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

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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

Blaze
Above wrote
Blaze wrote
@Above

Any plans on keeping the Military Survivor Uniform on the upcoming mod? Also on the current/latest mod you released, How hard would it be to scrap the building system?

The Epoch building system is spread out in 8 ish files, and most of them, you can't just delete them. Don't you want the Epoch building system? If people don't want it, I'll make a version before I add it to DayZ X, so that there's an option.

As for the skin, I wasn't planning to use it, no.
Thanks for the reply. In reality I don't mind it at all. Personally since it's single player I wasn't using it. It's more of a personal preference but I don't want the rest of the community being affected because of me. I've always appreciated your work and have confidence in you as a developer. I don't think there is a need for a version without it as it not a serious issue but that is just me. On a side note, I'm very excited for the new version your working on :)
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

donbutaraul69
why i have only 3 fps? and i get spawned on a hill and i see at 1km some tres but no bushes and grass?
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

fedus_87
Administrator
i think you get that error when you run 2 different codes at once so make sure that breakingzero is the only code you are launching and if not it has to be some extra addon that your using.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

Rabidgerbil
In reply to this post by donbutaraul69
if thats happening right as you start a new game, its just taking time to load in. it can take up to 5 min to finish loading, at which point you can choose your character
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

donbutaraul69
i get spawned i was a man with long hair and with a satanic T-shirt and i see only green terain , no grass, no bushes, no stones, andin he right i see some trees at about 5km and i have 5,7 fps, i have dayzfactions by haleks and 2018 but in other folder not in @Breakingpoint
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

Rabidgerbil
In reply to this post by donbutaraul69
just wait a while and the character selection screen will appear
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

Above
Administrator
In reply to this post by Rabidgerbil
Rabidgerbil wrote
if thats happening right as you start a new game, its just taking time to load in. it can take up to 5 min to finish loading, at which point you can choose your character

Correct, I had to place a unit there, because I messed up. So he'll be selected as your character until you get to pick a gender. All this BS is fixed in the new version, of course. I just have to balance some things. And add the right addons, as of now, it's working fine. It just feels like something is missing.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

SLICK
In reply to this post by Above
When I spawn in my body is all messed up and instead of have i have claws. Also zombies have claws. I thing the ns_mustants.pbo code is the problem.... Please help
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

Above
Administrator
SLICK wrote
When I spawn in my body is all messed up and instead of have i have claws. Also zombies have claws. I thing the ns_mustants.pbo code is the problem.... Please help

Until I update, you'll have to use SOW.


Just an "introduction" to the new mod for people interested.

As for "DayZ X" I'll have quite a few fixes and changes. I'll try to mention everything worth mentioning, first of, it'll be more or less like BreakingZero. Not much is going to change. But mainly, it's on a clean 1.8.0.3 code, so it'll be way cleaner, and smoother.

It'll have some custom skins and weapons (not as many to begin with).

Loot will be abit more rare.

There will be a version with the Epoch building system, and one without. (The Epoch building system will most likely not work well with the 1.8.0.3 crafting system, so you might have to make a decision until I get that fixed).

Small fixes, like color changing after resuming (it would go a bit brighter with less colors, due to no color filter set). I also realised that SARGE didn't have a faction for the zombies, and they were in fact not chasing AI, so I'll see if I can get that working.

You will be able to sleep for health, and pass X hours. Aswell as self bloodbag, and take skins off of dead bodies.

As for friendly AI, I have no plan set in stone. But I will come up with something better than the last friendly AI project.

It will have the latest Origins vehicles (I might've missed some, but I'll add them if so).

It will also have the opened DayZero buildings. (With loot, obviously).

It'll be on the same Chernarus map as BreakingZero Chernarus was, and probably only on Chernarus in the beginning. But I'll definitely add Panthera as second map (sometime after "DayZ X" is finished and confirmed working properly).

AI + their loot have been reduced, there's no pause when they spawn, so you can never really be sure who's about.

It will be using some custom backpacks (the apocolypse ones from 2017, because they look dope) and the one in the previous picture with the epi-pens, aswell as the kids backpack from Origins. The backpack slots are currently in  the same range as before (10-64). This can be changed, depending on what you want.

If you have any ideas (apart from the Epoch traders), feel free to voice your opinion(s). I'll probably work on the traders when DayZ X is at a point where there's not that much to do with it.


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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

fedex054
Dude  this  looks amazing
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

Above
Administrator
fedex054 wrote
Dude  this  looks amazing

I'm glad you think that, it's not gonna be alot different, though. The name change is merely because X means unknown, and there are so many mods involved in this mod. So I thought it was a suiting name.

The first release will probably not be ideal, but it's also mainly for opinions and testing. I can't say when it'll be ready, but it shouldn't be that long. I just gotta add some small scripts and the Epoch building system. I'm doing alot of other things, too, though.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

fedex054
Above wrote
fedex054 wrote
Dude  this  looks amazing

I'm glad you think that, it's not gonna be alot different, though. The name change is merely because X means unknown, and there are so many mods involved in this mod. So I thought it was a suiting name.

The first release will probably not be ideal, but it's also mainly for opinions and testing. I can't say when it'll be ready, but it shouldn't be that long. I just gotta add some small scripts and the Epoch building system. I'm doing alot of other things, too, though.
Yeah dude I loved the breaking zero one but it was kinda buggy for me but this one looks and sounds better and yeah the x In the name is cooler
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

Above
Administrator
fedex054 wrote
Above wrote
fedex054 wrote
Dude  this  looks amazing

I'm glad you think that, it's not gonna be alot different, though. The name change is merely because X means unknown, and there are so many mods involved in this mod. So I thought it was a suiting name.

The first release will probably not be ideal, but it's also mainly for opinions and testing. I can't say when it'll be ready, but it shouldn't be that long. I just gotta add some small scripts and the Epoch building system. I'm doing alot of other things, too, though.
Yeah dude I loved the breaking zero one but it was kinda buggy for me but this one looks and sounds better and yeah the x In the name is cooler

Yeah, it was glitchy because the whole Breaking Point mod for ArmA 2 was kinda messy. CoWarMod not working properly with it, graphical glitches if you didn't have the sound mod and alot of stuff. (Not to mention the actions that I personally fucked up).

This one will be way better, because if people want better sounds, they can just get JSRS. Or nothing, and it wont affec the mod itself. I don't think I'll use the take clothing feature, though. The skins are fairly common as it is, and when/if I add more, it'll be even easier.

Apart from all those pro's of the clean new mod, it'll be hell of a lot easier for me to edit. Since I know what was added where, and what depends on what.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

Austin320
In reply to this post by Above
If you add the traders, please make it so bandits/survivors drop very little. I find that across all of these mods they drop a lot given their spawn rate. I assume that the epoch trader addition would mean the addition of metals as currency, so please make them drop none. It's far too easy to make cash in any epoch server. This needs to be stopped. I fucking love the system, but all of the servers milk it and make it easier than it should be by having ai drop loads of shit.


On a side note, I am experiencing a graphical glitch on the current mod. I have claws, torso flipped, cap backwards. It's not only me though, all zombies and shit too. I just got into this recently, started with halek's factions.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

Above
Administrator
Austin320 wrote
If you add the traders, please make it so bandits/survivors drop very little. I find that across all of these mods they drop a lot given their spawn rate. I assume that the epoch trader addition would mean the addition of metals as currency, so please make them drop none. It's far too easy to make cash in any epoch server. This needs to be stopped. I fucking love the system, but all of the servers milk it and make it easier than it should be by having ai drop loads of shit.


On a side note, I am experiencing a graphical glitch on the current mod. I have claws, torso flipped, cap backwards. It's not only me though, all zombies and shit too. I just got into this recently, started with halek's factions.

There are already little to no AI, and roger, I wont have them drop the currency if I add traders.

The graphical glitches are fixed by downloading SOW (a sound mod). Yes, this is random as hell, but somehow that affects the bloodsucker addon. This will all be sorted in the updated mod.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

fedex054
Above how far are with the mod
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

AManNamed2
In reply to this post by Above
IF you add traders, maybe make another mission where AI will drop the currency (Not like AI drop a briefcase or a 10oz, maybe the highest they can drop is 1 gold and some copper)
(Sorry for the spam, I am still trying to understand and how this website works) :D
ASignatureNamed2
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

Above
Administrator
In reply to this post by fedex054
fedex054 wrote
Above how far are with the mod

All I really gotta do is argue 1 thing, and add the Epoch building system. I'll have to settle my gaming needs, too, though.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

Above
Administrator
In reply to this post by AManNamed2
AManNamed2 wrote
IF you add traders, maybe make another mission where AI will drop the currency (Not like AI drop a briefcase or a 10oz, maybe the highest they can drop is 1 gold and some copper)
(Sorry for the spam, I am still trying to understand and how this website works) :D

It will probably be a while until I add the traders at all, to be realistic here.

And don't worry. =)
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

fedex054
In reply to this post by Above
Above wrote
fedex054 wrote
Above how far are with the mod

All I really gotta do is argue 1 thing, and add the Epoch building system. I'll have to settle my gaming needs, too, though.
OK sweet and don't worry about it bro I can wait take your time.
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