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

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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
Taviana 3.4O [22/10-2013]. Mirror #1.

Taviana 3.4O [22/10-2013]. Mirror #2.

<quote>
Taviana 3.4O changes:

- Taviana "blabla vehicle damage not found" error fixed.
- We're now using the latest Origins map.
- We're using all the latest Origins zombies.
- We're using all the Origins latest vehicles.
- The new meat (cooked and raw) has been added to bandits.
- The codes without health percentage were removed. 1.8/1.7.7.1 UI's are both included still.
- We're using the Origins fast animations (makes the game feel REALLY smooth).
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3] |21/10-2013|

VileThings
In reply to this post by Above
Above wrote
I'll upload it tomorrow, all I gotta do now is lower the vehicle spawns abit (there are about 3-10 cars per city).
I actually rather like the overabundance of cars. Maybe go the other direction and make fuel more scarce?
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3] |21/10-2013|

Snuggly Overlord
This, or make cars common, but have them in wrecked groups on the highway or something, placed more realistically
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3] |21/10-2013|

saprykheid
This post was updated on .
In reply to this post by VileThings
Thanks, Above! Now I am really curious if I'll share your enthusiasm about Taviana :)
EDIT: minor: one of the NoAI mission files has not a correct description ingame - you cannot distinguish from regular Taviana mission...
EDIT2: Hmm, I still get the "bad vehicle" error message in the beginning. And don't see a difference in the zombie animations. hmmmm.

And a suggestion: Can't we have "<player x killed player y with weapon z from n meters>" in the cheat menu? You probably have seen this on servers...
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Rome85
In reply to this post by Above
Taviana 3.40 i like,but...I'm in the middle of the forest and I can not cut wood,I have a hatchet and I know how to use it....
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3] |21/10-2013|

Above
Administrator
In reply to this post by Snuggly Overlord
Snuggly Overlord wrote
This, or make cars common, but have them in wrecked groups on the highway or something, placed more realistically


They've already done this but with wrecks, all over the map.

But I want rare vehicles, because you can just refuel anywhere. However, I lowered every vehicle above 30% spawn chance down to 12-16. There are still alot of cars. But the map is also big, so you don't actually find a shit ton of cars.

Also, if you want the flying fortress, the highest chance for it to spawn is Sector B.

I'll also look into adding AI to the underground place and Sector B. Those plases are not the same with just regular AI.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3] |21/10-2013|

Above
Administrator
In reply to this post by saprykheid
saprykheid wrote
Thanks, Above! Now I am really curious if I'll share your enthusiasm about Taviana :)
EDIT: minor: one of the NoAI mission files has not a correct description ingame - you cannot distinguish from regular Taviana mission...
EDIT2: Hmm, I still get the "bad vehicle" error message in the beginning. And don't see a difference in the zombie animations. hmmmm.

And a suggestion: Can't we have "<player x killed player y with weapon z from n meters>" in the cheat menu? You probably have seen this on servers...

I never said the bad vehicle error was fixed. And all animations are faster. And I'll take a look at the title thing..


I wanted killmessages, just to see the exact range etc. But there's no point really, it will feel more like MP. But it's more hardcore if you're not sure if they're dead.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
In reply to this post by Rome85
Rome85 wrote
Taviana 3.40 i like,but...I'm in the middle of the forest and I can not cut wood,I have a hatchet and I know how to use it....

It needs to be the correct forrest. I'll see if Origins got a better chop wood script than the original Taviana chop wood script.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
In reply to this post by Above
Guys, I'm sorry. I actually forgot to include the file that speeds up animations and adds the new zombie models. My bad.

Here's the link. Sorry about that.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3] |21/10-2013|

Siegfrid
In reply to this post by Above
Above wrote
Also, if you want the flying fortress, the highest chance for it to spawn is Sector B.

I'll also look into adding AI to the underground place and Sector B. Those plases are not the same with just regular AI.

Uggh above you sumbish, there goes 12hours of my life playing this Taviana Mod of yours, Underground place you mean Dr. Ivan's Lab?. And oh before I forget, make the AI's at Sec B fucking insane to make it worthwhile going there. <3

Great work btw.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3] |21/10-2013|

Above
Administrator
Siegfrid wrote
Above wrote
Also, if you want the flying fortress, the highest chance for it to spawn is Sector B.

I'll also look into adding AI to the underground place and Sector B. Those plases are not the same with just regular AI.

Uggh above you sumbish, there goes 12hours of my life playing this Taviana Mod of yours, Underground place you mean Dr. Ivan's Lab?. And oh before I forget, make the AI's at Sec B fucking insane to make it worthwhile going there. <3

Great work btw.

Yes, I'm giving them max skill, but guaranteed night visions etc. I'll make 3 or something loadouts for them.

And yes, Dr. Ivan's lab is what I meant by "underground place". Aren't I a beast at explaining stuff? "Underground place". Haha.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Rome85
In reply to this post by Above
do not forget this in the next update:
- The error correcting camping tents
- IA friendly with infinite ammo

pleeeeeeease
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
This post was updated on .
Rome85 wrote
do not forget this in the next update:
- The error correcting camping tents
- IA friendly with infinite ammo

pleeeeeeease

I'm still not sure about the packing tent feature. Since all the pack tent scripts are the same.

And yes, I'll do something about their ammo. I should've done it for this update, but I was super hyped about all the Origins stuff, so I forgot again. I'll make a bigger update list, and update the whole BreakingZero release.

*EDIT: DO NOT FORGET TO DOWLOAD THIS IF YOU HAVEN'T, it adds the new Origins zombies and the smooth/fast animations!
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

TheRedScare
I don't know if you missed my post or forgot to respond but I was wondering about Epoch's trading feature being possibly added? I am aware it is complicated though but I feel that traders would make the SP experience complete.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

BROWNY
My post most have got lost in everyone elses. Any chance of making an added system to the building. Just so that it suggests a good place to put it, for example putting a wall onto a base so that it is evenly on the floor piece.
I have found that it can be pretty annoying trying to place things as they usually end up being slanted on not properly fixed to the other piece.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
In reply to this post by TheRedScare
TheRedScare wrote
I don't know if you missed my post or forgot to respond but I was wondering about Epoch's trading feature being possibly added? I am aware it is complicated though but I feel that traders would make the SP experience complete.

I might add traders to an additional mission, but I wont add them to the main mission. (Not that this matters to anyone). But it is not a prio, but I might eventually add them.

However, my thought on the traders is that they'll make it way to easy to get "done". I like the whole vendor kinda thing, but singleplayer needs something to do, because going out hunting players, or being a hero, just isn't rewarding enough. I'll try to come up with something ideal.

And sorry for not putting as much effort into this feature. But my main focus is on the Epoch building system now, I'm gonna fix the doors/garage stuff. And then see if I can get a sollution for the higher/lower function.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

TheRedScare
Its okay haha, I am not too bothered about it if its too much of a pain, I am aware it might seem too easy but to combat that you could make it only have one trader city in the center of the map (or elsewhere) and edit the traders prices so that stuff sells for less and costs more. For example a car is no longer 2 gold (using a cheap used car for an example) it is instead 1 10 oz gold bar/ 6 gold bars. Its just because I often get a base set up and its nearly filled with guns that I won't ever use but I don't have a good vehicle or antibiotics. The trader system is good as it lets you get things you may not be able to find.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
TheRedScare wrote
Its okay haha, I am not too bothered about it if its too much of a pain, I am aware it might seem too easy but to combat that you could make it only have one trader city in the center of the map (or elsewhere) and edit the traders prices so that stuff sells for less and costs more. For example a car is no longer 2 gold (using a cheap used car for an example) it is instead 1 10 oz gold bar/ 6 gold bars. Its just because I often get a base set up and its nearly filled with guns that I won't ever use but I don't have a good vehicle or antibiotics. The trader system is good as it lets you get things you may not be able to find.

Touche, those are some damn valid points.

I was just thinking yesterday actually "what if you spawn and get geared, and then realize your vehicle haven't spawned".

I should've been more openminded regarding the traders, I'll see what and when I can do it. And if I can come up with a perfect system.

What I just thought about now was to have traders in the woods, with a random spawn chance. Let's say about 10 of each traders, scattered on the map. With about 50% or less spawn chance. That will guarantee at least 1 of each trader. And you would have to find him. This just hit me now, so it's not thought through at all.

Or in fact, I could probably get a script setup where 1 of each is guaranteed to spawn, but randomly.

I'm also gonna start writing a script for loot. Let's say every 30 min or an hour, all the loot will get deleted. This will let you drink without having to pick up every tin can. (I pick all tin cans up and throw them, because I got FPS paranoia).
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

TheRedScare
Heh thanks, if you want I could probably draw up a new price list for it based on loot spawns in Breaking Zero so its suited for the mod. I like the idea of the random traders since its like the wholesalers, though making two separate missions with one mission containing one trader city and one with random traders could avoid people getting angry over having to travel miles to get to a food trader.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Ripstop
In reply to this post by BROWNY
@BROWNY:

I'll suggest you get a compass before building anything. Bring up your compass, choose a heading, double tap the alt key to go into free look. Now your body is always aligned and your building pieces will never be on angles from each other. You will also be able to look around what you are building to try to evenly set it down where you want it.

I always use a compass to build. This method hasn't let me down yet.

@Above:

I always throw away my empty tin cans too. I'm just afraid that they won't despawn. Also, thank you very much for all the work you've put into this. I'm enjoying myself immensely.
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