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Donnie_Plays

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Everything posted by Donnie_Plays

  1. Donnie_Plays

    Ravage

    Can you send me your mod list through PM? I will investigate. I tested over 20 mods running at once with this. Can't reproduce your issue. It looks like the UI size is not matching up. What kind of display settings do you use? (windowed, resolution, aspect ratio, size etc). It should also be noted... I'm noticing you are playing in Russian. The mod has not been fully developed for Russian language yet. It's a work progress. I do plan to finish that feature.
  2. Donnie_Plays

    Ravage

    Hello everyone! I have added a custom in game UI for Ravage gamers to use! I often get bored using the default inventory UI. It just looks so plain. This is included in the RAVAGE UI and CUSTOM MENUS mod that I just put on workshop. The mod is a collection of open sourced assets from Breaking Point and Desolation that I thought would fit right in with Ravage! There are info tabs that give you tips on how to do things in Ravage. I would like to expand upon this later. If anyone has ideas feel free to shoot me a message.
  3. Donnie_Plays

    Ravage

    Help yourself my friend. It's mostly open sourced stuff that I used from Breaking Point and Desolation. I thought Ravage gamers could use a little variety. Let me know if I can help. I did add the custom MP score table myself, as well as several edits and changes to the way things were used in those mods, to allow other players to use mods with it.
  4. Donnie_Plays

    Ravage

    I know exactly what you mean! A significant amount of items included in this new DLC fits right into post apocalyptic scenarios. Everything is from 1983... so it looks older. There are a ton of really good looking objects. This might be my favorite DLC for Arma already! By the way @Haleks, I have finally released the Ravage UI and custom menus mod for Ravage gamers. It's been a work in progress for a while. With your permission, I would like to use some of your Ravage mod screen shots as loading screens for the mod. You have some excellent screen shots on the Ravage mod steam page.
  5. Donnie_Plays

    Ravage

    I have created a specialized Ravage custom loading screens and main menu mod. It includes a custom main menu designed specifically to give Ravage MP or Co-Op gamers a specific style or experience. It includes custom menus that have been edited from other open sourced mods. It's a small file. https://steamcommunity.com/sharedfiles/filedetails/?id=1727696634
  6. Donnie_Plays

    Ravage

    I played around on the new map today for a while. It's a gorgeous map. Very well done. I'm very impressed with the clothing, gear, weapons and vehicles that come with this DLC, as well as the custom sounds and objects on the map everywhere. I noticed that basically every house is enterable and has unique floors and wallpaper in some rooms. However... there are basically no objects inside of the buildings to loot from, for the most part. Most of the houses are completely empty. The Ravage AI and zombies both worked very well on the map. I had no problems with the way they spawned. The AI also spawned in vehicles as I had intended. There's just something special about this map. The map feels a little bit like Bornholm to me. It truly feels different than the other vanilla maps. The roads, the fences. Everything looks different in it's own way. I can see this map having a decent roleplay setup. It could potentially work better than Altis in some ways. Most of the objects that come with the DLC just seem to work well with the Ravage and apocalyptic situations. The vehicles look older with wear and tear. There are some impressive looking crates and boxes that come with the mod. I could see them working well with a loot system as well.
  7. Donnie_Plays

    Ravage

    @EO Will loot spawn on the new map? Is the AI pathfinding working correctly with the new roads? I guess I need to do some testing myself.
  8. Donnie_Plays

    Ravage

    That's how Breaking Point mod works. It also might explain how the Breaking Point mod had such high performance on their servers.
  9. Donnie_Plays

    Ravage

    I'm not sure where things are currently, but setting anything to "Limited" seems to break spawning. At least in the past.
  10. Donnie_Plays

    Ravage

    I like the idea of weapons spawning on the ground, but it kills performance. I was just thinking about it. The AI probably wont' spawn because the new map has new roads and likely new pathfinding. Same thing with zombies. If every object on the new map is new to Arma... it's probably going to be a massive project to update everything.
  11. Donnie_Plays

    Ravage

    I've been looking around on the new map that just came out with the Creators DLC. The map is gorgeous and exceptional. However... I have no idea how loot is going to work with Ravage mod on this map. There are no objects on the entire map that is used from vanilla arma. I'm also not seeing piles of boxes or crates that can be used for loot systems. The houses are all completely enterable and empty. Could this be the perfect time for an optional 2nd loot system for Ravage? The old loot system that spawns objects such as luggage, might be a great system to use for this map.
  12. Donnie_Plays

    Ravage

    I've had the same comment a few times on my MP missions. However, when it comes to released content, I've never once enabled "Select Respawn Position" as a setting, because I generally think selecting spawn points is lame in apocalyptic sandbox scenarios. (the whole point of the environment is the grind of getting geared and staying alive through the process). I have no idea what causes the problem you are referring to. Something is definitely happening with player characters when they die, though and it's clearly something that is having an effect on respawns. It is sporadic. For the longest time I thought the issue was directly related to respawn positions and objects spawning in the same place, causing immediate death on the character. I proved that wrong though, by putting in parachute spawns (Exile style). It basically fixed the problem, but I did still see it occur one time, while testing the WarZones mod. Something is happening with player deaths in the code. I'm not sure what is happening or why. The issue you are referring to has occurred multiple times in Arma. Usually... the issue is related to someone not using the right version of Arma or an outdated version of a mod on a mission file that has not been updated. Here is an example from a vanilla Wasteland server without mods. https://www.reddit.com/r/armadev/comments/6xbse4/multiplayer_spawning_at_000_stuck_in_map_without/ Exile https://www.exilemod.com/topic/19421-respawn-bug/ http://moosemilker.com/forums/topic/arma-3-exile-automatic-death-bug/ Epoch https://epochmod.com/forum/topic/6498-dead-re-spawn-on-their-body/
  13. Donnie_Plays

    Ravage

    42 vehicles and 21 new weapons, plus a new map, new gear, helmets, uniforms and most importantly... terrains objects. New houses and buildings, roads, bushes, trees, grass. It's going to do a lot for the community going forward. Arma is finally making their content on par with the modding community. With that many new weapons and the stuff that comes with marksmen and apex... you really do not need to run that many weapons mods anymore in my opinion. A 419 square kilometer map makes for a lot of different experiences. The terrain photos I've seen reminds me of Bornholm to compare. Similar looking environment. Some snow areas as well. I can't wait to see what they have done.
  14. Donnie_Plays

    Ravage

    When I first heard about a new DLC, I shook my head no. I skipped both Jets and Tanks. This new DLC is actually offering something I'm interested in. Another big positive... everything was made by the community. BI purchased the creations and will be sharing profits with the people who made it all. This is going to add a ton of assets to Arma. Weapons like PKM. Even a motorcycle!
  15. Donnie_Plays

    Ravage

    Has anyone seen the new creators DLC that's coming out next week? The most appealing thing to me... a new map is coming to Arma. It's a bigger map than Altis. 419 square kilometers. The most interesting thing about this map... it uses entirely new assets for the map. This is probably the biggest update to come to Arma since APEX, which may or may not be a good thing, as far as I'm concerned. A ton of gear, weapons and vehicles. It's my understanding that this new map will have brand new buildings that have never been used in Arma before. This new DLC is the first release that was made by outside developers and not BI. I didn't buy Tanks or Jets DLC. I'm seriously considering this one. It's my understanding that every building on the map will be enterable and destructable. I'm already wondering what the zombie apocalypse looks like in Germany.
  16. Donnie_Plays

    Ravage

    +1,000,000 Thank you for saying this. This statement should be something that everyone who plays Arma... should have to sign and agree to before they play the first time. It should be noted... to anyone who's having performance issues. Every single time you add a new mod to your list, you're adding performance issues to your mission. One mod can break features. It's a fact. If you're running 10 mods... you're really pushing it. RHS and CUP are not as optimized as we all wish they were. I also saw the edited "Blastcore" mod in the list. That's an outdated re-uploaded mod that hasn't been properly updated in four years. Any mods that edit or add graphical improvements to smoke or fire, will absolutely cause performance issues. If you run ASR... you're tweaking the AI. This will have performance hits when AI spawn.
  17. Donnie_Plays

    Ravage

    I'm not sure. I had no idea that vehicles were included in that module. I'm not sure if that's true or not. If I want specific custom weapon loot lists, I turn everything to "No" and then proceed to list out what I want to use. That's how I do it. I'm not big on RHS or CUP though, so you might be talking to the wrong person.
  18. Donnie_Plays

    Ravage

    It's my understanding that if you are using the custom weapon list, it will replace any other settings for loot tables in the module. However... if you enabled "CUP" as an option, that might be the reason. It's probably causing a conflict and items from CUP and slipping through.
  19. Donnie_Plays

    Ravage

    @Haleks and anyone who streams or creates content. Just an FYI. My Ravage youtube videos are getting flagged for copyright issues for the following song: Dark Hollow - Tamara Shestopalova Any time that background song plays while I'm playing Ravage, YouTube is flagging my account and changing the videos... adding "ads" to them and monetizing the videos for the copyright claim owner (In this case, Dark Hollow). I decided a long time ago that I was no longer going to monetize any of my youtube videos. I guess YouTube does this automatically now if a claim is filed.
  20. Donnie_Plays

    Ravage

    I investigated further. It was fog. I was encountering fog suddenly everywhere, so thick I couldn't see my own player character's arms in first person. The map I was using had a default base level of 250. I changed that number to 0 and the problem went away.
  21. Donnie_Plays

    Ravage

    Has anyone encountered a bug where after a few minutes in game the screen goes completely blue? I can still see the in game UI for the weapon info, etc. I can even still see the markers, but it almost seems like out of nowhere everything is drowning in the color blue. I haven't figured out the source of the issue here yet. I'm using Ravage with three other well known mods for testing right now. If anyone else has seen it, please let me know.
  22. Donnie_Plays

    Blue Screen after a few minutes in game

    I just developed this same problem. I have been working on mission file to run on a server. When I go to test the scenario, after about five minutes or so in game the screen just turns blue. I can still hear all the in game sounds. I can still see the marker I have placed in game. I can still see my weapon info on the UI, etc. Really strange.
  23. Donnie_Plays

    Ravage

    I like the camp system too. Throw down a tent. Just the idea of being able to create a crate and stash loot is enough for a lot of people. A lot of people don't want to go through the effort of making a whole base. If you could just stash some loot in a box that you can place... it would make a lot of people happy. When it comes to basebuilding, I like the idea of being able to lock existing doors and only group or faction members can enter. Another really cool thing would be to board up doors and windows to your base using specific items, so that other players cannot peek into the windows. As for locking houses, you would need the ability to restrict how often people can lock houses. Just the ability to lock yourself inside of a house and then sign out of the server. You would need a key system of some time to have access to the building. Not sure how it would work. Either key code or physical keys in game that are unique to specific bases and houses. Breaking Point mod uses a system where other players can break into your base if you use specific amounts of explosives, etc. It was excessive though. You really had to have a stockpile to be able to pull it off. I loved that about the mod though. It was hard to raid someone. If you pulled it off... you really accomplished something. The bases in Breaking Point always had excellent loot. Stoves, gun cabinets, lockers full of loot. Whatever players had stashed.
  24. Donnie_Plays

    Ravage

    Have you looked at the open sourced i-build mod? https://ibuildmod.wordpress.com/ http://www.armaholic.com/page.php?id=27078 I've had people demand basebuilding more than any other one thing on all my scenarios. I tend to point out to people that after six years, there are still no basebuilding mods on steam workshop for Arma 3. I have always thought that Breaking Point mod had the best basebuilding system for Arma. Instead of allowing people to build giant penis bases like in Exile... they allow players to collect blueprints and items (such as wood pallet, etc) and they use the blueprints and specific ingredients to lock and secure an existing building in game. This is considerably better for performance on a server and it also keeps people from griefing the server by building bases in inconvenient places. I also happen to have an opinion that in post apocalyptic scenarios, you would likely see people fortify existing structures instead and rushing to build a new house, etc.
  25. Donnie_Plays

    1.90 update - Troubleshooting

    This is the same issue on our server. We actually do not use lobbies. Players auto load in. They are just getting stuck in black screen and you can only hear the sounds of the ocean.
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