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

classic Classic list List threaded Threaded
5520 messages Options
1 ... 29303132333435 ... 276
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Reidsy
Hmm, I've only seen 1-2 when I've played  But I'll do a greater search tomorrow, thanks for the help c:
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Above
Administrator
Reidsy wrote
Hmm, I've only seen 1-2 when I've played  But I'll do a greater search tomorrow, thanks for the help c:
30-100+ cars spawn each time you start a mission. I've been thinking about decreasing it, because there are actually cars everywhere. You'll start seeing alot of'em when you've taken a look at the spawnlocations.

http://dayzdb.com/map#4.122.118 (Keep in mind that there are additional vehicle spawns too).

I put alot of cars in places I felt like "Hmmm, this spawn would make sense".
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Reidsy
Above wrote
Reidsy wrote
Hmm, I've only seen 1-2 when I've played  But I'll do a greater search tomorrow, thanks for the help c:
30-100+ cars spawn each time you start a mission. I've been thinking about decreasing it, because there are actually cars everywhere. You'll start seeing alot of'em when you've taken a look at the spawnlocations.

http://dayzdb.com/map#4.122.118 (Keep in mind that there are additional vehicle spawns too).

I put alot of cars in places I felt like "Hmmm, this spawn would make sense".
Thanks for the help, Above :D
Ray
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Ray
If you still want to increase the chance, then De-PBO the mission and edit the vehicle spawnchance in the editor.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Above
Administrator
In reply to this post by Reidsy
Reidsy wrote
Above wrote
Reidsy wrote
Hmm, I've only seen 1-2 when I've played  But I'll do a greater search tomorrow, thanks for the help c:
30-100+ cars spawn each time you start a mission. I've been thinking about decreasing it, because there are actually cars everywhere. You'll start seeing alot of'em when you've taken a look at the spawnlocations.

http://dayzdb.com/map#4.122.118 (Keep in mind that there are additional vehicle spawns too).

I put alot of cars in places I felt like "Hmmm, this spawn would make sense".
Thanks for the help, Above :D

My pleasure.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Above
Administrator
This post was updated on .
This will be updated soon.

Changes:

[ADDED] Ammo loot for all weapons added to the ammo loot table.

[FIXED] UI not working after reloading.

[FIXED] AI spawn fixed. (Less will spawn, and spread out on 1000m). It's looking REALLY good so far.

[FIXED] AI loot reduced. They'll only have 5 magazines for their rifle, and 4 for their pistol. They'll only have 1-2 pieces of food/water. They'll only have 1-2 medical items.

[MAYBE] the skins from Haleks release.

[MAYBE] the factions from Haleks release. (I'm not sure, though. They seem to ignore the player because of it. I might rewrite it, and make the player a prio).

A new Chernarus map that is heavily modded. (New weather system, new buildings, a bit of snow, every wreck and the new buildings will spawn loot. A battlefield with broken tanks and stuff (possibly loot)). I also added alot more interior and objects, and new cities/expanded villages and cities.

New skin menu (regardless of the "MAYBE" changes).

Timecycle script is removed.

Respawn script is removed.

[FIXED] Epeen monitor + combat roll added (they do not seem to load after re-loading a save, though. I'll see if it's fixable).

[MAYBE] a new tent model.

These are the changes I can remember now, I'll update this post as I come up with more stuff.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

VeritasMK
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Above
Administrator
VeritasMK wrote
Above,

Thanks very much for doing this.  I don't have the time nor the internet connection to enjoy DayZ on the internet.  It is also exciting to hear that you are coming out with a new version which sounds great.

If it is possible could you update the Build Recipes Code to the new one?  I can't remember the version number, but this one has the ability to move the object around before you place it.

Thanks again

No worries, my pleasure working on it.

What do you mean by new recipe code? If you could link it, that would be awesome. I've not heard about it at all.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

VeritasMK
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Bizniach
Ray
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Ray
In reply to this post by Ray
Isn't that a completely different building system? This mission is using the DayZGaming.com one.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Above
Administrator
I will take a look at it, I'm not promising anything, though.


I've been getting coords for every damn loot spot I wanna add, and it's taken the whole day so far. And I'm only halfway done, hahahaha.

But there'll be crashed C130's with military loot around the map (not many). And then every new building that didn't have loot. PLUS carepackages with loot for the building scripts + carparts.

Also I updated the changelog.


Changes:

[ADDED] Ammo loot for all weapons added to the ammo loot table.

[FIXED] UI not working after reloading.

[FIXED] AI spawn fixed. (Less will spawn, and spread out on 1000m). It's looking REALLY good so far.

[FIXED] AI loot reduced. They'll only have 5 magazines for their rifle, and 4 for their pistol. They'll only have 1-2 pieces of food/water. They'll only have 1-2 medical items.

[MAYBE] the skins from Haleks release.

[MAYBE] the factions from Haleks release. (I'm not sure, though. They seem to ignore the player because of it. I might rewrite it, and make the player a prio).

A new Chernarus map that is heavily modded. (New weather system, new buildings, a bit of snow, every wreck and the new buildings will spawn loot. A battlefield with broken tanks and stuff (possibly loot)). I also added alot more interior and objects, and new cities/expanded villages and cities.

New skin menu (regardless of the "MAYBE" changes).

Timecycle script is removed.

Respawn script is removed.

[FIXED] Epeen monitor + combat roll added (they do not seem to load after re-loading a save, though. I'll see if it's fixable).

[MAYBE] a new tent model.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Above
Administrator
Ray
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Ray
Oh wow, this is sweet. I'm looking forward to the chernarus 2.0 release basically as much as I'm waiting for the SA. If chernarus 2.0 gets released, though.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Above
Administrator
Ray wrote
Oh wow, this is sweet. I'm looking forward to the chernarus 2.0 release basically as much as I'm waiting for the SA. If chernarus 2.0 gets released, though.

It will get released, it's a matter of time, though. That is 1 building with interior, out of most buildings.

It won't be Chernarus 2.0 anymore, though. What inspired me was the Standalone, aswell as The Walking Dead, I'll do my best to give you the same feel The Walking Dead gives you while watching. It will be hella hard, but I will do my best to make the map look good, and feel good.

As I said before, every wreck (and custom buildings) spawns loot. Not only that, but they'll spawn zombies too. Making bigger amounts of zombies possible, without altering the limit.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

double tap
Dont forget to include Maggie!
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Above
Administrator
Hahaha, how come? ;D

Btw, just to make it clear. I'm not making a storyline-type mission. It will still be just DayZ, but with a bigger apocolypse feeling.

More/better interior in houses and similar stuff.

This mission will still be linked in this post too. (The "old" regular 1.7.6, maybe updated).


And the more time I spend, the more stuff I come up with. I'm currently building a bridge to Skalisty Island. And I'll make it somewhat worth going there.

I'll spend most of the time trying to get the map to look abit better. But I'm also altering the code, I added a new weather system. It's abit colder now. I'm also thinking about the blowout from Namalsk (rewritten).
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Zombieslayer
In reply to this post by Above
I need a video because I learn by watching. Thanks anyway though!
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

Zombieslayer
In reply to this post by Above
It said I had Global Ban. What do I do?
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6 Final release.

dom.stb
In reply to this post by Above
The new updates sound awesome. Can't wait to give it a go!
1 ... 29303132333435 ... 276