RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.4 [06/19 UPDATED]

OTUV31
Sorry, i'm don't speak english very good so :/

You think it's break the UI though.

What is it x) sorry :/

But if you can really add the multi :p

The UI is the HUD?

Before, i played a daiZy with 1.7.4.4 i think, and they're the teleport and no bug ;)

Maybe it can work.

I see you say an optionnal file for the old menu ^^

Maybe, you can add an other optionnal with the teleport and the cheat box ;)

Because, in lan we can't save when you leave to play...


Thank you so much.

Because you make this mod beautiful =D
And if you add the optionnal download :D
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.4 [06/19 UPDATED]

Haleks
No worries!^^
I'll check the teleport option and see if it breaks the UI or not.
(And yes, the UI is the HUD ;)
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.4 [06/19 UPDATED]

Havoc
This post was updated on .
Hey Haleks,

Did you change the Zed behavior script or was that from the hotfix, I don't know how to adjust zed speed anymore =(


EDIT: NVM figured it out. But holy crap for some reason my framerate tanks to hell and makes it completely unplayable.

EDIT2: NVM that either, I had forgotten something in the code @-@
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.4 [06/19 UPDATED]

Cactus
This post was updated on .
In reply to this post by Haleks
Haleks,

Excellent and timely work, as always.

I am not familiar with the 'radio' item that you added in Factions 2.4 .  May I ask if it actually serve a gameplay purpose in DaiZy ?  

[Edit]:-  Also can you clarify how long is the loot respawn timer ?  If remember correctly the earlier DayZ versions respawn loot every 10 minutes if you are within the activation radius (I think this was max 200m and not closer than 30m away from spawn point, if I'm not wrong).  Is it still the same with 1.7.7.  It would appear that nowhere near as much stuff spawns in 1.7.7. and over longer periods between spawning...but not being able to read DayZ code, I am only guessing.  Can you let me know ?  Just trying to understand 1.7.7 better so I can optimize my loot farming.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Above
Administrator
In reply to this post by Haleks
Haleks wrote
Above wrote
Haleks wrote
Above wrote
Haleks wrote
Above wrote


ALSO, Haleks. If you haven't fixed the tent issue yet, you could use use the pack tent code from the BreakingPoint update, it's working well with 1.7.7 features. It's probably easy to spot the error, though. I haven't looked into it.
Yes it is fixed (eventhough I've already forgotten what I did); I might take a look at that file before updating to 1.7.7.1 ;)

Also, the skin thing will be fixed for factions v2.4!

Oh nah, I'm cool. I'm sure it's spot'able.

I'll also update to 1.7.7.1. Should only have to edit the RscTitles and add the player monitor that I use now? =)
Huhu ^^
Depends on the changes they made! I bet that a few things will be broken - and since I didn't compiled all the custom files from within the mission (like I  should have), I guess I'm good for another day of testing & fixing things... :/

In fact, I ain't going anywhere near 1.7.7.1..... We're back to faceroll downs syndrome stage again.
What do you mean?
I'm messing with it right now and it seems better than 1.7.7... They even added a new animation for the tackling thing (the character gets up faster).

But they also disabled the zeds spawns while in vehicle - gonna have to "fix" that ;)
They did indeed add a new animation for it. But they pretty much removed the chance of getting knocked down. We're back no threat at all. Wich sucks ass. I bet same thing is going to happen to Standalone, they'll make it hard, alot of people will cry about it, and it will be faceroll again.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Kerensky.
Hello all. First things first, I just discovered this mod and I'm loving it. I like to play online as well but I think this SP mod gives the game a survival taste the former has not, as you are more focused on fighting zombies than hiding from sniping bandits.

Now, for my question. Would it be possible to update from 1.7.7 to 1.7.7.1 and keep my saved game? That would be great.

Thank you!
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Haleks
In reply to this post by Above
In my opinion, the zeds being less dangerous is mainly due to one change they made : the zombies speed.
When you look at the code you see that the closer the zed gets to you, the slower he'll run - this is supposed to be a "combat speed" :/
Anyway the only noticeable result of this is that the zeds now have 0 chance to hit you when you run - and they're easier to loose when they chase you...
I might mess with it or disable it.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Haleks
In reply to this post by Kerensky.
Kerensky. wrote
Hello all. First things first, I just discovered this mod and I'm loving it. I like to play online as well but I think this SP mod gives the game a survival taste the former has not, as you are more focused on fighting zombies than hiding from sniping bandits.

Now, for my question. Would it be possible to update from 1.7.7 to 1.7.7.1 and keep my saved game? That would be great.

Thank you!
I'm afraid it won't be possible : some of the fixes I made are compiled in the mission file (rather than in the dayz code), meaning that in any case you have to start a new game to have the fixes kick in :/
Sorry!
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.4 [06/19 UPDATED]

Haleks
This post was updated on .
In reply to this post by Cactus
Cactus wrote
Haleks,

Excellent and timely work, as always.

I am not familiar with the 'radio' item that you added in Factions 2.4 .  May I ask if it actually serve a gameplay purpose in DaiZy ?  

[Edit]:-  Also can you clarify how long is the loot respawn timer ?  If remember correctly the earlier DayZ versions respawn loot every 10 minutes if you are within the activation radius (I think this was max 200m and not closer than 30m away from spawn point, if I'm not wrong).  Is it still the same with 1.7.7.  It would appear that nowhere near as much stuff spawns in 1.7.7. and over longer periods between spawning...but not being able to read DayZ code, I am only guessing.  Can you let me know ?  Just trying to understand 1.7.7 better so I can optimize my loot farming.
The only purpose of the radio is to keep contact with your team, in case you get separated from them or during long range manoeuvres or gunfights.
As for the loot spawn, unlike Factions 2017, I didn't touch it; so it's like the DayZ MP. I have yet to look at it and tweak it if needs be : it seems to me that the spawn check is slightly different from 1.7.6.1.
I'm not sure about the distances, but I think the timer is still at 10 minutes (I don't think I'll change that : I've set it to 5 in 2017, but I think it's a bit too fast).
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Above
Administrator
In reply to this post by Haleks
Haleks wrote
In my opinion, the zeds being less dangerous is mainly due to one change they made : the zombies speed.
When you look at the code you see that the closer the zed gets to you, the slower he'll run - this is supposed to be a "combat speed" :/
Anyway the only noticeable result of this is that the zeds now have 0 chance to hit you when you run - and they're easier to loose when they chase you...
I might mess with it or disable it.
Not only, they also reduced the chance of getting knocked down. I saw a video on reddit, he was dead by zeds before they even knocked him down. (He was just running through zeds to show how shit they are).

It's so damn garbage, when we finally had a decent patch... I might knick the new animation setup, though. Just to have a new animation. (This is the only good thing they did in the latest patch.

I was also playing MP with Deadlyslob. I had like 1 FPS on that server, 10-20 zeds chasing me (if not more). And I was at 12k HP the whole time, unarmed. (The reason my FPS makes sense is because you run way slower if you have low FPS).


*EDIT: I appriciate that they added a new animation, to bad they removed the chance of ever seeing it.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Haleks
Well I'm definitely gonna tweak them a tad : I'm sure that removing the 'combat speed' thing will already make them more of a threat. I think they also added a distance check to keep zeds from hitting you at more than 3 meters or so : thing is the zombies barely manage to hit you - another thing I'll most likely remove or try to edit.
In fact the only things I would keep are the lowered chances of being infected and tackled. The tackling was a bit overdone; and if I manage to have the zeds attacking the player more efficiently, they will have at least a better chance to tackle you (compared to the hotfix).
And the new infection system does seem to be nice.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

OTUV31
Sorry, but how you edit the mission?
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Haleks
OTUV31 wrote
Sorry, but how you edit the mission?
Google is your friend!
The first result on a quick research : http://warmod.webs.com/importmissiontoeditor.htm
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

OTUV31
This post was updated on .
Yes, But x)

I search in french it's why I don't find really a good link,

But this link is great, i look, and I try,

Can I modify your file?
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Haleks
OTUV31 wrote
Yes, But x)

I serach in frnch it's why I don't find really a good link,

But this link is great, i look, and I try,

Can I modify your file?
Bien sûr! Hésites pas à écrire en français si t'as une question un peu pointue! ;)
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

mp5lng
In reply to this post by Haleks
Haleks wrote
OTUV31 wrote
Sorry, but how you edit the mission?
Google is your friend!
The first result on a quick research : http://warmod.webs.com/importmissiontoeditor.htm
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.4 [06/19 UPDATED]

Above
Administrator
In reply to this post by Haleks
Bump.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Kerensky.
In reply to this post by Haleks
Haleks wrote
Kerensky. wrote
Hello all. First things first, I just discovered this mod and I'm loving it. I like to play online as well but I think this SP mod gives the game a survival taste the former has not, as you are more focused on fighting zombies than hiding from sniping bandits.

Now, for my question. Would it be possible to update from 1.7.7 to 1.7.7.1 and keep my saved game? That would be great.

Thank you!
I'm afraid it won't be possible : some of the fixes I made are compiled in the mission file (rather than in the dayz code), meaning that in any case you have to start a new game to have the fixes kick in :/
Sorry!
It's ok, starting a new game is also fun. It's just a pity to leave that fully repaired hard earned car! Hehe. But seriously, I'm loving this mod. Keep up the good work!
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

OTUV31
Haleks :D

No, i prefere to speak english for the other man on this forum.
But I did'nt see my sentence whith : serach and frnch. I edit. sorry

I can't open you pbo file 0_o.

He say it's not a pbo's arma file :/

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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Haleks
OTUV31 wrote
Haleks :D

No, i prefere to speak english for the other man on this forum.
But I did'nt see my sentence whith : serach and frnch. I edit. sorry

I can't open you pbo file 0_o.

He say it's not a pbo's arma file :/
Wich program do you use? I advise PBO manager - never had a problem with this one!
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