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#31 Posted at 2013-08-15 06:23        
     
Ok, here is the new version...

Download

Change log:
0.8.1
- fixed: crates at start disappear one after the other instead of together
- removed option to refill crates after some time
- added possibility to add weapons, magazines, items, backpacks to a single crate
- refactored all files concerning crates
- defaultloot configurable in hg_params.sqf
- THE RUNNING GAG: fixed (hopefully): players marker
- using explosives interface
- added toolkit to specialbox to use it with explosives interface
- reduced loot in marksmanspecialbox
- fixed: all players look at the weaponbox on teleport on dedicated server
- drinking and eating needs some time

Major changes since version 0.7.7:
- fixed: crates at start disappear one after the other instead of together
- added possibility to add weapons, magazines, items, backpacks to a single crate
- THE RUNNING GAG: fixed (hopefully): players marker
- drinking and eating needs some time
- added countdown on deathzonewarning until deathzone is activated
- added sleep timer (how long the player will sleep)
- reworked markPlayer: server only inits it and manages markerpositions, markermanipulation is only clientside
- configured debriefing
- added countdown before teleporting to prevent players walking over mines
- added option to set number of guaranteed crates per type
- fixed: damagesystem was still active if player is dead
- initialization of deathzone now runs serverside to prevent desync
- markPlayers now runs serverside
- fixed: player got stuck sometimes after sleeping
- fixed: backpack was added with wrong command when boxes are refilled

For full patchnotes since v0.7.7 read the README.txt

This post was edited by Coding (2013-08-15 06:31, ago)


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#32 Posted at 2013-08-15 07:29        
     
Page updated. See first post of the thread.


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#33 Posted at 2013-08-15 07:59        
     
Thank you!

Added 7 hours 24 minutes later:

HGFramework 0.8.2 (HOTFIX)

Sorry there are 2 errors in the last version!
missing ";"'s in 2 different files...

Changelog:
- removed HGFrameworkExample.Startis
- renamed HGFrameworkExampleSmall.Startis to HGFrameworkExample.Startis
- set up github project
- issues moved to github
- readme content moved to github
- added: infected wounds deal damage to players and con only behealed with a medikit
- changed: added Medikits to specialboxes to be able to treat infected wounds
- fixed: impossible to drink and eat (scripterror)

This post was edited by Coding (2013-08-15 15:23, ago)


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#34 Posted at 2013-08-16 06:29        
     
Thanks, page updated.


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#35 Posted at 2013-08-16 07:25        
     
Thanks and sorry again!


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#36 Posted at 2013-08-21 14:12        
     
Here you can see what I worked the last days on:
postprocesseffects: own damagesystem inspired by austin's version
dayz: graphical user interface, not textual anymore (still waiting for license for the dayz icons...)
click me


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#37 Posted at 2013-08-25 15:04        
     
Change log:
0.8.5
* changed: removed ratingsystem
* changed: completely refactored folderstructure
* added: option to disable NV/TV for vehicles
* removed dead code from ui.h
* fixed: hud disabled when killed
* worked on revivesystem
* added: icon based hud (DayZ)
* added: food & water at spawn (examplemission) to show how it looks like
* added: more localization
* fixed: multiple minor bugs
* added: own post-process-damagesystem
* removed: austin's damagesystem
* README.txt separated in multiple files, now used again and up to date, -> README.md and README folder
* added: mortar backpacks to special items
* added: recommended serversettings
* added: fieldmanual entries (untranslated)
* updated: explosives interface 1.1 fixed
* added: logging

0.8.4
* added: drones
* chenged: increased loot in special box
* fixed: bug in localization
* added: new paradrop spots
* chaged: refactored paradropped box to make it more generic and easier to add new boxes
* fixed: undefined variable in initHumanity.sqf (0.8.3.1)
* fixed: several bugs concerning infected wounds in initHumanity.sqf (0.8.3.1)
* added: multiple paradropped boxes
* added: hint if infected/infection healed
* added: localization for infection
* changed: infection adjusted to fit its explanation
* changed: all players are medics from now to fully regenerate health to disable infections and make the medikit better

0.8.3.1 (HOTFIX)(DEPRECATED)
* fixed: syntaxerror in initHumanity.sqf

0.8.3 (DEPRECATED)
* added: localization
* added: full translation to german including sounds
* fixed: vas on startup didnt work
* changed: infected wounds increase temperature
* added: option hg_infectionChance
* merged samplemission with the framework itself to reduce its sice and copy&paste tha data everytime

New Features:
  • Temperaturesystem
      - temperature increased during day
      - temperature decreased during night
      - temperature increased if running
      - temperature decreased if walking/standing
      - temperature decreased if in water
      - temperature increased if near burning campfire (no vehicles!)
      - temperature increased if player has infected wound
      - thirst is increased if temperature is high
      - thirst is decreased if temperature is low
      - hunger is increased if temperature is low
      - hunger is decreased if temperature is high
      - damage is dealt if temperature is too high or too low
      - if temperature would change away from normal temperature the change is reduced to obtain stability (excluded: fire, water, infected wounds)
  • Configurable
      - highly configurable via mission parameters in hg_params.h or even during missionselection
  • HUD
      - minimal custom HUD to show informations like thirst/hunger/...
      - HUD using DayZ icons
  • Moveable explosives
      - explosives can be moved
      - drop them by pressing "space"
  • Infected wounds
      - wounds can get infected and deal damage over time
      - chance is linear depending to damage
      - infected wounds can be treated with medikit

I will release the update the next days...


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#38 Posted at 2013-08-26 22:33        
     
HGFramework 0.8.5

additional changelog to last post:
* added: ofpec tag CODI
* refactored folderstructure again
* separated the framework from some parts and released them separately
* added: altis template
* added: altis example

@Big
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I updated the first page of this thread. There are multiple changes! please use it for the downloadpage!


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#39 Posted at 2013-08-27 10:47        
     
Thanks again for posting the update here :-)
News is up on the frontpage and you can find our updated mirror here:



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