Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|
Posted by
Above on
Dec 03, 2013; 10:46am
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/RELEASE-DayZ-X-1-8-0-3-Update-0-1-17-02-2014-tp3034p13808.html
watspnBS wrote
And for what? Im a moder myself, and i´ve never seen such a messy mod as this one... All he done was to get other mod codes from other moders and implement on 1 huge pile of scripts
Fancy defining modding?
watspnBS wrote
The way he did it is impressive, indeed, but theres no organization... and what we can take from it is far too litle, and not worthy... There´s the NS_Mutant file, wich you guys advice to delete? I deleted straight away before even playing and after saving and get out, I go in again and he keeps asking for the file, wich i didnt had when i started... that for me its bad scripting , forcing the file to load on the loading... if it is to delete because some users are gonna have issues, then why force it to run? Other thing is the building system, bugged as hell, to build the ceiling it´s like continuos stress, and the walls w/doors they don´t even show up along with other few items... but guess what, it´s not the same for everyone... The codes colide all the times, there´s frame drops constantly and the script´s don´t even run smooth...
See, this is why I asked from the beginning if removing NS_Mutants caused any errors, because it was more than likely being called from somewhere.
If someone tells me that it's working fine, I'm going to trust that.
When I updated this, I had removed my SOW, and kept NS_Mutants without any problems, therefor I had no clue other people would have issues. (It works for me, most likely because I use JSRS).
This update sure was a fuck up, but I'm also fixing that.
The reason the building system does not work perfectly is because the binds were not automatically loaded in singleplayer, so I made a fast fix. As it's still possible to build a complete house (with some hassle), I let it stay like this until I got time to fix it.
As for the performance issue, this is merely because of the new AI, so saying that it's caused by my inferior knowledge is just ignorant.
Thanks for the feedback, it lets me know what I need to pay more attention too. As a modder, though, you should have more understanding of how this works.

watspnBS wrote
And now, for those that say´s "This works for me" that means nothing... Different computers, different caracteristic´s , you can´t compare... Mod to work in 100 out of 1000, in my point of view, not worthy, I do believe he´s good but would be better if he focused in 1 mod and improve it as best as he can before moving to another one.... too many mod´s with so litle time spended on... going nowhere
I'm actually doing just that. This is the only mod I'm focusing on. Even huge game corporations have set backs, just look at Standalone.