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Everything posted by BCBasher
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Okay so you've passed along some very basic fixes for core UI features still not working that you really should have been sorted out before you even called the game 1.0. Where's our update with some of the features we were sold years ago that are still not in or back in the game? I see were the same version as stable now, that mean development is done for the week?
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My server is in my house and haven't felt a need to crash the last two patches to prove a point about timestamps I can see. I look in the storage backup folder and the timestamps on the backups are still at 30 minute intervals not 30 seconds like you said in another post. That kind of means if you crash 29 minutes after a backup you're loosing about ah half hour, I can't for the life of me understand why it needs 12 roll back points as far back as 6 hours either?
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I'm currently creating a "lightweight" zombie spawn mod to spice things up in Chernarus. Let me know what you think.
BCBasher replied to repzaj1234's topic in General Discussion
Yeah the one that's not a .pbo but has the same name, just a hunch because addon builder wouldn't overwrite a .pbo and just gave a vague error. I'm guessing the DSeditor might have the same problem? I'm working on something similar although I'll probably never finish anything worth sharing so the signature is a non issue for me at this point. I just noticed the tools don't like overwriting stuff, if there's and existing file you're replacing, rename or deleting it might be worth a try. -
I miss that one too, mines and the bear trap used to work well You should be getting these fixes soon. Canteens are getting the prompt in streams the last two small EXP patches. They are claiming the doors are fixed too but I never had that problem to start with so not sure.
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A workaround is being tried on PC, you can still loose a half hour or more worst case but better than nothing at this point.
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I'm currently creating a "lightweight" zombie spawn mod to spice things up in Chernarus. Let me know what you think.
BCBasher replied to repzaj1234's topic in General Discussion
Not sure if you deleted the original signature file first? I haven't tried resigning but had a heck of a time getting .pbos repacked until I figured out the utilities won't overwrite a file with the same name. -
Take the "game" on Judge Judy? Read your EULA you paid to borrow the pixels on your screen from BI and all other game makers just so that exact argument doesn't somehow end up in court ever. You can't let people find ways to justify a duping glitch tor regain virtual losses or there's no limit you how certain people will find ways to justify how they were "wronged".
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Were there any changes made to vehicles? I was driving yesterday and noticed I was using 2nd and 3rd in town and able to accelerate up some hills in gears other than 1st which I'm pretty sure I couldn't before? The game seems to have a traction modifier for surfaces as in different road/ground textures have different resistance and friction values. Anything 2 lane seems to work pretty good but when you get into the single lane paved surfaces it's like there's grease on the road or even feels like you hit thick mud or snow. Seems heavy handed the change between the surfaces, there's even a few spots of "high way" where you'll encounter a patch that slows you from say 80kmh to 60kmh in and instant like you drove through a patch of superglue. **edit** I've been driving a lot the last week because closed server no one stealing my car, I have and under 50ms ping and the experience has been 99% fantastic. My server is a old laptop but is handling one player fine even in a few scenarios where I ramped up event spawners and infected numbers. The one percent bad has been someone else in the house connecting to the wifi which is expected, the other is random event spawns and "hard to place" errors, not sure how a real server handles those events. I can see my server screen out of the corner of my eye when my car desyncs and it's always latency or a spawner making the car do the dumb stuff that causes you to wipe out if it happens at speed. I don't know that internet players are ever going to have a bullet proof vehicle experience being dependant on all the infrastructure between them and the server.
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I used DayZ tools to unpack the game, not actually sure how I did it honestly but it worked. I found what I wanted to start changing /DZ/AI/config.cpp I'm modding the game to be 1-2 player solo/co-op so I want less dense infected but spawning out to greater distance, I want them to be more sensitive to sound especially and search much longer if they alert so in cities on military bases loud gunfights will have them keep migrating towards the disturbance with unpredictable direction and timing, I hope. The edits shouldn't be a big deal but stuff I did with ArmA2/3 was all in the mission script or separate .cpp and .sqf files, never bothered unpacking and repacking .pbo files. Anyways it came apart exactly how I expected but I was just hunting and packing to figure that part out and so excited when I was seeing all exact stuff I was looking for and more I don't even remember how, absolutely lost on how to put it back together after I make my edits. Searching google and here came up with older stuff using ArmA tools but I'd prefer to use the DayZ tools and notepad++ if possible, not a lot of documentation floating around yet.
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Feeling like a bit of a dummy, addon builder won't overwrite... Started deleting the original or saving my replacement elsewhere. Shot the first group from the roof of the car then moved to the store and hid for a bit, they kept wandering in over the course of ten to fifteen minutes. If they hear a shot out to 350-400m they will keep wandering slowly until the make it to the source. They hear footsteps out to 150m and get curious, I limited their stamina so they spread out searching and you can out run them for a bit but if you can't find cover or run out of ammo they would overwhelm you.
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Need? I've run it with DB files back to 1.0 today and it worked.
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Silly question, did you validate your game data? I try to avoid re-downloading the whole game if I can, it is recommended after a patch in most notes anyways, I don't always do it like today but if I end up having a problem like that it usually fixes it?
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I'm running Windows 7 x64 on my server and client no problem, might be a bit deeper configuration issue than just your OS.
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Inventory FPS is awesome, thank you. I could scroll through this beside the truck and even double click grab stuff again. I also appreciate getting the server files at the same time as the client. 👍
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Got busy with other things but the bit I've played around gave me more questions than answers. Why are they set up with a stamina drain of 5 and a regen of 10, they never run out of stamina as they're set up now? With a drain of 10 and regen at 2.5 they charge, then fall behind and having their sound range turned up if you stay in a spot shooting they just keep wandering in around corners and if you try and leave you find yourself slowly surrounded and get a trail following you. I have their target memory on attraction turned up to 10 minutes so they keep wandering from quite a distance spreading the wave out instead of having every one in a small bubble run right to you then nothing in the bubble. For some reason I could pack AI.pbo easy with the addon builder, ended up trying PBO manger for ArmA3 to unpack and edit zombie_teritiories.xml in worlds_chenbarusplus_AI.pbo because I was getting errors with addon builder. Working towards bigger quantities for mini hordes that build organically as one player or a small group shot their way through a town.
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Figured it out, just needed to doctor AI.pbo in the addons folder to start tweaking most of the things I wanted changed repack it with addon builder. For now I'll just doctor my whole game I'm sure I could figure out the mod system now if I cared. I gave them a much longer hearing range and memory of their target before they go back to idle wandering. I also enabled stamina on the infected, they were currently set up to regen stamina faster than they burn it, not sure if that was intention to test something or a mistake. I'm going with 4:1 stamina use/regen and I get them to start showing up a few at a time , then a few more, so on. If you shoot and keep moving you can get away or thin them out but if you stop or get cornered you can get overwhelmed.
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<type name="OffroadHatchback"> motor breaks instant
BCBasher replied to Keraaja's topic in General Discussion
<type name="OffroadHatchback"> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1" /> </attachments> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1" /> </attachments> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1" /> </attachments> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1" /> </attachments> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1" /> </attachments> <attachments chance="1.00"> <item name="CarRadiator" chance="1" /> </attachments> <attachments chance="1.00"> <item name="CarBattery" chance="1" /> </attachments> <attachments chance="1.00"> <item name="HeadlightH7" chance="1" /> </attachments> <attachments chance="1.00"> <item name="HeadlightH7" chance="1" /> </attachments> <attachments chance="1.00"> <item name="HatchbackDoors_Driver" chance="1" /> </attachments> <attachments chance="1.00"> <item name="HatchbackDoors_CoDriver" chance="1" /> </attachments> <attachments chance="1.00"> <item name="HatchbackHood" chance="1" /> </attachments> <attachments chance="1.00"> <item name="HatchbackTrunk" chance="1" /> </attachments> <attachments chance="1.00"> <item name="SparkPlug" chance="1" /> </attachments> <cargo chance="1.00"> <item name="EngineOil" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="EngineOil" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="EngineOil" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="EngineOil" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="CanisterGasoline" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="WaterBottle" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="WaterBottle" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="WaterBottle" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="WaterBottle" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="WaterBottle" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="WaterBottle" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="WaterBottle" chance="1.00" /> </cargo> </type> Might have fucked up the tabbing at the end, complete truck with enough fluids in cargo. -
No, PC but I've followed development since 2014-2015, I was also one of the more active testers in the .6x versions and I've been reading/writing game code since the early nineties, the console version is just a port of the PC version., that argument holds no weight. I'm not assuming anything, I have the data-files now and the output is correct for the instructions I see. I would like to see this statement I'm guessing they used indefinite terms and you're polarising and indifferent statement to suit your wants, if not someone put their foot in BI's mouth, or they're flat out lying to you or going back on what they told us, that I'm not sure of at all now? The M4s are hard to find argument was beat to death two years ago and the statement then was "not everyone should be able to find one because they're supposed to be rare". Duping absolutely would make it show up faster but they will still end up hoarded either way, rest assured that is getting better combating duping, we're several versions ahead of you it it's not much of an issue anymore. I love this concept/game and what I know about Bohemia games and see in the finished portions it can be dialled in however specific groups want when it's done, my fear and why I speak out is I don't want corners cut in the survival aspects if they can double dip on the financial end forgetting the original supporters. The engine has or will have the capability to make us all happy but ease of finding and automatic weapon is moot compared to everything else us EA customers paid for in advance and still haven't seen. Fix duping but hoarding is a legitimate game mechanic or should be, this is when there was only 15 trucks per server, I had one more hidden half a click away that I would have got home if there wasn't a scheduled wipe the next day, I felt a sense of accomplishment and was horribly entertained getting 1/3 of the vehicles on a server to myself, games are supposed to entertain. Is it fair, who cares if four other players couldn't get one too, I had 5 trucks legit and it made me happy.
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I was even tongue in cheek referring to myself at this point, I haven't been about the crap crap, I used used to be one of the biggest fanboy defenders and don't get me wrong, I love the game, or at least the pipe dream I was sold. You said it there about running a business chasing money which is reality of life, customer satisfaction should also be a factor if you want to keep selling new products to the same customer though. I have supported the development of one PC already granted it was a bigger investment to have it remade mid development into something console players wanted. They didn't tell us at beta that would happen while taking $50 a month from my account to pay their staff for year, flat out lied that wouldn't happen, that's how some business are run and it scares me a little. I'm starting to get more positive, as far as toxic though do you think it's odd I have 101% positive reactions to my thousands of post and oddly the a lot of the same people who reacted positively to my support before my break are the ones reacting positively to my negative ones as of late?
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I haven't "published" a mod since Rogue Spear, the demo actually. I hand coded a mission using positional data from the in game waypoint planner for your team to get my waypoints foe the enemy AI. Made it so you could play as the terrorists at the museum getting raided to give cheap asses like me something else to do with the free trial. MP compatible full character swap and everything with a "installer/uninstaller" in two zip files that would switch the game over or back. Eventually bought the game and found it had an editor but by then I could "read" the files anyway. Point is I learned whatever codes they use in games by osmosis I guess, first saw that type of script in Quake 2 savegame files and just pecked at it it until I started getting desired results. The packing and unpacking I kind of need my hand held or it spoon fed to me. The end goal is for me is a possible PvE mod others might like if BI doesn't come through with that option themselves. Can I run the game unpacked because that would be ideal? I still prefer text editors over graphic editors for most stuff any way which means tons of trial and error.
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NVGs are in the types.xml file already but disabled. I have not enabled them in my testing to see if they're complete, my guess is they will be eventually.
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I didn't want to overwhelm myself at first so i was just looking in the non-binazied files that were immediately openable in a text editor. Cracked open the data files today and answered my own question more or less. The have a calm state we've all seen, a chase state that is also very common, there's a middle alert state that in my observations gets bypassed for a few reasons most times. Not sure if this is better for multiplayer but as they're set up now are about 12 time more reactive to visual acquisition over sound and have a very limited view distance and hearing range. This is the kind of stuff I was looking for to tweak a meaningful PvE experience for 1-2 players personally. It looks like a very robust system that's not being utilised to its full potential and has lots of promise for making a real zombie game out of the current PvP with some ineffectual zombies thrown in game it is right now.
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That's contentious, I live in the country, it actually looks lot like Chenarus I spend a fair bit of time outdoors at night when the weather is nice. As a teen I used to cross farm fields and wooded thickets getting from my house to visit my GF and the last thing you want to do is wave a flashlight around and get shot by a farmer's salt gun, not a lot different form how I'd loot in an apocalypse. My eyes adjust real quick and I can see in the "dark" as long as there's stars out and really well if even a sliver of the moon out, in the exact same situation my wife who grew up in the city and always uses the light on her phone is blind as a bat even after the average half hour to adjust. There's a genetic/environmental factor there that even if implemented, no one would make their character have shit night vision because they do in real life, just need some middle ground. Like they need more on their plate but a softskill from playing at night no lights and avoiding daytime play or religiously wearing sunglasses in the daytime would be a neat mechanic, similar to how they trained WW2 pilots eyes for night operations before NVGs.
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I think getting the power plant up and running would be cool if ti was community effort type thing, good luck with the average player-base's cooperation level, they appear to be coal or LNG running turbines and should require, electrical and steam system repair plus someone to make sure the boilers are fueled somehow. The only thing the bulk of players seem to be able to do cooperatively is hoarding mil equipment for quick respawn to killing turnaround like the lemmings they are. A more realistic game play model would be using the generator to back feed a towns grid from the utility building or something? As far as attempts at just lighting the streetlights through code, light sources look pretty good but seem super intensive on the current client in my experience, 5-10 FPS turning my truck lights on, I do believe they're still in the realm of legacy systems and new modules fighting each other and being worked on, fingers crossed.