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About Sumrak

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    Senior Map Designer

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    Czech Republic
  1. Sure, already explained here
  2. They are not, but its on todo list and we hope that they will return some day :) These changes are mostly tweaks and fixes to the object layout - better looking treelines, inner forest parts, forest borders, but also trees inside houses etc.
  3. Regarding Tulga ski slopes and cable way - they will be back west of Sinistok (in phase 2 of "western expansion" task, coming in future updates), it was just question of priorities for update .62 - we wanted to have the forest layout somehow certain and so the removal of ski slopes was necessary. Yes, Rogovo revert was indeed intentional - Rogovo change in update .61 was not entirely finished and has had several flaws. We will be looking again on both villages in that area (Rogovo and Pogorevka) and their re-design will come in one package.
  4. This is more or less a fix that is aimed at making stars viable for navigation (there was a bug - all stars had the same magnitude during night time and so searching for any known constellations was quite a challenge).
  5. Most common grass models are roughly 2x2 meters, not sure how that would look when you would drop pile of ammo on ground for example. Haha, no, although some wrecks of for example v3s with crane for logs would be nice to have too! Functional vehicle that would be capable of picking and carying logs is a whole lot different story though :P I remember spending quite lot of time in Spintires doing that, such a fun game with awesome physics and visuals :) About the mid range texture - Chernarus uses mid range texture (without it, it would look waaay worse). Now if we are satisfied how it currently looks that is a bit different story. Given the fact that it is basically just one texture for the whole map, some compromises have to be made.
  6. Not sure about cobwebs - how those would look in the environment with the current tech we have, but hornet nests and anthills is something that is definitely doable. We will see - as mentioned, work on upgrading the environment definitely does not end with .62, we will do our best to make the environment of Chernarus best we can in given time :) Just to give you an example - I would personally want to see more signs of forest harvesting - fences for the clearings with young trees, piles of branches and cut tree stumps.
  7. Hello everyone, as senior map designer in DayZ Team, I may be the only one in the Q&A series so far that isnt lead on a paper, but nonetheless, in our small team of map designers, I'm the one with the responsibilities that covers how the environment look, plays and performs in the end. And with the environment, I mean nothing less than our beloved Chernarus terrain of course. I make sure that we always do what is best for Chernarus in a long-term. That often means preparing detailed analyses and in many cases this also means preparing placeholders for future map assets for the art team so they exactly know what we need for the environment. Luckily, my work is not always composed from swimming in pages of analyses, creating tasks and other "paperwork". Given the size of our team, I still very much get to enjoy the best part and that is an actual map design, which basicaly consists of manipulation with map objects, changing terrain mesh and texture data ("satellite" texture and surface mask). Work of a map designer is often a balancing act between making the environment believable and interesting to play in. Creating a nice environments for you to play in has been and will always be a pleasure and we always enjoy watching what you do in the places that we create everyday. So lets get to your questions and see you in Q&A video!
  8. It was. That is no longer true in .75. Hey guys, so 0.75 ( compatible) is here finally! (I have been pretty passive last few months - was caused mainly by school, but I have finished it -finally- and its time for modding again!). Remember that this update requires Namalsk Crisis, Update 2.4 (v1.15.4). DayZ: Namalsk [v0.75], DayZMod compatible Client-side << General >> Changed: All of the needed files were updated to be compatible with DayZMod Changed: Hitsounds for infected (you will no longer hear default arma2 hitsound when shooting infected) Changed: All infected are using (zombieLoot) Namalsk cfgLoot classes now (to counter the amount of loot the infected can spawn using classic DayZMod cfgLoot classes) Changed: Although you will meet the new infected (viral) during your survival attempts on Namalsk, it uses different (new) classes Changed: Loot is now more scarce on Namalsk Changed: Bloodsucker spawn should be more rare again (+spawn density parameter extended, see init.sqf file in mission pbo) Fixed: Travelling over Tara bridge should be safe again << Loottables >> Added: "ItemNails" to "genericNamalskNoFood", "genericNamalsk" Added: "ItemWaterbottleUnfilled" to "militaryNAC" Added: New types of food into "foodNamalsk" Changed: All custom "CfgLoot" classes to match the new DayZMod's format Changed: All custom "CfgBuildingLootNamalsk" classes to match the new DayZMod's format Changed: Increased the basic infected count in "CfgBuildingLootNamalsk" classes Changed: Several infected parameters (count, chance,..) in Namalsk loot tables Changed: The golden mine aka "Land_dlouhy1" building with 53 possible residential loot spots was "relooted" to 25 loot spots Changed: "BAF_AssaultPack_DZN" changed to "DZ_British_ACU" Fixed: Few loot positions on some objects to prevent script errors when using this spot to spawn Removed: "10Rnd_127x99_m107" from "militaryNAC" and "militaryNamalsk" ResidentialNamalsk - Lowered spawn chance of "ItemWatch", "Makarov", "MakarovSD", "Colt1911", "Binocular", "LeeEnfield" and "WeaponHolder_ItemCrowbar" - "WeaponHolder_MeleeCrowbar" changed to "WeaponHolder_ItemCrowbar" - Added "MeleeBaseBallBat", "WeaponHolder_ItemHatchet" IndustrialNamalsk - Lowered spawn chance of "WeaponHolder_ItemHatchet", "WeaponHolder_PartEngine", "ItemKnife" - Increased spawn chance of "trash" - Added "WeaponHolder_ItemCrowbar" FarmNamalsk - "WeaponHolder_ItemMachete" changed to "MeleeMachete" - Lowered spawn chance of "WeaponHolder_ItemHatchet", "PartWoodPile" - Increased spawn chance of "trash" SuperMarketNamalsk - Increased spawn chance of "trash", "Binocular" - Lowered spawn chance of "ItemWatch", "Crossbow_DZ" HospitalNamalsk - Increased spawn chance of "trash" - Lowered spawn chance of "MedBox0_DZN" HelicrashNamalsk - Lowered spawn chance of "MedBox0_DZN", "AmmoBoxSmall_556" and "AmmoBoxSmall_762" - Removed spawn of "M107_DZ" and "BAF_AS50_scoped" MilitaryNamalsk - Added spawn of "trash" MilitaryNamalskWinter - Added spawn of "trash" MilitarySpecialNamalsk - Added spawn of "trash", "Sa58P_EP1" and "Sa58V_EP1" - Lowered spawn chance of "AmmoBoxSmall_556" and "AmmoBoxSmall_76" MilitarySpecialNamalskWinter - Added spawn of "trash", Sa58P_EP1 and Sa58V_EP1 - Lowered spawn chance of "AmmoBoxSmall_556" and "AmmoBoxSmall_762" - Removed spawn of "M107_DZ" MilitarySpecialNAC, MilitarySpecialNACER7 - Added spawn of "trash", "Sa58P_EP1" and "Sa58V_EP1" - Lowered spawn chance of "AmmoBoxSmall_556" and "AmmoBoxSmall_762" - Removed spawn of "M107_DZ" Server-side Added: New loot scheme "CfgBuildingLootNamalskNO50s", which removes er7 variants and KSVK_DZN (check init.sqf file in mission pbo for more info) Added: New picture for mission loading screen Changed: All of the needed files were updated to be compatible with DayZMod Changed: Battleye filters to support newest DayZMod release and DayZ Namalsk / Namalsk Crisis changes Changed: Functions for spawning static helicrashes and medical care packages were completely redone to support Changed: Starting location of "Ka60_GL_NAC" helicopter (to prevent weird bumping on helipad) Download etc. - as always - on first post or directly on
  9. Northen, more precisely Bering Strait I am not an expert on dayz servers, but I guess, try to check your vehicle spawning script and db (if there is an entry for mtvr for example). Tbh, me neither :lol: , let me know, how things are with the newest update.
  10. Hey guys, so 0.741 ( compatible) is here finally! Sorry, it took some time as I had to solve the issue with loading the loot schemes (DayZMod had pretty big changes with in this). But it is now hopefully working and the custom loot schemes should now work again just like they were before. DayZ: Namalsk [v0.741], DayZMod compatible Client-side Changed: Needed files were updated for DayZMod Changed: G36K -> G36K_camo and G36a -> G36A_camo in loot tables to support multiple sights feature, which are only available in OA variants (*_camo), thanks to Dr.Zed for this suggestion! Changed: Minor changes / additions to the loot tables of Namalsk to reflect DayZMod's changes (Added machete, changed crossbow, added new types of food, trash, FoodMRE & FoodNutmix to some military loot tables (rare occurrence)) Fixed: Loot table loading, no-sniper or no-er7 schemes should once again work now Server-side Changed: BE filters to counter spam/kicks (scripts.txt), created by newest changes in DayZMod & DayZ Namalsk Changed: Updated dayz_server.pbo and its files for DayZMod Download etc. - as always - on first post or directly on
  11. Yes, this has been done for some of the mil. loot tables, but its rare :P Anyway, I've had some problems with loot table loading (part of 0.74 bug - unable to load different loot schemes), but it should be now pretty much solved, BE got some new filters for scripts.txt, but I was not able to reproduce some of the reports about kicks (so not sure about that..). I think, I will take a look on it tomorrow and if everything will be fine, I am going to release DayZ Namalsk 0.741, compatible with DayZMod ;)
  12. Me too :D Are you running Arma with -showScriptErrors, if so, are there any errors popping up during the gameplay? Also, if you have rpt file available, if there are any script warnings / errors? Anyway, I will try to get things ready for, so stay tuned, this time it should be relatively fine ^_^ (but well, you never know, BE will probably surprise me with ****loads of script logs & kicks again, hurray!)
  13. Hey, not sure why the spawn for bunker is not working for you, how did you test this problem? Do you give enough time to your client + not running directly inside the underground? Indeed. :)
  14. Do you have nst key in Keys folder on your server? Thanks, noted, I will try to address this issue somehow, but it will require a model geometry change, which is hopefully not that far since I feel the next update for Namalsk Crisis will include model fixes and enhancements :) (I can't fix this issue with the regular DayZ Namalsk update) Sorry guys, did not expected this to happen, I don't know why it is not working, but I am going to debug it and fix it.