cosmic10r
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Everything posted by cosmic10r
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Yeah. I figured... okay. Let's do it that way. When I get around to them I can just send you the paa files and you can overwrite. That will be all you need besides repack it. It will keep it consistent for people too. I'll repack RR today and pull out those guns and put up a new link and update the descriptions.... I'm pretty pleased because I figured out a couple more of the tools functionality in gimp so I can do a better job... the more I look at the mar10 and the spmg the more I like those textures and the newer patchwork look good too. They arent pixelated and arent washed out.
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@EO - it's weird, I cant tag you @haleks If it's easier I dont mind separating the package out. We could leave the rvg_weapons pbo and I could delete them out of RR. Whatever is easiest for you guys... Full disclosure... if we do that I may still update those textures eventually with the newer process so they look a bit better... I know... not the Kir... lol!
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None of the class names have changed, so as long as the pbo is active it should be fine... I just changed the name of the main pbo to avoid confusion. If you delete the rvg_weapons pbo and activate the rusty retexture one... it should still work? Be a quick way to test It would create a dependency on the new RR addon tho...
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I looked at my old weapon jamming script and it's actually more advanced then I remember... My scripting isnt back up to that point yet lol... I do like how I set it up so I may work on it at some point but I think it will be wise to be seperate for now so it doesnt hold up the guns... Ill try to figure out the key this weekend... Im not sure I really need one except for servers with checks for modded files in MP. I could just release as is and do the key later. edit - ok I did it that way... for now its as is and it's public here discussion of the textures and any new images will be there to free up this thread to focus on Ravage itself as once the core integration mechanics are figured out it wont affect ravage development per se. Might as well just git er done... lol
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I'm one of those weirdos that likes full control over mods so I tend to download then through steam and then move them into my own setup. That may help in this case because I am using the Ravage that's two versions old... Maybe that will help pinpoint the issue if Haleks had made any adjustments in the scripts in the last 2 versions...
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Hmm I must have missed that. I'll check it out... maybe that solves the problem generally 🙂
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Right, I forgot about that mod... When I read your post I thought, oh great... now i dont have to do it but i went in and looked and realized i saw this the week i got back in and watched the vid... also much good stuff came out since i took a break... How do you like it?. I'll be honest... I'm not a fan of the Gui. The system I had originally set up was basically an animation based on failure and I only really wanted it too be a non intrusive game mechanic... I didnt want to be fumbling with menus while being swarmed and only wanted to simulate wear and tear based and create a brief in game oh-crap moment.... That mod looks really cool but it wasnt what I envisioned for zombie gameplay....
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Very interesting. I wondered whether a cba option to turn jamming on and off in the menu might work too. A module gives more control but then requires the module inserted into the mission. Maybe the guns and that should be seperate addons...
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@ArteyFlow in reviewing your post I noticed your map preset was set to "none" Try changing that to a map preset with all the same gear in the gear pools they way you had it? Thats the only difference in our setups from what i can see...
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So i set it up so the gear pool had only Arma 3 equipment only, GM Eq only and Cup Eq only so it was only generating gear for that stuff. I did the rusty guns in the common gear pool array and the rusty launcher was in the launcher array. Default to Takistan and the other settings to default. I got 100% rusty guns from renegades... and ambient AI one thing of note @haleks was that the groups tend to have a repetition in the gear pool... so guns seem to be getting repeated in the groups... the guys with the rusty Spar DMRs from the latest works and the 2 guys with the zubrs were in the same groups... so its repeating some guns sometimes ... (more often then would be expected in the sames groups) similar to last test where I had Arma 3 guns active and 3 guys in same squad of 5 had same vanilla 45
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Besides trying to figure out the keys for multiplayer, I think the guns should likely be released in their current format acknowledging some of the shortcomings. We will need to drop the ravage weapons PBO and add the compatability via ravage so there is no overlap @haleks. Maybe next update Haleks? It would be the current package minus a lot of the patchwork latest stuff but would include some of them from the intial beta that went out. I would likely even leave in a few of the test ones and label it v0.1 In any case, I would do a seperate thread so it could be managed seperately, get it on Armaholic and then eventually to steam likely later. one of my dreams for Ravage was that they became the default guns with jamming based on wear and the vanilla guns would become the rare, non jamming ones... Im not sure it that is still a possibility but I suppose I could add that option myself in some way to the Rusty Guns on their own. I could likely, with Haleks help, try to append the arrays after init to remove and place each gun in a specific pool to create that effect that a person could run as a script I suppose...
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only 1 of 5 in this band of renegades but he had a rusty Mar. Oddly 3 of the 5 all had the same vanilla 45 pistol Edit- let me fiddle with the settings. I'll see if I can get it to rusty only
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I'll double check when I get home.
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Seems odd. I put all the Rusty guns in the common pool and the majority of raiders and bandits had them. Like 3 of 4 had the rusty guns
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Did you try adding the rusted guns to the common loot pool. It worked fine for me last time I checked. I'm on stable using a 2 hotfix ago old version of ravage tho...
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The patchwork really fills out the gun variant count 😳 and one under better lighting
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So one of the nice things is gettiing the textures done in various colors is like a multiplier. Added all 3 patchwork variants now. First the black one in good light and the variants. edit- fiddled with the rvmat to dull the shine
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well the steam sale actually was worthwhile. I realized I had coins to spend on the Grand prix and those coins gave me 6$ off the GM dlc. So I just picked it up. I hope it goes PBO eventually so I can do a little texture work. Haven't heard much on the Guns so I'm hoping they arent so disgusting that people burnt their monitor lol. In between fiddling with some suicide bombers scripts I have been working on a bit of that gun stuff... Its a fairly large batch now so I have been taking my time more and trying to get some more methods and tools in place to make them look better.
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White Phosphor NODs (NVGs)
cosmic10r replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I really like it too. I was fiddling around 2 years ago with getting the green lighting on the face when nvgs were on and came to the same conclusion about having to script it. It's a shame there isnt an nvOn and nvOff EH. -
Hmmm. I had a weird glitch a little while ago where one of my squad had blue speckled skin all over... looked pretty creepy. Should have grabbed a screen cap but at the time I think I was fiddling with CP modules too
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Spearpoint Cold War Weapons - Sterling added!
cosmic10r replied to Spearpoint's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any persons or entities directly or indirectly involved with active development of Arma 3 Life OR Arma 3 Life derivatives ( additionally, by alias; Caiden). Always gives me a chuckle.... -
Thanks for that... not exactly sure how i missed it since it's right there. It would be nice to have it as a faction in the interests of time, but at least its doable. Just tryin out the civilian modules for the first time, its pretty good stuff and my fps has been really good tying it to triggers for areas.
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Seems like a good idea to have a config selection for the class in the module... I'm fiddling with the module right now and I'm surprised you cant define a mod class to it... the warlords modules have a faction config
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Nice Haleks... Look forward to seeing what you have cooked up. The first batch of betas on the Rusty Retexture mod went out today. Ive asked Haleks for a list of Patrons that I don't already know about and some of the usual suspects in this thread will have a peak and see how it all looks. Following a review period and some likely needed tweaking on a few of the worst offenders... it will go out publically.