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

classic Classic list List threaded Threaded
5520 messages Options
1 ... 179180181182183184185 ... 276
Reply | Threaded
Open this post in threaded view
|

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

draconis123
Above wrote
draconis123 wrote
Above wrote
draconis123 wrote
Does this support taming of dogs? That's really the last thing I need before this becomes perfect.

Loving the update!

Yes, there are dogs you can tame. I don't know how it works, though. Most of my dogs tend to leave me or die. Haha.

You might have to keep feeding them, but I'm not sure. I should implement the dog UI back, I guess. If it works that is.
Definitely! I just spawned one with loki and tamed it with raw meat. The whistle and bark don't make any noise but they do work. Now it's almost like my real life German Shepherd.

Really? They both made noices last time I tested it, wich was a long time ago. But I've not removed anything since then. Have you tried with a "real" dog?
Haven't tried with a "real" dog yet. I will try to find one and get it done today. Whenever I command a bark an error comes up saying file not found.
Reply | Threaded
Open this post in threaded view
|

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

Above
Administrator
draconis123 wrote
Above wrote
draconis123 wrote
Above wrote
draconis123 wrote
Does this support taming of dogs? That's really the last thing I need before this becomes perfect.

Loving the update!

Yes, there are dogs you can tame. I don't know how it works, though. Most of my dogs tend to leave me or die. Haha.

You might have to keep feeding them, but I'm not sure. I should implement the dog UI back, I guess. If it works that is.
Definitely! I just spawned one with loki and tamed it with raw meat. The whistle and bark don't make any noise but they do work. Now it's almost like my real life German Shepherd.

Really? They both made noices last time I tested it, wich was a long time ago. But I've not removed anything since then. Have you tried with a "real" dog?
Haven't tried with a "real" dog yet. I will try to find one and get it done today. Whenever I command a bark an error comes up saying file not found.

Hmmm, if you get an error about the sound being gone, I might actually have messed something up. I had the same error with the sleeping feature, but the sound is there. That's why there's no snoring anymore. I'll look into both, and see if I can find out where they were "removed" from. The barking sound should be in the ArmA files, so this is probably a patch problem.
Reply | Threaded
Open this post in threaded view
|

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

gods
In reply to this post by Above
How do you install Taviana 3.4O files
Reply | Threaded
Open this post in threaded view
|

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

Goat Worrier
This post was updated on .
gods wrote
How do you install Taviana 3.4O files
Edited - please re-read it "Gods"

Assuming that you've already installed BreakingZero and updated it (see page 1)...

Put everything in the BreakingZero Taviana 3.4O zipped archive into a new mod folder, say @BreakingZeroTaviana. Then update your shortcut to include this mod as well as the BreakingZero mod. Now copy over the files from the Mission folder into your ArmA2/Missions folder and start a new SP game using one of them.

Additionally, if you want to play with friendly AI team members go into the "Friendly AI Files" folder and copy everything below that into your new @BreakingZeroTaviana folder, overwriting as you go. Once done copy over the files from the Mission folder into your ArmA2/Missions folder and start a new SP game using one of them instead.
Reply | Threaded
Open this post in threaded view
|

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

Above
Administrator
Goat Worrier wrote
gods wrote
How do you install Taviana 3.4O files
Assuming that you've already installed BreakingZero and updated it (see page 1)...

Put everything in the BreakingZero Taviana 3.4O zipped archive into your existing BreakingZero mod folder, overwriting as you go. Then copy over the files from the Mission folder into your ArmA2/Missions folder and start a new SP game using one of them.

Additionally, if you want to play with friendly AI team members go into the "Friendly AI Files" folder and copy everything below that into your BreakingZero mod folder, again overwriting as you go. Once done copy over the files from the Mission folder into your ArmA2/Missions folder and start a new SP game using one of them.

Having the same mod folder for both Taviana and Chernarus/Podagorsk is not good. Not only will you only be able to cut trees down on one of them. But the Taviana files also messes up the smaller appartment building, and causes lag. I would suggest using another folder for Taviana.
Reply | Threaded
Open this post in threaded view
|

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

Goat Worrier
Above wrote
Goat Worrier wrote
gods wrote
How do you install Taviana 3.4O files
Assuming that you've already installed BreakingZero and updated it (see page 1)...

Put everything in the BreakingZero Taviana 3.4O zipped archive into your existing BreakingZero mod folder, overwriting as you go. Then copy over the files from the Mission folder into your ArmA2/Missions folder and start a new SP game using one of them.

Additionally, if you want to play with friendly AI team members go into the "Friendly AI Files" folder and copy everything below that into your BreakingZero mod folder, again overwriting as you go. Once done copy over the files from the Mission folder into your ArmA2/Missions folder and start a new SP game using one of them.

Having the same mod folder for both Taviana and Chernarus/Podagorsk is not good. Not only will you only be able to cut trees down on one of them. But the Taviana files also messes up the smaller appartment building, and causes lag. I would suggest using another folder for Taviana.
Yes, noted and updated - I'm a dummy
Reply | Threaded
Open this post in threaded view
|

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

Above
Administrator
Goat Worrier wrote
Above wrote
Goat Worrier wrote
gods wrote
How do you install Taviana 3.4O files
Assuming that you've already installed BreakingZero and updated it (see page 1)...

Put everything in the BreakingZero Taviana 3.4O zipped archive into your existing BreakingZero mod folder, overwriting as you go. Then copy over the files from the Mission folder into your ArmA2/Missions folder and start a new SP game using one of them.

Additionally, if you want to play with friendly AI team members go into the "Friendly AI Files" folder and copy everything below that into your BreakingZero mod folder, again overwriting as you go. Once done copy over the files from the Mission folder into your ArmA2/Missions folder and start a new SP game using one of them.

Having the same mod folder for both Taviana and Chernarus/Podagorsk is not good. Not only will you only be able to cut trees down on one of them. But the Taviana files also messes up the smaller appartment building, and causes lag. I would suggest using another folder for Taviana.
Yes, noted and updated - I'm a dummy

No, you're not a dummy. It was my original plan, until I noticed it.
Reply | Threaded
Open this post in threaded view
|

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

BossMann
The new website is finished. :P
Cheers, BossMann
Reply | Threaded
Open this post in threaded view
|

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

Goat Worrier
In reply to this post by Above
Above wrote
No, you're not a dummy. It was my original plan, until I noticed it.
Ah, hey it's all good.

Sadly I've nothing more to report about additional trader bases so far on the new Tavaina (not that I knew much about the old one at all). After getting bored of crashing through various woods and forests I went off to look at Dr Ivan's Lab, having seen a video of it way back, but I didn't think very much of it at all. Then me and my 'team' went to Sector B and promptly got our asses handed to us by what looked like a whole squad of hostile AI that came up the beach behind us soon after we'd touched down. I'll get back there soon enough. Then I took a look at the nuclear power station, which I thought might hold some interesting things but it hasn't been fleshed out at all yet. No places of interest, no loot spawning and nothing seems to be climbable even though there are big ladders everywhere. Isle Shibenik near the top of the map might have what looks like a prison of some sort on it (no clue whether this is new or not) but I haven't been there yet.

Time for a bit more tree felling...
Reply | Threaded
Open this post in threaded view
|

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

Goat Worrier
In reply to this post by BossMann
BossMann wrote
The new website is finished. :P
Nice - are we allowed to sign up yet or are there some loose ends to sort?
Reply | Threaded
Open this post in threaded view
|

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

gods
In reply to this post by Goat Worrier
Goat Worrier wrote
gods wrote
How do you install Taviana 3.4O files
Edited - please re-read it "Gods"

Assuming that you've already installed BreakingZero and updated it (see page 1)...

Put everything in the BreakingZero Taviana 3.4O zipped archive into a new mod folder, say @BreakingZeroTaviana. Then update your shortcut to include this mod as well as the BreakingZero mod. Now copy over the files from the Mission folder into your ArmA2/Missions folder and start a new SP game using one of them.

Additionally, if you want to play with friendly AI team members go into the "Friendly AI Files" folder and copy everything below that into your new @BreakingZeroTaviana folder, overwriting as you go. Once done copy over the files from the Mission folder into your ArmA2/Missions folder and start a new SP game using one of them instead.
Thanks sorry when i downloaded the files it some reason did not give me all of them so i redownloaded and i got it to work.
Reply | Threaded
Open this post in threaded view
|

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

Goat Worrier
gods wrote
Goat Worrier wrote
gods wrote
How do you install Taviana 3.4O files
Edited - please re-read it "Gods"

Assuming that you've already installed BreakingZero and updated it (see page 1)...

Put everything in the BreakingZero Taviana 3.4O zipped archive into a new mod folder, say @BreakingZeroTaviana. Then update your shortcut to include this mod as well as the BreakingZero mod. Now copy over the files from the Mission folder into your ArmA2/Missions folder and start a new SP game using one of them.

Additionally, if you want to play with friendly AI team members go into the "Friendly AI Files" folder and copy everything below that into your new @BreakingZeroTaviana folder, overwriting as you go. Once done copy over the files from the Mission folder into your ArmA2/Missions folder and start a new SP game using one of them instead.
Thanks sorry when i downloaded the files it some reason did not give me all of them so i redownloaded and i got it to work.
No problem at all - have fun!
Reply | Threaded
Open this post in threaded view
|

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

Tango33
In reply to this post by Above
  Whats up Above, just wanted to stop in and say this release is awesome and still enjoying the hell out of it, all three maps, tavi is amazing. These maps have such a good feel with all the mods combined. you have done a great job my sir, they even run better than ever after hours of play.                                                                                                                                              

 feedback on what i think would be cool if added  
1 New threat, possibly the bloodsuckers, maybe the predators from the pred. mod, or the aliens from Napf Alienized. Nothing over bearing just something scary in the woods.
2 trading posts, would give you something to do with all the extra gear and help with the base building, also forces you to take the risk of dying fighting the hazards in the world to get what you need.
3 Finishing the Epoch building system, which we all know you are doing, its working pretty good now, can even craft fuel pumps at my base, not that i need them.
4 More military vehicle spawns , like you but police cars at the police station, firetrucks at the fire station. What about tanks , apc's  and some other cool stuff at the military bases.
5 More heli patrols would be sweet, also a good script for ai driving cars, even if they just go around the block, it adds so much immersion.
6 Is it possible to make vehicles respawn and have the helis rearm and refuel .

Just some ideas, i am sure you have thought of most, if not all.
Thanks again for the hard ass work.
Reply | Threaded
Open this post in threaded view
|

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

saprykheid
In reply to this post by Above
Oh, I also have all files (plus Taviana) in one folder. I think it also results in unnecessary long startup time, if you only play Chernarus... Even on SSD.
Reply | Threaded
Open this post in threaded view
|

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

xToast
In reply to this post by BossMann
BossMann wrote
The new website is finished. :P
New website?!
I'm a toast. Deal with it.
Reply | Threaded
Open this post in threaded view
|

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

BossMann
ya, dayzsp.com
Cheers, BossMann
Reply | Threaded
Open this post in threaded view
|

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

xToast
BossMann wrote
ya, dayzsp.com
Thanks!
I'm a toast. Deal with it.
Reply | Threaded
Open this post in threaded view
|

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

Above
Administrator
In reply to this post by Tango33
Tango33 wrote
Whats up Above, just wanted to stop in and say this release is awesome and still enjoying the hell out of it, all three maps, tavi is amazing. These maps have such a good feel with all the mods combined. you have done a great job my sir, they even run better than ever after hours of play.                                                                                                                                              

 feedback on what i think would be cool if added  
1 New threat, possibly the bloodsuckers, maybe the predators from the pred. mod, or the aliens from Napf Alienized. Nothing over bearing just something scary in the woods.
2 trading posts, would give you something to do with all the extra gear and help with the base building, also forces you to take the risk of dying fighting the hazards in the world to get what you need.
3 Finishing the Epoch building system, which we all know you are doing, its working pretty good now, can even craft fuel pumps at my base, not that i need them.
4 More military vehicle spawns , like you but police cars at the police station, firetrucks at the fire station. What about tanks , apc's  and some other cool stuff at the military bases.
5 More heli patrols would be sweet, also a good script for ai driving cars, even if they just go around the block, it adds so much immersion.
6 Is it possible to make vehicles respawn and have the helis rearm and refuel .

Just some ideas, i am sure you have thought of most, if not all.
Thanks again for the hard ass work.

We did have patrolling cars, but they caused lag (like the helis do when they get closer to you). And they would just crash. It wouldn't work with all the wrecks and stuff. I did find some cars that worked properly, but most of them just wouldn't show up.

About the helis, I'm gonna make the helis respawn when crashed. So that I can add heli triggers to the whole map, without them respawning everytime you change skin.

About additional threat, I'll most likely add the Origins AI or my own. Mainly at Sector B and the lab. But I might also set up a few snipers with a chance of spawning. I might see if I can spawn the alien zeds they use in Origins, Dr. Ivan spawns, so I can't see why the alien zeds don't.

And about Dr. Ivan, I'll add some weapon to his loot table, they'll be really rare. And you'll most likely just find food on him. But there'll be a chance on SVD camo, and maybe something else. (This, because he takes a while to kill, and give you a reason to kill him).

About the traders, I've considered this, and even planned it. But it's still not a prio. Building system and new AI comes first.

And I really can't add more vehicles now. There are quite a few vehicles spawning, vodnik/armed humvee included. Aswell as armed helis.
Reply | Threaded
Open this post in threaded view
|

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

xToast
In reply to this post by BossMann
BossMann wrote
ya, dayzsp.com
So I made an account but how do I change my profile picture? I need my toast. ._.

I'm a toast. Deal with it.
Reply | Threaded
Open this post in threaded view
|

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

BossMann
xToast wrote
BossMann wrote
ya, dayzsp.com
So I made an account but how do I change my profile picture? I need my toast. ._.

Hm, i will check "^~^"
Cheers, BossMann
1 ... 179180181182183184185 ... 276