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Everything posted by attorney1977
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Community Food and Drink Textures!
attorney1977 replied to willey.erd@oundleschool.org.uk's topic in DayZ Mod Suggestions
Okay, I'll bite :) - what's the pbo you're looking at for the signs? Opening up signs_e.pbo only finds OA stuff. -
Community Food and Drink Textures!
attorney1977 replied to willey.erd@oundleschool.org.uk's topic in DayZ Mod Suggestions
I haven't looked at them, but it's likely you'll need a new config which overwrites the current info and points to your texture. PM me if you get stuck. :) -
DayZ Developer Blog 8th March
attorney1977 replied to mattlightfoot's topic in Mod Announcements & Info
And Mel Gibson plot. Say what you want about Mel Gibson, but the son of a bitch knows story structure. -
DayZ Developer Blog 8th March
attorney1977 replied to mattlightfoot's topic in Mod Announcements & Info
They better. I hate it when I watch a devblog and instead of the soothing tones of Morgan Freeman, we get some mug like David Attenborough or even worse, **the resurrected voice of** Richard Burton. God I hate his voice. War of the Worlds would have been so much better with someone like doing the voice over.Clearly, it will be the best devblog ever. As long as we get Morgan. In 3D. -
DayZ Developer Blog 8th March
attorney1977 replied to mattlightfoot's topic in Mod Announcements & Info
I can fax it to you. On the usual number? -
DayZ Developer Blog 8th March
attorney1977 replied to mattlightfoot's topic in Mod Announcements & Info
WIll he release Directors cut too? I want extended edition with alternate ending available on DVD. -
DayZ Developer Blog 8th March
attorney1977 replied to mattlightfoot's topic in Mod Announcements & Info
I just wanted to say the phrase "big job". -
DayZ Developer Blog 8th March
attorney1977 replied to mattlightfoot's topic in Mod Announcements & Info
I'm not arguing anything. I think it's a big job, and you don't. -
DayZ Developer Blog 8th March
attorney1977 replied to mattlightfoot's topic in Mod Announcements & Info
Look, I said 2 years as frankly I really don't know. I'm just pulling that number out of my arse the same as you are with your six months figure. The fact is; it would be a massive undertaking and I wouldn't like to be the fucker who has to sit down and do all of that work (and then playtest it for bugs etc). BIS have had nearly 4 years to re-tex Chernarus, but they haven't. The most I've seen is a retex for the summer and some satmask images for alternative ground textures. And that's from modders, not BI. There's posts like yours all over the forums asking for winter Chernarus. Yes it would be excellent, but this is the devblog thread and I don't know why people are clogging it up it with requests for winter retextures. Can't you post this in suggestions or something? -
Hard Coded View Distance in the DayZ Mod?
attorney1977 replied to zhrooms's topic in DayZ Mod General Discussion
It's a server side option. View distance in Arma 2 can be up to 10 km. -
DayZ Developer Blog 8th March
attorney1977 replied to mattlightfoot's topic in Mod Announcements & Info
What so you want to just retex the map? If you want it to look cheap and crap, then by all means. You still have to build new models for bare trees and snow drifts or you just have a white Chernarus with some autumn trees on there. As for: I don't know where you get your information but this is from the BI Wiki: Chernarus is based on actual real world data Chernarus is 225 km2 in size Almost 100km2 of Chernarus is covered by forest Chernarus has 350 kilometers of roads There are a total of 50 towns and villages across Chernarus Chernarus has three airfields (1 big and 2 small) 1 million 3d objects Hilly rural landscape with rocky coastline Living environment including civilian population and wildlife Source: http://community.bis.../wiki/Chernarus If it was that easy, they would have done it already. Stop making out things like this are easy when they are not. -
DayZ Developer Blog 8th March
attorney1977 replied to mattlightfoot's topic in Mod Announcements & Info
It's not just textures - they would have to model snow drifts everywhere and replace all the tree models, plus updating the sounds. Lots and lots of work for a map that has over a million objects in it. I heard Chernarus took over 2 years to complete, so that's your most likely time frame. -
Dynamic Objects (not Dynamic terrain)
attorney1977 replied to m.w. vindicator's topic in DayZ Mod Suggestions
I really like the idea, it's very cool - but I think there's some technical problems with getting it synced up in MP. If the server was choosing the locations at launch, then as players connect, it would have to download all of the data to the client computers. This becomes an issue with lots of people joining, then leaving and so on. There would be a lot of desync as bandwidth would be eaten up with transmitting all of the randomised positions. This isn't an issue at the moment because all the locations for the objects in Dayz are contained in the clients pbo files (so avioding having to transmit anything). -
Character Face Camoflage Classnames List
attorney1977 replied to wolf urine's topic in DayZ Mod General Discussion
There's a mission you can download here to view all faces in Arma 2. -
Melee Weapons Ideas (Megathread) Post your ideas
attorney1977 replied to Robert Shannon's topic in DayZ Mod Suggestions
Have a look at the melee system in War Of the Roses. It's pretty much what you were talking about and works really well. -
Internet gold - that guy who wants to TP your mum is really weird!
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On maxMem it's supported up to 2047, but there's no upper limit on maxVRAM (although you could crash your graphics card if you allocate too much). From the BIKI: -maxMem=<number> Defines memory allocation limit to number (in MegaBytes). 256 is hard-coded minimum (anything lower falls backs to 256). 2047 is hard-coded maximum (anything higher falls back to 2047). Engine uses automatic values (512-1536 MB) w/o maxMem parameter. yet FileCache was always excluded from the virtual address limit, see our developers blog: http://www.bistudio....-32-bit-barrier -maxVRAM=<number> Defines Video Memory allocation limit to number (in MegaBytes). Use to resolve e.g. Windows problem: http://support.micro...26022/en-us?p=1 128 is hard-coded minimum (anything lower falls backs to 128). 2047 is soft-coded maximum , any value over 2GB might result into unforseen consequences! :)
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Use: -maxVRAM=4000 or -maxVRAM=4095 or something similar. In practice though I've yet to see VRAM usage over about 2.4 Gb.
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Errors in arma2oaserver.rpt File
attorney1977 replied to splinter2k's topic in Mod Servers & Private Hives
Are you running other mods on there? (CBA etc) -
Linky for you Nice use of tri-tones :)
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The most elegant solution to playerkilling on SA and possibly dayz mod
attorney1977 replied to alanford's topic in DayZ Mod General Discussion
True, but without a credible zombie threat, then DayZ just becomes "generic shooting people game" They need to get the balance right, that's all. Occupy enough of the players time so there's always something to do, but without restricting the option to kill people if so desired. -
DayZ Developer Blog 8th March
attorney1977 replied to mattlightfoot's topic in Mod Announcements & Info
I'm glad someone else thinks this too. I'd much rather have someone (like Ivan Buchta for example) talk about the games progress and development rather than some Youtube 'star' who frankly knows less about the game engine than I do. Offtopic: Paul McCartney - Keep picking on a dead man Paul. Classy.... -
Attn Community: Help needed - wind and windage
attorney1977 replied to attorney1977's topic in DayZ Mod Suggestions
I haven't got a smartphone unfortunately. I'm so ham-fisted I keep breaking them. Got an old Nokia brick, it's even been dipped in the sea and it still works! -
Attn Community: Help needed - wind and windage
attorney1977 replied to attorney1977's topic in DayZ Mod Suggestions
Re: Battlefield, I like it and it can be fun but is not really relevant to what's going on in this thread. Concerns about the flight time for bullets are outside the objective of this modification. See here for more info: https://dev-heaven.net/issues/8219 http://forums.bistud...361#post1542361 I can't keep adding things to correct or I will never finish it. Maybe it is something that can be addressed later, but I would like some empirical evidence at least and not a comparison to another video game. Ontopic, I found some very helpful information here and here. So now were just missing some of the russian gear and pistols. I'll post a definitive list later, but obv if you have some info on wind drift data, please post it up. -
Attn Community: Help needed - wind and windage
attorney1977 replied to attorney1977's topic in DayZ Mod Suggestions
Please explain. What do you mean by 'slow bullet travel'?