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chernaruski

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Everything posted by chernaruski

  1. when you do, don't forget to do it similar to this ;-)
  2. Anyone had similar issues? OB suddenly stopped loading textures. Bulldozer preview was configured 100% fine and working and then just stopped loading model textures on all models. I tried re-installing , verifying , double checking textures paths , double checking the default texture folder P:\ is set, as it was when it was working and then just this: sometimes this , with some visual artifacts No textures, strange lines instead of smooth gray mesh (if textures are not set). The only things I've noticed in the logs that it has some error logged: Invalid module. Missing link to InitPluginModule function (127) Have no idea if it was there before, never checked since everything was working. That's it. ObjectBuilder.log - https://pastebin.com/i33X5FKQ
  3. As I highlighted, all was working perfectly fine after I used pmc guide to set it all up. Was modeling for a few weeks now, and then it just decided to stop loading textures on ALL models. I never run OB from launcher. Even if I wanted steam wont let me 🙂
  4. chernaruski

    Ravage

    @haleks , thanks man. No worries, no pressure. Your project , your pace. - Another thought I had in mind lately is about Zombie Horde Module... When spawning horde I can decide how many zeds , what they wear and where to spawn them, but in addition to the placed "Themed" zeds I have the ambient ones spawning. Was thinking to myself "Ok, so I'll place Zombie Blacklist area to stop ambient ones from spawning here..." , but it looks like it effect ALL zeds. It would be nice to have a checkbox with option of blocking Ambient Zeds from spawning in the areas where Zombie Horde module is active. That way, we have more control over the zeds overall count and therefore over overall load on players machines.
  5. chernaruski

    Ravage

    @haleks if you still around and interested in continuing ravage mod dev , I have a few more recommendations : 1. Zombies dirty uniforms : the clothes do look better when they are covered with dirt and such , but on some clothes (for example - priest ropes, coats and such - CUP's units one) it looks really strange and reminds me of a "glitched" texture. Well , its quad-bike dirt rvmat , so I understand why... Have you considered applying the vanilla injured (blood all over the clothes) rvmats instead , so the zeds will be covered with blood instead? One of the following: I've tested the coveralls_injury and it looks really nice , like if the zeds had a major banquet lately 😉 2. While running Exile mod , I had to use Exilez spawner to spawn zeds. And what I really liked about it is the total control of how/when/where they will spawn. With Ravage it feels like you have only a partial control over the spawned zeds. Since I heavily use the zombies modules I would like you to consider adding features like: - Integrating some kind of a loot drop script , to make zombies drop loot when killed. I know its easy to implement , for example with GF loot drop script. - Possibility of adding vests/backpacks/head-wear/face-wear to zombies, the same way we add custom uniforms override list. - Direct control over the zed type. At the moment Ravage have Walking, Running & Bolting zeds, wouldn't it be better just to use % value for each ? walkers_pos=50% , runner_pos=40%, bolters_pos=10%. like so... I know all of the above is possible to do with 3-rd party custom scripts, but maybe you will be in favor of adding it directly to zeds spawn module so the server owners/mission creators will have it all in one package. 3. Bleeding & infection chance when hit by zombies. I miss the extra challenge of not being hit by zeds or you will have to deal with consequences, such as cleaning the wound / infection , looking for bandages or bleed out, looking for that holy grail of anti-virus injector , having to deal with health deterioration because of the infection. 4. Adding 4-th extra tough zed type which will appear only during night time. This one may be tricky, since it will require a new model and animations for it to be added. Thats why this is at the bottom 😉
  6. chernaruski

    Chernarus Redux [WIP Release]

    ChernarusRedux - WIP
  7. chernaruski

    Chernarus Redux [WIP Release]

    Tronicka Caves ? Its in bottom left corner of the map , down the sea shore, just right to the Kamenka river.
  8. chernaruski

    Scripting General & Library

    10. How to make Ravage zombies drop items when killed: I used GF Drop Loot script as a base , heavily edited it & removed gear , weapons , grenades and attachments drops from it , since I wanted zeds to drop only basic items (i.e Ravage mod items). I've put this code in to the Killed EH , inside the Ravage Ambient Zombies module (screenshot attached) placed in my mission: Yes I know you can make it better , delete irrelevant stuff, but it was made as a quick solution and a pilot zombies loot drop script. Just wanted to try the basic way and use Killed EH without calling for script from init. I tried to make it work this way, cause the original way was not working for me on Exilemod integrated live server. Additional things I would love to add/see: - Make it so not every zombie drops loot , only x% of the time. - Make specific items have higher chance of drop then the others. - Find a way of making the items appear under the body or as inventory of the dead zed (vanilla way) and not as a dropped item (sometimes feets away from the body). All credits to @GEORGE FLOROS GR for his easy to understand script.
  9. chernaruski

    GF Drop Loot Script

    Yeah, of course. Didn't work for me for some reason. Yesssss! It works via Ravage module - EH . I've just copy pasted code directly , you must delete all the commented stuff first of course. Now its time to do some tweaking.... config the items , its randomness to spawn or not (I don't want every zed to drop items), and remove the unneeded stuff such as weapons/vests/etc cause I want zombies to drop only basic items.
  10. chernaruski

    GF Drop Loot Script

    Couldn't make it work with Exile. Event handlers changed somewhere... Until I find out what exactly causing this, maybe there is a way to call for your script via built-in Ravage Ambient Zombies module? PS: I'll just add the whole code to Killed EH and see what happens ))
  11. chernaruski

    Chernarus Redux [WIP Release]

    Horror mod? Nope. Just another day on ChernarusRedux 😉
  12. chernaruski

    Ravage

    No one is questioning anything here , I've only asked if its possible to separate the two. Maybe you misunderstood me, it was never my intention to tell anyone when and how to manage things. Just posting my opinion. Its not a problem , just a nuisance if micro-updates continue, so I wanted Haleks to be aware of MP server side keys issue.
  13. chernaruski

    Ravage

    Don't get me wrong scenarios are great , but in my opinion its poor practice to join them with main framework and update mod because of them. Micro-updates of missions/scenarios don't add much to the fundamental features of this mod that most of multiplayer users or mission creators are using because...well they create their own thing using Ravage. i.e : If you use Ravage mod as survival system on MP server , you are not really interested in missions/scenarios that bundled together , furthermore in updating mod server-side for every future mission/scenario related bug-fix or micro-update with a fresh bikey. I'm not sure why you decided to bundle them together... you always can create official mission/scenario collections and feature them on mod steam page or here and keep main mod as a separate thing. People that are interested in scenarios won't miss them, be sure of that. Maybe I'm missing something, but I think main mod should be separated from any scenario / mission ...
  14. chernaruski

    Ravage

    Haleks, can you please separate Ravage mod from any future Scenarios / Missions?
  15. Place to report mods that use & repack Ravage Mod files , despite Haleks's clear statement "You may not reupload this mod on Steam" at the original Ravage Mod topic. Extinction Mission Mods - https://steamcommunity.com/sharedfiles/filedetails/?id=882350776 11thmeuzombieX - https://steamcommunity.com/sharedfiles/filedetails/?id=1206802838
  16. chernaruski

    Problems & Bugs

    It has nothing to do with Exile. I was using hordes before the update, there was a problem with horde spawner that caused zeds spawn to stop due to GlobalMax limit and the fact the zombie spawner didn't clean the spawned zombies. So I removed the module, and actively used the Ambient Zombies only on a live Exile+Ravage server. Then the update came out , and I tried the module out again. This time, it was basic place the module down in editor and see how it works. No other scripts such as DMS, Occupation, A3XAI was present. The results are in video. So everyone here have hordes spawner working correctly? I just needed some confirmation or not , to understand where I should start looking.... Flag it Unconfirmed then. Strange glitch then.
  17. chernaruski

    Problems & Bugs

    Don't know if its only me having this, but I've posted a bug in the original topic about Horde Spawn Module working weird and despawning zeds when coming close to the spawned horde. Please confirm or disapprove (and add it to the list).
  18. chernaruski

    Problems & Bugs

    We should probably sticky a list of all known bugs here. So the people could check if they found something new and should report it , or its a known issue that is not fixed just yet.
  19. chernaruski

    Mods Discussion

    Post-apocalyptic maps to play Ravage Mod on: Derelict (alternative versions of Altis, Malden, Stratis) ChernarusRedux Chernarus 2035 S.T.A.L.K.E.R.: Live Zone (pre-alpha) Pecher Feel free to add atmospheric post-apo / ravaged / desolate maps.
  20. chernaruski

    Ravage

    My first (after the update) zombie horde spawner simple test in editor returned these results: module settings placement results (youtube video) Horde spawned and de-spawned, right before I reach the location. Didn't bother testing it on live server, just yet. New zeds dirty uniforms looks nice. Its the same rust texture that is applied to damaged containers / vehicles ? Maybe something that looks more like blood is possible to apply? Dealing with the horde spawner and making it work for MP scenarios is the right direction to work on, the basic balancing of a spawners work in MP environment is a must. We always here to test it out for you Haleks. No way I'm coming back from Ravage to Zombies&Demons zombies ;-)
  21. chernaruski

    Scenario Menu - Bug with mission names

    Your scenario is PBO-ed , not unpacked in folder... , right? Doesn't work for me when PBO-ed. More reports on this here... something global maybe?
  22. chernaruski

    GF Drop Loot Script

    Yeah, I've tested on Ravage+Exile. I use zombie module from Ravage and Exilemod based server and was wondering if someone uses your script to drop loot from zombies. Didn't work for me, just needed confirmation . In a meantime I'll try to figure why it doesn't at the moment. Exile have its own loot drop/cleanup system built in, so maybe need to alter a client code (or merge with your script) for it to work properly. Maybe its even better to intergrate this loot drop script via the "killed" event handler that is built in Ravage's Ambient Zombies module.... need to sleep on it.
  23. chernaruski

    GF Drop Loot Script

    Hey George, is this fully working in MP , if I'm to deploy it on server with Ravage Mod zombies ? Does anyone tested this script with Exilemod loot spawning , does it work independently? I was trying to implement it on Exilemod+Ravage server, it seems Ravage zombies don't drop any loot... Also , was wondering , how is the dropped items cleaning works? Is it built in? Or it requires ravage's cleanup module to be on or any other scripts that do the job?
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