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cosmic10r

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Everything posted by cosmic10r

  1. This will be the intial release. Its sat on my harddrive long enough. This retexture is designed for post apocalyptic game play and was designed specifically for the Ravage mod. They could work for a few things depending on your needs but do not necessarily fit a full Milsim scenario. The vanilla guns look out of place as a common firearm in the post apocalyptic setting and I started with just an idea of how to get them looking more worn and rusted. Keep in mind I own guns and I realize that in some cases the rust displayed could render a real firearm inoperable so please suspend belief and enjoy the textures for how they were intended. Also please realize I am not an artist, a texture artist, or artsy at all so I am working from the bottom here. (LOL) The real goal was to allow the vanilla guns to become the rare or military quality guns and the Rusted ones to be the default that bandits and others would spawn with. The vanilla guns seem out of place and this would provide some value to the vanilla gun textures and hopefully make it so that when you found one, you would get a great loot moment and dump the rusted gun for the sweet brand new one... I had a few moments where it felt odd to be working on crappy stuff people would want to throw away but I digress... Whether I accomplished that is arguable as some of the early textures were fairly basic and some like EO's favorite Kir look good while others look a tad homogenous and washed out. Since I have come back, some of the textures have improved and I think the latest batch of patchwork guns like the Mar 10 are quite decent. I have included all of the early patchwork tests in an effort to round out the package a bit and provide as much variation as possible for the gear arrays from Ravage. There are about 45-50 guns in the package (I have since added a bunch more patchwork as pictured in the Ravage thread that are not included in initial release.) Hopefully Armaholic will host them and from there we may see a steam release but I make no promises on when that may be... NOTE, There is no key right now. I may add them if needed but I am assuming that most people are playing private cooperative games in which they would not be needing keys. Change my mind. lol 😉 Edit- v0.2 has a key and is signed. Let me know if it doesn't work right. Thanks EO! There will temporarily be a doubling up of about 6 rusty guns until those are removed from Ravage. Haleks will remove those in the next update and this will be the only PBO for the rusted weapons There is some discussion on how to add these to the gear pool arraysby a script or module but at this point the best way is through the gear pool arrays in the ravage module. Edit-This is now the updated situation. Classname list will be updated to remove Ravage "exclusives" and RR only classes. Ravage will natively support the 8 Ravage weapons and RR guns can be pushed into the arrays via the gear pool. ////////////////////////////////////////////////////////////////////////////////////////////////////////// Now v0.2/////////////////////////////////////////////////////////////////////////////////////////// v1.4/ Released as Rusty Retexture v0.2 (07/13/19), Removed 8 guns that will remain in Ravage Reset to/ REmoved Ravage weapons[] = {"Rusty_LMG_Zafir_F","rusty_MMG_02_black_F","Rusty_MMG_01_tan_F","Rusty_srifle_EBR_F", v0.2/ "Rusty_DMR_05_base_F","Rusty_srifle_DMR_04_F","Rusty_srifle_DMR_03_F","Rusty_srifle_DMR_02_F"}; This version contains all current projects including latest PW guns Total count in this release is 46 now due to 8 removed to stay in Ravage and addition of patchwork Variants. 54 combined between both mods. 38 rifles,1 Launcher, 7 pistols in RR = 46 Total. 8 Rifles in Ravage - for a combined total of 54 ///////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////// RR v0.1////////////////////////////////////////////////////////////////////////////////////////////////// was v1.3//// Released As Rusty Retexture (07/12/19), This was first public release and it also contained 8 guns that will remain in Ravage. So Update required. weapons[] = {"Rusty_LMG_Zafir_F","rusty_MMG_02_black_F","Rusty_MMG_01_tan_F","Rusty_srifle_EBR_F", "Rusty_DMR_05_base_F","Rusty_srifle_DMR_04_F","Rusty_srifle_DMR_03_F","Rusty_srifle_DMR_02_F"}; This version had 45 Total Rifles, Pistols and the 1 launcher. Pictures of some of the guns. Picture of WIP patchwork that are not included in this version but may follow in an update NOTE - These are included in v0.2 Possible work that may happen, no promises Download - link may be swapped out if Dropbox has a fit Classnames for Rusty Retexture (also updated in the addon file as the changelog.sqf), add these to the appropriate gear pool arrays that you wish. I have included Patchwork tests prefaced by the PWT tag so if you dont like those pull out the ones that start with that Classname. Special Thanks to Haleks - for the glory that is Ravage EO, Tourist, Bad Benson, Roadkill- for the great fun in our MP sessions and all the help in scripting and mission making as well as their respective mods that have helped flush out the Arma world Kodabar - for his dedication to the Ravage Wiki And everyone in the Ravage thread Thanks to everyone who contributes to the Armaverse as well. You all are to be commended and it makes this one of the greatest games of all time imo. Cheers! Thanks to BI for the Lego pile they give me and let me learn to my hearts content!
  2. cosmic10r

    Ravage

    A few but nothing Haleks wants to put in Ravage. lol Just a custom helmet for Assetto corsa. Some days, Ravage feels more like practice then a game in 2021 lol
  3. cosmic10r

    Ravage

    Just checking in to say Hi to all of you Ravagers!!
  4. cosmic10r

    Rusty Retexture

    Absolutely! Feel free to use it. I haven't been around for awhile after a move etc but EO keeps me updated. Thanks Buddy!
  5. Ravage [COOP - 6] The Escape by Bad Benson, Evil Organ, Tourist, CosmiC and heeeerrrreee we go.... This mission was born out of a testbed. It was not designed to be a full mission from the get go but became that over time due to the talents of a number of people. We are privileged to have tested and contributed to the Ravage mod by Haleks. The man had a vision, we all get to play in it.... Much of the extra content and additional gameplay execution is provided by Bad Benson. The man is a wizard... Many of the cool ideas and gameplay tweaks, sounds, and concepts are courtesy of EO and Tourist. These are the guys... solid... It has been great working/playing/chating with these guys over the last few weeks... This mission is borne of this collaboration. Escape Altis. There is a boats marker.. the boats are there and from there you can progress to the arrow which will end the mission. You will spawn in with your buddies relatively unarmed with default kit. Some have a gun... some don't... I chose to create an ammo dump with backpacks and one crate to get started... it is marked "AMMO"... this was a gameplay choice... loot is pointless if you can't at least carry it it may seem odd or a bit out of place... let it go... There is also an equipment marker called, oddly enough, "equipment". This will expand your gear as well. These were the first few things I added as we tested just to give the player a guaranteed point of gear progression and map direction. We then added some static camps and then BB came up with the random site creator. I choose to have four versions rather than have a random start finish location. It just gave a finer degree of control and we wanted the randomness provided by the sites. There is no backstory etc... this was a mission to get into the game and to be played with buddies. Each map is named for the ending location. So Escape_SW has the escape point in the SW corner. All four will be provided.I am starting with one and will release other ones once a few people play and no major bugs are reported. Site can be marked by name on the map using parameters (otherwise will only be marked with a dot) and will spawn randomly with each playthrough. -Camps -Airdrops -Vehicles -crash sites Each will have it's own share of unique loot and payoff. MP Parameters Time of Day - Choose starting time for mission. You will have a flashlight on initial spawn. Time Acc - this is disabled for now and will use 4x set by Ravage module. Site Debug - Will show the analyzers grid... cool to look at but generally set this to off for playing Site Markers - This will turn on and off the text that identify the type of site. The marker dot will always be there. Bad Benson Temperature system You start in the 36.5C range and 37C is Max once you are under 34C you have shakes and under 32C you will start to receive damage. Warm up by fires! Get overhead shelter to slow temperature drop! Matches and fire are very essential to your survival. If you have paper and matches then you can heat yourself. Under cover is better. If it rains your temp drops faster.. get cover. Fires will also heal health once you are warm enough. For now it is in the hint... we may change this. Be careful around the fire. If you get burnt you seem to get a red tinge on screen that wont go away. The scripts used will be released on the port thread and instructions will be given there. It may take a bit... we want to play ;P Credits Camps compositions by ZeC compositions and one camp by BB and one Camp by me. These spawn in randomly with random loot on each playthrough. Zec compositions by Lsd link Lit - Little Immersion Tweaks. by Voiper BB suggested this... I looked... yep... sick... link Ravage by Haleks if you don't know where this is ... you are in the wrong thread...lol Cba by Cba team these guys are invaluable! Special thanks to Haleks, Bad Benson, Evil Organ and Tourist. GamePlay hints Search gas stations if you need to repair a vehicle... they may have what you need ;) There will be loot at sites but you will need to spread it around ... this is coop Nighttime is scary, you should spawn with a flashlight... dont lose it!!! If you can't see the Map at night press F if you have a flashlight... then you can see it... ambient light also works... this is LIT. This mission is designed to provide loot and interesting gameplay as you progress towards the Escape marker on the map. Good Luck !! There is a lot of bandits. There is a small percentage set to runners Zombies. Watch your backs! Bandit vehicles are present. Watch out and try to secure. Keep an eye on that airdrop... it can go quite some distance and I have lost a few... sad but true. They can glitch out on the ground a bit too. There is an AI skill loop that turns down the laser accurate AI. Bis Revive is present so you can heal your friends... respawn is back at the starting location. It sucks... will entertain suggestions on respawn location. There will be times where the wiser course will be to stay low and not get involved... choose wisely. Zombie count can get high in the higher player counts. We will continue to look at this ratio and see if we can find the sweet spot. FPS has been solid. From the temp, survival system to the random loot locations to the constant threat and the final end goal. We had some good fun playing this. We hope you do too.
  6. cosmic10r

    Exploding Objects

    Cool stuff EO
  7. cosmic10r

    Ravage

    Pics look great EO.
  8. cosmic10r

    Ravage

    Very cool haleks
  9. cosmic10r

    Ravage

    Awesome. Looking forward to seeing what you come up with.... You definately need to strike the sqf while the coding is hot... I'm having trouble getting my forge started again lol
  10. I hear you. Plus all the unexpected workarounds that become needed. I'm no expert but what I learned is that for MP you have to be really cognizant of where stuff is executing in terms of locality and once you wrap your brain around what/where the engine wants it becomes much easier... So I'm told lol
  11. While I understand the sentiment it might be worthwhile to complete one and code it for mp then finish the other 2. I ve done some testing on a sp mod that transitioned to mp and a lot of it is remote exec and locality issues that once you figure out once it will carry over to your future work saving having to rewrite and test all 3. I guess what I'm suggesting the learnings from mod one will speed up mod 2 and 3s mp readiness. Just a thought ...
  12. cosmic10r

    Boeing 737 and variants

    So much of this! Nice job!
  13. cosmic10r

    USP Gear & Uniforms

    Impressive stuff. Especially those helmet scans!
  14. cosmic10r

    Contact Expansion Feedback

    does this work in cfgAmmo with the new Shotgun Pellet ammo fireSpreadAngle=3; ?, it doesnt seem to be in the config in the viewer so is it now hardcoded? Sorry if this is the wrong thread
  15. cosmic10r

    Rusty Retexture

    and some more work . Made some headway on it yesterday. Its up to about 10. Got it properly built as an addon and got it configured for the textures that are currently releasable based on HS.
  16. cosmic10r

    Rusty Retexture

    Some work on the Engraved R1 from Project Infinite
  17. cosmic10r

    Rusty Retexture

    Well I have some good news for you. Bnae has been kind enough to grant permission for that release as of yesterday so long as its based on the same config style mod that RR is. So it is dependant on the original and is its own mod that inherits the guns and then uses hidden selections. Unfortunately the Colt doesnt have HS so it cant be in that package. I will ask Bnae if he ever is working on that how hard it would be because I really like the Colt. Its one of the highlights imo. At this point I have worked for a few hours on the config and have 6 done as of now including adding the new contact DLC shotgun ammo to them. I will mention that to Bnae because its a one line change in the config to use the ammo. Not sure on when but it will come ...
  18. cosmic10r

    Ravage

    Not to add to Haleks workload but gear arrays for traders would be slick. It would be cool if you could specify lists and then add a call function in the traders init to give him that list thus seperating who has what and making some traders rare and spawned ones could be randomized etc. We could likely build some base gear pools ourselves to help the process along....
  19. cosmic10r

    Ravage

    You and your quiet hunting trips....lol 😉
  20. cosmic10r

    Ravage

    The parameters of the array for simple object must be one smaller for simple object? edit -hmmm seems odd. createSimpleObject [className, positionASL, local]
  21. cosmic10r

    Ravage

    That's pretty sweet. That would help in the Ravage mission I made for SP where the main complaint was trying to find the bodies
  22. 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.... 🙂
  23. 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.
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