RELEASE: DaiZy FACTIONS Namalsk v6.11d (25.12.2020)

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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

maarek94
Looking at my addons folder, It seems I have everything...And one extra. I also have ns_missions.pbo, dont suppose its a possibility that the extra file is the main error? Id look at the mission file, but I dont know what to look for due to how much data is in it.
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Oliv82
Ah.. sorry Ive forgot to list "ns_missions.pbo" because I have removed this pbo for tests, but this pbo is effectivly in pbo's list

Keep "ns_missions.pbo" in you folder, its ok

maarek94 wrote
..Id look at the mission file, but I dont know what to look for due to how much data is in it.
You mean the mission folder ? if your error message appear at the Arma2OA menu, the problem is in the mod folder

But in your screenshot, you are in "solo missions" menu, the message appear at this moment ?
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

maarek94
Yeah, 'scenarios', however, I just managed to get arma 2 running again, and it appears the same error also shows up at the main menu when I get to it. Any ideas as to what could cause the error if its in the mod folder then?
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Oliv82
This post was updated on .
In reply to this post by Oliv82
Done:
- Tents and vehicles spawn: random positions codes updated
- Lights in ObjectA2 (lights are not considered as "objects" or "entities" in Arma2, in this case, lights are recreated after ~10seconds after loading a savestate) 7 lights.
- H/T maths updated for "Car","Air","Moto","OpenVeh","Boat" classes
- Ai's spawn outside radZones (and dont enter radZones to check...)
- "Object A2" and "Seraja Army Base" locations have now their own parameters in SPAWN AI code
- ground fog, altitude fog, wind and dust, wind_sfx updated, intro music "ns_namalsk_coast1"
- removed repairs, siphon, flip_vehicle player actions when vehicle engine is on
- snow particles follow same direction of wind and dust
- Bloodsuckers: server checks removed
- minors code optimizations in Namalsk addons
- Increased maximum "world" temperature at best conditions of the day (3° => 7°). Curve after 12h is slightly increased too. Allow player to have better sight vision with a thermal weapon for longer time.

--- speedDamagedVeh.sqf ----
- Softer sin/cos trajectories for "air" class
- Engine and hull damages values are calculated in real time to "simulate" a slow decrease of engine performance while engine is on
- A very damaged engine will increase the hull damage
- A damaged hull will increase the fuel consumption
- A very damaged hull break front glasses and electronic part
- Some damaged vehicle parts (change of each classes of vehicle) reduce the max speed (differents factors for each parts)

To check:
- Ai's heli patrols crashes explosions sequences
- zeds close to player and vehicle behaviour
- possible bug: loot system can "skip" distance parameter for "Land_A_GeneralStore_01" building and delete loots near player.
- smokeShell in player mag bug
- "T" key switchTeam still active


Error in expression <onsLBSetFocus;
};
default {

};
};


if _doFilter then {
(_filterSets select IGU>
  Error position: <_doFilter then {
(_filterSets select IGU>
  Error Undefined variable in expression: _dofilter
File ca\ui\scripts\handleGear.sqf, line 521
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Eric the Viking
In reply to this post by Oliv82
Oliv82 wrote
About repair bug, once gain, I will ask you to compare another code !
in "scripts\repair.sqf" (of your missions folder)
Hmm, those sections of code exist but there's more;

        //Fix the part
        _selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name");
               
                dayzSetFix = [_vehicle,_selection,0.02];
               
        if (local _vehicle) then {
            dayzSetFix call object_setFixServer;
        } else {
            publicVariable "dayzSetFix";
        };
               
        player playActionNow "Medic";
        sleep 1;
               
        [player,"repair",0,false] call dayz_zombieSpeak;  
        [player,40,true,(getPosATL player)] spawn player_alertZombies;
               
        sleep 5;
        _vehicle setvelocity [0,0,1];

        //Success!
        cutText [format["You have successfully attached %1 to the %2",_namePart,_nameType], "PLAIN DOWN"];
    };
                       
} else {
    cutText [format["You need %1 to repair this",_namePart], "PLAIN DOWN"];
};

{player removeAction _x} forEach s_player_repairActions;
s_player_repairActions = [];


// Check if repaired fully
_hitpoints = _vehicle call vehicle_getHitpoints;
_allFixed = true;
{
        _damage = [_vehicle,_x] call object_getHit;
    if (_damage > 0.1) exitWith {_allFixed = false};
        sleep 0.1;
       
} forEach _hitpoints;

// No damage if repaired
if (_allFixed) then {
    _vehicle setDamage 0;
    dayzSetFix = [_vehicle,_selection,0.02];
   
    if (local _vehicle) then {
        dayzSetFix call object_setFixServer;
    } else {
        publicVariable "dayzSetFix";
    };
};
As I said, it only happens when you make the very last repair bringing the vehicle to all 100% green.
 
Is _section and _selection two different things?
 
**************

I wanted to share a funny experience I had while playing. I've played a fair few hours and I've made it to Object A2. While down below, there's been a blowout event, terrifying even below ground. The event passes and, and.... well, I'm BLIND!!!

It is utterly and absolutely pitch black, I can't see the end of my own nose, never mind anything else. I think will my eyesight return? Is this part of the mod? waaahhhh!!!

And then I think - what time is it?

<cough>

Turns out it's 7pm and it's night time.... LOL

I had found the APSI device in the barracks and I'd also found (at what astronomical chance I don't know) night-vision goggles. The green glow was terribly comforting.
 
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Oliv82
_section is the "repair part" item and _selection is the name of the "hitPoint" in cfgVehicles

My code remove server variable and now just call a "mission" function
In old version of this script, I added a "fully repaired" (_allFixed boolean) to fit with my repair system, but the code was wrong ! now this code is the same of the cheat function "repair vehicle", this will be added in next version

EVR's is a part of originial Namalsk mod by "Sumrak" , but Ive added some little "paranormal" features as you can see :p

Eric the Viking wrote
I had found the APSI device in the barracks and I'd also found (at what astronomical chance I don't know) night-vision goggles. The green glow was terribly comforting.
I hope you found a box of matches too :p
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Eric the Viking
Oliv82 wrote
I hope you found a box of matches too :p
LOL

Hey, steady on, lets keep this within the realms of possibility!

As is turned out, in my current game, I spawned near Vorkuta and I found matches in the apartments but I still never see them in the industrial or military areas.

Are we likely to see "v6.07c" soon?
 
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Oliv82
This post was updated on .
Eric the Viking wrote
Are we likely to see "v6.07c" soon?
I work actualy on temperature parameters and thermal sight on weapons, I have a complex choice to do

The actual Namalsk mod version is "set" to have very low temperatures (set by "Sumrak", the author of the mod), those low Temp params have impact on thermal vision and thats explain why player cant see buildings when "Ti" mode is activated on "CWS" or "TWS" weapons like, I realized its not a bug but a "realistic" feature of Arma2 engine.

So the "world" temperature is linked to the "Ti" visual quality. thats the problem
If I increase Namalsk temperatures, it will took me long time (and boring) to re-adjust "in-real-time" player temperatures

Mmmm ... I think I keep actual world temperatures... Thermal weapons will have better visual only at maximals temps (3° is the max possible)

edit: modified possible temperatures arrays:

Original values:
//temperatureDayMax[] = {-2, 0, 1, 1, 2, 3, 3, 3, 2, 1, 0, -1};
//temperatureDayMin[] = {-10, -6, -5, -1, 0, 0, 0, 0, -1, -2, -5, -10};
//temperatureNightMax[] = {-6, -7, -8, -10, -13, -14, -15, -14, -13, -10, -8, -4};
//temperatureNightMin[] = {-25, -21, -18, -16, -13, -10, -13, -16, -19, -21, -24, -27};

Replaced by:
temperatureDayMax[] = {-2, -1, 0, 1, 3, 5, 7, 6, 4, 2, 0, -1}; //+3
temperatureDayMin[] = {-10, -7, -5, -2, -1, 0, 0, 0, -1, -2, -5, -9};
temperatureNightMax[] = {-6, -7, -8, -10, -13, -14, -15, -14, -13, -10, -8, -4};
temperatureNightMin[] = {-25, -21, -18, -16, -13, -10, -13, -16, -19, -21, -24, -27};

temperatureDayMax curve after 12h is slightly increased but I keep worst T° values
Even if Namalsk is cold, I think the sun have enough energy to warm the player when sky is clear
After tests, "Ti" sight have better visual quality for a longer time (but with best T° conditions)
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Oliv82
This post was updated on .
v6.08a ready :)

v6.08b:
- snow/wind_fx/fog/dust removed while player is in ObjectA2
- player_wearClothes.sqf: player cant change clothes inside ObjectA2
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Eric the Viking
This post was updated on .
Awesome, we'll give it whirl :)

EDIT

Ok, started up greeted by this;


 
That's just the first entry of so much more in the RPT.

Next is;



and I'm now stuck here;


 
I'll have another go and see how I go.
 
Arma2oa_RPT.zip
 
EDIT2

I left the game at the "waiting for character" for a while, came back to this;



And two extra lines in the RPT;

Item should be already created
Item should be already created
 
The only option was hitting ESC.
 

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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Oliv82
Have you download and install the 6.08a first ?
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Oliv82
in YOUR .rpt file:

at begin of line 476:

Updating base class EventHandlers->EventHandlers, by x\cba\addons\xeh_oa\config.bin/CfgVehicles/FR_Miles/EventHandlers/

Thats where begin problems

I dont have "...\xeh_oa\..." in my @CBA_CO folder..... Is a CBA update ???



Try start Arma2 without "@CBA_CO" mod

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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Eric the Viking
Oliv82 wrote
Have you download and install the 6.08a first ?
Yes.
 
Oliv82 wrote
Try start Arma2 without "@CBA_CO" mod
Done, but made no difference.

Deleted the "Namalsk" folder and started again; installed base v6.00, then 6.08a and 6.08b.

It's worth noting that the directory for the mod changes with 6.08x - it's now called "dayz_namalsk_sp405" but I dropped all the new files in my existing directory. (Also tried renaming it to the newer name too).
 
Started a new game without CBA and with the fresh install, exactly the same thing happened as described in my previous post - here's a new RPT, much cleaner and some script errors at the bottom.
 
Arma2oa_RPT.zip
 
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Oliv82
This post was updated on .
It seems "CAManBase" is affected

I release the 6.08c version, you can download it but..

Theres few minors fixes on the "missions" folder
(player_wearClothes.sqf script error fix) and minors code optimizations (getPosATL replaced by getPos on all scripts except for houses positions...+ && || syntax + player_spawnCheck.sqf...)

"1987FACTIONS_Namalsk_v608c.namalsk" update have no impact on your bug

-- BUT -- dont touch the "@DayZ_Namalsk_SP405" update for the moment,
take your "...MAINv6.00.zip" (the biggest file) and replace "dayz_factions.pbo" and "ns_fraction.pbo" by thoses old versions

there is the last v6.08c
http://www.mediafire.com/file/kgnc4qqfkxgmirj/Oliv82_Namalsk075%2BDayZSP1761_HOTFIX_v6.08c.zip


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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Eric the Viking
Ok, I'm not 100% sure what you mean but I've done what I think you mean ;P

1. Installed v6.00 base.
2. Installed v6.08a update.
3. Installed v6.08b hotfix.
4. Copied both "dayz_factions.pbo" and "ns_fraction.pbo" from v6.00 overwriting files.
5. Copied the v6.08c mission file to /Mission

Ran the game and there was no "CAManBase" at the menu.

Selected mission and then "play" and the following message came up;



I can see the mission file mentions dayz_factions (twice?) and the file is in the correct folder.

I tried copying  "dayz_factions.pbo" from v6.08a but everything reverted to the previously described error.
 
Arma2oa_RPT.zip
 
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Oliv82
Eric the Viking wrote
Ok, I'm not 100% sure what you mean but I've done what I think you mean ;P

1. Installed v6.00 base.
2. Installed v6.08a update.
3. Installed v6.08b hotfix.
4. Copied both "dayz_factions.pbo" and "ns_fraction.pbo" from v6.00 overwriting files.
5. Copied the v6.08c mission file to /Mission

Ran the game and there was no "CAManBase" at the menu.
Thats exactly I wished you to do !, so as expected, CAManBase is the problem, but I still not understand why my modification dont work for you :/

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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Oliv82
Theres another big problem on bloodsuckers behaviour and anims... I work on it...
After that, i will try to fix the CAManBase problem, I think it will take long time because a lot of datas to check :/
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Oliv82
v6.09a:
- Bloodsuckers fixed correct init.
- Fixed talks available on all Namalsk NPC's
- Added weapons possibles attachements in "Weapons Trade" menu
- "CSJ_GyroC": fixed "scope" and "side"
- Namalsk cutscene "full_intro" removed

I dont know if it will fix the "CAManBase" bug but this version was rebuilded from the 6.00 version !

So, to install properly this version, You need:

- 1 - Delete "@DayZ_Namalsk_SP405" folder
- 2 - Install version v6.00
- 3 - Rename the mod folder "@DayZ_Namalsk_SP" by: "@DayZ_Namalsk_SP406"
- 4 - Install PATCH v6.09a

"C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\Expansion\beta\arma2oa.exe" "-mod=Expansion\beta;Expansion\beta\Expansion;@DayZ_Namalsk_SP406" -nosplash -showscripterrors
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Eric the Viking
Hey there!

Don't have much time ATM but have fired this up. Good news, everything starts and plays normally, none of the previous errors! Yay! :)

There was a script error around the character selection screen (see attached RPT) but that's it.

Looking forward to playing but it will have to wait until weekend.

Btw, front page:

Oliv82 wrote
"-mod=Expansion\beta;Expansion\beta\Expansion;@@DayZ_Namalsk_SP406" -nosplash -showscripterrors
 
Note the double "@"
 
Arma2oa_RPT.zip
 
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Re: RELEASE: DaiZy FACTIONS Namalsk v6.07b (16.03.2018)

Oliv82
Hi Eric thanks for reply !

Good news if you dont have this start bug... I still dont understand why this was happened...

I checked your rpt file and i dont see any major bug,

1.7.6.1 dayz version was very "disturbing" to fix because some "Man classes" entries wasnt in right places
I finaly found the "Survivor" man class in ... dayz_weapons.pbo !! (I was looking for this entry since 10 years !)
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