Mojo (DayZ)
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Everything posted by Mojo (DayZ)
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Made a new bandit skin for you guys
Mojo (DayZ) replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
Hope that helps. By the way, average spot sampling with a 31x31 sample size at the center of the four circled areas yields a B% of anywhere from 81% brightness to 97% brightness. Average spot sample on the bandana? 38% brightness. -
Made a new bandit skin for you guys
Mojo (DayZ) replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
Yes. It was a conscious design decision. 1. It's "bandity"; bandanas are a common visual short hand for gangsters, terrorists, etc. 2. There was an overabundance of green already used on the texture. For the sake of visual interest, the texture needed some variety. 3. There's gameplay considerations at play. The survivor skins are multicoloured and civilian-casual with overlayed body armour. Making the bandits full-on green on the primarily green map of Chernarus would give them a visual-psychological advantage over players playing with the survivor mesh/skin. The red bandana negates that. 4. Red overall visually fits the theme of danger associated with bandit players. Red is recognized the world over as "danger"/"stop"/"warning"/"caution". The colour scheme thus reflects this. 5. It decidedly fits in a lot more in the setting than a dusty desert coloured shemagh. I considered any of these reasons sufficient to support the design decision on their own. If you can coherently and validly and factually (from a critical thinking standpoint) rebut each of those (as I would consider even a single point remaining valid as abrogating any and all other counterpoints), I'll happily remake it to your specifications. -
Made a new bandit skin for you guys
Mojo (DayZ) replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
Sent, rocket. Let me know if you got it ok. -
Made a new bandit skin for you guys
Mojo (DayZ) replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
Indeed, I just tested it, and here he is (the hidden selections version) w/o ALICE pack, picking up the ALICE pack, and standing and wearing it: Huzzah. Had me panicking for a minute there Rocket, wondering if I'd used the wrong model. -
Made a new bandit skin for you guys
Mojo (DayZ) replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
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Who says those of us who enjoy playing as roving bandit hordes are being penalized for playing as bandits?
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If they aren't read and replied to with ACRE install, what makes you think they'll be read and replied to without ACRE installed? Is there something "special" about a certain kind of VON that makes people not read things? Of course not. ACRE is just far better than Arma2's very standard, very bad, very low quality, very difficult to hear (not to mention host overhead consuming) VON. If they won't reply to you just because they're using ACRE, they won't reply to you anyway.
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Backpack disappeared after entering a lake
Mojo (DayZ) replied to Aquiller's topic in DayZ Mod Troubleshooting
It's worth noting that it isn't necessary to swim to refill your water. I've found wading into knee- or waist-deep water and looking at the water (kneeling helps) will allow you to refill your canteen. I have never once had to swim to refill my canteen. Not once. I don't know how this happened, but I guess memetic propagation had people being constantly told they had to swim and assuming from that that it was the only way, and passing it along themselves. It's senseless for people to risk their stuff with Arma2's swimming mechanic trying to refill their canteens when this isn't even necessary. -
Upon death not able to hit the escape key
Mojo (DayZ) replied to bodycount's topic in DayZ Mod Troubleshooting
As do I, as do several other people I play with. We have to end the game entirely to respawn. I'm unsure if this is related to the "hourglass" time-out when knocked out, if that's still trying to countdown in the background (or trying and unable to) or if it's just a total lockout, but I have to outright terminate the game to respawn. -
Date/Time: As of 4/26/2012 What happened: 1. I will spawn as a survivor. 2. After playing for a few minutes, the server will change to "receiving character data" and I will have to respawn to come back as a bandit. 3. I will respawn as a bandit. 4. If I die as a bandit, I'm now completely locked out of using the spawn menu, or any keys at all. I cannot Abort -> Disconnect -> OK to respawn, I have to ALT-F4 or ALT-TAB out and kill the process with task manager. It will do this ad infinitum no matter how many times I die, respawn, or rejoin. It's reducing the game to unplayability as I have to spawn usually at least three times to be able to move or do anything at all. Where you were: Anywhere I spawn, any server I'm in. What you were doing: This started basically early this morning. I had killed t3rminal not knowing he was trying to fix some bugs, and looted some good loot off of him. When I rejoined another server later, virtually my entire inventory had been wiped out, save a CZ550 in my backpack, some rounds for it, a range finder, and a map. Everything else was gone -- the two pairs of NVGs, the suppressed M4 and M9, even things I'd looted earlier, like road flares and chemlights. Additionally, my humanity shot up to a ridiculous degree -- I went from -2000 or so humanity to about 47,000 (positive), and turned back into a survivor. Currently my humanity is at -4, which is nowhere near what it was before, but I'm wondering if the grey area of near-zero humanity is causing the problems. Regardless, it's basically rendered the mod totally unplayable for me now. Edit: After hours of dicking around, I finally altered my humanity. It seems to have been tied to that, and I can play as normal again. I don't know if such a grey-area humanity is causing a problem, or if the weird +50000 to 0 issue did it, causing it to not know what to spawn me as, but that did it.
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Not sure what to do about this here, but bandit names don't normally show up unless you use the mouse wheel on characters (which you can't do *at all* without the crosshair on veteran or semi-veteran servers like EU1/2 US3/4). I think this just cause some problems for terminal, as I popped him on top of the hospital (it's well and good to put "testing" in the name of the server, but if I can't see your name, I can't know who's testing and who is playing) and then popped him again when he spawned with a gun in my face. Nothing personal, man, you just surprised the crap out of me. Anyway, this brings about the biggest problem here. Bandits can easily spot survivors -- their main prey -- just by looking around and finding the occasional "Unknown" or "Rifleman" or "Survivor" pop up at random. On the other hand, unless the survivors are on a mousewheel enabled server, using the finger to point at objects, "So-and-So (Bandit)" doesn't show up, which is a little unbalanced in terms of finding your prey -- especially since bandits have, you know, made it a point to find and kill people, it seems a little harsh once you realize this. Not sure what should be done here, but my suggestion is something.
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That's the thing though, as a bandit, you CAN see normal survivor names. Now, I haven't checked with a bandit as a survivor, but as a bandit looking at another bandit, you CANNOT see their names without using the mouse wheel reticle to "highlight" them so it displays ie: Mojo (Bandit) in red text. On a server without crosshairs, this is outright impossible, and it needs to be actively done otherwise. Otherwise it gives bandits a ridiculous advantage. (Can see survivors on crosshair highlight, even from hundreds of meters away, or in trees) Getting rid of names entirely is also a bad idea, of course.
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Hmm. Something I didn't consider, actually, was that the reason the names weren't showing up was because the other players were also bandits. As a bandit, I couldn't see other bandits' names. And you're saying that survivors can see bandits' names just fine? That's actually kinda awesome then. Encourages the PvPers to stalk each other, however small that encouragement might be.
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Melee interaction & Bandit model\skin
Mojo (DayZ) replied to enricksolt's topic in DayZ Mod Suggestions
Hence the offer to take the initiative (which I've done) to be followed up at your leisure. No sense not rolling out those bug fixes, but also no sense not looking towards opportunities for the future. We aren't whining, honestly, the fixes have been great and all, and I'm wondering if you people actually have a sleep schedule, but gamers like shiny things, it's just our reward-based psychology. -
Melee interaction & Bandit model\skin
Mojo (DayZ) replied to enricksolt's topic in DayZ Mod Suggestions
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This is an interesting problem my buddy (not me) encountered yesterday with the banditry update. He killed two guys on separate occasions (that were both muzzle flagging him, not that that matters in terms of the math involved), and went from default humanity to NEGATIVE TWO-THOUSAND some humanity after killing the second guy. Unless the second dude he killed was made entirely of retarded babies, this may be a little much. I'll let him email support with his player name if he wants it fixed, but I thought I should let you know that something in your code decided that that would be a good idea, mathematically speaking.
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My own thoughts and reservations regarding the impending morality system
Mojo (DayZ) replied to Goose Springsteen's topic in DayZ Mod General Discussion
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Another vote for ACRE integration. ACRE integration would solve another problem -- Arma 2's terrible handling of in-game VON/VOIP. Servers could disable VON and save a nice chunk of overhead that should be going to the game itself, and players would get much better positional audio. Frankly installing ACRE is one of the most painless processes possible -- most of the people with install problems run afoul when they choose the wrong app type (32-bit v. 64-bit).
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Ah, ok then. I'll have to let him know. I had heard chatter that the humanity hit was anything from -30 for a survivor and -5 for a bandit to -400 for a survivor. I didn't realize it was proportional to the target's humanity.
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I play with the -showscripterrors flag enabled, and I thought I should let you know -- not that I've gone poking in anything -- that spawn_ZombieAgent.sqf is returning an error on line 86 every time the script fires.