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colosseum

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About colosseum

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    Staff Sergeant

core_pfieldgroups_3

  • Interests
    Climbing, scuba, shooting, radio, binge drinking / drug abuse
  • Occupation
    IT project management

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    Male
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    Austin, TX

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  1. colosseum

    DHI Battle Dress Uniforms

    Dude, loving the new ALICE gear (especially the M203 grenade vest version!) Very big improvement over the baseline ALICE gear in RHS GREF. Nice stuff.
  2. colosseum

    RHS Escalation (AFRF and USAF)

    Right - most of the differences are pretty minor and (from a gameplay standpoint) entirely cosmetic. The metric FN FAL saw more use worldwide, but the inch pattern rifles were widely used throughout the Commonwealth (and successor nations). Both are highly suitable for a "green force" mod pack. Great work either way!
  3. colosseum

    RHS Escalation (AFRF and USAF)

    Loving the new L1A1 SLRs in the dev branch - are there plans to replace the FN FAL style knob charging handle with the proper folding charging handle on the SLRs? edit: Also, it looks like the pistol grip on the SLRs is the style only seen on the metric FALs as well. Either way, it's awesome to see even more variety within GREF - easily my favorite mod alongside DHI's stuff. Great work all!
  4. colosseum

    Faces of War [WW2]

    Bro, it's a free mod...
  5. colosseum

    DHI Battle Dress Uniforms

    The SWDs and the bonus are great! Also really like the added ballistic/explosive values on the PASGTs. Looking fwd to M1 helmets (maybe you'll use the excellent RHS GREF version as a base?) -- and especially M1s with various covers. Would be awesome to see the P42 "frog" camo, Mitchell pattern, OD green, Tigerstripe, ERDL, M81, etc.
  6. colosseum

    GF Auto Population Zombie Script - Mod

    Great! I will try it with the settings you mentioned. I did not know you could modify the spawn location to not search for towns, that should be great. Thx!
  7. colosseum

    GF Auto Population Zombie Script - Mod

    Sure, the systemchat was always showing that a town had been found (this was on Lingor). There was no issue with finding the town. What I was really looking for was the ability to have a script that spawned zombies around the player, based on the player's position (maybe with a configurable safe spawn distance like you've done). But currently, having zombies spawn kilometers away from the player in random towns they'll never reach on foot seems wasteful. The Ryan zombies are already resource hogs on dedicated servers to begin with. If I had to design the rules for the script, I would make the safe spawn distance from all players 100m, and despawn any zombies beyond 750m. Ideally, such a script would prioritize creation of "hordes" (say 10-15 zombies) in each town, but also creating random wandering zombies in the rural/less populated areas. My concern about this script is that players could spend a lot of time traversing the rural/open areas and never see any zombies at all.
  8. colosseum

    GF Auto Population Zombie Script - Mod

    Love the idea of this script - placing spawners from Ryan's zombies manually is tedious and seems to clog server resources... The issue I'm running into is that the script only spawns zombies in far-off towns: I've changed a few of the main settings here in attempt to get them to spawn closer to me (original values were 1000). This doesn't seem to have any effect. GF_APZ_Units_Spawn_Safe_distance = 100; // Add here the distance for the Units Spawn Safe distance from players GF_APZ_Blacklist_Zone_distance = 100; // Add here the distance for the Blacklist Zones Any suggestions? What am I doing wrong?
  9. colosseum

    Zombies & Demons 5.0

    Got a question for the experts here -- I've made a basic survival mission on Lingor with pre-placed weapon caches etc and zombie spawners throughout the map. I've left the "alive zombies cap" at 50 for all spawners, and given them activation radius of 100 (mostly) with spawn density as 100 as well (to make them spawn all over the place when players are nearby). I've also added the deletion settings module and set it to delete every 15s beyond 300m from BLUFOR (players). The mission works fine for the most part. Zombies spawn and can be killed etc, but we get really erratic lag spikes and strange vehicle performance (especially when flying) when playing on our rented dedicated server (6 cores, 8GB RAM). Any suggestions? We're playing with approx 5-6 guys total, so not a huge number of clients. All other mission types (even Antistasi) work great on our server.
  10. colosseum

    DHI Battle Dress Uniforms

    Love the additions - especially the PASGT helmets - but they don't seem to have any kind of ballistic protection/explosive resistance value (only a "weight" value). Is this intentional? Admittedly I don't know how the ballistic/explosive stuff even works, but the stock helmets and RHS helmets have a value assigned.
  11. colosseum

    RHS Escalation (AFRF and USAF)

    Sorry for asking -- just wondering. 😉 The quality of the work in RHS is so good I'm just anxiously awaiting the next releases!
  12. colosseum

    RHS Escalation (AFRF and USAF)

    Sorry, let me back up a bit -- the anims for the L1A1 and "retro" FALs in Toadie's NIArms pack were created by someone else -- not by Toadie. The DSA FALs in his pack have a really nice Toadie-like animation. I never understood why the Toadie animation wasn't carried over to the other FALs in the pack. Not a dig, just an observation. 😉 Is there any update on the FAL for GREF though? 🙂
  13. colosseum

    RHS Escalation (AFRF and USAF)

    Any update on the FN FAL or M16A2 for the HIDF faction in GREF? Would love to see the FN FAL with proper animations (not the awkward old anims from Toadie's pack)
  14. colosseum

    DHI Battle Dress Uniforms

    I love this mod -- truly some of the best, most detailed uniforms available in-game. Really looking forward to seeing your take on the 3rd pattern jungle fatigues -- especially if you plan to provide lowland ERDL versions of these!
  15. colosseum

    RHS Escalation (AFRF and USAF)

    Not sure if this is the right thread to discuss a GREF issue, but the sights on the M1 Garand are just terrible. They're superbly modeled -- but nearly impossible to use as-is. In real life the eye focuses on the front sight and the target, and the rear peep sight is blurred (not so in-game). Other games (and mods) get around this by making the rear peep sight a large ring. The M16s in RHS seem to do this a bit. Any chance the Garand model can be updated to match? Acquiring targets thru the current sights is just god awful. The weapon is so well done otherwise... such a shame it's barely usable in-game!
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