Updated!
The Zeds spawn issue should be definitely fixed : I'm using some bits of the 1.7.4.4 code, wich is less fancy than the latest ones, so we should be good from now on. The current loot spawn distance is set to a 250m radius; I'm not comfortable with setting a larger radius : the game would have quite more buildings to process and the delay could be even more noticeable. The loot sequence is already complex in the current dayz code (there's more possible spawns and more loot to randomize) wich is why it takes more time to spawn compared to Factions 2017 (for instance). I could also reduce the respawn timer - but that makes the farming way too easy, at a point it becomes totally unrealistic and doesn't match with a post-disaster scenario :/ I'm afraid there ain't much I can do regarding this matter; still, I'll keep an eye on your feedbacks and try to find a better solution if needs be (maybe remove some of the new spawn locations so that the game has less of them to process?). Meanwhile, enjoy fellas! EDIT : Just in case, a fresh start is required! |
How Do I Make UPDATE? HELP ME
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Just re-download the files and replace everything,. "Daizy Factions" files ! |
i have a problem when i save the game and load it it says something about Error Message: CA_CommunityConfigurationProject_E deletet ore something how can i fix it. I want to play this ASAP
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In reply to this post by Haleks
2.6 has bad bugs: Loot doesnt spawn and if it does you have to go to that place 2 times to find it,cars spawn fixed and they are drivable,and there is a lag when you drive in Prigorodki on the road to Chernogorsk,it lags when you change skins and more.In 2.5 and below there were no problems like this, the only problem in 2.5 was the zombie spawn after 2 or 3 hours of gameplay.
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yeah the mod is pretty much unplayable now cause waiting for loot to spawn kinda ruining my experience. idk why Haleks decided to update this cause i didn't have a single problem with 2.5. same with respawn feature and persistent map - no crashes for me, everything was fine, still removed with 2.4 patch.
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In reply to this post by Haleks
Hey Halex!
Not had any issues so far with v2.6. I've only visited a couple of towns however so haven't found any vehicles as yet. One thing that has been confusing me for a long time now, and that is that sometimes you can tell a recruited AI buddy to target things, but sometimes 'attack citizen' is not an option. It's almost as if they AI can only attack a certain type of zombie, be it the skin itself or something, I'm not sure how it all works. But has anyone else noticed this? This occurs when either you have told the AI to 'hold fire' or 'open fire'. It's very strange. Other than that, all good fun! |
yes i have noticed that they only attack some zombies and bandits.
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In reply to this post by snxxy
maybe he will change it back. 2.5 was perfect for me only the problem with the zombie spawn needed to be fixd nothing else in my opinion.
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In reply to this post by MackeKane
Follow this tutorial, I followed and Nao gave error, Also With This Error was.
TUTORIAL> http://www.youtube.com/watch?v=IGiHS42_yt4 |
In reply to this post by MackeKane
MackeKane wrote
i have a problem when i save the game and load it it says something about Error Message: CA_CommunityConfigurationProject_E deletet ore something how can i fix it. I want to play this ASAP Follow this tutorial, I followed and Nao gave error, Also With This Error was. TUTORIAL> http://www.youtube.com/watch?v=IGiHS42_yt4 |
In reply to this post by Haleks
Hi,
vers.2.6 is heavily bugged not playable : excessive zeds spawn (eight zeds inside the gas station) also player movements and commands work bad. thanks. |
In reply to this post by Haleks
Reverted to 2.5 until I come up with a better solution for the zed spawn issue... :/
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Are the 2.6 files still available? I was hoping to do some testing on the spawning to see if it was working after a number of hours play. That was the only real issue I had with 2.5. Quick question as well, do loot and zombies despawn when you move away like bandits do? |
Zombies and bandits despawn. The loot, to my knowledge, does not. Loot must be 'recycled'. For example, you run into a tent filled with beans. Pick all the beans up and drop them somewhere. This will 'refresh' the building so that new loot can spawn. This is how the DayZ works, because it'd be unrealistic to come back to new loot. This feature is completely redundant in DaiZy, as it's not multiplayer.
DaiZy Single-player Developer (AI Units)
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In reply to this post by Haleks
Why is there no singleplayer option for me. I have tried a ton of different versions of this. 1.7.7, 1.7.7.1, 1.7.6.6, etc. Every version I can only choose MP. Can someone tell me what I am doing wrong.
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In reply to this post by Alpha
MackeKane wrote:
"i have a problem when i save the game and load it it says something about Error Message: CA_CommunityConfigurationProject_E deletet ore something how can i fix it. I want to play this ASAP" dayz_anim.pbo is responsible for that Error. I overwrote it with one from faction 2.1. No more Error dayz_anim.pbo needs CA_CommunityConfigurationProject_E. |
It may not only be dayz_code.pbo's error, I have experienced the very error after trying to launch the game with false parameters. |
Administrator
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According to the interwebz, this is caused by the mod not beeing launched properly (as Ray said). |
In reply to this post by Niceonegunit
Are you sure that Zeds despawn? The reason I ask is the bandits continue to spawn normally even after hours of playing but loot and zeds stop. I was thinking that the system might hit a limit count for how much stuff it can track in memory, and seeing as it effected zeds and loot, I was thinking that they must have been handled in a similiar way by the game. I also seem to remember the old debug window had a zed count that was "xx / something". Which implies there is a limit to the number of zeds the map can support. |
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