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cosmic10r

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Everything posted by cosmic10r

  1. cosmic10r

    Exploding Objects

    Cool stuff EO
  2. cosmic10r

    Ravage

    Pics look great EO.
  3. cosmic10r

    Ravage

    Very cool haleks
  4. 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
  5. 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
  6. 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 ...
  7. cosmic10r

    Boeing 737 and variants

    So much of this! Nice job!
  8. cosmic10r

    UnderSiege Gear & Uniforms

    Impressive stuff. Especially those helmet scans!
  9. 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
  10. 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!
  11. 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.
  12. cosmic10r

    Rusty Retexture

    Some work on the Engraved R1 from Project Infinite
  13. 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 ...
  14. 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....
  15. cosmic10r

    Ravage

    You and your quiet hunting trips....lol 😉
  16. 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]
  17. 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
  18. 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.... 🙂
  19. 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.
  20. 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
  21. cosmic10r

    Ravage

    It would be neat to have renegade vehicles... Maybe a couple teamed up and are scavenging for supplies.
  22. 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....
  23. cosmic10r

    Ravage

    @icarium This should get you started.
  24. 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...
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