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About haleks

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    Chief Warrant Officer

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  1. Ravage Mod

    Those weapons lists depend on what addons are detected on the client (or the server in MP) : for instance if all addons supports are enabled but CUP is not installed, Ravage will create a list for all mods except CUP. If none of the supported addons are present, Ravage will simply switch back to a list of vanilla weapons.
  2. Thank you BI [2018 Roadmap Update]

    Goodbye "Old Man", there goes my expectations for an actual SP mod set on Tanoa...
  3. Making missions (or mods) is what Arma boils down to for me - but I can hardly call that "playing". Last time I actually "played" Arma was during the dayz mod and then the Arma3 campaign (a unique but not so satisfying experience). Since then, it's all about creating content for me, and that's a very peculiar seat : it killed pretty much any fun I had playing the game (as I can't stop thinking about what systems or scripts are being used, how to recycle them or improve them). It's been years I reckon since I played any scenario. On the other hand, making stuff and seeing that people actually enjoy it is a very unique thing. Arma trully is a bizarre beast once you start exploring it : you constently see the potential behind many systems, the flexibility of it and at the same time you battle with limits imposed by an aging series and an engine built on many iterations. You pull your hair as much as you dream. I had a wonderfull time playing around with Arma, but I'm not sure I'll enjoy it as much in the future - modding is the magic of the series, and yet, modding does kill the magic behind the game (for the modder at least). It is also a frustrating experience : the bigger the project, the more time you'll sacrifice on it for very little benefit besides recognition. The way I see it, Arma relies on the "altruism" of content creators : it is one major strengh of the series, but also a growing problem, in the sense that modders are becoming more and more important for its success while being a cheap/free "work force" dedicated to further improve/think/design/fix the game. We're certainly not at a "Bethesda" stage yet, but it's a trend I'm less and less comfortable with.
  4. Ravage Mod

    I'm looking at the script right now (it's actually one very old script) and - hell, how did I not realize it was going to cause issues... ^^' It will be an easy fix indeed, I'll definitely try to push an update sometime this week.
  5. Ravage Mod

    I have been busy and couldn't find the time to launch Arma... Thanks for the help - actually I think I know already what causes this in the script, most likely an easy fix. I'll try to push a tiny update in a week or so.
  6. Ravage Mod

    O... Okay, well that's a surprise... I will load up the files you sent me this week-end - hopefully it won't take long to find the script causing the mess.
  7. Ravage Mod

    @LSValmont: Although your PC is quite beefy... ^^ Just send me the thing when you see a sensible loss, I will without a doubt see it too on my own machine.
  8. Ravage Mod

    That would be perfect, yes.
  9. Ravage Mod

    What intrigues me is the framerate loss being persistent inside a zone... I think it's possible to save a locally hosted game right? If you could send me a save file (along with the mission file) with the bug occuring on a vanilla map, that would spare me a few hours of research I reckon. ;)
  10. Ravage Mod

    @LSValmont: Thanks for the detailled bug report mate. A combination of modules causing that seems unlikely to me, but yeah, judging by your description, one of the modules seems to have unwelcome effects. It looks like a script-generated trigger could be the culprit : that kind of degradation will usually stem from looped threads. I tried to keep those at a minimum in Ravage; zombies use them for behaviour, some are used on the player to process loot spawns or survival systems, and pretty much all triggers generated at mission start use some looped checks. If I was to hazard a guess, I'd say one of those modules is behind it : safe zones, AI population or Loot/furniture spawn (although that one would be surprising). Or maybe Survival with radiations enabled, but unlikely. Anyways, if you could isolate the module, it would help a lot. It seems to be a rare issue, but it could have deeper consequences on other type of missions, so I'll certainly push a fix if I can. Plus, one of my top priorities with Ravage is to keep it as framerate-friendly as possible, so I can't give that one a pass, haha! ^^
  11. Do you have a config sample we could look at? Also, I'm thinking objects used as multiple gear pieces probably need multiple memory points in order to be placed correctly on a unit - don't take my word for granted though. Edit : both the MGSR and the IFA3 mods have that kind of multi-use items. I reckon either @.kju or @rebelvg could give you some advice.
  12. Ravage Mod

    That's just how those event handlers work in Arma3 : you can't stack them and only one of them will be active at any one time. We can only hope the GUI in Arma4 will have more options when it comes to modding it (I reckon it's too late for Arma3).
  13. Ravage Mod

  14. Ravage Mod

    Maybe, although at the moment I'm not sure what form it will take : I could keep it 100% scripted, but the addon solution also brings more possibilities. Once I have a clearer picture I'll be happy to share the progress on this thing! Until then I will probably keep teasing here. ;) And I'm talking about that F3llout project : It's almost ready for a test release set on Altis - but only the free-roaming part is playable right now. 1 : So far I've mapped most locations from Tanoa - that's about 8000 structures being dynamically spawned and cached as the player moves around. The spawn distance is based on the objectViewDistance (for now), so performances should be "as usual". I don't see any degradation, but then again I'm at the very beginning... We'll see how it goes when I'm close to cover that 400 km² map. The number of structures to be handled will also vary depending on the city configuration, plus the way I filter what object to grab and use when mapping locations is subject to changes. Potentially it could be 20, 30.000+ objects to handle. 2 : Oh yes, it is planned indeed. I'm focussed on getting the city generation and structures positionning right for now; wrecks, debris and maybe (half-burried) roads are next on the list. 3 : The plan is : the closer you get to the center of the map, the more packed and dense it will be. The edges of the map should be pretty wild, with a few villages or military installations here and there. If I go with the addon solution, I could go further and make it configurable like it's done in Ravage.
  15. Ravage Mod

    So, guys... what would you say about a change of scenery? Or rather, a scenery that changes with each new game?