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cring0

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  1. Like
    cring0 reacted to vbawol in Epoch 0.5 Release Changelog   
    Arma 3 Epoch 0.5 has been released!

    Client Files:
    https://github.com/EpochModTeam/EpochCore/releases/download/0.5.0.0/Epoch_Client_0.5.0.0.zip

    Server Files:
    https://github.com/EpochModTeam/Epoch/archive/0.5.0.0740.zip
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/719/files

    Changelog:
    [New] Epoch is leaving alpha and entering beta! All Epoch Asset project sources are now available via our GitHub +LFS and under APL-SA license here: https://github.com/EpochModTeam/EpochCore
    [Added] Added Service Point to Rearm, Repair and Refuel. Thanks to @Ignatz-HeMan
    [Added] 7 new Keesha camo skins by Craig Hauer aka ComatoseBadger.
    [Added] 64-bit database extension support for Windows (EpochServer_x64.dll) and Linux (epochserver_x64.so) servers. Linux support is pending testing.
    [Added] Custom event handler and OnEachFrame hooks added. https://github.com/EpochModTeam/Epoch/tree/experimental/Sources/epoch_code/customs Thanks to @Ignatz-HeMan
    [Added] Crafting recipe: Mortar (Uses: 12x Rock, 2x dirty water) (Requires: Fire and workbench within 3m). Thanks to @baaljayjay for the suggestion.
    [Added] Customizability of units spawned by UAV alert via CfgEpochClient > uavAlertUnitSpawnTemplate. (Default: I_Soldier_EPOCH)
    [Added] Toxic Smoke Grenades can now be found in the world.
    [Added] Respawn in base feature, each player must interact with Jammer and choose "Make Spawnpoint" to enable.
    [Added] Selling to traders with bank debt greater than -50000(default), pays the bank debt back to below the limit instead of the player. Thanks to @Ignatz-HeMan
    [Changed] Epoch Message function now supports custom colors. Thanks to @SPKcoding
    [Changed] Epoch Event: ChangeWeather has been updated to allow for better random control of weather and defaults to bad weather.
    [Changed] Optimized database SET and SETEX calls in both SQF and C++.
    [Changed] Optimized database GETRANGE call.
    [Changed] Optimized NPC Trading and fixed issue if trade failed. Thanks to @Ignatz-HeMan
    [Changed] Great White Sharks will now spawn if the player is deep enough in the ocean.
    [Changed] Objects or Players that have been given "Crypto" variable can be accessed via the dynamic menu (Space Bar) for a "Take Crypto" action.
    [Changed] Air Drops are now triggered via Epoch Events server side every 45m at random, instead of randomly triggered client side.
    [Changed] To prevent issues with ownership only Group Leader can place a Jammer. jammerGLOnly = 0 in CfgEpochClient to disable. Thanks to @Ignatz-HeMan and @82ndab-Bravo17
    [Fixed] Crash bug when opening base building upgrade menu since Arma 3 1.68.
    [Fixed] Wrong variable name in EPOCH_clientRevive.sqf. Thanks to @Ignatz-HeMan
    [Fixed] Sometimes getting stuck only walking. Thanks to @Ignatz-HeMan
    [Fixed] Repack of Energy Pack is now possible.
    [Removed] EpochServer extension calls 100 and 101 as they are no longer needed.
    [Info] Re-add missing comments in some config files.
    [Info] Numerous other fixes and optimizations.
    [Info] Requires Arma 3 1.68 or higher.
     
     
  2. Like
    cring0 got a reaction from raymix in [WIP] Iwagi, Japan   
    Sorry I haven't been up to date with my Navis project.  I've shelved Navis and started working on a smaller terrain, something a little more realistic as a first project.
    I'll keep the post I have over at BI forums updated: https://forums.bistudio.com/topic/192242-wip-iwagi-japan/
  3. Like
    cring0 got a reaction from RC_Robio in [WIP] Iwagi, Japan   
    Sorry I haven't been up to date with my Navis project.  I've shelved Navis and started working on a smaller terrain, something a little more realistic as a first project.
    I'll keep the post I have over at BI forums updated: https://forums.bistudio.com/topic/192242-wip-iwagi-japan/
  4. Like
    cring0 got a reaction from TheStainlessSteelRat in [WIP] Iwagi, Japan   
    Sorry I haven't been up to date with my Navis project.  I've shelved Navis and started working on a smaller terrain, something a little more realistic as a first project.
    I'll keep the post I have over at BI forums updated: https://forums.bistudio.com/topic/192242-wip-iwagi-japan/
  5. Like
    cring0 got a reaction from SWAT_BigBear in Whats happened to EPOCH ??   
    Wow you guys are still pushing for hoverboards? looooool  Well if you guys could actually pull that off in Arma, my hats off to you.

    I myself haven't really been playing survival games at all.  I've been playing a ton of Battle Royale lately.  But I still jump back into Epoch every once in a while just to check out what's changed and how people are playing it.  While I had grown to hate zombies after playing a couple years of DayZ mod, I think supporting zombies is a wise decision.  Hopefully all goes well with that.  I think there will always be people playing Epoch, but traffic and hype has always fluctuated.  A lot has been going on within the last year or so, a lot of hype for other mods and games.  Epoch will always have a place in my heart and the work has obviously had an impact on the way others have been designing mods.  Keep up the good work.
  6. Like
    cring0 reacted to axeman in Zombies   
    Yes, I said the Z word, what we've all been waiting for, including me :)
    With Ryan's blessing we are officially supporting his excellent Zombies and Demons mod. This will be a plug in, if Zombies and Demons is installed (server and client) the Epoch additions will automatically kick in and provide a unique support.
    This has been started in Experimental.
    Currently it requires a few tweaks to the built in code to be able to merge the two mods, in short we are creating an 'Epoch Ryan's Zombie', amongst other surprises.
    What this thread is for is as a place to request features for the zombies. How will our recently deceased think and react, what skills will they have etc. ? That said, the thread is open to all opinions and thoughts. What do you want to see ?
    We have a raft of ideas and have been testing some unique ideas. We're currently basing the 'zombie brain' on the sapper code, in that he / she can think for itself, can smell the target and has some base emotions that drives its behaviour.
    To cover some of the already built in behaviour we have :
    Attack: pretty self explanatory, it will attack when in range. Hide: if Attacked or shot near, fear will build up to a point where the few remaining brain cells sends our antagonist to a safe spot, for later.. Stalk: if you've been snuck up on by a Sapper this is why. They can gauge your average direction and aim for your blind spot. My personal favourite. Loiter: Sappers wander a bit in the same area, am thinking this could translate to a static behaviour where the life challenged hibernate and wait for input. Groan : pretty random to be honest. Smell: using wind direction, there is some weighting done on how aware the antagonist is of its target. Fear: being aware of groups of armed players, being shot (or shot at) increases fear . Anger: just seeing the happy survivors going about their life angers our antagonist, shooting at them just upsets them more. There is more emergent AI behaviour being worked on for a future release.
    Ultimately, we want to honour Ryan's work and keep the existing behaviour and enhance / emulate it for Epoch, they are great Zombies after all.
    Thoughts anyone ?
  7. Like
    cring0 got a reaction from Snitzle in Building/Crafting Ideas for future development   
    That's pretty awesome.
     
    If you're going to worry about making something remotely similar to whats in another mod though, you might as well give up.  It's like saying you can't make frickin detergent because Tide makes it...  If you make it yourself, then its yours, regardless of whether someone else had a similar idea before you, who the fook cares?  Hipsters?
  8. Like
    cring0 got a reaction from Snitzle in Building/Crafting Ideas for future development   
    If it weren't for helis it would be a lot easier to hide ground vehicles, then I wouldn't mind vehicles being unlockable. Someone has a heli though, just forget it, they'll find everything on the map. It would be cool if there was an object like a camp net that you could cover vehicle with that would actually camouflage it. Of course, either way if you're playing on Altis its hard to hide anything regardless.

    I almost believe that storing a vehicle in database would be a good option, as lame as that would be when it comes to a survival environment. Its very hard to hold on to a vehicle. If you come across a player and aren't at full speed chances are you're going to get fckd.. if you hit a pebble and dont have repair youre fckd.. and chances are if you try keeping a vehicle its just going to get jacked when you're not around. You could sell a vehicle to a trader, but someone else could buy ot, or they can kill the trader wiping its inventory, or admin might wipe trader inventory. People get bored without a vehicle, and they get bummed when they finally find one and can't enjoy it for more than an hour or two before losing it in one lame way or another.

    Not to mention its harder for people to find each other without vehicles. PvP gets more interesting when vehicles are involved. However, the way things are everyone is running around on foot and rarely run into each other. "Where is everyone, ran all over this goddamned map and didn't see a soul!"
  9. Like
    cring0 reacted to CrazyMike in Test Post   
    This is a test, any survivors out there?
  10. Like
    cring0 reacted to vbawol in Epoch Mod Fall 2015 Update   
    Special thanks to Orange Sherbet for taking the time to make this!
  11. Like
    cring0 reacted to Chainsaw Squirrel in Ilanavis [WIP]   
    Great work so far, PS grew up in Morgantown WV, not far from you .. spent a lot of time in Pittsburg Lake Winnepesaukah and dingy music clubs back in the 80s taking in punk and metal bands :)
     
  12. Like
    cring0 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
     
  13. Like
    cring0 reacted to vbawol in Server side update 0.3.2.0 (Build 2) released   
    This update is to address an issue that that allows for the use of the remoteexec command when the config CfgRemoteExec was not defined. Its strongly advised that you update your description.ext.
    Server Files:
    https://github.com/EpochModTeam/Epoch/releases/tag/0.3.2.02
    Changes Commit: 
    https://github.com/EpochModTeam/Epoch/commit/4785089374a7d95ea1bedfefa684aa59cc27ae6d
  14. Like
    cring0 reacted to vbawol in Arma 3: Epoch Developer Blog   
    It has been nearly one year since the initial test release of Arma 3: Epoch and I want to thank you all for your support! Just to give a quick run down on what is happening with the mod and team.

    The Epoch Dev Team has also recently grown as we welcome three new team members. 
    Raymix: will be working on UI and coding aspects of the mod. SteamPunkGears: will be new creating 3d models for custom epoch items. Richie: will be working on map support as well as assist the development process. We are also proud to announce that Sequisha is working with Bohemia Interactive on the new Tanoa terrain and wish him luck. Tanoa looks to be a quality terrain that we certainly look forward to supporting in Epoch.

    In the next patches leading up to 0.4 large framework changes will be made so we can prep the open world Epoch sandbox gamemode code for public release. This also means that Epoch Mod will soon become more compatible with other mods because the Epoch sandbox gamemode code will then run purely from the server/mission file.

    Epoch "Server" Framework project: 
    Code functions that make it easier to use our callExtension calls. Full callExtension calls documentation and DLL source code. Epoch public github will accept improvements and bug fixes. Epoch "Sandbox" Gamemode project: (Requires: Epoch Server)
    This is the core of the Epoch gamemode and will contain most all sqf and fsm client/server code needed for the current Epoch sandbox gamemode minus what is already in Epoch Server. The core of the gamemode code will exist purely in the mission file and will allow server admins full control over what code is running. This will allow even more freedom for server admins to customize there server. Epoch public github will accept improvements and bug fixes.  
    The Epoch mod will still contain all the same great assets (models, textures, and icons, configs, code, etc.) and new custom creations will still be added as they are made ready by our content creators. What this all means, is that other mods (like wasteland, KOTH, etc.) will soon be able run @Epoch mod along side their own mods to use for example our female characters without our current gamemode code getting in the way. Alternatively, you may also soon see other mods using our Epoch "Server" framework to power totally new mods and gamemodes in the future. The Epoch "Sandbox" gamemode will be even more developed as this change will allow us to deliver faster updates and work closer with the community regarding fixes and improvements. The goal is to have all of this fully in place before 0.5 so that our team can start the work on our new custom terrain and other great additions planned for 1.0.




     
  15. Like
    cring0 reacted to Axle in Arma 3: Epoch Developer Blog   
    Bump for our newest developer: Raymix
    Welcome to the team.
  16. Like
    cring0 reacted to vbawol in Website and forum migrated and updated   
    Just updated the web server and forum software to the latest available versions. That said, we may still have a few issues to work out so If you notice any problems please post about it. Also, the donation tracker will be re-added after an issue is fixed with it.
  17. Like
    cring0 reacted to Axle in Armor value display.   
    New addition to the inventory UI takes away the need to search the web for armor values of items.
     

  18. Like
    cring0 got a reaction from Uro in Ilanavis [WIP]   
    I think I'm going to start streaming here and there once I get back on track, now that I haz real internets. Because, why not?
  19. Like
    cring0 got a reaction from happydayz in Ilanavis [WIP]   
    I've been reworking the satelite map more but haven't been getting a lot done because I've been in the process of moving. I'm almost all moved in now and will have real Internet's, so hopefully I will get more done this month. I've also been working on another terrain called Kings Isles. You can guess what I might have in mind for that, but I'm trying to make it epochable as well.
  20. Like
    cring0 got a reaction from TheStainlessSteelRat in Ilanavis [WIP]   
    I've been reworking the satelite map more but haven't been getting a lot done because I've been in the process of moving. I'm almost all moved in now and will have real Internet's, so hopefully I will get more done this month. I've also been working on another terrain called Kings Isles. You can guess what I might have in mind for that, but I'm trying to make it epochable as well.
  21. Like
    cring0 reacted to RC_Robio in [FEATURE REQUEST] Hoverboards (URGENT)   
    What you're looking at, here, is a sandwich. The sandwich's components are:
    1: One large neodymium-iron-boron ("NIB") magnet.
    2: The fingernail and finger-tip, mashed down to negligible thickness, of a gentleman called Dirk.
    3: Another large NIB magnet.
  22. Like
    cring0 reacted to TheStainlessSteelRat in [FEATURE REQUEST] Hoverboards (URGENT)   
    Playstation 7 by my reckoning release date 2034, based on past 6-7 yr development cycle. Available bundled with beta version of DayZ SA.  :blink:
  23. Like
    cring0 reacted to Halvhjearne in The new M900 heli?   
    you know you can set the time limit of how long the traders will hold the inventory?
    expiresAIdata = "604800"; // expiration date in seconds for NPC Trader inventory if you reduce that, it will respawn the vehicles faster ...
     
    if you look in your database, you will see some vehicles only have:
    [] these are the vehicles waiting to respawn ...
     
    a second method to respawn vehicles would be to delete all vehicle with only [] from the database at certain intervals.
  24. Like
    cring0 reacted to vbawol in Epoch 0.3.2.0 Released   
    Epoch Mod 0.3.2.0 Client Files have been released on Steam Workshop and the rest of the download links on epochmod.com will be updated soon.
     
    Server files released on github.com/EpochModTeam
     
    Change logs - Also see what server files have changed here.
     
    Report bugs
     
    Feedback
  25. Like
    cring0 got a reaction from RC_Robio in Death of Epoch?   
    It's hard to find a server that runs well and is run by people that know what they're doing as admins/mods.  It seems that most people that run servers don't realize that it's important to avoid interfering with others' gameplay as much as possible, despite how much nubs scream for help.  Of course it doesn't help if you're running multiple scripts that conflict and cause issues left and right.. on top of all the Arma bugs.
     



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