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kodabar

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About kodabar

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    Staff Sergeant

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  1. kodabar

    Ravage

    That's actually a very good question. I've noticed that a lot of Ravage missions use one particular thumbnail image which was taken from one of my videos, which I, in turn, took from Haleks. So clearly people are having difficulty with this. There's a hidden page on the wiki that explains what font is used, where to find it and the image Ravage uses for the logo as well as the original image from which it's derived. I haven't made it visible yet because I still need a higher resolution image, but you can access it here in the meantime: https://ravage.fandom.com/wiki/Media
  2. kodabar

    Ravage

    God bless you, Haleks. Y'know if it wasn't for Ravage, I'd have spent more time working, know three fewer people and have a more successful YouTube channel.
  3. kodabar

    Ravage

    Having had a tryout of an early version and now the finished one, I can say that this is one of the most interesting missions yet. If you like task-based missions with a distinctive atmosphere, this is for you. Very nice. Me likee.
  4. kodabar

    Ravage

    So funny it's worth highlighting.
  5. kodabar

    Ravage

    May I suggest Brouillard? It's my favourite French word (apart from bof)
  6. kodabar

    Ravage

    ArmA 3 is at version 1.86 You probably need a newer version. 1.86 was a big update. ArmA 3 está en la versión 1.86 Probablemente necesites una versión más nueva. 1.86 fue una gran actualización.
  7. kodabar

    Ravage

    ArmA uses a navmesh for AI navigation. It's an invisible layer that exists on every map. To save processing time, the AI units manoeuvre by following the navmesh instead of working out where they can go. It creates a reliable, low processing navigation system and is used in most games. The problem is that you can't modify it on the fly. So when you create base-building elements, AI units don't know about them because the navmesh doesn't get updated. So zombies and AI units can just walk through any new walls or objects.
  8. kodabar

    Ravage

    Oh my goodness, I would love this. Not for myself, but for the dozens of people who constantly ask how to add base-building to Ravage. You sir, are a hero.
  9. kodabar

    Ravage

    They finally really did it. Those maniacs moved the wiki from wikia.whatever to fandom.com The new link to the wiki is: https://ravage.fandom.com/wiki/Ravage_Wikia Though I'm pretty sure the old links will work for a while. I guess the powers at be decided that a simple name is better replaced by a forgettable one. Those damned dirty apes.
  10. kodabar

    Ravage

    I agree with both Donnie and Gunther. To get the views, you really have to stay on top of how YouTube works. And for some subjects, you're never going to get big views, because the skittish ephemeral Zeitgeist (ooh, check out my vocabulary) has moved on to something else. Personally, I can't be arsed trying to keep up and just make the videos I feel like, when I feel like it (I'll go months without making a single one or do four in a week) and not doing anything to promote them. Donnie and Gunther have different approaches and are both right. Both expose new people to Ravage as well as keeping existing players engaged. Short of an organised, dedicated media team, I don't think there's much more that can be done. Oh yeah and the ArmA subreddit is frigging awful unless you're one of the 'approved' guys or doing pure milsim (there's a post on there today about 'coming out' for liking Altis Life), then they're just going to dismiss you out of hand. Anyway, back to Ravage. Blimey, I haven't played the ghosts mission or jumped into the Club page that George set up (sorry George!).
  11. kodabar

    Ravage

    I walked past Haleks' house today. I didn't stop to see if he was in.
  12. kodabar

    Ravage

    Just a heads-up. The site on which the wiki is hosted is changed its domain name in February. So instead of being wikia.com, it'll be fandom.com. It's inevitable and unavoidable, though they are likely to use redirects for a while. But if you have anything that includes or relies on links to the wiki, then the URLs will be changing at some point next month. I'll post another message when they actually do change.
  13. kodabar

    Ravage

    Yes, yes, yes! I absolutely agree with you. As some of you know, I spent over ten years making films for a living (which is why my YouTube videos are such high quality - ahem). One of the great things about film is that it's linear and has an ending. How you implement the ending has a tremendous effect on how the film is received. A good ending has people coming out the cinema feeling buoyant and enthused. Yet games don't seem to place as much emphasis on this (even as they claim to be more cinematic). The problem with survival games is exactly what you said - they're a bit of a letdown when there's no ending. If a game has no end, I just play until I'm bored - and that means that the feeling I carry as I leave that game is one of boredom. A good game ending can have the same effect as a good ending to a film - you come away feeling positive and cheered.
  14. kodabar

    Ravage

    Note: There's a large ArmA update today. The 1.86 update adds the ADR-97 weapons pack, makes changes to multiplayer security and adds the Warlords multiplayer mode. There might be some mission-breaking changes. Release notes here: https://dev.arma3.com/post/spotrep-00082
  15. kodabar

    Ravage

    Ah, bother. Plus I didn't realise they only introduced the current form of altering the main menu in the Apex release, so it's doubly ineffectual.
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