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Your DayZ Team
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Everything posted by attorney1977
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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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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'? -
Attn Community: Help needed - wind and windage
attorney1977 replied to attorney1977's topic in DayZ Mod Suggestions
Okay, changed the code for the ballistics. Bullets now change their path during flight and follow a correct ballistic arc horizontally when in wind. The windage system is in mil-dots and increments in 0.1 mils. Bullets now even react to changes in the wind during their flight-time (I'm not going to do anything about regions of wind at this time, but maybe something for the future). Arma 2 does have a variable wind speed however, so even though the server might set wind speed as 3 m/s southerly fror example, you will still experience fluctuations in the wind from time to time. Please see the following video for demonstration. The DMR was picked as I had Hetstaines data for 7.62mm NATO. (I don't even know if the DMR should have windage in Dayz) I'm thinking if a gun has zeroing controls in Dayz already, then it should have windage controls. If it doesn't have zeroing, then why should it have windage turrets simulated? Anyway, please see the demo vid. The data is based off the first chart in this post. The yellow trails are just debugging stuff so you can see what's going on. I need to add in the coefficients for other calibers (dependent on finding ballistic charts), determine which guns need windage and tidy the sound files up then it's good to go. -
Attn Community: Help needed - wind and windage
attorney1977 replied to attorney1977's topic in DayZ Mod Suggestions
Thanks for replies all, especially Hetstaine who has caused me all sorts of headaches! :) When I coded the drift, I didn't realise that the drift is linked to the drop off in velocity. (I hadn't done any research and assumed it was a constant change - which is incorrect). Classic schoolboy error.... What this means is the calculations in the code are only good for one range, and at all other ranges, the results would be skewed. Having looked at the link you gave me, and those charts, I'll have to go away and recode it to dynamically calculate the path of the bullet relative to time. *Puts thinking cap on*... -
1 error before and 1 error after connecting to a server
attorney1977 replied to gergo4961's topic in DayZ Mod Troubleshooting
Not really a wise question to ask on the official forums. -
Lag During Zoom/Scope (Can you reduce it?)
attorney1977 replied to xXShootToKillXx's topic in DayZ Mod General Discussion
Enable fraps or some sort of FPS counter Go into your scope view While you are looking in the scope, open the graphics settings Lower your "Objects Detail" and check FPS Profit I have a shit-hot graphics card and I still lower it to "low" AFAIK, the "Objects Detail" puts more load on your CPU (because more objects and polygons are drawn on screen). The rendering of them isn't a problem for your GFX card most likely, just the fact that there's more hit boxes, LOD's and so forth to calculate. EDIT: Ninja'd!