Thereso many new and good mods coming out every day. The trouble is, some mods require type.xml or event.xml script to be added. Like vehicles, clothes, food, ect. Then when Dayz devs puts out an update it sends these .xml files back to default. Then I was thinking what if we had a custom type.xml and a type.xml file (same with the event too), where we can put the mod script into and have the game call from both files.
So we can continue to get all the new update items and it wont effect the mods that we have on our server, and vice versa. This would be a win win for the Devs and the modding community. I was thinking of just adding custom type.xml call script, but cant find where the type.xml call script is located at in the pbo files. "Any Ideas" on how to go about doing this will be very helpful and appreciated.
1) I try not to update the vanilla types.xml too much since its makes it a bit harder to diff and update. It's not too bad since types.xml is alphabetical, but some of the other files are not (cfgspawnabletypes.xml) and they have moved entries around in releases. The concept is good for all files.
3) take the vanilla types.xml, strip the from the top and bottom. Do the same with any mods. If you don't want something, comment it out, so its easy to diff when a new version is released. Concatenate +modified_types.xml+mod1_types.xml+mod2_types.xml+. I've gone and created versions of all the vanilla and mod XML files I update, then I just run a script to create the final.
4) I could script this 100% to strip the , but there aren't that many releases of the game and/or mods. Now that I've done it once, its relatively easy. I could put some #include pragmas and preprocess types.xml, but too much work.
Related to this I have my server auto-download and update mods every restart. I'm thinking about doing the same for the server too. In that case, I wouldn't bother with the types.xml (really any of the mission files). I'll assume that they aren't changing or if they do its to add a new asset or change a spawn quantity or location which is not game breaking. I'll get to it later. What is game breaking is the release today when NOTHING changed in the mission, but SOMETHING was FIXED?/BROKEN? and the version number changed. Same thing happened a few weeks ago.
Please forgive my southern grammar first off. When I say pbo DB it will mean the db file found in worlds_chernarusplus_ce.pbo, then I say mission db it will be the one in the mission file. I found this build.xml file in the mission files. that runs this script
So I looked into the worlds_chernarusplus_ce.pbo file I found a copies of all the xml files in there. Then I notice they were all default. If you change the values in the mission db and it effects the game there, not in the pbo db. Is this build.xml script even being used by the server?
Next I can not find this file anywhere build/buildData.xml I have search for over an hour, I may have over looked it. (My eyes are not as good as they were when I was in college learning programming.)
I've created a custom types.xml that put all of the vanilla items into categories, so all the pistols are together, all the rifles, all the food, etc. It made it easier for me to customize my loot. I then just add any new itesm from mods to the end of the types.xml. I keep a full copy of the current DayZ server files so when an update comes out, I can run a compare on the old types.xml and the new types.xml and if there are any additions or changes, I modify my custom types.xml accordingly.
BetterDeadThanZed doing it that way do you lose any modded items after an update? Like I use to run mike_tigr mod, great mod by the way, I had the truck parked at my base. Then the update came in with new weapons and I lost my truck and all trucks case the type.xml script wasn't for the truck wasn't there. Then when I put all the scripts back in the spawn up again. So I lost like 2 days of work. Over all I trying to do is, keep this from happening so we can download great mods, and not worry about updates resetting our work.
I use OmegaManager, which auto updates the server but modified files like the types.xml don't get overwritten. I have to manually update those files on my server. If you don't use OmegaManager, just don't start your server with the update until you've updated your types.xml file.
BetterDeadThanZed I guess at this current time thats what I have to do. Maybe when dayz expansion get released it will bring better hope. They got custom vehicles, custom basebuilding, even AI coming. They might have something or at least a good starting point. I might even just start a post in the Suggestions. It might not even get notice but its worth a try. how hard can it be to make a mod DB folder and files and a string code to call from it.
Please disregard the Oct 16 post. After a closer review, I learn that build file creates the data base. When you first setup your server, it calls those files to be written from .pbo files. I said it was a long time since I was in college learning programming. Alot of language changes since then. In other words "oops my bad."
I cannot seem to start up DayZ because it will give me an error message saying "Corrupted File: _______.pbo" and the .pbo file would be different every time. I have reinstalled DayZ 3 times and it still wont work. I have deleted all of the files in the "addons" folder then verified the integrity of the game cache and it still wouldnt work. Every time I normally verify the game cache it will say that "_ missing files will be reaquired" then I would start up the game and I will get the same error message and yes there nothing in the launch parameters. What I am doing right now to try to fix it is continuously verifying the game cache until it tells me that everything is normal. Help pls.
I have already done that and I still get the same issue, I have gone to all the DayZ files on my computer and deleted them and went and deleted local content on steam then reinstalled the game and I still get the same issue. ):
Introduced in the Game Update 1.08, these changes were implemented to make any additions or adjustments to the vanilla mission files easier to manage. Server owners can easily define custom files, which will either append or override existing vanilla files without the need of modifying majority of the files. Mod owners can distribute their own xml files, which can be included by the server owners.
There can be multiple files defined under ce element as well as multiple ce elements. This can be used, for example, when one folder handles overrides of vanilla values and other folders append files from chosen mods.
after Im now pretty sure this developers do not care about this game anymore I tried to find some files I could edit to make this game easier and less unfair but after I checked the main folder of the app I had to realize it's empty... so... well... is there a way to find/ open the files and maybe edit them with notepad or some similiar stuff?
This game isn't bad but there are so many things what pissing me off so hard like to less (usefull) loot and lootable buildings (what even empty sometimes), to strong and fast zombies, to less health, equiptment get's destroyed to fast and easy, to less slots for items, enemies who see and attack you before you can take actions (also no way to sneak on them and kill them easily), items sometimes not respawn or just take way to long to respawn etc.
I hope this MiniDayZ 2 is not only multiplayer... especially on a mobile device this would be bad ... especially if many people just play the game with an emulator or similiar to play it on the PC like in any multiplayer pvp game to have a big advantage.
But also because I enjoyed playing this first mini dayz alone (except of the many very frustrating and unfair points...). And if this than would require a network connection whenever you want to play it this would make it even worse...
Modifying game files without developer approval may violate terms of service and cause issues. Instead, consider contacting devs with feedback, checking for modding options, learning gameplay mechanics, or reporting issues officially. Approach changes cautiously and within the game's guidelines.
DayZ Standalone is creating a lot of huge log files, several gigabytes in size. The other day, I removed about 30 gigabytes of logs. Other people on the server I play on is experiencing the same problem. One guy told me that he removed 128 gigabytes of logs recently.
I understand that the log files are created largely because of mods, but disabling the mods will make it impossible for me to play on 'The Hideout' server. So, my question is this: is there a way to disable logging in the game? I've googled around a bit, but I haven't had any luck. If there's no way to disable logging, could you please add it to the game, and maybe set the client to disable logging by default? I believe this is an issue that affects a lot of people, and a lot of them probably don't even realize it. A lot of people use SSDs today, myself included, and SSDs have a limited amount of rewrites, meaning DayZ is slowly killing a lot of solid state drives.
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