Re: Singleplayer Server Dayz Adventures - Epoch / Overpochins / Overpoch
Posted by benevolentdevil on Aug 12, 2018; 4:29pm
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/Singleplayer-Server-Dayz-Adventures-Epoch-Overpochins-Overpoch-tp17459p19896.html
I suppose the easiest thing to do is still rent or have an external server running it.
the drawbacks to that ... most rented servers are difficult to customize the mod/mission ( most figured out they can charge extra money for things like single currency, plot-pole-for-life , ect...
and of course, cost money ... While say if you went bare bones Epoch , no changes....no frills ... that's a 20.00 drain on your pocket every month. Half the price of a new game ( generally) for a single 30 day span.
Tech support is horrible on the cheaper rentals ... and not many server providers do any Arma2/DayZ mod servers anymore. Choices are limited, especialy if you want a US side server.
and increased difficulty adding in what you want ... because private password , basically means you are alone in a MP setting, devoid of interactions.
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I've just never understood why things are the way they are with arma2/dayz mods ...
Like Epoch for instance ... I completely understand using databases to persistantly keep up with vehicles, keys, plot management, group management , and placed items/structures.
That makes sense in a way, to keep the client's end computers from over-loading with data, and making JIP/Desync less an issue.
However ... the entire epoch building system is simply mods and scripts/configs.
The mods add in the "items" ( vehicles in editor) , the textures, and icons ... the scripts/configs handle the placement, the loading in, ect ... configs just say what can be done, and how basically.
So, having it all completely SP isn't necessarily out of the ball park ... , like I said Sp wise, you don't need a database to "save" persitantly , or worry about JIP ...
But , they've made it where it's not easy or SP friendly mods to convert ...
Now, bear in mind ... if you are a f-ing expert in programming , 3d design , and how Arma2's engine works ... , you are able to do amazing things ...
I mean, look at epoch/overpoch and Origins alone as examples ... how far from the left they are in comparison to what vanilla offers.
so, yeah amazing things can be done, if you have the knowledge, know how, and patience to put something together... with a coherent vision also.
But, if I had that knowledge, skill, know-how, and ability ... I'd honestly say "F-THIS", and create something different entirely.
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I understand just enough to know how all the things work together, I can even look at some scripts and configs and say ... "Oh, thats what that does", or " What happens if I change that, or comment that out?"
But ... OMG, making even a SP ( bear in mind SP is far easier than MP in arma2 editing ) based off code already provided for us ( DaiZy ) ... is a nightmare just to get started/running properly.
In all HONESTY ... I have not found ANY restrictive code at all inside any DayZ code/mods , that point to what ever seems to "block" us from ...
1- step one, load up the DayZ mod.
2- Open day Editor.
3- Place a "survivor unit"
Save/Run the new "mission" ...
That simple process SHOULD be all thats needed to start ... all the coding is already there in the mods to handle what runs during the game ...
It should at least, load in your PLAYABLE "survivor" unit, load up the Icons , load up the inventory UI, use the journal , and zombies/loot should spawn when you get in about 500m from areas they are supposto spawn in.
You would from there, have to figure out how to script in other things, BUT ... not just to get a "start".
Even if you HAD to run it via MP/LAN , you do so the simple way, via the provided arma2 MP connection.
But ... somehow, someway ... magically it simply doesn't even do that much, ... with absolutely nothing pointing at it not "working" that way.
I've read old things by Rocket , and things from Epoch team, and even Origins say ... that DayZ Mods were MP and designed to thwart hackers ...
I don't really think so. A Good hacker, will get around what-ever "security" is in place eventually.
I think , it was all done to keep players dependant on what is provided , because if you allowed the door to be "open" so everyone can "customize" thier own flavor of "Survival/DayZ" , you'd never play the other ways again.
Take a peek at arma3 ... , which not long ago started offering "ravage" , DayZero , ... zoombies/demons , Zeus ... and much more ... you could literally create your own SP ( at least ) "survival" game ...
and ... now only a handfull of suckers like me, still even play arma2. Those of us with bad connections, and lower-end computers ...
I know that SOUNDS very "conspiracy theory" ... but tell me any other "mods" for arma2 , that if you load up and use the editor while it's running, you can't simply place a unit and it run the modded mission as intended?