venthos 605 Posted September 30, 2012 (edited) This thread is now limited to posting changelog/version updates. The poor performance of dayzmod.com has rendered these forums a chore to post/reply to. DayZ Redux now has our own forums up just for this mod. Please try and shift all discussions related to DayZ Redux to that forums. Thanks!Forums: http://www.dayzredux.comDayZ Redux v0.4.0DayZ DIAF (Die in a Fire) has been renamed! To what I randomly named under suspicion of nobody being interested in the mod, it now has a proper name that communicates the intentions/goals of the mod. It's the same mod, just renamed as a result of this patch. Please note that those who had played DayZ DIAF will need to make sure they setup/reference the new mod directory "@DayZRedux" instead of the old "@DayZ_DIAF"Before you read through the change log, I want to explain what DayZ Redux 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 spiritof "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! GETTING ACCESS:The server is now up and available for play! It is a WHITELIST only server based on GUID. To get access, you need to visit http://www.dayzredux.com and register on the forums. Then, follow the instructions in the "Whitelist" section. While this may be a bit of work, it's intended to be more work than the average hacker would bother with.INSTALLATION:http://forums.dayzre...um/4-downloads/RECOMMENDED LAUNCH OPTIONS:Just set your launch options in Steam or make a shortcut with:beta=Expansion\beta;Expansion\beta\Expansion -nosplash -skipIntro -mod=@DayZReduxTROUBLESHOOTING:- If you get an error about not having the proper Arma2 version, be sure that you have the latest Beta client (See install instruction for link) and that you've copied "Expansion/beta/arma2oa.exe" over top the regular arma2oa.exe in your main 'arma 2 operation arrowhead' directory. This will make sure Steam launches with the beta client.- If you get something like "ca_dubbing_counterattack" missing, you did not merge your ARMA2 and ARMA2:OA Addons. Launch "Combined Operations" through steam once to have Steam do it, or copy "Addons" from your regular "arma 2" directory to your "arma 2 operation arrowhead" diretory.- If you get something about keys not being approved by the server, you likely still launched the game with "@DayZ" as a mod (which the server won't allow). Make sure you're only loading "@DayZRedux" and nothing else. DayZ Commander seems to force load @DayZ no matter what :(AS OF 0.3.0 ALL RELEASE NOTES ARE JUST GOING TO BE ON THE MAIN SITE. PLEASE GO THERE:http://www.dayzredux.com/download* RELEASE v0.2.11 *Begrudgingly tuning back Zombie spawning mechanics closer to vanilla, as they seem to be the primary cause of all of the remaining lag/desync/redchain. We'll see how this goes.* RELEASE v0.2.10 *Fixed loot based logic mistake relating to checking if players are near/in a building during attempts to spawn loot.* RELEASE v0.2.9*The "improved performance" adjustments for loot seem to have made loot entirely too rare (this is different than the logic error before, loot was "working" here, it just was made too rare). Hopefully this should be last of this! So hard to test the effects of loots long-term with multiple players by my lonesome :(* RELEASE v0.2.8*Fixed stupid logic error that resulted in loot only spawning when the 6 moons of xarthos aligned. Which is to say, not very often. Loot should be spawning normally now.* RELEASE v0.2.7*Actually slightly increased the CZ 550's spawn rate this time (apparently last time I did not actually do it)Introduced basics of "Vehicle Inspect" action. *MORE INFORMATION*Repairing ANY vehicle now requires that you have a ToolboxToolboxes are now more common in industrial spawnsFuel Tanks and Engine Parts have swapped rarities. The Fuel Tank is now the most rare part instead of an engine. (Vehicles can't move without an engine, you'll just burn through fuel quicker without a fuel tank. I like the rare fuel tank situation better)SuperMarket loot pile chances reduced to be in line with regular residential chance.Parts only display in the repair action menu if they're not already 100% repaired (if it lets you try and repair it, it's not 100%!)Damage to players is now logged server-side. This should help significantly in investigating hack reports. The origin unit who ultimately caused you damage will always be reported in logs.The creation of ChernarusRedux buildings are no longer done like trash/garbage/barricades, but spawned by the server. This should resolve all oddities reported with multiple buildings/loot/buildings not showing/etcLoot spawning has been optimized a bit to improve overall performance and fix the performance problem when in townsLoot no longer despawns in spite of a player being near the pile at the time[ Vehicle Inspection ]Shows up in the same situations "Save Vehicle" shows up.Displays a break down of ANY part that is not 100% repaired. (Individual part damage)Displays the damage value of the vehicles itself (vehicles maintain a separate damage value from parts)If the vehicle's general health is 61% - 100%, the picture is green.If the vehicle's general health is 31% - 60%, the picture is yellowIf the vehicle's general health is 1% - 30%, the picture is red.At this point you pretty much can just ignore the in-vehicle HUD green/yellow/red.If your helicopter is leaking fuel, use this tool. Anything that shows up is not 100% and therefore needs fixing!If you have 0.2.6, just get the hotfix patch: http://www.dayzredux....2.7-hotfix.zip* RELEASE v0.2.6*[CHANGE] Chloroform spawn chance increased slightly[CHANGE] CZ550 spawn chance increased slightly (There were 4x M24s in use, but 2x CZ 550s)[CHANGE] Guns now spawn with 1-2 mags instead of 1-3 mags.[NEW] Helicopter Crash weapons spawn with 2-3 mags[NEW] AKS 107 PSO introduced as Heli Crash only loot.[CHANGE] Loot spawning is back to being calculated 100% client side - BUT, it's still customized. *MORE DETAILS*[NEW] Initial preview/testing of ChernarusRedux concept and mechanics. *MORE DETAILS*[ Loot Spawning ]Long story short, ARMA2 can't handle the extra load of calculating loot server-side in spite of various methods/efforts on my part. I guess it's no surprise given that Rocket would've likely done this in the first place if it was feasible.However, the vanilla DayZ loot system wasn't just rolled back in place. I've customized it slightly to hopefully be more friendly/dynamic and less irritating than the bone stock mechanic. Please provide feedback on this.This should (hopefully) spell the end of the loot droughts and desync/redchainNote that there is a mechanic that rewards you for NOT loot piling/cycling buildings. If you don't want loot, LEAVE the pile. It will slightly increase the chances of goodness next loot cycle. If you clear buildings out of loot and pile it out, then you'll have LESS chance of goodness next cycle.[ Chernarus Redux ]The preview of Kamenka and North East Airfield have been placed in game. These are by no means the final product of the towns, and I already have plans for tweaks.But, my intent here is to [1] get things rolling [2] test for any oddities in the method used to add these additional buildings into the map.Please provide feedback on any oddities you see.* RELEASE v0.2.5 *[CHANGE] M240, M249, Mk48 removed from barracks loots. M249/Mk48 left as HeliCrash loot, M240 no longer in game (Reducing to 2 LMGs now bring it in line with the 2 snipers and 2 silenced weapons)[CHANGE] Guns with optics removed from military loot. Now only exist as Barracks loot* M4A1 CCO* M4A3 CCO* AKS 74 Kobra[CHANGE] Food is a bit more rare in Supermarkets[CHANGE] Tweaked drop rates of various items (numerous amount)[FiX] You can no longer change clothes/eat/drink/etc. while in a vehicle (exploit related)[CHANGE] Very slight tweak to zombie spawn mechanic to further try and reduce chance of desyncIf you have 0.2.4, just get the hotfix patch: http://www.dayzredux....2.5-hotfix.zip* RELEASE v0.2.4 *[FIX] Made changes to eliminate chance of rapid-respawn zombies, also other changes to reduce/eliminate desyncIf you have 0.2.3, just get the hotfix patch: http://www.dayzredux....2.4-hotfix.zip* RELEASE v0.2.3 *[FIX] Add back in the zombie code that I commented out during internal testing at 5AM last night and forgot that I did so...If you have 0.2.2, just get the hotfix patch: http://www.dayzredux....2.3-hotfix.zip* RELEASE v0.2.2 *[CHANGE] Adjusting some zombie mechanics in efforts to reduce desyncingIf you have 0.2.1, just get the hotfix patch: http://www.dayzredux....2.2-hotfix.zip* RELEASE v0.2.1 *[FIX] Woops. The unload patient fix bungled refueling vehicles. Reverted it.If you have 0.2.0, just get the hotfix patch: http://www.dayzredux....2.1-hotfix.zip* RELEASE v0.2.0 *[NEW] DayZ Die in a Fire Edition has now gone with a more serious title given people seem to actually like the mod. It is now dubbed "DayZ Redux" in honor of the mod's goals.[NEW] Combat Status icon introduced to indicate combat status. Combat Status text indicator will eventually be removed entirely.[FIX] "Unload patient" action no longer permanently sticks in the action menu (Untested fix. Please confirm)[NEW] Zombies will still spawn even if you're on/in a vehicle.[NEW] Zombie spawn mechanics heavily modified. *MORE DETAILS BELOW*[NEW] Heli Crashes spawn mechanics revamped entirely. *MORE DETAILS BELOW*[FIX] Heli Crash smoke is *actually* removed now (I confirmed it this time :D)[NEW] Reduced amount of possible loot piles per heli crash. (This will be watched closely for loot table and/or loot pile tweaking)[NEW] Ghillie and Camo no longer spawns at Residential. Moved to military/barracks instead (still spawns at heli crash).[NEW] GPS removed from Military spawn, remains at Barracks and Heli crash[NEW] "Assorted" loot piles will have 1 less item per pile. Weapons/etc. are unaffected[NEW] M240/M249 belts no longer spawn outside of with the gun itself.[NEW] M9 SD/ MP5 SD added to Heli Crash. Just like snipers/LMGs, ammo only spawns with the gun itself.[NEW] Loot spawning system moved server-side and spawning algorithm redone. *MORE DETAILS BELOW*[NEW] 4 new vehicles. They're not particular fancy/game changing, but add some nice change to the existing loadout.[NEW] This is technically not a mod change, but the official DayZ Redux server no longer has waypoints enabled.[ Zombies Mechanics ]Most folks, when modding DayZ, immediately take to the "Dial the zombie spawning to 11" approach and quickly run into mass lag/desync issues. I've taken a different approach. The avenue taken hopefully will make it SEEM like the towns are much more congested and busy while you're in the town itself, but the actual number of zombies will remain virtually unchanged. Please please report back your assessment of this new mechanic. It is stage one in what I plan to be a two stage process to make zombies matter more and less able to run around town balls out.[ Heli Crash Mechanics ]No longer do heli crashes spawn immediately on server up, allowing those who can login at that time to scoop up the loot. Instead, heli crashes are now completely randomized over the life of the server (as configured by me). Heli crashes are intentionally spawned in such a random fashion that no singular point in time is more advantageous than another to go look for them. You could look for a heli crash and have one spawn at a place you just visited 5 minutes ago. The only way to catch all the heli crashes now is if you scan the entire region 24/7. This should allow more variety of people to find them and no singular person to be able to farm them all unless they dedicate their entire 24 hour day to scanning for them.[ Loot Spawn Mechanics ]Loot spawning is now exclusively handled server-side. No longer do players handle the spawning mechanism. I will *NOT* explain the intricacies of the mechanic to minimize people "gaming" the system. However, loot now spawns 24/7 regardless of players being near a town or not. There are still anti-farm mechanics involved to prevent someone from sitting on a building. "Cycling" loot is significantly less effective than moving on to a new house. Less frequently looted locations have a higher chance of containing more loot. In other words, it is more effective to "loot a town" and move on to another town than it is to stay in town and try and farm respawns.Please note due to the nature of loot being completely redone, it may be too rare or too frequently spawning. Only so much testing can be done alone on a test box and checking only a few towns over the course of 30-60 minutes. PLEASE REPORT BACK ANY FEEDBACK.[ SERVER CHANGE ]Waypoints disabled[ MORE CHANGES ]Added 4 vehicle types. They're rare though!HMMWV_Ambulance (2-seater medical vehicle)GAZ_Vodnik_MedEvac (basically a Ural grade truck that's amphibious)Old_moto_TK_Civ_EP1 (Same as the other bikes, just looks different)VolhaLimo_TK_CIV_EP1 (Same as the GAZ, just looks pretty bad ass)* RELEASE v0.1.2 *[CHANGE] Spawn rate of Chloroform reduced[NEW] Chance of loot piles spawning per cycle has been universally reduced by a slight amount. (This will be watched closely. Please send feedback)[NEW] "Special" Heli Crash gun/tool loot made exceptionally more rare. More common to find lots of ammo/supplies than amazing guns/NVG/etc.[FIX] Removed the AKM's second spawn entry in the "Military" and "Barracks" loot table so that it only has a single entry. Consequently, it will be slightly more rare.[NEW] The crowbar now spawns in its "Toolbelt" form vs. its "Primary Weapon" form (just like the Hatchet)[FIX] Removed CZ550 Ammo from 'hunter' zombie loot table (missed it from before)[NEW] Loot cleanup logic should now clean backpacks/boxes in addition to loot piles[NEW] Loot spawn logic should no longer spawn a backpack/box/ammobox if a backpack/box/ammobox already exists at that spawn point[NEW] Medical Box contents have been halved.[NEw] Medical boxes will spawn less frequently (but still spawn independently of loot piles existing or not)[FIX] Players who decide to try and crawl inside a vehicle before flipping it right side up should be less likely to K.O.d by said vehicle[FIX] You can no longer cook infinite free meat from camp fires[FIX] Survivors should no longer pickup a single item at the same time and both receive it.[CHANGE] Heli Crash smoke has been removed (should be, at least). It made it ridiculously easy to spot crashed helis.[CHANGE] Loot tables have been adjusted to make generic type loot piles more common and 'specific' items more rare. Trying to make it take longer to gear up.[FIX] You can no longer generate multiple tents while packing up a deployed tent.* 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 youAn 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. Edited November 24, 2012 by Venthos 52 Share this post Link to post Share on other sites
voddler (DayZ) 367 Posted September 30, 2012 (edited) Hmmm DIAF or survival ops?! It's hard to decide. From the changelog here I love it aswell..So, how do I know my GUID? DO I have to join a server and it'll tell or is there any other way? Edited September 30, 2012 by voddler 1 Share this post Link to post Share on other sites
TheMedic 58 Posted September 30, 2012 Can't wait to try this; I've wanted to get back to the "real" DayZ since I'm tired of these KDR CoD kiddies. Share this post Link to post Share on other sites
Allie (DayZ) 97 Posted September 30, 2012 (edited) I really love the new revolution in this series of games.I would NOT send you my GUID... i mean you will get it anyway if you receive me on your server.I have no problem with you passwording your server, and i have to email communicate with you to get access.Not that i'm going to go "your" way of dayz yet anyway.Again i like the video, and i like the concepts and adjustment to the game :)Keep up the good work, and good luck. Edited September 30, 2012 by Allie Share this post Link to post Share on other sites
ImaffoI 22 Posted September 30, 2012 Will the removed weapons be replaced by more civilian weapons like the mosin nagant, sks, more shotguns etc etc? I would be fairly logical for more hunting and old military rifles to be roaming around. And it would diversify and make automatic weapons more interesting. Share this post Link to post Share on other sites
venthos 605 Posted September 30, 2012 I would NOT send you my GUID... i mean you will get it anyway if you receive me on your server.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: 1 Share this post Link to post Share on other sites
venthos 605 Posted September 30, 2012 Will the removed weapons be replaced by more civilian weapons like the mosin nagant, sks, more shotguns etc etc? I would be fairly logical for more hunting and old military rifles to be roaming around. And it would diversify and make automatic weapons more interesting.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. Share this post Link to post Share on other sites
BlindProphet 34 Posted September 30, 2012 I was going 'this is awesome' right up until your changes to guns and everything else below that...then my attitude immediately changed to 'totally not worth it'.Why? Because your reasoning is well....shit. And your changes do nothing to support your reasons save for -MAYBE- removing the L85 and the .50 cals. And thats a big maybe. 1 Share this post Link to post Share on other sites
straw 5 Posted September 30, 2012 (edited) sounds awesome besides I would NEVER give my GUID to someone on the internetz :Premoving dmr, m14 is a "no go" for me Edited September 30, 2012 by straw 1 Share this post Link to post Share on other sites
xenomta 128 Posted September 30, 2012 Looks good. You should make it so you can loot peoples bodies while they are knocked out, it would avoid killing someone. 1 Share this post Link to post Share on other sites
tommes 331 Posted September 30, 2012 I will try it out some time next week if it's not too much hassle to get it going. Share this post Link to post Share on other sites
venthos 605 Posted September 30, 2012 Looks good. You should make it so you can loot peoples bodies while they are knocked out, it would avoid killing someone.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 inventoryRegarding 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. 6 Share this post Link to post Share on other sites
BIOSEMTEX 77 Posted September 30, 2012 This is great!Please don't try to follow anything Rocket was 'trying' to do with his mod for any reason other than you think it belongs in your own. Give credit where credit is due but make this bitch yours man! You have absolutely NO obligation whatever, except to give recognition, to the original source of content. Rocket has gone over to the dark side, where only money matters now. IMO he should have created a great game BEFORE he started going to conferences and rubbing shoulders with the leet game designer crowd. He should have stayed in Prague making do with beer and whores, working hard, but no, he had to travel the world with his friends, collecting groupies and sitting on nonsensical panels talking shit about shit. If anybody is getting that kind of recognition, it should really be the people who created ARMA 2.I will gladly eat my words if the standalone is as good as the hype they are trying to generate/maintain suggests. I will not be surprised, however, if it flops.Modders - I salute you. Keep up the awesome work. Share this post Link to post Share on other sites
venthos 605 Posted October 1, 2012 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! 4 Share this post Link to post Share on other sites
BlindProphet 34 Posted October 1, 2012 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.Your reasoning here is once again shit.I like how the sniper rifles and silenced rifles make you a one man weapons carnival but things like the M249 and the Mk48 don't. Riiiiiiight. You don't like the weapons so you removed them because you've been killed too many times by them.You can say i'm not a purist and am not in it for the spirit of DayZ till your blue in the face. That doesn't make it true. You made perhapse 4 good choices with that list. Then the rest is you just not liking the weapons than having anything to do with the 'spirit of DayZ'. You're a fraud, and an idiot. Share this post Link to post Share on other sites
venthos 605 Posted October 1, 2012 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. 4 Share this post Link to post Share on other sites
dsi24 227 Posted October 1, 2012 lol @ the removals, at least you decided to do something instead of just whining I guess. Share this post Link to post Share on other sites
BIOSEMTEX 77 Posted October 1, 2012 Quite happily testing tyvm. Can I suggest you find a good use for the toolbox (now that it is redundant in your mod), maybe fix a bike without parts? fix a flat tyre on a car? or maintain vehicles (fix the parts before they get red), that kind of thing. Share this post Link to post Share on other sites
venthos 605 Posted October 1, 2012 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. Share this post Link to post Share on other sites
sqpantz 0 Posted October 1, 2012 Definitely off to a good start!I'm liking the list of changes so far including the weapons nerf. Hope I'll be able to test it soon.Input: One of the things that annoys me about dayz is the act of switching from a primary to a melee; thoughts? Share this post Link to post Share on other sites
jd02054 1 Posted October 1, 2012 I played alot today and the main thing i can say is that the server is running great. I get great frames everywhere, whether in the city or right next to spawning zombies. The loot is spawning in quickly which is great coming from other mods for dayz where you have to wait minutes sometimes. Hopefully soon the player base will start building and we can see a little squad based action. Loving it so far, keep up the good work man. Share this post Link to post Share on other sites
Alexander. 10 Posted October 1, 2012 Looks promising. Would love to see a bigger variety of vehicles and non-lethal helis if possible - flying is the best part. Share this post Link to post Share on other sites
venthos 605 Posted October 1, 2012 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! 1 Share this post Link to post Share on other sites
BlindProphet 34 Posted October 1, 2012 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.I certainly am welcome to do that. But just because I could, and am not, does not make you any less of an idiot.Your assumptions on why I removed the guns are quite wrongPossibly. You could believe the things you said as reasoning for why you removed them. If that really is the truth then good lord please tell me what educational system you were apart of so I can make sure any children of mine never are a part of it because god damn they failed at teaching you critical thinking. Making the logical leaps you do...wow..., obviously, but I'm going to turn this thread into a debate about why you feel certain guns should be in the mod.It has nothing to do with what guns I feel should or should not be in the mod. Has a lot to do with you posting complete horseshit as a reasoning. Thats the long and short of it. Your stated reasoning -maybe- justifies 4 of those guns. -maybe-. But your lack of being able to defend the position, and your half assed reasons which don't make any sense when you look at them critically for 10 seconds tells me this is going no where good. Hence my decision not to play it for now. 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.I do not hate the mod, nor am I angry. I know it may seem that way, but it couldn't be farther from the truth. Once more I liked a lot of your changes. Just about all of them right until you showed me that this mod is less about your stated goals and more about making yourself feel better. Everything I read down to that point I was excited about pretty much. Maybe not the no backpack on spawn thing(i'd get used to it), or the ripe for griefing anti-alt-f4 thing (but hey you're trying to do something about that). So to me it was a potentially great version of DayZ ruined by either outright lies from you regarding why you made the weapons changes, or by really bad logic/lack of logic overall. Because really that tells me I couldn't trust you to make decent decisions, or at least avoid bad ones.So I do not hate the mod. I'm not angry at it. Am I disappointed? Do I think you're an idiot at best? Both true. You could have had a truelly great thing here... Share this post Link to post Share on other sites
toxicsludge 406 Posted October 1, 2012 Wow, how can you call someone an idiot when they are working hard to bring something to people the way they envision it? Just because you don't agree with their way of thinking or their design choices doesn't give you the right to insult someone. I respect the fact that you are entitled to your opinion, and I'm not condemning you for expressing it, but there is no need for insults. Share this post Link to post Share on other sites