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dennis_stk

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  1. Like
    dennis_stk reacted to vbawol in 0.3.8 Release Changelog (Build 439)   
    Notable Changes (TLDR):
    CUP Weapons and Vehicle mod support added. Server will detect the mods and enable separate loot tables and vehicle spawn tables automatically. CBA mod compatibility added. License change for epoch sandbox survival gamemode to open source APL-SA  Full gamemode and configs now in mission file. Starting with the release of 0.3.8* everyone can make use of the work found here: https://github.com/EpochModTeam/Epoch to build your own gamemode and scripts as long as you provide credits, share sources (GitHub, etc.) and keep the same license (APL-SA). The Epoch name or logos may not be used without permission and your work should not appear to be officially endorsed by the Epoch Mod Team. 
    While the grander goal for Epoch mod still exists, the involvement of the team has been limited due to lack of time and the fact is to make anything worth while takes time. This is a small point of frustration for me as we are basically only able to do this as a hobby and while I would like to say that the Team could rally our efforts and work 40 hours a week to get to 1.0 faster that is quite simply not possible currently.
    The plan is to get the community more involved in further refining the Epoch survival gamemode so that we can then focus on the long term goal of taking Epoch Mod to 1.0 by adding additional new custom vehicles, weapons and an American themed map and much more.
    Full 0.3.8 Changelogs:
    [Changed] Trash looting is now done by interaction system only. Hold Space Bar and choose Examine. [New] Split gamemode from main assets, all epoch client gamemode code and configs are now found in the mission file under APL-SA license. https://github.com/EpochModTeam/Epoch [Added] Support for CUP Vehicles and Weapons. [Added] Display temperatures in both Fahrenheit and Celsius. [Added] Fully reworked loot object spawn system. [Added] Headers added to all gamemode files that include: Author, Description, Github Source link, Usage and Examples. [Added] All text based feedback now use new EPOCH_dynamicText function. [Added] Show current build number on debug monitor. [Added] Player Karma stat is now effected by Arma 3 rating system via Event Handler. More TBA. [Added] Players can now harvest Hemp from maps that it grows wild. [Changed] Can now over heat if fatigued and air temperature is greater than 100F or 37C [Changed] Crafting now supports Water sources from 'CfgWorldInteractions' configs. [Changed] Moved Cultist and Sapper permanently to enemy side. [Changed] Disabled remote sensors on server and client as all AI Epoch is locally controlled. https://community.bistudio.com/wiki/disableRemoteSensors [Changed] Repacked all pbo's to make use of the new 32-bit P3D binarization process. https://dev.arma3.com/post/techrep-00026 [Changed] Massive code overhaul to make use of many new SQF commands instead of slower SQF logic. [Changed] Increased the amount of Krypto a player can hold from 25k to 250k. [Changed] Further improve loot positions in existing maps and add more missing positions for CUP maps. [Changed] General cleanup and reorganizing of files. [Fixed] Temporary direction and angle placement issues when base building. [Fixed] Force player to lobby if the player did not tapout after timer runs out. [Info] Required Arma 3 version is now 1.56 or higher. **Server** [Added] Support for Napf by Momo and ANixon http://steamcommunity.com/sharedfiles/filedetails/?id=635780806. [Added] Batch files to rebuild server and mission pbo's can be found in Github Root/Tools/Build folder. [Added] Updated version redis-server.exe to latest build (2.8.2400) and added full Redis config examples. [Added] limit to number of plant sites that can spawn. Can be controlled with "plantLimit" inside (CfgEpoch >> worldName). [Added] Support for Eden editor mission files (version 51) and attributes. [Added] Battleye filter updates for CUP Weapons and CBA. [Changed] Moved vehicle spawn limit configs to per map configs found in server settings pbo (CfgEpoch > WorldName > allowedVehiclesList). [Changed] Use BIS_fnc_addStackedEventHandler for onEachFrame, onPlayerConnected, onPlayerDisconnected to increase compatibility with other mods like CBA. [Changed] Lower disconnect timeout to 10 seconds with disconnectTimeout set via config.cfg. https://community.bistudio.com/wiki/server.cfg [Changed] Mission system can now use missionConfigFile configs. [Changed] publicVariableClient calls changed to use remoteExec. This should provide better performance and reliability as PVC's can be unreliable under heavy use and can also bottleneck the games netcode. [Changed] CfgClientFunctions is now able to be overridden via description.ext. [Changed] Fully removed BIS MP init override and added remoteExec BE filter rule for initPlayerServer.sqf usage. (Still must be whitelisted in remoteExec configs to use) [Fixed] Incorrect scope on some magazine items prevented them from showing in the admin spawn menu. [Fixed] Reworked player login, fixes issues with players logging in without gear (when one or more players are logging in at the same time, IE. server startup) [Removed] Old BEC plugin as its not needed anymore. [Info] RConPort 2303 added to example-beserver.cfg for changes since A3 1.58. [Info] epochAH.hpp updated "antihack_checkFiles" for new file paths. [Info] Some AI Scripts Mods may not work with disableRemoteSensors enabled. You can disable with "disableRemoteSensors = false;" in CfgEpochClient. [Info] Removed old .bikey and added new one for 0380. Build: 439 [Added] FastNights Epoch Event. http://epochmod.com/forum/topic/41949-accelerated-time/?do=findComment&comment=275310 [Added] Install batch for all CUP mods and CBA. https://github.com/EpochModTeam/Epoch/tree/master/Tools/Install [Changed] The function EPOCH_fnc_addItemOverflow now supports spawning items and weapons types given a count. [Changed] Moved the secure storage config variable 'returnOnPack' from cfgvehicles config to CfgBaseBuilding. [Changed] Make use of new getOutMan EH for vehicle epoch anti wall glitch checks. [Changed] Change last few uses of hintSilent to Epoch_dynamicText. Now only the debug monitor uses hintSilent. [Changed] 1.58 Difficulty Overhaul changes to enable 3rd person. Thanks to klinGiii on the forum: http://epochmod.com/forum/index.php?/topic/41922-158-difficulty-overhaul [Changed] Epoch AH reworked displayAddEventHandler checks to use CfgEpochClient configs. [Changed] Increased range for vehicle interactions to fix issues with access to larger vehicles. Thanks to Grahame for the report: http://epochmod.com/forum/index.php?/topic/41894-cannot-unlock-large-vehicles/ [Changed] Preloading sapper by spawning one on the map at server start. [Changed] Change to github markdown for credits and license. [Fixed] suppress loot spawning at main traders. Thanks to Ghostrider-DbD- for the report. http://epochmod.com/forum/topic/41954-loot-spawning-at-traders/ [Fixed] BE kick since 1.58 hotfix. http://epochmod.com/forum/topic/41961-rscdebugconsole_watch-battleye-kick/?do=findComment&comment=275456 [Fixed] Use object as input for remoteExec instead of owner. http://epochmod.com/forum/topic/41959-be-carefull-with-remoteexec-and-owner/ [Fixed] Attempt fix issues with temporary angle and rotation issues with base building. [Fixed] Check for base kit item is in players inventory before spawning ghost. [Fixed] Prevent empty group menu display. Thanks to He-Man! for the fix. [Fixed] Group system marked player as "Dead Player" if moderator status was change while player offline. Thanks to He-Man! for the fix. [Fixed] Group system invite and kick from group options not working. Thanks to He-Man for the fixes: http://epochmod.com/forum/topic/41893-group-menu-broken-kick-invite-for-admin-not-possible/#comment-275429 [Fixed] Rewrote deleteVehicle.txt BE filter to correct filter syntax to fix false kicks. Thanks to BetterDeadThanZed for the report http://epochmod.com/forum/index.php?/topic/41933-players-kicked-for-moving-safes/#comment-275297 [Fixed] Fixed Arma install batch script not closing after update. [Fixed] Mission loot payout not working. Thanks to @He-Man for the fix: http://epochmod.com/forum/index.php?/topic/41892-payout-trader-mission-broken/ [Fixed] Crafting recipe for Vehicle Repair Kit had wrong part in usedIn array. Thanks to LeBarbare for the report: http://epochmod.com/forum/index.php?/topic/41896-wrong-recipe-place/ [Fixed] Green Marked traders unable to be accessed. Thanks to @He-Man for the report: http://epochmod.com/forum/index.php?/topic/41887-radom-unexpected-script-failure-with-traders-ai_slot/ [Fixed] Trailing commas in CfgLootTable. [Fixed] Disallow building inside of vehicles. [Fixed] Incorrectly enabled CUP vehicles and weapons support if only Core and Maps where enabled. [Fixed] remoteExec Battleye kick fixed. [Fixed] Player getting stuck waiting for inventory to load. [Fixed] Delete base object if over limit. [Info] Defined proper settings in full redis-example.conf [Info] Requires Arma 3 1.58 or higher. Test servers can be found here: 

  2. Like
    dennis_stk reacted to vbawol in Epoch 0.3.7 Release Changelog   
    Client Downloads
    Server Downloads
    **Client** [Added] Drinking a Soda now returns a Empty Soda Can (ItemSodaEmpty). [Added] Eating a can of food now returns a Empty Tin Can (ItemEmptyTin). [Added] Repack magazines feature. Simply select a magazine and press the "Repack" button. [Added] 55 Gallon (210 liters) Fuel Barrel that can be used to refill/siphon vehicles. (Full - ItemBarrelF,Empty - ItemBarrelE). [Added] Ability to siphon fuel from other fuel sources like gas stations and gas tanks (transportFuel > 0). [Added] Crafting Burlap (ItemBurlap) from 2x Hemp (ItemKiloHemp) while at a workbench. [Added] Crafting of Plywood sheets (ItemPlywoodPack) from 3x Wood Log (WoodLog_EPOCH). [Added] Crafting of Aluminum Bars (ItemAluminumBar) from 6x Empty Soda Cans (ItemSodaEmpty) and one jar of water (water_epoch). Also requires a fire nearby. [Added] Crafting of Tin Bars (ItemTinBar) from 6x Empty Soda Cans (ItemEmptyTin) and one jar of water (water_epoch). Also requires a fire nearby. [Added] Copper Bars (ItemCopperBar) that can be crafted from cables (ItemCables) nearby a fire. Cables can also be made from Copper Bars at a workbench. [Added] Briefcase Full (ItemBriefcaseGold100oz) crafted from ten 10oz Gold bars and a Empty Briefcase (ItemBriefcaseE). [Added] Crafting of Bars (ItemGoldBar and ItemSilverBar) from Gold (PartOreGold) and Silver (PartOreSilver) Ores. [ADDED-WIP] Pack/unpack empty backpacks into carryable magazine items. [ADDED-WIP] Hotwire Kit (ItemHotwire). [ADDED-WIP] Key Makers Kit (ItemKeyKit). [ADDED-WIP] Keys in colors: (Black ItemKey,ItemKeyRed,ItemKeyGreen,ItemKeyBlue,ItemKeyYellow). [ADDED-WIP] Metal Pipes (ItemPipe). [ADDED-WIP] Documents (Trash,Books,Vehicle Upgrades) (ItemDoc1-8, ItemVehDoc1-4). [ADDED-WIP] Light Bulb (ItemBulb). [Changed] Upgrading wood Stud wall and Tower to Plywood covered versions requires Plywood (ItemPlywoodPack). [Changed] Debug monitor now shows all custom stats dynamically based on 'customVarsDefaults' config. [Changed] Increased angle that the player is able to aim up. [Changed] Drinking Alcohol increases the new "Alcohol" stat instead of directly effecting blood pressure. [Changed] Crafting Hesco barrier now require 3x Burlap. [Changed] Crafting wood and metal spike traps now also require Sticks and a Hydraulic Jack. [Changed] Change all publicVariableServer calls to use remoteExec calls for better performance. [Fixed] Previous patch had incorrectly reduced armor values of the Cultist. [Fixed] Male(Female) characters lose vest items after equipping opposite sex's vest. [Fixed] Secure storage locking mechanism improvements should prevent any unwanted intrusions. [Fixed] Reworked login to prevent getting stuck at "waiting for inventory". [Fixed] Prevented death just after revive due still having high blood pressure. [Fixed] Incorrectly being able to sell/buy items from a dead trader. [Fixed] Snakes now require line of sight to bite player. [Fixed] Custom epoch swing animations for Hatchet and sledge now work correctly. [Fixed] Boss Sapper incorrectly cleaned up before detonation. **Server** [Added] Newly world spawned vehicles now have randomized damage. [Added] if 5th array element is true 'telePos' config array can now use world position for teleport pads location. [Added] Setting to control random magazine ammo counts in loot spawner. CfgEpochClient -> randomizeMagazineAmmoCount (default: true) [Added] Debug box now dynamically spawns with flood lights to help players see inside the box at night. [Added] CfgEpochClient 'WorldInteractions' config now stores all environmental loot classes and types for all supported maps. [Added] CUP terrain pack support added: - Sahrani - Southern Sahrani - United Sahrani - Porto - Utes - Chernarus - Chernarus Summer - Desert - Takistan - Zargabad - Shapur - Proving Grounds - Bukovina - Bystrica - Takistan Mountains [Info] For CUP, use double quotes around mod for spaces in folder Example: -mod="@Epoch;@CUP Terrains - Core;@CUP Terrains - Maps;" [Changed] Removed support for AIA terrain pack in favor of CUP terrain pack. [Changed] Empty fuel barrel added to large trash and vehicle loot tables. [Changed] Earthquakes with mineral veins spawn chances increased with less players. [Changed] Driver or passengers of a driverless can now control vehicle locks. Also only the owner can control locks from outside of a occupied vehicle. [Changed] Commented out Halloween masks from loot tables. [Changed] Player positions in database now use Epoch precision position functions. [Updated] New Battleye remoteExec.txt for added remoteExec calls. [Fixed] Admin tools map AI markers not working. [Fixed] Static propPos campfires not working on Takistan due to disabled simulation. [Fixed] When killed instead of saving blank array delete (object,trader,vehicle) data from database. [Info] Removed old .bikey and added new one for 0370.
     
    Please note: Release is scheduled for this Thursday (January, 28th) however this maybe subject to change based on the stability of the current experimental build.
    *ADDED-WIP means more work is still needed.
  3. Like
    dennis_stk reacted to He-Man in 0.3.6 Safes & Lockboxes - Cannot always open   
    Voted up!
    But for now it is a usefull temp fix.
    The thanks goes to dennis_stk for this idea!
  4. Like
    dennis_stk reacted to He-Man in 0.3.6 Safes & Lockboxes - Cannot always open   
    By changing it to 1, the glitching-bug will stay!
    4m is correct, but the shelf must be in cursortarget to become access!
  5. Like
    dennis_stk got a reaction from Scorpi in 0.3.6 Safes & Lockboxes - Cannot always open   
    Enable simulation. To fix the bug with the glitch that you can look inside when its locked use this here in client init.
    [] spawn {
        disableSerialization;
        while { true } do {
            waitUntil { !isNull findDisplay 602 };
            _open = 0;
            _near = 0;
            {
                _near = _near + 1;
                if !(_x getVariable ['EPOCH_Locked', true]) then {
                    _open = _open + 1;
                };
            } forEach (nearestObjects[player,['Safe_EPOCH','Lockbox_EPOCH'],4]);
            if (_near > 0 && _open == 0) then {
                ((findDisplay 602) displayCtrl 6401) ctrlSetPosition [-9999 * safeZoneW,-9999 * SafeZoneH,0,0];
                ((findDisplay 602) displayCtrl 6401) ctrlCommit 0;
                ctrlSetFocus ((findDisplay 602) displayCtrl 6321);
                ctrlActivate ((findDisplay 602) displayCtrl 6321);
            };
            waitUntil { isNull findDisplay 602 };            
        };
    };
  6. Like
    dennis_stk reacted to He-Man in 0.3.6 Safes & Lockboxes - Cannot always open   
    Works great, but Shelfes / Workbenches next to locked Safes / Lockboxes can't be accessed.
    For that, you can modify it as follow:
    [] spawn {
        disableSerialization;
        while {true} do {
            waitUntil {!isNull findDisplay 602};
            if (cursortarget iskindof "WeaponHolderSimulated" || cursortarget iskindof "GroundWeaponHolder" || isnull cursortarget) then {
                _open = 0;
                _near = 0;
                { 
                    _near = _near + 1;
                    if !(_x getVariable ['EPOCH_Locked', true]) then { 
                        _open = _open + 1;
                    }; 
                } forEach (nearestObjects[player,['Safe_EPOCH','Lockbox_EPOCH'],4]);
                if (_near > 0 && _open == 0) then {
                    ((findDisplay 602) displayCtrl 6401) ctrlSetPosition [-9999 * safeZoneW,-9999 * SafeZoneH,0,0];
                    ((findDisplay 602) displayCtrl 6401) ctrlCommit 0;
                    ctrlSetFocus ((findDisplay 602) displayCtrl 6321);
                    ctrlActivate ((findDisplay 602) displayCtrl 6321);
                };
            };
            waitUntil {isNull findDisplay 602};
        };
    };
     
  7. Like
    dennis_stk got a reaction from He-Man in 0.3.6 Safes & Lockboxes - Cannot always open   
    Enable simulation. To fix the bug with the glitch that you can look inside when its locked use this here in client init.
    [] spawn {
        disableSerialization;
        while { true } do {
            waitUntil { !isNull findDisplay 602 };
            _open = 0;
            _near = 0;
            {
                _near = _near + 1;
                if !(_x getVariable ['EPOCH_Locked', true]) then {
                    _open = _open + 1;
                };
            } forEach (nearestObjects[player,['Safe_EPOCH','Lockbox_EPOCH'],4]);
            if (_near > 0 && _open == 0) then {
                ((findDisplay 602) displayCtrl 6401) ctrlSetPosition [-9999 * safeZoneW,-9999 * SafeZoneH,0,0];
                ((findDisplay 602) displayCtrl 6401) ctrlCommit 0;
                ctrlSetFocus ((findDisplay 602) displayCtrl 6321);
                ctrlActivate ((findDisplay 602) displayCtrl 6321);
            };
            waitUntil { isNull findDisplay 602 };            
        };
    };
  8. Like
    dennis_stk reacted to RC_Robio in Base Ideas   
    Seriously????
  9. Like
    dennis_stk reacted to vbawol in Epoch 0.3.6 Released   
    This update is more of a general maintenance update as most of my time spent on this patch has been working out issues since the Arma 1.54 update. While still not perfect nor complete I feel what has been done so far does help balance the A3 stamina systems for use with Epoch.
    Next patch in another few weeks will be adding more content, fixes and continue to refine on our features as we push towards 0.4+.
    0.3.6 Update is released.
    As always you can report any bugs or feedback you may have on the forum or on the github.
    Client Downloads:
    http://epochmod.com/download.php
    Server Downloads:
     http://epochmod.com/download_server.php
    Changes:
    https://github.com/EpochModTeam/Epoch/pull/448/files
    Changelogs:
     
  10. Like
    dennis_stk reacted to vbawol in An issue with rotating ghost building part (it reverts back)   
    I will be working to further refine the base building systems in each patch and will look into this hopefully for the next update. 
  11. Like
    dennis_stk reacted to RC_Robio in Epoch 0.3.5.053 and Armaupdate 1.54   
    Noticed that also. That would be Raymich too. But don't think that would be a top priority. One way to not see it is to just NOT DIE!! ;)
  12. Like
    dennis_stk got a reaction from Scorpi in Stamina system broken, instantly fatigued when carrying stuff   
    There is a hotfix on RC Branch. I testet it on my Testserver and its working fine with:

    ONLY ON RC Branch.
    player enableFatigue false;
    player enableStamina false;
    player allowSprint true;
  13. Like
    dennis_stk reacted to Richie in Epoch 0.3.5.053 and Armaupdate 1.54   
    Same, +1 to keep em, they're a challenge
  14. Like
    dennis_stk got a reaction from RC_Robio in Epoch 0.3.5.053 and Armaupdate 1.54   
    I like the fast Sappers. :D
  15. Like
    dennis_stk reacted to vbawol in Arma3 1.54 update   
    BI said about a week ago it would be another 2-3 weeks if I am not mistaken. Either way with the family down for Thanksgiving I have not had the time to test 1.54 with Epoch the way I normally do. 
    ATM everything is back to normal for the most part so I will be able to spend some time this week fixing bugs so we can address these issues and or report them to BI.
  16. Like
    dennis_stk reacted to Hazmat in Epoch 0.3.5.053 and Armaupdate 1.54   
    Yep, already had players saying WTF?  Sappers are full on sprinting!
  17. Like
    dennis_stk reacted to RC_Robio in Epoch 0.3.5.053 and Armaupdate 1.54   
    Ahh, I just seen what you mean. Don't know why I was thinking fatigue.
  18. Like
    dennis_stk reacted to vbawol in On 0.3.5.0 after restart all lockboxes and safes are open   
    I am working on a fix guys, for testing I have this temp fix available here update your server settings pbo with this : https://github.com/EpochModTeam/Epoch/blob/85a25613549e50c9cee37f817c3ebbbca7eeb96f/Server_Install_Pack/@epochhive/addons/a3_epoch_server_settings.pbo?raw=true
    Commit: https://github.com/EpochModTeam/Epoch/commit/85a25613549e50c9cee37f817c3ebbbca7eeb96f
    This will currently prevent groundweaponholder access within 5m of a locked vehicle or storage device for non Admins and those that use our AH. Ideally the InventoryOpened handler should be expanded to return both containers so we can move towards preventing the cargo option without a bunch of workarounds. Also note: Since 0.3.5 safes and lockboxes now persist the locked/unlocked states.
  19. Like
    dennis_stk reacted to infiSTAR.de in On 0.3.5.0 after restart all lockboxes and safes are open   
    You could add an eventhandler for "ContainerOpened" to the safe/lockbox and have that check if it is really unlocked or not.
    Maybe it is enough to add someting like
    player action ['Gear', player];

    to the inventoryOpened evenhandler, as players will be forced into the "ground" tab
  20. Like
    dennis_stk reacted to raymix in On 0.3.5.0 after restart all lockboxes and safes are open   
    Could be because of that nearby weaponholder... hmm
  21. Like
    dennis_stk got a reaction from KPABATOK in Search other provider, because serverfreeze and lags.   
    xD Little rage?

    You will these problems with every mod. I am hosting much more than 1 Arma 3 Server and its all the same with every mod. Arma 3 is an 32 bit application thats the problem. So make the best you can. My Arma 3 Epoch Server is working fine and we are one of the last big german Server.  ;)
     
  22. Like
    dennis_stk reacted to vbawol in Epoch 0.3.3.1 Released   
    Solar Generator / Energy capacity system:
    Solar Generator base item can be crafted from items found in the world. When placed gives passive power within (75m Default). Energy capacity system controls how much power is available based on the type of energy source and number of players in area. Personal solar generators have 10 charge rate at day and reduced charge capacity of 5 at night. Wind towers and large solar farms have 100 charge rate. Each player will equally share the energy charge capacity up to the max charge rate of 5 per tick. More solar generators can be built to increase total charge capacity for larger groups. Wood Towers
    Can be crafted using a Wood Floor Kit and 4x lumber. First test of the new building upgrade system gives you the ability to use 2x lumber to add a windowed wall to the side you are standing. Walls can be removed and refund one lumber pack. Wood Walls / Upgrade in Place
    New upgrade in place options and 4 new plywood walls Building upgrade system now supports multiple options and has new basic UI. Wood Ladder
    Can be crafted from 4x lumber. Base Building
    Removed base object "Move" in 3d option in favor of a more refined "ghost" snap mode. Can now disable base building by pressing Esc or 'gear' menu. Angle of snapping was incorrect when building on angles. Can now press '2' to disable building snap mode and 1 to re-enable. Normalized snap memory points for wood tower and stairs should make snapping more accurate Issue that caused shifting of some base objects after restart. Only maintain damaged objects and object health is repaired on maintain. Looting
    New loot/crafting items: (Solar Panels, Wire Cables, Battery Box). Air Drop loot has been Increased. Pumpkin harvesting on Chernarus should work, "Trash" loot now has separate configs. Antagonists
    Cultist's make a triumfant return, as cultist spawning is now fixed. Vehicles
    Fixed JetSki sinking like a rock.  
    Technical
    [Changed] Moved client gamemode and CfgFunctions init to mission file. [Changed] Base building upgrade recipes and remove payouts now have dedicated config "CfgBaseBuilding" and code supports over-loading via description.ext. [Changed] Server side database functions renamed and now use cfgFunctions via a new pbo "epoch_server_core". [Changed] Make use of new command getAllHitPointsDamage in A3 1.50 to increase performance of hitpoint data storage. [Changed] Use new A3 command setHitIndex instead of setHitPointDamage so we can use all hitpoints regardless of name. [Changed] Change BIS_fnc_distance2D usage over to distance2D command that was added with A3 1.50 for better performance. [Fixed] Loot code for "CfgBuildingLootPos" now uses EPOCH_returnConfig to allow over-loading via description.ext. [Fixed] Error in rpt "No geometry and no visual shape" with Poppy and Goldenseal plants models. [Fixed] CfgEpochClient missionConfigFile version check was incorrectly using configFile. [Fixed] Loot object "Blue Tarp" weaponholder proxy position was in the wrong position. [Fixed] Reduce base hunger/thirst loss rate by half if players stamina is above 100. Base rate now can be changed with "baseHTLoss" variable in CfgEpochClient. [Info] Requres Arma 3 1.50 or higher. [ServerInfo] CfgEpochClient removed from description.ext as it can be simply added again from our configs as needed. [ServerInfo] Removed old .bikey and added new one for 0330. 
    Server Admins see files that have changed here: https://github.com/EpochModTeam/Epoch/commit/24bcfafe60e0ea043700cf82a2e0b2f6d96e1bbd
     
  23. Like
    dennis_stk got a reaction from ZENITHOVMAN in 1.48 with 0.3.0.4 is fu**ing up client FPS   
    We dont need a performance build. We need a working build. :P
  24. Like
    dennis_stk got a reaction from Sp4rkY in 0.3.0.4 build 1 are you seeing this?   
    We are downgrade to 1.46 and 0.3.0.3 and its working fine. I think its better to wait till the bugs are fixed. For german Players and i think english Player will understand it too i make two Videos "How to downgrade".




  25. Like
    dennis_stk reacted to vbawol in What you can expect from future major milestone updates   
    There have many bugfixes since the initial release of the 0.3.x client files and we will have more fixes to come soon. A Client side hotfix build will likely be released in about 2 weeks to roll up any client side fixes.   Now for the best part, A small taste of what you can expect from future major milestone updates (0.4,0.5,...): Advanced crafting with total UI overhaul fully extensible and customizable. [Released] Refined P2P and NPC trade systems. More Custom Base building objects and base building refinements. More server and user configurable options. [Released] Documentation on backend DLL calls and usage. [Released] More antagonists and AI refinements. CRC check and server file obfuscation removed. [Released] Custom Vehicles, Weapons, Uniforms and apparel. Custom map based in America. Linux server support. [Released] Bugfixes and much more. Download server files here: http://epochmod.com/download_server.php
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