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Everything posted by shinkicker
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Version 1.1 is now released and being rolled out on different servers as I type. It is currently active on playwithsix and will imminently be available DayZ Commander. Download info on Client and Server A little bit about the mod. Its set 5 years into the future and everything is more rare and the gameplay is more based on survivalism due to the low amount of high powered weapons. Players are known to trade often in 2017 and tend to work together more due to the harsh nature of the mod. That is not to say banditry does not exist, no, people can get quite ruthless, but they are likely to kill you for food then anything else (and that might be the food you carry, or you yourself as the food). We are also a community based mod, so we welcome people getting involved. A lot of the new features we have planned for the next release are mostly from the players. Note: Its not for everyone, and we don't want it to be. If you like getting 'geared up' quickly then this won't be for you. Its a challenge and we intend to keep taking it more in that direction. At the same time its an ongoing effort and will always need refinement and careful attention to keep balance right. New Features * Dead Players / Zeds can be gutted and cooked with detrimental effect on humanity and high chance of infection * Zombies Hordes Spawn in Forests (and are attracted to camp fires) * Zombies spawn ratios and sensitivty raised. * New Improved Zombie faces and clothes being swapped out (continuous WIP) * Gyrocopters added (land and water based) - water based can also be used on land. http://www.youtube.com/watch?v=GSywLeLApEE * [New Female Survivor Model * [New Bandit Model http://www.youtube.com/watch?v=pUVjhGj_bDM * New Hero Model * New Tent Model * Bus Interior Retextured http://www.youtube.com/watch?v=ZtkayBQ8Log * Added Retextured AN2 Civil * Changed Survivor2_DZ to Epic_Beard_Man. * Tank Armour Levels Lowered massively. * Loot rebalanced (matches more common). * Animal Spawn ratios brought back to default. Bug Fixes * Backpacks can now stow weapons * Tank LODS fixed * Male Survivor Rvmats Fixed (they now show blood on the models) * Various start up errors fixed. * Removed Marek_DZ (Medic could self heal) * Missing ice_apo_resistance\data\us_soldier_sabot_body_wound1.rvmat'' fixed.
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Celle out of Beta now and at V1.0 (aka Metal Dave) - Private Server Files also available.
shinkicker posted a topic in Mod Servers & Private Hives
Hello Survivors, Pleased (well more relived) to announce Celle is now out of Beta and that V1.0 (aka Metal Dave) is now available for general play and Private server use. If you have yet to play Celle, well then you have yet to play Celle, but in the words of PsiSyndicate's Lewis, 'its got doorbells which is awesome'. How to get sum! Update: Client Files now hosted on the excellent Play with Six updater. A list of fixes and known issues are: Known: Spawn sometimes appears above the ground in the ATV base. Zombies run along the bridge like little children and fall off the side into the water (a good bug if you ask me!). This is due to the bridges temp state (it can be blown up). Skoda Octavias removed due to too many dodgy hit markers being present and needing a recode. Other candy added to make up for it. Issues Resolved: Helicopters crash sites no longer spawning in debug planes. Hueys now spawn in the massive aircraft hangers with the big opening doors (makes for dramatic take offs). Loot now spawning in military observation cabins at the firing range. The Crashed Troll Huey in the center of Celle which would kill players on entry has been removed and replaced. Database class and hitpoints being incorrectly copied over, now fixed in the server release. Makarov rounds no longer spawning in residential areas. Loot ratios toned down. Slightly less metal dave zombies spwaning...Nah! Just kidding, rock on dave, eat some MOAR survivor brains you strange flower you! Server Release. Currently we have files for pwnoz0rs / (former anti_rocket) build, the bliss guys have been in touch and this should be available very soon. Download Here: https://github.com/s.../zipball/master Install structions! https://github.com/s...b/master/README Any issues, hit me up on opendayz.net in the celle forum, or add me on skype - all23down or in here. -
No need to apologise bud, I agree with you, its a good point.
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For non vanilla DayZ sadly, yes. This appears to be the case with dayz origin and so a little shitstorm is forming in the community right now, But I and the guys I am close to always ask permission. Anything I have used that was developed around the BI / Armaholic community I have permission to use.and I give credit. For the main community code I talked over it with R4Z0R49 I opened a ticket to request permission to use community code. R4Z0R49 also knows anythng he wants from 2017 he can have. We all have gentlemens agreements on giving credit and asking first and we often hit each other up to discuss features and different dramas that are going on, Likewise if Rocket / BI and co want me to stop using the name, not problem - I can do so. I don't believe this is the case as Rocket has said he is ok with it over the past two days and I have chatted openly about it with Matt before who has said keep going. But serioulsy I won't lose out if need to move on and in all honesty I am getting close to giving up as I keep having to clear my name all the time. If its no longer fun for me, what is the point? I know this just happened with Bliss, the guy had enough and called it day and removed his website.
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I suppose I can comment here as I am the author of 2017. I got started first off by being a HUGE fan. DayZ was the game that I had been waiting for years to come along. Ever since I was a kid I would get up inside my head and imagine how I would fair when the dead walk and society goes to shit. I never forget the effect it had on me when I first played (as I am sure it did for everyone). I sucked at first of course and died 30 times, until I managed to crawl on my belly all the way into the supermarket at Electro and then sprinted back out to the forest again with some sodas, beans and a compass (which I had no clue how to use being a typical city boy). I had a humungous adrenaline dump when reaching safety and had to get up and pace around the room saying ‘f**k’ over and over again. You all know, we’ve all been there. After playing for a few weeks I got curious about Arma’s scripting language and the nuts and bolts that held the mod together. I needed to have surgery on my nose which meant two weeks off work. So I decided to do a map port. I got in touch with the guy who developed Celle (mondkalb) and asked if I could go for it and he said yes. My plan was never to release and maybe just run a server or two, but the German DayZ clans (16k of them) went nuts when they saw the youtube videos and so it was released. After this I noted that there was a lot happening now with all the private server builds, mods, scripts tweaks etc and no real home for everyone outside of here which was for the offical mod. I set up opendayz with pwnoz0r and beowolfschaefer. The idea here was that rather than have a private hosting company be the central place for maps, mods and so forth, we make a non-profit thing where it’s open to anyone to use and learn about how to mod / code / model / run a server etc. It just seemed wrong that something which rocket developed freely might be overtaken by commercial entities (this was before SA was announced). That site is now pretty big with 50k of unique hits a month. From there I felt like trying one more project before standalone came out. So I started 2017. The thing with 2017 was I wanted to do a back to basics hardcore survival port (whether or not that was achieved is up for debate of course). I felt that other mods / servers seemed to becoming more like Arma 2 then what the mod was originally about. This is obviously always an area of contention as there are the two schools now it seems. You have the PvP players and Survivalists, but the survivalists seemed to be missing out. I always loved the scarcity factor of DayZ and the different dynamics of play that brought out in people. I also wanted to revamp the way things looked which is where the five years (now four) later came about. One thing about 2017 is people call it a mod of a mod (modception), or a different mod. I don’t really look at it like that, for me it’s more of a remix or my own take on things. Its still largely Rockets mod in there. As to where I will go when SA comes out, I am really not too sure. I am happy to align with the wants and needs of the main devs and BI whose baby this is. Me and Matt have had a good few chats on skype where I have said that if there are any concepts or ideas that come from 2017 and would be of use to SA, then they should take them without hesitation. It really is the least of token gestures I could make for them allowing me to tweak it and express myself. I know for sure if I ever stop enjoying myself I will call it day. The DayZ community as it is now is really full of some gems, but it’s also full of such nonsense as well (the ongoing tavianna dramas and pay to play merchants). It can feel like a thankless task, especially when someone slags off what you do online. Players can also get quite demanding too as if you do this as a paid service. I have no horse in this race for when it comes to cash or recognition. I am just a regular bloke. I come home from work, play with my 3 year old, talk to my wife about whatever is going on and then at 8pm when the nipper is in bed and my wife is watching soaps, I boot up my gaming PC and work on coding and modeling (currently a fallout type inventory weight system and mad max style tractors). I have never made a penny from this (in fact I am likely down by about 800 dollars), but that is fine. This for me is a hobby and nothing more and I am grateful to have been a part of it. - shinkicker
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Someone Please link DayZ 2017 Change Log/ Patch notes!! Looked all over and can't find
shinkicker replied to redmantab's topic in New Player Discussion
Hi, Yeah the problem is that gamehosting companies are including load out editors on the server panels for 2017. I don't really like this, but if its someones server which they pay out cash for, its up to them how they set it up and play it. I expect the hosts also won't change as they want max rentals over an authentic experience. We had a kid over on open dayz asking how he could edit his dayz.st server to have nvg's and an as50 as load out items. Someone suggested he go with vanilla dayz instead. What we do want to do is perhaps maintain a list of 'real deal' servers and perhaps see if they can have something in the banner to make it easier to filter them out in the launchers. EDIT: Here is the change log (you can stay up to speed on opendayz dot net) Release Log New Features * Dead Players / Zeds can be gutted and cooked with detrimental effect on humanity and high chance of infection * Zombies Hordes Spawn in Forests * Zombies spawn ratios and sensitivty raised. * Gyrocopters added (land and water based) - water based can also be used on land. * New Female Survivor Model (can wear backpack) * New Bandit Model * New Hero Model * New Tent Model * Bus Interior Retextured * Added Retextured AN2 Civil * Changed Survivor2_DZ to Epic_Beard_Man. * Tank Armour Levels Lowered massively. * Loot rebalanced (matches more common). * Animal Spawn ratios brought back to default. Bug Fixes * Backpacks can now stow weapons * Tank LODS fixed * Male Survivor Rvmats Fixed (they now show blood on the models) * Various start up errors fixed. * Removed Marek_DZ (Medic could self heal) * Missing ice_apo_resistance\data\us_soldier_sabot_body_wound1.rvmat'' 1.2 is in the works. For that release we will have a weight system, sleep metric, mad max style tractors, 2017 style urals and the ability to craft crossbolt ammo. There might be more as well, such as base building and other goodies, but we're yet to finalize and test everything. -
Thanks for the feedback guys. The animal spawn lowering is a yes for the next release. I am currently trying to deal with hackers at the moment whom seem intent on ruining it. If you do find servers suffering, keep in there, hopefully the idiots will move on soon.
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The mod can now be installed and run within DayZ Commander. Just update.
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It was first released last year which is when the....never mind, have an apple for being good at math. It will make up for your English grade (januari huh).
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DayZ 2017 - The Trailer - new arma2/dayz mod
shinkicker replied to kleutscher's topic in DayZ Mod Gallery
Hey All, It’s me that is developing the mod. Here are a few pointers: It’s in no way a commercial effort. I am just a guy who loves DayZ, and I always keep it in mind a lot what I am doing is based on the efforts that rocket has already made. I am just putting a new spin to it. Think of this as no different to DayZRedux or DayZ+ etc. If any of what I do is helpful as an ‘ideas lab’ to rocket and co then that would make it all the more worth it. The team also know how to contact me, so if I ever over stepped the line, they can reach me easy enough and I would backtrack. I am not here to piss off the people whose work I enjoy so much. The ethos is that its five years post infection. The spin is that weapons and ammo and most loot will be a lot rarer. It won't be for everyone. One thing I have learned with other works (Celle) is you really can't please everyone all the time, it’s impossible. Some will say there is not enough loot and others will say there is too much. Some will want apache gunships and others only bicycles. It’s not achievable. If you fall to the ‘no like’ side, sorry, hopefully something else will meet your needs. At the end of the day, I try and do what I like, but keep an open mind to listen to others too. Doing something such as this always puts you in the firing line for being slagged off on youtube / forums etc (got called a c**t on reddit last week), so I will just do what I want to do. Haters will hate, others will praise far too much, most will be 'meh' I am releasing early, without a lot features that were originally planned, so it’s an alpha of an alpha (more inception references). A lot of this is due to the very soon to be released standalone, and the big migration of players we will see. After then I will reassess, if there are a few players and people like it, then it will be time to get creative and really start trying to evolve the concept more. The Tank: Its completely nullified with all the weapons removed from the model config. Even if some kiddies managed to spawn in the ammo, they won't be able to fire shit. I included it as an eccentric means of transport. I got the idea from my own town, where on a weekend you see a retired engineer driving his Alvis Stalwart around town with a massive grin all over his chops - so my thinking is that if it 'did go down' there would be some pretty smart people around that would start to 'tinker' again. Fuel will be a consideration, need to look at this.I don't think there is anything that can be done within Arma 2 to 'ration' the outlets, so might have to find more creative means. EDIT: I forgot to mention, karwin is a great guy and produces some great work, thanks mate. -
So how do I get in touch with the Community to log issues? From what I can see, as it stands the new release can only be used on Chernarus and other maps need a new DLL compiling: Mods: @hive Distribution: 0 Version 1.62.98220 Fault address: 77A34350 01:00013350 E:\servers\173test\Database.dll file: dayz_1 world: Chernarus Prev. code bytes: C4 89 7D E0 89 7D D4 8D 70 01 8D 9B 00 00 00 00 Fault code bytes: 8A 08 40 84 C9 75 F9 2B C6 83 C0 20 6A 08 50 E8 P.s Can I get in on the club? As someone who ported a map (Celle) which is starting to get popular and also knows his way around the code. I would like to be able to get some foresight into what is happening,so I can prepare for changes pre-release, and in turn I am happy to share, test what code I have and what knowledge I can impart?.
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So should private hives integrate everything except the hive.dll and the dayz_server.pbo? Was the server code amended at all?
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New Map - DayzTaviana is released!
shinkicker replied to mrsherenai's topic in Mod Servers & Private Hives
You might want to check with ashf0rd on tunngle / opendayz.net as he is already developing on this map (unless you are co-developing with him)? -
Celle out of Beta now and at V1.0 (aka Metal Dave) - Private Server Files also available.
shinkicker replied to shinkicker's topic in Mod Servers & Private Hives
Forum markup code sucks balls, please go to the blog to find out more..(which you probably won't now)... http://www.zombietreats.com/new-features-for-celle-v2/ -
Starting a new ROLEPLAY SERVER! IN NEED OF HELP!(Where to buy server?)
shinkicker replied to haavardmofo@hotmail.no's topic in Mod Servers & Private Hives
I think the coding is more likely to be the tough part then where to host. What is it you actually want to achieve? -
Pending Update: Build 1.7.3 (community edition)
shinkicker replied to rocket's topic in Mod Announcements & Info
I see what you mean, my bad, I missed that thread. Hope this stuff can all be resolved, as this is a fantastic step to ensuring the mod stays active. I don't know if you know about the guys and gals over at opendayz.net (some of the posters there have contributed to the code I believe), but we are growing quite quick. The idea was a community of people contributing and encouraging others to do the same with no one locking out or fragmenting things. We are new but growing really quick, if any of it is useful to you and efforts, then please let do let us know, but it looks like that base is covered well already. As you had been open about the dayz code and the effort being non commericial then opendayz.net is based on the same grounds. -
Pending Update: Build 1.7.3 (community edition)
shinkicker replied to rocket's topic in Mod Announcements & Info
Hi Rocket, Its probably more that most of us did not know about the community, until now. -
Pending Update: Build 1.7.3 (community edition)
shinkicker replied to rocket's topic in Mod Announcements & Info
Excellent work. Any chance us map porters and other modders could see a code diff as to what has changed? It will make it easier to merge these fixes into the different branches. Also I think some of these originate from f0rts fixes? If so I know that bliss and pwnoz0rs server builds use f0rds fixes and so we would need to make sure the two don't clash. If this community led then I think it needs to be open to the community, right? EDIT: I can see its already getting complicated already. -
Celle out of Beta now and at V1.0 (aka Metal Dave) - Private Server Files also available.
shinkicker replied to shinkicker's topic in Mod Servers & Private Hives
Yep, its going on to Bliss very soon (Andrew is working on it now I believe). Also its now on Play with Six which has worked out well for me, as I think its a great app. If I make an update now, clients can pull down only the changes I made rather than the whole set of files again. Slowly but surely more servers are coming up, so there is hope still for us little independent guys. -
Celle out of Beta now and at V1.0 (aka Metal Dave) - Private Server Files also available.
shinkicker replied to shinkicker's topic in Mod Servers & Private Hives
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Celle out of Beta now and at V1.0 (aka Metal Dave) - Private Server Files also available.
shinkicker replied to shinkicker's topic in Mod Servers & Private Hives
Thanks. Its certainly a little bit of an uphill getting attention to the map. DayZ Commander won't host it until it has more servers and to get more servers you need more players to like it, and for them to like it, it needs to be on DayZ Commander (see where we are going with this). Sadly a majority of players don't have the skills to unzip a folder and create a shortcut, so they won't be playing it. Hmmmmm...I just need to keep in mind I do this for the love of the game, and even if I do only have 7 players at the moment, they are having a great time which is what counts right? -
Celle out of Beta now and at V1.0 (aka Metal Dave) - Private Server Files also available.
shinkicker replied to shinkicker's topic in Mod Servers & Private Hives
Anyone know how I can get a sticky on this? I see Namalsk has one :P :thumbsup: :beans: -
Was that the seattle server, if so there was a screw up with the vehicle spawning. Its fixed now and there are players happily running around in vw's and helis. Apologies for not amending earlier.
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I am trying to understand how the syntax works for the scripts.txt On the BI thread (where I posted, but got no response yet). It appears you can whitelist a command: !"but not this" However i am now confused by lines such as this: 5 addGroupIcon !"\"addGroupIcon\"," Is this not saying, block addGroupIcon, don't block 'addGroupIcon' - i.e. it cancels itself out? Also, I have found that changing number '5' to '1' still results in a kick rather than just logging the command? I am missing something again, 5 - is kick and 1 - is log right? In before someone says "RTM!". I only wish there was one! P.s..emailed battleye 5 days ago, nothing back.