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Thread: [TvT/FFA/CO-40] Dynamic Zombie Sandbox

  1. #261
    Master Sergeant bobtom's Avatar
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    Quote Originally Posted by ErikPutz View Post
    Hey Craig, I'm just wondering if you could release a hotfix version of .95 where placing objects work as it should? Because right now when placing weapon boxes, tower bunker etc they dont stick to the ground properly.

    Another question, would you be able to change loot from spawning inside cars to spawn on the ground at certain locations similar to dayz? (And if possible some kind of respawn so the map wont go empty after a while)
    I know DZS and Dayz are different missions with different gameplay, but this loot system is really great for a zombie apocalypse. Scavenging ftw!
    This system also allows you to reduce the amount of vehicles without the cost of less loot.

    Looking forward to the A3 version (and A3 in general).

    Loot in certain locations? I'm working on it. I've mentally prepared how I want to do it, I just haven't seen if the way I want to do it is practical. Rocket had more options because he was using a mod, while I'm using a mission only format.

    A3 is going to rock my and your world.

    Quote Originally Posted by stk2008 View Post
    still looking forward to the next release
    Me too.

    Quote Originally Posted by Oktyabr View Post
    That is most excellent to hear! Popularity can only grow as those that were drawn to this engine by DayZ (over 150,000 new players in the last six weeks) discover that it isn't the only "zombie" mod in town. I'm a moderator on the DayZ forums and I found your mod while looking for an alternative to recommend to those that were looking for something different, primarily those that want to host a small server for their friends, use custom islands (that's me too), play more PVE instead of PVP, etc. There IS a demand for such an alternative and I'd be happy to do what I can to channel some of that demand your way... I just wanted to make sure I wasn't pointing people at a dead end... a mod that wasn't being developed any more.

    If you could use some help I'm sure there are many, myself included, that would be happy to pitch in any way they can?

    Glad you like it. I really like DayZ and it was one of the reasons I stopped working on this (besides exams and parties). It is just so much fun to play.

    I like DZS too. I will be releasing 1.0 after some serious dedi testing, then start adding some features.


    Quote Originally Posted by vladthemad View Post
    Nice! Just donated $20, but what of saves and suspends!?! Hahha. I'm currently hosting listening servers until I can figure out how to make these steam libraries run on my linux server and it'd be nice if we didn't have to restart every time we quit for an evening.

    Another question, are the zombies supposed to have different skins? Right now they just look like normal NPCs, but run fast, make scary sounds, etc. I like the fact that they open their mouths when they make the noises btw..nice touch.
    Thank you very much sir. Saves and suspends are something that I want to add. I will talk to Dominic to see how he did it for Degeneration.

    Celery made the zombies, not me.

    They do look normal yes, I can't really add new skins, but Rocket made some nice suggestions to me that I haven't looked into yet, but still want to:

    http://forums.bistudio.com/showthrea...-wound-texture
    Dynamic Zombie Sandbox - V1.25 released! - HERE

    My Twitter = Here|I'm "Craig" ingame!| http://www.dynamiczombiesandbox.com

  2. #262
    Hi again just wanted to make sure that the next release will still be compaitble with ACE2 as I feel ACE2 adds so so much weapons,jerry cans etc etc

  3. #263
    Quote Originally Posted by bobtom View Post
    Loot in certain locations? I'm working on it. I've mentally prepared how I want to do it, I just haven't seen if the way I want to do it is practical. Rocket had more options because he was using a mod, while I'm using a mission only format.

    A3 is going to rock my and your world.
    I found a quite simple way yesterday how to put loot on the ground anywhere you want (tho static, not dynamic) the hard part would be to make it respawn i assume.
    But I'm really looking forward to v1.0

    Btw, will weapons on the ground / in buildings (or loot in general) be in v1.0 or in a future update?
    Are you planning on adding hunger / thirst system as well? If yes in v1.0 or future update? ^^

    Yea, A3 will be epic. A slightly bigger island with bigger cities where 80% or more of the buildings are enterable, perfect for DZS

  4. #264
    Master Sergeant bobtom's Avatar
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    Okay, did some testing with weapons spawning in buildings:

    It works, but the weapons don't always spawn nicely. I'll have to do some more testing:

    https://dl.dropbox.com/u/6891307/arm...7-02-50-99.jpg

  5. #265
    Awesome!
    Now idk what the "dont always spawn nicely" thing is, but check this out in case it might help you:

    http://forums.bistudio.com/showthrea...-on-the-ground

  6. #266
    Master Sergeant bobtom's Avatar
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    Awesome!
    Now idk what the "dont always spawn nicely" thing is, but check this out in case it might help you:

    http://forums.bistudio.com/showthrea...-on-the-ground
    Yes, I know how to spawn them as weapon holders, that's how I made that picture.

    Currently the script does the following:

    Find buildings
    Evaluates whether that building has valid positions
    Picks a position of those valid positions
    spawns a random weapon in that spot.

    Before it was spawning the weapons in the middle of the building occasionally, but that was an issue with the script.

    The weapons spawn nicely now.


    They won't always spawn inside buildings, but also around them. I use the same positions that AI can use.

    ---------- Post added at 12:47 AM ---------- Previous post was at 12:37 AM ----------

    Yep, it's working quite well now.

    I'll make it so some buildings (IE military) get better and more weapons than normal town buildings. I've been testing on Utes, I'll throw it on Takistan to see how it works with all the different enterable buildings. Then I'll put it into the mission (I have a separate feature testing mission) and test it on there. Probably a 1.0 release on weapons in buildings.

    Food and water, not yet.

  7. #267
    Damn Craig, that's awesome news! Now I'm even more excited about v1.0
    So the working maps will be Utes, Takistan and Zargabad? Will chernarus still work or is it too laggy? :P

    Ah ok, yea I read 1.0 will be a as much as possible bug free release, so adding food and water at a later version makes sense.

    Keep up the good work man!

  8. #268
    wow sounding really good thanks for not quitting on us

    thanks

    edit

    I think I said all ready :P but please make ACE2 an integral part of this mission as it would add so much

    For example how cool would it be to use the ACE2 crew served weapons eg my mate carrys the base and I carry the ammo and me other mate carrys the gun we find a nice tall building and mount the gun ontop and use the house as a hide during the night.

    in the morning we break the gun down and load all the parts into a truck.

    ACE2 morters are like this to plus they reqiure setting up and using range cards I think this would add a really nice feature to this mission
    Last edited by stk2008; Jun 10 2012 at 09:30.

  9. #269
    Master Sergeant bobtom's Avatar
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    Quote Originally Posted by ErikPutz View Post
    Damn Craig, that's awesome news! Now I'm even more excited about v1.0
    So the working maps will be Utes, Takistan and Zargabad? Will chernarus still work or is it too laggy? :P

    Ah ok, yea I read 1.0 will be a as much as possible bug free release, so adding food and water at a later version makes sense.

    Keep up the good work man!
    Buddy. It works on ALL THE MAPS. If the map has towns on it, this mission will work. I suppose it doesn't even need towns either... Anybody ever try it on "Sands" by Gnat?


    @stk2008

    ACE has great features, I know, I play it whenever I'm not making this. I'll add an ACE version once I'm sure 1.0 is stable enough. ACE has so many features that I might have to change DZS to allow for some of those aspects of ACE to be used. Also, then I can know if ACE is causing issues or if my mission is the result of issues. I might release 1.0 with ACE, but it probably won't be at the same time as when I release the CO version of 1.0. But always things can change.

    Right now it is a little "up in the air" whether or not I'll be working out of state for the entire week, so that will hinder my development speed. :/


    Here is the ticket for the weapons in buildings, it includes the script I used: NOTE: it is not done! https://dev-heaven.net/issues/32590

  10. #270
    great thanks I would love an ace2 version.

    All the best

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