New Features for Celle V2

Ok, going to put my nuts on the line here and let on about the next set of features I am working on. Doing this ramps up the pressure a bit and makes me more accountable.

I learned a lot from the first release, namely don’t put something out before its ready or get persuaded into letting out early releases. I won’t be making that same mistake again, but mentioning what will be in, keeps the heat on my ass to getting it finished.

This will also likely be my last project with DayZ I expect, so its out with a bang. There has been to much politics around as of late and I have been spending to much time getting caught up in it (my own fault).  Its time to do what is fun again and what I enjoy and do it whether people like it or not. One thing I learned through releasing the Celle port was you can’t make everyone happy, all of the time. Some will complain about not enough loot, others will complain about there being too much. At the end of the day I am going to do what I did last time and make a port that I like.

I will also be hanging around here on my own blog more where I got so much good feedback when starting out. I am not ring fencing or bailing out, I just want to focus on what’s important.

So without further ado..V2 (Furchtbar edition) will have the following, unless I am totally blocked by something outside of my control.

Gyrocopters.

Already have some prototypes working and they were in the test release which everyone really enjoyed, but they were too buggy, so I needed to pull the plug on them. I think these are pretty realistic addition to have. They are simple machines with a two stroke engine and a basic welded frame. They are steeped with Danger too. There is no auto hoover on these and when you lose control it gets FUBAR quite quick. You also make a fun target for anyone with a long range weapon who sees you bumbling precariously past  (A Lee Enfield will be night nights for you).

I just need to redevelop the hit detection so they can be damaged and repaired and work in some damage camos.

It has a low blade profile (hint, hint) – Anyone remember this scene from Dawn of the Dead?


Download Video with Vixy.net | Convert YouTube to MP3

 

Deployable Camo Nets.

I located some existing addons on armaholic and have a pending OK to get from the dev. But looking at it I should not need to tailor the addon code I hope. The main thing is currently the deploy call is an init function which is part of the vehicle. My plan is to have the nets as spawnable items in MilitarySpecial areas, they are going to be rare too. I have a prototype working, just needs more tweaking. My plan is to have them as inventory based items to deploy and stow as you need them.

I hope to achieve two models:

Vehicle Camo Nets:

 

Sniper Camo Nets

Might use a special backpack for deploying these.

Finish off the Zed Skins.

Some of the German players will recognise these:

MOAR Vehicles!

Military and Civilian. Keep posted for more news. The Audi Quattro will be coming back as a few people asked why it was removed from the test build. The skoda will be fixed and brought back in.

More interactive elements and making home.

Players loved the fact that you could open garage doors and find a car inside. Doorbells went down well as did the Airport features (all thanks for mondkalb). I am going to build on this.

I want to make camps more of a fun place to be and make conditions present to set them up, so I am going to drop objects on the map to facilitate camp making more (build them and they will come).  There will be some other random objects that can be used for camp fire entertainment.

General Tweaks.

  • I am going to reduce Military Spawn even more and turn some of the existing barracks into standard Military instead of Military Special. Also reduce the amount of G36′s spawning.
  • I am going up Zombie spawns areas so they appear in woodland, outside of typical locations and  make their kicks and whacks hurt even more.
  • I am going to populate the north more.
  • I am going to make Celle town centre into even more of a psychological f**k up then it already is. It won’t be a nice place for care bears to hang out and share pepsi’s.

 

Release Date

Date? I don’t know, I am not going to commit this time as getting the first release out consumed me to much. I have a family, a day job and other things that need my time too. But I will be plugging away near on every evening.

Some other news.

Bliss will be including the map, this should see more Celle servers around. If you plan to host it and want to change anything (within reason), they let me know and I will try to help out. Hosting companies, I am not against you using Celle, I am well up for it. I just don’t want the bisigns / credits changed, that is the only stipulation.

Play with Six will host the update files which will make update SO MUCH easier. If you have not checked it out, do, its a great app and they made a shit ton of improvements.

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3 Responses to New Features for Celle V2

  1. JoSchaap says:

    please provide a download link for the client :)

    im not installing third party software just to download a mod ;)

  2. Malau says:

    I was trying to find a download link for Celle (no luck, they are all 404 or require membership of a German forum). Even if I can’t find a server, hopefully I could explore it in The Armoury ?

    I hope you choose to allow DayZ Commander to host Celle too ? It is so, so, much better than the awful ‘Play with SIX’.

  3. Lionel says:

    Hi,
    really nice changes, hope for a release soon. And would be great to see DayZ Commander support for this map :)
    I like the map and I apprechiate your work.
    Keep it on :D

    Btw this website is hard to find ^^

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