I can look into it for a future update, but not this one. I don't include files without the express permission of their author's and Mapfact crew I think have gone silent if I remember correctly?
I'll look into it once this release is done.
So, yeah I had dragged all that in from the DayZ.pbo that we were not allowed to modify before. In doing so I sort of boned it up a bit.
I've got it sorted now, I think. Earlier I had it back to where it was, where only a few of the helmet-less zeds were sticking around, but now it seems to be...
I think it's fixed... Really odd, I just moved the zombie definitions back to the dayz_code.pbo instead of them being in our smd_assets.pbo.
Going to test a bit more, double check loot balance tomorrow, then sign/pack/release.
Yes M1lkm8n and I work hand in hand. He does all the terrain changes and buildings, and I bugtest/report, pack/sign/release/post all the updates.
I should hopefully be finished with the next mod release by the weekend. Just had some last minute issues that I want to deal with before putting it...
Yeah, the official mod blocked all F keys in 1.8.0 I think? So, unblocking it now is sort of silly, but w'ever, if it makes it easier it makes it easier.
Map version is locked and released. I am doing the final changes to the mod to release it, had an unexpected family visit today so didn't...
Yeah in 1.0.0 it's been removed.
I was making a joke re, antihack people being the one's selling the hacks...
The idea was to provide our own AH for free so that those folks wouldn't be able to pit players against server hosts for profit so easily anymore... but our talented coder doesn't have...
Yeah that block should be removed already, it was initially meant to block hacks...
The "hacks" use the same initialization keys as the "admin tools" it's so odd lol... Either way the block has been removed.
Monday it is lol...
Got a new build from M1lkm8n, looks great, the few minor issues were fixed, found some very very minor others so we're going to sign/pack/ul it tomorrow, and do all the release threads for the map.
I'm going to shoot for doing the Mod Sign/pack/UL/release at the same...
making the buildings placable in the editor has created some conflicts, so we're pulling back that change, and then packing it back up. I should have a fresh build tonight to test for release.
Any input on the loot is welcome, I haven't done a lot to change them from 0.9.7 which was mostly a...
What complaints specifically, the more input the better I can tune them.
Re: AH, I don't know much about the different antihack software, I have unblocked the F keys, but the Lobby is still gone.
Buildings are almost all configured to be selectable in the editor. I'm killing 2 birds with one stone sort of and neatening up the loot positions as I go through the buildings.
Hoping for a 1.0.0 release this weekend.
Loottable is sooooo boring, I've cleaned it up a bit, I still need to tune some building placements and what zombies get called where. But other than that It's pretty done for 1.0., the server package is not too clean/final, and I didn't config the buildings for the editor although the units are...
I took out wild spawning zombies, it generates all sorts of RPT errors, and calls broken BI functions, so I gave it a go fixing it, and I'm not that smart so... it's been taken out.
Server/play seem much faster/more responsive now.
I have a few little rpt errors left to fix, and one bigish one...
I guess that's a decent idea? I'd rather have a couple hosts test it though, I mean I just commented out the code that Seven added with his friendly comment.
F keys should be unblocked, I fixed the drop shadow I F'd up on the disconnect/play buttons, I'm changing the Play DayZ Sahrani to Play Day 7 Sahrani, I got rid of the buildings error it was throwing, turned off the debugging loop that was prob. killing performance, have NOT figured out why the...
F1-F12 can be unblocked for sure.
M1lkm8n sent me an updated build, I'm going to test with it for a day or two. He wants to finish up one or two more things, then I will package up the map, and the mod again with the same version so everyone is on the same version of the terrain.
It looks...
Point me to a github, I can help finalize a release build for you in no time.
You can also obviously use any of our assets or buildings (buildings are getting finalized into a package now)
Assets...
I'm open to allowing the antihack, I just don't know how to handle it honestly.
I'm assuming the Blur AH uses the Lobby menu, which IMO I just can't bring back.
I don't even know if it's possible to provide an alternate PBO for admins. I'm not sure of how/where/when Blur functions.
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