Arma 3 Lost Dragons

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Raingarda Krzynowek

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Jul 13, 2024, 8:59:04 PM7/13/24
to rallongtrimnoord


When the War finally ended the galaxy was in ruins and mankind struggled to survive in the cold depths of space. Many worlds were lost, many wonders of technology forgotten, scattered all across the galaxy when the spacelane network collapsed plunging the great nations of men into chaos. For decades we were lost.

In 2235 Unity-Project successfully re-established some of the old space network bringing together hundreds of worlds and launched out a great effort to reclaim what once was lost.. For a moment men rejoiced together in peace but it was not to last as new rediscoveries soon sparked up secret arms race between the surviving nations.

The race back to the stars began as fortune hunters set out into the void to seek out glory and fame.

In Lost Dragons you take up the role of a member of a fortune hunter company racing to find one of the most powerful Old World relics, the mighty Dragon class warship hidden on a long lost world of New Eden. Unfortunately you are not alone as others have found their way here too and it is up to your skill and cunning to ensure you emerge victorious from the battle. There is no turning back now - Dropship ETA 1 minute.

Welcome to the treasure hunt.






Lost Dragons is a multiplayer total modification aiming to bring out a new thrilling gamemode for Arma3.

Our concept is futuristic objective based team warfare with randomly generated map elements to ensure every game is a unique experience with completely new set of units, weapons, structures and terrain.

+LoDR Features a 20x20 square kilometer map with unique post war/ long deserted atmosphere with unique randomgeneration element that ensures every game is different from the others. Explore the ruined cities, military bases, hidden laboratories and fallen warships to find the location of your prize.

+Complete set of new units and vehicles, from your basic gear to powerful war relics scattered around the battlefield.
+ We aim to create 2 sides of the Old war conflict that once waged war on New Eden, a civilian side to represent the long gone population of New Eden and also 2 corporate salvage companies that are now arriving on the planet.
+ Vehicles from personal transports to huge battleships, with tanks, planes, vtols, walkers and more in between.

+Powerful new weapons to lay waste upon your rivals and claim the victory
+ Both corporates will have their own starting equipment and there will be a great number of weapons and equipment to be reclaimed from the old battlefield

+Challenging main victory goal with multiple ways to win.

arma 3 lost dragons


Download File https://ckonti.com/2yMFtX




Greetings!

We are happy to announce that Lost Dragons has reached first Alpha release!

Showcased features include:

+Our new command line interfaced hacking system that is based on a very versatile functions and scripts that will be used all around our mod

+First sneakpeek to some of our new vehicles and characters (multi-barrel-multi-turreted 220m long flying battleship for example)

+Fisrt WIP release of our new 20kmx20km map, the Necropolis (First enviroment & atmosphere demonstration. All new ground textures and plant life)


There are two tutorial missions which are meant for hacking interface practice and testing, one for singleplayer and one for multiplayer.

The multiplayer "gamemode": Hacking contest bids players agains each other in a free-for-all live weapons exercise on Stratis Island just to show that the interface system is totally independent and will eventually be available for the community to be used anywhere you want.

Readme file inside the package gives a bit more indepth explanation about the many functions and scripts build to power up our features and we would very much like your input early on in our mod development!

Download link HERE

For more info check out our entry in the MANW contest and our ModDB page and our MANW Forum page



We would very much appreciate you testing out the hacking interface and feedback on your first impressions, was it easy/hard to use etc. Note that it is intended to be a bit slow and perhaps even hard to use for the first time as in the final gamemode, the "Treasure Hunt" you really need to protect the hacking player in order to complete your objective. So it is meant to be a team effort really.

Happy hacking!

HorribleGoat & Rest of the dev team

For the interested I've planned on hosting a couple of testruns tomorrow for the "Hacking Contest" tutorial mission so give a shout what time would be good and I'll make it happen. (We're on GMT/UTM+3 (summertime) timezone so please take that into account with your suggestions)

Gotta start thinking about migrating over here to the Discussion page though as the MANW is closing soon and it would be silly to keep posting there afterwards I think. Besides it seems people do browse this side more often.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

Yeah the pilot does not know what to do with it :D Never has. Might be because of the size or more likely because the flight model is untweaked. It is somewhat close to how we would like it to fly (heavy and cumbersome), but might be that helicopter simulation just wont cut it and we'll go back to the VTOL enabled plane. That had quite a lot of trouble back then, but I've got a couple of ideas on how to make it work.

Our little project takes one step forward as the firs walker animations are in game! This is an epic victory since it has taken a great deal to familiarize myself with arma rtm animation and to find proper tools to create a new custom skeleton and animate it to my liking.

If by exos you mean almost man sized exosuits like for example in Aliens we have toyed with the idea and would really like to make them! Only downfall is that they would require great deal of work because they would need even bigger humanoid like animation package than the walker legs. But yes when time allows it. Basically anything in anyway larger than regular human requires new set of animations and they take long time to make. Some scavengable battle armors might be a bit bulkier at least what we've tried out the default animation set is quite unforgiving with anything too large.

The turret axis stabilization is a bit tricky one due to the way the walker is created and unfortunately does not work in multiplayer right now. We will ask if Bohemia has any advice on the matter, but it might be that the walking will affect the aiming a bit. I do have couple of ways to bypass this problem in mind, but they are quite experimental methods. It is currently disabled but we will most definitely try since it works in singleplayer!

That's exactly what I'm talking about! So, I wish you good luck with it, since I'm partially realize how tricky the animation work is. BTW, if you need some inspiration with design and exosuit concepts, take a look at Section 8, these and these

The main problem is that the legs and turret are separate objects with different classes. The legs are custom man class so that we are be able to utilize the RTM animations and the "walking" units behaviour with the terrain as it is quite different from vehicles. The torso is a tank class object attached to the legs with the power of "attach to" scripting and this is where the problem lies. When in multiplayer the attached object behaves almost perfectly but the the turret axis stabilization lags a bit behind when the legs move. In single player this problem has not occurred but since it happens in multiplayer, it is unusable at this time and has been disabled for now.

Other solution I've had in mind is to script our own turret stabilization system for the walkers that would adjust the turret angles automagically, but we'll see how it goes. I personally think that the slight bounce on the guns is a rather good "negative" quirk with the walkers and might actually be good for gameplay balance although it is not very consistent with the high end technology level.

It is certainly something we will keep working on while more walker units make it in the mod. We did come up with quite nice concept for humanoid shaped battle walkers today and Im really eager to try it out. They do will have some pretty nifty features.

AA units are going to be plenty. We do have numerous land vehicles planned out from more conventional tank and car types to hover tanks and many types of walkers. Probably most chassis will have some sort of AA variant armed with missiles or machine guns or even railguns or lasers type beam weapons. Also many different man portable launchers and heavy weapons will be available in due time that can bring down at least lighter aircrafts. I do want to mention though that most vehicles will be in quite bad shape or low on ammo and/or fuel to make the players evaluate their tactical worth and choose carefully what they use.

And thanks for the pic links :D I've collected around 3Gb of concept material and have actually seen those and picked my favourites from them some time ago. We do try to find our own design style with all the models but there are some really really cool design out there that sometimes heavily affect our work too, we just hope not too much. Sometimes we've wondered how on earth some concepts have never been used in any production since they are so amazing.

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