RELEASE: DaiyZ ULTIMATE (Chernarus)

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RELEASE: DaiyZ ULTIMATE (Chernarus)

DayZ_SP
This post was updated on .
It's not Friday, but it's a new map release nonetheless

DaiyZ ULTIMATE: Chernarus (Day & Night)

What's in this release:

-Spawn all ArmA 2 player models, weapons and vehicles (Land, Sea & Air)

-Standard Cheat Menus & GUIs for DayZ specific items, skins, weapons and vehicles

-Vehicle Flip Script by "General Carver":


 



-Dead Body Clean Up Script (Bandits, Survivors and Zombies) by "AboveDayZ"





AEG (ArmA Electrical Grid) by "LoyalGuard". Night lighting in Chernarus!





Call in Reinforcements a.k.a. Death from Above!



^Activate this cheat, CLICK ON THE MAP NEAR YOUR POSITION and it will spawn four to five Survivors, fully armed (with Survivor Loot!) who will parachute in ready for your commands!

Other fun cheats:

-Play as Zombie character
-Rainbow Farts a.k.a. Leave a trail of colorful gas in your wake
-God Mode (Zombie Shield)

-Heal Yourself


By popular request, since you can no longer Bloodbag yourself, this is the next best thing. It restores full health (hunger, thirst, blood, damage). NOTE: If you had broken bones, the broken bone icon will still display even though you can move again.

CREDIT GIVEN TO ALL MOD & SCRIPT AUTHORS IN THE OPENING SPAWN CREDITS

================================================================================

Download:

http://www.mediafire.com/?x6h6feb7yevy8

Installation:

-"addons" go in the addons folder of your current DayZ / DaiyZ installation (17.4.4.). Make sure you have a full installation of all  Dayz files and overwrite when asked. For optimal performance, start with a clean (official) copy and DO NOT mix with previous versions of DaiyZ / DayZ.

-"missions" go in the missions folder of your main ArmA 2 / ArmA 2 OA directory.

-Go to the Single Player menu, Scenarios and the two maps should be listed as "ULTIMATE" and "ULTIMATE - NIGHT".

NOTE: The night version spawns you with a pair of Night Vision goggles. To activate NV, press "N".

The AEG mod is not meant to light up every building, town or city in DayZ. It is to give atmospheric lighting within the limitations Rocket put into DayZ.

Your map will have large colored circles that represent the various power grids used in AEG. Simply ignore this... Or you can try and find the power nodes access points, log onto them (NO PASSWORD) and play around with the lighting

Bugs, Quirks and FAQ:

*If you try and change certain skins and it doesn't work, you will no longer end up in the "debug forest".

I placed the "debug spawn" (reference spawn) on the main coastal road, west of Kamenka. So, you can try to change into the skin again (might take a few tries) and then either teleport back to where you were, or simply go East (on foot, vehicle) and continue playing. I did this so even if there are glitches, you don't have to start all over since you are still in the game, just at a different location free of Zombies and Bandits.

*Original ArmA 2 models cannot wear backpacks. However, you can still use their inventory as if they did wear backpacks. The Gear Screen Inventory treats DayZ items (food, drink, etc.) like weapons and magazines, so you can still carry these things even if you player model has no physical backpack.

*Once you apply a CUSTOM LOADOUT, you MUST switch weapons before you can move again. Switch between your primary (rifle) and secondary (pistol) and then you should be able to move again. This also allows you to reload your weapons due to how the ArmA 2 engine works when filling inventories.

*You may encounter odd game play when using certain cheats. This is inevitable even though all the cheats were thoroughly tested with standard DayZ game play. If you want 100% compatible play, don't use this version of the map!

Have fun, and please, report any major bugs and glitches on this thread
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

kodabar
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Fuck me, that's one heck of a release. The power system is particularly interesting. It does make one wonder just what on earth Rocket does all day. Thank you!
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Above
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In reply to this post by DayZ_SP
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Above
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

fedus_87
Administrator
In reply to this post by DayZ_SP
i played around for about 20 mins and testing stuff and after i changed skins a few times and loaded a loadout the zombies didnt aggro on me anymore im not sure what cuased it but ill test some more and try to find out what exactly causes it but other than that amazing work man

 lovin the aeg mod even though i run mods that already light up buildings at night this is wayy better i seen the mod before but never looked into it thanks for bringing it to the sp mod your awesome.
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

DayZ_SP
fedus_87 wrote
i played around for about 20 mins and testing stuff and after i changed skins a few times and loaded a loadout the zombies didnt aggro on me anymore im not sure what cuased it but ill test some more and try to find out what exactly causes it but other than that amazing work man
Interesting. This might be because once you change into a non-DayZ skin (model) the game doesn't see you as a threat anymore because you are no longer a Survivor class? I bet if you change into any of the PMC models/skins... The ones the DayZ Survivors are based on... You will be seen as a threat again? Hmm.

If this is not the problem, I think I may know what is.

Also, reports on the official DayZ forum have said Zombies in general are messed up compared to previous releases e.g. they get stuck in the ground, spawn half-way in/out of walls, etc. I have witnessed some of these glitches, too, and they just don't behave like previous versions, either. I am sure Rocket is getting the stand alone Zeds fine tuned since that is due very shortly.
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

GhostsNightmare
In reply to this post by DayZ_SP
Awesome release! I'm new to this forum, i just found 1 issue i needed to post.


How can you attack while playing as a zombie? Or you can't?
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

DayZ_SP
GhostsNightmare wrote
How can you attack while playing as a zombie? Or you can't?
It's just a character skin.


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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

GhostsNightmare
Oh alright, thanks!
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

DayZ_SP
In reply to this post by DayZ_SP
One last thing...

I did not do a clean / vanilla version of Chernarus with the AEG mod because it would be night every single time you play compared normal MP that has dynamic night and day cycles via the server.

I also did not do a version without AI Survivors because some of the fun cheats depend on the Survivor classes and functions.

So, this is it for now.

I'll support this map and try and fix any major bugs (if any), but I think we've reached the end of what can be done as far as the ArmA 2 version of DayZ is concerned.

I have another project in mind that uses DayZ as a base, but is completely different and if anybody is interested in this (for SP) I may release that here as well.

Happy Zed Hunting, and may the spawns be ever in your favor!
 
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

fedus_87
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i definatly want to see the dayz based mission you make so yea post it here please if you do.
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Forgemaster
This post was updated on .
In reply to this post by DayZ_SP
Hey, I might seem new here, I just registered since just now I found it to be necessary. Been following DaiyZ posts for a while now.

By the way I love what you have done with DaiyZ right now with the lighting and other extra scripts.

I have been hitting a problem which makes me restart your maps because the game becomes a bit boring. So here it is... Bandits and survivors stop spawning after some time of playing (except the survivors at the points of the map where they join you instantly, for example at churches sometimes). I've been seeing this ever since 1.7.3 releases.

First, survivors and bandits spawn normally but once I play for a certain amount of time I keep seeing less AI controlled bandits and survivors until they don't spawn at all (usually within an hour or two of gameplay), even though I return later to those places where they actually spawn.

Has anyone noticed this?

EDIT: By the way, helicopter crashes in Ultimate release do not contain any loot like they do in DayZ servers.

Ooh! And... there is something else!!! (Sorry, if by this point I become annoying) The UI is messed up sometimes. I have 2 of each thirst and I think another hunger icon but the duplicates are a bit smaller and are placed a bit to the left of the other icons.

Also whenever I load into a save, I am bleeding everytime. It is not an infection, I think they do not work in DaiyZ.

All this except the helicopter thingy have been happening ever since 1.7.3 DaiyZ releases. I have tried restarting the maps but the problems repeat. I kept bottled up all of this inside, until I couldn't take all these problems anymore, they ruin the SP experience.

I am running the latest beta patch for Arma2:OA and 1.7.4.4 DayZ right now and using the appropriate maps with correct versions. I don't think reinstalling the whole game will help so I am turning to you guys right now.

EDIT2: Just checked the savegames from DaiyZ scenarios, conpared to older scenario saves which are about 4-6mb each, the DaiyZ Ultimate - AEG saves are around 11-13mb each. Doesn't seem normal to me.

I noticed my savegame folder is about 300MB in size, I don't know any game that has a savegame folder that totals more than around 100MB at best. It's like, every change in the map is saved. I think it's a bit inefficient.

I guess no wonder ArmA2 engine fails. It's a little bit limited, I wonder why don't the game developers make a completely new engine or at least use some of the advanced ones that are out there.
CPU: AMD Phenom II X6 960T/1600T @ 3.8GHz
Motherboard: ASUSTek M5A99X EVO
Memory: Corsair XMS3 CM3X1G1333C9 4x1GB
GPU: nVidia GeForce 460 GTX
Hard Drive: Western Digital Caviar Green 500GB
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Above
Administrator
Forgemaster, your UI is not messed up. It's meant to be like that. However I still don't know what the small icons mean. But they're indeed a part of 1.7.4.4. I have those icons on MP aswell. (On some servers).
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Forgemaster
This post was updated on .
Hmm, but I didn't have 2 hunger and 2 thirst icons before, why do those smaller duplicates appear now?

EDIT: Just took a quick look at the thread screenshots. Looks like those small icons appear since 1.7.3.

Can this be changed in dayz_code.pbo to appear normal? The DayZ UI options do not work anymore, no more Normal or Debug.

EDIT2: I found a workaround I think. Pressing "H" (Default) will make the small icons disappear.

But the thing that kills the game for me is that the bandits and survivors spontaneously stop spawning. I took a peek for the first time with notepad++ in the dayz_code.pbo and I think I saw some flags or variables checked as =1 so that AI's should respawn again at certain points I think. But as I said after a certain amount of time they just don't want to spawn anymore.
CPU: AMD Phenom II X6 960T/1600T @ 3.8GHz
Motherboard: ASUSTek M5A99X EVO
Memory: Corsair XMS3 CM3X1G1333C9 4x1GB
GPU: nVidia GeForce 460 GTX
Hard Drive: Western Digital Caviar Green 500GB
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

DayZ_SP
This post was updated on .
AI Spawns are limited to the amount of Zombies + AI.

The default limit for Zombies is 40, so this is probably why the Bandits don't respawn after a while. Plus, the triggers are set up to spawn ONCE no matter who triggers it. This is to conserve CPU cycles because if they continuously spawned, the game would slow down to a crawl... Which it does already because everything is client side in an SP game. This is why you can't have 100+ AI units on a map like you can have 100+ human players on a server because the server (a second computer) is doing all the work. Also, the Zombie coding is very inefficient. Both the spawning and FSM (Finite State Machine) that controls their behavior. Take out the Zombies (which I have) and the game runs like a modern day engine in any PVP scenario.

DayZ is an Alpha mod for ArmA 2 which is first and foremost a hardcore military simulator. It can do almost anything you want it to and this makes it the most user-friendly and moddable engine in existence.
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Forgemaster
This post was updated on .
Is there any way to reserve some space for the bandits/survivors to spawn? What would decreasing dayz_maxLocalZombies do exactly? If I lower this I bet there will be less zombies, but more bandits/survivors would not spawn. I know they spawn at certain points in the map, but as I said, I play a bit longer and some time they never spawn in other areas.

I have no idea of knowing how many zombies are spawned in the world because the debug monitor doesn't work anymore. So I am trying to figure out why it just won't let bandits/survivors to spawn.

I am familiar with Java and C, so I opened the .pbo file to find some variables and other stuff but editing the .pbo and saving it directly didn't work, cause it just produces errors in game (of course!), so I found myself an extractor or decompiler if you will, and got the source files.

I couldn't find any max value for bandits or survivors in variables.sqf
CPU: AMD Phenom II X6 960T/1600T @ 3.8GHz
Motherboard: ASUSTek M5A99X EVO
Memory: Corsair XMS3 CM3X1G1333C9 4x1GB
GPU: nVidia GeForce 460 GTX
Hard Drive: Western Digital Caviar Green 500GB
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Niceonegunit
This is odd, I've changed the triggers to "Repeatedly" and never encountered a single problem, no lag or anything.

Each trigger spawns some bandits in random areas, set to patrol an small area in which they spawned in. Nothing ultra-intensive really happens, no lag or anything.
DaiZy Single-player Developer (AI Units)
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

DayZ_SP
Correct.

The Bandit triggers are set for repeated spawns, but the Survivor triggers are set to only once because if they spawned repeatedly they would fill up your command que rapidly...
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Above
Administrator
I finally got around to testing this. Idk if it's just me, but the AI feels way more like MP now. I don't know if you changed anything. But that's what I felt. And the big rings all over the map, what do they mean? =)


And there's 2 more things that COULD be added. The option where you can spawn buildings and stuff, so that you could make a dope ass base or summit (this option was a part of 1 of the official DaiZy releases). And the ammo box! I'm not asking for anything, just sayin' :D

Btw, awesome job with this release, I've been having fun :)
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

DayZ_SP
Glad you're having fun

I didn't change any of the AI... That might be the new beta patch if you're using the latest one? That's the great thing about BIS (Bohemia Interactive Studios). They are constantly updating things even though the game has been out for three years.

The big circles are markers for the AEG mod. They show you what towns are linked to what power nodes and substations. So, if you were playing normal ArmA 2, you could potentially destroy one substation and cut off power to just one town and not the entire map.

There are better base building scripts out there I am looking into.

One is an actual crafting script where you collect different things in order to build structures... Just like in Minecraft.

For example, to build a long barricade, you need to find a wire fence trap, a sand bag and some scrap metal. You then use the toolbox to create the barricade.

This adds a whole new dimension to DayZ game play and increases the importance of scavenging beyond just biological survival. In fact, it opens up a whole new set of possibilities because why be limited to just structures? Why not be able to craft better weapons, vehicles, medicines, etc?

This was the side-project I was talking about now that DaiyZ releases are over... At least, from me.

Oh, one last thing...

I also created a new script that gives AI Bandits & Survivors random backpacks (full of loot and supplies!) every time they spawn. So, they don't always have an Alice pack, or an assault pack,etc. This makes it even more like MP since everybody is equipped with different gear at any given time...
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