Arma 3
Misery
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Update: Aug 1, 2023 @ 8:19pm

  • Fixed Fear sound samples "not found" errors
  • Updated tool tips for ravage loot defines inputs
  • Fixed some water sources not allowing the player to collect water from (updated source list)
  • Fixed multiple issues with the Ravage loot defines module
  • Added new blacklist module for Ravage loot
  • Fixed weight simulation values for gear (wasn't calculated properly)
  • Updated mod logo (final iteration)
  • Further optimized code
  • Started work on Ground loot framework -WIP

Update: Jul 21, 2023 @ 4:20pm

  • Added Weight penalty for gear weight (decreases hunger / thirst - dynamically calculated) - Optional
  • Added Temperature penalty (Cold - decreases hunger / Hot or Fever - Decreases Thirst) - Optional
  • Added Optional Gear weight checking action
  • Added syphoning fuel from vehicles if utilizing Advanced refueling module (Requires Ravage hose to syphon from vehicles + set fuel types Jerrycan)
  • Updated refueling / syphoning vehicle classing will now display vehicle's displaynames rather than classnames

Update: Jul 19, 2023 @ 12:22pm

  • Fixed poison not parsing numbers properly (would result in HUD crash)
  • Added Charcoal tablets (Aids in removing toxins from the body)
  • Added charcoal tablets interaction to Misery + Rvg item override for usage
  • Updated random pharmaceuticals usage (now adds poisoning)
  • Removed Zoverhaul .pbo (no longer forcing Zed audio overhaul to Misery builds)
  • Lowered Psyfield default fear addition for Psyfields (300 is way too high and can cycle a +3 value to fear every survival cycle)
  • Updated HUD displays (Temperature exposure values will now only be displayed if the player possesses a PDA)
  • Updated "Check clothing" option (will now only show Clothing Warmth value if player possesses a PDA)
  • Fixed all Rvg tents + sleeping bag not being able to be used with Misery

Update: Jul 12, 2023 @ 6:18pm

-Fixed some versioning errors

-Fixed redundant Singleplayer saving happening immediately on Singleplayer designed scenarios with SP data option from module

Update: Jul 11, 2023 @ 3:09pm

-Massively re-introduced new code, Macro encoding, removal of redundant loops, moved to more streamlined and performance friendly CBA sub structure for certain functions and handles for clients

-Synced a lot of code to Ravage mod for compatibility

-Reworked ACE compatibility, featuring fully persistent module preset setting

-Completely redesigned the HUD, now 6 variants are available (bar style and non-bar themed)

-Reworked most modules into a single .pbo folder system - more efficient updates to code

-Lots more, I'll update when I can grab all change logs from testing...

[Old test build patches]: -Order of patches are from ascending to descending order (Bottom to top)-

  • Scratched Ghost addition to mod (may be permenent move, may return most code needs to be rewritten)

  • Parsed over Money HUD display GVar to Publicvar so clients should start with a Money display now

  • Removed iBuild from base mod but built in compats for it it is also removed but OPTIONAL in NA scenario

  • More tweaks to locality

  • Tweaks to Dynamic economy system (moved to function on module placement)

  • reworked MPhandle back to JIP handling / compat - keeping Keyhandle as player | client based

  • MULTIPLE LOCALITY ISSUES SHOULD FINALLY BE FIXED - Referenced the MP scripting forum page from BI

  • Fixed multiple CBA loops hunger immersion, etc... They will now also terminate themselves if certain cycle params aren't met...

  • Merged the Client init / start file with the MAIN startup file since it is only executed one time - this should mitigate issues with a Dedi looping scripts

  • reworked a ton of starting params for client side / player / server...

  • Fixed some startups for Modules (waituntils to CBA structure)

  • Added kill handles to all primary loops for the player, handles will automatically terminate if not being used and will restart when needed again

  • Added more interactions for iBuild (Sledghammer - demolishing)

  • Removed Ravage noloot string parser fro module - data doesn't stay after player death

  • Changed public variable setting for Money display on HUD

  • Added PDA option for TTS_Emissions - TTS Emissions is separately needed for this option

  • Reworked inventory handles to EH's with CBA structure

  • Removed timeout params from module startups

  • Multiple changes to locality

  • Reiteration of code structure to CBA (removal of a ton of while do loops)

  • Mass implementation of Macro encoding

  • Reiterations of Preprocessor commands / functions

  • General Performance overhaul

  • More optimization tweaks

  • Fixed number value parsing to only carry one decimal point rather than 0.00000 ~ values

  • Pushed more Macro calculations to build for cleaner and faster calculations

  • Pushed out more CBA function built code - removed more redundant While loops *Optimization

  • Removed TSP Melee mod - redundant and caused more issues than anything

  • Reworked code to fit for Misery items for wood cutting, mining, etc...

  • Added mutliple Macros for Preprocessing of some small math equations that run on certain cycle loops

  • Removed a bit of redundant While true loops, reworked to CBA structure with PFH's

  • Possible locality fixes to some code (needs further testing)

  • Optimization

  • Worked on more locality issues "money display for HUD"

  • Changed compatible frameworks, HS is no longer compatible with Misery mod

  • Updated Item swap code, reworked to allow Rvg items, removed a ton of redundant loops and code for new rework

  • Reworked the Jerrycan swapping code, had errors in classnames

  • Updated and completely reworked customized refueling

  • Some sound source files updated

  • Added:
    New survival framework with great help from Drongo
    New module systems for fine tuning of scenarios
    New Item usage code
    New interface scroll menu's
    New check functions for item usage / menu interface checks
    New refill point for Jet fuel (place-able building classed item)
    Different select-able options for pre-init of code, some RVG init's tweaked for compatibility

  • Tweaked Start code for certain init files, most now check for module placement with BOOL run / don't run params

  • Reworked:
    Some models reworked
    Inventory sounds
    Full Compat with RVG mod, built off of some of RVG's core (items, etc...)

  • Removed:
    All code previously compatible with HS mod

Update: Jan 10, 2023 @ 4:51pm

Updated:
-Item swapper code (HS knife / Rvg gutting knife will automatically swap for TSP melee weapon)

Update: Jan 10, 2023 @ 2:45pm

Updated:
-Updated Keys

Update: Jan 10, 2023 @ 1:30pm

Added:
-TheSpeshalPlatoon's melee mod

Reworked:
-Battery system

Updated:
-Crafting to match new automotive battery
-Skinning code for new melee weapons
-Firewood / wood collection using an Axe

Update: Dec 17, 2022 @ 6:53pm

Updated:
-Updated some older functions

Update: Dec 13, 2022 @ 6:10pm

-Removed:
-Forge heat system, if the player had a fever it could overheat them causing death (use campfires and fire barrels instead)