PetuniaEpoch Posted July 23, 2013 Report Share Posted July 23, 2013 Is this still happening, or has the project been abandoned? Link to comment Share on other sites More sharing options...
Xenesis Posted July 23, 2013 Report Share Posted July 23, 2013 maybe they are taking a break or something, dont think so that they abadonned it.... and if they did i hope the release the unfinished version Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 23, 2013 Report Share Posted July 23, 2013 Hmmm I hope it's not abandoned too :P Hey Xenesis - you use Bungles server pack? - Does that have Base Building 1.2 on it? maybe they are taking a break or something, dont think so that they abadonned it.... and if they did i hope the release the unfinished version Link to comment Share on other sites More sharing options...
Xenesis Posted July 24, 2013 Report Share Posted July 24, 2013 no made my own "serverpack" Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 24, 2013 Report Share Posted July 24, 2013 Ah cool - have you managed to get base building 1.2 working with epoch 1.0.1.5? (or even ...1.4!) no made my own "serverpack" Link to comment Share on other sites More sharing options...
Mattman Posted July 24, 2013 Report Share Posted July 24, 2013 Ah cool - have you managed to get base building 1.2 working with epoch 1.0.1.5? (or even ...1.4!) The base building 1.2 works with all versions of Epoch. You just have to swap the 1.2 code out of the old Epoch files and place them into the new ones (ie. swap out the fnselfactions.sqf, etc.) I started with Kikyou2's base building he had installed and uploaded for others to use and continue to swap all the files over each Epoch update. Link to comment Share on other sites More sharing options...
TRIGGA Posted July 24, 2013 Report Share Posted July 24, 2013 Did i miss something? where is the link to download this mod and install instructions? Link to comment Share on other sites More sharing options...
Xenesis Posted July 24, 2013 Report Share Posted July 24, 2013 Ah cool - have you managed to get base building 1.2 working with epoch 1.0.1.5? (or even ...1.4!) nope didn't get it running bugfree always had serious problems Link to comment Share on other sites More sharing options...
djoe45 Posted July 25, 2013 Report Share Posted July 25, 2013 the "base building" of "TayTayTheKiller" will never share, which is on view are server "UKSS". it's more like a publicity stunt ... lolw00t 1 Link to comment Share on other sites More sharing options...
Xenesis Posted July 25, 2013 Report Share Posted July 25, 2013 hmm 21 days since threat started i guess most ppl are right there wont be a release unfortunatly... slowly i feel like the whole thing is a big troll thing :( lolw00t 1 Link to comment Share on other sites More sharing options...
waterscan Posted July 25, 2013 Report Share Posted July 25, 2013 Someone will have a server version (dayz_server.pbo) of "base building" for "dayz epoch 1.0.1.5" Link to comment Share on other sites More sharing options...
Tankschaf Posted July 25, 2013 Report Share Posted July 25, 2013 Looks like a great job - hopefully TAYTAY will share his work soon, I´d love to implement this mod !!! lolw00t 1 Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 25, 2013 Report Share Posted July 25, 2013 Hey Matt, So, basically you mean just manually install Bb 1.2 / improv 0.3, by adding the code as needed to each of the .sqf files from a standard 1.0.1.5 server install? Did I get that right? :) The base building 1.2 works with all versions of Epoch. You just have to swap the 1.2 code out of the old Epoch files and place them into the new ones (ie. swap out the fnselfactions.sqf, etc.) I started with Kikyou2's base building he had installed and uploaded for others to use and continue to swap all the files over each Epoch update. Link to comment Share on other sites More sharing options...
Xenesis Posted July 25, 2013 Report Share Posted July 25, 2013 thats what i try since weeks, if i manage to get 1 problem solved i encounter a different one Link to comment Share on other sites More sharing options...
waterscan Posted July 26, 2013 Report Share Posted July 26, 2013 my basebuilding are working only what i have is after a restart all crafted buildings are float a bit ... someone can help? sry for my bad english Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 26, 2013 Report Share Posted July 26, 2013 Any word from TayTayTheKiller or Armifer on this? Even just a working copy would be cool :D What's on UKSS at the moment? That seems to be working? Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 26, 2013 Report Share Posted July 26, 2013 Has there been a decision not to release this, or are you just really busy? :) Thanks in advance! Link to comment Share on other sites More sharing options...
Aliveman Posted July 26, 2013 Report Share Posted July 26, 2013 Might have been more of an advertisement than a [RELEASE] Link to comment Share on other sites More sharing options...
Armifer Posted July 27, 2013 Report Share Posted July 27, 2013 It's still being worked on, but I've been incredibly busy with real life happenings. There is a working version with 1.0.1.5 but I am actually merging it with some new methods to give menu commands like how epoch's building works, and will fix the refund issue. Removing wrecks works, removing epoch items works, and removing base building objects work. A two tier gate system, meaning 2 different panels, for 2 different gate stages, and a remove open and close ability when within range. TayTay has been working on some graphics for the menu, and has been busy too. Be patient guys! If i had more free time I'd be able to polish up what I got and release it, ill see whats what by Monday with my schedule. Remember this is a hobby, I've got real world things to manage too :) Bungle 1 Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 27, 2013 Report Share Posted July 27, 2013 Hey :) Thanks for the update! Great to hear it's still being worked on :) Re: " There is a working version with 1.0.1.5" <--- Any chance of that being released for now? Would be happy with even just a working version :D I appreciate you're doing this for free, and have real life stuff to do too :) Thanks for your efforts! ;) It's still being worked on, but I've been incredibly busy with real life happenings. There is a working version with 1.0.1.5 but I am actually merging it with some new methods to give menu commands like how epoch's building works, and will fix the refund issue. Removing wrecks works, removing epoch items works, and removing base building objects work. A two tier gate system, meaning 2 different panels, for 2 different gate stages, and a remove open and close ability when within range. TayTay has been working on some graphics for the menu, and has been busy too. Be patient guys! If i had more free time I'd be able to polish up what I got and release it, ill see whats what by Monday with my schedule. Remember this is a hobby, I've got real world things to manage too :) Link to comment Share on other sites More sharing options...
Armifer Posted July 28, 2013 Report Share Posted July 28, 2013 Ok, so another update, ill post a list new list of changes and in progress updates here. -Fixed exploit with mountable objects (m240 nest, MG nests, search lights, or any other mountable object you wish to add) -Fixed exploit that allowed building anywhere -Fixed ability to remove wrecks -Updated code to latest epoch 1.0.1.5 with daymio's latest public code, kickyou2's improvements, my own fixes and enhancements, and taytay's new menu. Improved killzone kids's and humbleUk's gate scripts, adding owner functionality to open without needing to enter code, and use a remote opening device if within X amount of meters from gate. -Two tier gate system, meaning 2 different panels, for 2 different gate stages. One larger gate that acts as a main entrance, and the smaller concrete ones which act as doors. Panels for main gates operate at longer distance, and panels for doors operate at very short distances to allow closing/sectioning off of multiple areas in the base. -Added Desert themed buildable objects -Added a limit to max amount of each buildable object to prevent mass spamming of objects bogging down the database. -Adding nails as required material for some items, cement bag and bricks coming soon. (optional extra, requires some additional work to enable, otherwise it increases difficulty to add extra custom scripts, initial release will give instructions on how too) -All buildable objects can be removed each with their own level of difficulty. Tool box and crowbar required for all, etool for some. 95% failure 70% chance to loose tool box for, 90 seconds to remove for hard to build objects 70% failure 50% chance to loose tool box for, 60 seconds to remove for medium to build objects 30% failure 30% chance to loose tool box for, 30 seconds to remove for easy to build objects -claim 200meters of land around your base that no enemy base can build in -Build in your base with friendlies -Fixed exploit that allowed building in traders, cities, and inside buildings -Reworking some menu features to be built into the epoch crafting/building in the game, by making the object into a kit, and right clicking it to build. This will be in the next big update after initial release -Over 50 items to construct, that are balanced, nothing insane, and very high cost for complex buildings. This is intended to be an end game content, that gives something for players to work on. -Removed edit code to prevent exploit and database issue, will re-add in the future when fixed. -Plot poles cannot be removed, possibly will change model to allow them to be destroyed without glitching out via the epoch 1.0.1.5 bug (pole is gone, but is still listed in database preventing building for player) -Refunds removed until they can be added in via the epoch way to prevent an exploit. -Buildable objects for player storage and vehicle storage -Removed loot and zed spawns from buildable objects (so objects dont spawn in the building that you can crash your tires into, or loot cycle your base, regular map objects of same type still spawn loot) Might possibly add SQL for traders to include the kits for players who dont want to craft and just buy the materials, so it acts as a gold sink to balance economy. If any suggestions, or anything you would like to see included, please post it here. happysan 1 Link to comment Share on other sites More sharing options...
Bandus Posted July 28, 2013 Report Share Posted July 28, 2013 Sounds awesome Armifer! Looking forward to a release when you all have it in a ready state. Keep up the good work! Link to comment Share on other sites More sharing options...
Armifer Posted July 29, 2013 Report Share Posted July 29, 2013 Quick update. -Moved some code server side for smaller mission file, and for faster mission read time. Link to comment Share on other sites More sharing options...
TRIGGA Posted July 29, 2013 Report Share Posted July 29, 2013 Can we download it yet? Link to comment Share on other sites More sharing options...
Xenesis Posted July 30, 2013 Report Share Posted July 30, 2013 sounds great, any change for a download :) Link to comment Share on other sites More sharing options...
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