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Everything posted by Yuval
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I find a quite nice solution - and I suggested it way before. Release a singleplayer option for modders to test stuff - I know things WILL change but for the next 2 updates they won't probably. Let us figure out how to make our own mods and test them in an offline environment so half of the community won't bash out about server files. Just give us a simple local exec console like you get in ArmA 3 and we're good to go. I really want to learn how would the attachment system work and regardless of the renderer they won't be changed anyway. So come onnnnnnnnnn It's really not that hard to do and it will finally let us experience the first iteration of modding. Enable BE or something so it will stop hackers or make it require an online connection and log everything so if hackers try to test their shit it won't work. But this is something that will really be awesome for: A) Modders to test their mods. B) The game itself as it will shape it's future eventually Let us brute the wall by ourselves trying to fit towards the changes of modding after each update but please - let us mod content in... Modders are enjoying making their own mods way more than playing the actual game!!!
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i can feel the orgasm you had while writing this post. you expressed it so deeply in your reply. I'm quite sad they cut off the QnA in the middle and I felt Brian said something nice when they cut him to that baldy twat
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I have made a USAS-12 model for DayZ (which I had to change and run it on ArmA 3 since we don't have mod tools yet), I haven't added any attachments and with ArmA 3 (where it is not rly a shotgun because no shotguns in arma 3) - the attachments are very limited anyway where you can only have bipods, flashlights, scopes and muzzle attachments and in DayZ you could make dafuq you want really... Once I could work with it on DayZ - I am planning to have it mounted with the pistol / crossbow scopes (the Holosight and Pistol scope slot, custom chokes IF IT'S POSSIBLE, drum and regular mags of 12 gauge. This shotgun could really be a rare powerful shotgun considering the semi-auto and adjusted bullet spread. Obviously - the piece of shit saiga 12 will be the first ever military grade shotgun in dayz I guess :( EDIT: Oh yeah, and no frag ammo.... lol
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are the previews for 0.59 taken with the new render engine?
Yuval replied to S3V3N's topic in General Discussion
Forgot to add - when the renderer comes out: MOD SUPPORT WILL BE RELEASED TOO!! YEAH!! Now what you do need to take into account that the next update will "borrow" features that work properly from the internet build. So for example the internal build could have had grenade launcher attachments before .58 came out - but all we have currently (ext build) is models and some recipes for attaching them - but they aren't configured properly to work and therefore aren't "part" of the build. -
are the previews for 0.59 taken with the new render engine?
Yuval replied to S3V3N's topic in General Discussion
No. There game build is generally split into 2: Internal build and External build (I'm assuming it is splitted to far more but these are the main ones). Internal build is the build that we don't get to see and is more advanced in technology but contains bugs that cannot make it to experimental builds. External build is the build we get to see every exp update and eventually stable update. The renderer, animation system and everything that is currently not implemented ingame - is in the internal build and is awaiting completion and testing. You're currently playing with the ArmA renderer and half ArmA physics. By the time the enfusion engine is completely branched off ArmA - you'll be playing with 100% enfusion driven gameplay. Hope that answered it properly. -
... you took my post seriously...
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Gonna login today with a 75 mag akm and kill everyone thanks for dropping the info.
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I'd love to get a word from a developer on whether DayZ will reach BETA before Q1 of 2016. Brian said it will reach it in February but I doubt it really, this is not against the developers and no bashing is intended at all, but the pace of development is extremely low for a game that claims to be worked on by a team of developers. I've never offended any developer but there is something very wrong with how the whole development is going. Especially with the fact that mod support is one goal that is supposed to be achieved before the end of the year and is one of the most important things I'm expecting. Anyway, abit of input on that matter from the devs would be nice, and perhaps tell us what's up with the unreleased internal build. We totally deserve to know that.
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Once mod support is here no one will even care about the state of the game and more people will buy it for mods.
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Let the epoch guys do their thing when modding is added.
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Dragons pls. And make a mod to replace these with Thomas the Tank Engine.
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Let's go invent some random ass abbreviations on the internet and expect people to know dafuq we mean. What the hell does the M stand for? Men? Money? marines?
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Call of Duty players keep buying the next DLC and next title because that's their only addition to gameplay. If they had mods - they wouldn't need to buy a new game (that is recycled anyway..) because they have mods to download and try out - new maps, weapons or what so ever appeals to COD players. Modding will demolish games like Call of Duty who'll have mods - they release a new game every year. If there's a good mod for a certain title - people will get attached to it and attempt to skip buying DLC and next titles. Call of Duty has a playerbase of atleast x10 from those who play ArmA. It sounds fictional but it's true. Modding for Call of Duty will do more harm than good for the publishers of these games - it's a dick move but in the end these companies don't really care for the community because they don't have to - people will play Call of Duty on a regular basis with or without the developers listening to them. Indie devs can't take that risk. Besides that, the developers are way more involved with in the community here and money ISN'T the main motive around here. DayZ wasn't a concept of income and it started as a non-profit mod. The devs invest a lot of time for us although we do not pay extra money ingame and once you bought the game - you get a full experience and no need to pay extra money.
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There's a difference between an indie game developer and a triple-AA title game published by some richass company. The pure intentions of the indie developer is to get their game known. That's why mod support is a thing that is more common with in indie games and indie devs. DayZ made the ArmA franchise atleast 3 times bigger than it was, and it happened purely because a modder did it - not a developer (you can say rocket was a developer but it happened afterwards). Games like Call of Duty, Battlefield and etc do not support modding because they make big money from DLCs and mod support will demolish any DLC they release by thousands of downloads because that's how it usually is. Mod support brings much better content to the game while the developers take care of the engine and gameplay related stuff - IN THE CASE OF ARMA ALONE. Other games may have restrictions. ArmA has always been about modding - there's a nice operation flashpoint (The first ever "iteration" of arma, which is back from 2001) modding german site which I forgot its name but the banner of it reads "OFP WILL NEVER DIE" and it has some mods being developed to this day. Things like this is why I think modding is very important for dayz standalone. I do understand that the current build will be replaced by the new render and the current way of adding content to the game by theory will be changed totally. But, once the new renderer is in and iterations to the content reading or whatever is going to experience no major changes - mod support NEEDS TO BE THERE! I know "fracturing" the community is one thing rocket worried about but the truth is - modding will bring soooo many players into dayz - new and old. Just imagine the difference between ArmA 3 with no mods or mission making at all and ArmA 3 with mods - it's a total different experience. The "vanilla experience only!!111!!!11" arguement is one hell of a retarded statement, sorry for saying it like that mods - lok pls no hid me post
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Arseny Senchi needs to see this and laugh with me. Your ignorance and refusal to learn how things work in ArmA makes you sound real stupid. As I said before, ArmA terrains use heightmaps to calculate the terrain's elevation. You can learn more in the BIStudio forums where people contributed hours to make tutorials about making a terrain for ArmA and it should be similiar to how DayZ will do it. So how about go there and educate yourself instead of making some bullshit on the forums that will make any developer see this and laugh at you.
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Drunk people should stay off the keyboard. I've been modelling weapons for the past 3 months, been making a terrain for the past 5 months. I know how things work in ArmA, trust me on that one. Anyway if you're a modeller and younlike DayZ try making addons for ArmA and once mod support comes the process might be similiar somehow.
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Okay some of you don't get it, we're not here to bash the developers about DayZ, DayZ is a game with a perfect concept and once modding will be added it will be even better. But! There's a fact out here - there's a problem with timing here. I don't think you can disagree with this fact... Timing hasn't gone so good with the dev team and the roadmaps were super inaccurate. I don't find a reason to argue with this fact - whether "we're lucky that we get communication from the developers" as LoK stated. Mos1ey gets my point good but I think that a status report that actually touches this subject - the delay, the internal issues and everything regarding this problem can be briefly explained to us - not just a word or two about "delay incoming" but a proper explanation - something like what Tochia did but written and up to date.
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Exactly you can't think of one? Why? Because you aren't familiar with any mods. Marksmen DLC brought ArmA 3 Bipods, Helicopters brought in drive-by from vehicles, Karts..... brought nothing indeed.
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Nope, you don't "model" your map out of nothing in ArmA. You need to create your own elevation map, to draw how the terrain will look like topographically - you'll need to create a satellite map for your map to render in long distances and create a mask layer with a layer config file to render your map from close distances along with all configurations that relate to clutter and etc... I think you have no idea what's the difference between making a model and making a terrain in arma - these are two different worlds with totally different ways of doing them. Terrain building requires you to put a lot of work and the final product might take even years to finish (For example: Taviana Island for ArmA 2, Napf Island for ArmA 2, Australia for ArmA 3). How much time does it take to model a house? 30 hours? 60 hours the most if you are new to the idea of modelling in ArmA and RVmats. The funny thing is, you call me a kid while you posted something like this here: If you have no idea how the mapping and modelling in ArmA works, then don't even commet - you can take a look at the BIStudio forums to learn more about how terrain-making works, there are several tutorials on how to do it - I'd recommend you to use tutorials from ArmA 2 as they are covered in more detail to ArmA 3.
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Yeah I've seen that video a long time ago. But the documentation problem was mainly for the modellers, that has not much to do with the coding of AI, engine work and construction system as these relate to engine sided tasks that are done by scripting (I doubt the base building models are the reason the development is held back).
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Oh, you seem like you know everything regarding making terrains don't you? Call of Duty isn't an open world game and it's maps are generated by models. Meaning the developers has actually modeled the whole map so every piece of terrain you walk on is a model that can be found in the files (.ff is the map files). This is in because Call of Duty maps are smaller compared to something like Chernarus. Moving on, DayZ and ArmA are built on a massive world which cannot be modeled, and besides that most of the scripted functions regarding positions are calculated relatively to the terrain and not the sea level (placing different objects on the map via script is done via terrain-level positions and not sea-level positions). I've never played Skyrim but I've seen a video or two about it and I assume it works the same way Call of Duty does. Same goes for all source games (CSGO, Half life) - the .bsp files are map files that are built from 'props' which are objects / "proxies" and blocks which are all other ground/walls/floors/ceilings around the map, no terrain or height level needed - it's an FPS and not an MMO. The reason most of these games don't feature mod support is because they will lose money from that. If you have mod support, you don't have any reason to buy DLCs because mods will feature much better content - naturally. Why did ArmA had mod support? Because without mod support ArmA wouldn't have been known as it is - the vanilla ArmA experience is nothing without mission editing and addons. Addons made ArmA and eventually made DayZ. The amount of money Bohemia Interactive made from mods and the attention it got within the gaming community is thousands of times bigger from the amount of money they made from the Marksman, Helicopters, and Kart DLCs for ArmA 3 - which I own all of them and they are great additions, but modding has soooooooo much to offer. DayZ will have changes to mods? Sure it will - that's why I'm asking WHEN. Because telling me to look at the Roadmap won't do much as most of the goals weren't reached. Got anything else to say about the difference between ArmA to Call of Duty or are you done with these really stupid uneducated posts about these games? Based on your own post, I can't believe you're a modeller if you haven't knew any of what I just said - or if you brought out terrain making for games like Call of Duty an Skyrim without actually knowing how to make terrains for these games. Base your opinions on your knowledge or else you'll be contradicting yourself and look very stupid.
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Oh god, I read them - I patiently wait every week (now 2) and read them. They are the reason I go and check forums every 4 hours. It's awesome, it really is - but it's not a good pace still. I mean they plan on adding construction, smart AI to zombies AND animals, mod support (which at this point we haven't even got any singleplayer or server files), finish the renderer until february 2016? Sure you could say 4 months is alot of time but it doesn't seem realistic to me comparing the progress in the past 4 months. Let alone all the new features such as parts falling off vehicles, rocket launchers, aerial support, soft skills, beards and contaminated terrain. As for modding - I believe you are wrong. I believe making a terrain will be a very similiar process to how the previous games did it as I have experienced all of it. The terrain heightmap, satmap and mask (responsible on how the map will look like without any objects) will still stay the same because it's the basic of every terrain for every game. The configuration of addons (variables may vary, but not the config syntax) will stay the same and the object placement will stay the same and if it won't - there will be a tool to convert any of these to the way the new engine will read it because if I'm wrong the work on the removal of legacy code will be much longer than 1+ million lines of code. Modelling will use FBX which can be easily ported into from p3d or the source files if you are the legitimate owner of your models. The only thing that will change is the sqf syntax to enscript which won't do much to modding unless your mods contains scripts which is highly unlikely to mods that do models or maps (all of these use files and configurations). Everything you port requires an edit from one game to another, except for terrains in the case of ArmA 2 to ArmA 3 and I also believe that porting maps from ArmA 2 to DayZ (can't tell about ArmA 3 as the road system is different) would require little to no change to run with DayZ - and yes - I inspect the files of every update and I've learned how it works now - I barely believe the config language and mapmaking will be changed and a tool for us won't be given incase it does as the whole object placement and config would require a team to sit on for months if not years to change the whole code. Therefore, mod support will be very similiar to ArmA as far as I see it and until a word from a developer that will prove it wrong - that's how I tend to see it (and the current public build of dayz proves my point). As for the pace, the development is being really slow. I do understand the reworking on 1 million + lines of code is a hard time - but is it half a year for a big team which sits on it for atleast 8~ hours a day? Again I'll say it - I am not bashing the dev team in any way - I just wish to get *some* information on what's going on and I think a lot of people want the same too.
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No it won't. No rules were vroken and I have stated my opinion and question without bashing anyone, especially not the devs. They need to provide us with answers because it really begins to be too long. If .59 won't have construction, smart AI or stuff like that there is something very wrong because .60 won't be released before 2016... The renderer has taken way too much of what the development effort has been spread. I feel like the 20 fps boost in cities doesn't make it to the features that are supposed to be in by the time 2016 kicks in. Even 40 people team should be enough to have an acceptable pace. All I want is the devs to be open towards what's going on. I don't mind delays, but I want to know why because there are many questions that needs to be answered.
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This is how DayZ works okay? You cannot convince an mlg call of duty player to love fnatic lulz League Of Legends okay? It doesn't work like that.. If you can't be arsed to work for your gear and risk dying and loosing it all, don't play. Fuck me if I don't wake up every Tuesday saying "Today I want to get force-analed with a rotten banana and force-drank some disinfectant spray". DayZ doesn't speak to everyone and these "raping" can be very easily avoided if you go north. It's like hating sports, playing soccer and blaming FIFA that this game isn't fun.
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I don't agree with your opinion and I think whoever doesn't agree with MY opinion is a trash douche who deserves to die by a 200mp\h running mercedes bus, why? because I'm another retarded dumb who thinks he deserves everything because he paid 30$ to an alpha game.