RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.1 [07/11 FINAL RELEASE]

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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4 [05/04 : UPDATED w/ improved Building script]

jst2fst
Yip on the newest one.

Although my computer is not the best.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4 [05/04 : UPDATED w/ improved Building script]

Haleks
This post was updated on .
jst2fst wrote
Yip on the newest one.

Although my computer is not the best.
Thanks for replying ;)
My computer is also pretty old, but since I'd like to keep this mod framerate-friendly for everyone, I'll do my best to fix it.

Anyway I did a few tests, and I'm now pretty sure that those performance issues are caused by the buiding script v1.2... The fps drop occurs whenever the player is on foot - as soon as you get into a vehicule, every thing goes back to normal : AFAIK, the problem is that the script starts checking for looots of parameters when you're on foot (and stops doin' so when you're in a vehicle, obviously).

So either I can tweak the new building sequence without fucking up the new scripts, or downgrade to v1.1 - wich would be quite a bummer after all the time I spent to have this working.
That script may not be very optimized - it's usually handled server-side, therefore it doesn't impact the player's framerate in MP... But SP is another story (é_è)...
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4 [05/04 : UPDATED w/ improved Building script]

Haleks
This post was updated on .
All right fellas, here's a new mission file : http://www.mediafire.com/?22i25d33f25iv5i

I didn't modify the building script yet - just fixed a few more things (including some dumb mistakes I did...).
So tell me if it's better performance-wise - if so, I will update the main post, otherwise... I guess I'll keep digging. :/

EDIT : I'm playin' it right now, and so far everything seems to run fine (*crossed fingers*).
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4 [05/04 : UPDATED w/ improved Building script]

TheJediDK
You gave up on player respawn or?
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4 [05/04 : UPDATED w/ improved Building script]

Haleks
TheJediDK wrote
You gave up on player respawn or?
I'm not convinced of the necessity of that feature for SP, it kinda kills the "find some equipment" part of the game. Plus, it was breaking some features...
I dunno, I might have a look at it after I'm done with my current project for Factions, but I can't promise anything.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.1 [05/05 : UPDATED w/ improved Building script]

Kryptic
In reply to this post by Haleks
IS there a way to edit this mission in editor? because i wanna add a base and a fenced in area where no zombies can spawn at? can you point me in that direction?
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.1 [05/05 : UPDATED w/ improved Building script]

Haleks
Kryptic wrote
IS there a way to edit this mission in editor? because i wanna add a base and a fenced in area where no zombies can spawn at? can you point me in that direction?
You have to de-PBO the mission file and put the DaiZyFactions.chernarus folder into "Documents>Arma2>missions". If you don't have a "mission" folder, just create one. Once done, it will be available in the editor.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.1 [05/05 : UPDATED w/ improved Building script]

Kryptic
and how would you 'De-pbo' the mission?
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.1 [05/05 : UPDATED w/ improved Building script]

Haleks
Kryptic wrote
and how would you 'De-pbo' the mission?
With PBOmanager ;)
(it will give you an "extract" option)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.1 [05/05 : UPDATED w/ improved Building script]

Above
Administrator
In reply to this post by Haleks
Haleks wrote
Kryptic wrote
IS there a way to edit this mission in editor? because i wanna add a base and a fenced in area where no zombies can spawn at? can you point me in that direction?
You have to de-PBO the mission file and put the DaiZyFactions.chernarus folder into "Documents>Arma2>missions". If you don't have a "mission" folder, just create one. Once done, it will be available in the editor.

You can also drag the folder to your DaiZy Factions shortcut. That's how I do it, I don't know if that might backfire on me one day. But it worked so far.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.1 [05/05 : UPDATED w/ improved Building script]

Kryptic
In reply to this post by Haleks
Thanks, i have been wanting to edit this missions since its release
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.1 [05/05 : UPDATED w/ improved Building script]

Above
Administrator
Kryptic wrote
Thanks, i have been wanting to edit this missions since its release

It's fun stuff. And neglect my previous comment, that only works for the 2d editor. And you will wanna work in the 3d editor.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.1 [05/05 : UPDATED w/ improved Building script]

mp5lng
In reply to this post by Kryptic
Don't know about you guys but i can give AIs some nice guns and take what they got  ;-) , if some one want to know how than here i the plane....
First off ! Clear the AI's backpack, than put the gun you want to give him on it, than open the map and click units and select the AI you want, than open his backpack the way you open yours, and put the gun on it's main slot, there you go ! It worked for me so far !

Nice hunt !
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.1 [05/05 : UPDATED w/ improved Building script]

Duke
In reply to this post by Haleks
I must say this just keeps getting better and better :) Any new maps in works for this full faction edition? I am getting worn out on Cherno lol I would create my own but dont know how to set the classes for the factions. I grabbed the faction mod but after that I am completely lost :( Anyway...great job as always as I dont even play MP anymore because this is Waaaay better!
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.1 [05/05 : UPDATED w/ improved Building script]

Haleks
In reply to this post by mp5lng
mp5lng wrote
Don't know about you guys but i can give AIs some nice guns and take what they got  ;-) , if some one want to know how than here i the plane....
First off ! Clear the AI's backpack, than put the gun you want to give him on it, than open the map and click units and select the AI you want, than open his backpack the way you open yours, and put the gun on it's main slot, there you go ! It worked for me so far !

Nice hunt !
Well done sir ;)
The "units" option in the map is quite handy when it comes to such team management!

Duke wrote
I must say this just keeps getting better and better :) Any new maps in works for this full faction edition? I am getting worn out on Cherno lol I would create my own but dont know how to set the classes for the factions. I grabbed the faction mod but after that I am completely lost :( Anyway...great job as always as I dont even play MP anymore because this is Waaaay better!
Thank you very much!
I don't know yet what's next after Chernarus Factions, but porting Factions to another map shouldn't be too hard, as long as you use the same skins. I might write a quick tutorial if you guys feel like doin' it ;)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.2 [05/05 : UPDATED w/ improved Building script]

Haleks
In reply to this post by Haleks
Mission file updated (again).
I'm not 100% sure the performance issue is fixed - I didn't test it long enough.
But I've fixed some errors in the codes that might be responsible for those fps drops, so tell me if you notice any improvement! Otherwise I'll start tweaking the building script itself, eventhough I'd prefer leave it untouched - it is working fine right now and I don't wanna break this lady :/
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.2 [05/05 : UPDATED w/ improved Building script]

Above
Administrator
Haleks wrote
Mission file updated (again).
I'm not 100% sure the performance issue is fixed - I didn't test it long enough.
But I've fixed some errors in the codes that might be responsible for those fps drops, so tell me if you notice any improvement! Otherwise I'll start tweaking the building script itself, eventhough I'd prefer leave it untouched - it is working fine right now and I don't wanna break this lady :/

When you say building scripts, we're talking about the updated once of the ones we've used upontill now?

I've just seen the preview window in that update, and it's looking really good. I might update "mine" too. Sounded like there was quite alot to do, hehe. :D
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.1 [05/05 : UPDATED w/ improved Building script]

mp5lng
In reply to this post by Haleks
Thanks man ! Actually the "units" option is really handy !
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.2 [05/05 : UPDATED w/ improved Building script]

Haleks
In reply to this post by Above
Above wrote
When you say building scripts, we're talking about the updated once of the ones we've used upontill now?
Indeed, we're using v1.1 of Daimyo's script.


Above wrote
Sounded like there was quite alot to do, hehe. :D
This friggin' thing kept me awake for more than 24 hours... I add to mix it with some parts of v1.1 to have this suiting single player - and it was breaking the bloodbag script at some point... Not to mention the fixes I made (can't remember how many) - a goddamn nightmare! >_<
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.2 [05/05 : UPDATED w/ improved Building script]

Above
Administrator
Haleks wrote
Above wrote
When you say building scripts, we're talking about the updated once of the ones we've used upontill now?
Indeed, we're using v1.1 of Daimyo's script.


Above wrote
Sounded like there was quite alot to do, hehe. :D
This friggin' thing kept me awake for more than 24 hours... I add to mix it with some parts of v1.1 to have this suiting single player - and it was breaking the bloodbag script at some point... Not to mention the fixes I made (can't remember how many) - a goddamn nightmare! >_<
Hahaha, first of all. I don't even have an excuse for my spelling in the previous comment. I wish I did, but no.

And damn, I can tell. I was modding around on a set of "mod-files" I have. I also ended up somehow breaking the bloodbag script.
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