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Everything posted by icewindo
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I'd also like a US setting more but the problem is simple... it would be a enormous undertaking getting the stuff for a proper US representation (highway, motels, etc.) as there's no fitting US style buildings created by BIS. The Take on Helicopters stuff (Seatle) is not enough since it's just skyscrapers and large buildings (all non enterable). With some retextured ArmA1 buildings and the ToH stuff BIS might have a basic set but there's still tons of new models you'd need. And modders would have to pretty much start from scratch (+ ArmA1 buildings) since they are not allowed to use ToH models in ArmA2. I'm sure you'll never see a US city based Dayz port, however a US countryside setting would need less work and seems more doable.
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Stalking the animal that is known as "Bandits"
icewindo replied to Swedishtavern's topic in DayZ Mod Gallery
I normally don't watch alot of gameplays of other dudes but that was pretty fun to watch -
Why walking inside running outside....WHY!
icewindo replied to whiteboy greg's topic in DayZ Mod Suggestions
Yeah, exactly. In buildings the AI path is pre-configured in the model itself, which is kinda annoying when you create new buildings yourself since you have to recreate all the possible ai paths. It would be awesome if they'd edit the engine so that the AI just search their own paths inside buildings. The requirements for that are allready there, every building has a geometry lod which would tell the AI where to stop and a roadway lod which tells them where they can actually walk. So it should be possible to provide a arithmetic that creates AI paths on the fly. Other games do that. -
Basically I created my own submod of Dayz some months ago by using some of medieval addons I created for ArmA2. Recently I felt like playing it again and taped the stuff now. I replaced zombies, player models, some stuff and weapons, so with more work this could probably work as it's own variation of dayz. I know how to create maps, objects (so a medieval like map wouldn't be far stretched) and other necessary things. Please leave a comment if you think this is worth continuing and you'd like to play it (I for one like the time change). See a video of a test session here: (still @Cherno map)
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Thanks dudes, I've thought about my plans and it's probably best if the map is created first. Then I can expand the other features. As a first, here's a draft of the map. http://s1.directuplo...18/yt2mxczo.jpg And here's a video of another map I created so you know I'm not joking about the map :P (the vid is dated, I released an updated map some time but the stargate mod forums are down atm it seems) . i also created this map although it probably makes no sense to use this in dayz lol.
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Answering some pm questions in general: Yep at this point it's more like a concept, although of course there's alot of work allready done (units, weapons, some buildings and misc objects that I allready have). Before a release I'd look into: - adding more weapons (saracen bow, new crossbow, more melee weapons) - new melee anims (holding / striking) - I'll have to look further into ofpanim for dynamic anims, allready created static anims with O2 - custom island (probably start out with a nature island, then some villages with the palisade / hut objects that I allready have and the castle ruins from ingame) No, the stuff you there has all been created by me using the ArmA1 Sample models as a basic layout. I first started creating the knight models in 2008 for ArmA1 and since then they've greatly evolved :) . Yep there's some challenges ahead, for player combat the scripted melee system by rydygier might also work better (he created a melee script to be used for my still wip non zombie medieval/roman age mod). I'll have to run some tests. No release yet, although you can take a look at some buildings, units and objects as posted here (its not game ready though, you need O2 Personal Edition and stuff) The post and units in there are also dated, I improved the units since then. http://forums.bistudio.com/showthread.php?113379-The-Orphaned-Projects-Thread&p=1867209&viewfull=1#post1867209 Thanks, yep I'm interested in how the standalone will improve the melee system, but afaik no mods will be allowed. I'll keep pushing though, Yeah horses are another difficulty but it's possible to implement them. Although they wouldn't move as elegant as skyrim horses. I allready had some ideas from another mate in the BIs forums for this and they had been brought into operation flashpoint allready. As for more vehicles I have created and rigged a battering ram allready and just for fun this could be the first vehicle to be included lol. That I'd also like, it should be possible to include this when units/zombies die and have like the head or arm fall of. But scripting a more advanced solution is out of my reach. btw: is this forum slow for everyone or just me? it makes no real fun if you have to wait 15s for a quote to appear in the editor. I also have to work on some other stuff so no worries if I don't get back as fast ;) .