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rossymond

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About rossymond

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    Helicopter Hunter
  1. rossymond

    DayZ : Aftermath Mod

    Thanks guys!
  2. rossymond

    DayZ:Aftermath

    Thanks for all the kind words guys. I am so excited to get on and play with a few new people. We are all looking forward to seeing how the mod performs, gathering information on bugs and errors and continuing our ever growing development plans. What we are releasing on Friday really is the tip of the iceberg. It's taken a very long time I will admit, but now all the core code is working well, the hard bits are done. Now it's about refining new features, updating the mod regularly (weekly to begin with), adding new ideas and above all, listening to feedback on what people would like to see! One of our new main features has never been attempted before and we are super excited to see peoples reactions. We ask people remember that this is very much a work in progress. See you on friday!
  3. rossymond

    Game needs a sniper heavier than 7.62

    We have put a lot of thought into our weapon choices. American/Western Weapons are almost non existent. Arma lacked a bolt action Russian rifle so we made the Mosin Nagant from scratch. Now if your lucky enough to find a hunting scope for it, it's a pretty powerful sniper. IT also lacked a good russian shotgun, so we made the Bekas from scratch too. The SVD is also in Aftermath, but it's super rare. I know this will not appeal to all the AS50 wielding Elektro campers, but even they should appreciate the challenge. Should make life a bit more interesting.
  4. Bit of a late reply, but nevertheless I will explain. The zombies now spawn at a set maximum number per location (town/village/location). For arguments sake if this number was 200, a single player may only trigger 50 zombies to spawn. They spawn at random locations, within a set radius of the centre of the location. Which means as soon as you start to enter a location, the zombies are already in the fields/woods/gardens etc that surround a town or location, rather than all by the buildings. If a player gets chased by those 50, and leaves town to the west, all the zombies will enter sleep state when he gains a large enough lead, and despawn completely when the lead over the zeds reaches a set level. They despawn into the nearest building, obviously not literally, but the NEXT time someone enters the town or village it uses that building as the centre point, and spawns those zeds back in within the radius of that building. Hopefully that makes a little more sense. Towns can be completely cleared, and the zombie population increases with each additional player. (upto the set limit). Heres a quick video showing how we have tried to control the "glitchyness" and with the slower movement and decreased "intelligence" the path finding and aggro seems much more "real". This means they really will swarm you quite quickly. If you sit inside a shop for instance and fire something reasonably loud, you will have the entire city on you within a few mins. They are much easier to out run, obviously. But larger numbers and VERY powerful strikes means you should avoid them at all costs. I saw inside a pub trying to bandage a friend the other night, and every time I got half way through the animation, another one came stumbling through the door. My own fault or shooting the new Mosin in a town! Heres a video showing some more features. http://youtu.be/8fNWwErzUGI
  5. rossymond

    Our new Ford Escort DayZ:Aftermath

    I did the first tests yesterday of our new GUI based housbuilding system, allowing staged building and upgrades to ALL be done via an easy to use GUI. I will post shots of this soon. We have not decided on locks yet, but I can confirm 100% that there WILL be lockable storage in Aftermath, we have tested both storage based on lockable houses or lockable boxes. But the boxes method will probably be the way I go with it. Our house/base building system is all done through one GUI, so you will be able to put down your stone foundation, then while your buddy starts collects log for the framework of the cabin, you can start crafting and place fencing, gates, and if your lucky enough to find the materials for crafting the lockable box, you can place that using the system as well. These will be bound to PLAYER ID, so they are persistent through death. The whole system will tie into our crafting and survival mechanics also, hopefully creating a nice easy play experience without too much faffing. We are determined to not make the lockable storage OP like it is in Origins though, and will be putting a LOT of time and effort into balancing the system. Hope this interests people :)
  6. rossymond

    Our new shotgun DayZ:Aftermath

    Heres a link to some info on the gun. http://en.wikipedia.org/wiki/Molot_Bekas-M
  7. rossymond

    Our new shotgun DayZ:Aftermath

    This was created using Blender. We are teasing I will admit! In game footage or both this and the Mosin very soon :)
  8. rossymond

    Our new shotgun DayZ:Aftermath

    This weapon will also be available with a flashlight "Attachment", obviously requiring some tape to help out! Along with the other 150 or so weapon attachment variation, we hope to get people excited about the lower end weapons again!
  9. rossymond

    DayZ : Aftermath Mod

    So I've finally finished the bulk of the coding for our Weapon Attachment and Crafting System. This now means almost 100 combinations of craftable weapons, attachments and variants. All attachments are removal and interchangeable. The only restrictions are the obvious ones. Western M4 Type attachments will not fit Russian AK Variants and vice versa, Pistol Silencers will not fit Assault Rifles, etc etc you get the idea :) For instance, the M4 is now a craftable item from weapon components, found in crates in Military Buildings. They do also spawn in rarely. This M4A1 has 4 Attachments, Silencer, ACOG, CCO, Flashlight. These can be attached and removed in any order to create your own personal Aftermath weapon. This principal also applies to the AK74, AKM, M9, our very own Mosin Nagant and Bekas 12-M Shotgun and many more weapons in game! Rossymond
  10. rossymond

    Our new Mosin Nagant

    Hey all, nice to see people liking the new weaponry. I have just tested these out in game and after a few tweaks they will be spot on. 8 Variations will be craftable via additional Scopes and Ammo Belts, the latter making the reload time shorter. We have modeled the gun as accurately as we can with realistic reload times and the best sounds we can find. Animated Bolt Reload is also done and looks great. This gun will be a feature of the first public launch of Aftermath. Rossymond
  11. rossymond

    DayZ : Aftermath Mod

    Many thanks OhDan, best bet is to sign up on the forums, there will be plenty of keys available on there at various stages :)
  12. rossymond

    DayZ : Aftermath Mod

    Hey folks, So after a few months of little sleep our very first Large Scale Beta is due for release this Friday! Details can be found here Obviously this is a very early release, which is mainly designed to let us test the mod extensively, which will highlight issues. This will help us make sure the first public release, due in 1-3 weeks time, will be stable and much more complete :) Rossymond
  13. rossymond

    Rewritten Cooking suggestion.

    I'm actually working on a more realistic cooking system for Aftermath, hopefully after beta release I will have more time to push on with it. Nothing complicated just a bunch of ingredients and a recipe book. However the ingredients will be tied in with our harvesting, meaning you must find them first :)
  14. rossymond

    Tranquilizer Darts/Arrows

    We are working on something along these lines for aftermath :) EDIT : Thought more info would be better.... We have a new crossbow, which works. I'm working on some coding for a tranquiliser darts :) They will more than likely be craftable, but easily craftable for sure.
  15. rossymond

    How many Australians play dayz?

    Aftermath Dev team are mostly Aus/Tas :)
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