Jump to content

kodabar

Member
  • Content Count

    249
  • Joined

  • Last visited

  • Medals

Everything posted by kodabar

  1. kodabar

    Ravage

    On the wiki, I added a couple of download mirrors to make sure that there aren't any problems with downloading. I had a few reports of people unable to download. http://ravage.wikia.com/wiki/Latest_version_of_Ravage
  2. kodabar

    Ravage

    If you play on 'Recruit' difficulty, when you are near a friendly AI, you will see a label when you point at them. It will have green text and usually says 'Survivor' On any difficulty, when you approach a friendly AI, they won't attack you and the action menu (the mousewheel menu) will have options such as 'recruit' or 'trade'. Of course in all circumstances, you have to get close to find out whether they are friendly or not. But that's realistic - in real life how can you tell if someone is friendly from a distance?
  3. kodabar

    Ravage

    Every time you make a change, you need to start again. Saves include the status of mods, so if you change any mods, then you will need to start again or suffer some rather unpredictable behaviour, bugs and error messages. If you make changes to a mission file, it's a good idea to start again as the changes you've made may affect any save game. If you need to restart but want to retain your progress, I would suggest using SSPCM (Simple Single Player Cheat Menu) to teleport to your prior location and restore your inventory. It's not ideal, but it could save a lot of hassle. Here's the Workshop link for SSPCM: https://steamcommunity.com/sharedfiles/filedetails/?id=410206202
  4. kodabar

    Ravage

    Normally I take the time to write to them and point out the reasons why Ravage isn't on the Steam workshop. Often they're placing it there for the convenience of friends without realising why it's a problem and quickly take it down themselves without need for further action. Sadly, I'm a bit too busy at the moment to so do. May I suggest that anyone else encountering a Ravage upload does the same? I'm sure Haleks has better things to be doing with his time than chasing errant copies.
  5. kodabar

    Ravage

    Sorry, but here's another one uploading Ravage to the Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1089074335
  6. kodabar

    Ravage

    Simple answer: No. Longer answer: You cannot create a safe place. The way that Ravage works means that is very difficult. You can only rely on objects in your inventory. You can store items in tents or vehicles, but they are not safe. If you travel far away and then go back to your base, you might find some items have gone. The only safe items are the ones you are holding. If you can find a friendly AI unit, you can tell them to stay with your store. This will stop Ravage from 'forgetting' about your store, but it's not foolproof.
  7. kodabar

    Ravage

    Big (6.5GB) update to ArmA 3 today. Expect lots of things to break - though I just tested Jim's Escape Ravaged Chernarus and it was working just fine. Steam Summer Sale starts right now. 66% off ArmA 3. 20% off Jets DLC. (Steam is struggling with the load of visitors right now)
  8. kodabar

    Ravage

    Yes, no, sort-of, maybe, maybe not. Base-building has always been a bit tricky. Whilst it seems relatively straightforward to add base elements, you also have to consider path-finding. Zombies wander about relatively easily, but when it comes to objects, how do you make zombies walk around them, into them or over them? Effectively, each map has an invisible network of paths that zombies follow in order to navigate around obstacles. When you start adding base-building, the navigation mesh that the zombies use doesn't 'know' anything about the base elements you've added, so the zombies walk straight through them. Ouch. Making changes to the navigation mesh is difficult and not something you can really mod in very easily. People ask about base-building quite often and it's clear that it is something that a significant number of players would like, but it's difficult to implement and comes with a host of hidden problems (saving, for example). Ravage is a mod framework rather than a mission or a stand-alone mod. Adding base-building is complicated and will require custom solutions for each map, so it's an awful lot of work to make something that's not going to work in quite the way you would like. Someone recently came up with a suggestion that you shouldn't be building a base from scratch, rather fortifying existing buildings. That seems much more realistic and would be easier to implement, but would still take a lot of time that would not then be spent on other elements. So yeah, whilst I'm sure we'd all like some base-building (whether in a limited or fuller fashion) to be included, it's more work than you'd think (you can't just slap a separate base-building mod in there and have it work properly) and it's probably of less use than you might imagine. I don't think Haleks is going to be adding base-building any time soon.
  9. kodabar

    Ravage

    I'm getting reports of problems from various different missions makers that are using Ravage. They all have problems accessing containers since 1.70. It's definitely caused by something Bohemia did. We'll just need to hang on for a while until the impact of the changes become apparent and, either Bohemia releases a hotfix or Haleks has to update Ravage. I understand Haleks was working towards an update anyway, so he'd be looking over the 1.70 changes too. PS When the new version of Ravage comes, do remember that Haleks has a donation link in his sig and maybe throw him a couple of currency units in appreciation.
  10. kodabar

    Ravage

    Thank you so very much for taking it down and coming on here. It's very decent of you. I appreciate your intentions were good. It is possible to upload mods and restrict them to 'friends only' so that they don't appear in the search results. I'm not sure Haleks could approve of such a thing (it might imply tacit endorsement of the Workshop), but no one would ever know outside your friends list.
  11. kodabar

    Ravage

    I've reported Wendigo and another one I found. I left a message for both of them telling them that Ravage is not allowed on the Steam Workshop and suggesting they come here to find out for themselves. Wendigo's Ravage upload: https://steamcommunity.com/workshop/filedetails/?id=836371544 Another one by Jansen: https://steamcommunity.com/sharedfiles/filedetails/?id=908643428
  12. kodabar

    Ravage

    Ravage is a mod framework rather than a mod in itself. The missions that come with Ravage are more like a demonstration of what it can do rather than an end in itself. And although Ravage supports multiplayer (and does so well, as you noted), there isn't an included multiplayer mission. There are over 100 Ravage missions on Steam and many of them are multiplayer. Most of the multiplayer missions can be hosted on your computer, with only a few requiring a dedicated server. One of the features of Ravage is that it doesn't require any external resources (e.g. an SQL database), so there's no need for a dedicated server. Back when the DayZ mod came out, it used a separate server database to keep track of player location and inventory. Most of the other big mods like Epoch do the same. So they absolutely require a dedicated server to run and you cannot host them on your own computer. Haleks worked out a clever method of storing player data for multiplayer that doesn't involve an external database. But it does have a limitation - objects in tents, vehicles, etc are not stored, so they are not persistent across server sessions. Accordingly, most multiplayer Ravage missions aren't designed to be played for lengthy periods of time. So all that's why you don't tend to see Ravage servers on server lists. There are people running Ravage missions on dedicated servers (I did so for several months), but they tend to be private, rather than public. Public servers are maybe something that will come later, but it hasn't been a priority yet.
  13. kodabar

    Ravage

    It's a weird one. Pages are blocks of virtual memory. Using huge pages (called large pages in Windows - huge pages is a Linux term) allows for larger chunks of memory to be allocated. In ArmA, the -hugepage switch allows it to use bigger blocks of memory. By default it uses 4KB blocks, with -hugepage, it uses (up to) 2MB blocks. This should increase performance - by up to 15% in theory. It may also allow it to access more ram than the hard limit of 3072MB, but I haven't tested this. Perhaps someone else knows.
  14. kodabar

    Ravage

    Yup, it was mainly the main branch. 9.3GB or so if you're on the main branch (10.3GB or so when installed). 1GB-ish if you're on the main branch but don't have Apex. Windows version only (Mac and Linux remain on 1.64) Dev branch got a 1GB update, taking the game to 140920. It mainly added aircraft stuff.
  15. kodabar

    Ravage

    We've got a big ArmA 3 update that's just been released. All 9.3GB of it. Expect problems.
  16. kodabar

    Ravage

    Oh wow, well that's outside of my expectations. This is obviously much more convoluted than I thought. I'm going to have to ponder the logic of this one too. I thought it was an ArmA 2 behaviour that was carried over for some maps, but with Tanoa doing it too, then I have no idea. ArmA logic, eh?
  17. kodabar

    Ravage

    By default, petrol stations are the hose and jerry can kind. In some missions (especially where they're using CUP) they have the auto-refuel stations. So it'll vary according to which mission you play, who wrote it and what other mods they're using.
  18. kodabar

    Ravage

    The current Humble Bundle is pretty much everything ArmA. The only things lacking are the Helicopters, Marksman and Apex DLC for ArmA 3. But it's got every other ArmA game and DLC as far as I can see. Maybe a good time to pick up what you're missing or get a friend into the game. https://www.humblebundle.com/arma-bundle
  19. kodabar

    Ravage

    That's exactly it. Just upload the bit you made (probably just the mission.pbo) and list what else is required to make it work. Note: If you're uploading to the Steam Workshop, there is a section you can fill out detailing dependencies which makes it easy for people to check to see what they need and if they have it installed (see image). It's not compulsory to fill this out, but it's jolly helpful if you do. http://vignette3.wikia.nocookie.net/ravage/images/c/c0/Mission_details.png/revision/latest?cb=20170116010951
  20. kodabar

    Ravage

    Sorry, but I've no idea. I'm not so good on the technical side these days. I tend to just provide basic tech support and assistance.
  21. kodabar

    Ravage

    Haleks added certain ACE compatibility in 0.1.40 - so that zombie damage works with ACE.
  22. kodabar

    Ravage

    Oh my. Mondkalb (who's an animator at Bohemia) has released a Lego mod for ArmA 3. It's not just the little men - the bricks are in there too. I would absolutely love it if someone felt like combining that with Ravage. Hint, hint. Operation Blockhead on the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=854964321 Little video of it:
  23. kodabar

    Ravage

    Yep. Just leave a comment on the page listing what you know is wrong (give links and stuff if you have them) so that I can more easily fix it. I really would appreciate it.
  24. kodabar

    Ravage

    No, it isn't up to date. I don't think I've really updated it since I first created it. If you've got the time, could you add to it? Or just leave some notes in the comments to prompt me to do so. Neither requires registration. I can appreciate that you may not wish to do either, in which I'll add it to my list and get around to it sooner or later.
  25. kodabar

    Ravage

    When running from zombies, the fatigue meter is not your only concern. The more stuff you're carrying, the slower you run. Try the included Tanoa mission. You start off with nothing at all. Note how far and how fast you can run. You can outpace all running zombies. Don't carry unnecessary equipment - it slows you down. If you're not equipped to deal with running zombies, then perhaps don't go near them until you are. You don't have to loot that building if it's not safe to do so. There are other things you can do to get rid of zombies. If you can repeatedly break line of sight to them, then they will lose you. It's not easy to do, but running round the corners of buildings, in and out of rocks, etc will lose them. A slightly dubious method is to get in a vehicle. Wait for a while and the zombies will wander off. Or use the vehicle to run them over. Most (but not all) damaged vehicles will still move enough to be able to run them over.
×