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

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Re: Good point but

Nabu
Banned User
This post was updated on .
I just got the framerate drop too. Hope you can sort that out without to much work Haleks.

@Michael On my first start after update i found several nice primery-weapons in firedepartment and south of elektro (AKM;CZ550; AK74), and i runned into 2 bandits on the way from elektro to cherno. found a ural in prigorotki and a heli at kopyto dam - where i got stuck with the framerate-drop. I cant complain about lack of loot, i fear you just o got bad luck on your start...

Edit: if you dont know it yet, may that can help you to get loot faster: http://dayzdb.com/map#4.073.122

greetings
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Re: Good point but

Haleks
All right, the hell with this!
That building script gave me nothing but headaches, and as Above said, it's just a windowed menu :/
It's hardly worth three days of work & head-scratching...
We'll stick to Factions 1.3 for now (with the old building script).

Sorry for the waste of time guys :(

I'll focus on improving what we already have : bandits spawn distances, create bandit squads, overhaul balance and maybe add a simple script to spawn in helis patrols.
I'll keep the hard stuff for later (AI respawn script & custom squad menus).
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fps drop

Anubis
In reply to this post by Nabu
Hi Haleks,

Even with the latest (1.4.1) I have a gradual fps drop as time goes by. Yesterday I played for a few hours and I started with 75-80 fps ending up with 40-45 fps, measured with fraps.

With reference to loot I can see that loot generation is kind of ... lazy: when I enter in a supermarket it is always empty so I took the habit to wander in and out a few times to get stuff.

Once populated the content is fine, it is just kind of slow. This I have almost ever seen even in older versions, so it is not new and manageable.

Bandits now can be found rather easily in open fields, so I usually move at the edge of forests and spend time looking carefully: I spot many during my travels North.

Survivors are rarer but I think it is not bad.

Daizy looks very good now, it is finding the right balance (especially with bandits at max settings). The only things I would change:

- 2-3 bandits (groups) up North for max challenge
- bandits and survivors not engaging Z and each other, only the enemies
- survivors respawning just like bandits

If you have some beta builds and want to test, just let me know.

Anubis




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Re: fps drop

Haleks
Thanks for commenting back!

About the loot spawn problem, it's hardly fixable in SP : most of the scripts are handled server-side in MP, allowing to save some CPU usage for the players. This being SP, your computer has to do it all by itself, running multiple scripts at the same time - some of them take time to execute. Thing is : it's not really related to your build, but to the way Arma2 handles the scripts execution.
To save as much CPU as possible, I recommend to use the "delete bodies" & "delete loot" features once in a while (cheat menu>utilities).

Anubis wrote
Bandits now can be found rather easily in open fields, so I usually move at the edge of forests and spend time looking carefully: I spot many during my travels North.
I was quite happy to read this ^^
Having the player acting (almost) like in MP was intended; good to know it is actually working - thanks!

As for the question about AI engaging zombies or not - I'll think about 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 Above
Above wrote
And speaking about performance, what build do you have? Personally, I got a dual core + GTX 320. There are many things I would give for double 660-680 and an I7.
I have a Dual Core @2.66GHz, a 8800GTS and only 2G VRAM...  :\
At least I know that if my dinosaur can run DaiZy, pretty much everyone can do so! :D
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.4.2 [05/05 : UPDATED w/ improved Building script]

VeritasMK
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Thanks

Michael
In reply to this post by Nabu
It probably was just bad luck or possibly a delay in the loot spawning, My bad for complaining. Instead of messing with other versions of daizy, I am just gonna use this 1 as it is easily the most updated and best I have tried. The only thing I have a problem with is the time of day, I can hardly see anything for some reason. I would really appreciate a daytime version. I know you said that you will possibly do that soon, I just hope it doesn't take too long :) I really wanna play it and see better. Thanks
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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 VeritasMK
VeritasMK wrote
I hope that you can find a workaround since the pictures aren't needed at all in the new version, but the ability to move the object and walk with it before placing it makes it much easier to build (as shown in the 1.2 building script video, I haven't tried this out in the mission yet).
Thanks for the feedback!
Sadly, I think it is that part of the script that's causing the performance issue :/
But I'm not sure yet, will look into that.

Michael wrote
The only thing I have a problem with is the time of day, I can hardly see anything for some reason.
I don't know how quick I'll update, but I remember that CoWarmod has a non-blinding sun mod, wich reduce the HDR effect (it is a bit exagerated in Arma anyway). I suggest downloading it, grab the non-blinding-sun pbo file and drop it into the Factions Addons folder ;)
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Thanks again

Michael
That will probably work thanks. Would you be willing to add the ability to respawn rather than reload or restart? I prefer if I could just go pick up the loot from my body just like on DayZMP. If this isn't possible then never mind. But I also want to play this Multiplayer LAN with my friend. If this is possible, I think a respawn system would also greatly help. Anyway keep doing what your doing, great DaiZy version!
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Re: Thanks again

Haleks
Michael wrote
That will probably work thanks. Would you be willing to add the ability to respawn rather than reload or restart? I prefer if I could just go pick up the loot from my body just like on DayZMP. If this isn't possible then never mind. But I also want to play this Multiplayer LAN with my friend. If this is possible, I think a respawn system would also greatly help. Anyway keep doing what your doing, great DaiZy version!
We once had a respawn script, but it was breaking some features. The dayz code doesn't make it easy; even in MP there's no such thing : the player have to disconnect/reconnect once dead, he doesn't actually respawn :/
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Re: Good point but

Above
Administrator
In reply to this post by Haleks
Haleks wrote
All right, the hell with this!
That building script gave me nothing but headaches, and as Above said, it's just a windowed menu :/
It's hardly worth three days of work & head-scratching...
We'll stick to Factions 1.3 for now (with the old building script).

Sorry for the waste of time guys :(

I'll focus on improving what we already have : bandits spawn distances, create bandit squads, overhaul balance and maybe add a simple script to spawn in helis patrols.
I'll keep the hard stuff for later (AI respawn script & custom squad menus).

Don't be like that. We can set a preview window up. Just use the ArmA UI for the "menu". And then just add pictures to it. I'll check it out and see what I can come up with.


You put alot of effort into that, and alot of passion. If we should do anything, it would be thanking you.

And about AI patrols, trust me I've tried everything. But they just seem to hover and increase altitude in the later DayZ patches. I'm not sure if I'm missing something, but I tried Unknown's scripts for patrols after actually writing my own stuff. I got the same result. But as I said, I might just be missing something.
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Re: Thanks again

Above
Administrator
In reply to this post by Haleks
Haleks wrote
Michael wrote
That will probably work thanks. Would you be willing to add the ability to respawn rather than reload or restart? I prefer if I could just go pick up the loot from my body just like on DayZMP. If this isn't possible then never mind. But I also want to play this Multiplayer LAN with my friend. If this is possible, I think a respawn system would also greatly help. Anyway keep doing what your doing, great DaiZy version!
We once had a respawn script, but it was breaking some features. The dayz code doesn't make it easy; even in MP there's no such thing : the player have to disconnect/reconnect once dead, he doesn't actually respawn :/

Also, to be fair. I don't wanna sound grumpy, but in the end, getting back to your body in MP will result in a hidden body 99% of the times.

And agaain, I really don't mean to sound grumpy, but SP really needs a "restart". You collect all your gear so fast, and then end up with nothing to do init.

This might just be me. But I tend to get my DMR, my nice backpack. A damn lot of bacon. And then I sit there, depressed with my bacon and no love (jokes). I'm actually the happiest when I respawn and get to collect stuff again.

But a part of me also support the respawn idea. I got alot of ideas for a respawn concept. And I might actually start throwing one of my eyes on that, too.

And I got an idea, what about a sub forum where we "trade" ideas and maybe scripts? I don't know how others look at their code, but I wouldn't mind sharing whatever I can come up with, with other modders. It would be fun to actually start coding again.
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Re: Good point but

Nabu
Banned User
In reply to this post by Haleks
Haleks wrote
All right, the hell with this!
That building script gave me nothing but headaches, and as Above said, it's just a windowed menu :/
It's hardly worth three days of work & head-scratching...
We'll stick to Factions 1.3 for now (with the old building script).

Sorry for the waste of time guys :(

I'll focus on improving what we already have : bandits spawn distances, create bandit squads, overhaul balance and maybe add a simple script to spawn in helis patrols.
I'll keep the hard stuff for later (AI respawn script & custom squad menus).
Waste of time? i red a comment under Frankies videos, there was a guy complaining that he is waisting his whole weekend cause he cant stop watching Frankie playing dayz. i would say the same to you as a guy said to this person.: There is no waste of time watching Frankies vids. So i say: There is no waste of time testing/playing your missons and updates Haleks, thx for your afford man! I'm sure you find a sollution, if not now in a bit of time for sure ;)
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Re: Good point but

Haleks
In reply to this post by Above
Above wrote
We can set a preview window up. Just use the ArmA UI for the "menu". And then just add pictures to it. I'll check it out and see what I can come up with.


[...]

And about AI patrols, trust me I've tried everything. But they just seem to hover and increase altitude in the later DayZ patches. I'm not sure if I'm missing something, but I tried Unknown's scripts for patrols after actually writing my own stuff. I got the same result. But as I said, I might just be missing something.
Thanks mate ^^
I'm still tweakin' it a bit, just to see if we can have this as it is : the possibility to see & move the preview before actually building anything is a real improvement. And if I can't make it work properly, well - I'll just keep it for later. Who knows? The third try might be the good!^^ (never thought I could make it work at all the first time I put my nose into it).

btw, about those patrols, I never had the occasion to look at that script; do you think you could send it to me? I'd like to mess with it a bit ;)

EDIT : thanks for your support guys! It's truly appreciated!
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Re: Good point but

Above
Administrator
Haleks wrote
Above wrote
We can set a preview window up. Just use the ArmA UI for the "menu". And then just add pictures to it. I'll check it out and see what I can come up with.


[...]

And about AI patrols, trust me I've tried everything. But they just seem to hover and increase altitude in the later DayZ patches. I'm not sure if I'm missing something, but I tried Unknown's scripts for patrols after actually writing my own stuff. I got the same result. But as I said, I might just be missing something.
Thanks mate ^^
I'm still tweakin' it a bit, just to see if we can have this as it is : the possibility to see & move the preview before actually building anything is a real improvement. And if I can't make it work properly, well - I'll just keep it for later. Who knows? The third try might be the good!^^ (never thought I could make it work at all the first time I put my nose into it).

btw, about those patrols, I never had the occasion to look at that script; do you think you could send it to me? I'd like to mess with it a bit ;)

EDIT : thanks for your support guys! It's truly appreciated!

I'm not sure if you're talking about the stuff I came up with, but I delete everything that isn't working for me.

http://www.mediafire.com/download.php?1df44acdmlqdu50 But here's Unknown's patrol-script-mission.

I might dive into it before the 1.7.7 release and try to make my Napf project something special. I was messing with it for quite a bit before I gave up.
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Re: Good point but

Haleks
Thanks Above!
Will look at it ASAP! ;)

btw, I might have made some progress with the building script v1.2; been playin' for an hour or so, along with cowarmod and JSRS. So far, it runs smoothly... I'll keep testing, and see what happens (crossed fingers).

Shrykull wrote
I seem to have unlimited ammo:/ I grabbed a gun off one of my companions after he got dropped found a few mags in his back back started firing at the hostiles who dropped him and the bullet counter doesn't drop.
I've just noticed it too :/
It's either due to the latest Beta Patch, or something in the mission - might have an idea.
Wich beta are you running btw?
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Re: Good point but

Above
Administrator
Haleks wrote
I've just noticed it too :/
It's either due to the latest Beta Patch, or something in the mission - might have an idea.
Wich beta are you running btw?
Wait, new beta patch. Wasn't that what R4ZOR was waiting for regarding 1.7.7? I only read it briefly.

*EDIT: Nevermind, I thought we got a new one just now. I want 1.7.7 so bad. Haha.
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Re: fps drop

Anubis
In reply to this post by Haleks
Halecks,

Is Arma2 multi-thread? Then maybe we could find a way to use multiple cores and giving 2 threads per core we could achieve quite a lot.

Edit: found some stuff here, going to experiment...

http://community.bistudio.com/wiki/ArmA:_Startup_Parameters

Anubis
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Re: fps drop

Nabu
Banned User
About healing the team i just found out if you have a wounded teammate and you go near and klick recrute again he will be healed instantly. Not bad for now i think.
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Re: fps drop

Anubis
Hey Nice trick, thanks for sharing it!

Going to try it today...

Anubis
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