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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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DayZ Mod - XMAS ALPHA
• Three actors (two different survivors, one ghillie suit actor) <-- credit: ramonimbao • 20 weapons (melee, ranged, one grenade) • Flares • Chemlights (Red, green, blue) • Three different types of soda (Coke, Pepsi, Mountain Dew) <-- credit: CC48 • One food item (baked beans) <-- credit: CC48 • Jerry can (currently it can be reloaded; this will change) <-- credit: Blump • Matches <-- credit: Blump • Bloodbag (not pictured in list above; restores health fully) <-- credit: CC48 • Medical box (bandage, morphine, and bloodbag; fully restores player including bleeding and missing limbs) <-- credit: CC48 • Chernarus WIP scene (only finished as far as the grass is growing) • Windows <-- credit: (forthcoming) • Several placeable buildings (under "Chernarus" menu in bunker building mode) To play, select the "Chernarus" game mode in the Skirmish menu.Current Features: -Day/night cycle -Visibility system -Working UI system -Ambient, random sound system -Alerts system -Loot spawn/despawn -Zombie spawn/despawn -Ammo system -Hunger/thirst system -Wound healing (bandages) -PRESS X TO TURN FLASHLIGHT ON/OFF AT ANY TIMECurrent Issues: -Full AI not implemented for zombies yet -You can't sharpaim (reticle added in the meantime) -UI may catch on terrain @ 640x480 (usually descending the 2-story building; aim up when you drop down) -Background stays black when it's daytime (this may change in a later update) -Many things are temporarily disabled from spawning -Medical box crashes the game -Dying crashes the game -Consider the building sprites WIP -Only one zombie atm -More stuff I can't think of right nowCaveats:-800x600 is recommended, but anything lower than 640x480 will likely break the UI system. If you experience lag, 800x480 seems to be the sweet spot. -All the modules can be enabled/disabled in Activites/Chernarus.lua (lines 70-78), and most of the individual scripts in Activities/Module Scripts/ are gratuitously commented so you can change the rates/values to your liking (documentation of most poignant variables coming soon) -We did away with the vanilla HUD, so you'll need to mouseover the "drop item" pie icon if you're not sure what you're holding. -The aiming reticle is kind of tricky when you aim up or down too much, but you'll get the hang of it (using the mouse helps). -If you're having trouble adding ammo to your weapon, drop the ammo, switch to the respective weapon, and then pick it up again. -Before you ask, this is based on the Arma II mod, not the standalone game. -I've reduced the amount of zombies spawned in buildings by quite a bit; change line 16 of "Spawns Module.lua" to bump this up. -Finally, it will take a while before I can get a proper credits list up, but for those of who've helped, I cannot thank you enough. • http://www.mediafire.com/download/f4biz3gvazsdbj3/DayZ_Xmas_Alpha.rar - Last released version (12/25/2014)
Last edited by uberhen on Thu Dec 25, 2014 8:36 pm, edited 25 times in total.
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Tue Apr 16, 2013 10:16 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: DayZ Mod v.28 - Feedback Wanted
Sorry guys, I realized there was an error when loading the revolver. I fixed it and reuploaded it, and as a bonus I finished the MR43 side-by-side shotgun and threw it in.
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Wed Apr 17, 2013 4:13 am |
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Notsoscary
Joined: Mon Oct 15, 2012 5:21 pm Posts: 879 Location: Somewhere in Germany
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Re: DayZ Mod v.28 - Feedback Wanted
Tried it, and i must say its really good. Also, i would want to ask, will you only make the Weapons and Actors? Because if you manage to make an actual Mod out of it with Dehydration and random Loot, it would be great. But not giving your extra work, just wondering. By the way, whats that Gun above the M107?
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Wed Apr 17, 2013 7:42 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: DayZ Mod v.28 - Feedback Wanted
I've thought about it a bit more, and I think I will make the mod a whole "Survivor faction" with actors and weapons only (their craft can be helicopters with mounted MGs like in the game). I would like to make a total conversion of sorts, where you have to find food and water, but I don't have any lua skills so I don't think that will be possible for me. The weapon above the M107 is the compound crossbow, I know it looks weird from the side. Thanks for your feedback. Update: I've now completed the M1911A1, the M4A1 CCO SD, and the M67. I'll try to get another update up within a week.
Last edited by uberhen on Thu Apr 18, 2013 9:39 pm, edited 1 time in total.
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Thu Apr 18, 2013 1:20 am |
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Jackslancer
Joined: Sat Mar 23, 2013 7:59 am Posts: 99
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Re: DayZ Mod v.28 - Feedback Wanted
uberhen wrote: (sprites aren't final versions) Currently I have 9 weapons fully working, with custom sounds hand-stitched together from gamebanana.com. I plan to make a couple of survivor actors (blue and black), a bandit, and a ghillie suit actor, along with finishing a dozen or so more weapons. Features I might complete once these are done are a custom scene with zombies, food items that restore health, etc. I won't be able to work on the next version for a while, so I'm releasing what I have right now for some feedback - tell me what's good and what needs changing (any other ideas are welcome too). These are pretty fun to use, especially the crossbow and the revolver, and I feel the sounds make them very satisfying. So, without further ado: Download Herenice work, but I have a suggestion, you can try adding a scene with a lua script that hooks into all AHuman Actors except the ones specified. (So you dont have to manually list every non zombie non robot. Just list the ones you want excepted) then make the script slowly take away from health every like 10 minutes or whatever. (2, 4, 5, etc) to simulate hunger or thirst. Or you can be pro about it and add your own health bars, (new energy bars) for food and water. Check out the peoples mods with the energy bars for their shields for some inspiration. I've always wanted to add hunger survival to cortex command... : /
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Thu Apr 18, 2013 9:29 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: DayZ Mod v.28 - Feedback Wanted
Jackslancer, that's not a bad idea, but aside from copying others' lua code and tweaking it to fit my mod, I think I'll need to get help from a lua wiz to bring it all together. Then of course I'd need to implement a script that somehow spawns loot in certain areas, and I don't know whether that's possible or not. Once I'm done making the actors, weapons, and the craft (the content portion), I'll start PMing some modders to see if they can help.
Update: Since I last posted, I have finished the Lee Enfield, and I'm almost done with the hatchet and crowbar.
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Thu Apr 18, 2013 9:36 pm |
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Jackslancer
Joined: Sat Mar 23, 2013 7:59 am Posts: 99
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Re: DayZ Mod v.28 - Feedback Wanted
uberhen wrote: Jackslancer, that's not a bad idea, but aside from copying others' lua code and tweaking it to fit my mod, I think I'll need to get help from a lua wiz to bring it all together. Then of course I'd need to implement a script that somehow spawns loot in certain areas, and I don't know whether that's possible or not. Once I'm done making the actors, weapons, and the craft (the content portion), I'll start PMing some modders to see if they can help.
Update: Since I last posted, I have finished the Lee Enfield, and I'm almost done with the hatchet and crowbar. thats handled with the unit spawn and is very possible.
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Thu Apr 18, 2013 11:43 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: DayZ Mod v.28 - Feedback Wanted
Jackslancer wrote: thats handled with the unit spawn and is very possible. Sweet. Things are really starting to come together. Update: Both melee weapons are finished, and the G17 is completed as well.
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Fri Apr 19, 2013 4:13 am |
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Someone64
Joined: Mon Aug 27, 2012 11:13 am Posts: 151
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Re: DayZ Mod v.28 - Feedback Wanted
Gamefront banned half the world from downloading so... yeah. Would somebody mind making a mirror so I can try this out?
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Fri Apr 19, 2013 11:06 am |
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Notsoscary
Joined: Mon Oct 15, 2012 5:21 pm Posts: 879 Location: Somewhere in Germany
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Re: DayZ Mod v.28 - Feedback Wanted
I now tested the Guns on a FreeTrade Dropship... Makarov: Weak, doesnt do that much at all. Took me 3 bullets to blow off the head of a Zombie. .45 Revolver : Nearly blew the door off. Compound Bow: Mostly a 1 shot destroy, or maybe it was because it was hit already. M14 AIM: Nerf it, please, 1 shot destroys the engine... M107: Same as the M14, but its balanced, with it Rate of Fire... AKM: Nuff much, takes boolets to harm it. MK48: Well, after about NEARLY half a mag the Dropship was ded. MR47: Well, this gun has a little too big sharpness, and the reloading stinks...i can shoot through walls after 1 whole reload. CZ: Same as the Compound Bow, but it needs a higher Rate of Fire. Winchester 1887: I love this gun, mostly. Took some bullets to destroy the Engine at all. This Gun is accurate, and balanced.
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Fri Apr 19, 2013 11:47 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: DayZ Mod v.28 - Feedback Wanted
Notsoscary wrote: I now tested the Guns on a FreeTrade Dropship... Makarov: Weak, doesnt do that much at all. Took me 3 bullets to blow off the head of a Zombie. .45 Revolver : Nearly blew the door off. Compound Bow: Mostly a 1 shot destroy, or maybe it was because it was hit already. M14 AIM: Nerf it, please, 1 shot destroys the engine... M107: Same as the M14, but its balanced, with it Rate of Fire... AKM: Nuff much, takes boolets to harm it. MK48: Well, after about NEARLY half a mag the Dropship was ded. MR47: Well, this gun has a little too big sharpness, and the reloading stinks...i can shoot through walls after 1 whole reload. CZ: Same as the Compound Bow, but it needs a higher Rate of Fire. Winchester 1887: I love this gun, mostly. Took some bullets to destroy the Engine at all. This Gun is accurate, and balanced. This is what I'm talking about. Thank you Notoscary, I have only been testing on actors in the tutorial with friendly fire re-enabled, but not on craft yet. I don't quite know what you mean regarding the AKM, though. Do you mean it's fine as is? And the double barreled shotgun, how would you suggest I tweak it to make it more balanced? IRL they should have double triggers, one for each barrel, so if you pull both at the same time it shoots both shells. I will try and implement your suggestions in the next release, thank you again. Someone64, I'll get a mirror up with my latest version, sorry about that. UPDATE: The MP5SD6 is finished.
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Fri Apr 19, 2013 7:50 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: DayZ Mod v.44 - Feedback Wanted
OK, I updated the file to v.44, bringing the total to 17 weapons for you guys to test. It's now hosted on mediafire since some of you were having issues downloading. I haven't implemented the balance tweaks as suggested by Notoscary yet, because I'd like a few more opinions (don't think I'm discounting your criticisms though). Try a simple skirmish with them, see how they perform against all the factions and craft and let me know what you think.
EDIT: One caveat with the Lee Enfield - since it's loaded with 5 round stripper clips, only reload when there are five or less rounds in its magazine. If you reload at, say, six rounds, it will bring the total up to 11, and will keep loading more clips. Similarly, if you reload with four rounds left, it will bring the total to nine, and will attempt to load another clip (the lua script wants to reach ten rounds) and so on. To stop any weird behavior like this, press fire immediately after the clip is loaded (if you time it correctly, a round will not be fired), that way it will not load another clip. I'm not fluent enough in lua to stop this from happening, so if anyone knows how to fix it, you're more than welcome to (I'll credit you in the final release of course).
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Fri Apr 19, 2013 9:49 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: DayZ Mod v.44 - Feedback Wanted
UPDATE: I'm using ramonimbao's ghillie suit actor as a base for mine. I figured why make one from scratch when his is perfect? I sent him a PM, but from the looks of it he hasn't been here in a while. All I need to do now is change his sprites; I've already tweaked it a bit and added a new jump instead of a jetpack. The M16A2 and hunting knife are completed, and I added akblabla's Trappers bolt script to the compound crossbow bolts (again, PM sent, don't know if he'll respond at this point). I also balanced the crowbar, but I'm having a little trouble toning down the hatchet. I'll probably just end up making the hatchet a beefed up version of the crowbar. I haven't uploaded a file for the additions above, but I will once the survivor actor is completed (shouldn't be long). In the meantime, I could use some more comments about balance and whatnot. Thanks for looking.
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Mon Apr 22, 2013 6:43 am |
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Someone64
Joined: Mon Aug 27, 2012 11:13 am Posts: 151
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Re: DayZ Mod v.44 - Feedback Wanted
All the weapons are extremely overpowered when compared to vanilla weapons, they also seem to be the perfect one man army weapons for me. The m107 is strangely ineffective compared to all the other weapons despite the fact that is has way more kickback than the other sniper rifles, took me 5 torso shots to kill a Coalition soldier. I recommend splitting the crowbar's damage by a little more than half. I think all the weapons' powerfulness would be okay though if you put one guy equipped with them against 20 zombies at the same time. It would sorta suit a dayz scenario I guess. Also, the sprites seem to lack some shading, I don't know, maybe it's my eyes. EDIT: Didn't see the "(sprites aren't the final versions) sorry. I do recommend that you enlarge the sprites for the first post, can barely see them. The ones in game are fine though.
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Mon Apr 22, 2013 10:38 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: DayZ Mod v.44 - Feedback Wanted
Someone64 wrote: All the weapons are extremely overpowered when compared to vanilla weapons, they also seem to be the perfect one man army weapons for me. The m107 is strangely ineffective compared to all the other weapons despite the fact that is has way more kickback than the other sniper rifles, took me 5 torso shots to kill a Coalition soldier. I recommend splitting the crowbar's damage by a little more than half. I think all the weapons' powerfulness would be okay though if you put one guy equipped with them against 20 zombies at the same time. It would sorta suit a dayz scenario I guess. Also, the sprites seem to lack some shading, I don't know, maybe it's my eyes. EDIT: Didn't see the "(sprites aren't the final versions) sorry. I do recommend that you enlarge the sprites for the first post, can barely see them. The ones in game are fine though. Originally I wanted them to be a bit more lethal than vanilla, because I felt headshots weren't doing enough damage. After I played around with a couple balanced faction mods (Space Pirate Federation comes to mind), however, I think I should tone the damage down across the board. And yes, my spriting isn't too good.
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Mon Apr 22, 2013 9:09 pm |
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