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cosmic10r

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Everything posted by cosmic10r

  1. cosmic10r

    Arma 3 Photography : Questions and Comments

    All that makes sense... I wouldnt say it was unfair so much as unfortunate. The rule is the rule and I missed it. You guys cant be expected to spend hours digging through everything. Thanks for letting me know that history was reviewed. I appreciate the response. I can appreciate that it gets frustrating herding the cats and that's why I tried to take it all with a grain of salt rather then getting my snout of joint. Anyways. Let's move on shall we.... 🙂
  2. cosmic10r

    Arma 3 Photography : Questions and Comments

    Yeah... I can certainly appreciate that things have progressed and its not an easy decision either way as either way has its drawbacks... sadly if I had simply read up about 1 page in this thread I would have understood that and I just assumed things were the same and went on my merry way. Typically when someone comes back they don't reread all the rules of the board whether they should or not much like the fine print on a contract. Obviously people should when first joining. From a personal experience side it is a tad jarring and shocking because it just comes out of nowhere. I think intention does matter but I can appreciate that as a moderation team it becomes an endless cycle of determining intent on the internet which is a somewhat pointless endeavour in a lot of cases. I can't say what the right decision for the moderation team is and I appreciate that it becomes frustrating to constantly be cleaning up the mess, all I would ask is that if that opportunity arises and time permits, if a long standing member does that... see if they have been absent awhile in the logs and pull them aside before slapping them.... I can see in situations of multiple violations but an infraction whose points never end for little intentional reason seems a tad over the top. I can appreciate that as a moderation team it wells up to a boiling point and I hope you can appreciate that as a member of the community for a little while it certainly wasnt an intentional violation or an attempt to display ripped content. Unfortunately it tells a sad story when this is where we have gotten to because this is really is a great community that historically has been so helpful to each other as part of the greater whole and I just hope that the negative experiences that a lot of the modders have had that create these situations dont forever color Arma because I still think that the crappy people who do crappy stuff are the minority. And on that note I will drop the topic.
  3. cosmic10r

    Ravage

    Toilets... lol... you could creep people out with some creative compos with a toilet and some blood stains lol now thats a great idea idea in keeping with the theme The NDS 6x6 ATV is one of my favs. ... although I thought it would be interesting to see a bandit car and a renegade car go at it while one snuck steathily out of town lol
  4. cosmic10r

    Ravage

    It would be neat to have renegade vehicles... Maybe a couple teamed up and are scavenging for supplies.
  5. cosmic10r

    Arma 3 Photography : Questions and Comments

    By the look of it that will be verboten in due time.... I took about 14 months away from the game come back and get a warning and an infraction for something that was commonplace when I left... obviously if it is that frowned upon I wouldnt have wasted the time posting it.... when I tool the break every second pic had that attached. I guess I should have spent 2 weeks catching up on all the forum drama before emerging from my hole in the ground....
  6. cosmic10r

    Ravage

    @icarium This should get you started.
  7. cosmic10r

    Arma 3 Photography : Questions and Comments

    A warning was unnecessary as the stuff displayed was open source and I simply meant it wasnt publically available as it was just little things I like to work on using things the community has been kind enough to provide... Stuff like Zeealex's mask were released to the wider community including all the unbinarized p3d files which I have retextured...
  8. cosmic10r

    Ravage

    A good tip is If you want to enter Artey's World I would suggest migrating all the syntax from a sqf text editor to the modules after checking it otherwise you will be sucked into the Blackhole of arrays that is Arma Syntax
  9. cosmic10r

    Ravage

    BuildingPos spits an error out the array hasnt been defined. so there is nothing to selectRandom from. You want the easy answer or to learn how to solve these types of problems?
  10. cosmic10r

    Ravage

    im on a roll
  11. cosmic10r

    Ravage

    a bit of blashphemy EO but I decided to look into a patchwork Kir
  12. cosmic10r

    Ravage

    The man loves his loot... lol
  13. cosmic10r

    Ravage

    That is odd. I even updated to latest and it was working. Try a brand new mission with no other stuff going on and try to set up the module again with less stuff. I had all the rusty classnames in the common pool
  14. The atlas are nice... wish we had some... The nice thing about the atlas is that you can lower the height of the rifle by using the incremental notches... As I stated shooters load the bipod and the representation on the Mar is not accurate because it is not a machine gun... and since they arent atlas bipods.... In any case it seems like everyone likes it that way so i guess it doesnt matter ... it only annoys me who uses precision rifles and the bipods depicted Next time I'm at the range and I see a guy with a Harris bipod mounted backwards, firing a .338 I'll give him the "you are on point" head nod... Keeping in mind one of the other reasons its typically run forward is to not cover the hand guard with the bipod legs... In any case... it would be interesting if the engine allowed a bipod to be rotated the way an atlas's range of motion is... probably not worth the effort tho...
  15. As a precision shooter it is flat out wrong... Shooters load the bipod for stability and with it reversed you would fold the legs trying to load it... There is no reason the proxy couldnt be set back a bit on the rail but that is not an accurate representation of how any bipod I am aware of folds... and in particular Harris bipods and vltor bipods always face with legs folding towards muzzle... there is a specific real world reason and the way it's set up on the mar is not accurate...
  16. If we are asking for small fixes that have been outstanding for awhile... For all that is holy, please BI, reverse the proxy for the bipod on the MAR10 from marksmanship DLC so it doesnt face backwards!!!!!!!!!!!!
  17. cosmic10r

    Rusty Retexture

    Thanks George Download link - updated to v0.2 that now includes all Patchwork guns up until yesterday and it is now(hopefully) signed properly First one for next version
  18. cosmic10r

    Ravage

    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.
  19. cosmic10r

    Ravage

    @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!
  20. cosmic10r

    Ravage

    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...
  21. cosmic10r

    Ravage

    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
  22. cosmic10r

    Ravage

    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...
  23. cosmic10r

    Ravage

    Hmm I must have missed that. I'll check it out... maybe that solves the problem generally 🙂
  24. cosmic10r

    Ravage

    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....
  25. cosmic10r

    Ravage

    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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