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

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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
Ray wrote
Haha, alright. I quess the time has the answer. Nice job on 1.000 posts, too.
I guess, hehe. I played it for a second when testing the weather system and it's changes. I didn't see anything new. But I think most of the fixes were done to the map.

And thanks, I was gonna say something about it, but forgot. Hahaha.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
It's updated now. Update your BreakingPoint to 3.13

Changes:
Fixed to the map:
Less barrack on the Balota airfield.
Improvements to appartments.
Added some shacks to the forrest.


The 3.13 BreakingPoint patch.
The weather system was nerfed.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

dom.stb
Just played an hour. Everything working great for me so far. I think I may have run into a few of your new buildings - two new apartment buildings in Prigorodki? Maybe they were there before but anyway, they just saved my fucking life. I found some warmer clothes and some heatpacks to stave of the slow, cold death that now surrounds Chernarus.

The bandit encounters feel so much more real now - I've had a couple of "do I/don't I engage" moments, when they've approached from too far away, or I've got a bunch of Zoms between me and him. Never got those before in SP.

It's really damn good so far, will let you know i come across anything weird. Good job with the temperature, good balance now.

Dom.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
dom.stb wrote
Just played an hour. Everything working great for me so far. I think I may have run into a few of your new buildings - two new apartment buildings in Prigorodki? Maybe they were there before but anyway, they just saved my fucking life. I found some warmer clothes and some heatpacks to stave of the slow, cold death that now surrounds Chernarus.

The bandit encounters feel so much more real now - I've had a couple of "do I/don't I engage" moments, when they've approached from too far away, or I've got a bunch of Zoms between me and him. Never got those before in SP.

It's really damn good so far, will let you know i come across anything weird. Good job with the temperature, good balance now.

Dom.
Thank you so much for the feedback! I'm glad I kicked it in the right direction! I played for about an hour just now too, I'm not sure about the weather system. It feels like I was on red the whole time. But to be fair, I was in a building pretty much the whole time.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

dom.stb
I spawned on the Elektro side of Cap Golova and went over the big hill towards Cherno. My temp bar was completely empty with about 2-5 minutes and I was coughing within 10. I actually came across a tent on that hill which had some medical loot in (inc. antibiotics) and then raided the buildings in Prigorodki for a rifle, pistol (both new kinds from BP) and some forest bandit gear which warmed me up. Got fired upon leaving the building and I'm now in the middle of a tense flank with a survivor.

It all feels really satisfying. No map, no weapons at the outset is better too. The new weapons from BP mix up ammo types so much that ammo is a much more serious problem now which I love. The most important thing though is your bandit spawns. FINALLY, I crested a hill, overlooked a town and saw a bandit running through it, as if it was a player looting the town. That's what I've been wanting since I started playing 0.42.

Good work indeed.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

CalUKGR
Just installed this and played some for the first time. Definitely one of the best SP mods I've played for DayZ. Fantastic work - can't wait to see what improvement might still come along...
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

snyder
In reply to this post by Above
i just updated and its alot of fun a bandit shot me through a window while i was looting lol id love to see this set up on taviana
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
Thank you all for the awesome feedback. I'm also quite satisfied with it.


I'm currently working on an update for Taviana, I can't remember what made me put it on hold (apart from this realease). But I will try to get it updated.

It wont be BreakingPoint Taviana, though.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

ZodiacD
This post was updated on .
Not sure if the fog is working, which I hope it is. It's the reason i'm starting to play Breaking Point. Also, I'm trying to build things but when I right click the item and build the item, he just squats like he's going to do something but just stays there. I wait a while and exit out of the gear menu and still nothing. I move or click and he'll just crouch back up and nothing happens. Was trying to build a gate concrete wall which is 2 Tank Traps, 3 Logs, and 1 Scrap metal. Same with a gate panel w/ Coded Keypad. 1 Tank Trap, 1 wire fenching, and 1 scrap metal. =/ Unless there's a prerequisite? I got a toolbox and entrenching tool as well. Also teleporting would've still been nice if it was there. Had to fly all the way to Stary Sobor when I was by Solnichniy. Also curious, what does G stand for? I can't figure out what GREN is. Grenade? @.@ Green glowstick?
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

fedus_87
Administrator
i am currently working on putting together an ultimate code of sorts one for every map using breaking point. if this works it should work for most every map and spawn loot in all buildings with a single code. i am still just beggining to work on this but i have ovaron a custom map done atm. and celle and taviana loot coords have been implemented just still have to do some testing with player spawns and such but i know it works on ovaron so hopefully all goes well for celle and taviana and no more switching codes for every map.


@zodiac

yes G = Grenade  used for the booby trap.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Shrykull
In reply to this post by Above
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Ray
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Ray
The cheat menu does not have BP guns/ammo added yet. You cant heal friendly AI either. Atleast not with a blood bag
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
Ray wrote
The cheat menu does not have BP guns/ammo added yet. You cant heal friendly AI either. Atleast not with a blood bag
The ammobox makes up for that. That's why I haven't even done anything about it.

And there shouldn't even be friendly AI? Unless your on the old mission, wich got taken down due to not working.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
This is most likely getting updated now. It sounds like the tazers will be working in this patch.

So post whatever you want changed now!
Ray
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Ray
Ammo should be a bit more common for snipers, reduce chance of ACR mags
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
Ray wrote
Ammo should be a bit more common for snipers, reduce chance of ACR mags

Sniper ammo is not that rare. >_>

I find DMR/X110 or whatever ammo everywhere. + bandits drop alot of it. I think Deathly fixed the loot table in the upcomming patch, though. Otherwise I'd have to take a look at it.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

ZodiacD
This post was updated on .
Couldn't find the answer, but is the fog working correctly? I heard it "should" because it has to do with the wind and skipping time towards night won't work as well. So just curious, is it working yet? And I'm still struggling with building stuff. I can't seem to build anything =/ Also, I was riding the ATV near Novy Sobor (a small town just a little south east of Novy) and as I passed through the rubble, I saw zombies spawn (about 8) and they just instantly fell down and died. I then realized there were times where zombies were dead on the ground when I got into Cherno and other towns. At first I thought it was the AI killing them but near Novy, it was different. When I got off the ATV, they would normally spawn again.

EDIT: Scratch that, I just ran towards zombies and they just fell down and died -_- guess i'm the cure for the zombie apocalypse.
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RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Chase
In reply to this post by RandomGuy
Hey there!

First of all I would like to thank you for this great mod which is the best so far, I´ve experienced a perfect balance of bandit spawns which was a big issue in the previous mods (like Wasteland Chernarus, that was overkill).
However I noticed after playing for a couple of hours and finally died that most of the vehicles are already determined and placed by default at certain spots which didnt change even after death and restarting (for example the SUV in the gas station at Cherno, the old tube-offroad that spawns next to the SUV or on the hill east of Cherno, the little-bird heli at NWA next to the barracks et.c.) This makes the vehicle spawns very predictable and monotone in my opinion once you learn the locations. To be honest it´s not only the same locations that are bothering me, but the fact that it´s always the same vehicles. In other words, I wonder if there is any way to make the vehicle spawns -totally- random concerning location and type of vehicle? And yeah, I´m aware that this "vehicle spawn system" most probably is for avoiding vehicles to spawn in walls et.c. but that´s in my opinion a low price to pay, since most vehicles tend to spawn in fetchable areas anyways. I would like to be able to find i.e a bus on a airstrip, UAZ on the beach et.c. Is it possible to implement that to the mod, and if not, is it possible to edit the mission file myself and make them respawn as in the older mods?
Sorry for the long rant, and thanks again for an otherwise great mod!
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

dom.stb
All is good for me so far, except perhaps that I couldn't pick up any backpacks from the floor. I could take them from bandits though so it didn't set me back any.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
In reply to this post by ZodiacD
ZodiacD wrote
Couldn't find the answer, but is the fog working correctly? I heard it "should" because it has to do with the wind and skipping time towards night won't work as well. So just curious, is it working yet? And I'm still struggling with building stuff. I can't seem to build anything =/ Also, I was riding the ATV near Novy Sobor (a small town just a little south east of Novy) and as I passed through the rubble, I saw zombies spawn (about 8) and they just instantly fell down and died. I then realized there were times where zombies were dead on the ground when I got into Cherno and other towns. At first I thought it was the AI killing them but near Novy, it was different. When I got off the ATV, they would normally spawn again.

EDIT: Scratch that, I just ran towards zombies and they just fell down and died -_- guess i'm the cure for the zombie apocalypse.

There's a "zombieshield" cheat in the cheatmenu, try turning it off. xD


About the fog, I've done some testing. And it did not work for me at the time. The scripts ARE setup for multiplayer. And it's possible to set them up for SP aswell. This is however, something I haven't done.
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