

six_ten
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Everything posted by six_ten
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Utes Sample Terrain is invisible in buldozer but map items look ok.
six_ten posted a topic in Official Tools
I set up my DayZ Workdrive as T since I use P drive for ARMA modding. Terrain Builder -> Tools -> Preferences -> User Settings -> Paths as follows: Data Directory: T:\ Project Directory: T:\Samples\Test_Terrain Libraries Directory: TemplateLibs Terrain Builder -> Tools -> Preferences -> Buldozer as follows: exe filepath: C:\Program Files (x86)\Games\Steam\SteamApps\common\DayZ\DayZ_x64.exe Launch Parameters: -buldozer -window -nopause -mod= -profiles=T:\Buldozer -name=Buldozer Data Directory: T:\ The Extracted DZ files are in T dir. I extracted the Utes Sample terrain into the T drive. When I open project with Terrain Builder T:\Samples\Test_Terrain\source\utes.tv4p the map loads okay (though there are many unused templates). When I run bulldozer the map loads and everything seems okay except the terrain is invisible. It exists; that is, as I navigate and check elevations I can see the change, but no terrain is visible, just trees rocks buildings etc floating as if on the terrain in correct locations. Water is visible too, just no land. How can I fix this? -
We need flintlock muskets in game. We can collect sulfur, charcoal and nitre to make powder, melt lead for shot, and have the ultimate apocalypse weapon.
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As far as I can tell not with weapons. I just spent hours testing and rewriting model.cfg for a custom weapon, no matter what changes I made the same bolt action was applied. Then I found this from Feb. 2019 (and it seems to have taken them two months to not fully answer the question): https://feedback.bistudio.com/T137211 Q: "seems currently that model animations for weapons in model.cfg refuse to get used and some sort of preset gets applied instead." A: "The custom animation entries in model.cfg do not work properly as we do not use them / support them for the weapons with the current animation engine." and "As for animation modding in general - we are quite aware that it is far from optimal at the moment, but all I can say now is that we are looking into what we can do about it." That was nearly two years ago.
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Utes Sample Terrain is invisible in buldozer but map items look ok.
six_ten replied to six_ten's topic in Official Tools
Well I can see it in Buldozer now, but after following the directions at https://community.bistudio.com/wiki/DayZ:Terrain_sample DayZ crashes and says "Cannot load world 'samples\test_terrain\world\utes.wrp' Has anyone succeeded in running the sample terrain? -
Utes Sample Terrain is invisible in buldozer but map items look ok.
six_ten replied to six_ten's topic in Official Tools
I think its fixed -- rebuilt all layers and terrain. -
Does feeling bad about killing players in DayZ make me a pussy or a morally sound individual?
six_ten replied to hannibaldaplaya's topic in General Discussion
Feeling bad about killing players in the game is a normal moral human reaction. Asking others to validate your feelings about it in the forum makes you a pussy. -
Awesome.
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I want to repair and operate that T-34 in Berezino.
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You're right. That's the game. (And we all know that guys carrying M4's or Mosins or Magnums don't get killed all day every day :D )
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Neutral safe zones that physically prevent combat
six_ten replied to alleycat's topic in General Discussion
Play the game cautiously. You will sometimes get shot, but sometimes you can meet other friendly people and team up with them. Together you guys can stake out a patch of woods, or part of a town, and protect each other while some of you loot. That IS the game, in forming friendships in spite of the danger, not removing the danger to form them. -
Thanks. I have the tools, I just need to know things like how many polygons, texture specs, LOD, collision models needed? etc.
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Can someone point me to the specs for modelling weapons for DayZ (are they the same as ARMA?)
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Volley fire into the ranks of the zombies ftw.
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I just want to take one off the wall of a farmhouse or behind the door of a barn and get it working. I really am not concerned with 19th c. Russian military regulations in game, (though they are interesting ouside of the game), as none of those would be in use in the time the infection spread anyway.
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Look, you've got your Mosin and M4 and who knows what other superior weapons with long range scopes and ACOG sights and flashlight attachments. What harm is it to you for there to be simpler older ones in game?
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SUGGESTION: Wearing the United Nations Beret puts you into PVE-Only mode
six_ten replied to Charcoal's topic in Suggestions
You're wearing rose-colored glasses. The real UN is hardly a peaceful protector: https://www.google.com/#q=un+troops+abuses&start=20 Someone above though posted a good suggestion for you, you and your friends wear that blue beret and build a reputation for being helpful medics, and avoid killing other players. Could become a fun (though dangerous) role in game for you. -
If most of the world population infected and only scattered bands of survivors washing up on beaches, scavenging the remains of civilization isn't an apocalyptic scenario and all other options are exhausted, nothing is. Have you seen any of the machine shops at Vybor or Cherno running? Is that power plant at Electro producing even enough electricity to power a lightbulb? Forget about running a lathe or a grinder or any of the other tools needed to maintain and repair the complicated modern equipment that so many seem to think is going to remain functional after a year or more in the weather.
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Regardless of that that novelist said, the British (and the Americans) in the late eighteenth century did clean their muskets with crushed brick, as do many of us today. Far from being a practice of neglect it is a maintainance.
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No idea what Rust is about, but I have the right game, and the filintlock would be perfect. If you miss, either reload or fix bayonets!
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0.36.115297 rolling out on experimental just now
six_ten replied to Rancor's topic in General Discussion
Just spent some time on the experimental 100 man server. All zombies were invisible. Didn't see one, but three of them beat me up and made me bleed. While they were hitting me and making noise I (and my friend) could not see them at all. No loot at all after restart at NEAF. Rubberbanding 20m or more a few times. -
My friend and I ran to Balota into the admin building on the west side. I had my axe out, made sure nobody was in the first floor, he secured the door and I went upstairs, where I was shot. The murderer started to loot my corpse, my friend killed him. So far, all fair play. My friend continued to hold the building, not making sounds and invisible to anyone outside. A little while later a guy called to him in Direct, saying "drop your weapons or my friends will kill you." My friend didn't reply, continued to hold the building. Within a short time the enemy's friends spawned inside behind my friend and killed him. Definitely not fair play. In addition to the 30 second delay on logout where you are vulnerable, can we have also a 30 second delay on loading in, plus a distinctive sound (NOT a common ammo-loading or eating or other normal game sound) to lower the chance of this kind of ghost attack?
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It seems to me that the simplest solution is just to add an alarm sound and a 30 second delay to the login.
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No performance drop for me, but weirdly, my buddy and I were ten feet apart and for me the sky was ominous and overcast and pouring rain while for him it was sunny and dry.
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Spawning in after safe log out or reset with nothing?
six_ten replied to Sir Schmoopy's topic in General Discussion
It happened to me once today, but I don't know if someone killed me while I was logging out or if it was an error. I just shrugged it off and headed inland once again and am now geared up and having fun. -
I'd rather see flotsam from shipwrecks washing up on the beaches. To my mind more in keeping with an apocalypse than up to a dozen well-supplied expensive helicopters falling from the sky every day.