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Funkdoc

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Everything posted by Funkdoc

  1. sure, but the map is not endless and a camp is sighted very fast, lets say in at least 20 hours on high pop servers. i am sure there will be maps in future that have big areas (forest) where u probably need gps to find ur own tent/camp again.
  2. yes that stuff is definetly coming... another major problem is to protect the inside of the base of unknown character spawn (this will be too easy). a spawn slide to a saver position anywhere around 100m of the base is a must, for everyone except the base owner(?)
  3. just a few thoughts on basebuilding it will be necessary to build up bases, but how to defend it from intruders over time, not being online everytime? i think there is only one solution for this problem. parts of walls and fences should have high value timers of destruction steps. maybe one step takes one hour out of 20 steps to destroy, if the wall is "prestine". than a clan or a group or even a lonley survivor is able to get rid of the ongoing base raid. partially destroyed walls and fences can be rebuilt as it takes plenty of time to build up such base defence parts, finding the needed crafting items included.
  4. its just a thought... but it will also be very amazing when a player could move from one mod server to another and to the bi's central hive server as well. that hybrid hive system will filter out all content on your character that is nod loaded, so u can travel to another map/mod and hold basic equipment in ur backpack, clothes and hands.
  5. this is what i meant, missions will need most of cases a group of players to be solved. i call it MP missions. in some of it, there should be radio messages to everyone that intercept the right frequencies, so that other players could also attack the mission goals and the competing team. but some also will be for solo survivors. as u said, missions will be distributed over the entire map with realy cool quests as far as it could be scripted. there is no boarder for that... they dont need much memory or client-server performance. the only thing that disappionts is that every mod will probably have its own hive. but thats not a hard problem, we do it just like dean on the first dayzmod versions and provide our own hive servers when the interfaces are costumized. i think when beta is out its time to ask hicks a few questions about modding. perhaps mods will be supported earliest at 1.1xx, this means we have time to make some good game changing modifications. in the meantime i work on my New Dayz map 20x20km central europe it will also have MP missions... greetz
  6. hi mike, i am thinking of scripted serverside MP missions in dayz where u must play together and with tactics ...like non-infected AI rescue and escort mission to a special place, being hunted from infected and animal predators zombie hords around a mission object (a house with special military loot), which makes it nearly impossible to solve the mission radio transmitted help calls from a plane pilot AI that needs fuel and want to land on a airfield if u could help him there UN special agent AI escort mission, where u have to drive him with a camper van from Zelenogorsk supermarket (big z-horde) to a Berezino apartment tower (full of z) and get him on the top secure where he will be evacuated from a UN helicopter meet a survivor AI (radio triggered) and trade some items with him ... there should be more than hundred such random missions triggered by location, radio, text message,... to make this missions interesting for the players, they will get rarely special loot for solved missions. of course.. this has to be balanced. all these missions are possible with scripts as we know from arma. i think this will bring a new experience to the dayz gameplay. can u imagine what feelings this will contain when another survivor cross your plans.
  7. Funkdoc

    Dealing with the frustration

    this statement was made 2,5 years after the game joined the early access. alot of dayz mod players bought the SA version with no doubt that this thing will be a hit. if there were no receipts at start up, i think dean had to leave his chair very early, and the project would be droped rapidly... no clear targets and too much work to do on that title with no secure of financial loss at the end (number of sales). BI is a company like any other.... and i dont mean this negative.
  8. Funkdoc

    Dealing with the frustration

    After all I have to say that a frustration is not really recommended in alpha status. it will be allright if someone is frustrated when 1.0 hits not its expectations...ok but we are not there yet. I read so many times that people here cant understand the early access budget and the "slow" turning gear. ->The fact is, if there was no Early Access to DayZ, it would never be realized and things got shut off the gas very early by the bi lead. maybe the continued title of dayz will not be early accessable, because devs experienced enough massive multiplayer behavoir and favorit play styles from dayz 1 and are satisfied with some alpha testers for the next episode. this thing is to big to provide it as a turnkey survivor game. dev team had alot to learn from the testing community, so the game is on its best way to be a amazing title for online gaming. i cant understand why some people always disturb the good relations of the community and the devs like some will know from the arma platforms.
  9. Hello devteam and survivors, short n quick: I want to build a "hand made" Dayz SA map from scratch to enhance the original chernarus+ map in the same "chernarus+"-style like BI did the current one. My goal is to start working with the height-model / terrain within the Xmas holidays and to be ready anywhere around 1.3 release . BI said, they will support mods just after 1.0 release, so i think its good to start terrain building in the meantime. To ensure things get not twisted: i ONLY make a terrain and the textures at first... no objects in this phase. I just want to wait for object-placement until all the Dayz content is in the game. the map should look like this when finished: - Countryside map, no big cities, allmost small to middle villages with big distances between - some special buildings and areas like a small airfield, a nuclear power plant, a big lake with a isle, ... - a big river and some small with bridges - one small town near the powerplant - alot of hidden places and lonely houses through terrain complexion - large forests - a "big" abandoned NATO base - a highway which connects the villages with the town ... Devteam questions: Will there be something like the Arma 3 Tool to handle the content for maps? Will we get acces to Arma 3 content like texture layers, grass, trees, fences, stones&rocks, buildings... in additional to the Dayz SA content? What map size should i focus on, 1024x1024x1 or could a 2048x2048x1 also run without floatingpoint problems? Community: What do you think, what could be more immersive to the Dayz experience on a new map? What do you think of MP missions?
  10. hi there, just want to show a new screenshot of placing some objects on the new lake isle (~1000x500m) to get the right relation on the isle's average height. also searching for good looking rvmat's for the ground textures of the forest, beach and riverside... as i said, objects are just placed for testing purposes. as u can see here, alot of terraforming work has to be done for realistic looking riverbed
  11. Funkdoc

    House Suggestions

    i think thats too much... most houses should be enterable because of bambies with no tools. but 5-10% i can imaging as a good relation. those houses should then spawn high civilian loot. that keeps the bambies in town because before they leave, they will try to enter all buildungs in a town (or even not) so first they have to look for tools around there.
  12. Hello survivors, a little work have been done on a new 20x20km map with a river and a lake. just a few screenshots a zoom into the lake and the river foarming some sand banks mountain work sorry for the low detailed graphics... buldozers renderer is not set to maximum in arma3 it really looks great
  13. such animations of a variable duration can just be made of animation loops, like we know from arma3 and ace3 medicsystem, i think that wouldnt be a problem. i think the animation shouldnt be a thing to get stuck on.. its nice to have good looking fluid motions, right ...but alot of people always want more.. this is a endless story @Brian i like the way u stay to your project... take your time and make a real hammer out of that title... u guys deserve it dont forget the infected AI at the end of beta please :)
  14. Dayz winter map considerations Hello survivors! i m thinking of winter textures for my new map. so it would be nice to have some ideas from the community. therefor allot of work is to do on textures of houses, trees, bushes, rocks... and of course the ground texture. the question is, should streets also be fully snow covered or should they have tire tracks on slightly covered streets, so that u are able to follow the street easily. i know in a zombie apocalypsis there wont be much tire tracks on a snow covered street, but finding your way through the map would be easier. another thing are footprints. i think footprints should disappear after 10min and have a new snow texture. this belongs also to animal footprints (if possible). And of course the temperature would also affect your body and stamina. It should be pending about -10 and 0° celsius. A timer for warming up phases should let u know in some visual effects to make some fire anywhere and warm up for 5 min. if u are not dressed properly, u will cool out and get frostbites or freeze to death. thats much more than only build a map... i know its modding with alot of scripting work but when i decide it to do, i want it to be perfect. what do u think of it?
  15. Funkdoc

    DayZ SA Modding: A New Map

    Hi there, sorry i didnt read the entire thread but currently i m also in a map creation process. i m really interested in how others plan wich tools to use and what size the map should be. i decided to make a "hardcore-suvival" map without huge towns (because of fps) but with many special locations and a maximum of terrain complexion. at the moment i m in the terrain builder process. my map terrain is based on austrian landscape and vegetation in the lower alps. big lakes and rivers should cut the landscape throughout big forrests and valleys. Target resolution of the map is 2048x2048x1 (wich means 20x20km=400km²). Currently i have created a example map to learn the relations of height-model and realistic ground geometry. With Arma3 i m able to test it in this wise. if interested visit my thread: https://forums.dayzgame.com/index.php?/topic/230734-some-questions-about-building-alternative-maps/ there are many maps outthere in the arma universe who looks really good and could "possibly" be ported to Dayz SA in the future. one of my favorit maps at the moment is Taunus by a german Arma3 modding team (work in progress)... take a look https://imgur.com/a/7Cuud
  16. this is what i also want to see on my map, and i am sure we will see maps like esseker with high quality a3 content (trees, bushes...grass!) after the game is finished. Bohemia Interactive is well known for their moddable Gamedesign, so i think we have nothing to fear... u can use whatever u want for modelling. afterall u have to convert it in the needed filetypes ... u can do this with the bi community tools
  17. dayz will also run this pbo with some adjustments, i m sure, but this is A3 (for example) ..some hours of search and study the tools... i decided to start 3d editing for that map with the tool L3DT here some screenshots http://images.akamai.steamusercontent.com/ugc/392175615060047315/A3090CFEB5BB4B535F0169B464006DC840038A9D/ http://images.akamai.steamusercontent.com/ugc/392175615060047587/C5717A3E0CB5CC0BC5DB256CB8A27B3B9883473D/ http://images.akamai.steamusercontent.com/ugc/392175615060047917/5115CBB9FD8C53A36861E4524825EEF5EF57C629/
  18. After many hours of penetrating Dev tools, i can confirm the beginning of my work on a new Dayz map. Functional PBO without textures and objects... http://images.akamai.steamusercontent.com/ugc/392175615059619660/C52B7AD8E3807BAAF69E849B425F8FFDB5D042D5/
  19. why not, i mean its not unusual asking things like this in the designated forum? Maybe the guys have some infos they would announce to the public like they do for game content
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