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PuFu

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Everything posted by PuFu

  1. PuFu

    RHS Escalation (AFRF and USAF)

    We have multiple reports regarding issues with the new RPK-74M (wrong mesh model, wrong ammo type / incompatibility with existing mags etc). All these issues are caused by 3rd party mods (or their compatibility files) and are outside our control to fix. Please make sure you are not using any other mods besides RHS before reporting bugs on our feedback tracker. If you encounter and are able to pinpoint such issues to a specific mod, please report these towards the mod respective authors
  2. PuFu

    RHS Escalation (AFRF and USAF)

    not unless @Jester504 has provided some here - https://forums.bohemia.net/forums/topic/222204-wip-embraer-a-29-super-tucano/
  3. PuFu

    RHS Escalation (AFRF and USAF)

    considering we actually don't really care much about vanilla content, nope. but feel free to do that on your own, re-textures are tolerated. it isn't any different than retexturing vanilla uniforms... depends of the size (pun!) of these PNGs and what these contains....
  4. PuFu

    RHS Escalation (AFRF and USAF)

    again, generally speaking, do not report issues towards us if you are using any other mods but RHS (that includes the larger ones such as CBA, ACE, etc etc).
  5. you should be aware that this mod has been updated/maintained in a while, and as such, there might be a lot of issues that comes from it - game updates and RHS updates
  6. PuFu

    RHS Escalation (AFRF and USAF)

    pretty sure it is a mod conflict
  7. PuFu

    RHS Escalation (AFRF and USAF)

    as you can see, the PIP is not the scope, but the outside of the scope/periphery. not really PIP scope, is it?
  8. PuFu

    RHS Escalation (AFRF and USAF)

    it has been down for a couple a years at least. it is not gonna be up anytime soon, considering a lot of the website backend would need to be changed/replaced for that to happen
  9. PuFu

    P3D and PBO Files, how to open?

    the ip holder should provide you with the raw files instead
  10. PuFu

    Pistol Proxy Weights

    not possible
  11. PuFu

    RHS Escalation (AFRF and USAF)

    ideally we'd want to remake the M16s/M4s from scratch, future proofing the asset and making stuff with modularity in mind this time around. but until that happens, nope
  12. PuFu

    RHS Escalation (AFRF and USAF)

    we have no intention to make structures for lifers, nope
  13. PuFu

    RHS Escalation (AFRF and USAF)

    awesome shots, but please (and don't take it the wrong way) do not post pictures in this thread that contains stuff from other mods, because this leads to confusion.
  14. PuFu

    RHS Escalation (AFRF and USAF)

    The Red Hammer Studios team is happy to announce the first release of RHS: Terracore - our new standalone mod for terrain developers. Features more than 70 new objects: -Eastern Bloc (Soviet) architecture -Fully enterable modular buildings -Urban props like walls, fences, playground objects -Made with love for the community! Roadmap: We are working hard on extending this mod. Our current plans for future releases include: -Railroad objects pack for 1520 mm gauge railways (aka Russian gauge) -More Eastern Bloc buildings -South-East Asian (RHSPKL) themed objects -And much more! Subscribe! https://steamcommunity.com/sharedfiles/filedetails/?id=2288691268
  15. you didn't build the car (as in actually modeled it), you use someone's else's model. you won't find help here for this sort of stuff.
  16. can you post a link towards that mod? not sure what you mean tbh
  17. PuFu

    RHS Escalation (AFRF and USAF)

    you could try the scar-h, that works btw
  18. https://feedback.bistudio.com/project/view/1/
  19. as long as you do not redistribute any of the vanilla content, that should be fine
  20. Sorry to hear about this. There are less and less people who have been around for as long as you have in the modding community. In any case, if you ever want to restart the work and go the SAF way, you'll always have support under the RHS roof.
  21. It depends on a number of factors a. number of sales b. price set (negotiated with BI - the % is non-negotiable though) c. number of invested people that would share the profit somehow d. time spent on stuff that might have little importance, but can increase workhours in a major way So, GM, just like CSLA have been working in the background a bit before they applied for cDLC. So there was a start, there was some work already done. It is definitely a higher risk involved, especially when you start from scratch, especially if you not have a good core-team So while 100k @20€ retail price (35% = 7€ / cDLC going towards the developer = 700k before taxes) could be ok-ish for a team of 2 (GM case), might not even come close for a team of 40 people, especially since one cannot really push the retail price up indefinitely towards a full game release. Again, this is the best case scenario, but it isn't the realistic scenario considering a lot of the products sold are done under steam %sales Let's assume there's the same 40 people that are going to equally share the profit (not really gonna happen equally anyways) for a DLC that has a retail price of 35€ (upper range if you ask me) that sold for 100k (so about 30k a person before taxes that can vary between 20% to 50% depending on country, annual income etc) for something that they have worked on for the past 2-3 years. Is that worth it? Not really sure, it depends on a number of personal factors really. For most EU countries and US, especially for 3d artists and coders that can get some similar jobs, even freelance, is not really worth the time, considering there is no way to get the normal (average) rates, most likely half, if lucky. Sure, if you are doing something else and this is a side gig of sorts (although you are expected to put weekly time in, will need to crunch, to respect deadlines etc, unlike modding side-gig by comparisson), or you aren't working (student etc), being unemployed or some stay-at -home dad or alike, sure, it's an extra that would otherwise be non-existent. You definitely can save some time and get away with a few things, like purchasing/licensing some of the content from 3rd party stores and get a jumpstart (although at times that can end up being more time consuming), but at the end of the day not everything can be sort of circumvented. But all of the above, both the terms of the cDLC deal with BI (price related, not % related), the number of people required/involved, the time spent and the risk involved for a game that is over 7 years old (while it does have a pretty stable monthly playerbase, it also has a lot less active annual base/purchases than 5 years ago = potential customers), together with the fact that most of the stuff is already available in one form or another for free in mods, has to be taken into account before embarking into this journey. Is it possible, surely is, but as i said in a previous post, 100k sales is optimistic, anything above 150k i think it is fantasy (my personal 2 cents based on all the information i have at this time).
  22. you might wanna re-read what art of war DLC was about. In theory it is suppose to be a collaboration (via some sort of contest) between players and developers. Unfortunately, yet expected, there were very few people submitted 3d models for this contest, and none were up to BI standards, so they choose to do their very own. it's an exception, not a rule, it is also partly for a good cause. Stop comparing apples with pies BI is a business, part of the DLCs content is already implemented in the base game, just not everything Unlike other games, most modders here create their own content, rather than just add some new textures to the vanilla content. I don't see how content being in the main game could incentivize more sales, but whatever. Good grief, hyperbole much? If you think things can be changed this late in the development of this game who is on a backburner, without a dedicated development team, then you obviously have no idea about how game development works... i also love when people express their own believes in such a way that feels their doing the humanity a favor for even typing these ideas. You can definitely make suggestions, but realistically it might happen for a future title, not this one. If you think it should happen for this one, then it's called bitching indeed. Actually, (and i have been there myself), when trying to figure out if making a pitch for a made from scratch cDLC is worth the investment (unlike GM and CSLA that have been in the works for years, and most/part of the content existed in some way or form), you will focus on the active player base, not the entire number of game sales, because a lot of these are players who moved on, or bought the game at a high discount and don't actually use that. This is valid for any product out there, not just ArmA3. And as i said, 7 years after it's official release, the number of players that are involved around here is much much smaller than the total number of game sales. you might wanna grow a thicker skin, you seem to get things personal when people are disagreeing with you. It is subjective to the amount of time spent on it, especially if done from scratch. Again as i said, it's also related to an actual number of expected sales in relation to a number of possible customers, and these possible customers are NOT, by any stretch of the imagination, everyone that owns A3, no matter how much you wanna use that number. The few tweaks you are talking about are not gonna happen for Arma3, which is something you are, for whatever reasons, unable to grasp. i am not gonna argue that you're math is wrong, but will say it is 100% useless. you won't, because along this entire thread, you were unable to move an inch from your own view. BI has no reason not to be happy, they get 30% cut of whatever sales cDLCs make without doing the main legwork. the 2 cDLCs made so far have been in development for quite a bit of time, best case scenario they would have released the content as mods, worst case they wouldn't have seen the light of day. so the cDLC was an incentive of sorts. They get some income out of it, more than the nil income any other mod release does. It's left to be seen if the cDLCs that are gonna be made up from scratch, with a lot more people in the dev team, and with a higher expectancy of monetary returns, are gonna be happy with the resulted sales versus their prognosed sales. really? are you one of the creators in this community? or are you speaking for others just because? again, there is nothing to figure out, because the current system, as explained before, is NOT gonna change
  23. i can't understand what the thread turned into... a. BI DLC system won't change for A3. Neither will the cDLC system. Not even sure why anyone would think differently. b. the number of active players (per month / per year) are not nearly as high as some of you suggested. Not even close. c. most of the DLCs are bought during sales and during early release. That 100k supposed GM sale is a lot better than one (as in myself) would have expected. For various reasons, i wouldn't expect any cDLCs to sell above 100-150k units, no matter of the quality and content provided (life gameplay specific content included). Last info i got was for 2019, and that was around 600k unique users per year (yes, with an peak of 25k a day simultaneously) d. how did this turn into a discussion about the DLCs, when it is about the cDLCs which is handled even differently. Imagine an A2 Lite version for any cDLCs, even with automated tools in place to save the time - most of what people buy it for, is content, not the campaign, neither for the missions provided. You gonna end up the same way A2 DLCs ended up - with poor sale numbers because the content was perceived as horseshit. Yes, you can add all the info about the fact that textures/models/sounds are lower quality, but at the end of the day, how does the real thing look like? And no, i don't think you can't really do that these days, no matter how hard you'd want to, without a even worse result. Not to say if anyone would want to do that for the terrain, you'll end up with an actual advantage (performance and competitiveness) for the lite user, because that's how RV engine works. Now, it seems the thread goes around the points over and over again 1. why pay for content when mods provide that for free - that's a general downside of trying to sell content without feature updates (which is where there is a big difference by comparison with official DLCs) - pretty late (end of life) start for the cDLC program 2. why are the cDLCs not part of the main game, at least partly - because these 2, and i expect future ones as well, are well outside the existing game loore, similar to contact 3. why make cDLCs when multiplayer communities will not use that - some multiplayer communities will actually use that, if mandatory - not everything is multiplayer to begin with And the newest thing - paid content should be provided/added for free to the main game free of charge after xx months from official release. The comparison in itself with CD Project RED is funny, yet idiotic.
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