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attorney1977

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Everything posted by attorney1977

  1. Zed's dead baby, Zed's dead. BTW - Music trivia: Led Zeppelin decided on the spelling for their name as American audiences got confused and thought it was pronounced 'Leed Zeppelin'. When Jimmy Page was assembling the group, Keith Moon (drummer from The Who) got word of his plans and predicted the group would go down "like a lead balloon" (this is a common English expression). Bassist and keyboardist John Entwistle thought it would be "more like a lead zeppelin." Page took the phrase and manager Peter Grant changed the spelling to "led" in order to avoid mispronunciation with audiences unfamiliar with the expression.
  2. attorney1977

    Hotfix Build 1.7.2.3 Rolling Update

    Quick bit of feedback re: this patch. (All of this played in the day) Zombies aggro from 150m if crouched/standing/walking meaning any sojourns into a town have to be initiated prone from way out. Quite painstaking gameplay. Zombies sometimes can see through walls it seems. I was occasionally aggroed by a zed from the other side of a wall when prone and immobile ?! Not sure if zeds can hear. It seems all zed detection is primarily based on sight at the moment, and whether I'm loud or not has no discernable effect. Performance is good. Loading/joining speed good. Quick question for Rocket/devs: When zombies spawn around the player, are you using something like (position player) then moving them to a random location around the player in the script controlling it? Very rarely, I see the zombie flash up in front of me when it spawns, and then it disappears (as it is distributed to a position around the player). If this is the case, could you use [(position player) select 0, (position player) select 1, 5000] and then assign them randomly (or something similar)? I was going to have a poke around in the pbo's to see how it's done, but I haven't really had time yet. Overall though, DayZ is heading in the right direction. Thanks for the continued development! EDIT: I know it's not DayZ responsibility, but the HDR is pretty shocking in Arma 2. If anything can be done and you have any sway over BI, then tap them up about it please.
  3. attorney1977

    DayZ Unofficial 500 Slot Public Teamspeak!

    No that's TS3.. http://forums.bistudio.com/showthread.php?133891-A-C-R-E-Advanced-Combat-Radio-Environment-1-4-Stable-Release-Thread
  4. Just got the time to write up my impressions from the Rezzed DayZ presentation. Posted on the main Arma 2 forums, but I wanted to give you guys some info too. The presentation hall for DayZ was packed out. I didn't get any audio or video, but here's a summary of what Dean talked about in the presentation. Please bear in mind that this is my recollection of the presentation, but I hope to be unbiased in my scribblings. Please also note that he was very courteous in his answers and didn't belittle anyones questions. Firstly, Dean introduced himself and gave us a bit of personal background. He went over time spent in the NZ air force, army and then previous jobs with other xbox software companies. He mentioned he hated most of the games he was involved with and wanted to camp outside stores on the release dates and put people off buying them! (That got a few laughs) He then gave us an overview of the mod (presumably for people not familiar with DayZ), and then opened the floor up to questions. The questions have been abbreviated here and are may not be listed here in the correct order they were asked.. ___________________________________________________________ Q - The banditry mechanic (humanity) has been removed. How are you intending to replace this in future iterations of DayZ? A - Dean explained he will support banditry and will not be removing it as a feature of the mod. The KSK skin mechanic wasn't working and he pulled it because players were being skinned as bandits when they fired in self defence. He said that currently, he's experimenting with the heartbeat and also wanted to look into possibly changing facial features, to make players scowl if they have low humanity. It's a WIP so he might add a system, let the players test it and then pull it or modify it if it's not working out. ___________________________________________________________ Q - Will you stick with the Arma 2 (RV) engine or look at other engines for DayZ? A - Dean said that the Arma 2 engine provides the flexibility he needs to make DayZ work. He said that ultimately he wants to explore DayZ as a standalone release, but the framework provided by Arma 2 is enough for the moment to use. There are things he would like it to do that it wasn't designed for and at some point, the needs of DayZ might require it's own core code. ___________________________________________________________ Q - The zombies can move really erratically sometimes and do weird things like clip through walls. Have you got plans to sort it out? A - Dean said he's recorded some new anims with Marek Spanel as the mocap guy. The anims need to be cleaned up and put in the game but it wouldn't be immediate as he has other priorities like stability to consider first. He said it was because a designer (Dean) was doing an animators job and just basically turned up the anim value in the config rather than going through the whole anim process. He also mentioned that the speed will need to stay reasonably high so that if the zombies go the wrong way, they can catch back up to the player. It's primarily a pathfinding issue. ___________________________________________________________ Q - Some other games (like L4D) feature super zombies that can spit venom and do other weird things. Will you add those kind of things into DayZ? A - No. He said that he wanted them to be infected, not classic reanimation zombies and there wouldn't be any variation in the types of zombies. Although they provide a big risk to survivors, other (hostile) players should always be the main threat. ___________________________________________________________ Q - Some people log on to have fun whereas I play DayZ for the hardcore survival aspect. What can you do to make it more interesting? Maybe natural predators? A - Dean explained you should be able to play the game any way you want to (and that you should have fun too)! He's considering adding in dangerous animals but it's not just a case of getting a (bear) model and porting into the game. There's a lot of issues like anims, pathfinding, scripting in the attacks etc to consider. ___________________________________________________________ Q - Will you expand DayZ to new maps? A - One of the issues with Chernarus is that it was never designed with this type of game in mind, so there's lots of un-enterable buildings. He wants to look into this in the future as Arma 2 can support maps up to 500 sq km and Chernarus is only 225 sq km, so there's lots of possibilities for expansion in the future. (To be honest, I wasn't sure if he was thinking aloud about Arma 3, given that BIS recently mentioned they want to re-visit Chernarus for Arma 3). ___________________________________________________________ Q - Will you add in some kind of currency/bartering system for DayZ? Also, if somebody does set up a safe zone, then devious players can spawn into the safe zone on that server to kill everyone. Can you look at that? A - Dean said that if the zombie apocalypse happened, then the first question on everyone's mind wouldn't be "let's get some cash". He doesn't want to add in any kind of system for money and would rather leave it to players. He touched on the issue of 'safe zones' and said it's difficult to enforce currently, but they are looking at ways to stop people exploiting the game like that. ___________________________________________________________ Q - Will there be any kind of higher purpose/quests for players? A - Dean got very candid in his reply and talked about a few things he wanted to look into. He doesn't want to have scripted events happen, but he wants to provide the framework for the players so they can do their own thing like construct a fortress/camp and guard it (no specifics on things like power grids etc). He conceded that the game doesn't do this currently, but it is on the list and he's looking into it. He said that the barbed wire and sandbags were added to see if the game could cope with lots of spawned objects (stress test) and they aren't ideal but it's given him some data to work with for the future. ___________________________________________________________ Q - With the removal of global chat, players can't communicate and organise themselves like they could do in the past. Have you got any solutions, like adding in radios/CB's? A - Global chat was removed because Dean felt it broke the immersion. He referenced his 'Anyone in Cherno?' T-Shirt and stated that he will add in a mechanic for communication, but it's hard to do and so won't be in the immediate future. He mentioned ACRE and said he'd like to something like that so that players could communicate effectively (if desired). ___________________________________________________________ Q - Do you envisage the servers being ran by the community (current model) or moved to in-house? A - Dean said that he never thought it would get this huge, this quick. The current model is the one he wants to run with as any changes would be hard to implement and might not be a step in the right direction. He's killed too many servers updating the central database to think about it right now! He also said that he would love to add in an underground tunnel network that would be shared by all servers! Personal opinion: Arma 3 maybe?! ___________________________________________________________ Q - Will you look at a SP/co-op mode? A - No. Dean felt it would dilute the game and remove some of the more interesting gameplay (see banditry answer above). Essentially, it would become boring and besides, there's many other games (some of them being demoed at Rezzed) that provide a better SP/co-op experience. ___________________________________________________________ Q - A while ago, you were talking about adding Dogs (DogZ) as a player companion. Is that still happening? A - It's in progress. Dean said he's mainly thinking about all the posts on the DayZ forums with players lamenting the death of their beloved pet He said it's not done, but he is thinking about it. He also said there should be some cool missions in the new Czech DLC for A2 featuring dogs. I got the impression that he can't go forward with it until some code has been patched into the main game when the Czech DLC comes out. (My personal opinion). ___________________________________________________________ Q - There's some hacking going on that ruins it for genuine players. What are you doing to combat that? A - Dean said that hacking is ALWAYS going to be an issue but he and his team are working flat out to minimise the threat. In fact, hacking very nearly killed the mod recently so he had to spend lots of time that he could have spent on developing the mod, making it secure. He stated that the RV engine traditionally lets players (clients) run scripts that can have effects globally but it hasn't been much of an issue in the past because it's normally like-minded groups of players getting together and playing. He said that if DayZ ever moves to a stand-alone release, then he could have more freedom to lock parts of the code down. ___________________________________________________________ Q - I recently heard about some guys who kidnapped a player, disarmed him, and made him run into houses to check for zombies. Are you surprised about the weird things players are doing to each other? A - Dean - I heard about some new guys who started together and went up to the airfield to find loot. First mistake... They then ran into a guy with a hatchet who wouldn't reply on comms and kneecapped them. They were trying to crawl away and saying "Why did you kneecap us?". Second mistake... He then executed them all. I love that story. ___________________________________________________________ Q - Are you thinking about adding in skills for the players? A - Dean said he believes that if you have a skill in real life, then it should be applicable to the game. If it's night and you can read the stars to work out North IRL, then you can do it in game. He said that he didn't want to artificially add skills or classes, like "I will spawn as a medic, or I will spawn as a Hillbilly" ___________________________________________________________ Summary: As I mentioned, this is what I can remember to the best of my ability. I hope I'm not putting words into Deans mouth, so please clarify anything with him if you need to He went to great lengths to thank everyone who's spent money on Arma 2 so they could play DayZ and also was very appreciative of the support he's received from BIS - I hope he gets a pay rise for the unexpected business he's bought in! He was aware that it's not an original idea and said that probably most people in the room have though of making/playing a game like this. IMO, he was the right man at the right time (with the right skills). Last of all though, he said that everyone playing this sends out a message to the games industry and thanks everyone for voting with their wallet. I really enjoyed the presentation and it was good to see the "BrainZ" behind it in person. In fact, the whole day was doubleplusgood, with lots of interesting games on display and some thought provoking lectures. The Paul Wedgwood and Gamejam shows being my other personal favourites. EDIT: one of the questioners (radio question I think) referred to players who like to group up as 'Carebears'. It seemed to me Dean was pained at the expression and referred to it as "The C word". I intimate that he doesn't want to get into player politics and values people who like to play co-operatively as much as he does people who like to attack them. They aren't supported as much as bandits at the moment, but as mentioned above, it is on his mind and it seems he has plans to make it playing co-operatively worthwhile. Again, just my opinion but that's what I got from what he was saying. Link to original thread: http://forums.bistudio.com/showthread.php?135849-im-looking-for-Proponents-and-Opponents-of-the-DAYZ-mod&p=2185370&viewfull=1#post2185370
  5. attorney1977

    realllllllllyyyyyyy??????

    Sounds like you've put the mod files directly into the addons folder. You've probably gone for option 1 in this link: http://www.armaholic.com/plug.php?e=faq&q=18 If you know exactly what you've put in there, then delete them and use option 2 or option 4. If you can't work out what you've done, uninstall the game, reboot and reinstall. Make sure your Arma 2 (and Operation Arrowhead - you did buy that as well didn't you?) is fully patched if you're not using the steam version. Then run the game, to make sure it plays without DayZ Then readd in DayZ. Google a vid tutorial. Here's one for you. You'll need the beta installed as well. (Google for installation vids etc) http://www.arma2.com/beta-patch.php EDIT: It would be more useful if you could tell everyone what version you've got steam/disc etc....
  6. attorney1977

    Pending Update: Build 1.7.2

    suppressor silences the noise of the gasses escaping the barrel. Bullets are subsonic so there is no supersonic snap as they fly through the air. That's layman terms by the way. It's probably a bit more complicated than that.
  7. attorney1977

    DayZ players attending Rezzed, Brighton

    I live in Brighton so this is a nice surprise. Looking forward to it!
  8. attorney1977

    Salad dodgers vomit

    Idea: If you eat too much food within a given time frame, your character feels sick and pukes. Benefits from eating would be nullified because your beans are all over the floor. Pros: Stops people eating meal after meal to get back health (get a blood transfusion somehow instead) Cons: Maybe a custom anim would need to be put in for the vomiting. Optional: Puke object would be spawned on the floor (useful for other players to track you with). Like a vomit based Hansel and Gretel trail.
  9. attorney1977

    For the millionth time magazines are NOT clips!

    "Call them shells."
  10. attorney1977

    STANAG / STANAG SD - Whats the point?

    Because when BIS added the G17 to Operation Arrowhead, they decided to allow M9 mags for it. This is the magazines config entry for the G17: magazines[] = {"17Rnd_9x19_glock17", "15Rnd_9x19_M9", "15Rnd_9x19_M9SD"}; There's a lot of peculiarities in the ammunition system between Arma 2 guns and Operation Arrowhead guns.
  11. attorney1977

    STANAG / STANAG SD - Whats the point?

    Unless Rocket has changed it for DayZ, all assault rifles should accept their SD equivalents. The round won't make a supersonic crack, but the muzzle sound will be loud.
  12. attorney1977

    STANAG / STANAG SD - Whats the point?

    It's a limitation of Arma 2, not this mod. Basically, all ammunition within a magazine shares common properties. That is to say, they cannot be mixed. Also, the weapons are not moddable, so you cannot attach a scope, silencer, sound suppressor or any other paraphernalia to a weapon you have. You can get around it (with scripting) by deleting your weapon and spawning in the weapon with the item attached. This creates more work for the modder though as you need to have a model of the weapon for each conceivable combination of accessories. For more in depth reading check out http://community.bistudio.com/wiki/CfgWeapons_Config_Reference http://community.bistudio.com/wiki/CfgMagazines_Config_Reference and http://community.bistudio.com/wiki/CfgAmmo_Config_Reference
  13. attorney1977

    FPS Issues? READ!!

    http://community.bistudio.com/wiki/Arma2:_Startup_Parameters#exThreads http://forums.bistudio.com/showthread.php?100519-exThreads I assume you're using a quad core with HT enabled. It's probably best to leave it as default. If you read up on it, you'll see there was a lot of beta testing by end users so it's most likely correct for your system. (Run the Arma 2 benchmarks to compare if you want to check). Same goes for malloc settings.
  14. Yes - try it out. You can remove if not working out. Maybe you could do something about their eyes/facial expressions too: http://community.bistudio.com/wiki/setMimic .
  15. attorney1977

    Watch me die

    I n00bed out when this happened to me. I was doing really well at the time. I had a combat shotgun and an Ak-74. Counted for nought though when I stirred the zombies and sealed my fate!
  16. attorney1977

    Watch me die

    Yeah I'm on the beers tonight. Good for fun and enjoyment, but utterly shit when sneaking around zombies ;)
  17. attorney1977

    Darwin List: Banned Users

    First post here - really enjoying the game BTW :) Two questions: 1 - I'll bite; why is the banned list called "The Darwin List"? 2 - Could an eventhandler be added to players so that if the weapon is not allowed then it won't fire/kicks them off the server? Something like: _unit addEventHandler ["fired", {_this execVM "naughtyWeapon.sqf"}]; And then in the script: _unit = _this select 0; _weapon = _this select 1; if ( _weapon == "GAU8" or _weapon == "GAU12" ) then { // code to punish _unit here; }; Obviously a really basic example and doesn't cover all of the banned weapons, but something like it could work. Thanks once again for an amazing social experiment (and game) :)
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