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

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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
About the update, I'll make a complete list once I'm done. But this is what's on the list so far.


<quote>
- More buildings added to the map. And some villages are expanded. DONE
- DayZero buildings with the proper loot spawns. (More Chernarus buildings opened up). DONE
- A couple of more ghillie suits added. DONE
- More roads and places added to the map. DONE and WIP.
- Bridge + road to Skalisty Island. DONE, I'll add road(s) on the island, too.

- More features from the 1.7.7.1 code. WIP
- Weapons replaced, and rebuilt loot table. WIP
- More skins. WIP
- MAYBE friendly AI. WIP
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

xtremebond007
In reply to this post by Above
Thanks Above for replying.....i will try the mod again without Kron and will let you know how it went...

For removing kron,since its inside 'BreakingPointSP/Addons' folder...do i have to just delete the "KRON_SupportCall.pbo" ???

Can't wait for the next update....

Have a nice day
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

xtremebond007
In reply to this post by Above
Ok,i tried just now by deleting the Kron pbo from addons folder,which removed the kron support call from menu.But the problem didn't changed at all.Its still there.

Also i noticed...when i freshly start a new game...i always have a black hunger icon....only happening for this mod.

You can see that in the video i posted before.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

caboose362
In reply to this post by Above
Great! Im going to look forward to this!
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Just some guy
In reply to this post by Above
<quote author="Above">
About the update, I'll make a complete list once I'm done. But this is what's on the list so far.


- More buildings added to the map. And some villages are expanded. DONE
- DayZero buildings with the proper loot spawns. (More Chernarus buildings opened up). DONE
- A couple of more ghillie suits added. DONE
- More roads and places added to the map. DONE and WIP.
- Bridge + road to Skalisty Island. DONE, I'll add road(s) on the island, too.

- More features from the 1.7.7.1 code. WIP
- Weapons replaced, and rebuilt loot table. WIP
- More skins. WIP
- MAYBE friendly AI. WIP
Nice! :) I was just about post a question about the next update.
I just can't wait!
I've seen your "teaser" video on youtube with some changes you made for the map (with the oil rigs, bridge and the firetruck)
(oh and nice stunt piloting skills, except the crash :D )

Keep in mind, that you "promised" friendly AI. That would be a significant change for the Breaking Point.
I've tried spawning some AI to help me out in Breaking Point, but they always turn back against me ;p
Once I've shot some bandit, my friendly AI figured I've shot one of my own, so they start firing back at me.
Pretty pointless huh? DayZ Factions has it, but it doesn't have wreck loot spawns, and all the nice gear.

BTW could you bring back the 80 slot survivalist pack?
For SP purpose I never considered it as a cheat item, it was pretty usefull.

There was some posts about single player goals and more stuff that you can do in Chernarus,
unfortunately I don't have any cool ideas, but the power grid would be something for a start.
Loki's lost key have some nice features like halo jumps, ac-130 support, and much more...
I had this idea to unpbo the file and see what can I do with it, maybe I could "somehow" use
some scripts from it and "somehow" implement it into the game as a SP quest reward or something,
but when I saw all those files my jaw hit the floor, my knees softend up, and my tatoos fell off :(
I'm no programmer... I might as well dig into China with my bare hands and break the Great Wall with my head.

Anyway... Above you're the wizard that made this mod as it is now, maybe you could give it some thought? ;]
As for me, take your time on this, but please not like Dean Hall on standalone ok? ;]
Cheers M8 and keep up the good work.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

xtremebond007
In reply to this post by Above
Above,I like the ESP cheat in BreakingPoint....i use it when i get bored and hunt down all bandits....i wanted this on the "DaiZy Chernarus 1.7.7.1 FACTIONS 2.6.1"....so i extracted the mission pbo of both mods and after checking them,i figured how you added it....so i edited the mission file and replaced 'changing skin' option to ESP.....and its working perfectly fine on Factions. Thanks again.

I hope the next update might fix my issues with Breaking Point.

Have a nice day
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Put Zeds To Bed
In reply to this post by Above
Awesome man I love this mod! I have a few questions what is the best way to get rid of the ammo 5.56 boxes and the cardboard medical boxes that spawn as loot they are piling up all over the place for me they won't despawn. Also the only animals spawning for me are the rabbits which isn't a big deal I'm just wondering if this is only me that this is happening to. This is my last question I'm playing on the no AI version am I suppose to have Bloodsuckers,Infected Hounds,and Night Stalkers cause I don't.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Rabidgerbil
I had the same problem with them not despawning even after using the 'delete loot' script, i=I also had backpacks stay around.I think the only way to remove the 5.56 ammo boxes/med boxes and backpacks is to empty the ammo/med boxes and it should disappear. only way i could remove the backpacks was icking it up and moving it elsewhere, but more ended up spawning unfortunately.

as for the Infected Hounds, Bloodsuckers and Night Stalkers, im pretty sure they are for the multiplayer version only, same with the power grid currently.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

xtremebond007
I too noticed a lot of backpacks spawning....too many around office building and super market....all of them the same kind...a lot of survival ACU.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
In reply to this post by xtremebond007
xtremebond007 wrote
Ok,i tried just now by deleting the Kron pbo from addons folder,which removed the kron support call from menu.But the problem didn't changed at all.Its still there.

Also i noticed...when i freshly start a new game...i always have a black hunger icon....only happening for this mod.

You can see that in the video i posted before.

The black icon is an old "glitch" all you gotta do is eat. Haleks do have a fix for this, but I never made or used one because it kept making the drink/hunger function way sped up.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
In reply to this post by Just some guy
<quote author="Just some guy">
Above wrote
About the update, I'll make a complete list once I'm done. But this is what's on the list so far.


- More buildings added to the map. And some villages are expanded. DONE
- DayZero buildings with the proper loot spawns. (More Chernarus buildings opened up). DONE
- A couple of more ghillie suits added. DONE
- More roads and places added to the map. DONE and WIP.
- Bridge + road to Skalisty Island. DONE, I'll add road(s) on the island, too.

- More features from the 1.7.7.1 code. WIP
- Weapons replaced, and rebuilt loot table. WIP
- More skins. WIP
- MAYBE friendly AI. WIP
Nice! :) I was just about post a question about the next update.
I just can't wait!
I've seen your "teaser" video on youtube with some changes you made for the map (with the oil rigs, bridge and the firetruck)
(oh and nice stunt piloting skills, except the crash :D )

Keep in mind, that you "promised" friendly AI. That would be a significant change for the Breaking Point.
I've tried spawning some AI to help me out in Breaking Point, but they always turn back against me ;p
Once I've shot some bandit, my friendly AI figured I've shot one of my own, so they start firing back at me.
Pretty pointless huh? DayZ Factions has it, but it doesn't have wreck loot spawns, and all the nice gear.

BTW could you bring back the 80 slot survivalist pack?
For SP purpose I never considered it as a cheat item, it was pretty usefull.

There was some posts about single player goals and more stuff that you can do in Chernarus,
unfortunately I don't have any cool ideas, but the power grid would be something for a start.
Loki's lost key have some nice features like halo jumps, ac-130 support, and much more...
I had this idea to unpbo the file and see what can I do with it, maybe I could "somehow" use
some scripts from it and "somehow" implement it into the game as a SP quest reward or something,
but when I saw all those files my jaw hit the floor, my knees softend up, and my tatoos fell off :(
I'm no programmer... I might as well dig into China with my bare hands and break the Great Wall with my head.

Anyway... Above you're the wizard that made this mod as it is now, maybe you could give it some thought? ;]
As for me, take your time on this, but please not like Dean Hall on standalone ok? ;]
Cheers M8 and keep up the good work.

Thanks, the crash was me fucking up my "float-landing".

About the firetruck, it's currently not a part of the new update (YET) even though I've added some new vehicles.

I'll probably dig into friendly AI, I just gotta get rid of the other features. I also appreciate any feedback and wishes for the update.

About the backpack, there's already a 28 slot pack (new model) and a 64 slot backpack (another new model).

About the power grid, I don't think it's even working on MP. If it does, it'll be easy to get working for SP. But I don't feel like fixing the whole thing if it doesn't even work on MP yet.

And no, I've been playing around alot, I'll get this done sooner than later.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
In reply to this post by Put Zeds To Bed
Put Zeds To Bed wrote
Awesome man I love this mod! I have a few questions what is the best way to get rid of the ammo 5.56 boxes and the cardboard medical boxes that spawn as loot they are piling up all over the place for me they won't despawn. Also the only animals spawning for me are the rabbits which isn't a big deal I'm just wondering if this is only me that this is happening to. This is my last question I'm playing on the no AI version am I suppose to have Bloodsuckers,Infected Hounds,and Night Stalkers cause I don't.
As for the boxes, I currently don't know what they count as. But I'll study up on it and write a script to remove them. I wont promise anything yet, though. The list of things I gotta do is getting longer.


About the animals, I've seen all ArmA animals while playing, I would guess it's about luck.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
In reply to this post by Rabidgerbil
Rabidgerbil wrote
I had the same problem with them not despawning even after using the 'delete loot' script, i=I also had backpacks stay around.I think the only way to remove the 5.56 ammo boxes/med boxes and backpacks is to empty the ammo/med boxes and it should disappear. only way i could remove the backpacks was icking it up and moving it elsewhere, but more ended up spawning unfortunately.

as for the Infected Hounds, Bloodsuckers and Night Stalkers, im pretty sure they are for the multiplayer version only, same with the power grid currently.

This is because both of those count as "objects".

I've also been picking backpacks up and put them on zombies. And then simply removed all bodies. I will eventually write a script for the boxes and backpacks, and re-balance the loot table (since alot of backpacks are spawning in BreakingPoint).

And yes, the infected hounds and bloodsuckers are currently not added to the singleplayer. But that's also one of the things that I gotta look into eventually.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
This post was updated on .
These are the kind of cars you can expect.





-:::::Updated list of the changes.:::::-
Everything is subject to change, so I'll keep this list at the bottom of my replies, and keep it up to date.

- More buildings added to the map. And some villages are expanded. DONE
- DayZero buildings with the proper loot spawns. (More Chernarus buildings opened up). DONE
- A couple of more ghillie suits added. DONE
- More roads and places added to the map. DONE and WIP.
- Bridge + road to Skalisty Island. DONE, I'll add road(s) on the island, too.
- New weapons (very few). DONE
- Loot table rebalance attempt. DONE
- More vehicles. DONE (Even more will be added, though. Like firetrucks/ambulance/police).
- Vehicle wreck loot will be limited to tanks/military vehicles. And they'll have some sort of military loot. (Because I've noticed that the many loot spawns sometimes causes a pause).


- More features from the 1.7.7.1 code. WIP
- More skins. WIP
- Friendly AI. WIP
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Rabidgerbil
In reply to this post by Above
sounds good, it wasnt a huge issue for me, just meant if i ever ran short on 5.56 i always knew where some was lol.

cars look great, cant wait to try them and the update out
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
Rabidgerbil wrote
sounds good, it wasnt a huge issue for me, just meant if i ever ran short on 5.56 i always knew where some was lol.

cars look great, cant wait to try them and the update out

I reckon the amount of ammoboxes is fair as long as you don't spamcycle buildings. The spawnchance itself is balaced. ;O

Ya, the new ambulances/firetrucks/police cars are cool especially. My only problem is the fact that there are no police stations, so I'll have to use the small square military houses as police huts. :D
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

BossMann
I will dig though some building addons for you! i know there is a police station one somewhere!
Cheers, BossMann
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
BossMann wrote
I will dig though some building addons for you! i know there is a police station one somewhere!
Sick, I already got it somewhat sorted, though. The DayZero buildings opens up that one small military house. That could be used as a small station. But anything better is appreciated. :D
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

jst2fst
when can we expect to see this update?
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
jst2fst wrote
when can we expect to see this update?
I'm not entirely sure, yet. But I'll add a list below, showing what I got left to do. I'm currently doing some of it at least.





Progress on the next update:


- More buildings added to the map. And some villages are expanded. DONE
- DayZero buildings with the proper loot spawns. (More Chernarus buildings opened up). DONE 
- A couple of more ghillie suits added. DONE
- More roads and places added to the map. DONE
- Bridge + road to Skalisty Island. DONE
- New weapons (12 new weapons). DONE
- Loot table rebalance attempt. DONE
- 2 new backpacks (28 + 64 slot). DONE
- More vehicles. DONE (Even more will be added, though. Like firetrucks/ambulance/police).
- Vehicle wreck loot will be limited to tanks/military vehicles. And they'll have some sort of military loot.
(Because I've noticed that the many loot spawns sometimes causes a pause).


- More features from the 1.7.7.1 code. WIP
- More skins. (Female soldier/pilot skins) WIP
- Friendly AI. WIP
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