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KPABATOK

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  1. Like
    KPABATOK reacted to vbawol in Epoch Safe   
    Next patch will address the UI and give some feedback to the player about the locking process. 
    I did notice a potential issue that could have caused the secure storage devices to drop to the ground and pushed another hotfix build 050
    https://github.com/EpochModTeam/Epoch/releases/tag/0.3.4.050
    Please note: Any existing secure storage devices that are already on the ground will need to be packed/replaced for this fix to work.
  2. Like
    KPABATOK got a reaction from umfufu in Is the 'move button' back to move build objects ?   
    Physical building was really tedious job to do, there is currently no need to move an item after you placed it as you can move these items anyway you want in free mode (well except rotate, which kinda sucks and I hope it will be implemented in a future) and make that it does not have gaps. So for example, if you snapped your floors correctly, any wall built on top won't have gap (specifically talking about cinder walls), though stud walls seem to have a tiny few millimeter gap between them when snapped together, but that can be fixed using ghost snapping with "free mode" (press number 2 on your keyboard), where you can build a wall and it won't snap until you press number 2 on your keyboard again, so it won't re-adjust automatically. If you are worried by those few millimeters, just move a stud wall closer to each other (or even make them overlap if that's your thing) and press 2 again. That's how you can place them in a right spot without a gap.
    People also complained a lot that they used to die when they were building bases and that was mainly because move function for physical objects was possible, the build an object, decide to move object and rotate it and forget to use "END" button to move it further from them. Rotating object killed them almost instantly since it was the same as getting hit by a car. Physical building (except for shelfs/lockboxes) was removed entirely and building itself will be redefined again in upcoming patches but for now you can build a base almost safely.
    I would expect the "move" function to be implemented for ghost snapping (like it is in Exile currently for example), so that even if you snapped a wall, you can pick it up again whenever you want and move to different spot. But again, it all depends on the vision that Epoch developers have with how their mod needs to be. Being able to remove a wall or any other object offers almost same stuff as being able to just move it to different spot, since by removing you still get some of the materials back and starting from scratch isn't as hard.
     
     
     
  3. Like
    KPABATOK reacted to vbawol in Epoch 0.3.4.0 Released (Server Build 050)   
    Build 049&50
    [Fixed] placement and unlocking Issues with secure storage.
    [Fixed] false kick for helicopter crash.
  4. Like
    KPABATOK got a reaction from Richie in Interacting   
    In case you guys don't know, it will be in the patch
     
    [Changed] Base building maintain option now also maintains storage devices.
     
    our prayers have been answered! :D
     
  5. Like
    KPABATOK reacted to vbawol in Few bugs on 0.3.4.0, can't unlock safe/lockbox   
    Got it tested on Axles server, I also did just update Bullet Buffet 
  6. Like
    KPABATOK reacted to vbawol in Few bugs on 0.3.4.0, can't unlock safe/lockbox   
    Just updated again (redownload via the same links) and confirmed its working on Axles server. Ill roll out a server hotfix in the next day or so to fix this and any other issues found.
  7. Like
    KPABATOK reacted to vbawol in Some feedback on Experimental 0.3.4   
    Yes the autoban is fixed and was due to a new 3d cooldown feature that Raymix made and the AH false banning on. We will get together soon to talk about how we can best support the feature in the next patch.
  8. Like
    KPABATOK reacted to vbawol in Epoch 0.3.4.0 Released (Server Build 050)   
    Find the client file download links here: http://epochmod.com/download.php
    Find the server files download links here: http://epochmod.com/download_server.php
     
    Client Changes:
    [Added] Epoch: Configurator menu: https://www.youtube.com/watch?v=nho4kNF8fMc 
    [Added] Fishing Pole and ocean fishing, also added crafting recipes to allow cooking fish. 

    [Added] Workbench storage device added and used as a nearby crafting requirement for most Kit based crafting options.
    [Added] New secure storage device: The Epoch Safe.
    [Added] Totally new crafting system and UI by Raymix.


    [Added] Epoch variant of the unarmed Strider vehicle. (I_MRAP_03_EPOCH)
    [Added] Broad Sword Melee weapon that can chop down trees and mine rocks. 
    [Added] Halloween Clown mask and re-added to loot tables: Wolf/Pumpkin masks as well as Meeps Candy. 
    [Fixed] Unable to remove lit fireplace.
    [Fixed] Group members unable to lock a Lockbox or Safe that was placed by the group leader.
    [Fixed] Shadow artifact at top of Jammer.
    [Fixed] Reduce client fps lag when first joining the server by preloading objects before exiting loading screen.
    [Fixed] Being unable to remove a solar generator.
    [Fixed] Angry Pumpkin mask was incorrectly visible in first person.
    [Fixed] Issue with Headless clients being treated as players. @dayzai/Face
    [Changed] Removed debug hint text for 3d rotation of objects as it was not needed.
    [Changed] Re-enable Move button, this system will stay and be refined in the next few patches.
    Server Changes:
    [Added] Example "Epoch Event" Code to provide an example on how to broadcast a message to all players using BE.
    [Added] 'CfgTraderLimits' config can control stock limit per trader per item. Default is 100 per item class per trader.
    [Added] storedVehicleLimit variable in CfgEpochServer can now control the total max allowed vehicles on traders. Default limit is 20.
    [Fixed] Logging to the database was not working due to missing function.
    [Fixed] Issue when trading vehicles that caused the trader data to save data to the wrong slot.
    [Fixed] Added missing prices for female vests.
    [Fixed] Error Generic error in expression in EPOCH_server_repairVehicle.
    [Changed] Reworked secure data storage system to be more reliable. (NOTE: This may cause issues with existing lockboxes spawn on the ground with incorrect orientation.)
    [Changed] Base building maintain option now also maintains storage devices.
    [Changed] Moved vehicle spawn config that controls how many vehicles can spawn at different location types to settings pbo. See new vehicleSpawnTypes array in the (WorldName).hpp config.
    [Changed] Use new sort command instead of BIS_fncSortBy.
    [Changed] Use new worldSize command as default if maps worldSize setting in CfgEpoch does not exist.
    [Info] Removed old .bikey and added new one for 0340.
    [Info] The source code for the a3_epoch_server.pbo is now on the GitHub.
  9. Like
    KPABATOK reacted to Chainsaw Squirrel in Epoch AH banning players .. Battleye bans.txt   
    That fixed it .. Thank You vbawol ! now I have a better grasp on what to look for , should this occur again :)
  10. Like
    KPABATOK reacted to vbawol in The Drinkables.   
    The second design in our new line of Epoch Mod soda can T-shirts is here! The Purple Nurple Soda shirt, mug or hoodie can be purchased on TeeChip and shipping internationally is only $5.99
    The sales of these shirts support the development of Epoch Mod and you get a cool limited edition T-shirt!
  11. Like
    KPABATOK reacted to raymix in Some feedback on Experimental 0.3.4   
    both actually. Workbench has a cargo space, yes, but when placing items in it, they appear on top of it :)
  12. Like
    KPABATOK got a reaction from Richie in New Melee weapon.   
    [Added] Broad Sword Melee weapon that can chop down trees and mine rocks.
     
    looks like not just cosmetic feature after all! Who wants to carry a hatchet and a sledge when you can have a fricking sword lol. Now if we could attach a scope to it... :D
  13. Like
    KPABATOK reacted to raymix in Some feedback on Experimental 0.3.4   
    1) double click is coming back, it was temporarily removed, current beta has dblclick to craft only tho, havent got time to look at eating and other stuff. There will be visual feedback added to gear menu of current currency and energy soon. Might as well add ability to see gains/losses from an item without consuming it while at it
    4) crafting system is fully configurable, from adding new items to changing 3D model on preview, to color scheme, crafting theme and nearby requirements. We still need to figure out repairing system, but some experiments are already being done. The hitpoint damage seen in video can be applied to units, too (for medical system?) and works with moving objects (should have recorded that, derp)...
    5) (latest update to experimental) if crafting requires workbench then crafted items will be spawned on top of workbench instead of player. If player does not have enough inventory space to craft, item will be dropped in nearby weapon holder (or new wh created if none nearby)
    8) crafting related dupes have been fixed (the ones i could find, lol)
     
    Thanks for testing out experimental and a great feedback :)
     
  14. Like
    KPABATOK got a reaction from raymix in Some feedback on Experimental 0.3.4   
    First of all - huge thanks to Raymix for an awesome crafting UI. I saw it on his stream when he was coding it and only imagined it was just WIP and we won't see it so soon. It is awesome, thank you man. Though the blur that appears on screen when you open this crafting menu makes me really nauseous :D Hopefully I can handle it. No more crafting without work bench! Very great.
    1. Double click on items in order to consume them was removed, not sure if it is good or bad, probably for the better, but now it is almost impossible to see how much thirst/hunger/stamina you get when you consume food, since the user inventory menu blocks the text which is right beneath it. This white text should be lowered even more to the bottom of the screen or maybe made in different font/color or something and flash on left or right top corner of the screen (so that it would stay longer than half a second). Just quick ideas, maybe you guys will think of something even better. For now users will have to keep debug menu opened in order to be able to see how much points they gained from drinks/food.
    2. Seems like issue of not being able to trade with traders came back (at least haven't seen it for a long time). Simple re-log fixes it of course.
    3. No idea why, but after logging in and out I lost a magazine inside my Rahim. When I logged in it notified me to reload (gun itself was empty). Maybe just a weird glitch, couldn't reproduce when logged out logged in the second time.
    4. Wow, now it isn't as easy to build stuff as before when you have to use work bench and it takes about 20 seconds to craft 10 lumber packs instead of one second like it is now :) I like this feature, much more realistic. If the same could be made to healing/repairing vehicles would be great too.
    5. Are you supposed to be able to store items inside the workbench? Cause I can put items in it. Is it persistent? A feature of some sort? It is persistent. Cool.
    6. Found first bug, impossible to cancel building. It says "canceled" but the foundation (for example) that you wanted to place is still attached to you and you have to place one way or another. So canceling doesn't seem to work.
    7. Fireplace, once placed is non-removable. Maybe intentional, no idea.
    8. Found duplication bug, but I am almost sure it is not patch related and it was there for a while. Will try to reproduce. Yep, it works for duplicating clothes and what's in them.
    9. Found my first safe! And two at once. This is amazing, and they sell for 1250 krypto, well done :) But it is not possible to move it or remove it. Once placed it is unmovable :) I am retarded, you can pack it, just like lockbox, NEAT!. But the model itself is very beautiful, thanks to Awol, Axle and Sequisha? I think, though it reads like Keesha, lol. Hard to read the last name, pls correct me.
    Would love a feature of code lock being implemented, not ordinary lock/unlock like it is with lock boxes. But I am sure it is in future plans, for now, Epoch hoarding simulator reached beta phase :D And the storage.. it is massive! Will tell in greater detail when I test it more, have little gear for now, but it should fit at least 30 cinder blocks inside (I hope).
    10. Today workshop downloaded 44MB update or something, tried to join a BulletBuffet server and got autobanned.
    11. Now opening a safe in Experimental gives autoban.
     
     
    Will update my feedback as I play. That was just first few things I noticed while jumped on experimental. I would stream my gameplay but I am playing on a potato PC, so I would get 15 FPS at best. Will try to test it though again.
    To anyone who wants to test it with me - go to steam workshop and subscribe to Epoch experimental mod, then enable it in default Arma 3 launcher (with regular epoch disabled or removed).
  15. Like
    KPABATOK got a reaction from SzepyCZ in Some feedback on Experimental 0.3.4   
    First of all - huge thanks to Raymix for an awesome crafting UI. I saw it on his stream when he was coding it and only imagined it was just WIP and we won't see it so soon. It is awesome, thank you man. Though the blur that appears on screen when you open this crafting menu makes me really nauseous :D Hopefully I can handle it. No more crafting without work bench! Very great.
    1. Double click on items in order to consume them was removed, not sure if it is good or bad, probably for the better, but now it is almost impossible to see how much thirst/hunger/stamina you get when you consume food, since the user inventory menu blocks the text which is right beneath it. This white text should be lowered even more to the bottom of the screen or maybe made in different font/color or something and flash on left or right top corner of the screen (so that it would stay longer than half a second). Just quick ideas, maybe you guys will think of something even better. For now users will have to keep debug menu opened in order to be able to see how much points they gained from drinks/food.
    2. Seems like issue of not being able to trade with traders came back (at least haven't seen it for a long time). Simple re-log fixes it of course.
    3. No idea why, but after logging in and out I lost a magazine inside my Rahim. When I logged in it notified me to reload (gun itself was empty). Maybe just a weird glitch, couldn't reproduce when logged out logged in the second time.
    4. Wow, now it isn't as easy to build stuff as before when you have to use work bench and it takes about 20 seconds to craft 10 lumber packs instead of one second like it is now :) I like this feature, much more realistic. If the same could be made to healing/repairing vehicles would be great too.
    5. Are you supposed to be able to store items inside the workbench? Cause I can put items in it. Is it persistent? A feature of some sort? It is persistent. Cool.
    6. Found first bug, impossible to cancel building. It says "canceled" but the foundation (for example) that you wanted to place is still attached to you and you have to place one way or another. So canceling doesn't seem to work.
    7. Fireplace, once placed is non-removable. Maybe intentional, no idea.
    8. Found duplication bug, but I am almost sure it is not patch related and it was there for a while. Will try to reproduce. Yep, it works for duplicating clothes and what's in them.
    9. Found my first safe! And two at once. This is amazing, and they sell for 1250 krypto, well done :) But it is not possible to move it or remove it. Once placed it is unmovable :) I am retarded, you can pack it, just like lockbox, NEAT!. But the model itself is very beautiful, thanks to Awol, Axle and Sequisha? I think, though it reads like Keesha, lol. Hard to read the last name, pls correct me.
    Would love a feature of code lock being implemented, not ordinary lock/unlock like it is with lock boxes. But I am sure it is in future plans, for now, Epoch hoarding simulator reached beta phase :D And the storage.. it is massive! Will tell in greater detail when I test it more, have little gear for now, but it should fit at least 30 cinder blocks inside (I hope).
    10. Today workshop downloaded 44MB update or something, tried to join a BulletBuffet server and got autobanned.
    11. Now opening a safe in Experimental gives autoban.
     
     
    Will update my feedback as I play. That was just first few things I noticed while jumped on experimental. I would stream my gameplay but I am playing on a potato PC, so I would get 15 FPS at best. Will try to test it though again.
    To anyone who wants to test it with me - go to steam workshop and subscribe to Epoch experimental mod, then enable it in default Arma 3 launcher (with regular epoch disabled or removed).
  16. Like
    KPABATOK got a reaction from Richie in Epoch A3 - My opinions   
    well usually people tend to learn from stupid mistakes and not make them in a future, especially in games like this. I died handful of times on 0.2.5.2 patch while building base until I learned about useful function to use "HOME" button to move items away from me while I move them around and also never stand in front of building parts after I placed them in case they fall on me and kill me. But I still kept forgetting that and died and can only blame myself. I assumed it was part of the game, to be cautious, you know :D
    These are just learning things, through trial and error. A game wouldn't be a game if it didn't kill you once in a while for acting too recklessly. You should try 0.3.3.1 patch if you haven't played for a few months. I haven't ever died building a base since 0.3.0.3 patch when ghost snapping appeared, so most of your concerns now are solved. It is almost all dummy proof, no physics (except for jammer, shelf, lockboxes). And upcoming 0.3.4 patch gonna be even better though building itself haven't changed from previous patch, only new awesome user interface and it takes a few seconds to craft any building part, no more instant crafting.
    in fact I was, over the first week of me playing Epoch and learning building, I managed to lift myself 100 meters in the air with wooden floor, I even took screenshots and posted here on forum. Most amazing experience and it happened only once, though I could reproduce it, but just learned from my mistakes. And building changed since then a lot. No more flying with woodfloors, since, as I said, no more physics. Which I miss a little bit.
  17. Like
    KPABATOK got a reaction from TheStainlessSteelRat in Some feedback on Experimental 0.3.4   
    First of all - huge thanks to Raymix for an awesome crafting UI. I saw it on his stream when he was coding it and only imagined it was just WIP and we won't see it so soon. It is awesome, thank you man. Though the blur that appears on screen when you open this crafting menu makes me really nauseous :D Hopefully I can handle it. No more crafting without work bench! Very great.
    1. Double click on items in order to consume them was removed, not sure if it is good or bad, probably for the better, but now it is almost impossible to see how much thirst/hunger/stamina you get when you consume food, since the user inventory menu blocks the text which is right beneath it. This white text should be lowered even more to the bottom of the screen or maybe made in different font/color or something and flash on left or right top corner of the screen (so that it would stay longer than half a second). Just quick ideas, maybe you guys will think of something even better. For now users will have to keep debug menu opened in order to be able to see how much points they gained from drinks/food.
    2. Seems like issue of not being able to trade with traders came back (at least haven't seen it for a long time). Simple re-log fixes it of course.
    3. No idea why, but after logging in and out I lost a magazine inside my Rahim. When I logged in it notified me to reload (gun itself was empty). Maybe just a weird glitch, couldn't reproduce when logged out logged in the second time.
    4. Wow, now it isn't as easy to build stuff as before when you have to use work bench and it takes about 20 seconds to craft 10 lumber packs instead of one second like it is now :) I like this feature, much more realistic. If the same could be made to healing/repairing vehicles would be great too.
    5. Are you supposed to be able to store items inside the workbench? Cause I can put items in it. Is it persistent? A feature of some sort? It is persistent. Cool.
    6. Found first bug, impossible to cancel building. It says "canceled" but the foundation (for example) that you wanted to place is still attached to you and you have to place one way or another. So canceling doesn't seem to work.
    7. Fireplace, once placed is non-removable. Maybe intentional, no idea.
    8. Found duplication bug, but I am almost sure it is not patch related and it was there for a while. Will try to reproduce. Yep, it works for duplicating clothes and what's in them.
    9. Found my first safe! And two at once. This is amazing, and they sell for 1250 krypto, well done :) But it is not possible to move it or remove it. Once placed it is unmovable :) I am retarded, you can pack it, just like lockbox, NEAT!. But the model itself is very beautiful, thanks to Awol, Axle and Sequisha? I think, though it reads like Keesha, lol. Hard to read the last name, pls correct me.
    Would love a feature of code lock being implemented, not ordinary lock/unlock like it is with lock boxes. But I am sure it is in future plans, for now, Epoch hoarding simulator reached beta phase :D And the storage.. it is massive! Will tell in greater detail when I test it more, have little gear for now, but it should fit at least 30 cinder blocks inside (I hope).
    10. Today workshop downloaded 44MB update or something, tried to join a BulletBuffet server and got autobanned.
    11. Now opening a safe in Experimental gives autoban.
     
     
    Will update my feedback as I play. That was just first few things I noticed while jumped on experimental. I would stream my gameplay but I am playing on a potato PC, so I would get 15 FPS at best. Will try to test it though again.
    To anyone who wants to test it with me - go to steam workshop and subscribe to Epoch experimental mod, then enable it in default Arma 3 launcher (with regular epoch disabled or removed).
  18. Like
    KPABATOK reacted to SzepyCZ in Epoch A3 - My opinions   
    when you download mod from workshop it is stored in this location -steam/steamapps/workshop/content/  and when you start arma mod will copy/update from workshop/content to your A3 folder - that means yes,it its stored twice
     
  19. Like
    KPABATOK reacted to Axle in Epoch A3 - My opinions   
    I didn't take your feedback as negative. However you are trying to compare a mod that is well past it's 1.0 live launch, to a mod that is still in Alpha.
     
    At this point Epoch for Arma 3 is still in testing phase. You're more than welcome to help if you want. We push the experimental build to Steam Workshop and have a server that anyone can test on. 
    Server IP: 192.99.21.102
    Port: 2302
    Just make sure all other Epoch versions are removed or disabled and enable the Experimental build via the default launcher.
     
    PS: If you thought running in Epoch is bad you should try default Arma without Epochs stamina system.
  20. Like
    KPABATOK reacted to Rook in Interacting   
    Hi ,
    First off thanks for developing Epoch for A3 - When it first apeared i thought the angle you have was very good, I like the horror element to it and i'm very glad the cultisits are back. I think the direction you are choosing to go down in terms of vibe is a good one , i look forward to more antagonists!
    One question I do have is - Will the persistance of loot in storage be addressed ( forgive me if i have missed this off a changelog / milestone ) -i just find it such a pain to have to interact with all storage devices to keep them alive so to speak , a lot of the time io spend just doing that :( and i do find it off putting the thought of it -if that would be fixed or changed so we dont have to it would be great.
    In regards to the cultisits- One idea i had would be to have a boss cultist, one that could emit Zeus lightning bolts XD @random of course as it would be too much all the time- In addition i think they also work well with sappers, when the mod first came out you would have them @ the same time and once the cultisit slowed you down avoiding the sapper would be even harder - Were they intended to work together
     
    Thanks for your time reading this :)
     
     
  21. Like
    KPABATOK reacted to Razzmatazz in Maintenance of Storage Objects   
    It becomes incredibly frustrating to have to babysit all of the lockboxes and shelves (and soon, safes) in your base to keep them from disappearing. Some friends and I put some lockboxes in our base this past Saturday, accessed them on Sunday, and then they were gone when we logged in Wednesday. The base was secure; no walls had been breached, the vehicles were untouched, and the shelves right next to the lockboxes were just fine.
    I understand storage objects that are not in a base (i.e., outside a frequency jammer radius) disappearing after a certain period of non-use. However, storage objects in a base should be maintained by the frequency jammer. If and when the base itself starts to despawn from lack of maintaining, the storage objects should be the last items to despawn because that gives other players a chance to loot the derelict base.
    Removing a storage object in a base if it hasn't been accessed recently makes little sense. Maybe a lockbox/shelf is full of building supplies in case repairs are required. There's no need to access those materials regularly, but it's something that's good to have on hand. Similarly, maybe you keep all your satchel charges in a lockbox. You might not need them frequently, but they are definitely nice to have.
  22. Like
    KPABATOK reacted to TheStainlessSteelRat in Let There Be Light!   
    Heard talk that battery may be able to be hooked up to a light source in future; but must say it was only talk in a stream whilst solar panels were being modelled.
  23. Like
    KPABATOK reacted to Axle in Let There Be Light!   
    Light sources will be apart of the build system.
  24. Like
    KPABATOK reacted to JerryAtricks in Let There Be Light!   
    Any plans on bringing the light poles into A3E? My base gets awful dark n' scary at night. :O
  25. Like
    KPABATOK got a reaction from vbawol in New Melee weapon.   
    As long as building and antagonists improve at steady pace like now, I don't care, they can add even spoons and forks as melee weapons :D Though melee in Arma 3 doesn't make much sense, I think it still is quite fun cosmetic feature, just like those wolf/pumpkin masks (no armor so I never use them). Safe upcoming, new building UI (no idea if I like it but don't care, I can't wait for that stuff). If more people shared their opinions here, even criticism, it would totally be better than just randomly coming over and saying "mod sucks, devs bad, no roadmap" etc. I even think roadmap can only be expected with commercial games, it is hard to have one when it is just a hobby for them. It's not like they come home from work, ignore the families and spend 2-3 hours coding Epoch every day.
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