#bacon (mod status in pins)

1 messages · Page 2 of 1

spice elk
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it does the same thing chat login does

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takes the admin password, adds #login at the beginning, sends it to the chat

genius

kindred radish
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love this thing lol

spice elk
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now sitting in the forgotten projects folder next to 500 other things

kindred radish
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🥺

woeful torrent
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getting a few reports of loadouts not saving (using GM persistent loadouts), and seeing your "Big loadout!" error message in logs. Does this mean there is still a limitation on saving loadouts that are too big?

spice elk
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I don't think so. It logs that it occurred but should still have saved it. I'll double check when home. Assuming you on latest version?

woeful torrent
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can confirm 1.0.11

spice elk
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it might be invalid for other reasons though, you'd have to test to figure out why/which items

limpid rivet
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@severe radish

analog fox
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@spice elk Issue with Server Admin Tools and the "Back" button being grayed out and unusable. v1.0.34. Can't close the panel, have to dump out of game.

spice elk
analog fox
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yep

spice elk
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how do I reproduce? what do I do to get this to behave this way?

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so I added the mod to a server, logged in as admin via the login box, then opened the menu and the button seems ok

analog fox
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I believe it is happening only on the first instance after restart.

And I don't have to login (#login) as admin via chat, to have full access to this panel. I just opened it, and everything works. GM rights, ban, and kick.

spice elk
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not possible, the login panel does the same thing as #login in chat

wait you mean you don't have to login at all?

analog fox
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Thats right... I added my creds to the config.

spice elk
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ahh interesting

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I'm not sure this is fixable because the admin login given by auto admin features is not the same as the one you get with #login, but I wil investigate

analog fox
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ok. I'll remove my creds from profile and test that way.

spice elk
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I would keep them but remove all other mods from the server, it clearly recognizes you as an admin since you can access the panel, but something else might be blocking your input

analog fox
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I'll setup a test server to check it out.

spice elk
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in the meantime I can test if the auto admin produces it

analog fox
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Thanks! Appreciate it.

spice elk
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yea seems to work

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super weird that the game just disables the Back action for ya thonk

analog fox
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Let me do some more characterization on my test server. Not the first time it has happened, but haven't tested repeatibility either.

spice elk
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some mods that introduce custom keybinds or something may indirectly do it, I don't think anyone intentionally would turn off only your back button

torpid gulch
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Issue with not active Back button (ESC by default) is probably linked with search boxes.

How to reproduce:

  1. Join server
  2. Open admin menu
  3. Go to Player List tab (or Ban Tab, whatever)
  4. Click in searchbox (mouse click)
  5. Select Main Page with mouse

Voila, Back button is not active until reenter into searchbox and disable (esc button) search text that you used before switching tab in Admin Menu.

tested that twice, always 'bug' exist

spice elk
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Interesting, will look into this over the weekend. I guess focus remains on the search box.

tawny flame
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Sorry if this has been asked before but is there any way that the radial menu will return?

quasi cypress
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we love bacon

crystal stream
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hey Bacon!

I was wondering what settings you used for your GM Fire FX? They seem pretty efficient for particle systems 🙂

spice elk
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what do you mean? just open it and check

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they're pretty similar to vehicle fire

crystal stream
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like they don't have an impact really on server performance, and I was trying to get away without opening the mod myself 😂 will just look

spice elk
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particles arent simulated on servers except for smoke grenades for AI visibility

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so server probably doesnt care about the fire fx

crystal stream
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oh interesting, so it's all client based?

spice elk
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yeah, all particles are clientside and some are optionally simulated on server as well

crystal stream
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hmm okay, must be some other optimisation I need to look at then as something kills server fps but not local fps when any AI are spawned. My first thought was the area with several engine fire particles but sounds like I can rule that out potentially

spice elk
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whats the processor the server runs on? how many ai and how many players?

crystal stream
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1 player and even as little as 30 AI drops the server fps down 40 frames

processor I'm not sure but we have another server on a different map that sticks at 120fps even with 25/30 players and 75 AI

spice elk
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well then compare processors of both first, in terms of single-thread performance

crystal stream
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will do!

spice elk
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there's a chance it's going to be an easy answer once you pull up single thread performance numbers for both, alternatively share the models and I'll get the stats

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it's very important you check hardware off the list before doing anything else, because if the issue is hardware then no amount of fiddling with mods and settings gets you out of it

crystal stream
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think you saved me some time there, switched from our 10 slot test to the 35 slot one we have and it didn't struggle at all

spice elk
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yay

formal swallow
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Fireworks have a slight bug, you spawn them and they work fine….until you go a KM and a half away with your character and come back, then they explode in the air again. (Happens whenever you go some distance away and come back)

formal swallow
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I have it up to date, I’ll get you the version number in one second

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1.0.62 for Game Master FX

spice elk
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ok bet, will add it to the list

spice elk
formal swallow
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Yes, lemme type it up

spice elk
analog fox
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Bacon W

spice elk
main matrix
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looking forward to the moment i am confronted with all that proxy/replication stuff harold

crimson plover
woeful torrent
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not sure why but some players are still having issues with saved loadouts not saving using GM Persistent Loadouts mod. I know I've reported the issue before, but I have no additional logs for this very rare error. I do run a pve server where players have the ability to carry more than they can in vanilla if that helps at all.

spice elk
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I think for something like this I will need repro steps 😦

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is it a save during the same session or do they leave server and join to get empty loadout?

woeful torrent
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same session. I will try some troubleshooting on my next days off work in an attempt to replicate it.

crystal stream
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we saw a thing quite often yesterday actually where dying and respawning didn't give you your saved loadout, you spawned naked instead and had to leave faction and join again for it to spawn you in with the gear

spice elk
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the loadout is indeed transmitted to you from the server when you select a faction/group on the deploy menu (when you first connect)

crystal stream
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ahh okay, so it's not expected to be able to select it on respawn?

spice elk
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when you save it at a box then you have the loadout

crystal stream
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Yeah I know, normally it would also give you the loadout on a respawn as well but it doesn't seem to all the time

spice elk
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sometimes loadouts are invalid but I will need repro steps to figure out why

crystal stream
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Other than having a saved load out and dying I don't have much for you I'm afraid 😅 I'd probably guess it's certain modded items / weapons being used though

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But the exact same loadout works fine when it re-initializes via leaving faction and joining again

sharp wigeon
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Update for GM fx?

void cradle
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Hey bacon in the mod modern Russian the character's are the detected by the system like unarmed the ammunition it's not a problem because it can be replenish infinite time by the game but anyway I hope this will be fixed soon if you can say it to the author of the mod....

spice elk
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@boreal trench what exactly are you fixing for the ris laser and suppressors mod? If there is a bug please report it so that I can fix it

sleek patio
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Hey
We have a slight problem : on our server, vehicles randomly catch fire (and I say randomly because we are not able to figure out what cause it)
and yes base game vehicles
one of our admins claims it comes from Master FX
Is that something somebody else experiments on his server ? Is that a known bug ? (tried to look it up on the discord but didn't find anything)

spice elk
sleek patio
spice elk
sleek patio
spice elk
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I don't have any better ideas, but you could do it by half (remove 50% at a time - if issue disappears problem is within 50% of the mods you removed, then test removing 50% of those etc)

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it could get you there faster

sleek patio
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Yeah I guess we'll end up doing that, good idea

spice elk
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alternatively you could load up your entire mod list in workbench and try searching for anything related to fire or damage

void cradle
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Well in the modern Russia mod the guns are like not detected when you put them in a fight they only keep looking at the enemy like if they want to rizz them but seriously they are guns but in the game the characters or units are detected like in a unarmed status so they can't fight or defend....

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It's weird but we'll maybe it's something missing because how it's possible to be unarmed when you having a gun? Well that's is possible in this mod... I hope it's will fixed soon....

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If they want a screenshot let me know...

spice elk
void cradle
spice elk
void cradle
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Ok

tropic fog
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@spice elk Is it really Mr Reforger? :0

real lynx
spice elk
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I guess so but I'm not going to be making new stuff for a while

real lynx
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ok, thanks
maybe later

spring blade
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Hey bacon, Server Admin tools says I need an update to Version 1.0.35 from 1.0.29. Is this one of those “Arma False Updates” or is this an actual update

pale quail
spring blade
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Well I’m a server owner and I was just wondering if it actually needs to be updated. Cause I’ve updated things before and it just ruined my game so I went back to previous versions

pale quail
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It shouldn't have you downgrade the mod by itself....maybe try uninstalling and then reinstall it?

west pollen
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Newest Server Admin Tools Version is 1 .0.35 its not a Arma Bug

spice elk
spring blade
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I was just curious if it was just a visual bug or an actual update. What did it change?

spring blade
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I’ll update tonight thanks

spice elk
native jetty
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Would you be willing to add an ACOG sight?

spice elk
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No plans for new content for now

sterile vessel
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@spice elk Could you check your dms (From my side).

crystal stream
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Hey @spice elk is there functionality to increase the amount of saved loadouts on GM? Unsure if its in your persistent mod that I'd need to add to or if it's a gamemode config thing

spice elk
crystal stream
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As in someone can save 2 different load outs?

spice elk
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one per faction, but no limit on the total number of saved loadouts on the server

crystal stream
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Is it possible to change that limit of one per faction at all?

spice elk
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I'm sure it is but haven't looked into it

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if you have file-system access you could write yourself something to store and replace the loadouts using a discord bot or something, but probably too much work for something like this

crystal stream
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Hmm potentially, I'll see if something can be adjusted. I guess theoretically could dupe the loadout 1 and change its names to loadout 2? Or change loadout1 to an array but not sure how you'd then have that in game

Thinking it'd be good for our server as we change scenarios up quite a lot so having multiple saves would be a benefit. Though we could switch up factions I guess too

Wasn't sure if it was an easy modification or not, I'll look at it later

spice elk
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having a button for it is the toughest part, storage-wise you'd just add -1 -2 -3 to the file names

mighty mantle
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@spice elk can you make the lasers more powerful and lasery

spice elk
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Not really, no

mighty mantle
spice elk
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There's a maximum distance a light can travel in the game and making them brighter would be unrealistic

mighty mantle
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But my la5 uhp goes 2 miles ::(

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It’s ok bacon I understand

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What about brighter at night vs day time

spice elk
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No plans sorry

tough canyon
spice elk
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What does that even mean

sleek patio
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I guess they want to recreate the "laser combat" like in one of SovietWomble videos x)

spice elk
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The what

blazing sentinel
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@spice elk sorry for the ping brother I had a question regarding the recent m110 update it was brought to my attention that Optics aren't saving on loadouts

spice elk
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does it save but not load or what

blazing sentinel
spice elk
blazing sentinel
spice elk
summer talon
spice elk
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The plot thickens. I'll deal with it tomorrow evening.

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It does look super funny tho

summer talon
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it does

spice elk
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Ok I updated it, see if it works now. Not sure about the arsenal stuff, but I hope optics slot is proper now at least

blazing sentinel
spice elk
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yay!!

spice elk
barren fable
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call of duty mod hmmyes

barren fable
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would this be something you could work into the admin panel? Like have this mod integrated into admin tools and have it as a toggleable setting for admins to use

spice elk
barren fable
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dope hmmyes

spice elk
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one potential addition I am considering is instead of on/off, switch friendly fire between full damage, reduced (20%) damage and no damage

barren fable
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hah that would be nice, if the team killer has to shoot someone 100 times to kill

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There is a lot of cheeky things you could implement to stop team killers. Whatever is a burden to them and whatever wastes there time is the best way to combat it

icy juniper
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Perfect mod, saves a lot of arguments in some servers

crystal stream
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bacon, how did you test your safezones in editor? They don't work for me in editor but obviously they do on server

spice elk
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this probably doesn't mean a whole lot to you but basically workbench overrides some things, damage being one of them

crystal stream
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ahh okay, so only way to test is on a server or peer tool?

spice elk
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try starting workbench with -cheats 0 I don't remember the parameter

heavy creek
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@spice elk Because you were able to add the CCO compatibility, is there any way you could add the grips that both are also in Aussies mod?

spice elk
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no plans

spice elk
woeful torrent
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Very nice! This only does player damage right, or does it also prevent friendly vehicle fire too? I've had idiots trying to shoot down friendly helis in exp.

spice elk
woeful torrent
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Ok Cool, I'll probably throw it on my stable server today and check it out, thanks!

spice elk
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hope it doesnt explode!

gloomy urchin
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After the last M249 Scope Rails update I am no longer able to find it in the Vanilla Arsenal, anything changed there? (on non-experimental). Tested with only the mentioned mods and dependencies loaded.

spice elk
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it was never updated to work with the current arsenal I think, was it?

gloomy urchin
spice elk
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ah I must have uploaded some wrong version then

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updated it just now, should work

gloomy urchin
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Thank you!

gloomy urchin
urban fjord
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@spice elk Just a headsup, your server admin tools will not work on the upcoming update.

spice elk
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ok and? I'm sure a lot of stuff will break

lucid imp
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Anyone have a picture of bacon tan m4 with GL

spice elk
lucid imp
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Thank you

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I’m trying to make it in breakpoint 😭

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That’s all I could do in break point unfortunately

spice elk
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Not bad

dusk glen
pale quail
spice elk
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yes not my model, I only textured the ugl (except the red dot sight) and urgi handguard

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ill add anime skins for xmas tho

spice elk
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@sonic schooner to my knowledge Ravage characters have never followed GM orders and it seems intentional, I don't know what people are saying but we've had great fun yesterday with the zombies duckpog

sonic schooner
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You have to spawn them on top of people to get them to see them

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Since telling the zombies to start running in a direction doesn't really work correctly

spice elk
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their visibility is a little short but it has not been an issue for us, you are welcome to create a patch to extend it if it is useful to you, I have no problem spawning them effectively at the range they see at currently without it being jarring to players

icy juniper
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Set them to aggressive, 90-100% combat movement chance, investigate and hunting (last 2 don't save) but I did this with one squad set to that and one not, the first squad started running at me from around 100m other lot stayed

spice elk
icy juniper
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With CRX I set those to one team of Ravage characters...and another without with myself around 100m away. The ones I set to those settings started running at me straight away the other team stayed there so must have made a difference

spice elk
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But!!!! If it works then great. I've never even considered it.

icy juniper
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Yeah sorry I was just replying to the above conversation you where having with Trace Snow Owl

left ore
spice elk
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Anime skins

left ore
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I mean yes that would be funny af it's just, came out of left field lmao. also wouldnt it be a problem with the TOS?

spice elk
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Dang I guess no anime skins

sleek patio
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😢

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So no anime skin but you can have a pair of balls as a weapon grip in A3 ? The world is a strange place

left ore
spice elk
left ore
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offbrand anime skins would be hilarious ngl

quasi cypress
orchid frost
spice elk
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no

orchid frost
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Is this a mod that still needs to be used or did that get fixed on BI’s end? I assume no is the answer already

spice elk
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I need to get rid of this and a bunch of other temp stuff, in general you should use the mods you want to use, there are no "needed" mods

orchid frost
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What about like data collector and fast garbage manager? Do those help or should I remove them from my mod server listing?

spice elk
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they do what they say they do, use them if you want

orchid frost
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Thing is idk what they do, I assume garbage manager removes stuff faster? Prob wrong.

And data collector I have no clue just heard it helps servers

spice elk
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they have descriptions but if you are not sure that you want the mod dont use it

orchid frost
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Oh true lol

heavy creek
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@spice elk is there any way that the ELCAN Spector optic can be pushed back on the gun? It looks to be way far up

spice elk
heavy creek
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Yea I’ll send

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This is somewhat of an older picture on the older block 2 mod, but it is the same for the new one

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@spice elk

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How they’re usually sat

spice elk
heavy creek
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Got it

random musk
spice elk
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or paste it here and I'll add it

woeful torrent
spice elk
woeful torrent
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Interesting, that's the only weapon that's killing people with friendly fire.

spice elk
sterile vessel
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If that mod you mentioned breaks, or gets deleted then Bacon's one would be broken, in a sense adding so many dependencies.

woeful torrent
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Thanks guys I'll reach out to the other author

woeful torrent
woeful torrent
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The Benelli m4 mod. I figured out how to add custom vehicles etc without dependencies in scenarios. I guess the need for a dependency depends on what needs to be changed in the mod to make it compatible. I've just reached out to srg so we'll see what he says. If scripting is required for the fix I imagine a dependency would be required.

spice elk
woeful torrent
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I understand that, I don't understand why his mod seems to bypass that, not looked into it yet.

sterile vessel
spice elk
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it's possible that there is a bug that happens in some specific circumstances, I've tested it with vanilla weapons and it seemed to work with all of them

woeful torrent
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Probably, it has custom rounds

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It works fine for custom weapons, all except the shotgun

sterile vessel
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I have seen some mods do custom round with a raycast impl, and then just setting health changes on the shot entity

spice elk
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if all guns except 1 work I'm not sure what to tell you man

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I would prefer not adding an if statement for that specific weapon to the mod kekw

sterile vessel
spice elk
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I should probably test with my shotgun as well

woeful torrent
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Didn't know you had one, was it the Remington?

spice elk
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No, it's a komrad 12

spice elk
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I pushed out an update to Bacon Ravage to enable usage of navmesh for the zombies, which hopefully helps making them get stuck less often.

Also, in case anyone is interested, I ran a little stress test with maxed out AI budgets for zombies against a few squads of AI infantry and measured server performance - running on a Ryzen 7700X the server didn't seem to care: https://snapshots.raintank.io/dashboard/snapshot/wIMhmeW20l4UqHFPibX1KEox59wAj5UP?orgId=2

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Image from above stress test

empty swallow
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It worked like a champ for us w/ a fully maxed out AI pool. Thanks for the updates.

glass dirge
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I wish mods could be renamed on the server, i wanna slip this onto my server without anyone knowing until 70 zombies rush them

empty swallow
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lol load it in July.

glass dirge
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In july?

empty swallow
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A Joke, like months before you use it.

spice elk
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If I ever make a zombie mod I'll call it something completely unrelated

glass dirge
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Ohhhh lmao, thats not a bad idea. Get everyone used to it without actually spawning them

spice elk
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also on april fools ill give all zombies the ability to open doors without saying anything

glass dirge
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We engage in a little tomfoolery

empty swallow
barren fable
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and change run speedhmmyes

spice elk
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Ill make them walk at a very slow pace but have 99999 health

empty swallow
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Oh Lord. Not like the terminator mod.

spice elk
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1% chance a zombie spawns with a m249

spice elk
empty swallow
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They jumped over buses and tracked really well. I have videos of my guys running for their lives.

spice elk
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Previously they would get stuck sometimes because they just wanted to go forward instead of using navmesh

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I think tomorrow I'll change them to run instead of walk when hearing gunshots

runic tartan
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Hi bacon, I've been a big fan of your mods for a long time, thanks for always making such great, interesting and much-needed stuff! I use your BACON RAVAGE mod for my Survive Arland scenario and everything was fine until yesterday. Unfortunately, infected and exploder zombies do not spawn after yesterday's update was released. Is there a fix for this?
Thanks for your help in advance!

spice elk
runic tartan
spice elk
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Easy fix

spice elk
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exploder zombies in bacon ravage now blow up when they try to attack you, and like I mentioned yesterday zombies now run instead of walk when investigating gunshots

analog fox
sullen pilot
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One that’s super fast and screams when in proximity to enemies would be terrifying at night.

hollow slate
spice elk
hollow slate
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My bad that’s what I meant bacon ravage

spice elk
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radial menu for lasers will be back after 1.0 update

sleek patio
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so far have you been able to contact the guy behind ravage ?

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or your depencies in general ?

spice elk
woeful torrent
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thank you for uploading server admin tools to exp branch! 😎

spice elk
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wondering if I should implement suppressors heating up and blowing up/falling off after a lot of shots in rapid succession

sleek patio
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I all for it but I'm kind of the hardcore side of the community, more "casual" players might see it as a problem
if you can make it an option, I think it might be convenient for everyone

spice elk
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server option maybe yeah, also it'd be hundreds of shots not like 20, and you'd see it glow way before it breaks so you can calm down

sleek patio
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hundreds of shots ? we have time to see it coming then ^^

spice elk
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yeah I want it to be more of a detail than something you have to worry about

sleek patio
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I'd say, go for it then, but tbh in the current situation AIs seem to be buggy when it comes to reacting to suppressed shots, so I always recommend my friends not to use them

spice elk
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buggy how? don't think I've seen reports about it

sleek patio
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in my games AIs do not react to fallen allied soldier, even when that happens in front of them, but I think it's a problem coming from the game, not the mod
(plus the fact suppressed weapons make litteraly no noise for the AIs, same as A3, but with A3 the Zeus can manually alert them if needed)

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(plus they seem not to react properly to being directly hit by a suppressed shot, this one idk if rpboelm from the game or the mod)

spice elk
spice elk
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they should react to bullet impact though and try to move away from it

sleek patio
spice elk
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if you are using any AI mod I would suggest turning them off for a test to see if there's any difference

sleek patio
sleek patio
spice elk
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in the code I have bullet impact distance of 12 meters and they should react to it as long as it's fired by an enemy, of course it's possible it's broken

spice elk
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it seems they only react when in SAFE state, and no longer react when in ALERT or DANGER state, perhaps I'll change this

sleek patio
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Soldier that has been shot at once :

spice elk
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its a bit of a bummer there's no easy way to switch this from "move away from danger" to "find cover"

sleek patio
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yeah because they like move for 5 meters, it seems in the global opposite direction from where the shot comes, so basically you can bait them out of cover

spice elk
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lol I set it to a behavior that has take cover function in it and nothing changes

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and I can't debug it because toggling breakpoint in the AI behavior editor on the take cover node crashes workbench

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so I guess this is the best I can do for now

sleek patio
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for clarification : AIs seem to not react to being shot at other than running for a few meters, they do not seem to even look in the direction they have been hit from
in the video I showed one AI, but in my test it worked multiple times
only your mod is loaded
they can know where is the shot on them or nearby to run in the opposite direction, but do not even turn and die standing there

maybe for them to take cover they need to fight ? If I shot close enough for the AI to hear my gunshot, they do turn and shoot back

spice elk
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I will not find out why taking cover doesnt work until workbench stops crashing when I try to debug it

sleek patio
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seems fair

vernal summit
boreal trench
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Yo man, i'm having issues downloading the update of the M249 scope rails, any idea?

sleek patio
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Try deleting the folder and downloading the mod again

delicate anchor
spice elk
woeful torrent
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But then we would also need a clear jam action

spice elk
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if it requires animations I'm not doing it

random musk
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Could just do it as an interaction and leave animating to a “Good Samaritan” down the line

delicate anchor
spice elk
delicate anchor
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Yes indeed

left ore
spice elk
left ore
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wym?

random musk
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Using the charging handle/slide rack animation each vanilla gun has would work, but sounds like that counts as animation work to you (I’d agree) so just having an interaction would be fine if you chose to do so

dusty goblet
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@spice elk will all your mods be reuploaded after the update? Your flashbangs is the one and only thing that we have and one of favs when clearing rooms.

spice elk
#

of course this assumes that the upcoming update does not contain any unknown breaking changes

dusty goblet
#

Will your attachment wheel make its return?

spice elk
#

yes it's already fixed and will deploy with the update

spice elk
#

Weapon mods will be updated when I figure out what to do about AttachmentsCompatibility

empty swallow
spice elk
empty swallow
#

acknowledged. You're going to need some beer after this weekend. 🙂

spice elk
#

how about right now

prisma widget
spice elk
#

@sturdy sedge @finite shadow I've included attachmentscompatibility in my ris lasers and suppressors mod for now, so until attachmentscompatibility is updated OR the classes make it into the vanilla game you can just not use the dependency anymore

sturdy sedge
#

@spice elk thanks love so i can update all my guns 🙂

spice elk
#

it's included in both of the two so you don't have to depend on both or something

sturdy sedge
#

thanks ill get to work then 🙂

spice elk
spice elk
#

why did i make so many mods wah

neat flower
limpid rivet
left ore
quasi cypress
#

Bacon: "I'm done making mods"
Also bacon: releases new mods out of the blue, updates old mods

limpid rivet
#

Is trash Manger making a come back too?

spice elk
#

currently I think entities do not disappear off the floor at all in game master, so the mod will change from "faster" to "actually existing"

limpid rivet
# spice elk maybe

Lol maybe maybe not all good thanks we know how it is for you guys with new updated.

analog fox
#

Will we ever see funny vehicles in 1.0?

spice elk
#

no

spice elk
limpid rivet
#

also found new bug with the m110 if you dont know about it already

limpid rivet
spice elk
#

just post it

limpid rivet
#

its a video

spice elk
#

well ok

formal swallow
spice elk
#

yeah helmets stay forever

limpid rivet
#

lol

formal swallow
#

Rip

glacial cove
#

Woah

#

New pfp popcat

spice elk
#

i think its because they have a damage manager and the system doesnt clear them because its not "destroyed"

formal swallow
#

Are these all updated?

spice elk
spice elk
#

I can get the helmets to disappear but it would mean disabling their armor

#

ok im gonna continue tomorrow, probably

summer verge
#

Good work as always bacon 🫡

wanton blade
#

What exactly does your garbage manager mod do?
I see you override GarbageSystem.conf to add the configurations from conflict, but from what I understood, CampaignGarbageSystem.conf is already applied across game modes (see #reforger_experimental message)

Discord

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spice elk
#

I set the player distance to 1, lifetime to 1 and it didnt collect anything

wanton blade
#

Did you override GarbageSystem.conf or CampaignGarbageSystem.conf?

spice elk
#

the former, you think it applies the Campaign one instead?

wanton blade
#

Yes, that's what NiiRoZz told me

sonic schooner
#

Campaign one should only work in Conflict

spice elk
wanton blade
spice elk
#

yep it works, that seems inconvenient

#

I think I will update the mod to ignore the player distance, since with the player distance you still have tons of trash on spawn

wanton blade
#

yeah, I hope they eventually give us a way to assign custom ones without the need of overriding the campaign one

spice elk
#

it wont clean up helmets without 5EE14E8B4FCB759E though

wanton blade
#

I know, the arsenals at spawn are always full of helmets 😅

spice elk
#

I think its because of the damage manager on the helmet, it doesnt clean it because the damage manager is not "destroyed"

#

ok so I've set it up like this to be a bit more aggressive

wanton blade
#

Btw. nice work on the "no supply arsenals". Much better solution than mine 🙂

spice elk
spice elk
spice elk
spice elk
spice elk
dusk glen
spice elk
dusk glen
#

Oooooh okay I misread it then.

Fair enough then

spice elk
#

I guess better for driving

forest bough
spice elk
forest bough
#

to me patch word is not equal to fix, but i am not a native speaker

spice elk
#

like I said people are asking me if my mod is broken

forest bough
#

probably that is because all mods were removed by bis

spice elk
#

I'm pretty sure it's because the mod name says patch since they're the people that told me about this mod

forest bough
#

allright, mister bacon, if you are not happy about it, why couldnt you just ask directly - remove the mod or something

spice elk
spice elk
forest bough
#

I will make the mod unlisted and make name as some hash value or random letters

#

Sorry about the people asking

#

I have made clear summary what mod does and used propper word "patch"

sleek patio
#

The day people will read the descriptions...

spice elk
#

yeah a lot of people don't read descriptions, technically their fault

forest bough
#

frankly i think that was marked either as testing or unlisted for sure, may be i accidently used unlisted feature from the start, despite as far as i know it is not working

#

I have removed all mentions of any of you mod, changed the name and image, sorry for the people asking something wierd and thank you for you work, you clearly are one of community most experienced modder

spice elk
#

thank you for looking into it I hope I'm not too demanding

blazing sentinel
#

@spice elk sorry for the ping but it looks like the ban or kick features no longer work for administration, might one of your mods be able to fix that? Or would it be better to wait for a patch?

spice elk
blazing sentinel
spice elk
blazing sentinel
spice elk
blazing sentinel
finite shadow
#

With your suppressors mod, were you planning on rebuilding your suppressor sfx audio workspace to the new setup on 1.0? I'm noticing a lot of errors and missing connections which can result in audio not playing in some instances?

spice elk
finite shadow
spice elk
finite shadow
spice elk
#

I should get rid of it so it's not misleading folks into thinking it's a template of some sort

#

sound-wise all the mod does is three signals, up to you what you do with them, but I've already updated a few guns after 1.0 and there were some small changes in the audio projects

seems like there's some small changes in all weapon audio projects in 1.0

finite shadow
#

Mind if I download one of said fixed weapons to take a look in your audio project? Which would you suggest?

spice elk
#

m110 and m17 pistol should be fully working, the parts related to suppressors in the acp havent changed tho

spice elk
#

I will add an actual sample m16 or something to the mod in the morning

formal swallow
#

What’s the keybind on Xbox for the attachment radial menu?

indigo prism
spice elk
sleek patio
#

What vehicle can and what vehicle can't be drived in FPP is surely going to change over time and updates, so that would be a nightmare to keep the mod up

spice elk
formal swallow
#

Ah, I’ll have to turn those on when I get on later. I have all hunts disabled😅

indigo prism
sleek patio
sturdy sedge
#

euh the m110 is doing some strange stuff XD

spice elk
#

plz stop using outdated mods

sturdy sedge
#

you joking me right i legit updated everytihng today ,,,

spice elk
#

what version?

glass dirge
#

Do you plan on updating Server admin tools - Overthrow at any point? Overthrow is still in the works for 1.0 so i dont think its 100% good to go yet anyway

sturdy sedge
#

1.0.13

glass dirge
spice elk
sturdy sedge
#

yea sure

spice elk
# sturdy sedge

thank you but I'd like to see a screenshot of the contents of the mod folder, not a screenshot of the resource browser with the mod opened

sturdy sedge
#

sorry what do you need ?

spice elk
#

nevermind, I guess try to redownload it, I can't reproduce the issue

alpine drum
#

Hey bacon are you already aware of the rad menu not staying up on screen dont wanna say something thats already known

alpine drum
spice elk
spice elk
finite shadow
#

Oh so it's not the same issue as vanilla. My apologies

gaunt crest
#

@spice elk Looking forward to seeing the Barrett M82 back, are you working on it?

spice elk
#

eventually

gaunt crest
#

Cool, the work is appreciated.

spice elk
#

I've been redoing some of the weapon sounds, so far block 2, m17 and some changes to m110, especially the suppressed sounds

raw canopy
#

@spice elk will gm fx be one of the later things you fix/update

spice elk
#

I am not aware of bugs in it

#

what needs to be fixed?

raw canopy
#

Cause I didn't see the mod last time I look in the work shop

spice elk
raw canopy
spice elk
#

no problem, still some mods left to do

hollow slate
#

I need the deagle

prisma widget
mighty mantle
orchid frost
#

Sorry if it’s been asked but what happened to smoke in GM?

vernal summit
orchid frost
#

Huh

sharp dagger
#

It vapourized

orchid frost
#

Oh ok that better explains it

spice elk
#

so smoke is broken?

sharp wigeon
#

Doesn’t show up in GM (Thanks for supporting your mods like this for so long)

spice elk
#

any smoke?

sharp wigeon
spice elk
#

got it

#

I'll patch it in a bit

vernal summit
spice elk
#

I patched the smokes

limpid rivet
spice elk
#

servers not yet tho 😦 steam always updates hours after xbox

dusk glen
spice elk
#

community servers are always not reachable before the update reaches steam

orchid frost
gaunt crest
orchid frost
#

Awesome sauce your the best bacon

spice elk
spice elk
#

now I can rest duckbed

spice elk
#

see you next update

vernal summit
orchid frost
vernal summit
#

I have been bamboozled

orchid frost
#

Yes

crystal stream
#

think it happened when the GM set off the mine

spice elk
#

Your console.log does not seem like this is a crash

#

Uploaded a new version let me know if it's any better

spice elk
crystal stream
spice elk
crystal stream
#

Hm, maybe it wasn't a full crash then. But it generated a crash log 🤷‍♂️ I wasn't sure what happened as I wasn't on at the time, think the server was maybe stuck rather than full crash report being sent (I guess the crash report exe was stuck or something)

spice elk
#

crash log contains stack traces and optionally crash reasons, like, if your server runs fine but there's an exception it just goes to crash.log as well as console.log

crystal stream
#

Ahh cool, like I say I only have partial info of what happened unfortunately so only relaying what I was told

Hopefully the update fixes the exception though! Occurred when setting the mine off and a lot of people got booted I think

spice elk
#

mine worked better than expected

empty swallow
#

Does saved load outs still work for Combat Op servers? It use to and still does for GM scenarios. But I noticed when my server restarted it doesn't give me the option to select my saved load out since 1.0. Is it just me?

spice elk
#

well the mod is called GM Persistent Loadouts

#

but it should work in any game mode that has an arsenal manager and loadout saving, though I only test for GM

empty swallow
#

It did work prior. Don't quite understand why it wouldn't now. Maybe it's just me.

spice elk
#

well it's possible something in the game mode has changed

analog fox
#

That ain't bacon that's caaat

spice elk
#

the cat is called bacon

glass dirge
#

Is that your cat or just a random pic?

spice elk
#

It's bonkon's pfp

wanton blade
#

I see he found it for you 😅

spice elk
#

yes I think it's a very good fit for me

dusty goblet
#

Are you going to do hot keys for short cuts for RIS?
Or is there no why to for the game to determine what is what?

spice elk
#

Radial menu is good enough for me

orchid frost
#

Love the fog mod bacon

spice elk
#

Too bad we cant have a slider for it in gm yet

woven oasis
#

You should make the lightning sound realistic if you’re doing weather

spice elk
#

I only wanted fog

woven oasis
#

😞

spice elk
#

I wanted to add a few more weather presets but now workbench crashes when I try to edit the weather so I guess no weather preset mod

dusk glen
#

Foggy Mornings makes it look like Horrors beyond Comprehension are going to spawn

Wouldve been perfect for the zombie mod 😔

spice elk
#

I thought it looked comfy

dusk glen
spice elk
#

spooky, I like the purple around 5:45 AM tho

left ore
#

light hazy, lightly illuminated dawns are incredibly cozy. tho at dawn it's almost a silent hill aesthetic. wish we still had zombies and the blood moon mods to complement to that

spice elk
#

funny you mention silent hill, I made a foggy weather preset with rain drops made smaller and slower to look like ash

left ore
#

ooh that's awesome. if you could make the ash float a little with the wind. or even a wind howl sound with strong wind. would be amazing for silent hills/scp stuff

spice elk
#

maybe one day when we get more control over the weather

spice elk
#

wow I just realized lightning strikes dont emit light

#

any interest in a weather preset with clouds so low you can walk through them on the everon mountains?

spice elk
#

I think clouds are not synced over network though so everyone might see them in different places? still might have some artistic effect

#

I wonder if I can use the clouds as ground-level fog thonk

woeful cipher
#

is it possible to make nighttime darker with a mod or can you really only change the look of the weather?

spice elk
#

you can do it with a mod

woeful cipher
spice elk
#

no idea

spice elk
#

ok I somehow saved the mod, will rename Foggy Mornings to Bacon Weather, foggy is separate weather preset now

also enabled godrays

glass dirge
#

Is there any way to have different types of weather in different places on the map? Or is it just one manager for the whole thing

spice elk
#

nope weather is for entire map, but in the future maybe we can do things like put different weather presets in people's faces as they move, so you could change weather from rainy to overcast when you move a longer distance to pretend you came out of the storm

glass dirge
#

Thatd be nice, i do wish BI had an option to transition more gently between rain/overcast/sunny etc rather than "god said stop in the next .01ms"

spice elk
#

godrays

spice elk
#
New presets:
- Foggy
- Thunderstorm

Changes:
- Enabled Godrays in Clear, Cloudy, Overcast, Foggy presets
- Clear morning has a little bit of fog
#

thunderstorm is a little useless now since the lightning strikes dont seem to cast any light, but whatever

orchid frost
#

The fog reminds me of Tennessee when I went there for vacation. Loved going out on the porch at 6am to look at the fog while I eat breakfast.

spice elk
orchid frost
#

In other words it looks realistic and I love it lol.

glass dirge
#

Im gonna do an early morning flight through the fog once redline's cessna comes out

spice elk
#

the engine has a lot of cool stuff, I didn't include low clouds because they are rendered in front of terrain 😦 and glitchy

orchid frost
#

Nah but same I can’t wait also for redline to release all the cool stuff they have planned

crystal stream
#

If you're having a bit of a weather binge bacon, lemme know if you find out if we can change colour of the fog etc as I couldn't work it out

spice elk
crystal stream
#

That also would change everything else that's hit by the light 😔 not sure why there isn't a simple colour for fog 😂

spice elk
#

there is a way in the fog entity I think, just not in weather presets

fleet grail
# dusk glen

I thought the M1 helmet was removed from arsenals?

crystal stream
spice elk
#

you probably can't override it for ingame worlds because it's changed inside the world

so if you override it to red, it's still changed to grey in the world in the entity props

crystal stream
#

think i tried changing the colour of the fog haze entity too and that didn't change at all

woeful cipher
#

so this is what moonlight looks like on kunar with your weather mod…

spring blade
#

What is the weather mod called?

spice elk
spice elk
#

the moon is very bright too which is interesting

#

I'll fix it after work

woeful cipher
spice elk
spice elk
#

I also saw the moon is so bright you can't even see its texture (even without godrays) so I will make it less bright too

crimson plover
#

The fog looks even better then i hoped.
Is it possible to make Overcast and Stormy without the godrays (full overcast) ?

spice elk
#

I will dial it down a bit yea

spice elk
#

@crimson plover @woeful cipher updated, let me know if it's any better

woeful cipher
spice elk
# woeful cipher not much better so i think it is something on kioks side

oh well I tested it on arland and everon, it's possible kunar has different time of day settings

for example I reduced the godray effect for night hours that are on arland and everon, but if you have entered different latitude and longitude for your own world then those day/night hours will be skewed

same thing with fog intensity in the foggy preset, it's adjusted to go up in the morning hours of arland and everon 😦

#

I will open kunar and double check

woeful cipher
spice elk
#

I figure custom worlds could use custom presets, because if you drop everon/arland/vanilla time and weather manager it is setup to work for this particular location in the world

spice elk
#

ok! I think I got it

woeful cipher
#

using version 1.04, still bright but only at certain times of night.

spice elk
#

ah maybe its the month of the year that skews it, I'm surprised the weather preset does not adjust/offset based on day/month of year

#

I can draw a curve based on time of day for this but it seems it only works well for whatever the default date on arland is, as its no longer valid when daytime hours change etc

#

in my opinion the system should adjust for this

#

alternatively I can just return all the vanilla presets to their original state and only keep the two additional presets I made

formal swallow
strong shard
#

Hello, I'm doing a mission through Reforger's Tools and when I put the RIS LASER Attachments mod as a dependent, I can't access the servers. The following error appears: group=1 'REPLICATION', reason=8 'JIP_Error'. can anybody help me? It happens with other mods too, like Task Force Mattock, M4A1 Block II, M110 DMR. But there are several others that allow me to access without problems. Looks like it's related to clothing and weapon mods

spice elk
# strong shard

I've started a server with nothing except the block 2, m110 and ris laser attachments and I can join, so I don't think one of those three is the issue here

strong shard
#

If I host the mission on my computer I can access it, but someone else cannot

#

All of these work and allow you to access the server without error. The mission is as "Cohors"

spice elk
#

have a look at the console.log maybe there are some hints there

strong shard
#

Can you tell me where I can look at this console?

#

I just tested with these mods and it didn't work on a mission I created

#

{
"modId": "5AB890B71D748750",
"name": "M4A1 Block II and URG-I",
"version": "1.0.46"
},
{
"modId": "5ABD0CB57F7E9EB1",
"name": "RIS Laser Attachments",
"version": "1.0.48"
},
{
"modId": "5AB301290317994A",
"name": "Suppressors",
"version": "1.0.18"
},
{
"modId": "5E45276A99110798",
"name": "Corvos - Teste Everon",
"version": "1.0.5"
}

spice elk
#

your console log will be in your profile folder

high roost
#

Add the thunderkart back in pretty please 🙏 🥺

spice elk
#

it no work anymore

mild wolf
#

Any chance we can get a slider for the fog to determine how thick or thin the fog level is?

spice elk
pale quail
glass dirge
#

There was someone asking about making them like 2 months ago but i dont think it went anywhere

spice elk
pale quail
#

Sounds about right lol, it would be cool though if that C130 someone was going to crowdfund works

orchid frost
#

Bacon, you plan on adding tornados in the weather mod? 😂

#

Make it BF 2042

pale quail
spice elk
#

I want to do snow but cant get rid of rain sound

pale quail
spice elk
#

I can either get rid of it globally or not, but I wanted a snow weather preset

pale quail
#

dang...that sucks a bit

formal swallow
#

Do you think we could see fog or clouds like this in the weather mod? Would be rad to see mountain tops sticking above the clouds

empty swallow
dusk glen
formal swallow
spice elk
#

I was just testing generating trees there it's not a "real" map

frail dock
#

Question, is the safe zones mod updated to 1.0?

spice elk
#

If it shows up in the game it is

glass dirge
#

Youre famous now

spice elk
orchid frost
#

Bacon is the goat!!!!!

amber ocean
spice elk
#

what I find interesting is why not feature mods that are more popular, there are mods that are used by over 70% of modded servers but have never been featured

strong shard
spice elk
strong shard
spice elk
strong shard
spice elk
#

I loaded them all on a server and it was fine

strong shard
#

If I host it on my computer, it works. But for someone else to access it, it gives an error. This is in a mission made by tools and uploaded to the Workshop

spice elk
#

the mission is also a mod

strong shard
#

The mods work fine in SP or create server in game.

spice elk
#

I said not fully compatible with multiplayer, so sp is irrelevant

strong shard
#

When I create a dedicated server on my PC, this happens with just a few mods

spice elk
#

people often figure out which mod it is by removing them one at a time, try switching to vanilla game master with the same mods etc

strong shard
#

I understand, in any case, thank you very much for your attention.

spice elk
#

the replication error you got only says what type of issue it is but does not give you any clues where to look

#

it might be something silly like one or more entities in your world/mission are missing RplComponent

strong shard
# spice elk it might be something silly like one or more entities in your world/mission are ...

I don't believe it's a problem with the mission, as there are only a few specific mods that are giving this error...

I was checking the log and the best I could get was this:

10:08:05.045 DEFAULT (E): Kicked from game. group=1 reason=8
10:08:05.045 SCRIPT : Kick cause code: group=1 'REPLICATION', reason=8 'JIP_ERROR'
10:08:05.048 SCRIPT : [SCR_ConfigurableDialogUi] presetsResourceName: {D3BFEE28E7D5B6A1}Configs/ServerBrowser/KickDialogs.conf, tag: REPLICATION_JIP_ERROR, customDialogObj: NULL
10:08:06.247 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001B616D8C030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> Callback_CheckAddons_OnSuccess()
10:08:06.248 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001B616D8C030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> FinalizeInitAfterAsyncChecks()
10:08:06.248 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001B616D8C030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> Init Finished
10:08:06.248 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001B616D8C030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> User Workshop access: 1

spice elk
spice elk
strong shard
#

Yes, the one I sent was from the other day, but I can redo the tests and send you an updated version. I'll reproduce it and I'll send it to you later

spring blade
#

Hey bacon, just wanted to check in and ask. The RIS laser, did it get an update or is the game bugging? Cause I remember when it would give false updates and just ruin the server

glass dirge
#

My server started up fine after updating just now, havent updated client yet

spice elk
#

it did! I made the reticles a bit darker in the collimated optics

urban fjord
#

Seems there is a little lag info from Admin tools server fps and game FPS... Just a FYI

spice elk
urban fjord
spice elk
urban fjord
#

There we go! Cheers mate! Just need to put my fu. glasses on! Cheers!!

spice elk
sturdy sedge
#

hey bacon , i got an issue the nonly gun i cant seem to use in my mod is the m110 i can buy or sell it even after making new overrides and readding them to the shops , they dont wanna spawn got any idea all other weapon works on the m110 wont allow it

spice elk
#

ask the person that made the shop to tell me what the problem is

#

if it's on my end I can try to fix it but I need specifics

sturdy sedge
#

strange thing is in WB it loads fine , but as soon as i put it on live server it renames them to WEAPON and shows the normal m16

spice elk
#

specifics, please

#

the person that made the shop will know why this is

lone dune
spice elk
native jetty
#

I'm sure this is a big leap.., but in regards to your weather mod, do you think snow may be possible in the future?

broken zodiac
#

@spice elk is it theoretically possible to make a mod which won’t allow destructed materials (blown up wall) to disappear after a few second. Maybe disappear after a couple minutes, half an hour, an hour or not at all? If so how laggy could that get and at what server scale?

spice elk
#

I honestly don't know

broken zodiac
spice elk
#

I know right now it's not feasible, so hoping for the future

broken zodiac
# spice elk I know right now it's not feasible, so hoping for the future

Ah dang, one more question, I remember you made a “MOAB” which when exploded cleared out everything but the ground in the area of effect. Is that something you plan/would bring to your GMFX mod? Such as a small, medium, large, huge size for destruction but no boom just makes stuff disappear?

spice elk
#

@wanton blade @timber parcel do you think its better to use percentages for balancing teams?

timber parcel
#

I hope everything is clear, I just use Google translator))

wanton blade
#

Since mission headers do not work when the scenario gets reloaded, it's not really an option.

spice elk
#

I can save the setting serverside in a file, and youd adjust it in gm

timber parcel
wanton blade
spice elk
wanton blade
spice elk
#

so for example adjusting m_iStartingHQSupplies in missionheader doesnt do anything?

wanton blade
#

I didn't test SCR_MissionHeaderCampaign. I had, for instance, a respawn ticket count for my escape game mode, which got reset to default whenever the scenario relaoded.

#

And it was realized with a derived class rather than modded

#

So I would presume that SCR_MissionHeaderCampaign has the same issue, but feel free to check it

spice elk
#

I wanted to see if it had anything to do with modded vs derived classes just in case

wanton blade
#

I actually found the issues when working with derived. Modded was just more convenient for the test mod.

#

x being total number of players and y the maximum difference in players when set to +5% max.

#

I think this makes percentages more appealing than a fixed difference.

spice elk
#

could do something like minimum 2 maximum 5% whichever is greater

#

or maybe minimum 1

wanton blade
#

I think if you want minimum 2, the percentages aren't really worth as an additional condition

spice elk
#

lol yeah, maybe when we can run high pop servers

wanton blade
#

actually it's sometimes more than +5%, since I round to the nearest integer

spice elk
#

ok right

wanton blade
#

This is now with floor such that it truly never exceeds +5%

wanton blade
#

I would go with the first implementation with rounding. The floor implementation is more complicated and it is impossible to prevent above +5% anyway for low and uneven player counts.

snow kettle
spice elk
#

the thunderstorm preset has lightning happening more often, but the lightning effects are quite weak in the game right now

snow kettle
#

Yeah you did great tho i really like the distance rumbles im sure at some point we’ll have it

agile patio
hollow slate
#

Hey @spice elk was thinking even numbers up to 10 for the balancer that maybe could be selected in it’s mod file or something similar etc

#

2,4,6,8,10 type of deal

spice elk
#

it becomes a bit of an issue when you have a lot of players, because when you have 80 slots and get 45 people in us and 35 in soviet teams then those teams are locked because you cant change mid-play

#

with a 2 player difference the max difference would be 41 vs 39 when your server is full

#

I can add a setting for it anyway, probably, currently in GM you can disable the restriction completely

empty swallow
#

Not sure if it was the game update or what but saved load outs for Combat Ops seems to be working again.

spice elk
#

you're welcome

spice elk
#

all my mods in the pins now, their names at least

boreal trench
#

@spice elk I’m very sorry if it has been answered already. I’m using the server admin tools however I’m not sure whether it supports persistence and how to eventually activate it. I tried to go through your documentation but it’s a bit confusing for me. Would you, or anyone else, be able to clarify these points?

spice elk
boreal trench
#

Mine was a question because I’m not sure 😊 with persistence I mean not losing mission/campaign progress when the server is restarted. I was wondering if your tool serves this purpose too given that I was not able to understand it on my own 😊

boreal trench
#

Thank you bacon, I did look at that page before posting. I wasn’t able to determine an answer there, it’s a little bit over the threshold of the knowledge I possess. Specifically I don’t know if the stats file is what would be used to achieve what I need (together with event API maybe?) or not

spice elk
#

don't take this the wrong way but the mod may not be for you

boreal trench
#

Possibly 😊 I was trying to see if I could get a bit more of insight before giving up

nocturne niche
#

Dear @spice elk, I looked at your wonderful mod for fog and thunderstorms! After the Kunar Region map was finalized (I think for now), the idea arose to make several scenarios or missions on our server. But there is one problem - I don’t have enough sand storm. All this leads me to ask you, can you make a sandstorm for the game? I think a large number of the game community will be very grateful to you!

spice elk
nocturne niche
wise gust
#

When will the mod be updated to 1.0?

spice elk
broken zodiac
#

@spice elk what ever happened to your drone project?

broken zodiac
spice elk
broken zodiac
#

Oh lmao was a cool idea tho

wanton blade
#

It's understandable. When you have a lot of projects going on, you eventually have to decide, which one you want to focus on. Too many projects isn't just viable in the long run. I see that myself 😅

spice elk
#

this one was a waste of time, the engine and tools are not ready for things like this yet

spice elk
#

fixed GM Persistent Loadouts for 1.0.0.70

pale coral
#

I remember destroying all the windows on the houses and flying through them

dusk glen
spice elk
#

the drones were not vehicles, but yes

orchid frost
#

What got fixed in the gm effects update?

spice elk
#

Nothing

orchid frost
#

Did you add the Santa sleigh 😂

spice elk
#

Absolutely not

#

Definitely did not add anything else as well

ancient hill
glass dirge
#

I just want a santa AI so i can protect him from Soviets all dressed as the Grinch

orchid frost
#

Wait what is the second thing? I see the Santa sleigh but don’t see anything else or am I tripping

spice elk
orchid frost
#

Hmmmm

pale coral
#

The gun...
Very powerful for such bullet

karmic garden
#

It’s using the wrong type of ammo

spice elk
#

should be correct, the shells coming out is just something I forgot to get rid of, might fix it tomorrow or never

karmic garden
glass dirge
#

Hahahaha no way

orchid frost
#

Lmao

glass dirge
#

Everyone rn

spice elk
wet geode
#

@spice elk will you be adding the door funny to the clumsy characters mod?

spice elk
#

possibly once I figure out an issue

wet geode
#

Okay thank you

orchid frost
#

Hey is the clumsy mod not working for other ppl? I’ve been trying to run into walls and doors and etc but I cant fall

orchid frost
#

Yeah I primarily only tired it sprinting

#

I also used AI character, I dropped the gun and had one time I used the gun, tried letting the door hit me but it never made my character fall

spice elk
#

It needs to be a player character

orchid frost
#

I used the player character also

spice elk
#

ummm maybe you are not clumsy enough

potent venture
#

Is there a large nuke-like explosion if two players run into eachother

spice elk
#

nah your game crashes

spice elk
#

random chance of going to the shadow realm is not intentional

silent plaza
#

the upside down

spice elk
#

the first one got me kekw

spice elk
sleek patio
#

that gives a whole new meaning to "a soldier in a wooden box" ^^

rugged sonnet
# spice elk

Lmao is this a tripping up animation? 🤣🤣🤣

uncut coral
# spice elk

Looks so good, it reminds me a little bit of euphoria

#

It would be nice if you could skip the state of unconsciousness

spice elk
limber river
ancient hill
gaunt fog
#

Hey bacon, I’m not too sure if this is related to you or not but I have your server admin tools installed on my server and I’m having issues kicking people or banning people I go in the admin tools and click the ban or kick button and nothing happens but if I do it multiple times it will freeze my server and reset it

lunar pecan
#

Bacon since you got that weather mod, do you think it'd be possible to make a darker nights mod that just grabs the values of the older AR versions with dark nights as well ? Judging by how many want the old nights back, I'm sure it'd see some use.

#

Would be cool for screenshots as well, the nights just aren't the same. PainHarold

spice elk
#

I'm sure it's possible

ripe delta
#

Yesh old nights was so much better then now

lunar pecan
# spice elk I'm sure it's possible

Obviously, just thought it would maybe be a good idea since you already improved the weather. I don't want to request though, I know how that comes across. Anyway, over and out. salute

spice elk
#

I forgot what the fix for this was

tawny flame
empty swallow
spice elk
#

huh I don't remember seeing this one, is it available on a server as well?

#

naw the option is for Global Brighter Night

ripe delta
empty swallow
#

Honestly, I was in an offical conflict with BI badged players and they even GMed put the moon out because people complained about how dark it was. Obviously no NVGs in those server. I guess I just assumed toggling that Global Brighter night and setting a New Moon as dark enough. But than again, my monitor might be the problem. 🤷‍♂️

The weather mod is 133t either way.

nimble sluice
#

I agree that many people would really appreciate a mod that returns nights to their previous glory

And bacon weather is indeed very 1337

real igloo
#

Yeah, definitely would like dark nights.

potent venture
#

I miss when night time was just pitch black

ancient hill
#

Dark nights with a nice lit moon would be amazing

glass dirge
#

BI shouldve made the current bright ass night as the "bright nights" setting and left the old dark ones as optional

vernal summit
potent venture
# vernal summit Nights are rarely pitch black tho

Yes and no they usually are pitch black for awhile until your eyes adjust then it becomes much more visible so if they really wanted to be realistic have it where if you wait like 5 min without using flashlights or nvg then it adjusts to how the nights are in-game but if you enter buildings or use lights then it resets but idk how hard that would be

bold furnace
#

If you go to places where there are no artificial lights, you can find nights are really pitch black.

timber parcel
#

@spice elk, hello. I have been using your modifications on my server for a long time and they help a lot both in balancing the current conflict mode and in administration.

Please tell me if there is a modification (and if not, how difficult it will be for you to make it) that increases the time it takes for players to appear at defend bases when captured.

I will describe the problem: for example, we have a point in the game that I want to attack and which can greatly affect the course of the game. But I, as a player, am faced with a problem when the enemy sees that I am capturing this point, presses respawn on it and begins to appear endlessly. As a solution to this problem, I see simply increasing the spawn time to one to two minutes for the defending side.

I would be very grateful if you can tell me something about this moment. Thank you)

||apologize in advance for the ping||

spice elk
#

I don't think there is a mod for this, the way I would deal with this is not allow bases to be spawned on when they are under attack so support needs to come from somewhere else

pale coral
mighty mantle
#

Lord bacon do you know your radial menu doesn’t work with rhs?

dusty goblet
#

@spice elk are you going to implement animations or the clumsy mod to the flashbangs?

mighty mantle
#

Just run rhs with any of your attachment mods

spice elk
mighty mantle
#

Yeah

#

At least on controller

#

I’ll dm clip

spice elk
#

best I can do is let the rhs guys know

distant birch
crimson plover
#

Bacon is it possible to make the Red and White flare volume less bright ? (or, the flare spawn higher ? Would also make it less bright on ground)

nimble sluice
#

The current brightness and height couldn't be much more realistic tbh

spice elk
#

like, not just be darker but the light will cut out sooner, I wanted to maximize the area

meager forge
spice elk
#

you can move it around as the game master though, just move it up lol

#

I would like to make it have a lil bigger radius and then I would move it up a bit

crimson plover
spice elk
crimson plover
nimble sluice
#

Indeed

crimson plover
spice elk
#

I dont know if it calculates height above terrain when spawning, if it doesnt then it will just go 50 meters or whatever above your spawn position

nimble sluice
#

ILUM will make you believe the sun just came up

spice elk
#

man they need to add rtx to the game

nimble sluice
#

Would be funny if there was a chance for the wind to drive it to your friendlies and illuminate yourself 🐛

mild valve
#

ngl yall talking about adding rtx to the game and stuff, yet i remember when i had to play with a i5 8th gen in SP with like 70 AI (it was a pain that caused me to switch to a i7 10th gen)

spice elk
#

yea I would buy a rtx 4090 if this game had rtx

mild valve
nimble sluice
#

I miss playing with no more than 42 players, 700 mods and 25-30 fps

spice elk
#

I have a 3080 rn doesnt make sense to buy a 3090

mild valve
sleek patio
#

4090 is pricey because of data miners
buy 4070 : almost as powerful but way cheaper, that's what I have

spice elk
#

ok, I will still buy a 4090 if this game gets rtx thanks

sleek patio
#

as you want, your wallet not mine ^^ but maybe by the time that game gets RTX, there will be 5090 available x)

spice elk
#

right then probably the 5090 or whatever makes sense for me at that point, when I want gpu buying advice I'll ask for it

urban fjord
#

The Balanced Mod, is that just automaticy working when loaded in the json.config , or do I need to use GM to get it to work?

spice elk
#

It starts enabled, but I only tested it in conflict

misty hinge
#

What happened to the ai driving mod that was a great mod

spice elk
#

ded

misty hinge
#

What is that supposed to mean 🤣

empty trellis
#

It means we need bacon to create a full suite mod with zombies and monsters ❤️

spice elk
#

I'd love to do it if I ever have the time

spring blade
#

Mod creators cannot accept payment for mods as it violates BI tos

spice elk
#

commercial use of reforger tools is not allowed so that only shady modders do it

loud sequoia
#

@dim sequoia don’t.

dim sequoia
#

I wasn't aware of that but thanks for the heads up

dim sequoia
#

I was just wondering if he could make some IWI weapons like the Tavor X95, Masada, or even the Uzi.

spice elk
#

nope I don't do requests

dim sequoia
#

That's fine

#

That is why I asked

empty trellis
spice elk
#

buy me a time machine

left ore
#

time is relative. NOW GET TO WORK BACON!

spice elk
#

if time depends on the observer I will just stop observing and time will not move forward

left ore
#

exactly! set all your clocks back a day and you're set

loud sequoia
spice elk
#

I don't do requests, sorry

spring vapor
#

What’s new in the gm fx?

pale coral
spring vapor
#

Cool

spice elk
cedar prism
left ore
urban fjord
#

Hi mate. Iam getting this issue alot (there is about 1.800 players Loadout that have been saved)

21:29:43.959 SCRIPT : GMPersistentLoadouts | SCR_ArsenalManagerComponent.GMPersistentLoadouts_LoadLoadout | Loaded loadout: identity 71caeb40-a755-447d-8e32-e73b1255a7af, faction key USSR, loadout size: 9873

21:29:47.905 BACKEND (E): JsonApi - All buffers are depleted!

21:29:47.906 BACKEND (E): ProcessPack() :: Cannot allocate buffer !!!

21:29:47.906 BACKEND (E): JsonApi - All buffers are depleted!

21:29:47.906 BACKEND (E): ProcessPack() :: Cannot allocate buffer !!!

21:29:47.906 ENGINE (F): Crashed

spice elk
urban fjord
spice elk
#

if you have more than 64 player slots on your server you will see JsonApi running out of buffer space until BI fixes it, it was supposed to be fixed with 1.0 I think

severe olive
#

Could we see cluster bombs and napalm added to gm FX?

spice elk
#

I have no plans for more effects in the mod, maybe aside a bigger explosion once environment can be destroyed

#

napalm doesnt make much sense when you cant set anything on fire in the game

pale coral
spice elk
#

I guess an update to game master fx broke today so you may need to delete the mod to download the latest version

ebon mesa
#

Hey do you have a roadmap that’s accessible to the community?

severe olive
spice elk
ebon mesa
#

I was bamboozled lmfao

glass dirge
#

So will all servers/clients need to delete+redownload GM FX using the workshop GUID in order to update properly?

spice elk
#

no idea, I had to delete it in my game to update it

spring blade
#

I didn’t have to but my buddy did on my server. I didn’t have issues on either one of my servers

spice elk
#

oh ok I got paranoid

spring blade
#

What did it add tho?

spice elk
#

the changes are only for secrets

left ore
#

what?! gm fx has Easter eggs?!

spice elk
#

no, definitely not

left ore
#

ah I see. nothing to see here hmmyes

low seal
wind steppe
#

This may seem like an odd request, but do you happen to have any plans to make an invisible barrier that can be utilized to keep AI from leaving certain rooms? So when a GM is hosting a hostage rescue/HVT scenario, they’d remain in a cell? Granted they’d run around in circles.

spice elk
#

I have no plans for anything

left ore
wind steppe
left ore
#

it is a great mod! edit: o wow I just realized that it was you on their thread lmao. I am going down the threads I'm most active on in order lol

glass dirge
#

So does "remove budgets" mod allow you to place infinitely until the server physically cant handle it

spice elk
#

Eh no it just makes the budgets * 100 but if you fill those up and you're still running record a clip and I'll raise it

#

My 7950 couldn't really do it sensibly

nimble sluice
#

After using the attachment radial menu to turn on or off an attachment the controller radial GM context menus become unusable, they lack their options entirely, that goes for the order menu aswell. The context menu is fully functional when using mouse and keyboard however.

nimble sluice
spice elk
spice elk
#

@dry saddle yes it will, although Conflict already crosses all the limits and it seems to be "fine"

in general the mod is aimed at those that want to push things to overdrive or just want to not be blocked from spawning things in conflict

dry saddle
spice elk
#

I mean it's not really very efficient to have 500 vehicles and stuff but don't let that stop you

nimble sluice
spice elk
nimble sluice
#

Gotcha, I'll test that once I get on

spice elk
#

Thank you

nimble sluice
#

Clips are uploading now
These are the mods that remained on the server, plus RHS on the 1m video

#

Why's there dutch in the second clip tho lmao

wanton blade
#

Did you try to rebind the radial menu, since the default keybind is conflicting with RHS laser/light keybind.

nimble sluice
#

That's not the issue there, just wanted to explain why the radial menu didn't pop up
And I'm not rebinding something that a mod breaks and should fix tbh

pale coral
#

What's new with the zu23

pastel maple
nimble sluice
#

@mods plz pin

spice elk
#

hmm ok I will investigate as you have not repro'd it the way I need

spice elk
nimble sluice
#

Ohh, just the M4 installed. Must've missed that part. Sorry

spice elk
#

no its ok dont worry about it I'll look into it in a bit, does the GM menu work without any mods? is it only on server?

nimble sluice
#

It does work in general until you use the/open the radial menu. This also occurs when in a single player GM session

spice elk
#

oh if it breaks in SP as well thats easier to look into thanks

urban fjord
#

Hi mate. Is there a “quick” way to change the Team Balance mod to +5 instead of +2?

spice elk
#

no

pale coral
spice elk
spice elk
#

once I open the commanding menu the GM radial stops working in vanilla

#

so it may not be a mod problem

nimble sluice
left ore
spice elk
#

ah ok so nothing I can fix

nimble sluice
#

Jup, same here. I find it very interesting that somehow yours breaks it too though. A huge shame though.

spice elk
#

I use the commanding menu as a template for the radial

glass dirge
#

I believe any mod that adds a radial menu will cause this issue with the default one

spice elk
#

the commanding menu is easy to build your own radials with

left ore
#

as far as I know it is a issue with the command menu in particular. the RHS menu does break the radial on GM for some reason

prisma birch
pale coral
prisma birch
pale coral
sick gull
#

bring on the christmas cheer through 100 mph impacts

glass dirge
#

It seems that running RIS Laser Attachments and RHS together, and then using RHS's PATROL-IR Thermal Monocular, causes the GM Radial Menu to become blank and unusable. I have no idea why but you can repro by running them together, attaching the PATROL-IR to an RHS helmet and activating it. Going into GM after that will result in a blank radial menu. This is on Xbox, not sure about PC

spice elk
distant birch
pale coral
#

I believe that's bacon's servers

#

Especially with how easy it seems to put mods on it

distant birch
#

Ah okay

#

I've been trying to find an easy way to make a server without spending 13 hours putting a single mod in.

#

Does anyone know a way to do that?

nimble sluice
spice elk