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Craig_VG

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Everything posted by Craig_VG

  1. Here take this new version. I've changed all the zombie scripts over to .FSM format. Works very well on my server: http://bit.ly/1-05Testing ---------- Post added at 05:57 PM ---------- Previous post was at 05:22 PM ---------- Muahahaha.. over 4000 zombies killed on my server in 2 days. :D
  2. Craig_VG

    Official zombies

    Will it be persistent!? :P
  3. BattlEye=1; verifySignatures = 2; Put it in your server.cfg Equalmodrequired = 1 works too, but the biki say's its depreciated. @spam_one Ill look into your lag issues with the new version. It may be a matter of tweaking.
  4. Yes of course they do. Just remember its a beta version, so issues like that are to be expected. Preventing people from using lost key is dependent on the server host. Some allow 3rd party addons and some don't, but I can't control that. Have a good one, Craig
  5. Okay, next beta update for the upcoming 1.05 release! Some fixes: Zombies with bandages now delete eventually (the time before deleting needs some tweaking, though) Zombies should spawn better now (not right on top of you) But if you still have issues with them spawning close, just say on the forums. Players won't end up being sent to 0,0 randomly anymore, there was a small syntax error. On respawn, the player won't lose their NV goggles anymore Dedicated was running code meant for clients, fixed Cleaned up zombie spawning function Zombies were getting deleted far to easily, leaving many bodies laying around. This has been adjusted, and a more efficient method of killing off the stray zombies was added. Updated the zombie spawn FSM some more Here is the link: http://bit.ly/1-05Testing Enjoy, Craig
  6. 1. It isn't finished yet, still being worked on. Don't worry yet. 2. I haven't tried it with ACE, so I wouldn't know :/ Expect an improved version today.
  7. Craig_VG

    Official zombies

    Seriously?
  8. Definitely a possibility, and something that I could do. Currently, however, performance is #1 priority. It is step forward indeed. And Tonic did most of the scripting for it, so thank him. :D ETA? Now: http://bit.ly/1-05Testing Zombies are now controlled by the clients themselves. The server should be freed up. As a client expect the occasional micro-stutter, which may get worse. I am working to tone it down a bit. My Dedi is currently running it. Just search "Dynamic Zombie Sandbox Official" in host, or just filter Dynamic Zombie Sandbox in mission. Thanks, Craig ---------- Post added at 08:22 PM ---------- Previous post was at 07:42 PM ---------- Also, just so you guys are aware. To turn on the new spawning system, select it in the zombie spawning options in parameters. It isn't automatically on. ---------- Post added at 09:40 PM ---------- Previous post was at 08:22 PM ---------- And one more thing. The zombie spawning is now done via FSM (Finite State Machine) which greatly increases performance on that front, and eliminates the microstutter mentioned earlier.
  9. Hey guys, I'm still working on this of course. With the help of [TAW] Tonic, we made it so zombies stop walking through barriers placed by clients. (We send the position placed by the player to the server and the server replaces the objects, so the server's zombies can see the objects) Also I've started work on a completely new spawning system, not at all like the one Celery has in place. It may fix a lot of performance issues of all past versions. I'm testing on the official dedicated now. ---------- Post added at 10:34 PM ---------- Previous post was at 10:19 PM ---------- Err scratch that, defcon server's "Update to 1.62" is broke, for now.
  10. Craig_VG

    Development Blog & Reveals

    Driving in snow is never really an issue with ANY vehicle. As long as you don't stop... Source: Living in Rural Wisconsin
  11. Okay, there was an error with the 1.0 OA version. It has been updated, and the link remains the same. It has also been updated in the "goodie bag" The announcement has been made on the ModDB page, and has since then catapulted Dynamic Zombie Sandbox to the #1 position of all mods on ModDB. Thanks everyone for the support! http://www.moddb.com/mods/bobtoms-arma2-missions/
  12. Official ModDB post: http://www.moddb.com/mods/bobtoms-arma2-missions
  13. Dynamic Zombie Sandbox V1.0 Note, 1.0 doesn't and will never mean final version for this mission. Overview After quite a long time, I finally have 1.0 ready for release. This is the most complete, stable version of the mission that I have. It also most fulfills what I wanted to put into this mission back in Version .75. Many new features have been added and many, many fixes have been made. Also, I have already started work on 1.05 :D Making the mission more stable was one of the largest goals of 1.0. It still won't last forever on dedi, but it will last longer. Further improvements are in my head and will be added in 1.05. What's Added? This is definately the longest changelog to date, and the amount of work I've put into it has been quite staggering. I live quite a busy life, school, work, sports, friends, (pretty active in the party scene too, but don't tell my parents :p) so I can only work on this in what spare time I have. I have fairly detailed descriptions on dev-heaven of each of the bugs and features if you want to click the links. Highlights: Fixed some lag issues from .95 Weapons in buildings, a little like DayZ Local hosts couldn't use the logistic features GPS would put markers on other players Sidemissions never end Weather can be completely random Sidemission markers no longer give the exact location, if chosen ChangeLog: Roadmap found at Devheaven [TABLE=class: list related-issues, width: 1616] [TR=class: hascontextmenu] [TD]Bug #30290: Ammobox Sidemission[/TD] [/TR] [TR=class: hascontextmenu] [TD]Bug #30291: Time doesn't sync to JIP[/TD] [/TR] [TR=class: hascontextmenu] [TD]Bug #30292: Markers do not update to JIP[/TD] [/TR] [TR=class: hascontextmenu] [TD]Bug #30293: Helicopter crash is still bugged[/TD] [/TR] [TR=class: hascontextmenu] [TD][/TD] [/TR] [TR=class: hascontextmenu] [TD][/TD] [/TR] [TR=class: hascontextmenu] [TD]Bug #30307: Refresher.sqf kills off all units that are not players[/TD] [/TR] [TR=class: hascontextmenu] [TD]Bug #30313: Picking up objects (To put in cars)[/TD] [/TR] [TR=class: hascontextmenu] [TD]Bug #30352: Sometimes players spawned in a mob of zombies[/TD] [/TR] [TR=class: hascontextmenu] [TD]Bug #30359: Long trains of cars can be made![/TD] [/TR] [TR=class: hascontextmenu] [TD]Bug #30362: Car/object list doesn't get updated on dedicated sometimes.[/TD] [/TR] [TR=class: hascontextmenu] [TD]Bug #30374: Massive Lag[/TD] [/TR] [TR=class: hascontextmenu] [TD]Bug #32855: Objects get placed floating[/TD] [/TR] [TR=class: hascontextmenu] [TD]Bug #35643: Start with no map and no weapons parameter sometimes doesn't work.[/TD] [/TR] [TR=class: hascontextmenu] [TD]Feature #30314: Parameter to choose how many weapons will spawn in side missions. (Ammo cache's)[/TD] [/TR] [TR=class: hascontextmenu] [TD][/TD] [/TR] [TR=class: hascontextmenu] [TD]Feature #30364: Apocalypse Siren on siren poles[/TD] [/TR] [TR=class: hascontextmenu] [TD]Feature #32590: Weapons in buildings[/TD] [/TR] [TR=class: hascontextmenu] [TD]Feature #32628: Parameter to get rid of sidemission markers[/TD] [/TR] [TR=class: hascontextmenu] [TD]Feature #32725: Random Weather Option[/TD] [/TR] [TR=class: hascontextmenu] [TD]Feature #32805: Sidemissions loop[/TD] [/TR] [TR=class: hascontextmenu] [TD]Feature #32806: Increase Respawn timer[/TD] [/TR] [TR=class: hascontextmenu] [TD]Feature #32808: More robust player position finder script[/TD] [/TR] [TR=class: hascontextmenu] [TD]Feature #32809: Make weapon finding script more efficient and with more features.[/TD] [/TR] [TR=class: hascontextmenu] [TD]Feature #36039: Spawn just outside of towns[/TD] [/TR] [TR=class: hascontextmenu] [TD]Task #30353: Remove GPS -- Allows cheating[/TD] [/TR] [TR=class: hascontextmenu] [TD]Task #35603: Expand the "Players start together" parameter[/TD] [/TR] [/TABLE] DOWNLOADS: CO version (Flagship version): Requires patch 1.60 of ArmA 2 Combined Operations. No other mods/addons required, works with ACE to a degree, full ACE integration is on the way (@stk2008) Download OA version: Requires patch 1.60 of ArmA 2 Operation Arrowhead . No other mods/addons required Download A2 version: Requires patch 1.10 of ArmA 2 or ArmA 2 Free. No other mods/addons required Download All 3 Versions in one Goodie Bag: Download Thanks to: SRU team, thanks for the ideas and the testing - http://www.sruclan.net/ Dethorath - Helped a lot with sounds and testing Tonic - Told me to abandon construction, and made the new Loading screen, he also made the time sync correctly! VVC team Loyal players Everyone who hosts the mission Celery for making the zombies!! (and ArmA 3 MP) Notes: 1. A2 version hasn't changed much, but I did add make it so weapons would spawn in vehicles, and a few bugfixes. The CO version is the main one I work on, and A2 lacks a lot of the scripting features of OA and CO, which makes it much harder to port the latest version over to it. 2. If you spawn with a weapon but cannot shoot, just press F.
  14. Craig_VG

    Army of the Czech Republic DLC

    And chernagorsk lost its industrial section, and this: http://imageshack.us/photo/my-images/849/arma2oa2012071411380652.png/ So it isn't JUST the new "accross the river part", but it isn't very much different, no. EDIT: In takistan there is this on a mountain top: Original Takistan: https://dl.dropbox.com/u/6891307/Original.jpg Cutout Takistan: https://dl.dropbox.com/u/6891307/Cutout.jpg
  15. Armory doesn't seem to work with the new maps, it spawns you in the far east side: https://dl.dropbox.com/u/6891307/RAINBOW.jpg (Over 100kb) At least there is a pretty rainbow :D
  16. Craig_VG

    Degeneration-Redux- Zombie Invasion -

    It would indeed be epically epic to see such a functionality in Degeneration. And if you are choosing to say goodbye to the community, then this would be the way to do it. Thanks G, -Craig
  17. This looks really well done, and very detailed! I love a good SP mission, so I'll be checking it out!
  18. You still can't save, sorry. I do have another method in mind, but I haven't started on it yet.
  19. Well guys, bad news. My job is, again, sending me away to work. Which means for the rest of the week I'll be in a different city away from a computer, working 14 hour days. I can't release 1.0 today because I need to make 1.0 versions of OA and A2, so I'll just release a final testing version for you guys: http://bit.ly/DZStesting Enjoy. -Craig
  20. Hello, Got a question for you guys today. Some people are getting the following errors when hosting a dedicated: 2012/07/06, 17:53:41 Error in expression <effectcreate ["colorcorrections",1549]; _ppEffect ppEffectEnable true;> 2012/07/06, 17:53:41 Error position: <_ppEffect ppEffectEnable true;> 2012/07/06, 17:53:41 Error Undefined variable in expression: _ppeffect 2012/07/06, 17:53:41 Error in expression <500]; _color = [_R,_G,_B,_intensity]; _ppEffect ppEffectAdjust [ 1, 1, -0.002-> 2012/07/06, 17:53:41 Error position: <_ppEffect ppEffectAdjust [ 1, 1, -0.002-> 2012/07/06, 17:53:41 Error Undefined variable in expression: _ppeffect Now this code does not exist in the mission (Dynamic Zombie Sandbox), but there is some code celery wrote involving visual effects: Line 369: drop ["\ca\data\koulesvetlo","","Billboard",3,3,[-0.25+random 0.5,-0.25+random 0.5,0.1],[0,0,0],0,1.26,1,0,[0,0.015,0.01,0.005,0],[1,1,0.5,1]],0],0,0,"","",_zombie]; Line 372: drop ["\ca\data\koulesvetlo","","Billboard",3,3,[-0.25+random 0.5,-0.25+random 0.5,0.1],[0,0,0],0,1.26,1,0,[0,0.015,0.01,0.005,0],[[1,0.25,0.25,1]],0],0,0,"","",_zombie]; Entire script, part in question is toward the end:
  21. Hey guys, another question: I have an issue with my dedi server, as soon as I load into Dynamic Zombie Sandbox, the server crashes with: [font=lucida console] 23:10:01 "Server Time: Jip Var set and synced" 23:11:14 Virtual memory total 4095 MB (4294836224 B) 23:11:14 Virtual memory free 2566 MB (2691153920 B) 23:11:14 Physical memory free 2588 MB (2714583040 B) 23:11:14 Page file free 5 MB (5468160 B) 23:11:14 Process working set 1246 MB (1307455488 B) 23:11:14 Process page file used 1330 MB (1395474432 B) 23:11:14 Longest free VM region: 809295872 B 23:11:14 VM busy 1620770816 B (reserved 183799808 B, committed 1436971008 B, mapped 26238976 B), free 2674065408 B 23:11:14 Small mapped regions: 9, size 65536 B ErrorMessage: Out of memory. Your swap file is too small, only 5 MB of free space left. Increase your swap file size or delete some files from your hard disk [/font] Here is the entire .rpt for that session: So my question is, what could be causing this? Why would it crash? Every other mission works... So what code could do this?
  22. Umm, not exactly. Everywhere will spawn a small amount everywhere. While towns will spawn a bunch in towns. So it is a trade off at the moment. In other news, I'm home again. It's nice to be on my PC again. As soon as I got home I purchased this: http://www.zazzle.co.uk/arma_3_hexacam_semi_arid_camo_mousepad-144850402429002790 And now I'm going to do some dedi testing, I just bought my own server. Going to set it up and stuff. Now I will be able to eliminate dedi issues before releases. :) Also, I got a teamspeak: TS3.defconservers.com:10120 If you guys have any questions/bugs/ideas that you want to tell me in person, go ahead. Thanks, Craig
  23. Craig_VG

    Development Blog & Reveals

    Very important indeed, hasn't been the same since A2 came out. :D
  24. That has same result. Berezino will create a bunch of triggers because of its size.
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