Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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bigcrumb
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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#101

Post by bigcrumb » Sun Apr 03, 2016 6:49 am

Hi HaxMurderer

On your doomz survivalism server, the silica mine isn't spawning any silica blocks at all. It seems to spawn from the air then as it hits the ground it disappears. Are you able to fix that pls? Not sure if the iron mine does the same thing, haven't reached there yet. Btw i am so addicted to doomz :D so fun!

Oh and how often do u refresh the server?

Thanks, bigcrumb

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#102

Post by bigcrumb » Thu Apr 21, 2016 3:49 am

Oh and could you pls allow more than 2 of the same ip addresses in the server as well? I'm hoping to have a bit of a lan party in the server and it wont allow any more than 2 of same ip addresses which is frustrating.

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#103

Post by astralgoldon10 » Mon Apr 25, 2016 7:42 pm

Nice mod dude! Keep working on it

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#104

Post by bigcrumb » Tue Apr 26, 2016 4:09 am

astralgoldon10 wrote:Nice mod dude! Keep working on it
it is a very nice mod aye! So much bloody time I've spent playing this, i usually aim to only play it a short amount of time each time im on and manage to play it for about 2 hours. Yes pls do keep working on it, i see so many new players joining everytime i go on

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#105

Post by John Chrichton » Wed May 04, 2016 11:06 pm

Such a great mod i hope this never dies it works so well.

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TGminer
 
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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#106

Post by TGminer » Tue Jun 14, 2016 2:02 pm

Hi,

I'm trying to host a LAN server with Survivalism.
So far the auth server works, but when I go to the menu, I can't go up or down. I can only press the Use button to close out of the menu.

Any fix?

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#107

Post by Mr_Xerxes » Tue Jun 14, 2016 3:07 pm

You need this:
Clients send full button info Compat_ClientsSendFullButtonInfo 2 This needs to be enabled to make the ACS function GetPlayerInput work on server side scripts with buttons other than BT_ATTACK, BT_USE, BT_JUMP, BT_CROUCH, BT_TURN180, BT_ALTATTACK, BT_RELOAD and BT_ZOOM. Because it increases net traffic, it should only be activated if needed.
Add this to your config file: +zacompatflags 2

I also recommand: +sv_disallowbots true ( to avoid large memory use )

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#108

Post by haxmurderer » Tue Jun 14, 2016 6:34 pm

Hi guys,

I just pushed out a quick new update that fixes some bugs. Before I get to the changelog, some quick replies:
bigcrumb: I've upped the connections per IP limit to 4 for you!
TGminer: What Mr_Xerxes said is correct!
Mr_Xerxes: I just saw all your patches you PMed me - I'll check those out tonight and try to roll those in. Thank you very much for those!

OK, so now the changelog for r15test5:
- Feature: Added sentry moving - hit spacebar / active them and they'll turn back into a sentry box.
- Feature: Spawning players now parachute into the world. :)
- Featurefix: Hunger system is nerfed now, plus there's lots more berries. It takes like 10 days to get hungry now.
- Bugfix: Silica and iron mines should be fixed (again)
- Bugfix: Lowered hunting rifle sprite so it lines up with crosshair (this drove me nuts)
- Bugfix: Parachute auto-deploy is less sensitive and smarter now. It's way less likely to auto-deploy when you don't want it to now.
- Bugfix: Improved network performance - Crows were causing lag and weren't properly clientside only.
- Bugfix: Improve GFX performance - Vegetation was duplicated in multiplayer for each player.

OK, that's all for now! This should fix the worst of the playability problems at the moment and make things more fun again. :)

Thanks,
Hax

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#109

Post by butilka4 » Tue Jun 14, 2016 8:41 pm

Bug:
-If you spawn a hoist near a sentry gun, the sentry will start to attack it. (Found in SP)
-The Hoist is invincible - even the Axe, nor the sentry, can kill it. (Found in SP)

Meanwhile, there seems to be quite some fun on the server:
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TGminer
 
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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#110

Post by TGminer » Tue Jun 14, 2016 9:55 pm

Ah, thanks!

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#111

Post by bigcrumb » Wed Jun 15, 2016 1:56 pm

Uhm haxmurderer i think your server is down atm, and those iron and silica mines are still not working properly either :/
cheers Mr_Xerxes for that btw <3 tried looking for a command that would fix that for ages

thanks for increasing the same ip limit too hax <3<3<3<3

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#112

Post by haxmurderer » Thu Jun 16, 2016 3:53 am

I've got another update - r15test6! I merged in a ton of bugfixes made by Mr_Xerxes, and fixed up a number of other things myself.

Contributions I merged in from Mr_Xerxes:
- Featurefix: Brand new box models! They now fit perfectly.
- Featurefix: Box placer gun DECORATE rewritten and simplified.
- Featurefix: Berries DECORATE rewritten.
- Bugfix: HUD works at 5:4 and 4:3 aspect ratios now.

My changes:
- Feature: Vegetation can now be turned off, in case you have a slow PC. There's a toggle key in the preferences.
- Bugfix: Possibly fixed mines, ONE MORE TIME!
- Bugfix: Fixed sentry dropping exploit.
- Bugfix: Fixed invisible thing in the cave/foresty safe zone on DoomZ2.
- Bugfix: Fixed crows causing network traffic.
- Bugfix: Reduced CPU load in multiplayer due to vegetation.
- Big bugfix: Grappling rope disappears properly in multiplayer now, and allows multiple players to grab onto a single rope. (Rewrote the DECORATE for it.) Also reduced bandwidth usage by 4x.
- Bugfix: Shotgun should no longer get stuck when empty.
- Bugfix: Reduced resolution of hemp skin, and cut about 2 MB off the PK3 size.

Also, I swear the chainsaw does respawn 20 minutes after you beat the lava boss. Can anyone try to confirm whether it works or not? I'm worried it's one of these problems that only appears after hours of play.

As usual, just search Doomseeker for DoomZ and you'll find the server. The WAD will autodownload!

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TGminer
 
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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#113

Post by TGminer » Thu Jun 16, 2016 10:13 pm

Hi,

I have a question, how do you remove hoists? I misplaced one and I can't seem to remove it.

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#114

Post by Mr_Xerxes » Fri Jun 17, 2016 10:53 am

I'm using the shotgun to remove them ^^ shoot on it with something else than axe

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#115

Post by Fused » Sun Jun 19, 2016 11:18 am

So I've been playing this mod for a while, and here's my look on it.

After about 90 I turned level 23 or something which is extremely quick if you ask me. This is mostly due to that dragon giving so damn much xp and being easy to kill because you can just make it circle around you. The loot boxes it drops are also way too big, with the amount you can get so easily.

Talking about the dragon, I noticed at some point it actually leveled up. I don't know if it's intentional that npcs can level up aswell, but have it anyway.

secondly, when the chaingun is out of ammo and about to lower or reload and you pick up a clip, it will become stuck when empty again.

Lastly, you can still get infinite sentry guns.
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butilka4
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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#116

Post by butilka4 » Sun Jun 19, 2016 2:59 pm

Fused wrote:Lastly, you can still get infinite sentry guns.
This is probably the most major of all issues - you can easily defeat the dragon within the span of 10-20 seconds due to covering the whole mountain with turrets.
You may not get the 8k exp from the kill itself, yet you still are capable of getting the 2k from the quest & the 7 loot boxes from it.

Whilst we're at this...
The chainsaw still doesn't respawn - You need to restart the map to get it back in place.

Finally, Adv. Sentries aren't kept in the inventory once you save/leave.

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#117

Post by BunnyLove » Sun Jun 19, 2016 6:20 pm

Is there any way to limit the sentries per server or per player?

A week ago i swear i destroyed over 150 sentries. Then last night i found over 50.

It completely diminishes the concept of surival and instead just makes this mod too easy, or you just can't get any kills cause all these sentries kill.

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#118

Post by FascistCat » Mon Jun 20, 2016 8:38 am

Great mod. I've a lot of fun playing this. Specially when everybody helps achieve an objective.

Bug list:

1. Chainsaw respawns at very extended and irregular intervals.
2. Platforms graphically dissapear when looked from a certain angle, making them a bit hard to trust. Even if those are still in place.
3. Rottweilers and ghouls leaps are a bit op.
4. Hoists and lifts have to be removed with a weapon other than the axe.
5. There's one kind of tree that is walkthrough. One of the thinnest.
6. When you disconnect without saving, all your inventory and weapons are lost. It doesn't even rollback to your last saved inventory.
7. Sometimes, the mod fails to connect to DB, resulting in inability to login, recover stuff or even saving. Can lead to lost items.
8. When changing maps, all logged players will have their items count reduced to 1 for every different item they have. If you had 400 Wood units, after changemap it reverts to 1 and this applies to all items in your inventory.

9. Sometimes, current amunition fails to save and load correctly.
10. Sometimes, your level skyrockets when you load your game. I went from 22 to 41 without doing anything.

Two recommendations:
1. Have a full screen hud which lists all important material amounts.
2. Make hotkeys for directly using some of the items, like Turnips or planting seeds.

Keep it up!!

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TGminer
 
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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#119

Post by TGminer » Wed Jun 22, 2016 2:46 pm

8. When changing maps, all logged players will have their items count reduced to 1 for every different item they have. If you had 400 Wood units, after changemap it reverts to 1 and this applies to all items in your inventory.
Yep, that really needs to be fixed.

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Re: Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#120

Post by BunnyLove » Sat Jun 25, 2016 5:13 am

Something like this happened to me when I joined and logged in. All my inventory was gone, and I had a BUNCH of stuff.

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