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axeman

Developer
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Everything posted by axeman

  1. axeman

    dayZ Night Lighting

    The latest patch has the culmination of all of the work done on lighting so far for dayZ. Street Lights: The street lights are enabled by default, adding the lighting system allows you to set a failure percentage. The lower this is set the more the street lights will flicker off and fail. House Lights: Currently buildings that can not be entered will be lit, this is also based upon the lighting percentage, the higher this is the more houses will be lit. Illuminant Towers: The towers that can be climbed that have a spotlight on each corner will be lit.. New Features: House lights are now brighter at a distance. This allows the player to see distant houses up to 600m (with default settings can be set to 1km). During the night when running from the coast or through the forest heading north, this is a beacon, an oasis in the dark guiding your player to the next town.. Generators: Placing a generator will effect the surrounding lighting depending on your settings. If a generator is required it will light all illuminant objects within it's range. If a generator is not required houses will be lit yet a placed generator will force the surrounding lights to be 100% reliable (this allows a low lighting percentage and enabling of lights through generator placement). Chance: Set this high or low, I like a very low chance of lighting, this fails lots of street lights causing them to flicker and go off.. House lights are few and far between yet generators cause all of the surrounding houses and street lights to be lit also. See the dayZ Epoch Lighting Wiki for more details and put any feedback or questions about the lighting system here.. To enable the lighting simply uncomment the line at the bottom of your init.sqf to look like this: //Lights [0,0,true,true,false,56,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Being stalked by several zombies through a dimly lit night time village..?
  2. axeman

    dayZ Night Lighting

    Well, that's interesting.. It seems like there have been some changes to the engine since I last looked at this. 'Immersion Mode' (No Street Lights) may be easily do-able at a much lower performance cost. Either that or I spent too much time looking at turning the lights on before :) Am hooked again, I forgot just how good Arma 2 / dayZ Epoch was..
  3. axeman

    dayZ Night Lighting

    You can turn off the streetlights but as they are map objects you have to iterate through all objects and filter the lights by their model name, which makes it a very heavy process as nearestObjects detects everything (butterflies etc.), see axe_NoStreetLights function in: https://github.com/andgregor/dayZ-Lighting/blob/master/MPMissions/lights/fn_lightFunctions.sqf This function is called with parameters object and a range to switch the lights off within that object (usually the player). Am sure I discussed with AWOL the possibility of overriding the default state of lights with config / .hpp, I seem to remember we couldn't do it. Configs weren't my strongest point :) You can see the function being called with: if(!DZE_StreetLights)then{ [player,_hsRange] call axe_NoStreetLights }; at the bottom of the 'alive player' loop in: https://github.com/andgregor/dayZ-Lighting/blob/master/MPMissions/lights/local_lights_init.sqf No doubt there is room for optimising a lot of my code. It has been some time since I visited this and have always been bothered that it wasn't quite finished properly, some due to the complexities of the generators and some due to the restrictions of the engine / map structure. I'm now sorely tempted to reinstall Arma2 and have a play with the old code..
  4. axeman

    DayZ launcher name help

    There is a limit on the length of the server name / description set at the server.
  5. Hello Epoch, it's been a while, how are you my old friend ?

  6. axeman

    [POLL] Who is right?

    Ok... sounds like you guys need to kiss and make up.. How did I get dragged into this :)
  7. axeman

    [POLL] Who is right?

    Unless you are breaking server rules :)
  8. axeman

    [POLL] Who is right?

    Voted, if the random guy finds the base randomly who could blame him for claiming it ?
  9. axeman

    [FEATURE REQUEST] Hoverboards (URGENT)

    You sure can, I'll get it online and PM you.
  10. axeman

    [FEATURE REQUEST] Hoverboards (URGENT)

    :) I have some concept code. Not really had time to do any game work recently, RL getting in the way again. Have just finished a long term contract and getting my business back up to the point where it can support us all. Happy to post the concept code to the GIT if someone wants to pick it up.
  11. axeman

    Blow me up Fred

    Surviving the new world is not supposed to be fair..
  12. axeman

    Blow me up Fred

    So how does a Bambie retaliate from being constantly spawn camped under that scenario ? The motivation for making this after being endlessly shot on MGT..
  13. axeman

    Blow me up Fred

    Are we talking parking outside trader cities and multiple Bambie trying your vehicle ? It would have to be a short time so people can run away and it could be gamed . What about a vehicle safe zone / parking bay ?
  14. axeman

    Blow me up Fred

    Lock your car ? It does have to be a PvP kill to trigger the extra options. So for gaining loot from a PvP I was already looking at spreading the victims belongings around the destination site and randomly deleting some items. I had noticed that weapons and held items often dropped on the ground anyway. Would that solve PvP loot issue ? The problem with switching everything off is: Yay a new feature being tried out in this mod -> oh, it doesn't do exactly what I want right now and players are crying because <insert reason why player doesn't like change> -> switch it off as the most vocal won't stop going on about it -> no need to offer positive feedback, we're not using it anyway -> feature doesn't get updated in ways you might want -> players are bored and want more features -> players move to Minecraft -> Devs add more hats and tins of food, dies of boredom.
  15. axeman

    Blow me up Fred

    I like the particle effect to warn that an explosion is imminent, or an effect that shows the victim 'may' still be in the body ? Adding certainty and / or turning every feature off is kind of pointless and no longer Epoch.. The ten minute timer will force the dead player to respawn so maybe reduce that timeout when the new Tapout menu is used ? That way the victim has to make a fairly quick decision.. Ultimately it was designed to combat the quick battles outside spawn points, aka spawn camping, and to introduce the player as antagonist option as a new / revisited feature. The idea that every scenario should be an absolute and no danger exists for players is boring to play and awful to develop for. Please no more pandering to this attitude and let's start making it risky to play again. Want to play Epoch ? Then be prepared to lose all your shit at a moments notice.
  16. axeman

    Blow me up Fred

    Not at the moment, it's fairly heavily integrated. The best option possibly would be to code it to use the original dialogue only. Any particular reason for disabling ?
  17. axeman

    Antagonist Avoidance

    I have just witnessed probably my second or third 'real' sapper migration, as in one that I didn't spawn myself. What I am curious about, and this will help make them antagonists even more sneaky, is how everyone deals with the antagonists ? I do have a slight advantage in avoiding an explosive death, considering I wrote his brain :) Which ones are easy, which ones are a pain, who gives the biggest scares and, more importantly, your tactics for losing an antagonist once it is spawned. Post your best tactics here..
  18. axeman

    Antagonist Avoidance

    Your average Zombie Brain:
  19. axeman

    Antagonist Avoidance

    She'll be back !
  20. Epoch Dev Playground - Altis. Open for Public Testing ! kindly hosted by Nitrado This server is now in our hands.. News: Server updated with latest version of Experimental. News: Looking for an Admin. Server to mainly stay as Vanilla Experimental, additional scripts via Epoch Events are ok. Occasional addition of Mods for testing. High server presence not required just the ability to help with issues / server restarts etc. Rules: PVE | PVP only allowed if you have an agreement with you target(s). No Base Stealing (We are currently testing base building so go make your own please, feel free to say hi and have look round the base). So here's the server details (read on if you needs to know more): EXPERIMENTAL FEATURES: New options when killed. Additional Antagonist options. Changelog Installation: We are running the Epoch Experimental branch with latest Server performance build. To install follow these instructions: Visit Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=455221958&insideModal=1 Subscribe Open Arma 3 Launcher Select the Experimental branch, allow it to update and then launch Arma 3. (NB. you only need the Experimental branch, standard Epoch Mod can be disabled) Join: 5.62.103.29:2302 Survive ! If you can Feedback / Bugs / Server Admin Requests: Join the server for details on how to contact us. We both regularly play on the server and there is also an admin presence. Failing that, PM one of us here.
  21. UPDATE: Server Updated and back on. Working on RZD support fix where multiple targets cause Zeds to behave strangely.
  22. axeman

    Antagonist Avoidance

    Not sure if the phantom is still in or not...
  23. Ah, Is still there, was in the middle of an update and got side tracked. EDIT: Can't keep up with us and Bohemia with all the updates lately :)
  24. axeman

    Antagonist Avoidance

    I'd delete it instantly ;) The new custom zed code is geared more toward real world recognition, I try to avoid 'cheating' when crafting the antagonists brains. For example, the sense of smell, this was started with the sapper, but now is refined and works on a configurable distance and uses wind direction. The sapper is weighted by the targets position in some circumstances, this gives him an unrealistic awareness of your position. At the time we were more concerned with keeping performance levels up over larger numbers of antagonists and wanted to keep the current antagonist 'active'. We are about to add some more behaviour for the zeds, making use of the crouching and eating dead bodies and introducing faster zombies. Am interested in feedback for the zed behaviour, have tried to make the current slow ones more dangerous in numbers and trying to allow some emergent behaviour based on more simple rules. For the zeds, try hiding. Their sight is governed by a newer function in Arma. However they will smell you if the wind changes :)
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