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

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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

b_boy69sa
Sorry Above, in the OP the author stated:

Changes:

- The respawn script should now respawn you with your proper humanity skin.

- All the new changes from 1.7.5.1. (New weapons, the new UI, different meat for each animal, infection risk by consuming some of the items etc etc).

- New "Epeenmonitor". (Activated by clicking Scroll Lock. It will say something like "Scr Lk" on the key).

You can see why I was a bit confused, and then being told it works fine for someone . Alrighty so No Epeen monitor and no combat roll then. Thanks for the clarification


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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
b_boy69sa wrote
Sorry Above, in the OP the author stated:

Changes:

- The respawn script should now respawn you with your proper humanity skin.

- All the new changes from 1.7.5.1. (New weapons, the new UI, different meat for each animal, infection risk by consuming some of the items etc etc).

- New "Epeenmonitor". (Activated by clicking Scroll Lock. It will say something like "Scr Lk" on the key).

You can see why I was a bit confused, and then being told it works fine for someone . Alrighty so No Epeen monitor and no combat roll then. Thanks for the clarification

Oh, I thought you meant the combat UI (the glock).

Either way, the glock and the epeenmonitor kept the respawn script from working.

The combat roll was disabled by default. I will most likely add that soon. I'm currently working on Namalsk 0.73. I'm trying to get the new skins to work. (Winter ghillie + winter warm clothes).
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

b_boy69sa
Thanks for that Above, and let me just taking this chance to thank you for all the hard work and effort you put into these releases. Being stuck out on a tropical island off the coast of Mozambique does have some perks, but a decent internet connection is not one of them, thus no regular DayZ Multiplayer .

Your releases are truly great and much appreciated so a big thanks to you and all the modders out there who keep the single-player DayZ dream alive! Now if only we could get some traditional (slow) zeds and a proper crossbow with quivers, a scope/sight and easily recoverable arrows (Hey a guy can have a dream )

Many cans of beans to you and all the other skilled modders who have made the best gaming experience I've had in 27 years possible! Keep it up!
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
b_boy69sa wrote
Thanks for that Above, and let me just taking this chance to thank you for all the hard work and effort you put into these releases. Being stuck out on a tropical island off the coast of Mozambique does have some perks, but a decent internet connection is not one of them, thus no regular DayZ Multiplayer .

Your releases are truly great and much appreciated so a big thanks to you and all the modders out there who keep the single-player DayZ dream alive! Now if only we could get some traditional (slow) zeds and a proper crossbow with quivers, a scope/sight and easily recoverable arrows (Hey a guy can have a dream )

Many cans of beans to you and all the other skilled modders who have made the best gaming experience I've had in 27 years possible! Keep it up!

Thanks! Those words hit right in the feel! I'm just glad that someone enjoys what I'm/we're doing.

I'm glad we can provide an alternative when MP is out of reach!

About the crossbow, this would be awesome. If there's an addon with a crossbow like that, it's really easy to add. However if we were to make it, it would be hard since it's not only code, but designing too.

The slow zeds are beeing experimented with by more than 1. Hopefully someone will work it out. I'm currently not experimenting with the code, beyond what I need to change.

Bad news about the Namalsk, problems keep popping up one after another. I've been fighting with it for about 8 hours. So I will put it aside for a bit, and work on other releases/missions.

Best regards, Above.
Ray
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Ray
Hey, I was wondering a bit. Since there is a possibility to "sleep" in tents now, could you like get an option of how long you want to sleep for? So instead of the time going a bit faster then usual for a few ingame hours, perhaps we could choose from 1-10 hour scale perhaps.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
Ray wrote
Hey, I was wondering a bit. Since there is a possibility to "sleep" in tents now, could you like get an option of how long you want to sleep for? So instead of the time going a bit faster then usual for a few ingame hours, perhaps we could choose from 1-10 hour scale perhaps.

Does the sleep work in singleplayer? I forgot to even test it. If so, then yes. I could probably work on a menu for it.
Ray
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Ray
Yeah it worked, it sped up the ingame time about 5x for 2-3 ingame hours for me. I tought its only in SP  haha, I mean wheres the point of sleeping in tents in MP if time comes from server for all people.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
Ray wrote
Yeah it worked, it sped up the ingame time about 5x for 2-3 ingame hours for me. I tought its only in SP  haha, I mean wheres the point of sleeping in tents in MP if time comes from server for all people.

Sleeping in MP got the same purpose as eating. It's meant to make you tired, and make the game harder (I guess).

When I saw the feature on MP, it just went black for a second or two. The time was not affected.

This is a good way to fastforward during nighttime/daytime, if you don't wanna play through it (on SP). I like that.

I will see what I can come up with regarding the menu!
Ray
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Ray
Excellent! Also another small issue that I have noticed is those damn injury animations (KO anim sometimes dosent go away and skin changing/teleporting etc. dosent help at all) and a few others aswell, is it possible to disable them somehow, since sometimes if I get bugged theres nothing more I can actually do other then restart the whole game / re-load a savegame.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Haleks
I think it comes from the respawn script... I don't have it when it's disabled (just remove the onPlayerKilled.sqf from your mission file).
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
In reply to this post by Ray
Ray wrote
Excellent! Also another small issue that I have noticed is those damn injury animations (KO anim sometimes dosent go away and skin changing/teleporting etc. dosent help at all) and a few others aswell, is it possible to disable them somehow, since sometimes if I get bugged theres nothing more I can actually do other then restart the whole game / re-load a savegame.

I've never been teleported or had my skin changed. This could be because of your humanity going up or down?

If you get stuck in a passout (ON RESPAWN) that's because the respawn script is not 100% compatible with 1.7.5.1. It would give you the pass out thing where you have to alt-f4 on every respawn. But I managed to fix it, kind of. I've not gotten stuck ever since, but other apparantly have. O_o
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
In reply to this post by Haleks
Haleks wrote
I think it comes from the respawn script... I don't have it when it's disabled (just remove the onPlayerKilled.sqf from your mission file).

Just removing that will leave more than 1 scripts running in vain, and probably cause errormessages.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Haleks
I didn't have any error messages; anyway I've dowloaded your latest version and I will try the script on this one (I was playing on the older release). In the meanwhile I'm having quite some fun, especially since the bandits now spawn while the player is in a vehicle (this shit is epic sometimes!). Just one thing : Zeds don't seem to be numerous; I think their number has been decreased - I remember that this was done on some previous release in order to lower performance cost. If this is still the case with the current version, well I'm not sure it's still necessary : 1.7.5.1 is supposed to be a bit more optimized (the Zeds AI has been redone). What file shall I modify? This have been discussed on the forum but I can't get my hand on the goddamn topic...

By the way dude, did you think about that mission with friendlies? I keep returning to older releases, but I'd like to have them hand-placed, not spawning. I guess I'll try to edit the map with the mission editor, but I'm not sure how to have them joining the player when he is close to them :/
It's actually nice having some drivers/bodyguards once you've tweaked their abilities (COWar mod rulez!!!).
I spawned myself a couple of NAPA guerillos with Loki's, but they don't appear to be as agressive as regularly found survivors from 1.7.4.4 SP - that beeing one the reasons I wanna try a mission with survivors... (Loki's and Kron's are nice tools, but I think one of them messes up with the DayZ code : for example my food & drink icons stop working as soon as I use them to spawn units or change skin. On the other hand, it's awesome to be able to roam Chernarus in, let's say... the colonial marines tank from Aliens! :D )

Keep it up guys! ;)
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
Haleks wrote
I didn't have any error messages; anyway I've dowloaded your latest version and I will try the script on this one (I was playing on the older release). In the meanwhile I'm having quite some fun, especially since the bandits now spawn while the player is in a vehicle (this shit is epic sometimes!). Just one thing : Zeds don't seem to be numerous; I think their number has been decreased - I remember that this was done on some previous release in order to lower performance cost. If this is still the case with the current version, well I'm not sure it's still necessary : 1.7.5.1 is supposed to be a bit more optimized (the Zeds AI has been redone). What file shall I modify? This have been discussed on the forum but I can't get my hand on the goddamn topic...

By the way dude, did you think about that mission with friendlies? I keep returning to older releases, but I'd like to have them hand-placed, not spawning. I guess I'll try to edit the map with the mission editor, but I'm not sure how to have them joining the player when he is close to them :/
It's actually nice having some drivers/bodyguards once you've tweaked their abilities (COWar mod rulez!!!).
I spawned myself a couple of NAPA guerillos with Loki's, but they don't appear to be as agressive as regularly found survivors from 1.7.4.4 SP - eing othat bene the reasons I wanna try a mission with survivors... (Loki's and Kron's are nice tools, but I think one of them messes up with the DayZ code : for example my food & drink icons stop working as soon as I use them to spawn units or change skin. On the other hand, it's awesome to be able to roam Chernarus in, let's say... the colonial marines tank from Aliens! :D )

Keep it up guys! ;)

Cool.

Oh yes, having bandits spawn when you're in a vehicle/on foot is fucking amazing. I don't know if it's this change, but since I've started using that line of code, NOT A SINGLE AI has spawned in my LoS. And it's bloody awesome driving through a city, and randomly start taking shots.


The zombies has not been changed, I'm running 100% MP zombie setup for this code. (AFAIK). I was in cherno, and I started firing my G36, and dajum son. I had at least half of Cherno chasing me. The reason the zombies might feel less is because you're alone. Players on MP spawn 40 zeds each (I think it's 40). But since you're alone, you'll only have 40 across the map.

About the friendly AI mission alternative, I'm so sorry for that. I got cought up in other stuff. I'm looking into the tent sleeping menu now, and seeing what can be done. Regardless of how that goes, I'll upload a friendly UI mission, either with the sleep setting or not.

That is indeed a fairly badass tank. x')
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
This post was updated on .
Okey, just an update:

I made it so that the sleep option skips 3 hours. I will work on a menu soon, I just had to throw this in for now.

I also added a mission with friendly AI. I added about 5 triggers for friendlies to make it kind of balanced. 2-3 are in places you usually don't go.


EDIT: Next project is to have less powerful guns down south and around the coast (enfield, DB shotgun, low tier AK, remington etc etc). And have more powerful ones up north. The low-tier bandits will also have the less good backpacks and tools. (They will still have a small chance on CZ 550 and GPS etc).

The reason I didn't do this now is because I gotta sleep, and this change is fairly timeconsuming.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Haleks
Nice! Thank you so much my friend!
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
Haleks wrote
Nice! Thank you so much my friend!
My pleasure. Re-read my comment. I added tomorrow's project to it. I think you'll like it.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Haleks
Above wrote
Haleks wrote
Nice! Thank you so much my friend!
My pleasure. Re-read my comment. I added tomorrow's project to it. I think you'll like it.
 Oh I do! ;)
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
Haleks wrote
Above wrote
Haleks wrote
Nice! Thank you so much my friend!
My pleasure. Re-read my comment. I added tomorrow's project to it. I think you'll like it.
 Oh I do! ;)

I was experimenting with it before, and had all scripts ready. I never got to test it out before I accidentally deleted it. D:
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Josh M
Hey Above,

I really appreciate you putting out a full AI version of this, however there is a bug. All of the bandits spawn as friendlies. In all spawn radii. Any idea what is causing this?

Also, I seem to have the combat icon, and am unable to respawn with this last update. I understand these two things are glitching each other out, and I was under the impression you removed the combat icon, and the epeen monitor, so?
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