DayZ
DeerIsle
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Update: 13 apr 2020 om 6:43

fixed: makeing ztower enterable again (removed invis wall)

Update: 12 apr 2020 om 10:52

Update: 13 mrt 2020 om 9:38

Update: 11 mrt 2020 om 10:43

Update: 8 dec 2019 om 4:06

Incoming note for today - DeerIsle Z3.3 Update (for DayZ 1.06)

* types.xml updated with new 1.06 items
* Added Bears on DeerIsle
* Added Military-Ruin in Swamp
* Added Swamp Village
* Misc. minor fixes and first usage of Livonia Map Assets on DI
* Release of DeerIsle CentralEconomy files for CETools

Update: 9 nov 2019 om 8:04

Update: 3 nov 2019 om 8:46

misc Hotfixes

Update: 2 nov 2019 om 7:16

INTRODUCTION

Deerisle Cinematic Trailer by JOHN

Focus for this Update was to fill Zone3 with new content/areas. Most new changes on the map where done in the western & northern areas. Heres a short summary of the upcoming main changes this weekend.

Since we have just a small test envoirement compared to servers with high player base we aren't able to track all bugs from the beginning. The map is getting bigger and bigger and so we maybe miss something more and more :) . So please report issues to our discord so we can track them down. Hotfix Update may follow.



PORTLAND

As a counterpart to Stonington, we introduce the second big city on the far northern coast of the map: Portland (Zone4):



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Portland with mountain

The reason Portland was built so far away from the currently playable area is that the town was originally in development for another community map called Nevis.

Work on Nevis has sadly stagnated for some time now so i've decided to make use of what i had already built and reorganize it on Deer Isle.

Since we always wanted another relatively big city in the northern part of the map and agreed that what i've built was too big for any other place on the map, we decided to build the town where it is now.

I wouldn't reccomend visiting the place without a car if you arn't keen on a 40 minute hike.

There was and is still a lot to be done in Portland and i decided to focus on that town before anything else. That is why places like Crows Head or Sandy Bay did not recieve any improvement this update. I appologize for that.

Work on Portland has already taken 200 hours.

Things that still need to be done in Portland:

All three appartment suburbs are not detailed yet

Sidewalks are still very empty

The industrial area is pretty much just some buildings and a few containers

The satelite and mask image of the town area are untouched

The tunnel will be updated to a real model

A lot of detailing will follow once the Livonia assets are out



FORTKNOX

Fortknox is the first custom DeerIsle building coming. Produced/Sponsord (Textures etc.) by or DeerIsle Donators. So thanx for you Support so we can make those things possible.



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Fortknox (wip)

In the Types.XML you will find a new usage flag for you items: "Fortknox". You can use this to make your highest/most value loot spawn only in this building.

The building is still under construction and will be improved with further details later. Known issues: Item spawning at wrong locations.

(New usage flag = "Fortknox")



ADDITOINAL NEW BUILDINGS

Besides Fortknox, those new buildings are currently in dev.-pipeline and will come soon (also sponsored by our DeerIsle donators):



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CAVES

Thx to Zisb Cave tiles, we now start building some small caves around the Island. Main usage is on the "Mine-Island" on the far eastern side of DeerIsle. To let loot spawn only in the new Cave tiles, use the new "Mine" usage flag.

Its a very nasty labyrinth and pretty dangerous to enter. Only the bravest will survive :)

The Mine is still under construction and will get more complex in future updates.



MISC:



99% of DeerIsle & Mountain are now covered with woods:

Mountain with basic forest

reWorked Swamp Area

new Towns

Player Startingpoints - added and spread more along the coastline of the map.

Helicrashes - RePlaced to include spawning in new edited Areas.

WaterPumps: Amount of WP have been reduced and reconfigured: DeerIsle is a relativ small Terrain. There was no need to find Drinks/Bottles & Co. Player could simple use and run from town to town. This change should slightly increase the need to find loot/drinks or use one of many lakes on the map.



LOOT ON DEERISLE

Within the serverfiles you will find the "types.xml" (Items) file within the "\DB" folder. This file tells the game where to spawn loot.

DeerIsle is using a custom Tier assignment (areaflags.map) . While in Chernarus you will have Tier1-4 Zones, DeerIsle has Tier1 to Tier9.

Please look at the Tierzones Reference picture at mega. The Tierzones are intened to setup the loot more flexible for server hosters to special areas of the map:



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Be sure to use lateste areaflags.map!

So if you want a very rare iteam/weapon (example M4A1) spawn only at the OilRigs, use "<value name="Tier9" />", like:

<type name="M4A1"><nominal>4</nominal><lifetime>10800</lifetime><restock>1800</restock><min>2</min><quantmin>-1</quantmin><quantmax>-1</quantmax><cost>100</cost><flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" /><category name="weapons" /><usage name="Military" /><value name="Tier9" /></type>

You can also use on of the "cfglimitsdefinitionuser.xml" settings:

"TierNorth" : Includes the following Tier Zones: 6, 7, 8"TierSouth" : Includes the following Tier Zones: 1, 2, 3, 4, 5"TierSpecial" : Includes the following Tier Zones: 5, 7, 9

Example: <value name="TierSpecial" /> if you want to spawn the item in 5, 7 and 9



KEEP IN MIND

A) Some Tier-Zones, like T9 (OilRigs), are very small, with less buildings compared to other zones. So if you setup to much stuff into these small zones, some items may not spawn due to less space.

Further more, not every "usage" class is available in some Zones. So if you have an item which set to value=Tier9 & usage=Town, it won't spawn, because in a T9-Zone (OilRigs) maybe are no "Town"-Buildings.

So always keep in mind of the space every Tierzone is offering.



B) If you have edited your types.xml or changed something at areaflags.map: In your servers storage folder, delete every "types*.*" file, so the server will reinit CentralEconomy with the new settings. If you don't do this, new settings may not be applied ingame!!!



C) "Lootproblems": If you have to less or many loot, this is a change every DeerIsle Server Hoster can make on their own. Since different Servers use different Mod/Item/Weapon Addons, this may change the overall loot behavour, so there may be a need to reconfigure the DeerIsle vanilla Types.XML



SERVER VIEWDISTANCE & MAP QUALITY

Here's a hint if you want to improve the overall quality/render & viewdistance of deerisle:



When playing online, the server limits the max. viewdistance of the terrain & objects to some kind of "standard" value.

This limits can be overwritten to improve/increase the viewdistance - which will make the terrain much more beautiful - but will decrease your FPS depending on values:

You have to change to files for this:



1.) SERVER-SIDE: Edit your ServerDZ.CFG and add the following lines somewhere in it (This will setup the range the player can use up max to edit their client values):

defaultVisibility=3000; // highest terrain render distance on server (if higher than "viewDistance=" in DayZ client profile, clientside parameter applies)

defaultObjectViewDistance=3000; // highest object render distance on server (if higher than "preferredObjectViewDistance=" in DayZ client profile, clientside parameter applies)



2.) CLIENT-SIDE (Player): Edit your "*_settings.DayZProfile" File in \Documents\DayZ and modify the following values:

viewDistance=3000preferredObjectViewDistance=3000



WARNING: If you use to hight values you may get some glitchy behaviour ingame. On our local tests "3000"m was stable. Just play around with the settings. Note: "YOHNS" DeerIsle Cinematic Video (see upper introduction of this update) was also recorded at a higher viewsetting.



SERVER MAP & FILES DOWNLOAD

Will be available soon at our discord for download: https://discord.gg/fXtNDZV



DONATIONS & SUPPORT

If you want you can support the development of the map by a donation via:

* Paypal: https://paypal.me/dayzdeerisle* Patreon: https://www.patreon.com/deerisle

Update: 11 aug 2019 om 14:43

Update: 21 jul 2019 om 9:17

* hotfixed some Terrain Issues