Spam_One
Member-
Content Count
34 -
Joined
-
Last visited
-
Medals
Everything posted by Spam_One
-
[TvT/FFA/CO-40] Dynamic Zombie Sandbox
Spam_One replied to Craig_VG's topic in ARMA 2 & OA - USER MISSIONS
Awesome ! If new zombies spawn are ok, can't wait for playing, building base and fighting zombies ! ETA on this ? For feedback, support and bug report, where do you prefer ? DevHeaven, twitter, here ? -
[TvT/FFA/CO-40] Dynamic Zombie Sandbox
Spam_One replied to Craig_VG's topic in ARMA 2 & OA - USER MISSIONS
Put 600m of view distance instead of 1km like I do before resolve the zombies spawns. We play at 5 on chernarus tonight, it was very fun with 400m aggro, 30 per km, 75m spawn, few weapons and vehicules, a good action-survival. There's still a big problem, fps issue for everyone and we don't know why. It's like there's a a looped script who failed and busy the game. It's coming after moving a lot, maybe it's a cleaning script or what, especially tonight it happens after a 10km trip to an objective. It's sad, we all dead after this trip because we can't aim :( But it was fun :D -
[TvT/FFA/CO-40] Dynamic Zombie Sandbox
Spam_One replied to Craig_VG's topic in ARMA 2 & OA - USER MISSIONS
News from testing : We want to know if cpu load is the things which fucked up zombies spawns. I create a dedicated with TA2DST tools, which i give only one core of my i5 2500k, and the 3 others for arma2. I create on chernarus, zombies spawns are 75m spawn distance, 500m aggro, 30 per km. I have no problem, i kill 100 zombies in half an hour, everywhere, everytime, they spawn, in wood town fields mountains, during my 6 kilometers trip. I monitored my cpu, and the only one core attribute to the server, it were most of the time near 100%. After, when someone join, the server had to managed 2 players. And this is what we got : to regroup, i have to go 3kms far. I do the half in car, not a single zombie were aggro. when he die, a lot of zombie begin to pop again around me. Until he travel again and then, server get constantly at 100% and give very few zombies, or a lot to one and noone to other. So i gave 2 cores to the dedicated. We immediatly feel the difference. It was near like the beginning, where i was aggro from a lot of zombies, but for both of us, each on his side (3km between us). And after, another problem : fps goes down. In less than 5 minutes, we fall at 10 fps. It's like not only the dedicated is surcharged, but also our game engine. We quit, go back on server : full fps. We stop there because we never know if the server and the game can maintain for a long time, and it's very frustrating. We prefer to stop and wait for improvements, if it's possible. The bad thing in this story for me is script, and the way they are managed in this game. The best would be that each client run theirs scripts and just send position to the dedicated, he should been so much lighten. I understand now why we never had zombies on my dedicated : it was a 15€/mo dedicated, for 15 slots, and the cpu was always at 25%, one full core, and i don't think i had another cores for this price. But i think not a lot of people can rent a full octocore server to run something smooth for 10 players ! Hope a solution will be found :D -
[TvT/FFA/CO-40] Dynamic Zombie Sandbox
Spam_One replied to Craig_VG's topic in ARMA 2 & OA - USER MISSIONS
Some news : my dedicated is down, i stopped Vilayer host because of SHIT. We play again with homemade dedicated, and that's what we got now : we have no problem of zombies spawn when we use a dedicated on a pc. the other problem is : after few times, the fps goes down, a lot. First, i think it was the fault of my homemade dedicated server, but we had saw tonight that if we quit and reconnect, full fps coming back. I'm not sure if it's a server side problem or only a client side ? Edit : no problem on Utes, objective survive for 30 minutes, no problem from the beginning to the end. A fucking fun !! -
[TvT/FFA/CO-40] Dynamic Zombie Sandbox
Spam_One replied to Craig_VG's topic in ARMA 2 & OA - USER MISSIONS
Always got the same problem, zombie spawn, put this random number per km, 500m agro, 25m distance spawn, see not a single zombie since i launch the mission. This is what we got for a base overrun : the base is ours, but we fight against no zombie : edit : after having asked to people on server if they had zombies, 2 on 10 say they have "like thousands". Apparently, the scripts is not equal between players :( -
[TvT/FFA/CO-40] Dynamic Zombie Sandbox
Spam_One replied to Craig_VG's topic in ARMA 2 & OA - USER MISSIONS
My biggest problem is zombie spawning :( I put 1.0 on my dedicated and try a lot of parameters with radius/spawn/zombies per km. But each time, at a moment, there's very very few zombies on map. For example we just try Zargabad with 50 zombies per km, radius 500, spawn 25m. It was war during half an hour. 40 zombies at my ass. After, less zombies but still a lot, always need to look at your back when you put your head in a crate. One hour after the beginning, we run stand up in the city, to find stuff to build a base, we saw a zombie every 10 minutes :( I'm asking what utility a base have if you shoot 5 zombies per hour :( I don't know why this is happen, but i believe in the good work of Craig ! -
[TvT/FFA/CO-40] Dynamic Zombie Sandbox
Spam_One replied to Craig_VG's topic in ARMA 2 & OA - USER MISSIONS
(First, sorry for my english guys.) So, what a pleasure to play this mod after a long time on DayZ. I just rent a dedicated after 4 plays with 8 players while i host on local. The mod isn't perfect but it's a great new way to fight zombies. A mix between survive and action. Since few weeks, dayz became for me survive and... wait that something happens, try to find something else to do than find food and find a new weapon because you just die again. With good parameters, you can have a great survival game with your mod, and in same time, actions and fun by objectives and cars. Here it is my advices and feedbacks from other players and me : - (server) possibility to change number of hits until death (you can't aim like you want in Arma, because of mouse accel and negative accel, what about fast movement to escape... And there is sometimes lot of zombies... 3 is sometimes really hard !) -> between 1 and 9 ? - (server) possibility to tweak the number of wounds a bandage heals - (server) possibility to lose a wound after xx minutes without hits (5 minutes ? and the more you have hits, the longest it is to disappear (you have 1 hit you lose it in 5 minutes, you have 2 hits you looe one in 10 minutes etc...) - (server) find a middle between "almost none" and "tiny" for cars spawn - (server) speed up time : more choice ? (midnight to midnight in 2h30 should be great) - (server) super zombies : mix with normal zombies ? (5/10 %?) - (server) destruction : possibility to randomly mix this with normal buildings ? - ingame : less strange scopes on guns ! how can you aim zombies with a x2 nvg or a x4 tws in town ! Specific things like this have to be chosen by players in Crates ! - ingame : weapons with flashlight ? (increase teamplay at night if no nvg) - ingame : zombies shout a little bit far from the player (especially in the back, there's no steps sounds...) - ingame : Zombies hurt less cars (how a truck can be stopped by a single crawler, and explode few times after ?) - EDIT ingame : possibility to revive during a moment after a death ! - EDIT ingame : tweak the guns spawn for having less powerful guns everywhere (in Zargabad, where every buildings is open, you find what you want in 1 minute. Not really cool if you config the game for a more survival thing) This is what we can say for the moment. I have also few questions : - What "survivors" is - when activated, don't see what is new ingame ? - What is the chance to find chopper ? (i try 4 times with "insane" spawn cars, with military class or "based on surroundings", and never find one in any airport. What kind of point are they in debug mode ? (it's not for doing something too easy, just to test and give the best parameters to my server)). I ask this because a random player find a littlebird at balota's airfield one time. Is he a cheater ? - I never saw a ammo crate in town even if i enabled it in server parameters ? Is this really activated ? - What is the big red point on debug ? (not the little one who covering the map) - EDIT i find a scud. I could fire this shit. But how to target something ? Now, i will do my best to play with a lot of players on the forum i am (near 30/40 active dayz players). Some have already play your mod instead of dayz and were happy to play it (if it can motivate you :) ) I'm completely new to this thread so sorry if some things are already talked about ! ps : oh and for never ending play : isn't it possible to "save" the actual state of the map (where objects are placed, what ammo crates contains etc) before reboot ? I think i saw this in a mod on OFP Operation Flashpoint... Unlike Dayz, it's not a problem if you loose your inventory, because even with low loot you find good weapon to fight with (and that's not make the mod easy ;) ), but base is another thing... (all testing was done on your last 1.0 testing mission) bug report : - when nvg enabled, you don't respawn with it if you die