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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Posted by DayZ_SP on Dec 06, 2012; 2:06am
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/RELEASE-DaiyZ-ULTIMATE-Chernarus-tp1163p1296.html

Well, I did test it before I released it, but sometimes little things can slip through...

Like the fact there were double entries and major cross-reference errors in the "daiyz_functions.sqf" up until recently, let alone a lot of extraneous scripts that are now just taking up space in the mission file.

I'm not taking anything away from Zed Hunter, or Unknown... Hell, without their and Kronzky's original work we wouldn't even be here... But it's a miracle a project of this size has been pulled off so well... Long before I came into the picture by the way... Considering the scope of what has been done and still might need doing.

One of my main goals is to stream line the work that has been put into the SP mod and make it less CPU hungry. There are a lot of ways to do this... cut down the number of scripts that are stored in memory when the map loads, or just write more efficient scripts... And this is the end goal more than anything else at this point since the mod is probably at its peak while we wait for the standalone that is due out any time now.

I'll keep you all updated, obviously...