RELEASE: DaiZy 2017 FACTIONS v2.3 [07/10/2013 UPDATED]

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Re: RELEASE: DaiZy 2017 FACTIONS v1.6 [06/10 UPDATED]

Dalereo
Yeah Ima try Namlesk i was really Hoping for a Origns port but i guess we arent going to get that
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

Haleks
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

mp5lng
Haleks wrote
I think i might stick to 1.6 since i'm so deep on it !  :-) and i'll keep digging and hoping to find the crashed helo, and of curse waiting for a little bigger update,.

Peace,.
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

Haleks
Wise decision ^^
There's another one incoming :
tweaked UI (no more glock  icon)
bandits deleted if further than 10km from the player (performance and population control)
improved loot spawn (it's almost friggin' perfect!)
extended npc armor (currently you pretty much always one-shot them)
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

mp5lng
Haleks wrote
Wise decision ^^
There's another one incoming :
tweaked UI (no more glock  icon)
bandits deleted if further than 10km from the player (performance and population control)
improved loot spawn (it's almost friggin' perfect!)
extended npc armor (currently you pretty much always one-shot them)

sounds tasty all the next updates ! so do still planning to add a bandit base out there ? and what about 2017 vehicles ? they never need to be fixed ! whenever i find one i just start driving it, but it's so broken only one shot and it's gone !
 keep up the good stuff !
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

mp5lng
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

Haleks
mp5lng wrote
Man, I love Icewindo's work! Those guys look sick, very Fallout-like! But he released them for Arma 3, wich uses different animations & skeletons, I doubt they'd work on Arma 2, but I'll try.

And I just saw he updated his post-apo units for Arma 2 (the ones used in 2017) last year!
This car looks amaaazing!

I'm definitely going to try and include them in Factions 2017!

EDIT : and some Mad Max bandits style :
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

xeno
In reply to this post by Haleks
Haleks wrote
Wise decision ^^
There's another one incoming :
tweaked UI (no more glock  icon)
bandits deleted if further than 10km from the player (performance and population control)
improved loot spawn (it's almost friggin' perfect!)
extended npc armor (currently you pretty much always one-shot them)

I can´t wait
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

mp5lng
In reply to this post by Haleks
DUDE ! Go ahead and try your best adding the car and the NPC !  They"re made for 2017 factions !  :-)
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

Haleks
Okay so, I made a few tests about the 2017 vehicles that you don't need to repair : trouble is it seems that Icewindo forgot to set something regarding the damageable parts. It's impossible to destroy a wheel for instance, wich is why there're pretty much all drivable, no matter what damage I set for them :/

I'm afraid there isn't much I can do, except set their fuel to 0 maybe...

I've also tried the 2 new units : they look fine (at least one of them), but since it is unfinished work they're a bit glitchy (especially the arms animations). Right now I dunno if I'm gonna use them - maybe for the NPC only.
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

mp5lng
Haleks wrote
Okay so, I made a few tests about the 2017 vehicles that you don't need to repair : trouble is it seems that Icewindo forgot to set something regarding the damageable parts. It's impossible to destroy a wheel for instance, wich is why there're pretty much all drivable, no matter what damage I set for them :/

I'm afraid there isn't much I can do, except set their fuel to 0 maybe...
Winds run where ships doesn't want,...i think removing fuel is a nice idea too, actually...it's perfect ! At least we got to do something so the engine start, and the cars still broken even they are drivable, as i experienced...two shots and it's gone in fire with everything inside it  :-p
Haleks wrote
I've also tried the 2 new units : they look fine (at least one of them), but since it is unfinished work they're a bit glitchy (especially the arms animations). Right now I dunno if I'm gonna use them - maybe for the NPC only.
Do whatever you see ! Everything is appreciated !
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Re: RELEASE: DaiZy 2017 FACTIONS v1.8 [06/16 UPDATED]

Haleks
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

Above
Administrator
In reply to this post by Haleks
Haleks wrote
Wise decision ^^
There's another one incoming :
tweaked UI (no more glock  icon)
bandits deleted if further than 10km from the player (performance and population control)
improved loot spawn (it's almost friggin' perfect!)
extended npc armor (currently you pretty much always one-shot them)

It's obviously up to you. But why 10km and not like 5km? 5km is a range you're not randomly going back to? And if so, they'll re-trigger anyways? :D


Btw, I took time on the food from 1.7.6.1 + 1.7.7. They're actually the same speed. Both restarted missions and the same advantages/disadvantages.
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

Haleks
Above wrote
Haleks wrote
Wise decision ^^
There's another one incoming :
tweaked UI (no more glock  icon)
bandits deleted if further than 10km from the player (performance and population control)
improved loot spawn (it's almost friggin' perfect!)
extended npc armor (currently you pretty much always one-shot them)

It's obviously up to you. But why 10km and not like 5km? 5km is a range you're not randomly going back to? And if so, they'll re-trigger anyways? :D


Btw, I took time on the food from 1.7.6.1 + 1.7.7. They're actually the same speed. Both restarted missions and the same advantages/disadvantages.
Damn I didn't thought about that :/
I just used the script I made for daizy 1.7.7 (I had the choppers in mind)... Will edit it for the next patch!
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

Above
Administrator
Haleks wrote
Above wrote
Haleks wrote
Wise decision ^^
There's another one incoming :
tweaked UI (no more glock  icon)
bandits deleted if further than 10km from the player (performance and population control)
improved loot spawn (it's almost friggin' perfect!)
extended npc armor (currently you pretty much always one-shot them)

It's obviously up to you. But why 10km and not like 5km? 5km is a range you're not randomly going back to? And if so, they'll re-trigger anyways? :D


Btw, I took time on the food from 1.7.6.1 + 1.7.7. They're actually the same speed. Both restarted missions and the same advantages/disadvantages.
Damn I didn't thought about that :/
I just used the script I made for daizy 1.7.7 (I had the choppers in mind)... Will edit it for the next patch!

It wasn't a demand or anything. But it'll keep the map even cleaner! :D

Also, I don't know why the thirst/hunger timer appear faster on 1.7.7. As I said, I clocked them both and they're equal. This was after doing a few things. They really make little to no sense, but if you wanna give it a shot anyways, here it is:

I removed the second "functions" cogwheel from the map.
And then removed the timecycle from the mission. After doing those 2, it started to feel fair.

And the tests I did proves that either 1: They were working the whole time, it just felt faster. 2: I somehow managed to fix it without even finding the cause.

I wish I had more to provide you with. But are you sure you got the same "problem" in your release?
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

Haleks
Above wrote
Haleks wrote
Above wrote
Haleks wrote
Wise decision ^^
There's another one incoming :
tweaked UI (no more glock  icon)
bandits deleted if further than 10km from the player (performance and population control)
improved loot spawn (it's almost friggin' perfect!)
extended npc armor (currently you pretty much always one-shot them)

It's obviously up to you. But why 10km and not like 5km? 5km is a range you're not randomly going back to? And if so, they'll re-trigger anyways? :D


Btw, I took time on the food from 1.7.6.1 + 1.7.7. They're actually the same speed. Both restarted missions and the same advantages/disadvantages.
Damn I didn't thought about that :/
I just used the script I made for daizy 1.7.7 (I had the choppers in mind)... Will edit it for the next patch!

It wasn't a demand or anything. But it'll keep the map even cleaner! :D

Also, I don't know why the thirst/hunger timer appear faster on 1.7.7. As I said, I clocked them both and they're equal. This was after doing a few things. They really make little to no sense, but if you wanna give it a shot anyways, here it is:

I removed the second "functions" cogwheel from the map.
And then removed the timecycle from the mission. After doing those 2, it started to feel fair.

And the tests I did proves that either 1: They were working the whole time, it just felt faster. 2: I somehow managed to fix it without even finding the cause.

I wish I had more to provide you with. But are you sure you got the same "problem" in your release?
Maybe not on 2017 since it is based on the 1.7.4.4 code.
But I think I had it on Chernarus 1.7.6.1 - I'm not sure about 1.7.7 though. I'll pay attention to it next time I test it.

EDIT : I do remember that it took quite a while before my thirst went down when messing around with the editor - but I didn't pay attention on the moment... As you say it's quite fast in MP too.
I wonder if one of the functions wasn't compiled twice on the previous mission - maybe that's what was causing it?
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Re: RELEASE: DaiZy 2017 FACTIONS v1.7 [06/14 UPDATED]

Above
Administrator
Haleks wrote
Above wrote
Haleks wrote
Above wrote
Haleks wrote
Wise decision ^^
There's another one incoming :
tweaked UI (no more glock  icon)
bandits deleted if further than 10km from the player (performance and population control)
improved loot spawn (it's almost friggin' perfect!)
extended npc armor (currently you pretty much always one-shot them)

It's obviously up to you. But why 10km and not like 5km? 5km is a range you're not randomly going back to? And if so, they'll re-trigger anyways? :D


Btw, I took time on the food from 1.7.6.1 + 1.7.7. They're actually the same speed. Both restarted missions and the same advantages/disadvantages.
Damn I didn't thought about that :/
I just used the script I made for daizy 1.7.7 (I had the choppers in mind)... Will edit it for the next patch!

It wasn't a demand or anything. But it'll keep the map even cleaner! :D

Also, I don't know why the thirst/hunger timer appear faster on 1.7.7. As I said, I clocked them both and they're equal. This was after doing a few things. They really make little to no sense, but if you wanna give it a shot anyways, here it is:

I removed the second "functions" cogwheel from the map.
And then removed the timecycle from the mission. After doing those 2, it started to feel fair.

And the tests I did proves that either 1: They were working the whole time, it just felt faster. 2: I somehow managed to fix it without even finding the cause.

I wish I had more to provide you with. But are you sure you got the same "problem" in your release?
Maybe not on 2017 since it is based on the 1.7.4.4 code.
But I think I had it on Chernarus 1.7.6.1 - I'm not sure about 1.7.7 though. I'll pay attention to it next time I test it.

I've seen it ONCE on Namalsk (the latest SP). But never since, on any release. Until now. But it was faster on Namalsk.

Well, if you have the problem. Try removing 1 of the 2 functions on the map. It doesn't really make sense, but my stuff is equal to any working code, now. So I guess it's worth a shot.
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Re: RELEASE: DaiZy 2017 FACTIONS v1.8

Haleks
Above wrote
Haleks wrote
Above wrote
Also, I don't know why the thirst/hunger timer appear faster on 1.7.7. As I said, I clocked them both and they're equal. This was after doing a few things. They really make little to no sense, but if you wanna give it a shot anyways, here it is:

I removed the second "functions" cogwheel from the map.
And then removed the timecycle from the mission. After doing those 2, it started to feel fair.

And the tests I did proves that either 1: They were working the whole time, it just felt faster. 2: I somehow managed to fix it without even finding the cause.

I wish I had more to provide you with. But are you sure you got the same "problem" in your release?
Maybe not on 2017 since it is based on the 1.7.4.4 code.
But I think I had it on Chernarus 1.7.6.1 - I'm not sure about 1.7.7 though. I'll pay attention to it next time I test it.

I've seen it ONCE on Namalsk (the latest SP). But never since, on any release. Until now. But it was faster on Namalsk.

Well, if you have the problem. Try removing 1 of the 2 functions on the map. It doesn't really make sense, but my stuff is equal to any working code, now. So I guess it's worth a shot.
Will check it out, thanks for the tip ;)

Also, a little precision about the update : the new backpack is basically the same as the starting bag (8 slots), I just wanted the player to have a better alternative when carrying a small bag : it doesn't weight anything and you can finally see behind you when playing in first person view!
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Re: RELEASE: DaiZy 2017 FACTIONS v1.8 [06/16 UPDATED]

Haleks
In reply to this post by Haleks
Download down for a couple of minutes : I'm re-uploading.

Deleted units range downed to 5km
Removed Epi-pen from loot table (useless in SP)
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Re: RELEASE: DaiZy 2017 FACTIONS v1.8 [06/16 UPDATED]

mp5lng
Haleks wrote
Download down for a couple of minutes : I'm re-uploading.

Deleted units range downed to 5km
Removed Epi-pen from loot table (useless in SP)
Even better ! A question about the new backpack....are we gonna start with it ?
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