ArmaDB

Dev version of RHS Status Quo See https://forums.bohemia.net/forums/topic/239698-rhs-status-quo/ for more details

Players now

0

Servers

2

Rating

91%

491 votes

Subscribers

3,677

34,463 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/5CF4A61BE1D960C6

Busiest servers running it 2 in total

All servers

Players on servers with it

daily, last 30 days

0 3 6 9 12 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 10
Average players Low to peak in each bucket

Details

Author
Red Hammer Studios
Version
0.16.5223
Size
194.8 MB
Licence
Custom
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
26 Mar 2023
Updated
2 weeks ago
Workshop ID
5CF4A61BE1D960C6

Recent adoption

30 days: +14 −15 ↑23

Version history

12
  1. v0.16.5223 194.8 MB 25 Sep 2026

    [Fixed] TA31 reticle texture conflict between 3D materials and 2D sights

  2. v0.16.5222 194.8 MB 25 Sep 2026
  3. v0.16.5219 194.8 MB 23 Sep 2026
  4. v0.16.5214 194.8 MB 22 Sep 2026
  5. v0.16.5213 194.8 MB 21 Sep 2026
  6. v0.16.5208 194.8 MB 17 Sep 2026
Description from the Workshop

Dev version of RHS Status Quo mod. This build might not be up to date and is used to test features in MP before update of main mod. Proceed with caution, build might be unstable and it might contain severe bugs. RHS: Status Quo remains true to its roots in the contemporary sphere of things: 2000 - present with the main core around 2017 with US and RF taking center stage. We do intend to put some focus on a story this time around. Also stay tuned for information on a brand new terrain in development! As of now we have developed a small priority list for what we call Phase 1 which should bring the mod to 1.0 status hopefully sometime. —————————————————————————————— WE NEED YOUR HELP! Now the recruitment bit To make this happen we certainly need more new talent! Please consider dropping us a line if you would like to try out for the team in the following capacities if your profile matches: · Asset creators: you are detail driven, accuracy matters to you, you are strong in HP/LP baking workflows for current generation PBR engines, you are familiar with Substance Painter. -> Hard surface: Weapons, objects, architecture, attachments etc. -> Uniforms, gear -> Marvelous Designer knowledge is a big plus. · Texture artists: you are detail driven, accuracy matters to you, perhaps you do not model yourself but are able to turn HP/LP models of others into stunning artwork in Substance Painter. · Animators : you are familiar with skinning and animations in any tool that is able to export to Enfusion (max, blender, maya etc.). This involves both hardsurface (weapons/vehicles) animation as well as characters. · Producers: help our team inject the assets into the game, configure the models, produce copy, zero the sights etc. This helps us enourmosly! Especially if you are a bit familiar already with Enfusion Workbench. If you feel up to the job please contact @Soul_Assassin or @PuFu, but please only serious applicant need apply.