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Umm... Have you guys realized there is a movement "heat map" of the mod? Even if it wasn't tracked yet, i guess you'd only need a bit of code that tracks (client side) some x and y coordinates while playing the game, and then save it. I don't realize why this would be such black magic. Just could take hours to display your road / would be a total clutter if you survived some time.
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Better than expected for early alpha, still wouldn't wanna miss it
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You have to die if you want to create a new character, currently the respawn button only works once you're unconcious.
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DayZ because of Day Zero...
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http://dayz.gamepedia.com/How_to_install_DayZ#What_do_I_need_to_play_this_mod.3F Just follow the instructions there for proper installing and use dayzcommander for updating / playing.
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July Round-up: "I want the alpha" < "I want the alpha to be good"
CookieJar replied to SmashT's topic in Mod Announcements & Info
is it really that hard to click on a link...? -
DayZ Standalone Suggestion about backpack and storage system
CookieJar replied to .:ACE:.'s topic in DayZ Mod Suggestions
That's just what they're doing, each item get's a specific weight and will slow you down. Rocket mentioned that in quite some interviews I believe. And he also explained he didn't want to take pace from the game like through adding a "regular stamina bar". Similar could be the response to this one. I think you should be able to pack your ass with a load full of shit, metaphorically speaking, and if you're way too slow / can't move your ass because it's all the heavy stuff you chose to take, that's your fault. I guess this should be limiting enough. -
Using a simple weapon isn't that much bound to a choice making, in other words thinking. For example: how often do you see films where someone instinctly grabs a weapon to bash up / kill another one? It's true though the zeds are based on the 28-days-later-ones. So I think at least for the beginning that's kind of unlikely to happen that zeds will be swinging around their axe, whisky bottle or whatsoever. But nice idea, I'd really like to see that implemented in some way.
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Da hilft nur erst alles wieder deinstallieren und dann nochmal installieren, nach dem Schema von gambla. So funktioniert's definitiv.
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How would DayZ be on the Arma III engine?
CookieJar replied to DayzForumer's topic in DayZ Mod General Discussion
Isn't needed, all important parts of it will likely be seen in DayZ, that's the ".5". -
What exactly is different about the zombies in the new patch?
CookieJar replied to cheebusal's topic in DayZ Mod General Discussion
Didn't have any problems with that, but exactly the opposite. I like that the zeds are aware of more things now, but you still can get around them if you're careful enough. Before they weren't really a threat to survivors, now they actually can be. -
Looks like this game will be damn addicting. Especially since it will grow even more awesome with time. The new inventory system seems to be much more effective and real, and all these new loot spawning possibilities are overwhelming. Not to speak of all the shiny graphics and ways of customizing your character. Servers will run hotter than hot...
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Devblog update: Where is the Standalone?
CookieJar replied to rocket's topic in Mod Announcements & Info
These shoes in one of the screenshots are a great idea. THings like that are some way more subtle methods to let you feel the creeps while playing, instead of adding gore everywhere. And generally: like it. I'm sure everyone will be amazed in the end, I mean just look at the game. -
Try this one: http://www.lwks.com/index.php?option=com_content&view=article&id=45&Itemid=184 I haven't tried it myself yet, but I guess that should do.