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

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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Above
Administrator
Rabidgerbil wrote
imagine being able to fly/drive between each map! i know it would be a huge undertaking and ton of work but would be awesome lol

"Having all maps on the same map" is impossible, without rocket science skills. However, I can make it possible to travel between maps, and will later on.

What it will do is "teleport" you to another map, if you take the vehicle assigned for the travel.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Blaze
@Above,

Hey I've been playing the mod for a few days and one issue I've run into is Bandits not engaging. Throughout my journey only two survivors joined me but when I encounter Bandits, they just engage zombies and walk on by me. Can this be fixed is is this a bug?
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Rome85
Blaze wrote
@Above,

Hey I've been playing the mod for a few days and one issue I've run into is
Bandits not engaging. Throughout my journey only two survivors joined me but
when I encounter Bandits, they just engage zombies and walk on by me. Can
this be fixed is is this a bug?
happens to me to last me at first but then when they attack you change your clothes stop attack ...

to you to happen?? or simply not attacked from the start??

sorry for my translation
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Rome85
translator stupid ..... not to understand anything
in short ...
I feel the same as the
but I'm going to change clothes
I hope you will understand this ....

vote zombies free safe areas where they can build a foundation quietly.
vote not zombies in castles
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Above
Administrator
This post was updated on .
In reply to this post by Blaze
Blaze wrote
@Above,

Hey I've been playing the mod for a few days and one issue I've run into is Bandits not engaging. Throughout my journey only two survivors joined me but when I encounter Bandits, they just engage zombies and walk on by me. Can this be fixed is is this a bug?

I've heard more people say this, and I've also seen it once myself. But now, I haven't seen it in 1-3 weeks.
I don't know what's causing this for some people, sometimes.

Changing skin doesn't break anything for me, so it's not the skins. It's something else that breaks them.


Also, Taviana won. The link is in the comments somewhere, in case you wanna check it again for whatever reason.

But the voting is over, so any vote from now on doesn't count.



*EDIT: The latest Epoch is out. So I'll update this now, and probably post it today.
What to expect in the next update:

- A new map.
- The health regen system used in 1.8, + the UI for it.
- The latest Epoch building system when it comes out, and fixes for it.
- The crowbar classname is changed, so it'll spawn from now on.
- Bandit AI not attacking, possibly fixed.
- The 1.8 crafting system should no longer break the Epoch building.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Blaze
In reply to this post by Rome85
Rome85 wrote
Blaze wrote
@Above,

Hey I've been playing the mod for a few days and one issue I've run into is
Bandits not engaging. Throughout my journey only two survivors joined me but
when I encounter Bandits, they just engage zombies and walk on by me. Can
this be fixed is is this a bug?
happens to me to last me at first but then when they attack you change your clothes stop attack ...

to you to happen?? or simply not attacked from the start??

sorry for my translation


No problem I understood you just fine :). As I recall I changed clothes a few time but is safe zones. I have come across spots where I hear gunfire and the rounds impact near my position but when I get up close to the bandits they just walk on by. I even killed a few to see if this would spark an outrage with other bandits but nothing lol.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Above
Administrator
Blaze wrote
Rome85 wrote
Blaze wrote
@Above,

Hey I've been playing the mod for a few days and one issue I've run into is
Bandits not engaging. Throughout my journey only two survivors joined me but
when I encounter Bandits, they just engage zombies and walk on by me. Can
this be fixed is is this a bug?
happens to me to last me at first but then when they attack you change your clothes stop attack ...

to you to happen?? or simply not attacked from the start??

sorry for my translation


No problem I understood you just fine :). As I recall I changed clothes a few time but is safe zones. I have come across spots where I hear gunfire and the rounds impact near my position but when I get up close to the bandits they just walk on by. I even killed a few to see if this would spark an outrage with other bandits but nothing lol.

I think this is just the AI targetting having a hickup.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Blaze
In reply to this post by Above
Above wrote
Blaze wrote
@Above,

Hey I've been playing the mod for a few days and one issue I've run into is Bandits not engaging. Throughout my journey only two survivors joined me but when I encounter Bandits, they just engage zombies and walk on by me. Can this be fixed is is this a bug?

I've heard more people say this, and I've also seen it once myself. But now, I haven't seen it in 1-3 weeks.
I don't know what's causing this for some people, sometimes.

Changing skin doesn't break anything for me, so it's not the skins. It's something else that breaks them.


Also, Taviana won. The link is in the comments somewhere, in case you wanna check it again for whatever reason.

But the voting is over, so any vote from now on doesn't count.



*EDIT: The latest Epoch is out. So I'll update this now, and probably post it today.
What to expect in the next update:

- A new map.
- The health regen system used in 1.8, + the UI for it.
- The latest Epoch building system when it comes out, and fixes for it.
- The crowbar classname is changed, so it'll spawn from now on.
- Bandit AI not attacking, possibly fixed.
- The 1.8 crafting system should no longer break the Epoch building.

OK it's no biggie the mod itself is still enjoyable in my opinion. Of course I inquire about in the event there is a possible solution but the fight to survive still is in motion lol I will copy my current save file and attempt to start a fresh game to see if maybe it was a screw up on my end. Glad Taviana won the vote, I have the up most confidence you will do a great job with that project. Thank you Above
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

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

Hey I've been playing the mod for a few days and one issue I've run into is Bandits not engaging. Throughout my journey only two survivors joined me but when I encounter Bandits, they just engage zombies and walk on by me. Can this be fixed is is this a bug?

I've heard more people say this, and I've also seen it once myself. But now, I haven't seen it in 1-3 weeks.
I don't know what's causing this for some people, sometimes.

Changing skin doesn't break anything for me, so it's not the skins. It's something else that breaks them.


Also, Taviana won. The link is in the comments somewhere, in case you wanna check it again for whatever reason.

But the voting is over, so any vote from now on doesn't count.



*EDIT: The latest Epoch is out. So I'll update this now, and probably post it today.
What to expect in the next update:

- A new map.
- The health regen system used in 1.8, + the UI for it.
- The latest Epoch building system when it comes out, and fixes for it.
- The crowbar classname is changed, so it'll spawn from now on.
- Bandit AI not attacking, possibly fixed.
- The 1.8 crafting system should no longer break the Epoch building.

OK it's no biggie the mod itself is still enjoyable in my opinion. Of course I inquire about in the event there is a possible solution but the fight to survive still is in motion lol I will copy my current save file and attempt to start a fresh game to see if maybe it was a screw up on my end. Glad Taviana won the vote, I have the up most confidence you will do a great job with that project. Thank you Above
Thank you, I'll do my best with Taviana. And the bandits, wich might be fixed now, because they all go berserk on me, and have done for the last 1-2 weeks.

If it isn't fixed for everyone, then something breaks it. Wether it's an addon, or a feature. And then we gotta find it, and fix it. Unless, of course, it's just the AI having a hickup.


About the new Epoch building system, it should work abit better. The objects wont tilt depending on slope or not.

So what you see in the preview, pre-build, should be what you get. The binds still don't launch after reload. And I haven't found a good way to attack the object to your cursor. But this seems to work great until I work something else out.


*EDIT: I'm now done with everything exept Taviana, I'm going to do that now. But I'll post the update first, and then Taviana as a different link, like I mentioned before.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Siegfrid
Above wrote
Thank you, I'll do my best with Taviana. And the bandits, wich might be fixed now, because they all go berserk on me, and have done for the last 1-2 weeks.

If it isn't fixed for everyone, then something breaks it. Wether it's an addon, or a feature. And then we gotta find it, and fix it. Unless, of course, it's just the AI having a hickup.


About the new Epoch building system, it should work abit better. The objects wont tilt depending on slope or not.

So what you see in the preview, pre-build, should be what you get. The binds still don't launch after reload. And I haven't found a good way to attack the object to your cursor. But this seems to work great until I work something else out.


*EDIT: I'm now done with everything exept Taviana, I'm going to do that now. But I'll post the update first, and then Taviana as a different link, like I mentioned before.

Awesome, can you post the Changelog for the 2.9? don't want to assume on what's what, thanks for the hard work.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Above
Administrator
This post was updated on .
Siegfrid wrote
Above wrote
Thank you, I'll do my best with Taviana. And the bandits, wich might be fixed now, because they all go berserk on me, and have done for the last 1-2 weeks.

If it isn't fixed for everyone, then something breaks it. Wether it's an addon, or a feature. And then we gotta find it, and fix it. Unless, of course, it's just the AI having a hickup.


About the new Epoch building system, it should work abit better. The objects wont tilt depending on slope or not.

So what you see in the preview, pre-build, should be what you get. The binds still don't launch after reload. And I haven't found a good way to attack the object to your cursor. But this seems to work great until I work something else out.


*EDIT: I'm now done with everything exept Taviana, I'm going to do that now. But I'll post the update first, and then Taviana as a different link, like I mentioned before.

Awesome, can you post the Changelog for the 2.9? don't want to assume on what's what, thanks for the hard work.

Sorry, I completely forgot to do that! Thank you for being alert!


2.9 changes:

- The health regen system used in 1.8, + the UI for it.
- The latest Epoch building system.
- The crowbar classname is changed, so it'll spawn from now on.
- Possibly fixed the AI not attacking.
- The 1.8 crafting system should no longer break the Epoch building.



*EDIT: I'll add more bases and wrecks to Taviana tomorrow or something. It is abit thin as of now. But I wont clutter the map too much. Just some small stuff here and there.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Rome85
well ... again me and my mistakes

I'm playing BreakingZeroSPFriendlyAI.chernarus

I did a test with the bandits,only attack when you have civilian_clothes,it's funny because when you wear nothing left to attack,please,someone else happens? not if it happens in the other missions....

and ... one more thing,I leave a list of some things that should work but do not work:

portable generator,fuel pump,fuel barrel.

The following list is of items that do not appear when trying to build:

wood garage door,wood garage door locked,wall w/door,wall w/door locked,safe,large wall w/door,large wall w/door locked.

workbench also disappears upon removal,that's normal? I need to know if this happens to more people

I hope I've been helpful in something above,you are the best and this is the best mod.thanks
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Above
Administrator
Rome85 wrote
well ... again me and my mistakes

I'm playing BreakingZeroSPFriendlyAI.chernarus

I did a test with the bandits,only attack when you have civilian_clothes,it's funny because when you wear nothing left to attack,please,someone else happens? not if it happens in the other missions....
That's really strange, it never happened to me. I don't know about others, however. But the bandits attack me regardless of skins, even when I had the ignore issue, myself.

Are you using any additional addons?

Rome85 wrote
and ... one more thing,I leave a list of some things that should work but do not work:

portable generator,fuel pump,fuel barrel.
I haven't looked into this, as my prio was the building system. Is it really needed, with auto refuel and everything?

Rome85 wrote
The following list is of items that do not appear when trying to build:

wood garage door,wood garage door locked,wall w/door,wall w/door locked,safe,large wall w/door,large wall w/door locked.
Yes, I know about this. I don't know why it happens, though. All models should be loading properly. I haven't properly gone Sherlock on it, however.

Rome85 wrote
workbench also disappears upon removal,that's normal? I need to know if this happens to more people
Yes, this is how it's intended to work.

Rome85 wrote
I hope I've been helpful in something above,you are the best and this is the best mod.thanks
Thank you so much, I'm glad you're enjoying it.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Rome85
In reply to this post by Above
Above wrote
well ... again me and my mistakes

I'm playing BreakingZeroSPFriendlyAI.chernarus

I did a test with the bandits,only attack when you have
civilian_clothes,it's funny because when you wear nothing left to
attack,please,someone else happens? not if it happens in the other
missions....


That's really strange, it never happened to me. I don't know about others,
however. But the bandits attack me regardless of skins, even when I had the
ignore issue, myself.

Are you using any additional addons?
yuuup:

@CBA_CO,@KRON_SupportCall,@GLT_Missilebox_complete,@ASC_Core,@ASC_WeaponPack,@SigmaVehiclesPack

Above wrote
and ... one more thing,I leave a list of some things that should work but do
not work:

portable generator,fuel pump,fuel barrel.


I haven't looked into this, as my prio was the building system. Is it really
needed, with auto refuel and everything?
always good to have a fuel station in your base ... please .... also without that epoch is incomplete ...

Above wrote

The following list is of items that do not appear when trying to build:

wood garage door,wood garage door locked,wall w/door,wall w/door
locked,safe,large wall w/door,large wall w/door locked.


Yes, I know about this. I don't know why it happens, though. All models
should be loading properly. I haven't properly gone Sherlock on it, however.


workbench also disappears upon removal,that's normal? I need to know if this
happens to more people


Yes, this is how it's intended to work.


I hope I've been helpful in something above,you are the best and this is the
best mod.thanks


Thank you so much, I'm glad you're enjoying it.
thanks you and thanks for making it possible
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Above
Administrator
Rome85 wrote
yuuup:

@CBA_CO,@KRON_SupportCall,@GLT_Missilebox_complete,@ASC_Core,@ASC_WeaponPack,@SigmaVehiclesPack
This is possibly why you have that skin issue. Because no one else has reported the same thing.

Rome85 wrote
always good to have a fuel station in your base ... please .... also without that epoch is incomplete ...
I really do fail to see the importance, regardless of where your base is, there'll be an instant full-fuel can withing 1000m wich is a 2 min run. I might take a look at it later, but not now.


Above wrote

The following list is of items that do not appear when trying to build:

wood garage door,wood garage door locked,wall w/door,wall w/door
locked,safe,large wall w/door,large wall w/door locked.


Yes, I know about this. I don't know why it happens, though. All models
should be loading properly. I haven't properly gone Sherlock on it, however.


workbench also disappears upon removal,that's normal? I need to know if this
happens to more people


Yes, this is how it's intended to work.


I hope I've been helpful in something above,you are the best and this is the
best mod.thanks


Thank you so much, I'm glad you're enjoying it.
thanks you and thanks for making it possible


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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Rome85
Above wrote
yuuup:

@CBA_CO,@KRON_SupportCall,@GLT_Missilebox_complete,@ASC_Core,@ASC_WeaponPack,@SigmaVehiclesPack

This is possibly why you have that skin issue. Because no one else has
reported the same thing.
Blaze wrote
@Above,

Hey I've been playing the mod for a few days and one issue I've run into is
Bandits not engaging. Throughout my journey only two survivors joined me but
when I encounter Bandits, they just engage zombies and walk on by me. Can
this be fixed is is this a bug?
you sure? am the only one? ....
anyway uninstall all addons and proves,proves also in other missions,thanks

Above wrote
I really do fail to see the importance, regardless of where your base is,
there'll be an instant full-fuel can withing 1000m wich is a 2 min run. I
might take a look at it later, but not now.
but it is something that brings the system epoch and should work,therefore got yourself epoch,that you can build anything,is something that is there and can not be used,but I understand,anyone else cares about this,is a shame ....
thanks for your time
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Rabidgerbil
Rome85 wrote
but it is something that brings the system epoch and should work,therefore got yourself epoch,that you can build anything,is something that is there and can not be used,but I understand,anyone else cares about this,is a shame ....
thanks for your time
I have to agree with Above here, when there are so many auto-fuel spots around, it would defy the point of having it in base, when you can drive for 1-2 min and fill up instantly.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Above
Administrator
This post was updated on .
In reply to this post by Rome85
Rome85 wrote
you sure? am the only one? ....
anyway uninstall all addons and proves,proves also in other missions,thanks
This was another problem, abit like yours. But it had nothing to do with skins. I know how to fix both of them, it just wont let me edit that file, for some reason. I'll try again, though. I got some smaller things to fix anyways. =)


*EDIT: About the garage doors/doors. I can open and use those in the 3D editor. So I really don't get why they don't show up ingame. I'll dig deeper. I just noticed this in the editor when I was adding some more barracks to the map.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Siegfrid
This post was updated on .
In reply to this post by Above
Above wrote
If it isn't fixed for everyone, then something breaks it. Wether it's an addon, or a feature. And then we gotta find it, and fix it. Unless, of course, it's just the AI having a hickup.

About the new Epoch building system, it should work abit better. The objects wont tilt depending on slope or not.

So what you see in the preview, pre-build, should be what you get. The binds still don't launch after reload. And I haven't found a good way to attack the object to your cursor. But this seems to work great until I work something else out.

*EDIT: I'm now done with everything exept Taviana, I'm going to do that now. But I'll post the update first, and then Taviana as a different link, like I mentioned before.


*EDIT: I'll add more bases and wrecks to Taviana tomorrow or something. It is abit thin as of now. But I wont clutter the map too much. Just some small stuff here and there.

Above yousumbish, you fixed the problems I was having on both Building/Crafting and AI's stuttering after a reload, thank you for that. I'm now on my 7th hour of playtime and currently building a base after a reload. still gonna check everything so I can forward any hiccups to you.

I have a couple of suggestions on the Epoch Base building, Can you remove the "Countdown to Build" timer? and add the Raise/Lower Build item so we can have more freedom on the base building? other than that the last time I played on an epoch server when you de-construct a workbench it gives you back the materials needed to build it though it's negligible, and lastly can you put the smelting system on this mod? like smelt Engine, Fuel part, Tank traps and so on a camp fire so we have more options on getting the "Scrap Metal" other than spending Countless Hours trying to farm it on industrial areas or just cheating it. And Lastly Craft Canvas from Clothe/skins.

Have you seen DAYZ Aftermath? the gameplay, build system, weapon customization and custom buildings on that is good, been playing it for the past 2 weeks, and I think it would be a good next project if you're looking for one, that is if you can make an SP for that mod unlike Origins "Infringement" you mentioned before.

BTW do you have any idea if there's anyone working on a DayZ 2017? I really love that Mod, it gives the most feeling/experience on DayZ survival, sucks that it hasn't been updated.

Thanks for the update man, looking forward to your next update.

EDIT*  By anychance did you include the "Combination Safe" on the loot table?
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Re: RELEASE: BreakingZero [1.8] [Update: 2.8C]

Above
Administrator
Siegfrid wrote
Above yousumbish, you fixed the problems I was having on both Building/Crafting and AI's stuttering after a reload, thank you for that. I'm now on my 7th hour of playtime and currently building a base after a reload. still gonna check everything so I can forward any hiccups to you.
Sweet! And do so!

Siegfrid wrote
I have a couple of suggestions on the Epoch Base building, Can you remove the "Countdown to Build" timer? and add the Raise/Lower Build item so we can have more freedom on the base building? other than that the last time I played on an epoch server when you de-construct a workbench it gives you back the materials needed to build it though it's negligible.
The reason this isn't working atm, is because it's not working. Binds wont load after reloading. Therefor the only way to build is having a timer for the build.

Have you seen DAYZ Aftermath? the gameplay, build system, weapon customization and custom buildings on that is good, been playing it for the past 2 weeks, and I think it would be a good next project if you're looking for one, that is if you can make an SP for that mod unlike Origins "Infringement" you mentioned before.

BTW do you have any idea if there's anyone working on a DayZ 2017? I really love that Mod, it gives the most feeling/experience on DayZ survival, sucks that it hasn't been updated.

Thanks for the update man, looking forward to your next update.

EDIT*  By anychance did you include the "Combination Safe" on the loot table?
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