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janus0104

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Everything posted by janus0104

  1. In terms of what, exactly? Support for a big enough map? Because slow-ass scripting in favor of a proper C++ plugin API is somehow desirable? This mod would've worked on any proper scalable engine. Heck, it would work with the SWGEmu engine if someone wrote a client for it, and perform better, too. Rocket is a big fan of modding and non-mainstream games, I'd be willing to bet the decision to make it an ArmA2 mod was more deliberate than sitting down and comparing every engine on the market that doesn't require a huge licensing fee. So you blame him for server admins and server hosters (I'm looking at you, DayZ.st!) being too dumb to fix their private hive stuff?
  2. How about you try this out before you criticize it? You realize you have to shake off the combat lock AND get >25m away from them to log out? There's next to zero chance to just run into the next building with stairs, get upstairs and log out.
  3. janus0104

    Idea's For DayZ Standalone Maps

    It used to say "what additional maps would you like to see in standalone? have fun discussing", but he retconned it :P
  4. Yeah, foraging would be an immersion killer if done like in SWG :D Click Forage, character kneels, "You search the area for anything useful" "..." "..." "..." "You find..." "A jar of insects", then he walks 5m and forages again lol I like the idea of loot spots at gardens and such. Making a few vegetables is the least of problems, a few hours to add it all I'd wager. The going bad would also be cool. Use a timer like the one for helis, every hour non-canned food degrades by 10%.
  5. janus0104

    Siren alerts - zombie horde running in cities

    If the server can control at least 1 entity on the server, that might just work... You'd have one "horde" agent, basically an invisible character (so he can't be killed), spawn at random point A with target point B, when B is reached he decides on a new random point C, etc., all via Finite State Machine. If a zombie within 100m of the horde agent goes aggro, the horde agent stops moving until the character gets out of range (100m?) or dies, then he continues on. For the zombie FSM, you just add a step where if they're not aggro'd and a horde agent is within 500m, they follow that horde agent unless aggro'd. The invisible horde agent would be moved by the server and there wouldn't be any zombie horde with it until a player gets close enough ('falling tree making no sound if noone there'-effect), then it spawns ~100 zombies in close proximity of the horde agent who follow it until either all players within range have been aggro'd and killed or the player has gone far enough for despawn to occur.
  6. janus0104

    Idea's For DayZ Standalone Maps

    https://en.wikipedia.org/wiki/Nordkinn_Peninsula Nordkinn Peninsula, situated at ~70°N, is the northernmost part of mainland europe. The arctic circle would give us the polar night (or polar day, if you want to simulate the whole year) with minimal amount of fullbright during the day, but not pitch black during the night either. This would give night play - flares, NVGs, chemlights - more focus and being a snowy region, keeping a normal body temperature would be an additional challenge. There are a couple of settlements on the peninsula, allowing for more than enough loot positions, lighthouses and a unique scenery would take the player's breath away. The low temperatures could slow down zed movement, but with flat snow areas they will follow you relentlessly, requiring rather different survival strategies than maps with a high forest density.
  7. janus0104

    NO MORE BAMBIs!

    Yeah, I don't know how all these fanboys got so high and mighty about their heroes, but calling a noob 'bambi' originates from tv's Scrubs. Dr. Coxx calls him newbie, Carla calls him Bambi.
  8. Gorath is what I played on during the old days. But that'd be SWGEmu dev, not SWG player :P
  9. janus0104

    Acceptable age to play?

    *cough* they were being polite
  10. janus0104

    1.7.5.1... not too far.

    Or you just suck with hatchets... <- this guy!
  11. Nice :D Maybe I should head over, see how far they got without me :) But I think my old colleagues (Kyle, cRush) stopped working on it, too. Wouldn't be the same anymore :( And then there's the whole ordeal with Xavia's accident... :(
  12. janus0104

    Acceptable age to play?

    How anyone could think <16~18 is acceptable age is beyond me. Yes, we went around that when we were kids, too. No, we don't expect you to be better than us. But for the love of god, at least try and pretend you're aware you're breaking a rule there and cautious about it. I'm just about one loss of sanity away from tracing the next kid who tells me he's 12 - and then goes on by using more curse words than even I know - and calling his parents to have a word about their kid's behavior. Hyperbole there, of course, but keep your dubstep and your gangnam style and your overhyped youtube nolifers out of my field of vision.
  13. ;) I haven't worked on SWGEmu in over a year, though... real life, thou art a harsh mistress. I think they flagged me as inactive dev or something recently.
  14. You're right, of course. But it's not 40°C in Chernarus all day long, so... with all the running around and whatnot, a day is probably where it gets critical... but an hour is just ridiculous.
  15. During the hotfix testing, all guns were bugged to have a firing rate of one shot per second with semi-fire. I joked that they should leave it in for a week just to see how many would defend that as a desirable feature...
  16. janus0104

    1.7.5.1... not too far.

    At best that would make them more dangerous indoors. It doesn't make them more prevalent in the gameplay experience at all. @Michaelvoodoo25: Feel free to record some screaming and release it under a license they can work with (ask the dev team about this, I hear there's some pickyness about needing the right kind of Open Source license?) :D I'm sure there's room for more audio? I like the survivor skins idea, why hasn't that been done yet? Could also spawn them randomly in a 200-500m distance of tents anytime you use one ('a zombie wandered over'). I'd also like to put the big cities (berezino, cherno, elektro, stary) under a cloud of infectious gases, if you walk into these without wearing a gas mask you're likely to get infected (the good ol' slow blood loss until eating antibiotics schtick). Would put some sort of stop to newly spawned just running straight into a big city with a hit & miss approach, "i'll either get fully geared and make it out, or all i lose is 15minutes of my time".
  17. I like the idea of breaking down nutrients into several groups. One problem with it is that it would only show any effect after several days. A counter for that however would be random starting stats when you spawn, unreasonable to expect every character had the healthiest dietary meal of his lifetime just before passing out and getting washed up on the shore. So you'd spawn on the shore, go to your stats screen or w/e and go "wtf? am i playing a fat guy over here? all fat and no vitamines... will have to do something about that" and runs towards the next garden with some fresh vegetables.
  18. janus0104

    1.7.5.1... not too far.

    Besides bug-fixing, how do you suggest zombies be made more prevalent in the gameplay experience? Seriously, I'd really like to hear some suggestions that go beyond "have more zeds", "have less loot", "they hit harder". For all we know, someone might have a killer idea and we'll all go scratching our heads afterwards how we couldn't have seen it, so obvious of an improvement it made.
  19. Yea, but can't blame that on vanilla DayZ code or it's devs.
  20. They do spawn. We found one during the hotfix test, the test server wasnt even up for an hour yet, and we were all told to come there so we can tell the forums it does indeed work. Thus, you now know. Bliss/Private server versions may have some issues there, on that I cannot testify.
  21. You do realize I was talking about http://dayzmod.com/f...ng-for-testers/ right? What I find funny about zeds communicating to each other is this quote from the intro strings: "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."
  22. Or perhaps they made a hotfix for it, invited the community to test it and are now polishing it up for the next release.
  23. Of course devs lie. They're average people *rolls eyes* Unless you're making a YAUEFPS* or YAEASGC**, i.e. an original game, it's almost impossible to estimate a release date until your feature list is set in stone. * Yet Another Unreal Engine First Person Shooter ** Yet Another Electronic Arts Sports Game Clone Game will be done when it's done, devblog will be done when it's done.
  24. janus0104

    How dangerous are the zombies REALLY

    The zombies in DayZ are similar to zombie movies - except for the outdoor running - after the characters in the movie have overcome the shock of seeing zombies and have each grabbed a weapon of their choice/availability: A single zombie means the camera will zoom in for a gore-kill now. A horde of zombies means the director is either making a change of scenery by forcing an escape scene or he's killing off a character - in this case you. A character going crazy, e.g. walking down the middle of a street taking out zombies with his (in movies infinite ammo until his death scene comes) shotgun, is getting a heroic but inevitable death scene.
  25. Well, they're weaponless, infected alive people in DayZ, not mindless corpses. And the communication is being improved for the next version, bear with it :D
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