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Craig_VG

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Everything posted by Craig_VG

  1. Excellent, what parameters did you use to make it stable? Yes I know about the broken weapons, they are being worked on...
  2. Because you have spawning set to "Everywhere, more in towns"
  3. I do indeed, thanks. I was hoping it was something like this. It is created on non-dedicated machines, so that will have to do.
  4. Craig_VG

    Development Blog & Reveals

    Yep, let's just hope the fish are not like the crazy invincible ambient crows. :D
  5. Craig_VG

    Development Blog & Reveals

    Someone please make it. Or just make fish playable by default, so it's mission level!
  6. The drop in FPS is the combination of a few things, and when a server's fps gets that low, bad things start happening. The zombies are very server processor hungry, and keeping players together, turning zombie count down, turning vehicle count down, and even turning logistics off should help with the lag, but it wont solve it either. Also setting the zombie spawning to "towns only" should help, and turning player starting to "start together" should end up helping.
  7. I'm really not sure where they come from, they are not from any of the code in the mission. Some code in the mission must be calling some code that is part of the game itself. ---------- Post added at 08:14 PM ---------- Previous post was at 07:22 PM ---------- Okay, this won't fix the error with the PPeffects, but I have made a thread for it. I have a new testing version. Weapons spawning on the ground/in buildings should work better now. And weapons should spawn almost exclusively in enterable buildings. I've also made it so the weapons in the ammo cache sidemission are dependent on the amount of weapons parameter. Which crosses off another devheaven ticket: https://dev-heaven.net/issues/30314 It also brings the total for 1.0 to 92% complete The link, as usual: http://bit.ly/DZStesting More otw
  8. Erik, there is an error in your server.cfg, missing a ; you should fix that. I'll look into the rest soon, my suspicions have been confirmed, the zombie init.sqf never finished. Also, I found out why the weapons were being weird, the script got reverted to before the fix with the Global, so I'll fix that once I am in range of Internet again. Thanks, Craig. Sent from my Motorola Electrify using Tapatalk 2
  9. And if DayZ becomes its own game, then all those prospective ArmA players won't even give it a chance, they will just go out and buy DayZ. But I do understand the monetary appeal that a full out DayZ game would have for BI, and I respect that. -Craig
  10. Umm. How have you played this game this long w/o knowing about the report file (.rpt)? :D For a dedicated it should be located in the location listed here for your respective operating system: http://community.bistudio.com/wiki/RPT For a dedicated it will be called arma2oaserver.rpt It contains a bunch of debug info that is dumped to the file throughout the mission, I added my own via the diag_log command, and I would like to see if I can find why zombies don't spawn for some people.
  11. The file hasn't changed in this testing version, it is exactly the same as all past versions, so I don't know why it's causing issues this time? The filepath must be exactly the same or else the dropbox link wouldn't work, so it is the same. Anyone else have this issue? I'm confused... I did create the .pbo with eliteness from a different computer instead of my home computer with cpbo, but I don't think that would cause any issues? I can't do anything about it until I get back from vacation anyway, which is in a few days. I haven't done anything about that problem, I still don't know why it is happening. But about the zombies not working, just send me your .rpt file, I think I may know why that is happening now.
  12. Another version of the testing version is out. If everything is okay with this, it will be 1.0 final. I've made some safeguards that will make sure that you no longer spawn with a map with the map parameter off. Or spawn with a weapon when you shouldn't, etc. It also adds some things in the code to make debug easier if problems do occur. Please test and enjoy. The next version will be almost completely new features, and I already have a few half done. File size is also decreased by about a MB. (A large, unnessessary sound file, gone) http://bit.ly/DZStesting Craig
  13. I'm not sure why you are getting lag, I've reverted the zombies back to the .90 zombies, but still made it that they kept spawning forever, at least forever while players are nearby. Survival mode sounds cool. Right now you can almost set it up in the parameters, but you don't find maps and stuff in buildings yet. Weapons have a chance of spawning in absolutely any building that has predefined positions. Deer stands are included in that. They don't, however spawn better weapons within them like in DayZ. I can add item spawning functionality, yes. I don't need the names, the script finds them on its own. :) I have not started with ACE yet, I will as soon as this version is stable enough, though. Maybe tonic will let me use his hunger system in wasteland? That would be an easy solution. This saving thing is an excellent idea. I can give the admin the option to save the game and load it again. Ill see what I can do. Weapons differing by surroundings could be added right now only the quantity is different depending on surroundings. Can you make a dev heaven ticket so I don't forget? I'm on vacation right now. Hopefully soon. But this needs to be as stable as possible. Oh, the logistics see the weaponholders as objects. There is probably a way to get rid of that. Also, some players can't see the weapons inside? Does this always happen? Did it just start? I can't see how this is possible. Internet lag maybe? Maybe reducing the number of weapons to enterable buildings only will help. Ugh.
  14. Have you tried the updated link above?
  15. Craig_VG

    Army of the Czech Republic DLC

    Indeed. Such engine improvements are getting me quite excited. Even if it isn't dynamic flooding, it will still be very refreshing to see.
  16. Here is the associated ticket: https://dev-heaven.net/issues/35603 Sent from my Motorola Electrify using Tapatalk 2
  17. Sorry, there was a script mixup, it has been fixed so now the loading screen should work. http://bit.ly/DZStesting I'm updating the roadmap now.
  18. Hey guys, the testing version has been updated with some changes: http://bit.ly/DZStesting The one thing I want you guys to test is the "start together" option in the parameters when choosing the way you will spawn. Instead of just starting everyone at the center position of the island, it now picks a random town, and all the players start there. You should also respawn there. Respawning should work better now, so you shouldn't respawn in water on Utes. Note: testing version is only for A2 CO users, doesn't work for OA or A2/A2F Thanks, Craig
  19. Would be epic if it was done. I suppose the roads command would work (starting point, find nearest road, stay on that road to destination).
  20. So what you guys are saying is that on a listen server (you host it on your computer) you cannot use the object moving around feature? And is lag actually worse than .95?
  21. Craig_VG

    Army of the Czech Republic DLC

    Most current games are not complex enough to warrant a paper manual...
  22. Give up? No way Jose. Big things may be/are ahead of us. Sent from my Motorola Electrify using Tapatalk 2
  23. Wow, thanks BI. I'll be messing around with the these later on. Basically use them in all situations where their purpose applies? Are these commands also seen as priorities where they are used, like how publicVariable is a priority to all machines?
  24. Craig_VG

    Development Blog & Reveals

    I assume hes saying he wants to see pics of them? I missunderstood. Still, excellent pictures, even if no clusterbombs. I love the one with the soldier sitting down with the lighting and all.
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