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badbenson (DayZ)

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About badbenson (DayZ)

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    Helicopter Hunter
  1. badbenson (DayZ)

    DayZ Double Developer Blog 14th May 2013

    sorry dude but i really have no interest in dealing with your personal issues. i just told you that i never thought you were saying anything of the client side stuff. i also never said that you need to use common sense (i expect that from people...). i was just pointing out that i obviously wouldn't know any real details about the SA and that interviews and common sense are the sources of my information. you are just reading stuff into my posts because...i don't know why to be honest. just read my last post again without your angry internet debate nerd filter and you'll find a lot more than just that, regarding actual problems with your "proposal". but yea, it couldn't be more evident that that's not what you are after...
  2. badbenson (DayZ)

    DayZ Double Developer Blog 14th May 2013

    the problem here is not that i'm no native speaker. the problem is that you think i'm after you. i never said you said anything like that. i was thinking out loud about concepts that are different from what we have now in the mod, because i'm interested in more persistence than gear and position saving. i tried to focus on problems with your vague request to maybe spark some ideas for solutions. but i get it. you don't seem to want to talk about the actual points but rather try to win some argument you are imagining here. so i'll leave you to that. if not, maybe try to address my points instead of patronizing me because you feel the need to come out on top. debates are good if they are fertile. everything else is just pointless internet sparing.
  3. badbenson (DayZ)

    DayZ Double Developer Blog 14th May 2013

    why so iffy? i'm just sharing my thoughts on the topic. how would i know what exactly you meant by securing a house? you simply asked for the option. how about just going into detail next time instead of getting all debaty on me. it's true that just getting an option on a house's door to barrikade it would probably work. still it remains highly unpractical due to the main database saving positions. you just taking people getting put on the coast as granted ignoring that it never was in dayZ and probably won't due to the other problems it brings. sure if it was like that you could lock down a house. but why would you even bother, if after playing on another server you will be put on the coast again? in general i wouldn't assume the SA getting rid of position saving, they could've done that before and they didn't due to it taking a feature away from the whole concept (save everything including where you are) and the obvious problems it would cause. you just saying you don't care about them doesn't make them go away. on the barrikade thing. how would that work (i'm genuinely interested)? you would have wood in your inventory and then could lock down any door? if so, like anything else, people will get the needed loot from every other server and soon everything will be blocked. without required objects even faster. i don't see why that isn't obvious. and what then? can they be destroyed? what's the benefit, if they can be easily destroyed? lock down a house, log out, come back, everything is gone becasue someone simply had to remove one barrikade to get in. doesn't sound like something i would wanna invest my time into. i'm not saying the idea sucks. just pointing out that looking at the bigger picture taking everything into account, it doesn't really sound practical or worth investing into to me. if you would present a thought through concept i'd roll with it but you didn't so far. and to set this straight. i'd love a feature like that. but i think it's not likely having heard rocket talk a lot about underground stuff as a compromise.
  4. badbenson (DayZ)

    DayZ Double Developer Blog 14th May 2013

    that would solve the problem of teleporting but not the other stuff i talked about. just think about it for a minute. you go around place wood on doors and windows. how would the system handle that? would this be saved on your character so when you connect on a random server it suddenly appears there? doesn't sound practical at all. all that is possible is what we have in the mod. barrikades that are on one server and will get cleaned up eventually. if that's what you want then you already have it. and i don't see how the number of houses is relevant if objects like barrikades will infinitely keep spawning as loot. loot can travel servers, remember? by this logic there wouldn't have been a problem to just keep each tent and barrikade that was placed so far. i'm not saying it's impossible at all but these are just the reasons that rocket mentioned in interviews and what you come up with thinking about it using common sense. as i mentioned. one example would be to do it like in wasteland. have a limited number of base objects spawn and let players fight for them. hmmm...not really.....and it also creates other problems like spawn camping..................................... ;)
  5. badbenson (DayZ)

    DayZ Double Developer Blog 14th May 2013

    because they insist on keeping server hopping an option. you can never secure a house as long as you can teleport into it using server hopping. to make it possible they'd have to separate the servers from each other like private hives. on a separate server you could manage that easier. you'd have to limit resources like in wasteland though to avoid object counts getting higher and higher over time. i'd prefer separation and thus more details like that but i guess they want to keep it all connected to make it more random and exciting or something. sadly houses will just be loot spots and people will dig caves instead to live in. :D makes no sense but seems the only option as long as all persistence is based only around the character and not hte world.
  6. badbenson (DayZ)

    Bonus for long term Survivors Suggestion

    lol. the angry frog dude reminds me of cartman. he has some good points though.
  7. badbenson (DayZ)

    Real Virtuality Engine?

    polycount: look at the sample character for arma 2 inside oxygen. if you select it and hit E you will get some stats. arma models have resolution lods. if you set those up right you shouldn't have to worry too much about polycount. just keep it inside reasonable boundaries. an arma 2 model is around 3000-4000 polies in the highest resolution lod i think. just a guesstimation though. as map: as far as i know AS stands for ambient shadow. it's basically an ambient occlusion map. it has less influence than you would think though. basically it only becomes visible on parts of the model that are in shadow. it's always good to bake some AO into the colour map aldo. i keep it subtle though. smdi: those are simple specular maps. there are ways to generate those from normal maps (crazybump). there is no one way to create them or any fail safe method since it depends on the case though. scratches on a gun are different than an overall shimmer on skin for example. when i generate them i always edit them in photoshop afterwards since they are a tool for the artist to decide which part will be shiny and how much not just an overall lighting pass. they are black and white and get turned into some redish stuff when you convert them with texview.
  8. badbenson (DayZ)

    Real Virtuality Engine?

    making new characters is kind of a pain. there are 3 ways to go. 1. reskin: change the textures of existing arma 2 models. this requires hexediting to change the texture paths inside the models since those are binarized. (search the bohemia interactive forums for a detailed guide) - this is what dayZ (mod) does using some of the chernarussian civilians - easiest way - limited 2. making new models using arma 1 models (which were released; arma 2 models aren't available in an editable format). what you do is take models from arma 1 make some changes to make them fully compatible with arma 2 and add small stuff like vest pouches or in your case maybe an eyeball hanging out of the eye cavity :D - this is (for zombies) the imho the best way since you can add model parts but don't have to do any complicated rigging - some of the arma 1 models have bad UV layout which makes reskinning hard sometimes - you'll have working hands 3. make a model from scratch and rig it to the arma 2 skeleton in oxygen (part of the BI tools) - this is more limited than you would think - model has to fit the skeleton - rigging in oxygen is a PAIN (atleast compared to stuff like Maya) - stuff will look really awkward if you don't stay close to the arma skeleton - total freedom model-wise - most work i heard about a way to rig/skin the model to the skeleton in Maya (oxygen has a Maya weight import) but i never found all i needed for it (arma skeleton for maya + guide how to translate to oxygen). i already made models for arma 2 using method 2 and 3. and i can tell you, since you basically only want to make fucked up humans, that method 2 should be the best for you for now. i made a skinny grey alien which looked awesome in zBrush but rigged to the arma skeleton it just looks awkward. the guys making models for the stand alone (BI staff) are using proper tools (they sure don't use oxygen for modelling and rigging) which aren't available for the public so that shouldn't be compared to what you want to achieve. also they are reusing the character base models already made for arma 3. you don't have those resources so keep it simple. don't get me wrong. method 3 is still a good option but you would have to learn alot of arma specific stuff first. sorry about the messy post. just quickly sharing some stuff. hope it helps :) some useful links: weighting in o2: http://forums.bistud...light=weighting example of an arma 1 model prepared to work in arma 2: http://forums.bistud...inkowski sample details on how to use parts of the arma 2 character sample model to get arma 1 models to work in arma 2: http://forums.bistud...inkowski sample needed resources: arma 1 character models: http://www.armaholic...t=SAMPLE+MODELS the arma 2 sample character: http://www.armaholic...t=ARMA+2+SAMPLE
  9. badbenson (DayZ)

    What if we removed the crosshair?

    lol? if everyone has to use ironsights it will be the same as if everyone uses crosshairs. the only difference is that now you have no flashy crosshair but an easy to determine spot on a model to aim with. i don't see how the difference in skill will get bigger through this. these over dramatising statements show why it's a bad idea to ask the "community". soon after the reasonable posts the whining and fighting will start and drown everything else. why not just make this (not THAT big of a deal) design decision just like that without creating a big pool of never ending opinions. i don't see how this helps. it seems like you (rocket) are way to concerned with the complainers. we all know each single one of them will get the game so just do your thing. there doesn't need to be reasoning to justify everything. i mean you can't talk about game design almost like an art form and then go and try to please everyone. artists don't do that. why even think about it from the anti hacking perspective. all that matters here is your vision of the gameplay. i mean how do you want weapons to feel? if you go for helis that are very hard to fly how can there even be a discussion about crosshairs? let's be honest it's not THAT hard to aim with ironsights. anyways i can live with both. i just hope those decisions won't be made based on polls or server traffic. we all know why the dog licks his balls...so more servers with crosshairs should hardly be an argument. please stop the democracy hippy crap and just make those decisions. this needs to be more of a dictatorship. if i want games that are made to please the average statisticly created gamer (or buyer/customer) i have more than enough to choose from. "personal preference" is the new multi functional argument these days. i say let them make their own game if they wanna decide.
  10. badbenson (DayZ)

    Please make crosshairs on snipers smaller

    wow now i feel bad. i always assume that people have basic logical abilities and/or know when they have nothing or only bullshit to contribute and then i treat them like they know better. i take it all back. can't be ignorance. must be just lack of...well...nevermind. yea you are right. why even think about changing weapon properties in a thread about changing weapon properties. so absurd oops! what's that? oh no! context. damnit now it all makes sense...or does it? but since you just said what you said and not this.... ...congratulations! you are only the second stupidest person in this "conversation". now punch yourself in the face and quietly leave the forums. thx! btw i couldn't care less about the actual topic. just having fun with retards :D
  11. badbenson (DayZ)

    Please make crosshairs on snipers smaller

    buuullshiiiiiaaat! why make totally wrong statements about something you have no idea about and embarress yourself? you can change any value AND the crosshairs of any gun in a mod like in any other modable game. why wouldn't that be possible? i don't get people like you. you obviously have no idea about arma modding or modding in general. so why even bother making a post like this? need attention? sorry but ignorance makes me mad and mixed with wise-assery it's like...fuck....have a good day....you f....ret.....sir. and if you're trolling...i still hate you...
  12. badbenson (DayZ)

    Don't even make third-person an option for DayZ standalone

    you silly goose! this isn't about who has the best arguments. it's about how many people are actually willing to go hardcore. i'm guessing that more people that play dayZ aren't playing arma at all. believe me the real arma communities like shacktac weren't really intrested in dayZ for long. also when it comes to dayZ you can only talk about something like a community when it comes to private hives maybe. everything else is just a big mess. so dayZ being the PvP griefing fest it is today it's kind of silly to talk about who has the better arguments when the whole reason people make threads like this is that 3rd person can and will be exploited alot (just watch some PvP videos on youtube). it's not about personal preference or anything like that. just simple competitiveness. and yea since most people are like you nothing will happen to your "loved aspect" (made me lol). so stop acting like "your side" has out-debated the other side. it's just stupid. i'm sure most people who want to restrict to 1st person like 3rd person too but actually are able to see how 3rd person is used and are willing to make a small sacrifice. unlike most people here. and you obviously haven't played on a real arma PvP server. otherwise you would know that they never allow 3rd person because they know what it does. sure arma has a big spectrum but noone can convince me that dayZ isn't about PvP.
  13. badbenson (DayZ)

    Devblog update: Where is the Standalone?

    just use boot camp if you wanna play games on mac. :P
  14. badbenson (DayZ)

    Devblog update: Where is the Standalone?

    nah. they're just reusing stuff since it's all the same company. arma 3 will be, although more drasticly than before, "just" be an updated version of the old engine. so reusing stuff is easy. look at the "new" dayZ male player model in underwear for example. it's just a recoloured arma 3 character model that has been shown before http://media.pcgamer...909-627x391.jpg
  15. badbenson (DayZ)

    Third person vs First person view

    ok. just ignoring the weird people and trying to get this back on track. posted by WiFin: ...where the hell are the moderators? RooBurger are you some kind of social worker? i love how you are calmly reacting to the irrationality.
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