RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
Ray wrote
Blaze wrote
@Ray,

Aside from JSRS, any other mods you recommend that might enhance or go well with BP?
Id also recommend LandTex, COWARMOD and some AI enhancements (AI enhancements which are included with CoWarMod dont really cut it).

Isn't LandTex the mod that increased the graphics? :D
Ray
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Ray
Above wrote
Ray wrote
Blaze wrote
@Ray,

Aside from JSRS, any other mods you recommend that might enhance or go well with BP?
Id also recommend LandTex, COWARMOD and some AI enhancements (AI enhancements which are included with CoWarMod dont really cut it).

Isn't LandTex the mod that increased the graphics? :D
Yes, it was . Haha. I think it is a really cool addition to the game, since the grass/ground detail at firestations and such is fairly poor.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
This post was updated on .
Ray wrote
Above wrote
Ray wrote
Blaze wrote
@Ray,

Aside from JSRS, any other mods you recommend that might enhance or go well with BP?
Id also recommend LandTex, COWARMOD and some AI enhancements (AI enhancements which are included with CoWarMod dont really cut it).

Isn't LandTex the mod that increased the graphics? :D
 

Oh yes! Is that the mod DayZero is using? Because I've noticed that their concrete around firestations/stary looks hella nice!

If it is that, I'll include it in the Napf upload aswell as SMK, + all the weapons and stuff, (obviously).
Yes, it was . Haha. I think it is a really cool addition to the game, since the grass/ground detail at firestations and such is fairly poor.

EDIT: It is the addon DayZero is using, I just checked! :D
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Blaze
@Above & Ray,

Thanks for the recommendations! I'll definitely download the mods and check them out. Now I'm anxious to leave work and get down on some DaiZy lol you guys ROCK!
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
Blaze wrote
@Above & Ray,

Thanks for the recommendations! I'll definitely download the mods and check them out. Now I'm anxious to leave work and get down on some DaiZy lol you guys ROCK!

No worries, I'm just as glad as you. Because the truth is, the graphics enhancement addon gave me way better FPS. I'm even running smooth frames on max resolution + graphics now, even in Elektro/Cherno.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Firebrand
In reply to this post by Above
Hey,
im checking out your mod right now, its rly fun so far.

Im running Arma on Steam, had a tough time making the mod work, but so far its kinda working.

But i ran into 2 problems:

First of all, every time I suspend the mission i get this error message:

"Script !scripts/!Core/!vehicle!/vehiclesetdamage.sqf not found"

What could that be?

Second, when running around in Cherno, many buildings are empty, there is no loot, for instance the firewatch tower, literally no loot in there, is that intended or a bug?
Any way i can fix that? Update Loot spawn?

Zombies and NPCs spawn all over the place >_>

And another question, you mentioned additional mods in a earlier post, for instance "AI Dispersion".
How do i exactly activate mods like these, just put them in @BreakingpointSP AddOns Folder, or do i have to create a different @XXX folder and add another commandline to launching options "-mod @XXX"?

I did the second, but cant tell if the mod is working :O

Would really appreciate a comment on this :)

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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Blaze



I just recently began receiving this error as well... The most recent mods I've installed are; AI_Dispersion, LandTex, SMK. The mods seem to be working from what I've seen. I opened fire on a bandit and he fired multiple shots and only 2 hit me. I did notice a smoother texture with the scenery as well with the ground around buildings.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
Blaze wrote



I just recently began receiving this error as well... The most recent mods I've installed are; AI_Dispersion, LandTex, SMK. The mods seem to be working from what I've seen. I opened fire on a bandit and he fired multiple shots and only 2 hit me. I did notice a smoother texture with the scenery as well with the ground around buildings.
That error makes no difference (as many other errors in BreakingPoint). The script is indeed in the mission, however. So vehicle damage does work.

Not only does the LandTex improve the concrete texture, it also greatly improves the grassy textures. Aswell as some buildings (the castle for one).
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

hehe
hey can you make a update so you dont get so cold  
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Firebrand
In reply to this post by Above

After more game time, have to say really enjoy the mod.

Esspecially at night, cherno is so fun.

Only thing im missing is friendly NPCs, bandits are fine, its fun to have them, but would be even more cool to run into friendly survivor NPCs who dont shoot on sight.
This way you would need to decide and judge if this guy is a bandit or not.
And you could possibly recruit them?

If you shoot survivors, bandits will like you, if you shoot bandits, survivors will like you.
That would be awesome :)

(i know part of that is featured in Daizy factions, still i think it would really suit THIS mod)

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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
Firebrand wrote
After more game time, have to say really enjoy the mod.

Esspecially at night, cherno is so fun.

Only thing im missing is friendly NPCs, bandits are fine, its fun to have them, but would be even more cool to run into friendly survivor NPCs who dont shoot on sight.
This way you would need to decide and judge if this guy is a bandit or not.
And you could possibly recruit them?

If you shoot survivors, bandits will like you, if you shoot bandits, survivors will like you.
That would be awesome :)

(i know part of that is featured in Daizy factions, still i think it would really suit THIS mod)

Getting friendly AI is one thing, I can do that. Coding the AI to like you depending on how you play is overkill for me.
I'll add friendly AI, probably when I update this.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Blaze
Friendly AI would definitely be awesome!!  Any  update on the R3F system?
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
Blaze wrote
Friendly AI would definitely be awesome!!  Any  update on the R3F system?
Yup. I just gotta make a list of everything I'm fixing. I've been busy and lost track of some changes.
sho
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

sho
In reply to this post by Above
Hi dude ! thanks for amazing mod !

And I have a little problem here...

I played it very nice and than I shutdown the game.
But the next time when I run my game, I can't active my EPEEN  monitor!
Even I push [Insert] how many times!

How can I fix it? or it's a common problem?

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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Havoc
Hey,

I've also noticed that loading a save breaks a bunch of things.
That... "epeen" thing won't appear.
The Hunger/Health/Thirst indicators break partially. (Smaller Bottle/Can icons next to the normal ones, Bleeding cross permanent on the Blood indicator) Going into options doesn't fix it.
Bandits stop spawning... sometimes. On one save they completely stopped spawning, I drove through Elektro and Czerno and only met zombies, then walked around the airport and nothing at all.
On another play I saved, loaded and there was a bandit right behind me. I escaped (since the Tazer does not affect Bandits), bandaged up, made sure nobody was around, saved, loaded, and instantly got shot at, I basically loaded in bleeding again. So nothing spawned in while I was walking around, but the second I load a game a single bandit seems to spawn near me.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Blaze
In reply to this post by sho
sho wrote
Hi dude ! thanks for amazing mod !

And I have a little problem here...

I played it very nice and than I shutdown the game.
But the next time when I run my game, I can't active my EPEEN  monitor!
Even I push [Insert] how many times!

How can I fix it? or it's a common problem?
I asked this question before and Above confirmed that the monitor only works on fresh spawns. Once you load up a save game it cease to work. In regards to fixing it yourself I'll let Above and the rest of the team explain. Hope this helps.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Blaze
In reply to this post by Above
Above wrote
Blaze wrote
Friendly AI would definitely be awesome!!  Any  update on the R3F system?
Yup. I just gotta make a list of everything I'm fixing. I've been busy and lost track of some changes.
Above wrote
Blaze wrote
Friendly AI would definitely be awesome!!  Any  update on the R3F system?
Yup. I just gotta make a list of everything I'm fixing. I've been busy and lost track of some changes.
Cool sounds good take your time, remember we are on your schedule not the other way around.
Ray
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Ray
In reply to this post by Havoc
Havoc wrote
Hey,

I've also noticed that loading a save breaks a bunch of things.
That... "epeen" thing won't appear.
The Hunger/Health/Thirst indicators break partially. (Smaller Bottle/Can icons next to the normal ones, Bleeding cross permanent on the Blood indicator) Going into options doesn't fix it.
Bandits stop spawning... sometimes. On one save they completely stopped spawning, I drove through Elektro and Czerno and only met zombies, then walked around the airport and nothing at all.
On another play I saved, loaded and there was a bandit right behind me. I escaped (since the Tazer does not affect Bandits), bandaged up, made sure nobody was around, saved, loaded, and instantly got shot at, I basically loaded in bleeding again. So nothing spawned in while I was walking around, but the second I load a game a single bandit seems to spawn near me.

The bandits keep spawning normally to me no matter if fresh or a savegame. The 'epeen monitor' does stop functioning for some reason. And you can fix the Bottle/Can/Blood icons by going to 'Game Options' and then simply pressing OK (Before doing this wait until the UI actually shows up, otherwise they won't I quess).
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Haleks
In reply to this post by Firebrand
Firebrand wrote
If you shoot survivors, bandits will like you, if you shoot bandits, survivors will like you.
That would be awesome :)
I'm not sure how this would be working on BP, but it seems that in Factions, the player is considered as an ennemy by survivors after killing too many of them - didn't try it myself though.
I think it's an Arma2 feature, so I guess you could expect the same in here ;)
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
Haleks wrote
Firebrand wrote
If you shoot survivors, bandits will like you, if you shoot bandits, survivors will like you.
That would be awesome :)
I'm not sure how this would be working on BP, but it seems that in Factions, the player is considered as an ennemy by survivors after killing too many of them - didn't try it myself though.
I think it's an Arma2 feature, so I guess you could expect the same in here ;)
Oh yes, that's easy.

But doing the same for bandits etc is overkill. Plus, bandits kill everything. There's no such thing as "he's a bandit, that means truce". Hehe.
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