Beiträge von Larry Melone

    Moin, hier eine kleine Servervorstellung:


    Unser Exile Server läuft auf Chernarus.
    Angelehnt an die guten alten Zeiten :P gibt es bei uns:

    -Die alten Arma 2 Waffen (M240, Bizon, m24, PKP etc.)
    -Die alten Fahrzeuge (HMMWV, M240 HMMWV, Hilux, UAZ etc.)
    -Die alten Helikopter (Mi-7, Blackhawk, UH1Y etc.)
    -Ein Loot-system dass von der Lootverteilung wie im alten DayZ funktioniert
    (d.h. es gibt nicht wie im Vanilla Exile in jedem Gebäude eine M4 zu finden, sondern nur
    In Military Gebieten, Medic Equipment nur in Krankenhäusern, Jerry Cans nur an Tankstellen)


    Zusätlich:
    Features
    -Custom AI Missions (Verschiedene AI missions mit verschiedenen Schwierigkeiten, Szenarien und belohnungen!)
    -Custom Trader


    Gut zu wissen:
    -Do not talk in side chat
    -Kein Glitching sowie Bugusing
    -Kein Combatlogging
    -Klauen in Tradezones ist erlaubt!
    -10 Tage Decay Zeit (Um die Performance halten zu können)
    -10 Tage Fahrzeug Despawndauer (bewegen/ lock / unlock verhindert das Despawnen nach 10 Tagen)


    Alles weitere findet ihr hier:
    http://www.rapax.info/rexile/


    An Mods benötigt ihr jeweils die aktuellsten Versionen dieser Mods:


    MAS Vehicles
    MAS Weapons
    AllInArmaTerrainPack
    Exile Mod


    Downloaden könnt ihr alles auf unserer Homepage, Armaholic oder im a3launcher.



    Weiterhin frohes Zocken und hoffentlich bis bald ;D
    [img width=700 height=393]http://www.rapax.info/wp-conte…015/09/REXILE_Elektro.jpg[/img]

    Release Notes
    August 1st, 2015 by Eichi
    Hello future inmates,


    As the summer is almost over and we have made awesome progress in the last weeks, Exile is going to be released this month!


    Our internal plan is to finish required features within the next two weeks, followed by a full week of bug fixing/balancing only. After that, we will release Exile as a 0.9.9 version (or so), since we have no “real world” experience to release a 1.0.0 version. We expect some minor issues after the release, but we will be online every day to correct them as soon as they occur.


    Speaking of dates, our expected release date is the 21st of August. Since vacations, business trips and families keep us busy in the meantime, this date could vary a little bit. In case we have to move the release date, we will inform you here. But we will do our best to keep this date locked.


    Another important thing is: Please do not expect Exile to be finished on release. If we would integrate all the features we would love to have in there, we would have to delay the release by a year or two. Thus we have decided to throw in all the features that make up a nice foundation and then add more features over time. Here is a list of things that you can expect on release:


    I will not list everything here, as this is waaaaaaaay too much. Instead, here are the things that I have in mind right now:


    New Arma Feeling
    Exile will come with a brand new HUD for Arma, a new and more realistic ingame coloring plus a new soundtrack. You will be surprised how Arma can feel with these changes! :)


    Looting
    The loot spawns directly on the ground/floor, not in containers. You will be notified ingame once loot spawned for you. You will be able to find building-category related loot, thus military buildings will spawn military loot ect. There are high-loot areas where you can find rare items.


    Survival
    Exile uses simplyfied survival mechanisms, which boils down to hunger and thirst. Both of them are bound to your ingame activity. If you like to camp, you will not become thirsty/hungry fast. But if you run for ages, you will become thirsty very quickly. As a side note, we have removed fatigue completely, so you can basically run forever, forest!


    Items
    All items in Exile are separated into four levels: one, two, three and over-9000. The higher the level, the better the item. A level two magazine does always more damage than a level one magazine. A level two backpack can always carry more than a level one backpack. These levels are separated into different colors. Level one items are white, level two items are blue, level three ones are green and ultra-super-duper items with level over 9000 are pink.


    On top of that, you can double-click an item to see the main attributes of it. A magazine will show the damage, tracer count, maximum speed etc. while a vest will show attributes like armor and capacity. If you ever wondered which backpack is the largest or which sniper has the highest range, now you know.


    Chopping Wood
    You will need an axe to chop down a tree. The higher a tree is, the more wood will come out.


    Shopping
    Our ingame currency is called “Pop Tabs”. Thats the tiny thingy that you use to open a canned drink.


    There will be a trader city where you can interact with NPCs. This trader city is the “Mafia” of Exile. There are different types of traders for different types of items. You will have full control of where to buy to or sell items from. For example, if you are not wearing a helmet and buy one, you will equip it automatically. If you carry a weapon with attachments and sell it, the weapon will be gone but the attachments will still be in your inventory. On top of that, you can directly buy and sell things from your vehicles cargo. Also, there is a “waste dump” where you can sell the content of your vehicles at once, so you can “clean” your base much faster.


    There are also vehicle traders, where you can buy the base version of a vehicle, aircraft or boat. Beside the respective vehicle trader, you can go to the “vehicle customs” trader and buy new skins for that. We have planned to add more customizations over time, like custom car horns, bottom lights, nitro boosters, smoke defense systems etc.


    Construction
    Exile will feature three building modes (free, grid, snap) that allows changes to rotation, elevation, distance to the player and the option to build with or without physics being simulated. The option to build with or without physics is great to have full control. For example, if you want to build a ramp, lift a wood floor into the air and enable physics so it will fall down. If you want to create a helipad, disable physics and the floor will float.


    Respect
    Respect is some sort of score that your character will gain over time. If you frag someone, you will gain respect. If you kill a bambi or a mate, you will lose respect. Respect is required to interact with the Mafia. For example, if you want to extend your territory, you will need respect. Thus you are forced to leave your base if you want to extend your base.


    Territory Control
    Territories can be purchased from the Mafia. You need to pay protection money every now and then to keep your territory. The larger your territory is, the higher the protection money.


    Crafting / Cooking
    We have defined a couple of crafting recipes that you can craft. Some recipes require tools, like a cooking pot or special environmental conditions, like a water pump. You can craft multiple items at once. Crafting itself is always instant, so you could craft 300 wood floors with a single click.


    Vehicles
    Exile spawns two different types of vehicles on the map. Normal vehicles like cars and choppers off the spawn zones and vehicles, like bikes, close to spawn zones. Both of them are non-persistent, so they will de-spawn on server restarts. If you want to keep a vehicle forever, buy a codelock for it. Vehicles that you buy at traders will be persistent out of the box.


    Clans and Parties
    Basically, there are two different types of groups in Exile. Parties are temporary groups of players who want to play together. The only thing that a party offers is ingame markers of your party members. Clans are saved in the database and will persist. Clans are meant for friends to share ingame pin codes, persistent map markers (thats on our todo-list!) and such. Also, both parties and clans can have a name, where as clans can also have their own territory flags. There is a no member limit for both clans and parties.


    Special Operations
    You can control UAVs for spotting. They are a bit expensive, but offer thermal vision sights and can fly in a couple of hundret meters.


    Also, you can construct static machine guns to integrate air defense. They are also portable. So if you ever felt like “If I only had a big caliber now…” you can have that. It requires two players to carry a mountable machine gun though.


    Anti-NVG base installments. If you combine portable generators with flood lights, you can light up your base during the night so attackers can not use NVGs without getting blinded.


    Diversity
    Server owners are able to affect the loot ingame. Loot tables, spawn rates, high loot areas and so on will differ per server. Also, servers are able to add or modify crafting recipes. Exile does not include any AI, quests or missions. However, we have prepared a mission and AI framework server side, so server owners can add them for you. If you like zombies, go join a server with zombies. If you like close combat, go join a server with a tiny map. If you like IKEA missions, join a mission server. If you like PvE, go join a PvE server. You get the point :) We have also defined different difficulty levels. So if you feel the Bambi-Mode is too easy to survive, try the “Oh-My-Gosh-Mode”.


    Tech-Stuff


    Exile is based on extDB2 to connect to a MySQL server.
    Our test server can run for days without a restart with 9000 construction parts ingame. There is no real construction limit known (yet).
    The average server FPS is 47 so far.
    Players have reported (up to three times) higher FPS than in other common mods.
    Exile will not require a custom launcher.
    Our client files will be approximately 200 MB in size.
    We will not uglify or minify our code, so it will be easier to editors to understand what is going it.


    Naja, Epoch hätt ich auch gedacht, dass es mehr Server mit z.B. Namalsk gibt.


    aber gibt net einen....


    Jo, ich z.B. spiel immer allein, da is Altis schon sehr öde..


    Das legt daran dass die Epoch Serverfiles nur bedingt veränderbar sind (haben da echt wieder einen Schritt zurück gemacht)

    Fellow epoch 2 players and server owners

    We are currently working together with community developers to get the 1.0.6 patch ready for release. Awol gave me rights to the codebase of Epoch Arma 2. This means I can code review and accept/deny any code passed to the Github. I'm also reviewing all the issues reported on the Github to see if it's relevant and debate if coding needs to be done. I understand not everyone is Github experienced. So i kindly accept bug reports or requests in this topic. I do not guarantee it's get fixed or added. But it will definitely throw it into discussion.

    In the future i'm planning to get a dev server up so we can do some testing on everything we added since the latest patch.
    I already want to thank every person who worked or will work on the DayZ-Epoch code.

    A full (rolling) change log will be posted over time ( When i get free time to check all merge request done by everyone since last patch).
    All progress can be followed on the DayZ-Epoch Github:

    https://github.com/vbawol/DayZ-Epoch

    The following link show you all the changes since the 1051 release.

    https://github.com/v....0.5.1...master

    Changelog:

    [NEW] RedRyder BB Gun by @arma2WillRobinson
    [NEW] DB Backup script. @RimBlock
    [NEW] Use DayZ_UseSteamID = false; in your init.sqf to use the old PlayerUID, instead of SteamID @icomrade
    [NEW] UI Update - Graphical and code changes, enable using Dayz_Dark_UI = true; in init.sqf. @hogscraper http://epochmod.com/...osed-ui-change/
    [NOTE] It's recommend to convert to the new SteamID system if possible, new servers should not use DayZ_UseSteamID = false;
    [NEW] Snap building (disabled by default), use DZE_modularBuild = true; in your init.sqf to enable. @raymix
    [NEW] Modular/Function based player_build for addon makers and modders. @raymix (more info and concepts - http://epochmod.com/...layer-buildsqf/ )
    [NEW] Added "RedRyder" and "350Rnd_BB_Magazine" to loot pile. #1456 #1457 @Namindu
    [NEW] Added tree support for Isla Duala. @Utomnia


    [CHANGED] An infection chance of -1 disables self-transfusion infection. 0 is always infected. (DZE_selfTransfuse_Values) @icomrade
    [CHANGED] Removed weapons from Traders hands and made them stand with arms by their side. @SilvDev
    [CHANGED] Tweaked fuel capacity variables for vehicles. @RimBlock
    [CHANGED] Tweaked rotate_logs.bat to incorporate the day of the week for better organization @Raziel23x


    [FIXED] Backpack wipes when changing clothes. #1361 @icomrade
    [FIXED] CH53 gear when locked #1364 @icomrade
    [FIXED] Infinite loop when crafting ore into bars #1351 @icomrade
    [FIXED] Only first kill showing on death boards #1362 #1124 @vbawol @icomrade
    [FIXED] Crossbow quivers not working #1355 @icomrade
    [FIXED] Crash_spawner & Supply_drop modules spawning inaccessible loot piles #1408 #1390 @Uro1
    [FIXED] Undefined variable "_weapon" in fnc_plyrHit.sqf when killer is driving a vehicle #1420 @ebaydayz
    [FIXED] Fire cleanup diag_log error in server_functions.sqf #1421 @ebaydayz
    [FIXED] NearestObjects position error in server_playerSync.sqf #1425 @ebaydayz
    [FIXED] Corrected ClassName type for CH53_DZE and BAF_Merlin_DZE. @Cinjun
    [FIXED] Some counts reverted to forEach - count loops can not be nested inside other count loops #1491-#1495 @ebaydayz
    [FIXED] Safes empty when opening after restart #1467 @ebaydayz
    [FIXED] Dynamic_vehicle spawning non-upgradable classes of hilux1 & datsun1. @Uro1
    [FIXED] Eating while inside a vehicle did not drop empty can @deadeye2
    [FIXED] Zombie loot error when using loot tables in mission file @deadeye2
    [FIXED] Trader menu expected array error #1618-1620 @ebaydayz
    [FIXED] Loading screen issue where you can walk around and see a black screen #1610 @deanreid
    [FIXED] Rare inventory wiping on login. @Mikeeeyy
    [FIXED] Wrong items return when deconstruction a bag fence. @seb3sec

    [UPDATED] .hpp files updated in dayz_epoch_b CfgLootPos > CfgBuildingPos. @Uro1
    [UPDATED] .bat files updated in Config-Examples @Raziel23x
    [UPDATED] Updated all config.cfg in Config-Examples, Added Default Steam Ports and Updated Layout. @Namindu
    [UPDATED] Epoch.sql, 1.0.5_Updates.sql & CfgServerTraders with correct classnames for upgradable hilux1 & datsun1 versions. @Uro1
    [UPDATED] mission.sqm to compact format from DayZ Mod 1.8.3 @ebaydayz


    [INFO] (EXTREMELY IMPORTANT) Server owners MUST update their required build and beta to 125548
    [INFO] requiredSecureId is deprecated in server.cfg.


    Eine erfreuliche Nachricht für alle DayZ Epoch Veteranen ;)


    Alles weitere hier: http://epochmod.com/forum/inde…91-epoch-106/#entry254115

    3.0.4 Released changelog:

    [Added] Support for Esseker map.
    [Added] Support for Takistan and loot positions for more AiA TP buildings.
    [Added] Support for Australia Terrain Thanks to the communites of [url=http://uk-gaming-zone.co.uk/,]http://uk-gaming-zone.co.uk/,[/url] http://thewild.zone, http://www.utomnia.com/
    [Added] More loot positions for AiA TP buildings and updates to existing positions to add pallets and freezers.
    [Added] Female characters now have uniform storage once again.
    [Added] Server side config for max player Krypto limits.
    [Added] Environmental loot checks recoded and now allow for config via description.ext.
    [Added] Drone spawn chances reduced.
    [Added] Client spawning Sapper and Drone chance can now be controlled via description.ext.
    [Added] Server side version check added to CfgEpochClient.
    [Changed] Reduce payouts on scrap metal farming.
    [Changed] Disabled Vehicle Simulation Handler by default as it does not seem to be needed anymore. re-enable vehicle simulation handler with simulationHandler = true in epochconfig.hpp.
    [Changed] lower primary weapon spawn chances.
    [Changed] Lower Krypto value for metal salvage and scraps.
    [Changed] Disable moving traders by default again (Needs recoding in fsm)
    [Changed] Increased weight of Cinder Blocks and Mortar Buckets.
    [Changed] Revert workaround for 1.46 crash fix requires 1.46 build 131265 or higher.
    [Changed] telepos array now uses modelToWorld offsets instead of world space positions.
    [Changed] Increased delay between antagonist spawns to 10 minutes.
    [Fixed] Increase range on proximity checks for gear should help with loot target issues.
    [Fixed] Krypto device will now only drop if player actually had Krypto.
    [Fixed] Added missing backpack B_AssaultPack_blk to loot table and pricing.
    [Fixed] Teleport issues on Stratis or any other map with one or less teleport pad.
    [Fixed] Added prevention of using tactical view.
    [Fixed] Unable to sell new 762x54 150Rnd ammo box.
    [Fixed] Energy, krypto stats shown and mouse auto centers once again when opening inventory.
    [Fixed] Recoil_default error on first use of hatchet.
    [Fixed] Weight added to SR-25 and L85A2 rifles.
    [Fixed] Lower base armor on characters to Arma defaults, should fix issues with damage reporting.
    [Info] Updated windows command line example to show usage of -serverMod
    [Info] Updated description.ext and mission pbo's for new cultist configs.

    WIP:
    [Changed] Helicopter air drop event code disabled by default as it needs more work.
    [Fixed] Cultist should now spawn correctly and also has a totally reworked code structure.


    Quelle: http://www.epochmod.com

    Der Mod hat auf jeden Fall potential und sollte Epoch Konkurrenz machen.
    Zu deiner Frage, ja es gibt Trader. Habe das Glück Closed Alpha Tester zu sein (y)
    Bis jetzt sieht das alles sehr sehr gut aus. Auch von den Features ist Exile um einiges voraus.
    Allerdings hat Epoch durch a2 ja schon ne große community erlangt was hier vermutlich etwas dauern wird.

    Zum starten von Mods kann die Option von Steam verwendet werden. Funktioniert wie folgt:
    Rechtsklick auf Arma 2 Operation Arrowhead, Eigenschaften, Startoptionen festlegen:



    Hilfreiche Parameter die eingetragen werden können:
    -nosplash Disables splash screens.
    -world=<string> Select a world loaded by default. Example: -world=Utes.
    For faster game loading (no default world loaded and world intro in the main menu, only at game start, disabled): -world=empty.
    -skipIntro Since OA 1.55 - Disables world intros in the main menu permanently.
    Performance


    Beispiel für ein schnelles Starten mit mods:


    Zitat

    -noSplash -skipintro -noFilePatching -world=empty "-mod=C:\Program Files (x86)\Steam\steamapps\common\Arma 2"; -mod=@DayZOverwatch;@DayZ_Epoch;expansion


    Pfad und Namen der Ordner können beliebig geändert werden.

    ARMA 3 MOD
    Coming Summer 2015


    Eichi
    Keymaster
    "Our internal plan is public test on 1st of July (client files only) and release at the end of July – depending on how the public test looks like."


    STORY
    It is the year 2039. After the resource depleting conflict in Greece, Europe suffers from a new deflation crisis, leading the crime rate to a new peak in history. Members of the North Atlantic Treaty Organization Security Council are forced to react. Being a desperate alternative to overcrowded and prohibitive prisons, offenders are now being sent to EXILE.


    Devblog 1: Wood Construction Showcase:
    http://www.exilemod.com/devblo…od-construction-showcase/


    Devblog 2: Flight, Food, and Crafting
    http://www.exilemod.com/devblo…flight-food-and-crafting/


    Devblog 3: Roadkill (Updated)
    http://www.exilemod.com/devblog/devblogs/devblog-3-roadkill/


    Features


    STEP #1
    Spawn Zone
    Parachute Drop
    Spawn Zone


    STEP #2
    Loot Buildings
    Eat and Drink
    Gear up
    STEP #3
    Gather Resources
    Construct Shelter
    Control Territories



    [img width=468 height=60]http://www.exilemod.com/wp-content/uploads/2015/04/exile_banner_1.png[/img]


    Quelle: http://www.exilemod.com/

    0.3.0.3 Build 4 Release Changelog


    Native Linux Support
    Thanks to a once over by devd our backend codebase now compiles natively on Windows or Linux. We will now officially support both Linux and Windows Epoch servers. Also included is a modified for Epoch linux start script by BIstudio, and Nasdero.

    Disabled CRC check
    With this check disabled it is no longer absolutely required to update the backend dll with each server build. Updates will still be required from time to time as version checks will still ensure the proper version for compatibility.

    Battleye Integration
    Direct integration with Battleye means we now have the following features server side: Requires (IP,Port,password) to be specified via the epochserver.ini. Some features are for future EAH updates and documentation will be provided for use server side by modders.
    shutdown - shuts down the server with the #shutdown command.
    lock/unlock - lock and unlock the server.
    message - Broadcast a message to everyone from BE say command.
    kick - Kick user with message.
    ban. - Ban user with message and duration.
    Scripted Server Restarts
    When enabled this feature will broadcast a message 5 minutes before restart and lock the server. Then message every 1 minute, till it kicks everyone from the server with the message "Server Restarting" before forcing a restart. This will ensure everyone saves before the server shuts down. Default state of this feature is disabled, when enabled the server will restart every 4 hours (14400 seconds). This can be changed via the epochconfig.hpp.

    Optimization and Data Reliability
    Optimized writing/reading more than 8K chars to database and fixed an Issue with potential data corruption issue when saving data.

    NPC Traders Roaming
    By default traders and their markers should now move with as they move from work to home. Server side trader FSM updated to fix direction issues.

    General Fixes
    Removed "srifle_DMR_03_spotter_F" from loots.h as it is missing textures.
    If a player logs out in a vehicle they will be moved to the nearest static trader city.




    EAH 2.0

    More Config Driven.
    Most all security checks can now be enabled/disabled and/or configured via security_checks.h inside epoch_server_settings.pbo.

    Whitelist Variable Scanner with Learning Mode.
    This scanner has the ability to ban any user that has a global variable set that is not explicitly allowed via whitelist. This check is disabled by default as it requires some setup to prevent false positives. Before enabling the variable scanner you need to profile your server so the server knows what variables to trust. Learning mode should only be used with a trusted group of players then disabled after profiling is complete.

    Battleye integration
    With the integration of loadbans and loadevents, (BEC + watchdog) should no longer be required to use EAH.

    Forced Quality and Viewdistance
    This feature forces all players to have the same viewDistance and terrain detail. Changes can be made in server settings pbo.


    --


    0.3.0.2 Build 20 Notes
    [Fixed] Linux start script path was incorrect.
    [Fixed] Typo in EAH that caused issues with Autoban #R2
    [Info] Recompiled epochserver.so on Debian 7.8 to increase Linux compatibility.
    [Fixed] Windows EOL on epoch_linux_startscript.sh
    [Changed] Updated BE filters to resolve reported kicks since 1.44 was released. (setvariableval.txt and publicvariable.txt)
    [Changed] Bump requiredBuild to 130654 in config.cfg
    [Changed] Updated Loots.h:
    to spawn 150Rnd_762x54_Box for Zafir instead of 150Rnd_762x51_Box
    added 130Rnd_338_Mag to MachinegunAmmo class (cfgPricing was updated with client build 0.3.0.3)


    Server Downloads:
    http://epochmod.com/download_server.php


    Quelle: http://epochmod.com