UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

luke
This post was updated on .
Spawned at Balota (airstrip)

Medical Camp 4-5 Zombie spawns

So far not much loot spawning at the medical tents though

Edit: I went back to Balota to be sure...

Airstrip x1 zombie, will move on...

Factories x2 Zombie spawns

Fuel Station x0 Zombie spawns

A couple of vehicles spawns so far...

Chen Apartments 4-5 Zombie spawns, but no loot though...

Updated: revisit and loot now appearing at Chen Apartments, seems to be taking a while to spawn at places by the looks of things...

Hospital medical boxes spawning okay, zombies are few and far between though.

Survivor spawned and took shots at me, killed him/her before I had chance to watch his interactions, will go into town to confirm bandit/zombie/survivor interaction...

watched a chopper go down and crash, so wrecks spawning...

Interesting that they show up as RED dots now, as you can differentiate between animals/vehicles and zombies now...

I just let off an entire clip and no zombie rush at all...

Updated again:

2 Survivors spawned from church, one was dead when it spawned or got killed by something, I could not tell, the other obeys commands to shoot zombies, however there are only 1-2 zombies, Town is empty so not much to test it on..lol

Zombies dont seem to be aware of me that much, even when shot at, they just ignore me from a distance with a loud weapon during daylight, but will update when ive tested your file that you just posted, however this test basically covers zombie/survivor spawns, loot, medical, wrecks, vehicles etc, so not bad for a first run.

PS, does this have a clean up script to remove bodies? I never thought to ask?

PPS I used a fresh game to test the first file, but will continue with the same game to see what happens...
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

DayZ_SP
If feedback indicates there are not enough Zombies, I can always upload a version with the default count of Zombies along with the AI enhancements and bug fixes.

P.S. -- I was also thinking about increasing the loot since this is SP and not MP. Let me know your thoughts on that as well...
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

DayZ_SP
UPDATE:

I have uploaded a version with the default number of Zombie spawns to my Mediafire account:

http://www.mediafire.com/#x6h6feb7yevy8

Rename "dayz_code_Default_Zombies.pbo" to dayz_code.pbo and paste into your "addons" subfolder overriding the present one.
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

luke
Seems to be a problem with this file, Single Player is now disabled...

Updated: Confirmed, putting the previous file back restores Single Player...

So something isnt right with the new file you posted with the default zombie spawns...
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Pierry
Hey is it just me or do you all think that something just isn't right? Zeds are still ignoring my team or bandits like before.
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

luke
Pierry wrote
Hey is it just me or do you all think that something just isn't right? Zeds are still ignoring my team or bandits like before.
Yes I am experiencing similar issue, Dayz has posted a new file, however it appears to be incompatible, as single player is now blanked out. If i put the previous file back he uploaded, single player works fine...
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

FoxDIE
In reply to this post by DayZ_SP
Okey DaySP after playing  for more or less an hour before i keep playing i want to share my opinion so far:

Firts thanks of course! After spawing the firts time near cherno and i went to the church, 2 survivors join me(hero skin both, one with a pistol the other with a shotgun) i was able to pick up loot and everithing works fine,they shoot until they run out of ammo and a kill them both , two murders in the debug monitor which works fine with the rest of the HUD =D Then i run into a bandit and kill her (she bandit with a g17) one bandit kill in the debug so its just work fine!  then  went to the power plant and found a crash heli in the fire station (literally xD)  half in the building half out side,no loot doe... then i got snipe.

Second round i star over this time near elektro i went to the market and the church near by, two sexy survivor join me , this time i make some experiments ( oh yeah jeje) i comand one of the sourvivor to run in to two infected ahead, and the other one to cease fire, the survivor run between the infected but they didnt  pay much attention, then two bandits surprise all three of us an, coming from the open field, we didnt stand a chance..... then i found another crash heli, this time in the back yard of a building near elektro, there was a back pack....the blood auto tranfuzion works fine, also combine ammo (like the revolver and the m1911)

After that i keep playing with no bugs, i just went to the big citys and a few towns but there is something that i dont like, is about the zombie population is to low and they arent the sharpest knifes on the box eighter, you can run near them, shoot a einfield in the middle of the street, and they dont really care ( maybe i am just use to the 1.6.0.1 infecteds to but ,i think they really are more stupid xD ) i pass a entire town without seen any.... in the city sometimes you run in to the groups , but sometimes you can just run blocks from one building to another without any infected on scene =(  i think that the fact that shooting a einfield make  more infected coming to you make you think twice about making that shout and that was part of the magic of DayZ....this is like the lattest days of infection xD

Second "bd thing" is that for me dead animations wont work, after a headshot the victim just appear in the ground without any animation....

i am playing with  Arma II Combined Operation build 96751 "funny copy" DayZ 1.7.2.6 (v Rz0) adding of course your pbo´s and with map Chernarus 43c

If i may share my vision of my ideal DaiZy Version it would include the next items.

Infected  threat atmosphere, meaning that  every time you need to loot, there will be infected to deal with, and better loot will be hard to get because of them, shooting shootguns , or rifles doesnt ever make  your way out, its only buy time to run xD you can use pistols to clear a zone  bur even this shoud bring some more infected =P
 About the bandit and survivor s well i really think that the best way to go is in between the 38b ( few bandits runing in and out the town here and there , but very silence, they wont shoot any infected back there) and the 42c ( i think there are just to many to be honest xD and also i am going and bum! a guy talk to me and before i can realize aniting they are attached to me xD and a lot of bandits )

I think its better make just a few survivors (maybe one looner and a couple) that spawn far from you ( i dont know if they can spawn infected but that would be awsome xD)  and they have a few waypoint like humans , going to the market , spending some time there Like a human that gear up and study the next step, a looner bandit here and there but not all the time , and the bandit and the survivors doesn inteact with me at all. Maybe a city when bandit have taken control of the zone and the mainten the infected out side they camp , with some snipers. And the best would be to have the option of making a camp and well spawn or call from there companions, but no out siders, and bandits and survivors in the field are the same, free roaming little rats seeking for beans, but not all the time i dont want a call of duty version of dayz =S
 maybe one or two and maybe our paths doesnt cross , its okey maybe just hearing him shooting some infected and knowing that there is someone.


well thats all for now, thanks again and sorry if i am writing to much i just love this game xD but the short version is....more infecteds (more and more dangerous) and less people around, no instant budys for me, i am a bandit xD
 









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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

CalUKGR
This post was updated on .
I've just had a fierce gun battle along with 7 AI Survivor squad mates against a multitude of Zeds and Bandits up at the main airfield in Chernarus! Amazing. I am overjoyed that at last - AT LAST! - I can play DayZ the way I always wanted to.

This updates appears to work fine for me - no problems to report. Cheat menu also worked fine, as did GUI and Kronzky's 'Support Call' also worked fine. I could save the game with AI squad active and all was fine.

THANK YOU to the developer of this mod. This is brilliant!

Here's a video of some of the action:

http://www.youtube.com/watch?v=5a9GJCEI-AA
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

luke
When you say update, do you mean the standard fix?

Im referring to the updated zombie code.pbo, its not working on my system...
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

FoxDIE
same here, renamed the file to "dayz_code.pbo" and replace it but now single player is lock.



I may add to my wish list from before....my loadout is to much xD i like it legit play, find a good back pack is better than just start with it ( my opinion)

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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

DayZ_SP
In reply to this post by luke
For those experiencing no more Single Player access...

I will have to look in to that, but for the time being what you can do is simply replace the "dayz_code.pbo" with the original one from Unknown's official release, [Rz0].

The pbo with the AI changes is the "dayz.pbo", so you can keep that, but replace everything else if you want to.

You will lose the the Debug GUI and Right-Click GUI fixes, but you can still play normal SP DaiyZ until I figure out why some of you have lost access to SP. Hmm...

Thank you, to all who are testing this release

I am not part of the Dev team (Unknown, Zed Hunter), but did this because like many of you, I saw the potential of this mod and want to see it become as good as it can before it is obsolete in a few months, most likely.
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

DayZ_SP
UPDATE:

I uploaded a new version of the "dayz_code.pbo":

http://www.mediafire.com/#x6h6feb7yevy8

As with the previous one, just rename it and paste it into your "addons" subfolder.

Once again, thank you all for embracing and testing this unofficial release.

As for future suggestions...

The way ArmA 2 works is some things are controlled by the map file and others by the mod / game that is playing the map.

The biggest addition Unknown and Zed Hunter added to their latest codebase is random load outs when the player spawns.

I can't begin to speak for them, but my feeling is they did this to give the game a sense of replay and also a sense of excitement because you never know what kind of load out you're going to get when you "log in".

It's one of the main differences between a purely MP experience normal DayZ has and trying to create a unique and interesting SP experience that will hopefully appeal to SP players and keep them coming back for more.
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

CalUKGR
What have you added or changed from the one your first released today?

BTW, I've also tested that one on Shapur BAF map - worked a treat. I had Zeds, Bandits, Snipers and Survivors all running around the desert doing their own thing, with me taking potshots (and being shot at) from atop one of the oil refineries, lol. I also drove around the map in an armoured Humvee just to stir up a hornet's nest!
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

luke
I will be testing this version then, what was the problem with the file, why was it locking sp out?
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

FoxDIE
with the last fix i got no loot or infecteds spawn, also the amount of skins in the support call is low (no Ger_sol EP1)

I think there are two kind of people who like Dayzy, some people enjoy spawing stuff and messing around woth stuff prety much like hackers , and the legit player, IMPORTANT! i am not saying that hackers are bad people! just that if you mix them both in the same server well some one will not enjoy.... and thats whats its all about,  if every body in the server enjoy haxs well then haxs are not a problem.

But i just spawn woth a M240 xD  you may think well i if you dont like then dont play this but dont think that way please i am very glad you share these files.


Also i notice there is a new guy in the neirborhood i think result of changing the "class" of the infecteds, this guy can prome,,crounch and run like his brothers but have the colthes patched up , like mixed textures xD in dont mind him but y report it because is new for me xD
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

DayZ_SP
In reply to this post by CalUKGR
CalUKGR wrote
What have you added or changed from the one your first released today?
I uploaded a version with the default number of Zombie spawns since I originally lowered the number to help with performance. I have an i7 @ 4.0 GHz + a 2GB video card and even I was getting frame rate drops into the teens in large cities like Cherno, and Elektro. This is because of ArmA 2's poor coding, but also because of the poor coding of the DayZ mod that normally has 45-50 Zombies spawn at once.

So, long story short, players should now have two versions to choose from:

-One with lowered Zombie spawns
-One with default Zombie spawns

Both versions have the Debug GUI and Right-Click GUI bug fixes and should be SP accessible. Regardless, you should always install the new "dayz.pbo" along with whatever version of the "dayz_code.pbo" you decide to install as well.

BTW, I've also tested that one on Shapur BAF map - worked a treat. I had Zeds, Bandits, Snipers and Survivors all running around the desert doing their own thing, with me taking potshots (and being shot at) from atop one of the oil refineries, lol. I also drove around the map in an armoured Humvee just to stir up a hornet's nest!
I am glad you are enjoying the enhanced features
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

FoxDIE
forgget about my last coment, the fix works!  now exploring and hearing shoots =)  no dead animation is the only thing so far.... a bandit was shooting infected and i flank and get him from the back =D
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

CalUKGR
In reply to this post by DayZ_SP
DayZ_SP wrote
So, long story short, players should now have two versions to choose from:

-One with lowered Zombie spawns
-One with default Zombie spawns

I am glad you are enjoying the enhanced features
Thanks for that. I'm going to stick with the lowered zombie count as it's working fine for me and keeping me more than busy in the maps (once you realise you that you also have snipers and bandits to deal with, too!).

I hope you keep working on this - you've really delivered a great step forward for the SP game. Can't thank you enough.
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

luke
<quote author="CalUKGR">
DayZ_SP wrote
So, long story short, players should now have two versions to choose from:

-One with lowered Zombie spawns
-One with default Zombie spawns

I am glad you are enjoying the enhanced features
Well after playing with the fixed version, all seems to be well again...

Interesting watching a sniper go after zombies, then aim at me, a firefight ensued and another survivor/rifleman appeared into the fight, tracers and bullets everywhere, unfortunately the sniper shot me, while I was trying to get away, but a quick bandage and a hide for a sec, then a bandit appeared as well, with zombies all over the place!, it was so much more fun! I prefer the + zombies version simply because it makes it that much more unpredictable.

So far so good, Im impressed with what you and others have achieved. If I find any issues, ill let you know when i have a bit more time tomorrow to play...

Thank you for the additional changes, most welcome!

Just one question: do the ai survivors in your group ever run out of ammo?
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Magicka
yea, I think more & more zombies would make the game become more interesting, not just hunting bandits.

I got an AKM with lots of ammo, zombies become not a problem for me because one shot one kill, so I'm imagining if there will be a lot more zombies, let says in a bit crazy, a hundred, spawn and chase me after I shot, that would make me think more before I hunt down a bandit, and of course, more unpredictable.

A little bit crazy, right? Haha..XD

survivors will run out of ammo, but you can command them to take ammo
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