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vbawol

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Posts posted by vbawol

  1. You can use our released sources on GitHub to build a new Mod. Please use another name than Epoch for your mod, give proper credit and keep the same license: https://www.bohemia.net/community/licenses/dayz-mod-license-share-alike for A2 and https://www.bohemia.net/community/licenses/arma-public-license-share-alike for A3

    Also, If released to the public you need to also share your work in the same way it was shared to you (GitHub).

    If you want to include assets that are not available on the GitHub you may need to ask for further permissions.

  2. Arma 3 Epoch 1.3 has been released!

    Server Files:
    https://github.com/EpochModTeam/Epoch/releases

    Gamemode File Changes:
    https://github.com/EpochModTeam/Epoch/pull/996/files

    Release Notes:
    https://epochmod.com/forum/topic/45400-a3-epoch-v13-update/

    Full Changelog:
    https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Client Files:
    http://steamcommunity.com/sharedfiles/filedetails/?id=421839251
    http://www.moddb.com/mods/epoch/downloads/epoch
    http://www.armaholic.com/page.php?id=27245
     

     

    (Optional)
    Server Files are available here: 
    https://steamcommunity.com/sharedfiles/filedetails/?id=1642000412

    Note: this is meant for updates only as there is no DB folder and all configs appended with "-example". The first-time install would need this -example part removed from the file name and the DB folder from Server Files on GitHub. Other than that it should just override and update the server pbo's and mission files and dll's .

  3. The development of Epoch Mod for DayZ Standalone has officially begun and we are seeking community collaborators to help develop Epoch Mod for DayZ Standalone.

    The goal will be to make an open source and a community developed mod licensed as DayZ Public License Share Alike (DPL-SA). We are looking for community developers that want to work towards a common goal: Everyone working together to make all their work properly compatible and in one place.

    If you want to become a Collaborator on the project you must:

    • Have references showing some of your work.
    • Be able to fork, compile, test, and merge your changes on your own. 
    • Submit work via pull request to the experimental GitHub branch found here: https://github.com/EpochModTeam/DayZ_SA_Epoch/tree/experimental
    • Contact one of the Epoch Devs in discord to get added to the community dev roles on discord.
    • Agree to the code of conduct and that your work will be released via steam workshop by EpochModTeam and licensed as DPL-SA .

    We are accepting merge requests for following features:

    The development process is slower now due to the lack of documentation however progress should speed up with time. The first release of an experimental build should happen soon but we cannot give any time frames.
     

    Join our Discord:  https://discord.gg/p35Rr2P

  4. Arma 3 Epoch 1.1 has been released!

    Server Files:
    https://github.com/EpochModTeam/Epoch/archive/1.1.0.1195.zip

    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/969/files

    Client Files
    https://github.com/EpochModTeam/EpochCore/releases/download/1.1.0.1194/Epoch_Client_1.1.0.0.zip

    Changelog:

    Added

    • Plant Spawner: vehicle object for sunflower. @Helion4
    • MoneyDrop Event: Random Money lump with Mapmarker (like Plants) @he-man
    • Examples for Vehicle upgrades for Server Admins into CfgVehicleUpgrades.hpp @he-man
    • Make Lighter refillable at Fuel-Sources (Gasstations / Vehicles) @he-man
    • Make Trader more configurable in epochconfig.hpp @he-man
    • Added Examples for Batchfiles to control Server Restarts @DirtySanchez
    • default pops for "center" marker @awol
    • More map supports @awol
    • Lighter is needed to imflame fires @DirtySanchez
    • FireExtinguisher is needed to "put our fire" on Burn Barrel @DirtySanchez
    • Rope is needed for SlingLoad (get back on release) @DirtySanchez
    • R3F compatibility for SlingLoad @DirtySanchez
    • Hints while using Vehicle Repair (MultiGun) @he-man
    • Config to completely disable Simulation for BaseParts (if not needed) @he-man
    • Made Radiation configureable by cfgepochclient.hpp @raymix
    • Hints for lock / unlock Vehicles / Storages @he-man
    • Nuisance multiplicator in cfgepochclient.hpp @he-man
    • Reduce rads over time at cost of immunity @raymix
    • Wearable Male & Female wearable full radiation suit @Helion4
    • December seasonal items (Santa hat / Snowman) @Helion4
    • Autorun function (suggested by Ghostrider) @he-man
      • Default Key is "W"
      • You can change the key in EPOCH ESC Menu
      • If choosen key is same as "moveforward" (default), you have to 2x tap it, else you only have to 1x tap it
      • If your legs are broken, you get a hint "can not autorun - legs are broken"
      • If the terrain is too steep, you only walk in AutoRun
      • Inside Water, you can not Autorun
    • Helper 3D-Icon + Line on the part, where element is snapped on (while Base-Building) @he-man
    • Config in cfgepochclient.hpp to block ATM's in Plotpole range @he-man
    • Power Sword @helion

    Fixed

    • False BE kicks since Arma 3 1.80 update.
    • Nightlight now also follow players inside Vehicles @he-man
    • Fixed fault disabled DynamicDebris @morgoth0
    • SERVER_VARS (BaseSpawn) was not saved on revive @morgoth0
    • Without Advanced Vehicle Repair, Vehicle upgrade was not available @he-man
    • Base Storages could be deleted if near Loot containers were auto-deleted @he-man
    • Some Tarp Loot was spawned under the Floor @he-man
    • Reworked wall check by getting out of Vehicles @he-man
    • Garden Plot had no physical ground @Helion4
    • Some Vehicles were missing in EPOCH Admin Spawn Menu @he-man

    Changed

    • RCon Port is now set to 2307 by default since changes in A3 1.78 prevent use of 2306. @awol
    • SnapPoints for Building objects (especially full / half / quarter Floors) @he-man
    • Some performance tweaks
    • Inventory will be opened automatically, if "you found something" @awol
    • EPOCH Events reworked (Markers will change if players near / event looted) @DirtySanchez
    • Traders will no longer refill sold magazines @he-man
      • Magazines will automatic be repacked in Trader
      • First the trader offers full magazines
      • If no full magazine is available, the Trader offer the last not full magazine
      • Not full magazines are colored: Yellow (nearly full) -> Red (nearly empty)
      • You also get a Tooltip, how much bullets left in magazine
      • The prices are calculated by the left bullets in the magazine
    • Increased snap-distance for Foundations (much easier to find snap positions) @he-man
    • Reworked and added EPOCH Vehicle Classes @he-man
      • Each upgrade increase Speed, Torque, Fuel, Terrainbehaviour, Load and Armor
      • Hatchback >= lvl2 will no longer stuck in forests
      • Added M900 forced without Backseats -> "C_Heli_Light_01_civil_2seat_EPOCH"
      • Added M900 forced with Backseats -> "C_Heli_Light_01_civil_4seat_EPOCH"
      • The Random M900 will also stay available -> "C_Heli_Light_01_civil_EPOCH"
      • Added very low EPOCH variants of VTOL and Xi'an (eventually we have to change them with the next update a bit)
      • Added Door-Animations to some Vehicles by GetIn / GetOut
  5. Arma 3 Epoch gamemode 1.0 build 1077 has been released!
     

    ### Added
    - Make temp Vehicles Lockable + Lock hints.
    - FuelTank to Loot / Crafting / Pricing.
    - Missing itemPipe to loot tables.
    ### Fixed
    - Rpt error for community stats.
    - CameraView Check moved to master loop.
    ### Changed
    - Make use of traderUniforms config for AI trader classes.
    - Adjust the order of marker sets.

    Server Files:
    https://github.com/EpochModTeam/Epoch/releases/tag/1.0.0.1077

    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/956/files

  6. 1. They could have been added to the class SniperRifle but each color would then have its own chance to spawn, this way there a 50/50 chance to spawn one of the classes on top of the other chances from the SniperRifle config.

    2 . CfgLootTable usage allows for recursion of nested loot tables and chances.

    Note: These numbers do not need to add up to 100 but it does make it easier to calculate chances and when you see a table with chances, all the same, it means they all have an equal chance to spawn.

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