cosmic10r
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Everything posted by cosmic10r
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@Hans(z) I think i might be doing something wrong with those inventory items... i noticed on Donnies stream too. Ill look at it. Whats the issue with the view distance?
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Is it asking for something besides vanilla, cba and ravage?
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I'm getting distracted... lol... gotta stay on task here :)
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Nice job man. Some dark stuff went on in a few of those rooms...
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Once someone gets a chance to try it in MP and can confirm the new systems are working then Cherno Redux will follow... @lordbooka I like that idea because it will keep it fresh for the compo designers as well... the more random the better.
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Alright... Full disclaimer... I didn't get time to test this on a dedi or locally on MP... It works fine in the MP editor but there could be a couple of bugs from some of the changes I made. -In order to reduce work I came up with a random spawn and end system. In the old version there was one of each version but with ravage being updated fairly frequently and me having other projects, i had to get that done. -You will spawn at the crash site of your plane in either the north or south. You will be stunned for a period of time. Whey you see yourself move or pull out a pistol/rifle you are good to go. -There is supposed to be one resupply crate at the crashsite PER PLAYER. I didn't test this because everyone is in bed from the team before I get home from work lol... It\they will spawn in a random radius around the crashed plane. Sometimes zombies surround the crash site and other times not... don't get lazy. Report ---- Let me know if this is working or not please -The USS freedom will spawn in one of three random locations at the other end of the map... @roy86 provided the code for that. -The mission will end when you get to the carrier. -There are some ammo/weapons boxes hidden on the map. Other then that it uses all the other features of the Previous Escape versions... Here is Malden... Once it is tested a little bit then Cherno Redux will follow... Then maybe something else :) If you want to play in SP then load it through the locally hosted LAN and all the parameters like starting time and time acceleration are still available... And as Always enjoy... Thanks to everyone involved with Ravage and the community as a whole updated link 12/21/17 - fixed inventory items and added VD parameter https://www.dropbox.com/s/j3ctn2nttkmw18q/Ravage-[Coop]The_Escape_Malden.Malden.pbo.zip?dl=0 small note... I need to get these released and any reports out so I can move on to some of the exciting things coming :) updating all escape versions to new system and my own SP Mission will get done shortly to facilitate me getting on with other things...
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@Evil Organ Could the resident Furniture sales and fine men's implements expert chime in :)
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It would be nice to balance it out... one thing I thought might work is having a seperate Ai jamming function which is only the anim... it would interrupt the firing to simulate the jam effect but would not do anything else so as not to heavily confuse the already confused AI lol
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Was Fox car compatibility added? I don't remember adding it to my mission... just driving along testing escape Malden and I see this in the grass
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Im getting distracted in the main thread of Ravage lol.. I have done an escape Malden and escape Cherno Redux and will release those shortly. Will get this updated as well. Im pretty sure I can just update the modules and repack it. One idea i had that i tested but didnt implement yet is having a flock of crows ... just 2-4 flying around dead bodies... like above them... so you still have to search but the crows give you a vicinity For some reason JTD flies isnt working but that was always good... see increasing amounts of flies over dead bodies... those ideas wont be added in the update... but possibly in another after if the crows work and don't make it look stupid...
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Yet to be determined... I did have it working on AI, the problem I foresee is getting them to understand what is happening... a little to early to tell. I am getting a couple of errors... it cant find a couple of time entries... but I will send it to you when it doesnt;have any errors.
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Water looks good too
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Ok... i worked through a bunch of the errors... seems to be ok... no?
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LOL Don't make promises you can't keep haha Ill post a few screenies in a few... im just looking at it now... You can thank @Jack Ost . I reworked his config for it. I think I may have just added dynamic lighting too... not sure if it was present before... Im finding the lighting too "stratis" bright so let me fiddle with it a bit.
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@Donnie_Plays a bit like this?
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@lordbooka Those are super creepy!
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time to go to bed here is malden part 2 a lot of the gamplay is from my in game dev testing sessions... but its still some what representative of gameplay some more work in progress gameplay. Chrenarus Redux is coming... :)
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Ive looked at every melee pack and some are really good and some arent as well developed... I say that because I appreciate how complex this is and getting your own custom animation and weapon in game is like magic It would be fantastic to see a definitive melee pack with proper animations and damage but keep in mind when you start digging under the hood you begin to find all the rust deposits...
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I mentioned a couple posts up that there will be, at some point, a better system to implement this... I would summarize the requests in this order 1) how do we add the stuff we want to loot/uniforms/vehicles spawns 2) how do we add loot to a specific map 3) how can I build stuff 4) how do i turn off runners 5) how do I add runners 6) why are there runners 7) how can i buy and sell stuff more 8) Why is EOs furniture shop closed on sundays, i mean it's not like a man doesn't want to shop for fine accoutrements on a sunday Haleks has hinted he has some plans... and seeing what he did with the jamming script... it will likely be good :)
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In terms of Guns and Rusty guns, weapon jamming, weapon wear, and adding weapons from other mods Haleks is in the process of overhauling this in the coming months. This release focuses on the awesome new furniture looting system and ambient furniture and testing those things as well as any more bug reports. All the guns I have done will be in the next few updates but it gives time to refactor how the mod works around the guns. There is plenty of discussion in the dev thread about implementation. I have also sought out a few permission and a couple look promising if I don't stink the joint up with crappy textures... I'm guessing and hoping that Haleks has his usual "Ace up the sleeve" and will have a great way to balance it all out. @Donnie_Plays you can hack this in right now but it isnt pretty. the code is on the wiki but I havent tested it in awhile and I believe some of the classnames have changed. I saw those BP releases and have played with them extensively. it would be great to add them. BP is now opensource and as such... we may be able to add some of that stuff to ravage... ive looked at the melee stuff and its pretty cool. We need a better system for adding guns to pools and I know that is coming at some point :) At this point, if you can stand being a little patient, some more good things are coming.. if the guns get implemented and a few RP aspects are developed like buffs, building, shop systems and Haleks works his magic while me, EO and Tourist drink beer, This could be quite a definitive zombie experience... Honestly, the new furniture and loot spawning blew me away.. i went into a building the other day... and there was a trail of blood leading upstairs... I hightailed it outta there
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4K Nice job B@co
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It is actually is pretty fun. I was working on it to then got sucked into the guns lol. And if everyone does a building or two then it wont be like coming home for EO. I know how many nights he put into those ;)
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Nice... looks good on my end... Haleks has final word lol
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Another hard earned tip... Do a couple and send them through and get some feedback... nothing worse then doing a bunch and finding out there is an issue :/
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Would be nice to have a few variations done by people. If someone wants to help be systematic and choose one maps structures... Do those and if you arent half blind by the time you are done then move on to the next map... Keep in mind that you need to be careful of the icons in the editor... i have found when i am trying to work with vanilla it is easier to disable all mods because you find something cool... put it down... and forget... then you have a cup dependency. Just a word of advice.. You can use dlc assets because everyone has those... And be careful of density... zombies cant climb over a room of luggage ;) If we can get a few more done then EO wont always beat me to the loot cuz he diesnt have to search :D