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Nevo

Vehicle Capacity Config

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I've read other topics regarding this and decided that maybe the developers of Exile would consider incorporating vehicle capacity into their Mod.

One of the biggest examples I can give is how Epoch does this and that they have a configuration that with ease can be modified to change the limit. While I disagree with the limits currently setup, I'd like to respectfully request this to be added into a future version of Exile. I know that there is a Bigger Trunks Mod and that ultimately, with enough effort, such a modification can be made to vehicles however it would be really awesome if this could become a part of the Exile Mod to allow further customization, especially when servers are using other Mods like CUP Vehicles, and etc.

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3 hours ago, Nevo said:

I'd like to respectfully request this to be added into a future version of Exile.

You do know that the devteam around exile ceased the project?

 

Actually with some tweaking here and there, launching a customcode it should be possible to overwrite the cfgvehicle - tried that on one point but wasn't able to get it running, actually not really good ad scripting :')

 

The whole capacity of vehicles in exile seems way of for me, so yeh would be great but highly doubt this gonna happen.

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7 hours ago, WURSTKETTE said:

You do know that the devteam around exile ceased the project?

 

Actually with some tweaking here and there, launching a customcode it should be possible to overwrite the cfgvehicle - tried that on one point but wasn't able to get it running, actually not really good ad scripting :')

 

The whole capacity of vehicles in exile seems way of for me, so yeh would be great but highly doubt this gonna happen.


Yes, I read that topic and am familiar with the development not going much further however, I know that the next version of Exile will be released and that it is possible that the other developers or a new lead developer could continue the project despite everything. I figured it would still be worth it to post this topic should any of the developers that will continue Exile want to do it. :)

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1 hour ago, Nevo said:

Yes, I read that topic and am familiar with the development not going much further however, I know that the next version of Exile will be released and that it is possible that the other developers or a new lead developer could continue the project despite everything. I figured it would still be worth it to post this topic should any of the developers that will continue Exile want to do it. :)

As of right now, no more versions of Exile will be released.

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1 hour ago, BetterDeadThanZed said:

As of right now, no more versions of Exile will be released.

Perhaps as of right now, no, however 1.0.3 will eventually be released to which I base that off the Preview Changelog: 

And maybe, in the future, it might continue to be developed by other devs other then Eichi which could include some new faces. ;)

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2 minutes ago, Nevo said:

Perhaps as of right now, no, however 1.0.3 will eventually be released to which I base that off the Preview Changelog:

That change log was posted before Eichi announced the end of development of Exile. Don't keep your hopes up that 1.0.3 will be released.

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2 hours ago, Nevo said:

1.0.3 will eventually be released

I agree with @BetterDeadThanZed, that changelog was posted LONG before Eichi announced terminating development. Based upon recent comments and the fact that Vishpala hasn't been active in quite some time and Grim also walked away, I think we can call this mod complete. Bug fixes MAY be forthcoming if the community continues support however. New content from the Exile Dev team?  I think that's highly unlikely.

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Exile is over! Which is why by the next Arma Update I foresee the mod not working, since the dev team is no longer posting updates. With that said unless they give up development control to another developer then what I said above is inevitable. Like a ticking time bomb it will go off. 

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7 hours ago, jmayr2000 said:

Exile is over!

Wow, that's some serious pessimism.

It's not over and the environment has been very stable now since Apex. Even this update, 1.66, would likely not have been "fixed" by the dev team as Bohemia broke the scripting engine in the game. Yes, there are workarounds but there's no point spending hours and hours fixing something only to have Bohemia patch it a few days later and have to undo all the patching.

The community is able to make edits to the base code and Eichi and Grim have both offered to assist with patching for ARMA updates in the future. It was Eichi that identified the bug in 1.66 and reported it to Bohemia incidentally.....

I don't disagree that given enough time, the mod may start to have issues but Bohemia have stated that there's no major changes coming to the game from here on in other than x64 support (Grim has offered to help if need to patch Exile for this update). So I think we'll find it's going to be a bit like A2 Epoch where it got to a stable point (1.05 if I remember?) and development essentially stopped leaving it up to the community to manage.

Me personally?  I'm looking forward to MANY, MANY more hours playing Exile on my servers and am excited over the potential mods that the community will now feel comfortable mucking around with now that Exile's code is stable. I think Crazy Mike's servers are great testament to what is possible with stable code, they have got to be some of the most popular Exile servers out there and integrate so many great and unique features.

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20 hours ago, BetterDeadThanZed said:

That change log was posted before Eichi announced the end of development of Exile. Don't keep your hopes up that 1.0.3 will be released.

I am sure that they dont put the work on 1.0.3 into the trashcan. That would be mad?!

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