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  1. 42 points

    Version 1.0.0

    58,284 downloads

    A project developed by Jason Lewis of Obsidian Entertainment, and associated developers. This project showcases a re-imagined environment inspired by the Star Wars: Dark Forces classic in Unreal Engine 4.

    Free

  2. 26 points
    Applications ► https://drakelings.bluedrake42.com/index.php?/application/
  3. 19 points
  4. 14 points

    Version 1.0.0

    898 downloads

    A massive asset package created by Synty Studios. This project is a full demonstration of all the assets, for everyone to see each model in detail.

    Free

  5. 8 points
  6. 7 points
    If you get the file has Quota exceeded do this : Go back to the Google Drive page for the file Use icon at top right to "Copy to my drive", Open your google drive, right click on ME_Level.zip, choose "Make a copy" - then download the copy. It's large so it will take a while.. Then after you download you can delete it from your Google Drive or keep the copy and delete the original or delete both your preference.. thank you to Paul Dunn on Kotaku.co.uk for posting this in the comments
  7. 6 points

    Version 1.0.0

    3,230 downloads

    A remake of the classic Zelda: Ocarina of Time video game in Unreal Engine 4, by CryZENx.

    Free

  8. 6 points
    Welcome everyone to the Warfare 1944 April development blog! Drakeling Labs in 2018 Welcome to our first official development blog of 2018! Hopefully this will mark a regular increase of development blogs following into the year. The past eight months have been a crash course in improving our infrastructure, expanding our network, and generally improving our understanding of how best to build and maintain a successful development community. Improved community systems, functions, and infrastructure. We're excited to have ever improving development infrastructure. Since last year, we've spent considerable time expanding our development, community, and legal platforms. Now we're happy to have automated applications, improved development issue tracking, and expanded legal infrastructure. For those of you who have followed us for years, you'll know how important this is to us... and how much security, peace of mind, and time these improvements will save our development teams. If you wish to follow the project, try to stay active in our primary development channels. Introducing Warfare 1944 For our first major development blog of 2018, and after months of work, we're incredibly excited to reveal our Warfare 1944 project! Warfare 1944, being built on Unity, is the perfect project to round out our development résumé. Our community now has active projects in every major concurrently popular development platform, including Unity (Warfare 1944,) Unreal Engine 4 (Harsh Doorstop,) and Java/LibGDX (Iron Armada.) This gives us the golden opportunity to explore (and connect with) each respective development community we work in, finding new talent, ideas, and opportunities everywhere we go! Screenshots from our first multiplayer event in Warfare 1944. Version One, Roadmap As with all our projects, we like to keep our first playable humble and our long-term ambitions high. However this means that, as always, our first prototype will be simple... and will serve as a baseline build for us to modify into the full game we all want to play. Version one is currently planned to include: 12 Weapons Currently we plan on implementing the M1 Garand, Karabiner 98k, M1 Thompson, Maschinenpistole 40, Sturmgewehr 44, Browning Automatic Rifle, M1 Bazooka, Panzerfaust, Luger, M1911, Stielhandgranate, and MK2 hand grenade. 2 Maps Our first two maps will include a traditional "Normandy" beachhead style map, and a "Carrier Assault" style map using our newly developed aircraft carrier. Naval vessels will not be command-able in our first playable build, however we think our "Carrier Assault" map will give players an idea of what naval combat can look like in future builds. Advance & Secure Naturally our community is rooted in Project Reality, and we have no intention of releasing a tactical shooter without our beloved Advance & Secure gamemode. The first version of Warfare 1944 will include a simple version of this gamemode, that is balanced for infantry. All planned weapons for Warfare 1944, version one. Long-Term Roadmap The current feature list is still only scratching the surface of what we have planned for Warfare 1944. However more importantly, we build all our games to function like a platform... just as much as a game. So our long-term features plan to incorporate systems for user creation, workshop support, and beyond... just as much as we plan to incorporate new content and mechanics. Assets currently being rigged, animated, and developed into fully functional pawns. Plans for drive-able vehicles, command-able naval vessels, one hundred player servers, and more are all on our roadmap. We already have a significant amount of experience developing similar systems for our other games in the past (for instance Iron Armada's multi-crew ship system) so while difficult... we expect over time (and with the community's support) all these things (and more) will slowly make their way into our game. Beyond our currently published long-term roadmap, we plan to keep our more unique plans for the game discreet. Copying other games nowadays is easier than ever before! So we want to make sure the ideas we are most proud of, we keep confidential until release. However... for anyone interested in participating, make sure you file a beta tester application here. How To Participate Obviously the only limiting factor on how much we can create, is largely dependent on the help we receive from the community! If you are interested in helping with development... make sure you file an application in the following forum! Beyond this, if you are interested in being a part of the upcoming public beta... keep an eye on our official channels! Our public beta will be released through our website when finally available. So if you don't already have an account, make one as soon as possible! Otherwise... thank you so much everyone to your ongoing support, especially our monthly supporters who keep our community lights on. I hope many of you are proud of the work that we have done, and how far we've come from a simple server community. If you want to continue following our progress, and our story... make sure you follow these official development blogs by signing up for our direct notifications and you will always stay informed! Until then, I hope to see you on the battlefield! See you soon! - Everyone at Drakeling Labs
  9. 5 points

    Version 1.0.0

    444 downloads

    A simple island paradise level, created by Anil Isbilir. An example of the large environments Unreal Engine 4 is able to support by default.

    Free

  10. 5 points
    In celebration of BD's first video on the new platform, here's his baby smooth r&b voice (originally from the Iranian Marksman PR episode) on an actual track. Yes, I made this. I hope you're proud Blue. I Need a Mine by Bluedick42 Mastered 2.mp3
  11. 5 points
    I've been assessing all my options, I think I'll be ready to make a committed decision in the coming days
  12. 5 points
    Welcome everyone to the Iron Armada February roadmap update! Iron Armada Pre-Alpha v0.1.3 Welcome to Iron Armada's first proper development blog! In this article we'll cover what we have already accomplished, what has been released to the public, and what we are next looking to complete! Iron Armada is a completely original game, written from scratch in Java by our community developers. If you want to be more involved with project development, make sure you follow the development channels below! If you wish to follow the project, try to stay active in our primary development channels. Successful Greenlight Campaign Iron Armada is going to be on Steam! After a successful Greenlight campaign, we have already begun the process of registering our application on Steamworks, as well as adapting our current game-build to function with Steam's infrastructure. Thank you so much to everyone who helped us make our campaign a successful one, and we'll hopefully have Steam keys available for our active supporters here soon! Our official Greenlight trailer Current Features & Functions The current version of Iron Armada includes our core features, that serve as the foundation of the game, and will be constantly improved over the lifetime of the game. These features currently include full multiplayer gameplay, with multi-crew ships, large fleet faction battles, ship-to-ship boarding, resource mining, and ship construction. Current game features. Upcoming Features & Updates The current features of Iron Armada only scratch the surface of the game's gameplay potential. Over the coming months, we are expecting to begin releasing some of our more advanced features... that we feel will begin completely transforming the game. New features such as ship exteriors, multi-blocks, advanced power systems, new construction methods, rebalanced infantry combat, overhauled weapon effects, overhauled damage effects, and more... will likely turn Iron Armada into an unrecognizable experience. To illustrate some of these upcoming changes, we have prepared the following documents explaining future features. Following development blogs will delve into deeper specifics for each upcoming feature, as well as game re-balance, as development progresses. We're excited to talk in detail about each specific feature seen above, such as ship customization, new infantry equipment, new weapon types, new engine variants, and more. So make sure you FOLLOW FUTURE DEVELOPMENT BLOGS released on our forums! Release Date Iron Armada has a strict "when it is done" development mentality. However, we have already released the public pre-alpha testing build... so hopefully that will keep you entertained until the official Steam release! We are currently working with Steam to adapt the current game to their distribution systems, and we're hoping to have our first Steam keys available to active supporters in the coming month. However for today, that is everything to update you with! Thanks so much for your support everyone, and we all look forward to seeing you on the Iron Armada testing servers! If you have any questions about the project, be sure to visit the forums and Discord! See you soon! - The Iron Armada Team
  13. 5 points
    Here is the first draft GDD for Iron Armada's first release. This is a focus on baseline competitive gameplay, for the initial version of the game. Complex features, for instance player inventory, and open world... would come after this release. Firing Systems: Marine weapons: always fire over "floor" blocks (no exceptions) Ship weapons: can fire over "floor" blocks, but also can target "floor" blocks (only if cursor is over block) Build Systems: Thrusters, turrets, airlocks all have "no build" 1xinfinity zone extending past barrel/exhaust ports (example) Lines only show up when attempting to build in "no build" zone, and only extend from attempted build to "no build" source (example) Four building block categories: Hull, Engines, Weapons, Power. Pressing each respective number will cycle through block types. (example) Each block upon placement is "unbuilt" and requires to be welded to completion to be fully built. (example) "Unbuilt" blocks can't be built upon until fully built. As crewman left click welds/repairs or places selected block, right click grinds/destroys or deselects selected block. Blocks must be reselected after each placement. Player can continue holding left click after placing a block to immediately begin welding it after placement. Repairs cost resources Multi-block blocks must be built one block at a time after placement to become functional. (example) Multi-blocks can also be destroyed one block at a time. Unlike single blocks, multi-block segments can be repaired until the entire multi-block grid has been destroyed. Auto-merge block placement system, that prevents awkward designs... and automates most exterior hull angles (example) Airlocks allow friendly players to go inside/outside ships, but act as normal wall blocks to enemy players. (example) Weapon Systems: Single-block turrets are pilot controlled. Fixed-block turrets are pilot controlled. Multi-block turrets are controlled manually. Weapon systems only fire if player left clicks in weapon respective firing cone area. (example) Weapon classes can be enabled/disabled per player position while piloting. (example) Weapons have restricted firing cones depending on their surrounding blocks. Heavy turrets have turret destroyed first before hull begins taking damage. Gameplay Balance: Only one cockpit allowed per craft, cockpits however can have multiple sizes allowing multiple positions. 15 second respawn delay for players. Equip-able Classes: Crewmen (Default Class) Half health Full speed Can repair Can build Can grind/salvage Can pilot/gun No weapon No jetpack (slow space movement) Looses health while moving in space Marine (Equip-able at Medical Bay) Full health/armor 2/3 speed Cannot pilot/gun Assault rifle (3 round burst) Jetpack Can survive in space Miscellaneous Fixes: Marines with assault rifles cannot "aim" while rifle is clipping through any wall block. When clipped, stance is forced to holstered.
  14. 5 points
    Currently, we have no ban appeals process. All bans are practically permanent for the time being. This is an early experimental test version of the game, meaning many anti-griefing systems are not in place yet. There are a some mechanics in the game which, in their present state, allow one misbehaving player to ruin the fun of everyone on the server, which could amount to dozens of players. We don't have the moderators on hand to warn, evaluate, and offer fair punishment for players, nor the systems in place to automatically dish them out. To receive a ban, you had most likely done something bad enough for several players to complain to us, wasting our development time as we manually banned you. For this, you will have to wait some time before we will let you back on again. We realize many of these bans are unfair so you will all get unbanned eventually. We do not yet know when. This policy is also subject to change as we update the game. * BAN list was cleared on the 11/01/17 Anyone banned before and up to this date can now play again. If you are banned after this date read the above message.
  15. 4 points
    "Sorry, you can't view or download this file at this time. Too many users have viewed or downloaded this file recently. Please try accessing the file again later. If the file you are trying to access is particularly large or is shared with many people, it may take up to 24 hours to be able to view or download the file. If you still can't access a file after 24 hours, contact your domain administrator." Sigh. Sorry, you can't view or download this file at this time. Too many users have viewed or downloaded this file recently. Please try accessing the file again later. If the file you are trying to access is particularly large or is shared with many people, it may take up to 24 hours to be able to view or download the file. If you still can't access a file after 24 hours, contact your domain administrator.
  16. 4 points
    Full Changelog Multi-size ship blocks implemented New blocks implemented Capital ship engine Rocket engine Maneuvering thruster Flak turret Autocannon Gatling autoturret Railgun Small cockpit Large cockpit Large reactor Equipment bay Small armor Small panel Existing Blocks Changed Normal thruster changed to be larger Artwork updated for almost all existing blocks New gameplay mechanics Build restrictions for turrets, engines, and cockpits now implemented. You may no longer build either in front of or behind (or in rare cases both) for restricted blocks. This forces weapons, cockpits, and engines to stay on the outside of the ship, and fixes many previously exploitable designs. The ability to capture enemy ships has now been implemented. If you enter any cockpit on an enemy ship, and the enemy ship has no other enemy crew currently occupying any cockpit on the ship... then that ship turns to your faction. This works for all ships except for core-ships. Crew can now equip their weapons and become marines only at constructed equipment stations. Press "E" while standing over a equipment station to equip a marine loadout. Marines cannot build, repair, crew ships, or crew weapons. Weapon handling for infantry has now been overhauled. Your weapon will be forced to lower into a "low ready" state if your muzzle passes through a wall. This means that longer barreled weapons are less effective in claustrophobic corridors. Marines also now have burst fire instead of fully automatic fire rates. Many blocks (including weapons and engines) now stop functioning when excessively damaged. They need to be repaired to function again. Killing players now grants the killer 50% of that player's resources. This is only a temporary measure to prevent the "tear down and suicide" exploit and will be further changed in the future. Players now have oxygen tanks that slowly expire when in space. Marines have larger oxygen tanks. You can replenish oxygen by walking over any tile that has oxygen, which is currently any ship-tile. This is a pre-requisite for the ship pressurization system we are currently building for the next update. Turrets now rotate smoothly and follow player cursors. Turrets have a maximum deviation, will not traverse through blocks that impede their movement, and will also not fire if a block from the ship it is mounted on impedes its line-of-sight. When a turret cannot follow a player's crosshair, it becomes comatose and awaits for another player's cursor to slave to. Only one single player can now operate a single cockpit at a time. Radar is now implemented for all ships, players must be in a cockpit to use it. Construction is now sorted by categories, press the category you want in order to cycle through blocks of that category. Left click to open the build menu, right click to close the build menu. Repairing is now restricted to your immediate vicinity. A small repair icon will appear on your cursor if you are able to repair. Left click repairs blocks, and right click deconstructs them. New effects Muzzle flashes for almost all weapons Firing animations for almost all weapons Impact animations for bullets impacting blocks Players in space now face the direction they are jetpacking towards Player corpses now appear when players are killed, these quickly fade away New environment artwork Internal and external sprites for entering cockpits and turrets. Now players can go "inside" things. This is a pre-requisite for full interior/exterior support for ships. In the future you will not be able to see inside ships unless you are actively aboard it. Positional sound engine implemented New sound effects for almost all blocks Sound is positional and will decrease in volume the further you are to it Sound is 3D and will be heard from the direction it is originating from A pre-requisite for in-game positional VOIP, bridge-to-bridge hailing, and crew radios
  17. 4 points
    Epic you've got some real nerve to show your face around here again I don't think you understand that the shitty decisions you've made in the past will be permanently held to you. This isn't a place where you can fuck around all you want, and not endure the consequences for your actions. Everyone on this list is permanently banned from the community, without appeal. I'm not sure if you believed me when I first told you this a year ago, but if there's one thing you hopefully have learned about me... is that I don't forget, and that I don't bluff. You were given multiple chances to mature in this community, and you destroyed every single opportunity you had. We are aware when anyone from this list joins the server, as I have their accounts marked and set to alert me when connected. We also track tags, forum activity, and associated players if you attempt to change your name or connect under an alias. Our ban lists automatically fail from time to time, but I can assure you if you are able to join the server... it is because of a technical fault, and not because you are welcome there. Cheers.
  18. 4 points
    W.I.P #1 / Will update soon.
  19. 4 points
    Welcome everyone to the Harsh Doorstop February roadmap update! Harsh Doorstop Pre-Alpha v0.01 Welcome to Harsh Doorstop's first development update, showcasing what we've accomplished, and what we're next looking to complete. Harsh Doorstop is an open source, and free development project... meaning we intend to cut costs, and incorporate affordable third-party material whenever possible. Our goal is to create an enjoyable, modifiable, multiplayer, team-work oriented platform for our community... developed affordably, and available for free. A strong reliance on third-party content makes this possible. Our core development team consists primarily of programmers and gameplay designers, orchestrating assets either purchased, developed in-house, or donated to the project. If you wish to contribute to the project, try to stay active in our primary development channels. Pre-Alpha v0.01 Video Showcase Enjoy the first video showcasing in-game footage of our initial framework. This framework showcases fundamental systems functioning in a multiplayer environment, including multi-passenger networked vehicles, true first person mechanics, large-scale detailed terrain, and elemental match management systems (round reset, factions, scoreboard, and match time.) Initial Features & Functions The first versions of Harsh Doorstop focus primarily on building fundamental systems needed to support a full game. Things such as multiplayer support, networked vehicles, true first-person perspectives, and basic infantry weapons. These systems are going to be continuously improved and polished throughout the lifespan of the project, and lay the groundwork for more advanced features in the future. Our current priorities revolve primarily around polishing vehicle integration (including network smoothing, physics balancing, and player interaction detailing) implementing new player animations (being custom developed by mistwalker) and balancing for realistic gameplay (which will better showcase our framework's potential for tactical gameplay.) Upcoming Features & Updates Subsequent versions of Harsh Doorstop will focus primarily on implementing wider variety of content, as well as establishing a pipeline for importing regular third-party content, and building an intuitive user interface for more seamless clientside game management (right now you launch the game and connect to servers through .bat files.) Importing third-party content. Building a reliable pipeline to regularly import third-party content will have major impacts on content release frequency. Unlike other commercial titles, Harsh Doorstop is openly embracing the idea of utilizing community developed content already available for Unreal Engine 4 on the open market. Using this to our advantage will allow us to implement large quantities of content at a fraction of the cost, in a fraction of the time, keeping our project free to the public, but still content rich. Upcoming Content These assets are not free without a studio license (the above assets are created and licensed by Hum3D studio) so we will need to purchase (and fully convert, animate, and import) each asset for use in Harsh Doorstop. Each asset (depending on complexity) costs anywhere between 300$ and 1000$ after completion. To cover these expenses, we will be running small community fundraisers as we continue development of the game. With consistent funding, more assets can be purchased, imported into the engine, and released in Harsh Doorstop... allowing for constant new content available to the community (as long as our budget allows for it.) For those still skeptical on the feasibility of importing third-party assets into an existing Unreal Engine 4 game, here is an example of an identical model (purchased from Hum3D) imported into a playable build of Unreal Engine 4 by our team. We converted this into this User Interface Overhaul The current version of Harsh Doorstop has only a placeholder (or otherwise entirely absent) user interface for player interaction. However our developer @Ethik has been building an entirely overhauled menu, interface, and heads-up-display for Harsh Doorstop. This will completey rebase our game's accessibility, and player experience. The new menu systems should allow all players to easily navigate through dedicated hosted servers, manage video settings, as well as communicate with other players, and manage in-game inventory items. Here is the prototype radial menu working in-game Release Date Unlike other commercial titles... Harsh Doorstop has strictly adopted a "when it is done" development mentality. In fact we go beyond that... since this is a community developed game, we have also strictly adopted a "you can help us get this done faster" mentality. This means if you see an issue, or a feature you want, you can be the person to fix it, create it, or donate it. We only will finish this project as fast as the community comes together to help us. If you are interested in contributing, please ensure you INTRODUCE YOURSELF on our official Harsh Doorstop project forums. List your skills, your region, your experience, anything at all that could be useful to helping us finish our project. If you have no skills developing in Unreal Engine 4, you can still help us by FINDING US TALENTED DEVELOPERS TO RECRUIT or HELPING US PURCHASE UPCOMING ASSETS. However for today, that is everything to update you with! Thanks so much for your support everyone, and we all look forward to seeing you on the Harsh Doorstop battlefield! If you have any questions about the project, be sure to visit the forums and Discord! See you soon! - The Harsh Doorstop Team
  20. 4 points
    You could always do these people a favour and explain to them the clear benefits of getting a PC. N0VA may not mean to imply PC Master Race, but I am certainly going to. There is no quantifiable metric where a console beats a PC, it's cheaper, the games are cheaper, the graphics are better, our "exclusives" are both more numerous and higher rated. Instead of Bluedrake spending money on a console server, perhaps the console players can sell their consoles and put the money towards the objectively better gaming platform.
  21. 3 points
    Just signed up have to try this ww2 1944 game out.
  22. 3 points
    That's now done, I am officially one of your supporters! Thanks for taking the time to modify this. Good to see you back streaming, by the way!
  23. 3 points
    Drove a transport vehicle fully loaded with my squad over an enemy mine is my favorite. My squad's usually have really fun conversations like "who would you rather". Had my squad mates singing smash mouth at point while driving in a BTR. Head on collision with a logi with another logi and had a conversation in all chat.(Brotherrrr was there) Think my favorite though is 2 Man SPG squad. The amount of shit that I get from the other team is great when it gets used effectively. This mourning, there was a guy in squad chat saying he can't lead his squad unless he has his Boneless pizza. FYI, we lost cause we never got any boneless pizza. Or the infamous last words "DON'T DRIVE ON THE ROADS, ENEMY MINES!" "Ah, we will be fi.......*BOOM* shit......." I wish i can run more marksman squads. Those are always great. Watching the enemy run around when they get sniped by a marksman and a scout to help spot for him. If only specific kits can be assigned by selecting what type of squad you wish to run. Btw, the normal squads I run, someone recording one of the matches.
  24. 3 points
    Just wanted to point out that I love bluedrakes videos and always enjoy playing on the server when he is online! The guy is a role model for every project reality player and I wish him all the best Much love and respect, 3ti65
  25. 3 points
    y u disable ratings, comments and your sub count? Y THO i don't enjoy the videos as much without the ratings and comments, it makes me feel alone
  26. 3 points
    There was nothing wrong with any of the comments. We have been in the YouTube/Community game for long enough to just laugh at any "nasty" comments.. I've personally been involved here for the past 4 years. It really doesn't bother me. You have to remember, at the end of the day, this is a business that has to pay for people to live and eat. Disabling comments and moving over to our platform is how we are managing to succeed and live off what other creators are shying away from. YouTube is no longer a successful business proposition for mid to large size channels. We have 230k subs, yet we're making pittance per view. There is nothing but respect and love for our fans. We're on here constantly, we're proactive in our interaction in games and through discord. Heck, we're making multiple projects with the community and developing a game suited for them too. I personally manage the social media and discord side of things, as well as some of the YouTube 'back end'. I find that point rather offensive, to be honest. As for your last point, if you don't like Twitch, cool. Not forcing that on you. Many of our community are fine with it, some have been asking for it, and we have been on twitch for a few years now, so really, nothing has actually changed - there is just a lesser focus on YouTube's diabolical add revenue.
  27. 3 points
  28. 3 points
    Welcome to Project Reality: ArmA III's newest development blog! Project Reality: ArmA III ► Base Building & Forward Outposts In previous versions of both Project Reality & Project Reality: ArmA III... bases have been static, with fixed positions, and fixed assets. This means starting from the same bases, assaulting the same positions, with the same assets... every time. Boring. We intend to change this... by developing an entirely new asymmetrical, dynamic, and player driven form of base construction... that deeply impacts the entire enduring engagement of each missions, based on each team's early-game decisions. If you wish to follow the project, try to stay active in our primary development channels. Introducing Forward Arming & Refueling Points ArmA is a big game... and big games deserve big features. We've been working to redefine how forward outposts function in ArmA to compensate for the gigantic terrains and asymmetrical environments players encounter. Our solution... the Forward Arming & Refueling Point... your new universal deployment point for Project Reality: ArmA III operations. A deployed and fully upgraded F.A.R.P. Forward Arming & Resupply Points allow teams (with combined effort) to fully define the forces available to them, while supporting your entire team on the front-lines. These constructible forward bases not only allow a team to fully support vehicles on the battlefield... but also serve as deployment positions for team assets... including tanks, helicopters, light vehicles, and more. Varying stages of F.A.R.P. deployment F.A.R.P. bases are deployed from deployment vehicles (available at other upgraded forward bases.) Each forward outpost has expansion points (or nodes) that can be used to expand each base's functionality over time. These nodes can be upgraded to serve as vehicle respawn points, offer repair/refuel/rearm services, expand base defenses... and more. A player deploying a F.A.R.P. node into a helicopter deployment pad These nodes are permanent when deployed, or until F.A.R.P. is destroyed by enemy forces. Each node only serves a singular purpose, and only serve as respawn points for the vehicles it deploys... vehicles are not purchased in Project Reality. If the vehicle dies, it will respawn at the F.A.R.P. node it was deployed from after a fixed respawn delay. With this system, each team can ultimately create proper forward operating bases, that supply and maintain entire motor pools for a team. A variety of deploy-able nodes available at constructed F.A.R.P.s These permanent nodes change the entire combat environment for each operation, with each team able to decide what assets THEY need for the given operation. This system should create exponentially greater variety in team engagements, allowing each side to adapt to any given situation... as long as resources and deployment times allow. Base Construction Mechanics For the curious, here is an in-depth outline of the current F.A.R.P. deployment process. Please keep in mind that all these details are subject to change, our system is still a work-in-progress, and we are preparing to change our designs based on player feedback from future scheduled playtests. A simple mock-up of a deployment vehicle deploying a new F.A.R.P. To deploy a new forward outpost, a deployment vehicle must spawn at an established F.A.R.P. and travel outside of the outpost's construction radius to establish a new starting base. These deployment vehicles are spawned from "Deployment Vehicle" deployment nodes that can be built at established bases. If no deployment vehicles are available at forward bases, a permanent deployment vehicle node will always be available at each respective team's starting base. A simple dissection of forward outpost nodes and hubs When deployed... each F.A.R.P. has only five expandable nodes. These nodes cannot be sold or undeployed... and are permanent when upgraded, unless the F.A.R.P. is destroyed by enemy forces. Players will need to build multiple forward bases to have a variety of assets, supplies, and deployment points to engage from. Stages of forward outpost construction and expansion As the forward outpost naturally expands, the central structure also automatically expands with it. When newly deployed, a forward outpost only exists as a single deployable cargo outpost. However when the forward outpost successfully constructs three fully developed nodes, the central structure automatically upgrades to a tier II cargo headquarters. Lastly when the forward outpost successfully constructs five fully developed nodes, the central structure fully upgrades to a tier III cargo tower. Showcase of possible expansion node combinations for different deployed F.A.R.P.s Nodes are deployed using credits generated over time by deployed forward outposts. Each F.A.R.P. generates its own resources over time, which can be used to deploy nodes, deploy ammunition supplies, repair supplies, infantry equipment, weapons, and more. There is no other way to generate resources for a forward outpost, so defending long-standing forward bases is important to long-term mission strategy. Additionally resources spent on expensive expansions (such as close air support, main battle tanks, and more) may have serious consequences compared to purchasing cheap early-game expansions (such as light vehicles, transport helicopters, and beyond.) All forward outpost hubs offer supplies and logistical assets depending on their tier Powered by R3F Logistics Finally, all forward outpost hubs can supply infantry squads with supplies, ammunition, logistical assets, and even armed emplacements in exchange for generated resources. Each advancing tier of a deployed forward base unlocks more powerful equipment and supplies available to infantry squads. Tier I forward outposts only offer basic fortifications and logistic equipment, such as sandbags, crates, and barbed wire. Tier II forward outposts offer more useful supplies, such as ammunition and medical supplies... greatly decreasing the amount of supplies needed to be flown into the area, and turning a tier II forward outpost into a local resupply hub. Tier III forward outposts offer advanced equipment, such as anti-tank emplacements, thermal sighted turrets, anti-aircraft launchers, anti-tank mines, and mortars. New Development Repository Unfortunately we have recently experienced a serious security risk when using Github while working with previous developers of Project Reality: ArmA III. We witnessed a highly damaging abuse of repository administration permissions, that allow contributing developers to delete, transfer, or otherwise deface parts of our repository without authorization. Unfortunately while using Github, this issue is virtually unavoidable when working with large teams. It is a problem similar to giving twenty of your friends the password to your Facebook account, and waiting to see which friend ultimately presses the "delete account" button... even when nineteen don't. This incident caused serious setbacks for our development progress, and we have since spent considerable time finding and building preventative measures before continuing development on Project Reality: ArmA III. In response to this, we are proud to finally reveal our new code repository at https://gitlab.bluedrake42.com/ Our new self-hosted development website, powered by Gitlab With this new platform, we'll have greater control over our intellectual property, and have greater chance at thwarting improper usage of repository permissions, as well as having more direct recovery alternatives in the event of catastrophic events. Currently the server runs Gitlab Community Edition on our own web-server in Utah, is backed up by Amazon Glacier services, and provided support for by Liquid Web management services (all services I recommend very highly, and who help me considerably keeping this community alive.) We're hoping that now with a new platform to build our products on, as well as new confidence in our web security (although we are always learning and improving <3) now is the best time to continue developing Project Reality: ArmA III! Release Date As always... we always strictly adopt a "when it is done" development mentality. In fact we go beyond that... since this is a community developed modification, we have also strictly adopted a "you can help us get this done faster" mentality. This means if you see an issue, or a feature you want, you can be the person to fix it, create it, or donate it. We only will finish this project as fast as the community comes together to help us. If you are interested in contributing,make sure you join the project forums and Discord server. Additionally if you are interested in supporting our server, and ongoing development, make sure you VISIT OUR STORE to consider becoming a supporter. Additionally if you want to follow development directly, or possibly apply to become a developer for Project Reality: ArmA III please consider REGISTERING ON OUR NEW DEVELOPMENT REPOSITORY! Otherwise, thank you so much to everyone for your patience over the past few months, and we're excited to show you some of the incredible things we've been working on! We hope you are just as excited about the future of Project Reality: ArmA III as we are ❤️ Cheers! See you soon! - The Project Reality: ArmA III Team
  29. 3 points
    ScareCrow, I've got my eye on your IP, and if I see any more fuckery from Algeria, I won't hesitate to drop the entire country's IP addresses. http://www.ipdeny.com/ipblocks/data/aggregated/dz-aggregated.zone
  30. 3 points
    I guess I'll hop on this bandwagon too.. So here are some characters that could used for like some kind of customising or something. On the left there is an Android (Pale Blue), Then there are 3 different hairstyles for Humans, then on the far right is a Quarék (Orange) Some backstory: Androids were created by the Humans and carry the nickname Silicones due to their "skin" being made of silicone. The Quarék (Kwar-ake) are an amphibian species that thrives on the rainforest planet of _____ (eh). Many years ago some were taken from their home planet and used as man-power for the growing need for interstellar travel.
  31. 3 points
    Decided to make my own fan art corner cause I am planning to make a lot of fan art (totally not copying what leafy did, stfu I am original). Here is the work I have done so far. A complete rocket launcher with top view, side view, and top view while not aiming. I have only made a side ways view of a DC 15 Blaster Rifle from the Clone Wars and I'm planning to do more star war weapons and even make the space marines look like clonetroopers or stormtroopers in the near future.
  32. 3 points
    Keep it up the good work Mustafa, we want to see more content from you ;D
  33. 3 points
    Hey I am starting a server for SQUAD, called Free Candy Van, here is the discord link bruh! https://discord.gg/7fcbWXb JOIN IT NOW!
  34. 3 points
    HI everyone. I was very inspired by one of BlueDrake's live streams on youtube and decided to throw some money at him, later in the night i registered here. I love being part of communities that show support and come together behind a unified cause. I will remain active here in self development if these base needs are satisfied. Ultimately I have been in underground productions for one year and when I was introduced to BlueDrake it made me realize that the slope ahead of me can seem steep, But I enjoy climbing and challenges knowing that there were those high above the slope before me. I appreciate guidance and knowledge passed onto me and strive to be a leader for those following behind with an honest heart and open mind. We can learn from many angles and must keep an open mind to absorb lessons that come from different angles. Here are sample of things I have been working on, The 2 acoustic tracks are lost and would have to be completely rebuilt as they were recorded on a mac that burned inside an apartment fire. = (
  35. 3 points
  36. 3 points
    some cool halo cursors
  37. 3 points
  38. 3 points
    In here you will find wallpapers, banner, avatars and more! Iron Armada Wallpaper #1 (1920x1080)
  39. 3 points
    Hello All, I just want to give a massive shout out to this awesome community for making OFDR alive again. I've had so much fun today and have revived old friendships because of it. Really superb stuff you guys do! https://youtu.be/7yBVqo1wRjA Thanks ever so much, Jet.
  40. 3 points
    Hi, Name's Ali, I'm from Iran. I'm here cause of Blue, about a month ago i was searching the internet about the game 'Squad' and eventually found one the blue's videos and i just liked it a lot. so I decided to subscribe and just ended up here after one month! I like tactical games and use them to improve my English! YeahCool
  41. 3 points
    Evan it isn't discontinued per say. We still host the server for the download client, we wouldn't be hosting that if we didn't intend to revitalize the project at some point. Currently we just have too many things to finish up first (one of which was finishing this forum) before we can begin supporting BF1942 again. However I have no reason to not do that again. If anyone ever wants to start hosting for it themselves, we still have all the required files to allow that. Including the Mumble configurations.
  42. 3 points
    Im pretty sure the fact we're a PC based community is because that's... the point? I understand where you're coming from but console games arent really the focus of this community.
  43. 2 points
    I've been working on a similar game with inspiration from shiprekt, though it probably more closely resembles starmade. I notice on your one video Drake said that this couldn't be done by a single person, and I'm definitely disproving that. I've since ditched the planets until a later version, so no pretty sunsets. Right now most of my work is in code, so I don't really have much to show. I've done several reworks of the software design of entities, and ported from Java to C++. It initially was planet based, as I was basing it off my Minecraft mod I never finished, http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1443088-type1-anarchy-mechs-guns-missiles-laizorz-alpha but ended up in a completely different direction as I decided space combat should take priority. I found Java's lack of move/copy constructors and stack objects was murdering performance, especially when modifying quadtrees. Additionally I found operator overloading for vectors to be almost necessary. Some features which I can't yet talk about a ton: I figured out how to fix exponential player growth in a sandbox, without using a module stat modifier. Players are ships, there are no humanoid astronauts. Material physics system that allows alloying of materials, with minimal performance impact All art is procedural, scripted from perlin octaves Emphasis on multithreading, especially for collision detection, which is almost all of the processing. Using Data-Parallel model and high spatial cohesion per thread. Voxel system that allows for objects as big as 8km with 125cm block resolution
  44. 2 points
    Dude gtfo outta here with that bull shit
  45. 2 points
    Also, in case I did not mention it anywhere....that mod kicks ass...like for reals. It is well thought out and executed. Nice work.
  46. 2 points
    Sup peeps, the name's Redneck. Most probably know me by now. I'm a forum/discord Moderator. I've been in the community for around three years now and it feels like 10. I play generally the same types of games as everyone else here. I'm a self taught musician, enjoy firearms, and hunting/fishing. Other than that I just shitpost to Youtube usually. See y'all around
  47. 2 points
  48. 2 points
    this is some kind of heavy cannon [don't even say anything about the stupid looking shell that can easily be fixed I was just too lazy xD]
  49. 2 points
    *sits grumpily in a dark corner of the room with his arms crossed* "No."
  50. 2 points
    It's synced with your system time.