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janus0104

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Everything posted by janus0104

  1. Same here, I keep working on a few models in my illusion that anybody will give a crap waiting for the hotfix to be released. It's not nearly as bad as SWG:CU though, we've spent 7 years working on getting back from that mistake and it's still not finished. This here problem? Already fixed, just not released (for whatever reason).
  2. janus0104

    Fix property of bushes

    *goes and changes the intro text* "The disease causes proteins in the brain to be replaced with prions ceasing regular function. Most people progress to dementia and then death as the brain is replaced with ineffective sludge. 86% of the worlds population die. Some survive with the disease in a chronic state. Lacking regular brain function, they are scarely human. They are unable to communicate, driven by insatiable desire for violence, and attracted to the scent of those uninfected. Animals are unaffected by the disease, lacking the proteins the disease attacks. Some plant life, bushes and trees, have reacted to the virus with a strong immunological reaction, making them almost impenitrable to any external forces short of a bulldozer."
  3. janus0104

    Food "HIDDEN"

    Couldn't tell you, but the string tables have: Raw Meat, Raw Mutton, Raw Chicken Leg, Raw Rabbit, Raw Bacon, Raw Beef Cooked Meat, Cooked Mutton, Chicken Leg, Rabbit, Bacon, Beefsteak Angel Cookies Doesn't quite match the changelog list, so who knows.
  4. janus0104

    Real Virtuality Engine?

    Yeah, I read the specs pdf on SMDI, but thanks for clearing it up. Another thing I'm worried about is actually testing stuff. Do you have a recommended workflow to get a new item into the game (any version of arma 2 really, just to see scale and whether mesh/texture are being loaded properly) or should I just follow the how-to-make-an-addon tutorial? How are IK weights done for objects such as a gun? Working on my nailgun atm, would love to have a simple way to just load in a character in some kind of demo scenario, place the item, pick it up and hold it in the hand to see if it all works.
  5. janus0104

    Not saving tents?

    And how are you running your server, no-hive, public hive, private hive? What version are you using and where did you get the mission file? Is your MySQL db new? Have you tried flushing the deployables db manually?
  6. janus0104

    Not saving tents?

    Private server? Admin's fault.
  7. janus0104

    Suggestion (Injured Limbs)

    I much prefer MGS3 style: https://lh3.ggpht.co...enshot_when.jpg Also, @topic:
  8. janus0104

    Real Virtuality Engine?

    Sweet info dump, thanks a lot. Any good rule of thumb on polycounts for ArmA2? Another question, since you mentioned that zbrush'd alien, did you bake textures for it out of zbrush? Looking at existing textures it's pretty much straight-forward for the color map being _co for color or _ca for RGBA, _no/_nohq being normal map (though how _no and _noqh are being used i dunno), but what on earth is _as? And have you figured out a way to create SMDI textures without photoshop?
  9. janus0104

    Inventory UI concept design v2.1 (window based)

    I never get tired of praising Jagged Alliance 2's inventory, item and modification system. And it only gets better with the v1.13 overhaul (LBE). Any step closer to a JA2 / X-Com 3 look is a winner in my book.
  10. janus0104

    Huge Structures in DayZ SA

    Theatres, libraries, universities... They mentioned they wanted to add readable books, that's a place to find them. A zoo, with cages torn open and wild animals running wild. Ruined walls, with segments, arcs and whatnot so the map isn't just civilian/military settlements, planes and forests.
  11. janus0104

    DayZ: Most Private Hives Are Not Real DayZ

    Start with nothing sounds good :D On the grab a gun on the way out your front door remark... I dunno. We gave a friend of mine a "zombie survival pack" birthday present :D Backpack with a crowbar and a hatchet strapped to it (keep in mind, this was before I even noticed DayZ), filled with toilet paper rolls, canned food, a leatherman toolset, sewing kit, flashlight, compass, a survival knife, hospital grade medical supplies (from bandages to prescription painkillers - dont ask, dont tell), cable ties, a roll of duct tape, matches and a lighter, cigarettes, one of those fold-to-tiny-size sleeping bags and a copy of one of those "Zombie Survival Guide" books. I think he's set up pretty good there ;) We had all kinda lazied out on getting him a proper gift, so we scrambled what we had on the last day... turned out to be a lot.
  12. janus0104

    Real Virtuality Engine?

    http://forums.bistud...A-MODELLING-(O2) http://community.bis..._Addon_Tutorial BI Tools: http://community.bis...ki/BI_Tools_2.5 Problem with making new zombies is... but I could be wrong, I've only looked at it for a little bit... The current animations, skeletons and models are binarized since they're proprietary, so you can't open them in an editor. It's clearly possible since that taviana community map thing has custom zombies, but I wouldn't know how to go about that. Or you could try simply using the textures that we can't edit but at least look at from the dayz.pbo and see if you can make one with that... but that sucks. If you get anywhere, lemme know, I was always interested in how they did it. Nice showreel btw, might wanna send a mail over to [email protected] I hear they're looking for an architecturally skilled 3D artist. I laughed pretty hard when I saw this on your showreel: Why did I laugh? Because my other screen was showing this at the same time: http://gyazo.com/5f9ea2bca7eea93602140750ebb5ae54
  13. janus0104

    The Utes Airfield

    Ah, thanks :D Hmm... naa, I suck at 3D art... I could probably slap up a design in maya, but I'm not gonna apply for a 3D artist job over it lol.
  14. I'm not so convinced of that, mind giving me an example? I'm not claiming the RV engine isn't great, I just wonder where DayZ actually uses it's full potential? - The zed AI is an attempt to dumb down the vanilla AI as much as possible, so a more primitive AI might have done the trick just aswell. Whether you spend your time removing 20 features or adding 5 features.... - The gun and helicopter behavior is absolutely wonderful, no desputes there. Vehicles in their current state however... all steer like a bus, explode easily and the vehicle parts damage system doesn't feel any more "realistic" than that of a less designed-to-be-real engine. - The DayZ features, from starvation to medical needs, could've easily replicated elseway. Fall damage => broken leg. Zombie attack => chance of random status ailment. Zombies don't target body parts specifically. The damage model of RV is only properly used in PvP combat.
  15. Yes, it is. In an ideal world, it should not allow you to log out when your intention is to get rid of zombies, but allow you to log out when you just have to leave. E.g., when I've been chased by zombies for half an hour (just for the sake of the argument), I've just gotten rid off them (they are >25m away from me) and I found a secluded spot (building, forest, whatever) to let the combat lock run out, I should be allowed to log out. Whether I sit there for another 30 seconds or not isn't going to change much about the zombies not knowing where I am, I can just prone until they wander off. In this case it is only an annoyance. All the little cheats, e.g. run up a residential high-rise, loot everything and quickly, before they come all the way upstairs, logout to have a clear exit path when you log back in a second later, won't work that easily anymore, 25m is still 25m. It means if you really want to logout there, you have to watch the clock run down in the escape menu and pray the zombies don't get to you fast enough. It's a gamble, and there's nothing more you can do but to give it a gamble. Just straight-out disallowing Abort indefinitely is only going to cause Alt+F4 fever. Keep in mind your average building is between 5 and 20m in diameter (shack vs house).
  16. Testing how it works isn't cheating. It's just testing.
  17. Yeah, I know. Said the same thing above there, too. I have nothing but mad respect for BIS for making a highly moddable game engine. Most developers don't bother with that any more, it's been standard for all games when I grew up, but lately everything is tied down to a knot. Games like Half-Life or Warcraft 3 wouldn't have gotten nearly as much exposure without the modding tools. Concerning server admins/hosting 'companies', I'm guessing with all the extra scripts they use to provide the "deluxe package" to their customers, some hosters require a longer period of time to fix things. Much like Minecraft (another highly modifiable game) servers struggle with updating their plugins with every vanilla update. Still funny what kind of random results you get that way :D
  18. I'd say loot piles for the community mod, proper implementation for the stand-alone. OP never specified the scope :D To add at least a little value to my post, how about actual cooking? With all the scavenging, it should be harder and harder to find actual canned food, but who steals the proverbial sack of rice or 50 pounds of flour? Would be kinda cool to see a survivor walk around with a frying pan dangling on his backpack, have a rudimentary cooking system. I'd also like to see more post-apoc animal skins. Grizzly bear from 12 Monkeys, that skinned rat-cat mix from The Book of Eli, snakes, frogs and lizards...
  19. janus0104

    The Utes Airfield

    I must be blind or something :( Can't find anything on his twitter account.
  20. I'm talking about the engine we wrote for it there, Mikey. It's got nothing to do with the GameCore that adds all the Star Wars pew pew or the horrible cancer tree Sony built. It supports a huge map thanks to a solid quadtree structure, a fast and robust clustering framework with STM in favor of lock-based memory access, an awesome object serialization system, I could go on, but it'd be boring for you :D But admittedly a hard sell since it's a server engine, you still need a client capable of performing aswell as ArmA 2 does. Also bordering on advertisement here, so I'll shut up about it.
  21. You'd have to find a whole bag of vegetables/mushrooms/chestnuts/etc. to make a single meal, though... unless you make very bland soups or only go for pumpkins. Don't see it working well with the current inventory system. I have this funny idea in my head, you walk up to a tiny village, see smoke coming from a chimney... pull out your binoculars and zoom in, as a bandit with a chef apron comes stepping outsides and yells "fresh pumpkin pie for all!" lol Anyhoot, wouldn't random loot piles with a low chance next to gardens/certain bushes/whatnot sorta equal the whole Skyrim foraging mechanic WITHOUT having to turn gardens and whatnot into entities the game recognizes and gives you a foraging action for?
  22. Hey there, it's been asked for time and again, so I'd thought I'd give it another spin. New Items: - Nail gun: Found in industrial areas rarely, i.e. where car parts are already found, this handy tool requires a box of nails to be fully operational and can be used from the toolbelt aswell as moved to the primary weapon slot, much like the hatchet. While in the primary weapon slot, it acts as a rudimentary close-range weapon, shooting nails that deal less damage than a gun would, but at a 3 nails / second it can still do plenty of damage in the hands of the skilled. As Krihelion pointed out below, a headshot within close range would pretty much be an execution. One magazine, in essence a piece of plastic holding together 100 nails, is loaded into the nailgun at a time, with a box of nails containing a set amount of nails (currently 3000, but can be adjusted easily) While in the toolbelt, it mainly sits there as a catalyst for the barricading action. A later addition could add a random chance for the power (or powder, pending final decision on the type of nailer) to run out, rendering the nailgun useless. Image pending me finishing the model in maya ;) It would look something like http://www.build.com...il-guns/c100383 but of course neither a clone of that nor using real life company names. I'm still gathering info on how nail guns work exactly, what different versions there are and what resources they each require. Wouldn't want the model to represent a nailgun that required an external air compressor or s.th. like that. - Box of nails: Found in industrial areas occassionally, i.e. where car parts are already found. These serve as ammunition both for firing a nail gun in close range aswell as for barricading (barricading a door uses up 10~20 nails, pending you guys' input) Temporary equip image attached, model and texture can however be enhanced - or the blood stains removed :D - if considered too low-res. New action: - When in 3m distance of a building's exit, if you have a nailgun and a box of nails in your inventory/toolbelt, the mousewheel has an additional option to barricade the opening. This creates the object in world space after the usual medics animation used for car repairs etc. Requiring harvested wood as material - a different resource could be added for this, but let's keep it as simple as possible for now - the resulting object has the shape of a bunch of wooden boards hastily nailgunned to the door frame. Being of standard building exit size, it could work easily for most buildings - except wider doors like fire stations - but this would have to be seen during implementation. Image will be added once I've done the model in maya. - When in 3m distance of a barricaded building exit, the mousewheel has an additional option to remove the wooden boards again. Again using the medics animation, it would take the character enough time for a barricaded player to defend his position. While in possession of a crowbar, the animation is reduced to a fraction. Alternately, when in possession of a hatchet, one can simply break through it, requiring 1~3 hits to destroy the wooden boards. Zed behavior: - I feel that zombies should not be able to go through or tear down these barricades. In the best of cases, barricading yourself in you have created a safe spot for you for as long as you have sufficient supplies, then you need to leave anyways. However, they should investigate that area. This would give teams the chance to barricade themselves so they can fix up their wounded comrades, reload their weapons, then fend off the besieging zombies to clear an exit path. Ramifications: The addition of, in essence, deployable walls should give players another strategic element against zombies aswell as bandits. Immersion is improved as the player feels he can have more of an impact to the shape of the world. With several options to remove these temporary walls, they shouldn't break gameplay. This would also give wood a wider use, and considering it requires 1 item space for the box of nails and 2 item spaces to carry the wood, players would be faced with a harder choice what to carry with them. If this is deemed a promising concept for an initial implementation that can be improved upon later, I would try and implement it myself. The models and textures shouldn't pose any problems, but I may require some assistance in getting all the code for it in.
  23. Any feedback whether I should move forward with this would be... helpful. Not a fan of wasting time lol Anyone have an idea of good polycounts for ArmA2? The dayz models are obviously binarized to prevent theft.
  24. janus0104

    The Utes Airfield

    ...source?
  25. Neat, last thing I did over there was setting up the prerequs for themeparks, you know... help TA get the Lua Scripting properly implemented. Wrote the Tutorial and the Death Watch Bunker for other devs to have an example of how it all works, etc.
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