Jump to content

venthos

Members
  • Content Count

    585
  • Joined

  • Last visited

Everything posted by venthos

  1. I honestly didn't intend to have it on the map (yet), but the default private dayz server code I based my mod off of had it set to spawn by default. So it did. I left it in since I didn't want to be a dick and remove someone's vehicle. So yes, the black SUVs are legit.
  2. The backpack thing is something I'll be fixing tonight. It's actually a problem in vanilla DayZ as well (I haven't changed loot spawn code) but it's more of a pronounced problem on my server with some items removed from the loot table. The axes you're seeing are for a similar reason. With removing cat wire/tank traps, hatchets have become that much more common (there's not much in the 'pool' of industrial spawns). That, and people hate trying to move hatchets to cycle loot so they end up being the 'tin cans' of industrial. I'll be further adjusting loot tables/spawn chances tonight, but things should get much better when I redo the loot system entirely (hopefully this weekend). Most of the stuff being seen in game is a side-effect of removing loot from the loot tables and thus some items have become much more commonly seen.
  3. I checked the DB and it's in the map, with gear in it, and lookin' fancy fine (not damaged). It's likely someone took it, as I haven't reproduced any bugs yet in testing (or live) with non-saving vehicles. For the moment I will use the script that the private hive code that I started with as a "base" for my mod came with for destroying any tents/vehicles parked outside the map. Eventually, I plan to have code that simply prevents people from even moving beyond the boundaries, period. Car or not. As far as vehicle hoarding, I also plan to add some sort of vehicle "decay" system that means even if you hide a vehicle perfectly at some point it's going to "Break Down" permanently and you'll have to go find a new one. The intent is to keep it so that there's always the prospect of finding a fresh spawned vehicle in towns. Not like most servers where you have to "find it first" or otherwise raid someone's camp for one. NVG is still in, but it is rare and I plan to make it rarer. The night vision FAL is gone, though. The L85 is also gone so there are no thermal vision weapons/items in game. Day/Night cycle is the standard 24 hour cycle. I'm not sure if I'm fond of an artificially short day/night cycle. I plan to try and make playing during the night something people will want to do, though. I have some ideas, but nothing concrete yet. Future Development: I plan to have a small tweak/bug fix release tonight, but I don't want to release too frequent of updates and piss people off. This weekend I hope to have some sort of new features/mechanics though. If I'm not being too ambitious about it, a server-side loot generation system will be in place by this weekend. The benefits of moving to a server-side loot system (vs. client generated as it is now): -Loot will spawn independent of players being near an area or not (although there will still be mechanics to discourage/prevent sitting in a building trying to camp loot). No more approaching a city for the first time to have 0 loot inside. -I will be scrapping the current loot model entirely and make my own algorithm. Since it's server side, the dayz_server.pbo won't be publicly available and no one will know precisely how loot is spawned (further reducing the chances of gaming the system) -I can enforce other neat limits/mechanics to loot when a singular mechanic (The server) is generating loot vs. each individual client. -I can enact loot table changes with a server-side patch so that a new client download isn't required. I think that's what I'll be working on this weekend, as I have been displeased with current spawn mechanics. I already don't like how much loot I'm seeing people getting in the DB.
  4. Today was a recreation day for me, and I didn't do anything dev wise or what not. Spent all evening on the server. Looks like we got up to 15-16 at one point. Pretty nice for its 2nd day. To whoever had the Skoda between Starry and Novy... sorry. We pulled up to the Starry tents just in time to see you drive Eastward. We followed and saw you bailed roadside to run at the heli crash out in the field. I fired a couple 203 HE in your general direction to keep you at bay and we scooted away with the car. A fair amount of vehicles have been exploded/crashed it seems. Most notably 2x UH-1H and a Littlebird. I'll be setting more vehicles to respawn tomorrow (I still need to perfect the vehicle spawning algorithm to make sure at least X of a given type of vehicle spawn) A few bugs have been found, and I expect to push out v0.1.2 tomorrow evening/night. This may or may not put back the MP5 SD and M9 SD. Still undecided. They'll be quite rare, if so. Thanks for the ideas, BIOSEMTEX. I'll take them into consideration. Some seem pretty neat. Thanks to those playing on the server as well and making today a fun day. If all goes as planned, v0.2.0 will be out this weekend at some point (signifying the addition of some "new neat mechanic/feature".
  5. There's definitely a lot to consider. I need to start a poll and find out what you guys want first. I've got some big ambitions, and everything requires time. I kind of want to spend that time on "new" mechanics vs. trying to balance guns and put in more things that go "bang bang" (Chloroform being a good tip of the iceberg example). -Revamp loot system to be entirely server-side for balance/auto-decay/less "gaming" of the system -Add mechanics for "Admin Events" to be held where I (and other admins on my server) can become super zombies with roaming packs of NPC zombies. Special "event only" loot would drop, and as such the events would be uncommonly held. I bet it'd be an interesting dynamic of people conflicted on "helping" each other defeat the horde vs. wanting the spoils that drops when the event is over. -Add new residential type guns... but I think I'd need a 3D Modeler/Artists help to make this anything cool. I do want to add a "flare gun" though for night ops. -A vehicle "decay" system so you can't hold onto a vehicle forever (thinking to the tune of 2 weeks), keeping new vehicles consistently spawning and giving new players to the server a shot at finding a vehicle. -Chances of "crashed vans" in the forests near Kamenka to make people not entirely loathe the area. Think "heli crashes" for new spawns. Shot at an ALICE pack, AK, or some other low/mid grade loot. And that's just off the top of my head. Hopefully they are things people think they might like. I want to try and get "something cool" into every major bump of the mod. Tweaks/bug fixes in between. It's just a lot of work, for sure, and I'd rather be spending time on things that will have people wanting to play on the server. If something is a bunk idea (hate the admin events, for example?) I'd rather not waste my time unless I think you guys are just seriously wrong and that it'll be awesome ;P If you notice, the things I've mentioned are kind of aimed at keeping you gathering longer as well as having things to do once you are done gathering other than just kill people (always keeping an eye on what may need to be your "next" vehicle, random dynamic admin events, etc). I'm not sure what I'll be starting work on tonight, or if I'll continue my break and play a bit on the server. We'll see. Thanks for the feedback so far, guys. I'm all amped up to work on this mod quite a bit since it seems there's some genuine interest in it.
  6. I think I may know what this is related to. Even in normal DayZ, backpack spawns are independent of loot piles existing or not existing. I may have bungled up a loot category which is causing bags to continue to get 'rolls' to spawn even if a bag is already in that spot. What you likely encountered was simply that many backpacks spawned on one loot location... which ain't good. I'll look into that later.
  7. Ah, yeah. That bug. That backpack bug has been in regular DayZ for a long time if I recall. Yeah I'll see if I can get that fixed as well.
  8. Yes, you can bag weapons. I realized I could never fix items being eaten when being moved into a bag/gear that had no room. So, I didn't want to have people losing weapons left and right by not knowing/remembering that limit. Further, I realized the main reason I wanted "no weapons in bags" was to prevent people from loading up with a sniper/assault/silenced (all 3 types) at once. With the sniper rifles I left in (CZ550 / M24) being VERY rare and the silencers I plan to add back in (MP5 SD / M9 SD) soon to be just as rare, I won't mind it. Ammo won't spawn in the wild for either (maybe the M9 SD, though), so a sniper rifle or silenced weapon isn't something you'd pick up unless you could bag it. Ammo will be too rare otherwise to use those weapons as your main gun. I think that's a happy compromise. Sniper rifles/silenced weapons will be left to be very rare spawns and you only get the clips that spawn with it. Ammo won't independently spawn for it outside of with the gun spawn. This should make people treat them as specialty guns vs. just carrying it as their primary 24/7. There are some, but I plan to re-do all vehicle spawn points in the future. There are lots of unclaimed vehicles all over the server right now. In upwards of 30 not counting bicycles For example: 6x ATV 3x Blue Vans 3x Motorcycles (just to name a few) They're out there, and all but one or two are unclaimed from the looks of it.
  9. There are weapons there, and some are ONLY available at crash sites. It's just you're not going to roll up to a site and find 4 firearms like you did in Vanilla DayZ. Finding even a single firearm there would be uncommon (but not rare). People have gotten really good at finding these things and I don't want a huge influx of weapons. It's more likely you'll find supplies, camo/ghillies, and an ammo box of 10x stanag, 10x ak, 10x akm rounds. Nothing to shake a stick at. At least, that's the plans for next release. As it stands right now I think firearms are fairly common at crash sites. Both are very likely to make it into next release as pretty rare finds. I'm with you there given the M9 SD's low accuracy and MP5SD's low damage. The server is in Dallas, TX and the timezone is set to GMT-8
  10. I initially had removed all snipers and all silenced weapons in my plans for this mod. The end goal was to foster more combat in towns that involved a bit of tactics vs. silent running in town or shots from the trees. Having cruised around for the last few weeks on public DayZ with an M4A1 CCO SD and a AS50(day)/DMR(night) I knew just how easy it was to engage people with the upper hand and just click-kill. It was too easy and the "hunt" lasted so short. It started to get unsatisfying. I wanted PvP that lasted longer than a single mouse click. I wanted combat. I don't hate the guns, I used them exclusively for the past few weeks in DayZ because I loved how effective they are. I just want more than 0.5 seconds of excitement. I want to exchange fire with another person/squad, not be the only one firing. Eventually I decided to add back in the CZ550/M24 as exceptionally rare spawns. This way people would use them a bit more tactically given the limited ammo should they be lucky to get one. With the silenced weapons, I just don't want it to be the "expectation" for end game that you just get one like in vanilla DayZ. I will very likely add some silenced weaponry back, but probably not the full compliment. I'm liking the idea of adding the silenced MP5 back because of how terrible it is damage wise. This way it can still be an effective tool for entering a town/pursuing a player by headshotting zombies. But, it won't be a huge factor straight on against another player when exchanging fire. You'd want another weapon for that. With weapon/ammo rarity, I'd want silenced weapons and sniper rifles to be a "Specialty Weapon" in your bag for certain circumstances. Not the gun you have in hand 24/7 because you have lots of ammo for it. We'll see. Nothing in the mod is an irreversible design decision. I wouldn't consider silenced weapons gone for good, nor the sniper rifles that aren't in game right now. In fact that MP5 SD may make it into the next patch.
  11. The "Abort" button is disabled while you're in combat. You shouldn't be able to log out normally if you're in combat. But, yes, the combat indicator is shown permanently. Later on (after the mechanic has been put through its paces) it may turn into just a "IN COMBAT" or "OUT OF COMBAT" (no timer) indicator to prevent people from trying to game the counter and run around just long enough until the timer hits 0.
  12. I would love to, actually. It's just that running two servers wouldn't exactly be a small expenditure. I'm not ready to open the mod up for public hosting simply because I have a strong distrust of the majority of DayZ admins. Most seem to treat it as their personal sandbox to torment people who unsuspectingly login treating them as mere prey for whatever clique they've formed. I've always run my public DayZ box (US 2519) with the aim of making sure people are having fun. I killed people, but I gave away weapons, cars, etc. There's a lot of European DayZ streamers that I would be honored to have play on a server with my mod, honestly. I know FRANKIEonPCin1080p is looking for one. I think hybridpanda already found a private one though :( If I get enough interest for a European server, and my current server attains a respectable population (currently in Dallas, TX) then I will personally foot the bill for a European server and run the two. I've got big aspirations for the mod. One of which will be dynamic "events" run by admins on the server. Imagine a human run/controlled event at midnight on "That Mountain" with lots of zombies, and a few "admin controlled" super zombies in the mix which drop loot only available through such dynamic events. I've got a lot lodged in my brain for this mod, and so far most of it seems possible. Some of which would only work out effectively with servers run by admins I hand pick to be trustworthy and wouldn't just run around as a zombie griefing people. In much shorter words: YES, I'd love to have one. I just need to see plausible interest first ;) The interest of a few DayZ streamers wouldn't hurt :P
  13. Thanks for the feedback. With the person being injured on vehicle flip, were you the one flipping it and they were standing next to it? Or, were they the ones flipping it? I may need to tweak some values there if he was the one flipping it to account for positioning and client side lag. If they were just next to you, that's something I'm debating "fixing" or not. I kind of like that you have to make people "stand clear" before flipping. As for the location it flips too, the game engine is always going to pick the nearest "non-collision" spot on the terrain. If on a bridge (an "object"), yeah I guess it will throw it underneath. I'll see what I can do, but I'm not sure this can be helped without engine changes. As long as it always puts it in an accessible spot that you can drive away from (which is what it should do), I think that's a win so far. hehe. Scanning the DB earlier (Trying to see if I made things rare enough) it looks like someone got in a chopper and found a few heli crashes. He very well could have looted the ones you found. Still, I am aiming to make heli crashes something that is no longer a near guaranteed "new gun" spot. It will more often serve as ammo/supplies retooling since otherwise people have gotten pretty good at finding/farming them. I will be monkeying with the loot table for them to at least make sure they're always worthwhile. But it won't be like vanilla DayZ where you sift through 3-4 high-end rifles per crash. The loading/unloading of unconscious players is not something new. It's provided by the "medical" scripts that Rocket included with DayZ. I did notice that "unload patient" sticks, and will be something I work to fix. That feature (and bug) should be in vanilla DayZ. It's just not often you run into such a situation. Feedback is fine in this thread, unless you have a LOT to give. Then go ahead and email me (email is in the linked image to prevent email bots from nabbing it)
  14. My only worry about flying is making it trivial to farm all 5 helicopter crashes within 30 minutes of server restart and making it very easy to spot player camps. I want to keep flight a bit rare. I'm thinking 1 big chopper and 2 small choppers would be the limit at any given time. That's already well above the "1 Huey per server" limit of vanilla DayZ. We'll see... I agree with you that helicopters are a ton of fun, though. A mechanic I'm considering adding is vehicle degradation to make it so no player/squad ever has a vehicle permanently, regardless how good they hide it. When that's added, I could see relaxing vehicles a bit. I haven't decided on the exact mechanic behaviors yet, but it would work by slowly "damaging" the car (the 0.0 to 1.0 damage value) as time goes on, and repairing things would not bring the damage below the slowly creeping value. Eventually, it just wouldn't come back after a certain point during the next server restart. A new action menu item would be available called "Inspect Vehicle" that would give you a non-specific generalization of its status "It looks like it has some decent life left in it" "It's showing signs of major wear and tear" "It looks like this vehicle may give out any day now". The degradation speed would be long enough to make repairing a vehicle just as worth while (2 weeks? No idea yet), but in its final days you would need to scout for a new vehicle if you wanted to keep one. I've got a lot of stuff up my sleeve, I just need to get it all coded out. Hopefully the server population starts to grow, as I'd enjoy working on this a lot more if people were enjoying the work being done. ;) So far, a decent start!
  15. Yeah I just realized that toolboxes are now useless in the mod while I was testing earlier today. I've tossed around the idea of simply requiring one to perform any sort of repair on a vehicle. Interesting idea though for using it on its own to fix something. I'd be worried about it just being able to give "free" repairs, though. I could see "consuming" the toolbox (under the premise it breaks) for an overall increase in the health of the vehicle. (Like players, vehicles have a damage value of 0 to 1. Consuming a toolbox to reduce the damage rating by 0.25 might work. Tools wouldn't break so readily though in the real world, so it seems like it might be a weird mechanic. I do quite like the thought of requiring one on hand to fix a vehicle. Combined with a bit more rarity and you'd have to protect your "engineer" (whoever has the toolbox) to make sure you can keep your vehicle purring. Thanks for the input.
  16. It's a good thing nobody is forcing you to play the mod, then ;) You're welcome to make a mod your way and run things the way you feel is best. Your assumptions on why I removed the guns are quite wrong, obviously, but I'm going to turn this thread into a debate about why you feel certain guns should be in the mod. This is a thread to communicate the release and changes of my mod. If you hate the mod so much, then just stick to vanilla DayZ and your problems are solved. I'm perplexed why you feel the need to be quite angry in a thread about a custom mod being run on a single DayZ server.
  17. One of the big projects I will be working on is pulling loot spawning from the client and moving it to the server. Loot will spawn regardless of player proximity and have a rigid spawning mechanism to try and curb gaming the system. Barring any major snags, I may be able to work it out this coming week if I don't play on the server much. It's very doable, I just need to prioritize what features/mechanisms I'm going to invest in first. I'd love to get a player base going for some direct input. I'm thinking of making everything unilaterally more rare as well. Like I said, I have big plans for the mod. Most of them involve making things more difficult/fixing bugs/disabling exploits so that people are forced to play in the spirit of DayZ and not try and game the system. Myself, 3 friends, and 3 others from the forums here have already been cruising around. I'd love to have more people play ;) Install the mod, try and login once (so your GUID hits the logs) and PM me for whitelisting!
  18. You can loot their pack like normal, but I do plan on having the option to "Disarm" their weapons onto the ground (or just have it automatic). The only gear that wouldn't be accessible would be their main inventory Regarding those upset with gun changes, I fully understand a sizable part of the community will not like the changes and refuse to play this mod on that basis alone. This mod is not aimed at pleasing 100% of the existing DayZ community. It's aimed at "DayZ purists" who are more in it for the spirit of DayZ then being a one man weapons carnival. Still, I wouldn't say any item being removed means it will never be in game. I initially removed ALL snipers before adding the cz550/m24 back in. No change is permanent, and as the community develops (if it develops) then I will make changes based on what types of weapons people are carrying in general and if things are too rare/too easy. But if you want to be running around geared to the teeth within minutes, then this is likely never going to be the mod for you. Sorry.
  19. I wanted to get something out and playable, otherwise I would've never stopped developing... I have tons of things planned I want to do with the mod while trying to get this a "DayZ Purist" mod (not adding crazy things). If anything, I want to keep is as difficult/frustrating if not more so. As of v0.1.1, there's no new guns. But, yes, I would expect some new weapons along the lines that you're saying. I just need to make this v0.1.1 is workable and that people are interested in it/playing it before I start back in on heavy dev.
  20. I understand the caution in sending a GUID, but it really isn't a secret thing at all. You can literally login to ANY ARMA2 server in game (DayZ or not) and simply type "#beclient players" into the chat prompt. Every GUID of every player on the server will dump out. Here's my GUID via demonstration. I was not logged in as an admin, before anyone implicates that. Just a normal player. You can't spoof GUIDs. You can't "do" anything with a GUID other than ban or whitelist someone. For instance, the people who get angry at some of my posts can now pre-emptively blacklist me on their servers ;P But that's all they can ever do with my GUID. In-Game Screenshot:
  21. Well, DayZ night time is only easy on moon lit nights when you can turn your gamma up hehe. I'd make it moonless nights permanently but I think the server would just be a ghost town then. This makes me sad because I'd love to play with other people where we're forced to use chem lights and flares. I wouldn't write off the whole lighting thing, but I'm trying not to be too quick with drastic changes. It seems very popular to load the map with vehicles, C130s, more crash sites, more zombie models, and just otherwise try and cram everything Rocket didn't put into the mod... into the mod. I dislike that very much and hope I'm able to attract the crowd that is more of a DayZ "purist" by not following some of those other custom mods. I'm trying to keep changes subtle, tasteful, and true to the spirit of DayZ. But, yes, big changes will be made eventually. I just want to get a bit of a player base going, some of the minor stuff patched up and some cool little things in place before I set dev time aside for some big mechanic changes. The 'more things on fire' has promise. I know Chernarus seems to be the only city with pre-lit oil barrels that provide light sources at night. I've always liked panicking "... did someone light that or was that just always on?" and being unsure on my approach. The public server should be up within the hour.
  22. venthos

    CZ550?

    CZ550 rarity is on par with NVG/Rangefinders/Ghillie/Mountain Dew -- literally. It ONLY spawns from the Farm loot table and has a 1% chance to spawn (the lowest individual spawn chance of any item in DayZ. Other things like NVG/Rangefinders/etc. also have a 1% spawn rate, drawing a parallel to its rarity) It is indeed an exceptionally rare spawn. Those claiming deer stands/residential found a CZ550 left behind by its prior owner. Prying open dayz_code.pbo is what confirms its loot locations and chance. Farm only. 1% chance. With that said, I think it's a very DayZ appropriate rifle. I think its rarity is tied to the fact it's on the farm loot table. If moved elsewhere, I could see it being bumped up a bit.
  23. DayZ DIAF v0.1.1 Before you read through the change log, I want to explain what DayZ DIAF intends to be. It's goals are: [1] Fix bugs/exploits [2] Introduce and change mechanics/features to appeal to DayZ "purists". By this, I mean people looking to play in the spirit of "post-apocalyptic survival". You'll never see changes introduce things like "100 vehicles!", "golden weapons!", "tanks!" and other bullshit. I am to keep DayZ difficult and frustrating, if not more so! I love Rocket's design philosophy for DayZ and am attempting to stay reasonably close to it. All in all, this project *will* fork from vanilla DayZ and take its own direction (it won't just be a "bug fix" release for stock DayZ). But it will try and keep in the spirit of Rocket's design. If I ever start adding ridiculous things, please smack me! I apologize for the delay, as I know I hoped to have the server online by now already. I just keep getting enticed into adding "one more thing" or fixing "one more bug". I've forced myself to halt for release and get the public server running since things are playable as it is. I will then immediately start working on v0.1.2 with more features. I've got a lot planned for this mod, and I'm sure I'll implement a lot of stuff based on feedback as well! I've put a freeze on development until such time that I get the public server up and running. This should be tomorrow (Sunday the 30th). To play on the server, I will need people to message me again with their GUID this time (going to use this instead of Player ID). GUID is more consistent and a better way to lock down the server. So if you've already sent me your Player ID, please re-send the GUID. If you're not sure how to find out your GUID, just wait until I turn the server up and I'll have instructions then so you can try to login to the server, PM me, and I can then grab your GUID from the logs. But as mentioned, tomorrow is a "no development" day for me. ONLY working on the server getting turned up! Stay tuned for the post and fresh new thread started then with server details! * RELEASE v0.1.1 * [FIX] No longer possible to drink/eat without consuming the food item [FIX] No longer possible to pitch a tent without consuming the tent [FIX] No longer possible to put on clothes without consuming the clothing [FIX] No longer possible to build sand bags/cat wire/hedgehogs without consuming the itme [FIX] No longer possible to consume medical supplies (bandages/etc) without consuming them [FIX] No longer possible to generate free filled water bottles with an unfilled water bottle [FIX] No longer possible to create axes out of thin air if you already have one [FIX] Switching skins no longer repairs pain shakes/broken legs [FIX] Switching skins no longer resets/dupes/screws with your backpack [FIX] Switching skins no longer resets ammo [NEW] Switching skins now properly remembers your chosen weapon vs. switching to the first 'weapon' item you ever obtained [NEW] Picking up a "weapon" form of a crowbar/axe no longer switches you to the first 'weapon' item you ever obtained [FIX] Duping no longer possible through zombie corpses/backpacks/etc [FIX] Vehicles save fuel properly [NEW] Getting in or out of a vehicle auto-saves everything about it [NEW] Adjusting gear contents of a vehicle or tent auto-saves it (Prevents duping) [NEW] Vehicles now save upon taking damage and take proper damage (no insta-repair on getting out/in) [FIX] uicontrol UI error fixed [NEW] Debug Menu removed entirely from game. Not even a toggle. [NEW] Weapons now spawn with 1-3 mags vs. previous 0-3 mags [NEW] The crowbar can be placed on your toolbelt just like your axe. [NEW] Disabled automatic player body cleanup (will leave this to scheduled restarts to give players a chance to get their stuff) [NEW] You no longer start with any backpack [NEW] MH-6J Helicopter added to vehicle spawn table. Non-combat vehicle with flares removed. Seats 6. Very vulnerable! [NEW] "Map" will no longer spawn by its lonesome, but with other residential goodies (just like other tools already do) [NEW] Ability to flip vehicles right side up (MORE DETAILS BELOW) [NEW] Combat system introduced as Anti ALT-F4 mechanic (MORE DETAILS BELOW) [NEW] Many loot/item spawn changes modified (MORE DETAILS BELOW) [NEW] Added new item/mechanic "Chloroform" (MORE DETAILS BELOW) [NEW] It should now be impossible for a new spawn to spawn unconscious (wasn't too uncommon when dying/respawning in stock DayZ). [ DETAILS ] * Ability to flip vehicles right side up * When any ground vehicle has been flipped over, it can now be flipped right side up by getting up next to you and using the new action menu "Flip <Vehicle Name>". -Vehicles can only be flipped when nobody is on the vehicle. -It takes 6 seconds to flip the vehicle. -If anyone is touching the vehicle other than the person flipping, they may take severe damage. Stand clear! * Combat system * As a means of eliminating ALT-F4 and force combat, this new mechanic has been introduced. If you are subject to ANY of the below criteria, you will be put in combat for 30 seconds. -If you fire a weapon/throw an object -If anyone else within 70m of you fires a weapon or throws an object -If any bullet or object impacts within 50m of you An indicator in the upper-right shows your combat status. The "Abort" button is disabled while in combat to prevent accidental logging. Any disconnect for any reason while in combat ensures the player is instantly killed and a body produced. This will be highly subjective to distance/duration tweaking. Eventually a DB will be setup to track combat logging for purposes of considering item reimbursal when a legit connectivity problem is implicated. * New Item: Chloroform * Rare item spawn. Find for yourself where it spawns (won't take you long to find out!). One use per item. Activates like giving someone a blood transfusion. Knocks the player unconscious for 3.5 minutes (subject to change). Useful for bandits looking to screw with people or survivors/heroes looking for non-violent ways to escape a situation. * Many loot changes * REMOVED FROM GAME: -FN FAL AN/PVS-4 -L85A2 AWS -M9 SD -MP5 SD -M4A1 CCO SD -Bizon SD -DMR -M14 AIM -SVD Camo -M107 -AS50 -Cat wire (was only really used for building griefing) -Hedgehogs (was only really used for building griefing) -Satchel Charges (so rare that they were only used by hackers/dupers for griefing) -Flashlight (removed from spawn tables, but everyone still starts with one!) Most of the snipers/all of the silenced weapons were removed to foster more squad interaction and less one-sided instant kills. Just because an item was left in or was taken out does NOT mean that's how it will stay. Community feedback/testing will help direct what goes on here. SPAWN MOVED: -M24 -> HeliCrash ONLY (Ammo only comes with the gun itself, doesn't spawn on its own anywhere!) -CZ550 -> Deer Stand ONLY (Ammo only comes with the gun itself, doesn't spawn on its own anywhere!) AMMO BOXES: -The two ammo boxes were removed and replaced with a single ammo box carrying (10x Stanag / 10x AK / 10x AKM) HELI CRASH LOOT: -With the weapon removals, you can now find Rangefinders, GPS, M4A1 Holo, M16A4 ACOG, and the M24 here. BACKPACK CHANGES: -As mentioned, you no longer start with a backpack. Backpack loot, in my opinion, was also jacked up. Bags have been relocated. + Residential bag spawns changed from Pouch(4), Czech(16), ALICE(20) TO Pouch(4), Patrol(8), Assault(12) + Military bag spawns changed from Assault(12), Patrol(8), Coyote(24) TO Czech(16), ALICE(20), Coyote(24) (The "best" pack from a supermarket is now the 12 slot Assault. You can only find an ALICE or better at military spawns!) SPAWN CHANCES: -Coupled with the item removals/changes, some loot was adjusted to spawn a bit more frequently/less frequently to try and keep high-end guns quite rare. Exact changes would be too numerous to enumerate, though.
  24. I'm not much of a fan of the whole lights thing, just because Chernarus looks so damned run down and broken anyway (perfect for DayZ survival) that I find it hard to believe any power would still be flowing through those cables this deep into the post-apocalyptic situation. I do see Rocket has a "generator" item in the code that might be possible to somehow link up to a lighting mechanic down the road if I get ambitious. But, I'm with Dimedius on *loving* DayZ's night time without NVG. The nervousness of running around with flares/chemlights is perfect. I honestly wish I could lock peoples gamma to prevent abuse of that during the night :( But in short, unless I spend the time to make a mechanic that requires constantly feeding gas into something to keep the lights on, I wouldn't add that in. I know I kind of pseudo-promised a possible release today (Saturday). But, I keep falling into stints where I start a new feature and demand I get that working before I release. There's still more I was wanting to work on before the mod's first release, but I've forced myself to tidy up a few things and stop at a playable state. I have droves more things planned for the mod, so expect frequent releases and updates. It is my plan to focus purely on getting the server up and running tomorrow (Sunday, the 30th) and get people testing on it. I will be replying to PMs/emails accordingly as soon as that happens and post a fresh "DayZ DIAF official release" thread when that time comes. I thank everyone for the interest they've had so far, and I really do hope that I can make this server a full population server. If enough people like it, I may have to expand into new servers -- but we'll discuss that if we ever cross that bridge. The next post down includes the official change log for what will be released on Sunday along with a teaser video.
  25. I haven't yet posted the updated changelog. But the CZ was initially removed simply because it was a sniper at all. If I left the only sniper in game as a Farm Spawn then people would camp coastal areas with big farms to wait for their CZ. Now that the CZ and M24 are back in, I just moved the CZ to deer stands to prevent that. I've also removed the L85 from game. The M24 took its place at helicrash loot. Range finders are reasonable with the CZ550/M24 in game now. Plus, even without a sniper they're free nightvision (granted it's zoomed in and you can't run with it on). They'd make an excellent scouting tool to someone who doesn't have NVG. I'd add in more variety of guns at the low end, but checking the A2 and A2:OA databases there simply isn't much at all available. Rocket has already put virtually all of them in. The full changelog will be avail later today when hopefully I have the server up and purring.
×