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Everything posted by Sumrak
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Well my statement was not really clear, with those 4 minutes I mean there could be something and that can also repeat numerous of time before the EVR begin itself. But it wont be like "server: Hey guys, there is an EVR coming up shortly, please take a cover", you will have to listen to the nature :P The difference between each EVR is usually around 1.38 hour, which is nothing really serious, what could possibly break the gameplay completely and I think, with the addition of ↑ you will have enough time on the most of the places on Namalsk. Its anyway your choice, I wouldn't be staying inside, you just have to take the risk, you are taking risks all the time in DayZ anyway. There is a sequel, on which I am working, but I have little to no time currently, so it is really hard to predict, when this will be finished,(the release is already targeted for Arma 3).
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You pass out in vehicle, get blood hit, in case of piloting helicopter, be sure you are in stabilized position so you wont crash. Thanks! 1) You can add these variables to init.sqf of DayZ mission (to the current ones for configuring loot schema, bloodsuckers, evr) 2) pretty much 1) 3) the AII underground module itself should be initialized properly in DayZ mission, it just need those variables to be set for lights ON, its OFF on default Thanks! Yes, they seems to have problems sometimes (not everytime though). C130 crashsite model does not have paths for AI probably, since even infected cannot enter it. Yes, I am going to make them harder to kill. :P (moar info later in this post) As I responded ↑ + yes, protection device will work in vehicles. I want to avoid modifying DayZ mod itself, so no, anyway, I will try in the future to have better support (almost immediate) for newest DayZ mod versions (if there will be any more). Well lets wait on bliss update and we will see. Anyway some important info around DayZ Namalsk. DayZ Namalsk will get another update this week. It will be client update, which will address few things.. Spawn rate of bloodsuckers will be reduced Bloodsuckers will be more difficult to kill EVR will trigger, once started, combat mode EVR will be slightly noticeable around 4 minutes before its beginning Those are probably the most important changes, the rest will be available through the changelog.
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I know what it could be, its because bliss is merging diffrent files together and Namalsk has certain differences, which would be otherwise gone if you would choose some other package (killmsg for example). I think, the current way bliss works is that it builds server pbo with just namalsk world package and ignore the rest? I may be wrong though.
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Stamina would be really awesome! Imagine being tired of running from infected / bloodsuckers and being slowly eaten by them :P Ok, well if you would need something, let me know, I can try to get some things together so you guys have easier work with the mod. Yes, they are on Namalsk or in STALKER :) I don't know, STALKER themed DayZ would be awesome, but we would need different map and lot of free time ;) Basically all the things you see now were already made for Namalsk Crisis, they were just fixed a bit modified too, so they work in some sort of DayZ mode (some things disabled compared to the normal Namalsk Crisis functionality).
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I can get one together if you want, currently, anyway, as it was for 0.60, publicvariableval.txt for Namalsk is available for 0.72, it basically contains yet still banned weapons/stuff on Namalsk. I have something on my mind, it wont be that significant as siren, but still, you will have the way to find out EVR is coming ;) This was probably recorded on some other community version, as the bloodsucker behaviour is really weird there (not updated scripts for mp). I like the fog too, definitely something I would like to see when the fog is already high. Well, as I said earlier (↑), from the request of the community, I am keeping publicvariableval.txt with all kinds of different stuff, which is banned. So BE can kick them when they have some weird not available stuff. But I can create the list of all available weapons directly from the loot tables if you want. Thats few mins of work for me. Well I guess you can try to contact those guys if everyting is ready on their side? Because bliss package for example still does not have 0.72 support. Everything needed should be downloadable from http://www.nightstalkers.cz/en_index_dn.php?menu=en_dn_server to get the server working properly under 0.72.
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Yes and on bloodsuckers in case the script of them gets somehow bugged :D
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Thanks all! Yes, that's entirely possible and it is happening. I would welcome some logoff change like waiting 30 secs or something like that :P It is not I think, Namalsk is small island, there are lots of objects for cover. You obviously can't just run all the time in forests.. You can detect blowout in advance using APSI device, if you find it.. I am currently thinking about some small additions randomly few minutes before the actual blowout, so if you will be cautious you could possibly notice blowout incoming in advance. Nice :) I don't know if I told this, but he somehow can't hold too much shots now, I am going to address this together with spawn mechanic change (probably going to add some random yes / no for spawn). Did you noticed any delays in different situations? I am not really familiar with the complete DayZ architecture, maybe there are a bit bigger lags involved, because Namalsk could be more performance dependent than Chernarus or other community maps. No, but as I said ↑ I am thinking about some ways :)
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This could be related to the server pbo, do you have correct server pbo? By any chance, original helicrashes present?
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Well script restrict shouldn't be a problem since they should use downloadable scripts.txt for BE (available http://www.nightstalkers.cz/en_index_dn.php?menu=en_dn_server), which should cover all the things added with 0.72. It is basically the same file I've used on my test server. - Yes, I like that they are op, because just take a look them, if infected characters can cause you serious bleeding, this creature should just rip your body apart, I am however a bit worried about their spawning mechanics, well, we will see, in case of any problems this feature can be disabled by server owner temporarily. And they are not cloaked always, they have to de-cloak when close to their target, you can develop tactics against them, I am sure (they are not good at using ladders I think :D or sometimes they are too fast to run properly in buildings), it is also possible to see them on longer distances, because their eyes are visible, you can also watch / listen to their footsteps or sounds, which are generated on them. Aaand of course you can shoot them when they are cloaked..
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Thanks all! DayZ Commander, Play withSIX should be updated soon, they already got the needed files yesterday, same as Ayan from Bliss, but he said, he needs to resolve something around packages, so I think we will see update in bliss in few days, until then, you can go and update through the main website http://www.nightstalkers.cz/ Well this has to be always for free since not everything in mod pbo files has been made by me ;) No. Edit: Josh just confirmed on reddit that DayZ Commander will be updated tonight.
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Hey guys! So, its finally here, new version of DayZ: Namalsk! Before any download links etc., let me describe this update a bit: I would like to say first, I'm sorry for the several delays of the release, but I was unfortunately not able to do it quicker because of several time issues and size of the update. So, what you can find in this update? Lots of things! Lets begin! > Enhanced atmosphere Christmas are just knocking on our doors and so winter is coming on Namalsk. This update enhances immersion by adding falling snow, so when the temperature is appropriate, you no longer see rain, but sweet snowfall! But that is not all, I've also added breath fog effect, so you could really feel that cold weather on Namalsk is around you, the breathing fog effect is changing based on what you are doing (if you are running - it is more visible and with faster cycles). As always, temperature script is reflecting the changes in the weather and you will feel the cold when snow starts falling! Also, from the reports it seems, C130-J Hercules crashed on the western ridge of southern part, be sure to check that area for some goodies! > Christmas gifts Lots of goodies under Christmas tree! So lets begin, you can now loot white version of warm clothes and ghillie suit (but you wont know what version you got until you wear it!) - well just like gift should be! We also got new & nice backpack, which takes a place of the coyote backpack, which is now more rare than before and even removed from the standard military loot. But that is not all, loot tables were invaded by LOTS of new weapons - G36 versions, AK-74 versions (including very fun machine gun RPK-74), AK-107 versions, Saiga shotgun, PK, Pecheneg machine guns, even golden AKS or mighty KSVK! All of these weapons are of course carefully splitted into different loot tables based on their efficiency. This change will mix with the loot tables a lot, making every gun more rare than before. > Gameplay additions & changes New stuff to see! First is EVR sequence from Namalsk Crisis story (if you know Blowout from STALKER, this is something pretty similar). EVR sequence is huge discharge generated from A1 device (of, btw. I changed names on the map from AII - A2, so everyone can finally name it properly :P), which was controlled until infection, by NAC, who used it for their own experiments and also as a weapon. I wont be going into details about it, you can play Namalsk Crisis if you really want to know what this is all about :) I will tell you more about the facts around EVR. It is basically a event, which is sometimes around every 45 - 90 minutes generated by server. This event is accompanied by nice visual and sound effects and it is pretty dangerous for the players, who does not care about it. The radiation, which is emitted by A1 discharge is pretty dangerous to the human brain (unfortunately, infected brains does not counts) and it will really hurt (-6500 blood if you ask me) if you don't follow basic rules. There are probably 3 possible situations how to deal with EVR: a) Ignore it and be dead or almost dead, consequences: unconsciousness for around 40 secs, bad vision, -6500 blood, big pain (need painkillers) B) Take a cover in any better building, consequences: unconsciousness for around 40 secs, bad vision, big pain (need painkillers) c) Be lucky and loot "APSI" (protection device developed by NAC), consequences: none, lots of fun shooting the rest of unconsciousness survivors :D Some screenshot how it looks during EVR: http://download.nightstalkers.cz/arma2/blowout.jpg The second is the new type of creature - bloodsucker! There has been lots of speculations about its existence on Namalsk, I have to say now officially that since 0.72 its true! (not hacked!) Lets start with some pictures - at night: http://download.nightstalkers.cz/dzn/070test3.jpg, at daylight: http://download.nightstalkers.cz/arma2/son6.jpg So, what this thing does? Why I should be aware of them? Bloodsucker is mostly cloaked (he has to "decloak" when he wants to attack). Bloodsucker is very fast and hes not losing the target, so you just have to deal with him somehow Bloodsucker has really dangerous meele attack, if you will try to engage him like normal infected, you will probably end up lying dead on the ground Bloodsucker is generating sounds like classic infected in DayZ, so you can expect where he should be +/- I heard they like helicrash loot and tasty barracks, you may not going there alone, these creatures may require cooperation between more players, someone like speed tank, others carefully shooting And no, unfortunately they are not hitting infected :( Although I wanted and have that implemented, I was just too much worried you would use that for your own interests :D Because they are not having problems with infected. I'm really hoping you guys will have some memorable events with bloodsuckers! Remember, EVR and bloodsuckers can be turned off by server admin, if player base insists. As always, we've got also plenty of additions and changes to the temeperature script. The long discussed & controversial helicrash spawning was moved on server! Clients can no longer spawn anything in mi-8 helicrash sites, once server starts, it will spawn there something. This is radical change in distributing helicrash loot = rare higrade weapons. > The power into hands of the server admins DayZ: Namalsk v0.72 now gives the server owners ability to configure their Namalsk server! The most important thing is probably changing the loot schemas, this basically means, that without any signed pbo modification they can manage to change loot tables on their own server. (Note: this feature is still in testing phase) The available loot schemas are - without ER7, wihout ER7 + without sniper rifles (well, the probably most discussed / requested topics, but I'm going to add more over time!). So now its up to you now, you have power to change the gameplay if your player base want to! I would recommend you to add info about used loot table schema in the server description. The default one is still with ALL available stuff in DayZ: Namalsk. Changing loot schema is not the only one configuration parameter, server admins can also configure if they want to have new pve creatures bloodsuckers available or if they want to have random EVR sequences to be working. > I am sure most of you already saw some changelog, but if not, please continue here -> http://www.nightstalkers.cz/en_index_dn.php?menu=en_dn_changes lots of good stuff! > If just want to play, get it on DayZ Commander (soon), playWithSix (soon) or just download on -> http://www.nightstalkers.cz/en_index_dn.php?menu=en_dn_player > If you are server owner, go check things out on -> http://www.nightstalkers.cz/en_index_dn.php?menu=en_dn_server Enjoy :thumbsup: Sumrak
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It is looking good, so I hope it will be fine :)
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World would end first before that :D
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Thanks, yes, I would love to have more terrain, but there is little to no time for that. I guess I wanted to have these spawn points spread out because of fresh spawn killing - I know, I cannot avoid that completely, but when you get spawns enough spread out, you have very high chances of surviving. Not to mention, that spawn point algorithm seems to select very small amount of spawn points on Namalsk, so, it would be too hardcore to actually have all the spawns on the northen coast for example. You cannot avoid people picking up their bodies too, Namalsk is just too small. How many fresh spawns did you managed to get into A2 and picking up gauss rifle? From my testing and what you guys reported, gauss rifle seems to be pretty rare :D
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The current build (v0.72) just got GO from me. I am going to prepare the release.
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The reason is simple - not enough of my precious free time and testing all the things in the upcoming update. I've changed / added quite lot of things and no matter what I have to be sure everything is working correctly, otherwise, it will break DayZ and Namalsk Crisis together. I don't want to spend too much time writing something, lets say, I REALLY WANT to have this update on your hdd before this weekend so you all can enjoy new version through this weekend! ;)
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Every time I need to test something, BE starts kicking me out of my own server and I have to make it stop reporting bullshit first, I am going to blame BE for this :D It slows my progress, reporting nonsense things which I need to evade with even more nonsense things :| It seems however, that I have fixed those issues from yesterday. We will see :)
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Creatures, that hunt you across the map ...you .. you mean something like this.. http://download.nigh...zn/070test3.jpg ? :P Events.. maybe something like http://download.nigh...ma2/blowout.jpg .. If yes, stay on alert then! DayZ: Namalsk 070 is coming! Lots of fun things being added :) btw.: Watching this thread ;) You guys can be sure I will do anything to get the Namalsk experience in DayZ just right. But please take in mind, that same as any other custom island, it was not designed to be for DayZ. The creation of the dedicated DayZ map is something I could possibly consider in the following months, but we will see how much time mainly I will have on something like that ^_^
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Yes this is doable. I will try to watch the progress of 1.7.5 then a bit more so I could prepare the release just in time. Hehe, Czech Republic, in our language, twilight is called Soumrak, very close to your :)
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Probably not, but IF I will be able to debug and fix all the remaining issues (currently 3 :P), tomorrow seems to be good for the release day :)
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They probably will be able to join even with 1.7.5, even now, official support is still for 1.7.3 and most of the servers has already 1.7.4.4, it is working, somehow.. If 1.7.5 will be released like in next 2-3 days, I will make it compatible with 1.7.5, but otherwise, I want to release this update asap (it has been postponed many times).
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Thanks! Rusty wrecks are not added as I haven't got time to fill the map with it, (it is not really important on Namalsk as the island have enough objects already though). Care packages are in the form on medical supplies for now. Helicopter crashes are disabled, but I can imagine, I will implement some different idea, which will be similar to the overall random spawn of stuff and will drive survivors to explore. The helicrash change, which is implemented in 0.70 is also serious change to the overall treasure hunting :P I won't wait for 1.7.5, 0.7 will be released for 1.7.4.4 once it will be possible. I am going to share some pics with you guys: http://download.nightstalkers.cz/dzn/070test2.jpg (new skins) http://download.nightstalkers.cz/dzn/070test3.jpg (oh look what I have found in the woods!)
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Okay, lets make some deadline, 5 days max :) :D Later this dayz I will post some pictures of new clothes :) They look pretty nice ^_^
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C-130J crash site the new hotspot on Namalsk with helicrash loot If you haven't read it yet, with the upcoming 0.70 version, the way of distributing helicrash loot will be changed and transferred on server as permaloot. That basically means loot will be spawned during the server init and it will stays there, it is same like helicrash loot works in classic DayZ of Chernarus for example. The main 8 helicrash objects (Land_mi8_crashed) will have after 0.70 version loot chance 0, so clients wont be able to spawn anything there except zombies. But they will find the loot there, spawned by server. The new C-130J wreck site have completely the same rule, but it does have a bit more loot spots. I can also say now, that server side loot table selection will be included in the upcoming 0.70 version, it will start with the initial changes to get the basic framework working, it will also serve as testing feature to see if server owners will be willing to use it. There will be 3 loot classes available, first is CfgBuildingLootNamalsk (which is default), then CfgBuildingLootNamalskNOER7 (the name speaks for yourself) and also CfgBuildingLootNamalskNOSniper (CfgBuildingLootNamalskNOER7 + no sniper rifles). Server side loot table selection is not the only one new configurable option, there are also parameters for EVR and other new things, included in 0.70. Detailed description will be available in the release texts.
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Yeah, well, it works somehow, so, I guess you can upgrade, I am doing progress over this weekend, so hopefully it wont take long time before delivering the .7, which will support 1.7.4.4 on 100% Yes, I will change it :P There is no countdown, people with the protection device will be able detect it like 1 minute before the event starts, the rest of the players will see the start when all the visuals and sounds will take place. (there is relatively still lot of time to find a cover before it will escalate) Yes, you can go to almost any building - it uses similar system like when you are hiding in buildings against cold weather. Map was not designed for DayZ, it was made for Namalsk Crisis campaign.. and also.. it just happens the space is unused :D does not makes any sense to have something everywhere.. Residential places wont be added as there is already enough of spots with it, I guess you need to spent a bit more time on Namalsk, to understand the island better, because you don't have to go on Tara just for medical supplies and also, east of Vorkuta is not pointless at all. Antibiotics were rare, with .6 there are not really, so that is the reason why I lower the loot chance a bit. Warm clothes are actually not that rare too now, you just need to get it in the cold areas (or near) :D Animals are a bit tricky things, I've experimented with it for quite while, sometimes I find more than one, sometimes no animal at all. Temperature system does work, but you cannot expect that buildings on Namalsk will warm you, they will offer you a cover against rain / snow and maybe at night it wont be that cold in there. Current wood gathering system would need some change in design, because you just need to be on the correct surface (with high grass, no matter if it is in forest / near trees), this is however on the roadmap and could be changed in some future update. I was planning to affect also infected, but I was then modifying the scripts and decided to not making it too complicated, so it does only affects players (infected are infected and lets say, their brain does not really care about evr). The current blood loss (its a bit weird, but it is probably only feasible way of doing some damage to player) is 2500 and it gives you a big pain (requires painkillers). It is always good to search for food where it could possibly be (you probably don't want to search for food on railway bridge for example) - that's the logic I am trying to apply on Namalsk. Yes it works, it will warm you up. The closer, the better. Anyway, news on .7.. I went through more polishing & fixing this weekend and I am starting to be pretty satisfied, had to deal with all kinds of BE reports/kicks and some issues around my scripts. Just a few more hours of work and testing and it will be ready :thumbsup: