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Everything posted by Yuval
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You could find socks in almost every house. There isn't a sock item though. There is a line between needed and wanted.
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Anything planned with tall grass not rendering in the distance?
Yuval replied to infiltrator's topic in General Discussion
Although every moderator and hardcore long time dayz fans will hate your comment. I rather found the idiocy in this individual comment pretty funny. -
Found 2 winchesters in a electro in a full server. I might had luck skill in 10 but oh well you never know.
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prototype of an wiener
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the honesty though
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Holy trolley thats amazing. Imagine the server gerting wiped in 30 minues and all this hard work masterpiece gone.
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DayZ would probably be better without any military gear
Yuval replied to Mukaparska's topic in General Discussion
I would reply to your comment, but I just replied to about 50 people who said exactly what you said. I'll just say that your statement is idiotic and people like you should not know why they are wrong and should not experience the great world of ArmA modding. Oh yeah, also PM Brian that he is a dumbass idiot for creating his shitty mod DayZ Taviana which is totally what you described and tell him to go fuck himself because his mod and contribution to the community is nothing. Oh PM dean while you're at it and tell him to go fuck himself because he created DayZ mod which made all the vanilla ArmA experience shit because people no longer play Vanilla arma 2.Oh yeah, also PM playerunknown for being such a nerd and creating DayZ Battle Royale which led to the creation of the famous battle royale of H1Z1. Oh yeah and also report IceBreakr for creating shitty islands which no one has ever gave a fuck about and it made people open custom servers for DayZ mod. I mean who likes Lingor and Panthera anyway? Modding for DayZ Standalone has no potential and will not raise to playerbase to atleast 15k if not more... right? Hint: Epoch is DayZ, Origins is DayZ. Battle Royale is DayZ. If the only thing you see in moďding is Epoch and light server you're a sad person. You have never experienced the feeling of playing a good mod like Origins, Sahrani or Battle Royale. Go educate yourself (Open up www.opendayz.com, where Brian Hicks is an admin by the way and this is where he posted his own DayZ mod) and express your opinion based on actual knowledge and not a fuck all mood. Also, stay off the keyboard when drunk. Alot of people claim they were drunk after they actually listened to me and used google for their first time in their life. -
DayZ would probably be better without any military gear
Yuval replied to Mukaparska's topic in General Discussion
I never said its only about looting. I said that the high end loot at the NWAF and I guess the common military spots will stay that way.Thats one of the game aspects. Northwest is a dangerous place. Don't take my words and turn them into bullshit. DayZ includes military gear. That's how it is, perhaps lowering spawn chances is something that can be done. Removing military gear or removing the PvP aspect of the game is contradicting the "anti-game" scenario. You're in a world with 49 more players. Find a way to survive, fear of armed players? Stay out of NWAF! I barely visit this place because I'm a noob shooter yet I don't complain. As for player count decreasing, sure it is. Do you think the amount of attention the vanilla DayZ mod had in the end of 2013 is anywhere near where it was in 2012? No. DayZ and ArmA are games that depend on mods. When the new renderer is out and mods will start rolling in, the playerbase will multiply. That's how things work here. The community wants change and new features which the dev team simply can't give the players. Take ArmA 3 for example, imagine playing it without mods - boring as fuck (well except for king of the hill) -
DayZ would probably be better without any military gear
Yuval replied to Mukaparska's topic in General Discussion
Sorry to say it that way. Your opinion doesnt matter. DayZ is about that high end military gear waiting for players to be picked up at NWAF. It has been that way in the mod and will be that way in the future. Especially when high end loot and helicopters will be found a bit further north west from the airfield. Wait for mod support if you want hardcore gameplay. Some people want full military gameplay and some people want a purist's experience and this is where modding comes in. You cannot change the vanilla gameplay because that will contradict the meaning of the word "Vanilla". Either suck up the fact players who are further than 1km from the coast are armed or wait for mod support. Sorry to put things this way, but this is how things are and everyone deals with it, so you can do it too. Personally I think .59 is a great patch loot wisely. It's far from being .57 and far from being .55 - It is overall balanced fairly. -
This thread is supposed to gather all information regarding modding, in big comparison to the ArmA modding procedure. I have gathered all this information from experience, inspecting ingame files, previous status reports / devtracker / interview / presentation entries and information around the internet. If anyone wants to add more information please reply in here. If you are against the idea of modding please do not participate. This is not a modding discussion but rather information sharing. Starting off - mod support. - Confirmed integration with Steam Workshop, mod tools will be released accordingly. - Mod support will begin around after the new renderer is out, and it will be in the BETA - Release period. - Full accessibility just like the ArmA franchise. TERRAINS: - Additional navmesh map for animal AI and zombie navigation, will probably be an automatic generated file after the terrain is ready. - Rest of the mapmaking process is bounded to be very similiar, road system is currently based on A2, not A3 but it may be changed - no word on that yet. - A video from not long ago shown a developer with Visitor 3 or a software with identical interface. MODELS: - Modelling will encounter a few changes. All models will use the .fbx format. RVMAT are likely to be changed a little, or atleast an extension change (ENMAT?). - Word on new modelling tools haven't been out yet. - New memory points for all items - boundingbox_min , boundingbox_max , invView that will be used for the inventory preview of these items. - Houses will have loot spawn proxies, every model needs to contain different type of proxies for different types of loot spawns (Weapons, clothes, etc..). - Weapons can have unlimited amount of attachment slots, every slot has a proxy and is defined in the config. - Vehicles will most likely need to have selections of different parts for interaction, animations and parts falling off after getting ruined. - Player models (yeah, no more "uniforms" or "units") are directly configurated to store variables regarding hunger, thirst, temperature, etc... ANIMATIONS: - The animations will be revamped, replacing the .rtm files with the new .anm files. - Animation configuration will be split to 2 files: animGraph and meshObjects with the formats .ag and .xob. (animGraph is known to be part of the CryEngine animation system) - Relationship between the new animation system and the .fbx files are unknown, currently they are both configured in a config.cpp with the old .p3d models. class SurvivorPartsNewAnimSystem{ model = "\dz\characters\bodies\bodyparts_above0.p3d"; moves = "CfgMovesMaleNewAnimSys"; class AnimSystem { meshObject = "dz\characters\bodies\player_testing.xob"; animGraph = "dz\anims\cfg\player\player.ag"; };};- The skeleton has new bones named "props" which are supposed to represent different kinds of items that are visible on the player. - The skeleton also has extra arm and leg bones (LeftForeArmExtra, etc..). The total bone count stands on 120 (without the face bones). - Configuration of the animations will no longer feature the "stance" variable, animations will also have variables regarding different states of the player (isRestrained, suicide, etc...) - The male and female models use the same skeleton and therefore share the same animations (No boobs bone :( unfortunately) MISC: - SQF replaced with EnScript ("far closer to c++"). - Config syntax will likely to stay the same.
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- Added more information regarding the skeleton, anim config and player config. Remember, although the animation system is changed - the animations themselves and their connection to the man skeleton with bones and keyframes are most likely to be similiar.
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Added "ANIMATIONS" section.
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The thing about sniping is that in close quarters you're fucked. And alot of people like to go yoloswaghomofag on you once they are getting sniped.
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Has anyone found a dartgun or a dartgun scope? They are already configured just like the new vehicles.
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When can we expect gun shots to be heard reliably
Yuval replied to infiltrator's topic in General Discussion
This is not a roleplay server. You won't get punished for talking OOC here. -
You could actually "rebuild" any ArmA mao using Mikero tools, pac2pal ( or something like that) and some advance image software thing. I once rebuild Taviana in ArmA 3's terrain builder. Took me about 40 mins - to generate a 0.5gb png image of the satmap (which is 26k pixels in height and width) and a 3mb mask. Never continued from there, but I'm sure you can get an object file from mikero and build Taviana. Which is nice considering you don't release editions of the map publicly (Somewhere it is written you can use the files for education purposes only - and I cannot find a better way to practice object placement than to edit an existing map you know by heart). I'm sure the same could be done for every map, including ChernarusPlus, and every ArmA 3 map. I could be wrong though.
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Holy shit, how could you possibly figure that out. That wasn't a troll by the way. It was a term called sarcasm which is balantly mistaken for trolling quite frequently.And they say sarcasm is hard to understand in a written form.
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I loved this car from the mod - found it today in vehicles_wheeled.pbo
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try actually moving the folder from the common folder to somewhere else and putting it back once you need it, switching them to your needs. Shouldn't take alot of time since you move the folders and not copy them. Steam can only comprehend one version of a specific "app".
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Game is unplayable in any regards to melee, close quarters and sniping.
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Not played the mod in about a year, whats good these days?
Yuval replied to m0use's topic in DayZ Mod General Discussion
Fuck me if I'm wrong but isn't this SA section? -
84 fps in elektro. Pentium, GTX 580, 512mb ram.
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I play on full servers. I have been rolling with the same ghillie for a week. Had to spend atleast 3 minutes in a pond every 25 minutes. If ghillie won't fit any server, there's no point.
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Dont take a ghillie. You'll die from dehydration.