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Everything posted by Bluedrake42

  1. Bluedrake42

    Guided Missiles

    Rockets are definitely on our radar, we just haven't decided how to do them yet. We could actually make it so rockets can be "built" by putting small blocks together. Not sure.
  2. Bluedrake42

    Capital Core

    Hm, interesting thought. Might have to do that... different factory sizes. Good idea.
  3. Bluedrake42

    Build scrap deposite

    Definitely something we've thought of doing, but just need to do it the right way. In fact we're thinking about overhauling the mining system entirely, where instead of credits... you have rock pieces inside your inventory, that you then have to go process by "selling" to a factory.
  4. Bluedrake42

    Maneuvering Thrusters

    Already in the game =P
  5. Bluedrake42

    Gta V Key Revoked By Rockstar

    Let me file a report with our contact, and I'll follow up. Sorry about this. You'll notice we don't carry the game on our store anymore... Rockstar Club's shitty customer service like this is why. Worst case scenario I'll have you refunded <3 sorry for the trouble man, we'll get it taken care of.
  6. Bluedrake42

    Gta V Key Revoked By Rockstar

    We have had no issue with payment, nor have we requested that they disable your key. Can you have them contact us? We have seen this before, and previously we were able to get the key re-instated. We have had multiple problems with Rockstar, and this is why we stopped carrying their products.
  7. Bluedrake42

    Pay what you want Video Access

    Hey man =) I went ahead an added some more options for you <3 Unfortunately there is currently no "write in" option, and we would have to develop that ourselves We would gladly do it, but developing new commerce systems is a little more complex/sensitive than making things like video systems I don't want to write something that accidentally charges someone the wrong value, or can somehow be exploited haha so we take those upgrades/updates very slowly Until then we have a select box system, where I added most everything that I would expect people would be willing to pay =) Hopefully that works out for you! If you want to try again, it should be updated now =)
  8. Bluedrake42

    Operation: Cutting Viper (Squad v9.12)

    =DRK= official Squad server event. Where: Free Candy Van When: Sunday, November 12th
  9. The first =DRK= allied offensive in World War II: Online. Operations begin at 3PM EST
  10. Bluedrake42

    Operation: Black Lotus ► World War II Online

    3PM EST!
  11. Bluedrake42

    Iron Armada ► June Roadmap

    Welcome everyone to the Iron Armada June roadmap update! Iron Armada Pre-Alpha v0.2.0 Welcome to Iron Armada's first major update! In this article we'll cover what new features and changes have been added to the game, 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. Iron Armada: Update Trailer & Development Vlog After a long period of radio silence... it is finally time to show you what we have been building! Version 0.2 brings a huge list of improvements and expansions into Iron Armada. This is the first major update we believe begins to illustrate Iron Armada's ultimate vision, and is also a strong preview of what to come. Our Iron Armada v0.2 Release Trailer New Major Features Version v0.2 is the first major expansion of Iron Armada that shows the power of our engine, and what is possible within the scope of our game. New features include complex ship construction, manned weapon systems, animation overhauls, sound effects, new gameplay mechanics, and fully upholstered artwork. New major features. Upcoming Features & Updates The current feature list is still only scratching the surface of what we have planned for Iron Armada. In this section I will give you a brief preview of our work-in-progress development on features we are expecting to release in future versions of the game. These features are not currently in the game, but are actively being developed. In addition to the above, a new default gamemode is currently being developed named "Armada" which will serve as the foundation for our Steam release. We will release more details on this mode as we near our official release on the Steam store, however the mode should allow players to much more quickly enter the action... without sacrificing the deep strategic gameplay that Iron Armada currently offers. Steam Release Checklist We are inching closer to our first official release on the Steam store each day... however there are still a few critical things we need to complete before this is possible. Server Browser & Steam Integration. Most importantly, we first need to finish our in-game server browser and Steam client integration. We already have the initial framework for this completed, however we are forcing ourselves to triple-check this integration to ensure that it will be as reliable as possible upon release. User Interface. Our user interface is currently placeholder programmer art while we perfect our backend and solidify our layout. However before our official release, we would like to have our entire user interface completely polished with the custom typefaces and aesthetics we have designed for it. We think this is critical to a good first impression. Gamemode "Armada." We want the first moments of gameplay for each new Iron Armada player to simultaneously be enjoyable and smooth, but also fully showcase the best of what Iron Armada has to offer. We think our new upcoming gamemode will be the best combination of strategy, construction, and teamwork, to properly show off Iron Armada in the best light. Once these three things are done, we will finally be ready to release on Steam! We are expecting these features to only take a few more weeks, but as always we can only promise that it will be done "when it is done!" That is everything to update you with for this month! If you have any questions about the project, be sure to visit the forums and Discord... and if you wish to become a supporter and pre-order the game, please do so below! Thanks so much for your support everyone, and we all look forward to seeing you on the Iron Armada testing servers! See you soon! - The Iron Armada Team
  12. Bluedrake42

    Hello everyone!

    Good to have you deadly =) as soon as you get home just check our community servers page and all the information you need to get started is there <3
  13. Fight upon the Ravenfield together with your Blue allies! Take down those pesky Reds using helicopters, tanks, guns, and active ragdoll physics! Ravenfield is a singleplayer game in the vein of older team-vs-team AI shooters. The game is designed to be easy to pick up and play, but also rewarding for all skill levels! Key Features Easy-to-pickup, singleplayer mayhem Fight as infantry, or in ground vehicles, aircraft, or watercraft Active ragdoll physics combines tactical strategies with a sprinkle of silly fun The number of combatants is only limited by what your computer can handle! Damaged soldiers drop team-colored blood splats, indicating where battles have taken place Development Roadmap Ravenfield is being developed as an early access game, with major content updates scheduled to be released every 4-6 weeks. Additionally, minor updates may be distributed via a beta branch for those who do not fear slightly more buggy releases. While some content, such as new weapons, vehicles and maps will be released on a regular basis, other key features will be added roughly in the following order: Custom map support Steam Workshop integration AI Commanding Campaign mode Custom vehicle support Custom weapon support
  14. Bluedrake42

    Deep Rock Galactic

    Join a team of badass space dwarves and fight, dig and explore your way through enormous cave systems and uncover the greatest riches. DEEP ROCK GALACTIC is a first-person co-operative sci-fi shooter for up to 4 players, featuring fully procedural and destructible environments to explore, mine, and explode your way through to reach your objectives. As a team of veteran dwarven space miners, you must take on perilous missions for the interplanetary mining corporation DEEP ROCK GALACTIC and go where no-one else dares - into the deepest, most dangerous cave systems of the most hostile planet ever discovered. TEAMWORK ABOVE ALL - For efficient traversal and exploration as well as combat, you will need to rely on your teammates. A MATTER OF CLASS - Pick the right class for your play style - mow through enemies as the Gunner, scout ahead and light up the caves as the Navigator, chew through solid rock as the Driller, or support the team with defensive structures and turrets as the Engineer. CARVE YOUR OWN PATH - Fully destructible and procedurally generated environments means there is no set path - it is up to you how to reach your goal. THE TOOLS THAT YOU NEED - A plethora of tools and gadgets at your disposal means no obstacle is insurmountable. INTO THE DARK - The only light is what you bring, and the pitch-black alien caves will not give their riches up easily.
  15. Server Information 23124
  16. Bluedrake42

    Will We Get Ship Blueprints?

    We're actually working on this right now. We already have the blueprint system in place, now we're just discussing how to implement the editor.
  17. Bluedrake42

    Cool Game mode Idea

    There is a new gamemode being announced soon
  18. Bluedrake42

    Camera stuck in pilot zoom mode

    Known bug, hopefully will be fixed in next patch. Thank you for the report!
  19. Bluedrake42

    Game start crash

    Could this still be this?
  20. Bluedrake42

    Laggy game

    If you have 500 ping then yes, the game will be unplayable. That is rather standard for all multiplayer games, and we cannot fix this. The only solution will be for you to wait until European servers are available for you.
  21. Bluedrake42

    Iron Armada ► June Roadmap

    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
  22. 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 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
  23. Bluedrake42

    Project reality scenario events on FCV ?

    Scenario Sundays. We discontinued those events a long time ago.
  24. Bluedrake42

    An idea for BD42 Legal team

    Youtube would have to care enough to let something like that matter. This isn't a legal issue, its simply the fact that Youtube has control of their platform and can do whatever they want. I'm getting demonetized simply because the system is inaccurate, and Youtube doesn't care enough to fix it for channels like mine.
  25. Bluedrake42

    I think youtube just dug their own grave today.

    I've been assessing all my options, I think I'll be ready to make a committed decision in the coming days