Arma 3
The Burning Rain
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Update: 11 Jul, 2021 @ 1:36am

THE BURNING RAIN By: TenuredCLOUD V3.0 Re-birth patch!

-Removed NIArms, replaced with CUP weapons, tons more weaponry I should've never removed it.

-Reworked music, Added DayZ mod OST (41 track playlist) due to the DayZ mod being open sourced
https://www.bohemia.net/community/licenses/arma-and-dayz-public-license-share-alike-adpl-sa
thanks to @ArteyFlow for helping me with the samples.

-Removed VA mod

-Removed My weather system (temperature system)

-Added Heros Survive Mod, new items, temperature system, etc...

-Removed Tons of redundant items on map

-Removed ALL modules for terrain editing (FPS saving)

-Removed ALL modules for hiding terrain objects (FPS saving)

-Removed all bushmen entities, reduntant, too much work to re-equip all of them, also less entities on map = more performance, less rendering even if they are dynamically simulated

-Removed all of the "stashes" and custom in-game images etc... (file size reduction)

-Removed in-game small missions, I won't be updating these missions anymore and as of last update they were mainly broken anyways, so I deemed it appropriate to remove them

-Re-added Ambient Helicopters at military zones

-All hand placed military AI have the new Heros survive equipment

-Code optimizations

-Tweaked Ravage Zombie module (lower pop zombies)

-Added Drongo's Spooks and Anomalies, anomalies and spooks can only be seen during night time...

-Added in zombie infection for Heros Survive, you will now get a fever upon being striked by a zombie

-Edited starting loadout for player

-Re-added Stamina

-Tweaked VD script pack settings to accomodate HS system, etc...

-Imported my R3F settings from Not Alone, helicopters can carry more than ground vehicles, diesels can tow more, heavier helicopters can lift tanks, etc... etc...

-Removed all scenario triggers, more redundancy, more performance too

-Removed advhints from scenario, they can wig out the HS UI for brief amounts of time

Update: 2 Mar, 2021 @ 6:59pm

THE BURNING RAIN By: TenuredCLOUD V2.2 QoL patch

//QoL// Tweaked the UI system, used JakeHeke's UI layer as a draft and re-wrote mine to match the "Side of the screen" layout. Looks much more clean, and still functions well.

//BIG LOOT CHANGES// Loot has been re-worked again, this time I have implemented GF's auto loot script as well as re-introduced the GF cleanup system.

//FIXED// GF Auto loot system was spawning multiple Ravage items in small piles due to possible typo in script? Fixed.

//Atmosphere// Added GF's atmosphere and ambience scripts, the woods feel more lively now. Much more sounds and atmosphere, and at nighttime it gets even better. ;)


//REMOVED// Sirens in Cherno


//TWEAKED// Starting loadout, you no longer will start with 6 1911 mags. I have no idea why they were even that high...


//TWEAKED// Temperature system damage settings (small changes)


//Notes// Why was the loot re-worked? VA mod is having issues via blacklisting it seems. I didn't tend to notice anything via my missions but testing via a dedicated server and Hardcoded loot settings ('force force' params) blacklisted items STILL tended to be spawning upon server restart with new 'hardcoded' settings. this mind you was tried in MULTIPLE different circumstances and to no avail could we get loot properly sorted.

You will notice a little bit of a stutter on mission start, but after that it is very minimal (Very performance friendly)

With the Loot system being re-worked I didn't forget about immersion or even difficulty in fact GF's system will function better in this environment, the reason being for that is because the script is easily tuned to spawn "lower tiered" weaponry in houses and such, what I mean by this is that the MAIN weapons you are going to find as "Ground loot" will be AK's, M16's, M4's, and pistols. That's essentially it. If you want higher tiered loot you will need to push military compounds (Military AI) as well as find bandit camps, Heli-crash sites, and even Shipwrecks (VA POI's). All these locations can bring you some good loot, and some better loot rewards than others, as well as high risk high rewards. :)

Essentially your MAIN source of loot will be acquired from bandits. I wouldn't make it a habit to rely on ground loot spawns anymore for food and supplies either, I have the script set to spawn 500 items each refresh / run and 500 items may not sound like a whole lot, but it actually covers the ENTIRE map with loot. You CAN expect to see loot in every city or place that has buildings, HOWEVER DO NOT RELY ON IT. You can easily starve by not Hunting, or scavenging gear off killed bandits now. The loot is essentially the same as 'DaiZy 2018' VERY LOW. This re-enforces the lore and back story that goes with the scenario, and since it all happened 35 years ago, there really isn't much left, don't let this discourage you, just remember that you're NOT going to find items in every other building. I also highly encourage utilizing Ravage's Search feature and attempting to find stuff in search-able furniture items, as you actually have a higher chance of getting a good weapon, or possibly items. Just REMEMBER, 35 YEARS! SLIM PICKINGS!

That's about it for this patch I edited the VA POI's spawns a little, as well as Ravage bandit spawns, but nothing substantial.

Not Alone may receive PART of this patch but maybe not the entire thing, we're deeply investigating MP persistency and trying to get a foot-hold on that, so until then it may not receive an update, or if it does it'll be a small additions update maybe with the reworked UI. :)

Cheers all! And good luck!

Update: 22 Feb, 2021 @ 11:28pm

THE BURNING RAIN By: TenuredCLOUD V2.1E patch

//TWEAKED// Blacklist / hardcoded VA mod settings. Used Mission settings override, the lists should now be working properly.

//TWEAKED// Reverted back to VA script system for VA POI's crashsites, and Bandit camps. Bandit camps have seem to been broken for a long time and the scripts seem to actually work. Bandit camps would NEVER spawn in different locations with the MOD settings, with scripts, it's different each run.

//TWEAKED// Wave settings, waves from the ocean will always be wavy and less stagnant now.


That's all for this extended patch!

Update: 21 Feb, 2021 @ 5:15pm

THE BURNING RAIN By: TenuredCLOUD V2.1 patch

//FIXED// VA mod blacklisting issues.

//TWEAKED// Reverted VA crashsited to the MOD version so you now will be able to loot the cargo bay of helo's

//Note// With the blacklist system working loot setting are actually working as configured, which means loot is now extra low. It took me a good hour to obtain a DMR, but it's fitting the 35 years after benchmark I've been shooting for!

Cheers!

Update: 7 Feb, 2021 @ 11:58pm

THE BURNING RAIN By: TenuredCLOUD V2.0 patch

//REMOVED// BP mod and all assets

//ADDED// Outlaw mag repack script can be used by pressing ctrl+R

//ADDED// GF Holster script (4 key) to holster / unholster weapon

//ADDED// GF headphones script (5 key)

//ADDED// NIArms Complete pack, over 100 new weapons added into the scenario and loot!

//TWEAKED// Loot tables for NIArms

//REMOVED// Reanimation settings

//TWEAKED// Some VA settings, loot settings, etc... For NIArms.

The 2.0 patch is in a very stable state. However I may need to adjust the loot tables a bit more. Other than that, I have noticed very few bugs other than what Arma provides, but no game breaking bugs. (as far as I've seen) BP mod has been removed due to its state, trying to reload an AK and some other weapons while on the ground would literally crash the game (your character would freeze) also the reloading animations are very poor compared to NIArms so I figured I'd spice up the QoL a bit more and pop in NIArms. The newest mod addition also seems to roll through Ravage without skipping a beat, and, with fewer assets being loaded it seems to fair incredibly well on the performance end as well.

That's it for this patch! And if you haven't already, feel free to join the community discord, we talk Arma 3, Ravage, and of course just about tons of games in general. We even post gifs and memes, feel free to pop in and say hi!

Cheers all!

Update: 15 Nov, 2020 @ 3:59pm

THE BURNING RAIN By: TenuredCLOUD V1.9E extended patch QoL (continued).

//ADDED// Clean-up of bases, added more AI military units at Altar Bunker.

//REMOVED// Heavy tanks from scenario's (AI driven) all changed to APC's.

//ADDED// APC at Novy Lug prison to make that area harder (tested earlier and I had barely an issue getting a full kit off a soldier)

//ADDED// A small amount of empty ammo crates located at older military sites, these can be used with the R3F mod, for Storage.

//REMOVED// Terrain Buses at Klen Hill (AI would No clip through them)

//TWEAKED// VD settings for loot hopefully no more DLC "Spectrum device's" should spawn from Contact DLC, or any OTHER DLC for that matter.

//TWEAKED// VCOM's "Call for aid" setting, AI only in the surrounding area or base should be called in for assistance, not 1.5KM out, although realistic, the AI aren't simulated for that, Dynamic Simulation breaks this if it's too far out. (However, be warned if you are close enough to a base about 1KM or so and you do start shooting unsuppressed shots, you are likely to get some wondering Military personnel investigating shots, so be on the lookout.)

That's it for this small patch, this is another continuation of the 1.9E QoL patch. I'm just working on polishing up some things, V2.0 Won't really be a thing until I either add another HUGE list of items, add in more features, or even make HUGE tweaks to my Temp system.

Thanks all for playing!

Update: 11 Nov, 2020 @ 3:42pm

THE BURNING RAIN By: TenuredCLOUD V1.9E extended patch QoL.

//REMOVED// Removed BP outfits from VD apocalypse settings, shouldn't spawn in Shipwrecks, bandit camps or crash sites anymore.

//REMOVED// The speed up time feature, with help from PierreMGI

//TWEAKED// Russian military AI, added radios to them so VCOM will utilize the callout functions. Also added BP weapons to their loadouts so player's should be able to sell weaponry to traders.

//REMOVED// Renegades

This was a small QoL (Quality of Life) patch, continued on the V1.9 release, not much else has changed.

I thank you all for the continued support!

Update: 10 Nov, 2020 @ 1:04am

THE BURNING RAIN By: TenuredCLOUD V1.9 quick patch. (Continued hot fix)

Update: 9 Nov, 2020 @ 10:43pm

THE BURNING RAIN By: TenuredCLOUD V1.9 quick patch. (hot fix)


//FIXED// Fixed the loot at the "treasure" sites as some of the crates or weapons were missing entirely.

//ADDED// Added more R3F logistic base equipment and supplies, turrets and mortars.

//ADDED// More high grade vehicles (tanks, etc)

//FIXED// Intel items in Chesma were tilted and bugged out (hard to grab intel) fixed.

//FIXED// Handplaced helicopters, some handplaced crash sites were just exploding on mission start, adjusted damages, now they should be okay. Fixed some jet spawns too.

Update: 9 Nov, 2020 @ 1:00am

THE BURNING RAIN By: TenuredCLOUD V1.8 optimization patch, ~STABLE Release////

//NOTES// You will notice a ton of stuff has been removed mod wise, weapons are less but not by much, Ravage and Breaking point weapons still exist, Breaking point utilizes more then 70 weapons as well as 50+ backpacks and the like. I have removed some mods and items in hopes for greater performance as 30 - 40 FPS is a scenario killer, with doing so I have noticed a good 75% performance boost. And as such results have been concluded, the mods that were removed, will stay removed, the scenario is in it's final steps of development, however this doesn't mean it'll be discontinued as a project.

//REMOVED *optimization*// Removed the following Mod items: Friths ruin, CUPVehicles, CUPWeapons, CUPCharacters (everything CUP is gone).

//REWORKED// AI and towns are now reworked to utilize the Breaking Point mod, as well as base game, and Ravage items.

//TWEAKED// Scripts are now utilizing Ravage and BreakingPoint items as well.

//ADDED// re-amped the loot tables, added over 50 backpacks, all shemags, helmets are more rare to come by, along with military grade rifles, night vision is now EXTREMELY rare, and only found in certain areas.

//TWEAKED// Bushmen spawn chance dropped, previous chances were 10% for the group, now they are 1 - 3% making them EXTREMELY rare, most are equipped with ghillie's and high grade loot. (no more NV's on them, may change)

//TWEAKED// Helicopter spawns have been redesigned due to removal of CUPvehicles, fixed some helicopter spawns as well.

//FIXED// Made recruit-able AI no longer dynamically simulated, if you seperate from them (600m +) they will NOT regroup to your location because Dynamic simulation freezes them.

//REWORK// Toolkits are now extremely rare to come across.

//ADDED *optimization*// Ravage Gear pool will utilize all Ravage outfits, BP vests, BP bags, as well as all BP weapons, and Some ravage weapons.

//FIXED// Towns were broken due to removal of CUP mods (no more AI guards) fixed

//ADDED// Phronks Melee system has been added into the scenario POI's include Lumber mills, Fire stations, and Quarry's. The only ones added so far is the Fire axe, woodcutter's axe, and shovel. (due to phronk not finishing the mod, the animations are quite static, as well as weapon placement on back, that is why Melee is completely optional to be used.)

//REWORK// Temperature system has been edited with newer uniform's (ravage based)

//FIXED// AI at military zones were removed from removal of CUP mods, re-added and have somewhat different loot. (all heavily geared)

//NEW// Tanks on map are A3 assets, and most have camo netting equipped. (due to removal of CUP no more CUP vehicles are in scenario)

//Re-implemented// VCOM AI, AI are much smarter, AI will garrison buildings, call for support, call in artillery, and AI can eaven steal vehicles (you will now need to be extra cautios when parking or leaving your vehicles which are repaired. AI will even place mines or other traps for you to stumble across.

//REMOVED *optimization*// loot drop on killed EH, AI and Zombies would drop money, or a various item from ravage (money, gutting knife, water bottle, etc...) now only a small amount of zombies are loot-able you can actually check their inventory's for loot. This removes the clutter of random objects being spilled on the ground and prvides a slight performance boost (less garbage collection needed as well)

//TWEAKED// Ravage vehicle settings have been tweaked to allow for derelict vehicles (retextured, rusty) some vehicles in the scenario will now be rusty, and look basically destroyed, again this goes with the 35 years after theme.