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KPABATOK

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  1. Like
    KPABATOK got a reaction from ALANDRO in Exile or Epoch   
    Apart from obvious similarities, Exile has some interesting features (or tweaks) which I hope will be implemented in Epoch at some point. Now can't remember what in particular I liked, but it would make Epoch a much better mod. Either way, Exile to me looks too much like wasteland and has not enough freedoms compared to Epoch (you can do in Epoch practically whatever you want). Will I play Exile? No. But I will monitor its progress notheless. My heart is at Epoch :)
  2. Like
    KPABATOK reacted to He-Man in Spawn Nacked after Relog   
    We need no admin Support. We will not play there, only help. 
    So if you need some players for testing, I make it public in our Server. We all want to keep this mod alive!
  3. Like
    KPABATOK reacted to vbawol in Epoch 0.3.7 Release Changelog   
    This version contains a change in the logic for waiting for the player object to be ready to hopefully fix the remaining issues with getting stuck at loading player inventory and a small BE scripts.txt filter update:
    [Fixed] Testing another method to wait for player object to be ready. [Fixed] BE kick on looting underwater Shipwreck containers. [Info] Server owners must update a3_epoch_server.pbo and mission pbo (description.ext, 'init' and 'System' folders) to apply this fix so that it is still compatible with 0.3.7 client files. https://github.com/EpochModTeam/Epoch/releases/tag/0.3.7.0107
  4. Like
    KPABATOK reacted to Brian Soanes in When joining server it hangs on "loading player inventory".   
    It's the hotfix from the other day to stop vest/clothes bug, we had the fix on our server but around 60% of players would hang on loading player inventory. Took the hotfix off and players can load in fine now
  5. Like
    KPABATOK reacted to Axle in Pallets spawning on the roofs   
    Great news. They are getting redone for the CUP project. Also, I put those on the roof. You can get to them if you drop out of a chopper that's hovering above. Mainly for those that want every last piece.
  6. Like
    KPABATOK reacted to Stryker in 0.3.7 - Heli Destroyed Itself   
    No explosion, just burnt out...wtf...
     
     
     
  7. Like
    KPABATOK reacted to vbawol in Blue Filing Cabinets do not spawn loot   
    Sounds like the weaponholder proxy positions are off. Could you take a screen shot?
  8. Like
    KPABATOK reacted to vbawol in Vaulting through metal gates/doors   
    If someone can shoot a video of this and post it unlisted here: http://epochmod.com/forum/index.php?/forum/72-exploit-reports/ I will look into it.
    We maybe able to make changes to the code or model to help with this. Ideally a Arma engine fix for this would be better http://feedback.arma3.com/view.php?id=23677
  9. Like
    KPABATOK got a reaction from umfufu in What kind of sorcery is this?   
    It is not a first time I see around the map in different server floating building materials, stud walls, cinder walls, floors. How this glitch happen?
    Today saw one just above my base, floor floating hundreds of meters in the air, so I landed on top with mosquito and thinking now about building a sky base here :D
    P.S. though now think it won't be possible as the height is higher than the 99 meter limit, if I exit the heli I probably will just start floating in the air...
     
     

  10. Like
    KPABATOK reacted to He-Man in ATM's are not working 0.3.7.0   
    Look in cfgepochclient:
        #include "CfgEpochClient\Altis.hpp"
        #include "CfgEpochClient\WorldInteractions.hpp"
     
    The Worldinteractions.hpp is NEW!!!
    Add this file also into your mission file.
    And also check Altis.hpp. It has changed too!
  11. Like
    KPABATOK reacted to Demellion in [0.3.7] Locked vaults glitch   
    Tested much, and still found the same ways to avoid (EPOCH_Locked) variable state of the vaults. 
    Result: I am still able to violate access of the locked vaults via inventory glitches.
    My advise still to use this fix:
     
     
  12. Like
    KPABATOK reacted to vbawol in Epoch 0.3.7 Release Changelog   
    Bump for release of 0.3.7
    Please report any Bugs here: 
    https://github.com/EpochModTeam/Epoch/issues or http://epochmod.com/forum/index.php?/forum/53-bug-reports/
    Server Files:
    https://github.com/EpochModTeam/Epoch/releases

    Changelogs:
    https://github.com/EpochModTeam/Epoch/blob/master/Changelogs/0.3.7.0.txt

    Changes:
    https://github.com/EpochModTeam/Epoch/pull/477/files
     
     
     
  13. Like
    KPABATOK 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.
  14. Like
    KPABATOK reacted to WURST in How Many Satchels Bring Down Cinder Walls?   
    Tried it several times, my experience so far:
    Jammer = 7 satchels
    Half cinderwall = 6 satchels (full cinderwall took me 18 satchels and still was alive (maybe bugged wall))
    Plywoodwall = 1 satchel
    Metallwall = 4 satchels
  15. Like
    KPABATOK got a reaction from TheStainlessSteelRat in What's happening with this mod?   
    There are only 3-4 high pop servers (which reach their full, or close to full capacity during the day). And it has been like that for at least 6 months, so it isn't like something which came out of the nowhere. Nobody knows why, people play different games I guess. There are still too many servers, thankfully majority of them are dead which brings playerbase of this specific game closer together but that's only from my perspective.
    For instance, Japan has 2 maybe 3 servers (which I found on server list) yet only one is populated, so obviously there is demand only for one server. Same with Australia. Certain countries will have certain amount of players, Europe and US has bigger pops. Arma 3 is pretty old game (actually nowadays games get old after 3 months, thanks to modern developing and marketing and god knows what else.)
    Take obscure game and make an even more obscure mod - where is everybody? :D It's just a game, lol. Also there are tons of mods too, some like Exile, some Breaking Point, some still play BR. Though majority of people probably standing in circles and talking to each other on Altis Life servers.
    P.S. oh and we also got new mod on horizon called Desolation. Will withhold my judgement about it :D
  16. Like
    KPABATOK reacted to RC_Robio in What's happening with this mod?   
    https://github.com/EpochModTeam/Epoch/blob/experimental/Changelogs/0.3.7.0.txt 
  17. Like
    KPABATOK reacted to FiddyB in Suggestion - gates/locked doors should keep their opened/closed state through restarts   
    no, not until the safes are 100% reliable, I have had cases where the safe were locked then after restart unlocked and vice versa.   I can live with the occasional safe unlocking itself as they are protected inside my locked base, but what if my base randomly unlocks?
  18. Like
    KPABATOK reacted to orangesherbet in Small (one hopes) Vehicle COnfig Request   
    Currently the vehicles do spawn in with a random fuel level I can confirm that. 
  19. Like
    KPABATOK got a reaction from mgm in Healing needs its animation back   
    When it has no animation, it is prone to abuse and unfair gameplay. Every action should consume time. Even crafting now has timer which is very welcomed feature. Opening doors - has proper timer. And healing up is most essential thing, since someone can literally shoot at me with opened inventory and healing up every and each shot. Not saying it is not possible to kill anyone with grenades, simply it is an exception to the rule. And the rule is they do not work and I am not the first to point that out, people in BR mod and KOTH already knew this before me. I never use them anyway.
    I am not talking about heal effect, but animation. To perform certain action takes time. Reloading takes time. But the effect is instant.
  20. Like
    KPABATOK got a reaction from mgm in I've been gone for a year, what's new?   
    Best is to read changelog. But the most notable additions are improved stair model, ladders, wooden tower with half walls, safe which holds 6 time more stuff than lockbox, workbench which works as storage too. Workbench also is needed for crafting. Improved building in ghost mode slightly, dogs have better AI (but never tested them), heli AI drops crates with random loot (but loot is crap mostly), added sword which can cut trees and mine rocks too, spawns god knows where. I start to believing it's just a myth :D added strider to spawn too. Unarmed of course. Added m-900 helicopters with many colour variants.
    You can sell backpacks, you can sell you primary weapon even if it is in your hands, fishing pole (never found it) oh, new crafting menu which is very simple and neat. New interaction menu for unlocking vehicles etc. And of course many bugs were fixed, some bugs introduced, the usual drill :)
    P.S. when you spawn in now there is no lag for 5-10 seconds. It is instant which is very very nice.
     
  21. Like
    KPABATOK got a reaction from mgm in Changes To Survival...Been Gone Several Months   
    No, rises after you have toxicity. If you stay in water or above water (without swimsuit) your temperature drops which also increases blood pressure. If you build base above water, wear swimsuit or do not be inside base for very long.
  22. Like
    KPABATOK got a reaction from TheStainlessSteelRat in Base Building Recommendations?   
    To get started you only need about 300 lumber packs (or less if you are content with 2x2 base lol) which is 30 minutes of cutting trees at most and if you do it alone. Since you can craft workbenches from wood, you can store your loot there temporarily however it is always good idea to build a secure, at least 1x1 room as your temporary storage with locked doors . Basebuilding itself, especially if you build from scratch on flat ground and know where you wanna build is easy, just people hate cutting trees and getting wood first. Seen so many bases where it was obvious a person started everything building from cinder and the you get uneven walls, floors, base look like a slum.
    So for a start, find materials for a jammer and then hatchet or a chainsaw. That's it, you do not need anything else for now just cut trees. Of course when you done and want to make locked doors you will need electronic components, but those come from drones who spawn everytime (unless server has them disabled) or in regular epoch loot (trashpiles, shipping containers).
    You do not need foundations, wooden floor snaps to the ground almost everytime. Also using foundations and not covering them up make it possible to bug abuses. Never put your shelfs, workbenches or even safes close to outer wall unless it is twice human height.
    Only when you finish base and have basic idea, it is wise to upgrade it to cinder.
  23. Like
    KPABATOK got a reaction from TheStainlessSteelRat in Changes To Survival...Been Gone Several Months   
    No, rises after you have toxicity. If you stay in water or above water (without swimsuit) your temperature drops which also increases blood pressure. If you build base above water, wear swimsuit or do not be inside base for very long.
  24. Like
    KPABATOK got a reaction from FiddyB in Healing needs its animation back   
    Only today realized how unfair it is.
    I was in a tower and 2 guys rushed me with grenades from bellow, they managed to throw up 4 grenades (do not know if they were RGN or RGO) but they landed 1 meter from me and I survived each and every one of them simply by healing up quickly since I had 3 medkits on me. Of course I had maximum armour too (level 5 special rig and enhanced helmet but it was not explosive resistant GL rig which is supposed to protect against such hit), but noticed that even one grenade took only about 10 percent health when it landed right by my feet. Thanks to glorious Bugemia 1.54 patch, grenades do almost no damage on people unless you drop them in your underpants. If you throw them by another person's feet he won't die, it would be like firecracker to him.
    I managed to kill them both multiple times and safely escape.
    If there was an animation it would take me at least 5-7 seconds to heal and I would be defenseless for that moment and probably dead after 3 more grenades. They did not know about it and rushed me guns blazing thinking I was dead or low health against me with Navid and maximum armour :) As much as how fun it was to spray from Navid, I should have been dead ages ago in that tower.
     
    So is there a reason why default Arma 3 healing animation from medkits is not in Epoch or maybe developers preparing their own animation of some sort or timer at least?
  25. Like
    KPABATOK got a reaction from FiddyB in Healing needs its animation back   
    When it has no animation, it is prone to abuse and unfair gameplay. Every action should consume time. Even crafting now has timer which is very welcomed feature. Opening doors - has proper timer. And healing up is most essential thing, since someone can literally shoot at me with opened inventory and healing up every and each shot. Not saying it is not possible to kill anyone with grenades, simply it is an exception to the rule. And the rule is they do not work and I am not the first to point that out, people in BR mod and KOTH already knew this before me. I never use them anyway.
    I am not talking about heal effect, but animation. To perform certain action takes time. Reloading takes time. But the effect is instant.
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