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Your DayZ Team
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Everything posted by Fraggle (DayZ)
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DayZ Double Developer Blog 14th May 2013
Fraggle (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
Matt's just added a map of their trip to the main post. -
Dayz Normal Flash Lights and Military Lights
Fraggle (DayZ) replied to mrme's topic in New Player Discussion
lol, cheers. Maybe people want to discuss torches for a bit? -
Dayz Normal Flash Lights and Military Lights
Fraggle (DayZ) replied to mrme's topic in New Player Discussion
A military flashlight has a red light. It's harder to see from a distance so safer to use at night. -
Is the standalone worked on side by side the mod?
Fraggle (DayZ) replied to Felixthefriendlycat's topic in New Player Discussion
Well, many of the bugs are a result of the mod being a mod, the modders cannot access the engine, they can only work with what they have from Arma2, which is a buggy game. One of the main reasons they moved onto making the SA was so that they could address this properly, so yes, these bugs we're familiar with are top priority along with security. So in short: Yes, that's basically the point of making the SA. -
one basic public hive question
Fraggle (DayZ) replied to sgt elias (DayZ)'s topic in Mod Servers & Private Hives
I would hazard a guess that the character on the new updated hive is the one you want to keep. You just have to wait for the other server admins to catch up and update their servers. -
I was banished from nothing
Fraggle (DayZ) replied to pandarin's topic in Mod Servers & Private Hives
Contact Battleye, we can't help you here. And your name is linked to various hack sites, coincidence?- 1 reply
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DayZ Developer blog 26th April, Video from PAX and our latest "building"
Fraggle (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
I can confirm it will be released before GTA or after. Why is thread still open? We have a new devblog so I'll lock this one. Locked. -
DayZ Double Developer Blog 14th May 2013
Fraggle (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
I added a transcript to the first page ;) -
DayZ Double Developer Blog 14th May 2013
Fraggle (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
Yeh, and when he's finished he might type up a manuscript of the interview. -
Cheers, looking at it now I wish I'd given him a bald baby-head though.
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I think in Gimp you can choose when exporting to "preserve transparency" If you don't do that then alpha values (transparency) will show as white. Edit, I think you've sussed it already ;)
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DayZ Double Developer Blog 14th May 2013
Fraggle (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
My dream addition to the SA map would be some decent cave networks to get lost in. No light apart from torch light and a complete maze of tunnels. if you didn't map your way in you could starve down there, MwhahhAHAHHAHAHA! -
There's a great game with flowing water in it where you manipulate the landscape (it's a god game) and the water acts accordingly. You can control the water an lava ect too. I can't think of the fekkin name though! I'll go and look it up. It's made by the same guy that developed Another World in the 90's, great game too. But yeah, it'd never work in DayZ. Here it is, From Dust:
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DayZ Double Developer Blog 14th May 2013
Fraggle (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
Hmmmm, is it just me or does anyone else think those pics of the rocks/caves are a hidden clue for something else they may be adding? -
What software are you using?
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Is the standalone worked on side by side the mod?
Fraggle (DayZ) replied to Felixthefriendlycat's topic in New Player Discussion
Yeh, it's already been said really but just to clarify: The mod is worked on by the community devs for free and has nothing to do with SA development, that is an entirely separate project now backed by BIS with Rocket as project lead. Although separate I believe they have to get the greenlight from Rocket before making the mod updates public. This is to make sure that the mod keeps to the initial concept and doesn't go wildly off course (my interpretation). -
DayZ Double Developer Blog 14th May 2013
Fraggle (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
Hurragh! Dammit Rossums, thought I was first. Here's a transcript of the interview: Matt: Hi Ivan, would you like to introduce yourself and say what you do for DayZ? Ivan: Hello! my name is Ivan Buchta, and in DayZ i am helping as map design consultant. Thats it. Matt: OK, so what do you really like about the maps for DayZ, What made you want to become a map designer? Ivan: Well, my path to map design was quite long, but it originates in my fascination (with) landscapes and my studies which were concerning technology, environment and GIS (Geographic Information Systems). And well, the dayz map chernarus has always been my favourite, i was involved in its development for ArmA II and its also the place where i was living for 20 years so i am sort of attatched to it. -- Cut -- Matt: So what percent of the map for DayZ has been revamped, and are you going to leave any areas untouched, if so why? Ivan: So far we have changed mostly details, we are addressing [PAX??] issues, either asthetic or functional. Of course we are trying to cover specific demands of DayZ gameplay and DayZ players, however its hard to say how much of the surface was changed. -- Cut-- Matt: So what do you think are the main things that impact gameplay with regards to the map? Ivan: Well, of course, DayZ is about resources, therefore we are trying to address any possible issues with the spread, like it doesnt mean we are trying to offer the player too much, whether placing some resources like water or some other important buildings (in) logical places, for example filling in the areas where they were missing, also adding deer stands or animal feeding [wrecks??] to the forest, this is something we expect, we've omited it in some parts. There are many changes like that, we are attempting to change the foresrs, we tried to do something with the coastline, many of the things we have done (and) there are still many things which are planned, its pretty exciting. Matt: So we went on a trip yesterday, Where did we go? Ivan: We went to Real-Life Chernarus which is located about 100km north or north west from our headquarters here and the purpose of the trip was to introduce our new map designer to the real life [thing??] to show him around. We were also scouting for possible expansitions or improvements of the map on the spot. --cut-- Matt: So why do you think its important to go to the area that the map is based on? Ivan: Its certainly is, i believe that a field trip can give you insight you will never get from a map, or photos, or even videos. Sometimes it can be dangerous, but the experience you have helps you to create a landscape which is better structured and more logically built which continues and is based on deeper understanding, compared to just 'ok, lets see some pictures on the internet and make something'. The landspace is a key value both for the ArmA series and for DayZ Matt: So what are you working on at the moment for DayZ? Ivan: I'm trying to compare notes with our new colleague and i'm trying to pass the information about technical things which are required to run the project. And i am trying to support the team with my design ideas. Matt: So, as some people may know, you spent some time in a greek prison, how do you think this impacted your map design knowledge and thought process? Ivan: Maybe now i think more before doing things, and of course as the landscape, czech landscape in general, was my favourite retreat of sorts, i was thinking a lot of how to improve chernarus, what to do and what particular things might be interesting. I was looking forward to getting on to it, so finally there is a chance and i am really enjoying myself materialising those ideas. Matt: I would like to tag on to that, that we recieved a letter during that time from Ivan that was about Eight pages long... Ivan: It was Eleven pages. Matt: Eleven pages, explaining his thoughts on Chernarus and what we could improve. Matt: So next, What do you enjoy most about working on DayZ? Ivan: Its certainly a chance to work on a project with gameplay i really appreciate, i got really hooked on and now its great to build up on my experience with the game and make it better. Also chernarus has (always been) my favourite, i am personall attatched to the place, i was living there for 20 years, i grew up in the forests and meadows or Chernarus, so its quite exciting to be able to revisit out older work and put some stuff we weren't able to do during ArmA II time, so its beautiful. Also its working in a small team, and now its a fresh new beginning, so i am enjoying my time with DayZ now. Matt: So, do you have any final messages for fans or players that are waiting for standalone. Ivan: Well, be patient, let us work. If you have any nice ideas please share them, and i hope to see you on the new version of Chernarus this... *A Zombie (who happens to be the Creative director for Arma 3) attacks and presumably kills Ivan, R.I.P Ivan you will be missed*- 521 replies
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I'm not sure flooding a massive part of the map is a little thing. Would be fun though.
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Many different hives? Mind blown!
Fraggle (DayZ) replied to promyy (DayZ)'s topic in DayZ Mod Troubleshooting
Yup, what he said: http://dayzmod.com/forum/index.php?/topic/134907-dayz-hive-maintenance/ Just gotta wait for the admins to catch up. -
A Little Photoshop Work - DayZ
Fraggle (DayZ) replied to [email protected]'s topic in DayZ Mod Gallery
Hi mate. Looks good! We've got a fan-art thread so it's better to post there. Hold tight one sec and I'll get you the link. Post it here please: http://dayzmod.com/forum/index.php?/topic/5505-day-z-wallpapers/ -
Yeh, I may do. I want to avoid using the classic skins from the mod though. I might paint a medic, not sure yet. I'm trying to think ahead to the SA where peeps will all look different (hopefully) so I need to think of ways to show what they are. I could use the classic heroes shirt though as a nod to the mod. A bandit's fairly easy, not sure about the others yet :/
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Cheers chaps! I'll do some more when I get time, maybe a sniper or bandit :)
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How to make your own DayZ Action Figure
Fraggle (DayZ) replied to zscope's topic in DayZ Mod General Discussion
What about water solubale kids paint hmmmm? -
It won't be out in a week. Read the devblogs for more info. Locked.
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Private Hive Administration For Dummies
Fraggle (DayZ) replied to Steak and Potatoes's topic in Mod Servers & Private Hives
Dear Steak & Amber, I want to start a server for me and my clan. We're sick of people challenging our authority and sometimes even shooting us. If I get my own server will me and my friends be able to make an admin camp to store all of our AS50's and NVG's? We also want to park our cars safely, there's 4 of us in the clan so we need about 56 cars and a heli. How do we stop other pesky players from stealing them without having to constantly ban them?