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

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Re: DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]: Thirst indicator

Anubis
Haleks wrote
Anubis wrote
After a clean-up of many dead Zombies the loot and Zombie generation stop completely. It happened once in Berezino and once in Elektro. After that, the town remains empty.
Did that happen after using the loot cycle script? On one occasion during my tests, zeds didn't seem to spawn anymore in Tcherno : it was actually due to the game taking some time to delete the previously spawned ones and everything went back to normal after I left the city.
But I never had any trouble with the loot spawn though... :/
Halecks,

I did not call the loot cycle script.

I have played for 2-3 hours after restarting. What seems to me is the following (in a town):

At the beginning there are quite a few Zombies running around and chasing you. As you kill them, the number of Zombies you see goes down. In other words, the game does not re-spawn them at the same speed. This is a good thing as you can clean-up an area a little bit and then be free to explore

If you kill a lot of them in the same place (10-20 bodies) then you do not see any Zombie at all. But I do not see also loot (or much less loot), as if the game is busy doing something else...

On the melee topic. Well melee is really messy now but it seems a 1.8.0.3 design bug:

1) Zombies (either outdoor or indoor) run to you and then stop to attack, but too far away (outside melee weapons range)
2) They then do the attack animation (kind of jerk/circle/jump/grab)
3) if they miss the attack they creep a little bit toward you and try again
4) if there are many Zombies they just stack one after the other repeating 2) and 3) in perfect sync

What I do with any melee weapon (hatchet/baseball bat/crowbar, doesn't matter) is always the same: wait for them to stop and begin the attack animation, then start to hit them. The process is stupid and tedious because there is one hit for every 2-4 miss but they die one after the other... At the end I have usually 5-10 Zombies at my feet. It just takes patience and the key is never to move, just let them to creep closer and closer with their stupid attack animation.

Anubis





 
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Re: DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]: Thirst indicator

Haleks
In reply to this post by Haleks
Okay, I think I've just managed to fix the following issue :
Known issues :

- When launching a new game, your hunger & thirst levels will deplete too fast; however next time you launch the game & resume, they will return to their normal rates.
I'll try to mess with the zeds attack sequence and maybe release a small update.
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Re: DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]: Thirst indicator

VodkaEagle
I'll wait for the update. I haven't been having any loss of loot issues on my side, then again I don't "hide bodies". Although Haleks, can I ask a question?
<Life is only an hour. After that hour, life begins>
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Re: RELEASE : DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]

Haleks
In reply to this post by Haleks
Alright, both the zed attack animations and thirst/hunger depleting too fast have been fixed!
I'll check if I can fix a few other minor bugs and make an update soon.
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Re: DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]: Thirst indicator

Haleks
In reply to this post by VodkaEagle
VodkaEagle wrote
Although Haleks, can I ask a question?
Shoot buddy!
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Re: DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]: Thirst indicator

VodkaEagle
For Factions 1.7.7.1 you made an optional download that included the use of cheats and Bandits. Do you plan on making a 1.8.0.3. optional download once you finish up with any loose bugs in this release? Also, Bandits are in this release as it is, right? Or no?
<Life is only an hour. After that hour, life begins>
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Re: DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]: Thirst indicator

Haleks
VodkaEagle wrote
For Factions 1.7.7.1 you made an optional download that included the use of cheats and Bandits. Do you plan on making a 1.8.0.3. optional download once you finish up with any loose bugs in this release? Also, Bandits are in this release as it is, right? Or no?
Yes, the current mission file includes bandits & survivors.
I'll make optionnal files too : NoAI mission and a cheat one. I just want to make sure the most annoying bugs are fixed before doing so. ;)
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Re: DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]: Thirst indicator

VodkaEagle
Alright! ^_^ If you want, I can run around and purposely try to break parts of the mod to see if there are bugs. Always handy, right?
<Life is only an hour. After that hour, life begins>
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Re: DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]: Thirst indicator

VodkaEagle
In reply to this post by Haleks
Sorry for the double post, but I was wondering if there was a way to make the zombies calm down. They've suddenly gotten the brains to hunt me half-way to hell in Chernarus! XD
<Life is only an hour. After that hour, life begins>
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Re: RELEASE : DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]

crowbars82
In reply to this post by Haleks
Been having a hording session around the supermarket area of Elektro...

I'm wondering perhaps an alteration to the loot list, maybe a bit more trash loot like in Oliv82's DaiZy FACTIONS Chernarus 1987 v6?

This is my collection after about 45-60 mins of hoarding:

    http://i.imgur.com/zcxUfOi.png
    http://i.imgur.com/oXSdcw7.png

Either less items should spawn or have a greater lootpile regeneration time perhaps? Otherwise at this rate I don't think I need to worry about the apocalypse, because I'll find enough medicine to outlive me, Heh!

EDIT::
Or maybe another thought, not a very good one, but perhaps a timer that removes loot from the ground (maybe when you are a distance from your loot and it could be like a bandit theft?).
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Re: RELEASE : DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]

Anubis
In reply to this post by Haleks
Halecks,

That's great - I will do some testing as soon as the new version is available.

Thanks a lot mate!

Anubis
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Re: RELEASE : DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]

DuhStehn
Yes, I too will be happy to play when the update comes. Its not consistent right now I feel. Great mod great game no real complaints, I'm just not liking the 75 zombies then none 10 min later. Also the inventory item list font is too dark and sometimes flickers white for a half second. Zombies continually hit through walls and walk through them, also the floor in many buildings.
Geezer sorry for the ramble....
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Re: RELEASE : DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]

VodkaEagle
My only complaint besides the previously stated issues would have to be that the zed's actively hunt me for at least half-an-hour or until I die due to lack of food or water. I tried escaping, but they are relentless now. Any idea how to disable your hunting change? I used to be able to survive, but this is making it annoying to me actually. :-/
<Life is only an hour. After that hour, life begins>
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Re: DaiZy 1.8.0.3 FACTIONS

donbutaraul69
In reply to this post by donbutaraul69
Haleks can you add the crafting system? the system you can build house, doors, etc.
Thanks!
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Re: RELEASE : DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]

Haleks
This post was updated on .
In reply to this post by DuhStehn
DuhStehn wrote
Yes, I too will be happy to play when the update comes. Its not consistent right now I feel. Great mod great game no real complaints, I'm just not liking the 75 zombies then none 10 min later.
I'm currently working on that. Should be fixed in 2.8.
 
DuhStehn wrote
Also the inventory item list font is too dark and sometimes flickers white for a half second. Zombies continually hit through walls and walk through them, also the floor in many buildings.
Geezer sorry for the ramble....
About the inventory, I assume you're using CoWar mod? If this is the case, I suggest you use only the recommended addons (see the first post). As for the zeds walking/hitting through walls, well... Im doing this on my free time, and I can't really fix all the bugs from the dayz mod :/

VodkaEagle wrote
My only complaint besides the previously stated issues would have to be that the zed's actively hunt me for at least half-an-hour or until I die due to lack of food or water. I tried escaping, but they are relentless now. Any idea how to disable your hunting change? I used to be able to survive, but this is making it annoying to me actually. :-/
Honestly, I've done about everything I could on this one : Zeds were even worse before the changes I made... I took a close look, and it seems to me that I would need to edit the zombie_agent.fsm file - and those FSM files are a nightmare to modify (at least as far as I'm concerned).
I know this is not ideal, but I think they're still manageable right now.
Best I can do is to propose an optionnal file with walking zombies only...
Also, the hunger/thirst rates will be fixed with the update.

donbutaraul69 wrote
Haleks can you add the crafting system? the system you can build house, doors, etc.
Thanks!
I had to remove it; it was causing issues with the 1.8.0.3 build (read the changelog guys!).
I'll see what I can do before updating but this is not my priority at the moment.

@crowbars82 : I was planning on making some changes to the loot tables. ;)
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Re: RELEASE : DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]

VodkaEagle
I didn't know what caused it, so I didn't know if it was right to complain about the zombies, but seeing that it's a nightmare of coding to modify, then it's alright man. I tried making them walking myself, but got lost like a kid in the woods with a flashlight looking for papers nailed to trees. If you can do that after all the fixes are done for the optional files thing, that'd be nice, but we'd all prefer bug fixes before new options. ^_^ By the way... there was a crafting system? XD
<Life is only an hour. After that hour, life begins>
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Re: RELEASE : DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]

Anubis
In reply to this post by Haleks
The Zombies following you is not so bad... What I have learnt to do is the following:

1) have a melee weapon ready and equipped. Really, anything will do (baseball bat, hatchet, crowbar, ...)

2) forget about Stealth-at-all-costs, you are bound to be seen sooner or later, so expect to be chased

3) once the Zombies start to chase you find a building (preferably with one entrance only), run inside, switch to melee (you need a few seconds to do that) and wait for them to come inside

4) don't panic and kill them one after the other. Just don't move, wait for them to come to you. It will takes time and a lot of misses, but at the end you will kill them all

5) then leave the building and enjoy

Halecks is doing a great job for us, but he can't fix each and every dayz issue! Zombies hitting through walls has been there since the beginning (and it will most likely remain...).

Cheers,

Anubis



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Re: RELEASE : DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]

VodkaEagle
Wait wait wait wait wait. You can use melee? How? I haven't been able to, and that's why I thought zombies were too op'ed at first. How do I use melee?
<Life is only an hour. After that hour, life begins>
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Re: RELEASE : DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]

Anubis
VodkaEagle wrote
Wait wait wait wait wait. You can use melee? How? I haven't been able to, and that's why I thought zombies were too op'ed at first. How do I use melee?
Yes you can. From 1.8 you can fast switch from primary (rifle) to secondary (pistol) to melee with just one click (much faster than before).

1) Find and and grab a melee weapon: either a baseball bat, or a crowbar, or an hatchet or a machete
2) Once you have the melee weapon you must make it ready: open inventory, right click on the weapon and select "add to back"
3) to use it, just switch between your weapon(s) with the center mouse wheel

If you find a pistol it will be added automatically to your weapon set.

If you find a rifle (any) and you have your melee weapon equipped you must move the melee weapon before picking up the rifle otherwise you drop the melee weapon, so open inventory again, move the melee down, close inventory and now pick up the rifle.

Enjoy killing Zombies,

Anubis

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Re: RELEASE : DaiZy 1.8.0.3 FACTIONS 2.7 [03/01/2014 UPDATED]

Anubis
In reply to this post by DuhStehn
DuhStehn wrote
...
I'm just not liking the 75 zombies then none 10 min later.
...
Halecks,

It seems there is something wrong in the Zombies and loot re-generation.

After hours spent in the same town (e.g. Elektro) I get progressively more and more loot points filled with garbage (empty cans). Also there are more dead Zombies left and right and that explains why the Zombies population (living ones) decrease as time goes by.

The re-gen routines lag behind, as if they aren't called often enough.

Any way to manually force a clean-up of bodies and loot? I remember it was available in the old builds but I can't find it anymore...

Cheers,

Anubis

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