their own mods by using CORE as a dependency. Changelog: Project Redline - MH60 Black Hawk The Blackhawk is the backbone of the US military's air mobile operations. Currently Project Redline offers an MH-60 Army variant along with reskins for Navy, Coast Guard, PMC, and Fire Rescue. There are armed (M134 or M240) variants as well as unarmed cargo variants available. The Blackhawk mod is still in active development, and will continue to improve as the base helicopter module is matured. Changelog: Project Redline - MD500 Littlebird This MD 500 helicopter is a civilian vehicle modeled after the military OH-6. Using the Take On Helicopters model, we have updated certain aspects while porting the model to work with the Enfusion engine. What came out of that process is a unique vehicle for Arma Reforger. A nimble rotary wing aircraft that's able to pack a punch. The Littlebird variants in the mod pack are capable of firing both Hydra rockets, and thousands of rounds per minute out of it's twin M134 miniguns. As with the original Take On Helicopters version, we include more than a dozen skins, with more to come. With seating anywhere from 2 to 8, the MD500 works as a perfect scout or transport helicopter. As with the other rotary wing aircraft from Project Redline, expect the mod to only get better as the base simulation model matures along with Reforger. Changelog: Project Redline - Mi-24v Hind The first Russian rotary wing aircraft for Reforger. Project Redline is proud to release our Mi-24V Hind helicopter. This armored combat helicopter serves multiple roles as it not only brings ample weapons to the table, but can also transport a team to the front. With room in the cargo compartment for 6 soldiers along with 2 door gunners, the Hind can fill any role your scenario may require. Armed with up to 4 rocket pods, and a front mounted 12.7mm Yak-B Gatling gun, the Hind is more than capable of dealing with threats.
  2. BigBenREDUX

    Project Redline (R3D) Mods

    Sorry for the late reply. Yes, all our mods are being reworked for 1.0 compatibility. R3D-Core was just updated and published with fixes for the A-10 and some other updates. A-10 is soon to follow along with MH60.
  3. BigBenREDUX

    DesolationREDUX & (DR Project)

    Ladies and Gentlemen, boys and girls, After a long hiatus, the DesolationREDUX dev team would like to present to you, DesolationREDUX v0.41!! @Razer , @legodev , @Kegan Hollern , and @[2301] B.A.D. have been working the majority of this past year nearly completely reworking the core of Desolation. The code now runs better, and allows the guys to move forward with some cool new features we have been wanting for a long time. I think you all will like the things that have been added, and should really be excited for what's to come in the next big announcement. With that said, here is your DesolationREDUX v0.41 changelog. CHANGELOG: SERVER_FILES v0.4.0 THERE ARE WAY MORE CHANGES THAN THESE, BUT THESE ARE THE MAIN CHANGES. For more plugins PLUGINS: ApmsDB: Added: Rework for APMSDB. Added: Saving objects turret magazines. Added: Simpleobject saving support. Added: Detection for object changes (Update objects when only rquired). Added: Clan support. Added: Saving world data. Added: Init custom scripts on object on DB load. Added: Debug rpt logging. Desolation: Added: Fist melee system. Added: Fishing. Added: Cooking. Added: BBQ grill. Added: AI Support. Added: Support for player spawn position. (Shore,Road,House). Tweaked: Adjusted melee system hit detection. Tweaked: Changed custom dynamic simulation to use BIS's system. Zombies: Added: Ghillies help you now. Optimization. Zombies no longer run inside houses. Zombies should not be able to go trough doors anymore. Ai.s will now shoot zombies. Overall better AI. GlitchPunisher: Tweaked: Improved detection. Updated all mission files. SERVER OWNERS: If you using custom make sure to add the spawn locations. (desolation\config.cpp). - Also add the spawn screen images inside the mission folder! Added: Livonia map support. Removed: AntiSideChat plugin. Changelog for Libredex 1.0.4.0 Added: Base support for clan system. - Added: Explicit update of object usage time for broken mysql instances. - Added: Read/write file support (limited to whitelisted files in the config). - Added: Strings that exceed the max length of the text field are discarded (typically only happens in relation to cheater inventories). - Added: Functions to (un)whitelist players from ingame. - Added: Function to link an object to a new world (required for server traveling with vehicles) CHANGELOG: CLIENT_FILES v0.4.0 Added: Small and Large fish icons. Added: DIY bullets. (9mm,56,762,127). Added: Key items (With unique keyid's). Added: Server transfer code. Added: Server ability to add up to 6 spawn points. Added: Support for cooking. Fixed: Zombies attack range not working. Tweaked: Increased zombies attack range. Tweaked: Better output for 3DEN functions. Removed: Obsolete ammo class for 44 cal revolver. Removed: Mi-8 and heli_medium from files. Removed: m500. (Issues with animations). Removed: TACS. ATTENTION SERVER OWNERS: DB wipe is not NEEDED... but is HIGHLY suggested to do so. Changes to the tables are required. No easy script available for that, so if you know what you are doing, go for it. If not, wipe. With all that said, there are some exciting news for the future of Desolation/APMS. APMS is the framework upon which Desolation was built. It is a unique plugin system created for Arma 3 that allows the use of server side plugins, much like client side MODs for Arma. Desolation is made with dozens of these plugins, able to easily add or remove to suit the server owners needs. To allow for this system to be used more widely, APMS has had a large rework that separates itself more from Desolation, allowing for modders to use it now for their own purposes. On top of that work, The guys have done something we have dreamed about having for a very long time. In the current dev build of Desolation, there now lies the workings of a Server Transfer System. It's still very rudimentary, and will need a few months to work out and polish, but will allow server owners to now link multiple worlds together. Players will have the ability to move between maps (cherno to utes to Tanoa, etc) with all their character info/gear/vehicle, without the need for logging out, and logging back in to another server. Simply go to the transfer section, transfer is initiated, you load into the new map moving and facing the direction you were going, and you keep playing. The possibilities this brings are endless, and I can't wait to show it.
  4. 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 This post will cover two projects that are really one in the same. DR Project is a collection of a Mod Framework, DB Extension, Assets, Tools, Plugin Repository, and Terrains. DesolationREDUX is a survival mod using all that, working as a showcase for everything. The mod is currently in beta testing as we continue to add in the original planned features. Progress has been going very well, and we are pleased enough with how things are working that we decided to post up here. The hope, when completed and released, is that other mod makers will be able to take our work and make their own projects with them. The DR Project is open source, and will be released under APL-SA. Code, assets, terrains, will all be able to be used and edited by the community at large. ArmA Plugin Management System (APMS) The ArmA Plugin Management System (APMS for short) was created to add a plugin framework into ArmA. It allows for server owners to easily add and remove content from their server. Developers can create server-sided "plugins" that can add key binds, add events, add buildings to the map, and add SQF code. It also allows Developers to create a custom .cfg file to add control to the content within their plugin. The APMS system is the core for DesolationREDUX. Everything within the mod runs through the Plugin Manager; all key binds, events, and map edits. APMS WIKI The benefits of the APMS are as follows: Customizable keybinds created by the server. All aspects of a plugin can be customized by the server owner via the .cfg file. Managed events for both server and player. Managed Actions. Ability to easily add and remove features from a server. Managed map edits, spawned before the server has finished starting. Installation of plugins is incredibly easy. Simply place the plugin PBO into the Addons folder of @DesolationServer. Place the plugin CFG into the Config folder of @DesolationServer. Add the plugin name into the Plugin managers PluginList.cfg file. Done RedEx: REDEX WIKI Key features are: - Supports 64Bit and the new CallExtension with Arrayarguments. - Has an builtin mechanism to load additional config whitelisted Modules dynamically, so no need for plugin writers to struggle with the ArmA CallExtension API, you get wonderful objects containing "key -> value" associations, where you simply can call: `extArguments.get<unsigned int>("itemAmount")` or `extArguments.get<std::string>("listName");` and you return ArmA strings. Everything else like handling strings that are to long is done by LibRedex. - Supports sync, async and quiet async calls (calls that do not return any data) - Has a wide range of functionality to make life easier: -- Random lists that connect an chance with an item, like they are used for Loot spawn. -- Random lists of numbers (you request what kind of numbers you want, how many and in which range) -- Getting real world time in different formats like epoch(unix) time, an date array. -- Handling of file input and output on in the config defined files. -- You can define if an file readable, writable or even only readable one, which use useful to hide data. -- An module to call whitelisted urls and the Steam API, for example to get informations about VAC Bans etc. -- An build in client which can connect to an middle ware to allow ArmA to communicate with other tools like an admin web framework, as example we provide an Discord Bot, that does allow the players to request the current Performance and Server Stats. -- And of course an database connector. Database specific features: -- Does support multiple Databases like MySQL(MariaDB) and PostgreSQL, additional support for Stores like Redis are easy to implement. -- All IDs are based on UUIDs, so no longer waiting until data is committed to the Database to get back the identifier of an Object. Just request an UUID, set it as ID for the Object and then tell the System to commit the Object. -- All sql querys are sanitized additional most of them use prepared statements. -- Some function calls like "update objects" are dynamic and don't need all data to be supplied, for example you only want to update the position of the car? fine! only send the position. -- The goal of the design of the database itself was to fulfill all possible needs we could imagine. As Plugin writer perspective this means you should not need to change anything database related, all object and character information are stored automatically. This includes also variables starting with an specific Prefix as well as skins etc. -- In case of objects we provide the "svar_" prefix, so if someone would like to add a coins system, they could store the current coin count of the object ins "svar_coins". -- In case of an Player we provide "svar_" and "pvar_" both work the same as in case of objects, but the difference is "svar_" is bound to the character, so if the character dies the variable is lost, while "pvar_" is bound to the player profile, so if an character dies these variables are still present on a new character. Last is useful to save for example the skills an player has earned. -- There are also more advanced features, like the database is able to save the connection of two or more objects, so you can attach an box to the roof of an car and after the server restart the box is still attached to the car. -- An encryption library using an PSK set in the config to validate the hash of objects, and encrypt text in general. We created a couple tools along the way for server managers to use. Admin Tools: The DesolationREDUX Web Administration Panel is a plugin to help with server administration via the use of a fully configurable website panel which allows the server owner to define groups and permissions for all the staff. This panel allows the server administrators to be able to start, stop and restart the server. It allows admins to view all the logs on the server to allow them to help catch hackers! Server admins are able to view the chat of all servers on one simple web page. Server owners can use the web panel to setup and configure groups and permissions for a web based RCON tool to allow banning, un banning, kicking, remote chatting and much more. Server Manager: This tool is aimed at server owners who want to make server management easy as it aims to remove the annoying server start bat files. It will be GUI based and allows for easy server configuration. The Administration tool takes up the task of automatically restarting your server via a time picked by the server owner. It allows the installation of plugins via just one click as it works alongside the script Plugin Repository System. It allows server administrators to be able to easily add and remove parameters to their servers without the use of a bat file. Most importantly, it has support for multiple servers so managing more than one server could not be easier. The tool is C# based and currently only set up for Windows platforms. As of quarter 2 2017, C# received Linux support, but we have not done any Linux support for the Server Manager. It is planned. Plugin Repository: The DesolationREDUX Script Repository will be a website hosted on a sub domain of DesolationREDUX which hooks into our forums authentication system. This website will allow users of the community to easily publish plugins/ scripts to our website, push changes and updates to the plugin, and give a detailed description of the plugin. This website will be moderated by our forum moderators and staff to ensure nothing malicious is submitted. This repository will also be included in my Server Administration Tool, and will allow server owners to simply click a plugin on the repository to install it directly to the server. Vehicle and Loot Spawn Location Tool: The Vehicle and Loot Spawn Location Tool is used to get your own custom spawn location. This may be necessary for custom buildings, or to simply add your own touches to your server. These tools are located in Eden Editor, and are very simple to use. Due to the way in which REDUX spawns vehicles, the tool is needed for accurate position locating. Upon finding your locations, simply go to any text editor and "paste". It will paste the appropriate code config information. Server Discord Bot: The discord bot is a simple to install bot that provides easy access to server information such as Server FPS, CPS, Active Threads, Server Uptime, Player Count, Online Players, and has the option for the server owner only to shutdown the server. It is recommended this tool is placed in it's own channel as the players seem to love checking it. All assets we create, or port from the A2/TKOH data packs, will be made available as a separate download once REDUX goes into Beta. These assets will include magazine items, map objects, weapons, structures, characters & gear, and vehicles. All assets will be available unbinarized so they can be edited to suit the users needs. We hope these assets will be taken to supplement the available A3 assets, and used to create more interesting content for the ArmA community. All we ask is that we are credited with providing the source files and any derivatives are shared with the community. As for terrains, that portion of the project is on hold until we complete DesolationREDUX. Once the mod goes into Beta, the modeling team will move over to creating assets for a western themed map. We originally had plans for a map based on the San Juan Islands. This may still happen. Will have to see what the team feels like creating when we get there, but we will be creating a US based terrain and appropriate assets. Some of the project members also have their own side terrain projects that will be released as well most likely using available A2 ported assets and A3 assets. Thanks to past and present dev team members, and those that have contributed content. Present Kegan BigBen Legodev Optix TheKnightTemplar ComatoseBadger Nex ImUnleasheD JMaster Zisb CrazyMike Movinggun SonicSound Ducky Contributors DL++ (Has contributed some assets including journal image as well as shared ideas while he works on his No Cure mod) Argument (his released source files for open A2 buildings have been edited to fix many config issues and AI paths for use with A2 missions) Jonpas (for allowing us to use and edit his Theseus Services assets) Screamer (for our branding images and game icons) Kol9yN (Provides us with our custom animations) Past Dirty Sanchez ANixon David3D Natu StokesMagee Cronicash
  5. 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.
  6. 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).
  7. 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
  8. 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.
  9. BigBenREDUX

    DSR Weapons

    Some images added. Will have more after I get off work.
  10. 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.
  11. 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
  12. BigBenREDUX

    DesolationREDUX & (DR Project)

    It's an FSM that runs queued scripts at certain set intervals. It's for managing processing.
  13. 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.
  14. 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
  15. 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.
  16. 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
  17. 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
  18. 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
  19. DesolationREDUX is in need of a 3d artist to work on creating uniforms and gear. REDUX is a Total Conversion mod for ArmA 3 which will be released into alpha in the next two weeks. Details can be found at www.desolationredux.com, REDUX is the prototype game mode for the new ArmA Plugin Management System. Details can also be found at wiki.desolationredux.com. We already have a team of close to 20 others working on the project, but are in need of someone with skills modeling and setting up character uniforms. Anyone interested please contact me on here.
  20. BigBenREDUX

    Vortorsk Terrain

    #ArmAThings Don't wrack your brain on it.
  21. BigBenREDUX

    DesolationREDUX & (DR Project)

    REDUX is leaving closed pre-alpha testing, and will be going into alpha and release here in a few weeks. With this latest update, we have wiped the database one last time. With the end of closed pre-alpha, we have removed the white-listing, and are opening up the test server to anyone looking to check out the mod before release. There is still a bit of work to finish before release, including expanding on the player progression system which was implemented in today's update. Testing out the player achievements Latest Changelog http://desolationredux.com/forums/threads/desolationredux-pre-alpha-changelog-v-0-1-2017060608.298/
  22. BigBenREDUX

    Vortorsk Terrain

    Great work Mike. Can't wait to get my hands on it.
  23. BigBenREDUX

    DesolationREDUX & (DR Project)

    Been a busy few weeks for us. Between work and getting ready for finals, we managed to get a bunch of new assets in and fix a bunch of bugs. Getting ready for this weekends client update, here are some spoilers and the new change-log. M4-300 Blackout. 7.62x35 Still needs the silencer finished. This is a 556 silencer just for testing. M500 Shotgun in action. 12g Slug and Buckshot Shotgun is an early WIP. Needs handAnimations, reload animation, and EH for single fire reload. Texture is very basic as well. Cooking pot for Campfire Change-log (changes may occur before update is pushed) Client -Fixed edges of Plywood and Lumber models -Fixed config issue overwriting Mk14 -Added new inventory icons -Added 25 new preview images for crafting items -Added Log Seat -Added Item action for "Taking Your Own Blood" -Added 2 new UH1H variants (TKA and Camo) -Added MOCAP Zombie Animations -Added MOCAP Climbing/Vaulting action -Added new HUD Icons -Added new Bleeding Overlay -Added M16A2 Assault Rifle -Added M4-300 ACC Blackout -Added M500 Shotgun -Added Cooking Pot Setup for campfire -Tweaked cfgDifficulties to enable/disable a few things -Tweaked HUD Icon opacity to give better visual aid Server -Fixed some RVExtensionArgs issues -Fixed typo in GlitchPunisher -Fixed Death Screen Timer -Fixed vehicles now spawn with random fuel (0-90% in steps of 10%) -Fixed zombie hearing bug -Fixed typo in Heli Crash message -Added new preview images to player journal config -Added texture syncing for vehicles -Added texture saving to and loading from the DB -Added more complex checks for nearest buildings. Should solve some building detection issues -Added code for taking your own blood -Added fail safe for a bugged database. Server will still boot, but will display an error -Added visual effects when shot -Added DSR Climb into "Vault" keybind -Added M16A2 to loot config as Semi-Common weapon -Added M4-300-ACC to loot config as Rare weapon -Added M500 to loot config as Common weapon -Removed Katiba_GL from loot table -Tweaked SpookyWeather (added overcast) -Tweaked zombie count (increased) -Tweaked knockout from low blood The focus lately has been bug fixing and getting the Zombie's working and animated. We started this week planning out the player progression and quest/tasks systems. This will be a lengthy project, lasting a few weeks. That will be the last major hurdle before we release Alpha and allow people to start hosting their own servers.
  24. BigBenREDUX

    Krokom, Sweden

    The atmosphere looks great. Awesome work.
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