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 2.5 [06/28 UPDATED]

astocky
Also it is not redundant. It would add to the immersion if it seemed like you went away for a couple of days and some other survivor had taken the loot that was there. At least as long as you don't consider loot magically appearing in a zombie apocalypse to be immersion breaking :)
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

Alpha
In reply to this post by Haleks
I'm Not Thinking Bandits, Survivors Not In 2.5, Not On 2.6?

Difficult and Even?
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

beastxjason
In reply to this post by Haleks
Hey Haleks how hard would it be to edit the starting loadout to include a hatchet,knife,map and compass? I prefer to not use the optional cheat files etc. or if anybody nows for that matter. I found the bandit edition fun but so overwhelming. I went to the airfield and they started pouring out from everywhere was an epic fight but they are just brutal lol
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

crowbars82
In reply to this post by Haleks
Haha! I now see what people mean about the excessive zombie spawning in that 2.6 release! Everything was going ok, found a buddy survivor (who had no responses to any of the chat questions, other than raising a salute when you greet him, which I thought was fantastic and added a bit of character to him), and found myself at the factory near Polana... then they all spawn, all of them!
It was intense, every zombie kill lead to two more spawn in the vicinity. It was like a final scene in an film or something! I set up my buddy to use an mp5SD I found and positioned him in the front yard and after 5 minutes he was stood in a circle of corpses, whilst I remained in the building with my hatchet with zombies stumbling through every doorway! It was getting silly and laggy so had to quit but... if it had stopped, calmed down and zombie spawning went back to normal after 5-10 minutes, I think that would be a great addition. Random mini zombie horde attacks in remote areas such as the factory :)
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

crowbars82
In reply to this post by beastxjason
beastxjason wrote
I found the bandit edition fun but so overwhelming. I went to the airfield and they started pouring out from everywhere was an epic fight but they are just brutal lol
Yeah man, I always play the Bandit Edition because of this. I too don't use the cheat version, I just don't like having the tempting option to 0,0,mouse-wheel,healed if I make a mistake. But, I have set the veteran skill for unlimited saves, and still forget to save often enough!
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Question about LAN-able code/version

Achlimed
In reply to this post by Haleks
Hey Haleks.  Thanks for including the LANable version of this.  I've had a problem with loot and zombies spawning when I host it.  I have Factions, ACEX_S(ound)M(od), and CBA_CO loaded when I play.  AI Units still spawn correctly and function correctly, all vehicles are where they should be spawned, and I haven't noticed any other problems besides no zeds or loot.  Did you know about this already and/or is there a solution?  Thanks for everything, really love the work you do here.
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

DragoonTim
In reply to this post by Haleks
I was actually trying everything to get the secondary files working. Nothing worked (No zombies spawned, no Loot and no AI) so I gave it up and took the normal files. The normal files worked (Zombies spawned, loot spawned, AI spawned) but the AIs were pretty dumb. They were just standing on one place, didn't move but were turning (in a circle)
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

RenegadeWolf
In reply to this post by Haleks
Every single time I enter a city THERE IS NO LOOT. I have to wait 10 to 30 minutes for loot to spawn.

Make loot spawn globally  once it spawns in one places all places will have loot as well.

- PursuedGamer, The Gaming Ninja!
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

astocky
In reply to this post by Cactus
Cactus wrote
Well, if you decide to go ahead with this and have a pragmatic way of incorporating all of it, we'll be looking with anticipation at your end-results.
I found out that the ballistics, scopes and muzzle velocity mods are already included if you use COWarMod so that saves me some time.

I am going to start with getting all the base stats for the weapons that DayZ uses. Once I have that spreadsheet ready I might make a post on the DayZ wiki (that is just plain wrong with regards to weapons at the moment). Then I think I will use my formulas - they attempt to use mass, momentum, velocity and bullet size to model the amount of tissue a bullet will penetrate and destroy. They are only rough and a WIP. They will also never be truely accurate because A. there are too many variables, B. too much work would be involved. However I do feel like they will do a better job of balancing the weapons.

Then once I have the new hit and caliber (penetration) values I will update the spreadsheet and do some testing. Hopefully I can then pack it into a simple mod.
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

professor creeper
In reply to this post by Haleks
Is it normal to have too not much loot spawned in a city or house. Because I am getting very low loot spawns anyway I can increase it?
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Re: Question about LAN-able code/version

Haleks
In reply to this post by Achlimed
Achlimed wrote
Hey Haleks.  Thanks for including the LANable version of this.  I've had a problem with loot and zombies spawning when I host it.  I have Factions, ACEX_S(ound)M(od), and CBA_CO loaded when I play.  AI Units still spawn correctly and function correctly, all vehicles are where they should be spawned, and I haven't noticed any other problems besides no zeds or loot.  Did you know about this already and/or is there a solution?  Thanks for everything, really love the work you do here.
Didn't know that; sadly I can't help regarding LAN issues :/

professor creeper wrote
Is it normal to have too not much loot spawned in a city or house. Because I am getting very low loot spawns anyway I can increase it?
Yes it is : the 1.7.7.1 code include a new variable wich decide how much "filled" a building should be.
If you guys want I can increase that value to have loot spawn in most of the possible locations inside a house.
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

Arrow
In reply to this post by Haleks
Any news about fixing the zombie spawn problem after 2/3 hours of gameplay?
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

Haleks
Arrow wrote
Any news about fixing the zombie spawn problem after 2/3 hours of gameplay?
Yup, I think I've finally managed to fix it. I'm still testing it at the moment but it seems to be working fine : I've done some stress-testing, like driving trough major cities, going from one location to another, and Zeds as well as the loot spawn properly (of course there's a few minutes delay when arriving fast in town, but it's not game-breaking).

And good news is I won't be using any part of another dayz_code like I did for v2.6 (meaning no more oddities like 8 zeds spawning in small buildings).

The update/fix should be ready within a couple of days (if everything runs fine!).
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

Arrow
thats good news Haleks!
and thanks :)
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

astocky
In reply to this post by Haleks
Haleks wrote
Arrow wrote
Any news about fixing the zombie spawn problem after 2/3 hours of gameplay?
Yup, I think I've finally managed to fix it. I'm still testing it at the moment but it seems to be working fine : I've done some stress-testing, like driving trough major cities, going from one location to another, and Zeds as well as the loot spawn properly (of course there's a few minutes delay when arriving fast in town, but it's not game-breaking).

And good news is I won't be using any part of another dayz_code like I did for v2.6 (meaning no more oddities like 8 zeds spawning in small buildings).

The update/fix should be ready within a couple of days (if everything runs fine!).
Wow, you never cease to amaze me.  Let us know if you need any help testing.
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Re: Question about LAN-able code/version

snxxy
In reply to this post by Haleks
Haleks wrote
If you guys want I can increase that value to have loot spawn in most of the possible locations inside a house.
I think it's already too easy to gear up by just killing bots.
Btw could you remove that bigass helicopter which spawns repaired (!) in Krasnostav airstrip? It makes repairing normal helis a useless waste of time and the game becomes super easy and boring cause you can just go and loot every place you want so fast.
Also I think it's better to make less car spawns so you can't just get a car in your first 10 minutes. There's a couple of spawns around the coast with repaired cars, removing them or making these cars completely broken will partly do the job.
There's a cheat version for those who want to have some fun anyway so why don't make the normal one more hardcore?
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Re: Question about LAN-able code/version

Haleks
snxxy wrote
Haleks wrote
If you guys want I can increase that value to have loot spawn in most of the possible locations inside a house.
I think it's already too easy to gear up by just killing bots.
Btw could you remove that bigass helicopter which spawns repaired (!) in Krasnostav airstrip? It makes repairing normal helis a useless waste of time and the game becomes super easy and boring cause you can just go and loot every place you want so fast.
Also I think it's better to make less car spawns so you can't just get a car in your first 10 minutes. There's a couple of spawns around the coast with repaired cars, removing them or making these cars completely broken will partly do the job.
There's a cheat version for those who want to have some fun anyway so why don't make the normal one more hardcore?
Thanks for the suggestions Snxxy.
I'll definitely check those vehicles : the heli at Krasnovtav airstrip and the c130 will be replaced or removed; same goes for the drivable cars. By the way, did you note wich cars are concerned? It looks like this glitch only affects specific car models (like the Bus for instance).
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

astocky
In reply to this post by astocky
astocky wrote
Cactus wrote
Well, if you decide to go ahead with this and have a pragmatic way of incorporating all of it, we'll be looking with anticipation at your end-results.
I found out that the ballistics, scopes and muzzle velocity mods are already included if you use COWarMod so that saves me some time.

I am going to start with getting all the base stats for the weapons that DayZ uses. Once I have that spreadsheet ready I might make a post on the DayZ wiki (that is just plain wrong with regards to weapons at the moment). Then I think I will use my formulas - they attempt to use mass, momentum, velocity and bullet size to model the amount of tissue a bullet will penetrate and destroy. They are only rough and a WIP. They will also never be truely accurate because A. there are too many variables, B. too much work would be involved. However I do feel like they will do a better job of balancing the weapons.

Then once I have the new hit and caliber (penetration) values I will update the spreadsheet and do some testing. Hopefully I can then pack it into a simple mod.
If anyone is interested I have created a spreadsheet that contains all the damages for all the weapons that are contained in DayZ. I also have columns for the base Arma 2 damage, Updated DayZ values if using CoWarMod and then some values I think are more correct.
Here is the spreadsheet: DayZ Weapons Damage XLSX
And here it is in PDF: DayZ Weapons PDF

The sheet shows just how far off the wiki is.
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

Enumia
In reply to this post by Haleks
How do I build? Maybe a stupid question, but can't find any info on it.

Thanks!
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Re: Question about LAN-able code/version

snxxy
In reply to this post by Haleks
Haleks wrote
By the way, did you note wich cars are concerned? It looks like this glitch only affects specific car models (like the Bus for instance).
Looks like the blue van near Solnichniy's gas station is always repaired too. Haven't noticed more of these yet.
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