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

Above
Administrator
Ray wrote
I just installed the mod and my FPS didnt decrease at all, new grass looks wicked! I also downloaded a effects mod wich changes fire/smoke and lighting overall and also got myself some Swag ^^ (http://www.armaholic.com/page.php?id=18459)

Nice, I will try those out.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Kobr4
Awesome Final version, well done!
Ray
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Ray
In reply to this post by Above
Well, after getting mad over the lag and burning a 150$ GPU because of overclocking, I finally recieved the new one. Had to re-install windows aswell so cant wait to play DaiZy again haha.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Haleks
This post was updated on .
In reply to this post by Above
Wow. I've been playing it for a couple of hours (along with COWar mod, I defo recommand it to everyone), and dude this release is perfection! Very nice work on this one guys.

I'm currently working on customizing it a bit, and I think I'll end up with quite a nice mission... More bandits&survivors skins, alternative player skins, AI tweaked - I noticed that survivors would sometimes fail to recognize Zeds as enemies or respond to enemy fire; I've managed to have bandits & survivors always identifying/engaging each others as well as Zombies. Their target priority being fixed, they won't fail executing target&engage orders anymore; - and we can have this working on every release, same as the spawn fix for players in vehicles.

Do you guys mind if I post this as a variation release on this forum section? Giving all the proper credits of course ;) I'll also post a thread in the tutorial section, explaining how to simply modify the AI fix.

Cheers!
(btw, any news from Fedus since his computer issues?)
Ray
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Ray
Do you happen to know wich .pbo's are making the custom anims in COWarmod? I mean, the mod itself is epic but the animations are weird/buggy at stairs and other places which mostly ends with death.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
This post was updated on .
In reply to this post by Haleks
Haleks wrote
Wow. I've been playing it for a couple of hours (along with COWar mod, I defo recommand it to everyone), and dude this release is perfection! Very nice work on this one guys.

I'm currently working on customizing it a bit, and I think I'll end up with quite a nice mission... More bandits&survivors skins, alternative player skins, AI tweaked - I noticed that survivors would sometimes fail to recognize Zeds as enemies or respond to enemy fire; I've managed to have bandits & survivors always identifying/engaging each others as well as Zombies. Their target priority being fixed, they won't fail executing target&engage orders anymore; - and we can have this working on every release, same as the spawn fix for players in vehicles.

Do you guys mind if I post this as a variation release on this forum section? Giving all the proper credits of course ;) I'll also post a thread in the tutorial section, explaining how to simply modify the AI fix.

Cheers!
(btw, any news from Fedus since his computer issues?)

We've started to try to have 1 post for each map. And somewhat update the post. This is obviously just us. I personally don't mind you upping a modded version of this release, at all. But I can't speak for Fedus, even though I don't think he minds. I could add it to this post, though. And have it as an "alternative download" just like I did with 1.7.4.4. This is completly up to you.


EDIT: Fedus is up and running, as I understood it. I spoke to him earlier today or yesterday. Not sure what day. But yah, he told me that he was done and just had some small stuff to get done.


EDIT2: If you do make your own post, add your credits and stuff to the pictures (if you're planning on uploading pictures too). Because there's another forum jacking our posts.
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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
Well, after getting mad over the lag and burning a 150$ GPU because of overclocking, I finally recieved the new one. Had to re-install windows aswell so cant wait to play DaiZy again haha.
 Ouch, damn. That hurts. D;
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Haleks
In reply to this post by Above
Thanks dude ;)
Since it requires another mod, I might create a topic (with pictures)

Above wrote
there's another forum jacking our posts.
o_O WTF? Wich forum would that be?
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Haleks
This post was updated on .
In reply to this post by Ray
Ray wrote
Do you happen to know wich .pbo's are making the custom anims in COWarmod? I mean, the mod itself is epic but the animations are weird/buggy at stairs and other places which mostly ends with death.
You have a documentation folder along with the mod; go to documentation/features/features by subject.
You'll wanna read the Infantry & Mounted Weapons file, I think it describes the addons affecting animations.
It's actually worth taking the time to read all the readmes, in order to know exactly what to add/remove : some addons make a great addition to DaiZy, others are useless and CPU consuming.

EDIT : I recommand the lite version for COWarmod.
Also, Kron's Support Call is no longer compatible with v.1.7.5.1 : once you have used it (especially to change skin), your food&drink UI will stop working. The introduction page definitely needs to be updated.
Loki's Lost Key still works fine though ;)

And again, this release is friggin' awesome xD
Best one since I've discovered this place. (Along with Fedus' latest 2017 SP ;)
Ray
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Ray
Yeah, food/water/blood UI gets bugged even if you find a ingame camo clothes or something like that and change, also thanks for noting where the animations are, havent got the time myself to look at it that strongly but I assume i'll redownload it now since the format and so, also I'd recommend JSRS Soundmod and Zeuz AI to everyone, changed my DaiZy alot (good way ofc ^^)
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
This post was updated on .
In reply to this post by Haleks
Haleks wrote
Above wrote
there's another forum jacking our posts.
o_O WTF? Wich forum would that be?

http://www.mpgh.net/forum/624-dayz-hacks-cheats/606025-compilation-all-recent-releases-menus-keychangers-managers-single-player.html

Go to the bottom of that post, and you'll find most of our releases. Some of them are even taking creds for it.

I personally don't REALLY care, but yeah.



Edit: The reason I was on a hacking forum is because I use the navigator for AI and car balancing. (It's outdated, but not for SP).
Ray
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Ray
Haha , no need to explain being in MPGH, I'm quite sure 70% people who visit this forum are banned and can't buy a new copy of the game l0l. Anyway, shit got worse after getting the new GPU my CPU Cooler attachments decided to fail, and fell onto the new GPU and ripped intel i7 off the motherboard aswell. I'll be buying new cooler tomorrow , already recieved new gpu/cpu. Cant wait to play :(
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Haleks
This post was updated on .
In reply to this post by Above
Above wrote
I personally don't REALLY care, but yeah.
Well it does piss me off; they don't even mention where those SP come from (eventhough they're not supposed to post external links)... But what can be done anyway? :/

Hey Above, about that release, I think I could use some tips : as I said, I have survivors & bandits engaging each other and Zeds; but somehow I can't get rid of some glitches...
I was cleaning Lopatino with a soldier squad last night (I was in the mood to fuck shit up); every thing was going fine : my soldiers shooting at every zombie in their line of sight, and responding to enemy fire. Until I stumbled upon a bandit in survivor skin : he was shooting at us all right, but my team wouldn't return fire; I couldn't have them to target and engage him - and noticed that I had no Engage action cursor when hitting spacebar on that bandit (that feature was working flawless, so obviously, he wasn't considered as an enemy). I finally killed him, and at that point, one of my men announced he was taking command, ordered me to return to formation, and every one finally killed me right away...

I'm pretty sure now that my kill was considered as a friendly fire : I took a look at the DayZ code and noticed that every model used in DayZ is referenced as West sided. I know that the scripts called when the units spawn are supposed to set them as BlueFor or OppFor, but obviously there's still some kinda conflict. I was thinking about editing the dayz code to fix this : I want to duplicate every unit used as a bandit in the vehicles.cfg, give them a proper class name and side (East, obviously) in order to have the bandit_do_something function calling genuine Oppfor instead of turning BlueFOr into OppFor...

Being the first time I mess up with that code, what I ask is this : am I being naive? Is there anything else that need being edited in order to have this work? If this thing work... I'm this close to have 100% functionnal AI's ;)

(Damn, next time I'll pm you about such matters ^^)

EDIT : Nevermind! Found out a way simpler method to fix this!
All I have to do now is add more skins for AI's, do some testing, and I'll have a nice mission ready for you guys ;)
Btw, does anyone know a good database with references and screenshots for each units in arma 2?
Ray
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Ray
I'm quite sure if Above talks to some MPGH forum admin/mod and says the he dosent want them to release hes work in those forums then you actually might get an agreement.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Kobr4
In reply to this post by Haleks
Hello, i just found this script, which allows you to add npc's, which are Attacking zombies, havent tried it, but you may try it.:


TitleText [format["Bodyguard has your back son"], "PLAIN DOWN"];

private["_spawnAIS", "_plrGroup"];

CIVILIAN setFriend [WEST,0];
WEST setFriend [CIVILIAN,0];

player addRating 50000;

_plrGroup = (group player);
_plrGroup allowFleeing 0;
_plrGroup setFormation "LINE";

"Functionary1_EP1" createUnit [[(getpos player select 0), (getpos player select 1), 50], _plrGroup, "_spawnAIS = this;"];

_spawnAIS enableAI "TARGET";
_spawnAIS enableAI "AUTOTARGET";
_spawnAIS enableAI "MOVE";
_spawnAIS enableAI "ANIM";
_spawnAIS enableAI "FSM";

_spawnAIS allowDammage true;

_spawnAIS setCombatMode "RED";
_spawnAIS setBehaviour "COMBAT";

_spawnAIS addweapon "M4SPR";
_spawnAIS addMagazine "30Rnd_556x45_Stanag";
_spawnAIS addMagazine "30Rnd_556x45_Stanag";
_spawnAIS addMagazine "30Rnd_556x45_Stanag";
_spawnAIS addMagazine "30Rnd_556x45_Stanag";
_spawnAIS addMagazine "30Rnd_556x45_Stanag";
_spawnAIS addMagazine "30Rnd_556x45_Stanag";
_spawnAIS addMagazine "30Rnd_556x45_Stanag";
_spawnAIS selectWeapon "M4SPR";

_spawnAIS setSkill ["aimingAccuracy",1];
_spawnAIS setSkill ["aimingShake",1];
_spawnAIS setSkill ["aimingSpeed",1];
_spawnAIS setSkill ["endurance",1];
_spawnAIS setSkill ["spotDistance",1];
_spawnAIS setSkill ["spotTime",1];
_spawnAIS setSkill ["courage",1];
_spawnAIS setSkill ["reloadSpeed",1];
_spawnAIS setSkill ["commanding",1];
_spawnAIS setSkill ["general",1];

[_spawnAIS] join _plrGroup;

_spawnAIS addEventHandler ["Fired", {_this call player_fired;}];

while {alive _spawnAIS} do
{
        {
                _x addRating -200000;
        } forEach allMissionObjects "zZombie_Base"; // attacks zombies yo
       
        sleep 0.1;
};


Here it is.
Ray
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Ray
Yeah, hackers use that script to spawn AI's into multiplayer games who attack everyone but yourself, seen it. Has quite a few bugs but worth a try, not very interested in that script myself since its very very basic.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Haleks
Yup, the AI's in DaiZy require much more complex scripts, since there are several factions (enemies+friendlies)...

Note : does anyone know a good database with references and screenshots for each units in arma 2?
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

steve silent
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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
I'm quite sure if Above talks to some MPGH forum admin/mod and says the he dosent want them to release hes work in those forums then you actually might get an agreement.

I'm not the only creator of the missions, so I can't really demand anything.

I don't mind though.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

Above
Administrator
And Haleks, make the skins spawn in buildings in packages too! :o

I'm working on that too.
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