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

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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Rabidgerbil
read back a page.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Ripstop
In reply to this post by Above
Greetings Above,

DayZ X is interesting in that it appears to be completely stripped down. I used the ESP cheat on a fresh spawn and found that there were three old bicycles spawned in for vehicles. That was it! I had better luck on other fresh spawns.

I do have a request to not put in a lot of the junk that spawns. Canned food is my pet peeve. I was more than happy with the four different canned goods and two varieties of soda. With the new stuff, inventory management is more complex. The way how empty cans DO NOT stack really gets me. I've had more than five different stacks of empty cans in my inventory before I had an opportunity to discard them.

I found that on one of your older mods, some 'rocket fuel' type of soda would fubar your ability to throw anything (other empty cans, flares, chemsticks) just by trying to throw away the can after drinking the contents.

I know people like the variety but I wonder how many of these types of additions mess up other code somewhere else.

In the meantime, I use the cheat 'delete all loot' to vanquish the junk lying around rather than picking it up. I've also been studying the code used for scripting to determine if I can easily delete out anything I have no use for (all the weapon packs come to mind).

The effort that you, Haleks, and the others have put into these mods is outstanding and all of you have my admiration because I know C/C++ is closer to a low level machine language than something designed for the masses to easily use. (I believe that the Arma engine uses some type of C for scripting.)
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Rabidgerbil
In reply to this post by Rabidgerbil
strange, when I download it and try to move it across I get this message from 7zip: "An attempt was made to move the file pointer before the beginning of the file"
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Above
Administrator
Rabidgerbil wrote
strange, when I download it and try to move it across I get this message from 7zip: "An attempt was made to move the file pointer before the beginning of the file"
Yeah, both MEGA and Google Drive suck ass. I think Mediafire allows bigger downloads now, I'll give it a shot since Mediafire got everything, and never let me down. I'll have to try that tomorrow, though. AkA in a few hours.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Rabidgerbil
no worries, no big rush for me, I can wait as long as I have to
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

turin
In reply to this post by Above
thanks Above for another great mod :), i have one question: is there a lootcycle in dayz X?
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Kooppers
I have a noob question : this MOD can be played with Arma3 ? (native or with AiA)
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

xCONman259x
In reply to this post by Above
I press 0 twice to select the wooden floor and such, but it don't appear in my inventory... any help?
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

dannywaugh1
In reply to this post by Above
Brilliant, cannot wait for the epoch building system to be put in.

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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Rabidgerbil
In reply to this post by xCONman259x
look on the ground around you. chances are they spawn in like weapons, so they will spawn in on the ground.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

dannywaugh1
In reply to this post by xCONman259x
the building system isnt in yet
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

residentj3553
In reply to this post by Above
Honestly, even with a lot of stripped down features this mod is my personal favorite. (No offense Haleks ;] )
The only thing I can think of at the moment is more variety of AI. (Friendly, bandit, friendly squads, bandit squads, etc) and new infected (bloodsuckers, hounds, etc.) like BreakingZero and of course, Base building. Also, most people here are vets at DayZ and are able to gear fairly fast. Give us some random side missions to do like this. Otherwise, perfect mod buddy!
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Above
Administrator
In reply to this post by turin
turin wrote
thanks Above for another great mod :), i have one question: is there a lootcycle in dayz X?

Not in this version, I'm connecting the script to something for the update. =)
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Above
Administrator
In reply to this post by residentj3553
residentj3553 wrote
Honestly, even with a lot of stripped down features this mod is my personal favorite. (No offense Haleks ;] )
The only thing I can think of at the moment is more variety of AI. (Friendly, bandit, friendly squads, bandit squads, etc) and new infected (bloodsuckers, hounds, etc.) like BreakingZero and of course, Base building. Also, most people here are vets at DayZ and are able to gear fairly fast. Give us some random side missions to do like this. Otherwise, perfect mod buddy!

I'm glad you like it. As for the AI, I don't have any 100% fully worked out plans for AI. But it is something I'll work on as updates roll out.

Missions is also something I've already planned, I just haven't finished anything yet. I can get my hands on a super hard side mission setup, but also rewarding. The only problem is that (to me) the loot is somewhat pointless without a currency system and vendors. But this is something I wanna do. I'll (at some point) write a vendor + currency system.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

residentj3553
Rough estimate till the next update? I check the forums twice a day waiting...
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Above
Administrator
residentj3553 wrote
Rough estimate till the next update? I check the forums twice a day waiting...

The changes on the front page (0.1) will probably be uploaded today or tomorrow. The thing with me adding an "upcomming changes" is that I keep adding and thinking about what to add, until I upload it. Not even the changelog list is complete, as of now. I'm thinking about adding some sort of side missions in this update, or at least and additional mission with it.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

BossMann
Ok, after 12 hours of gameplay this is my review.

The mod is clean and fast, only one issue during loading (for me), Community configuration project e is missing and that means that i am forced to restart the mission if i ever choose to leave. loot spawning is great and although i have been finding endgame weapons directly after spawn (The town near the bridge you added is OP).

There are still too many bandits and i ended up having one of the biggest fire fights ever at spawn. What if you scrap the current system and just spawn some bandits randomly around the map and tell them to go somewhere (City, town, ect) and if there are none nearby spawn 2 within 1000m of the player (it would be nice if they looted the places that they go to too once lootcycles are introduced).

It is almost bug free but there are a few, take clothes stays on my scroll selector (you know about this) and when i crash a plane into the ground (or trees) i dont instantly die.

Can you make the vehicle spawn better, they most if not all spawn with no fuel and everything is broken. Can we have a bit of fuel and just a few parts broken (1 wheel poped, glass shattered) but it all needs to be random.

Over all the mod is great and just needs a bit more polish.
Cheers, BossMann
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Rabidgerbil
im waiting for a better download link to play this, I cant open the zipped folder sadly
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

vinhlap
Thank for new mod Above! Wait for Google Drive, hope
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

dannywaugh1
I know base building isnt in this one yet but in breaking zero I struggled to get wall or floors the same level/height how do you make everything the same height or level when building ?
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