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Everything posted by osallivan
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DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
You are exaggerating. A game should not torture the player, nor your mouse/keyboard lol... Maybe you should have a little device that will kick you in the nuts every time you are being shot? :P You know... cuz in real life it hurts too! :D Also, I owe a couple pellet rifles. I don't see anything uncomfortable aiming them... Snipers, for example, can aim for hours if needed... Holding a button for a minute - Silly. Edit: ^ Sarcasm you know... <.< gosh... -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
That's what I'm saying. We were earlier talking about the mechanics behind that whole running and aiming and low/high ready toggle. This can not be changed in the game. So we were just discussing how this can be improved to suit all of the players. I just had one suggestion. From the video in PAX, I didn't really like the way it is done at the moment and it does not have anything to do with key bindings... -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
I changed V to Space... guys, keep in mind that even if Space Bar (or any other key) is laying comfortably under your finger, it WONT make it faster or better to do a certain action... IMO, it is kinda silly to aim using the Space Bar... The reason for that is that NO SINGLE GAME I have ever played used this kind of method, which in turn, will require more time to get used to if that will be the case. There are just in general, predefined actions for certain particular buttons that games use (and that are popular among the average gamers), for example: Shift to run Space to jump X or C to crouch or prone F or E for the Action key (Use, Pick Up, etc.) and etc... So it does not make sense to change them... Also, why is this whole talk about key bindings was raised lol? Do you guys think that you won't have the option to rebind keys? -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Not really. I've had that thought before, but in my opinion, it will be uncomfortable... It might work in quick FPS games like CoD, but not in Arma/DayZ. The reason is that in DayZ we sometimes sit in the bush with a binoculars or our rifle and aim for a minute or so searching for targets... It will be extremely uncomfortable holding the right mouse button for a minute or more... Also, there could be a confusion of when you click or Hold. It's not so easy to calculate just the right amount of delay for every person. And I personally hate hold-to-aim option. I prefer a click to aim. Oh and by the way, don't forget that ZOOM thing. How else would implement it then? -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Did he say June? When did I miss it? -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Why not just make it this way: 1. "Weapon Low Ready" by default - allows for running, jumping, vaulting, and etc. 2. When CLICKING CTRL you toggle between "Weapon Low Ready/High Ready" (weapon down or weapon on hip): 2.a. When weapon in low ready (weapon down) - you can run, jump, vault, but cannot fire. 2.b. When weapon in high ready (weapon on hip, or in this case, shoulder) - you can hip fire but you walk slower (can only run if you toggle back to low ready or hold shift). 3. When CLICKING RMB you aim down the sight (no matter if in Low Ready or in High Ready, BUT): 3.a. When in low ready - aiming down the sight speed will be slower than the speed when aiming from weapon in high ready (when weapon on hip), maybe by 1-2 seconds. 3.b. When in high ready - aiming down the sight speed is instant. This has been done in America's Army, I dunno if anyone of you have played it, but I really like this system. It should work pretty fine - low ready when you are not in combat, high ready when in combat. This is also what is happening in real life. You usually walk with your weapon down (low ready), so you can run, jump, and etc. But when you put your rifle against your shoulder (go to high ready), you do not necessarily AIM down the sight. You can't really run or jump this way, though you can still shoot pretty fine. And the third step, you can also aim down the sight (will make you even slower). Now, obviously, it would take you more time to aim down the sight from when your weapon is lowered than if it was pressed against your shoulder... I mean, it's just sounds pretty neat and simple. -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Have you guys ever wondered why they named it "Duke Nukem FOREVER"? :) (cuz it took forever to develop it) DayZ SA is being developed for a few months =/= DNF which was developed forever... :D -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Sure he can tell the public something like Summer 2013 like other game publishers do. But many people won't like it and might lose interest if the date is too far. I know they have an idea when they want to release it. But we are talking about an Alpha release. The alpha release can be released at any point since it is a WORK IN PROGRESS release, and not a final product release. Hence, it is up to the developers when to release the alpha. Edit: OH LOOK, it's Friday! Should we expect a blog today? I don't even know anymore... Rocket is back on twitter after a break of about a week. I guess he prepared some stuff... -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
That's EXACTLY what I was saying... That it might be a metaphor. Here: http://dayzmod.com/forum/index.php?/topic/125037-dayz-devblog-22nd-february-2013/page__st__260#entry1219133 -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Did anybody find my patience? I know I need it, but I lost it... -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Does Matt has twitter? -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Speaking of motorbike helmets. They should impact on aiming. It's kinda impossible to aim wearing a motorbike helmet... Also, is rocket alive still? His twitter has been inactive since the 14th... -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Roses are red Rocket has tits, in 3D -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
If my Dean was like Rocket, I would walk through that Hall to his office every day! oh puuuunsssss :D -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Hey wait a minute. I am not asking for anything. It wasn't even me who started that winter thing topic. I am arguing your "fact". Who said it is a fact that it would be a massive undertaking? Also, I am not pulling that out of my aRss. Being a game dev student I have an understanding on how much can be done in 6 months with a professional team of artists and developers. As for the "million objects" - I told you, it surprised me. But when I think of it now, it's just the massive amount of trees which makes this number so large. -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
First of all, bare trees are not modeled. They are textured. The tree/bush branches/leaves are 2D textures on simple rectangular planes. Second - Well, to be honest, I am surprised that it got over 1 million 3D models. BUT, a HUGE chunk out of those 1 million objects are the trees. In fact, I am pretty sure if you would take out all of the trees, the map would contain less than 100,000 models. It is one single tree that is duplicated like 50,000+ and there are like 10-15 tree models. Mind you - some of them are different in size (scale) but it is still the same model with the same texture. So NO. Should not take more than half a year of work. -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Did everyone else notice that the F5 posts are gone? :) Usually they would start from the morning and until the blog is posted :P -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
No one is underestimating. Like we said, we understand that it will require additional work besides just replacing textures, but what we say is that it should not take more than like half a year... You can make a decent game in 2 years... we are talking about tweaking a map here. -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
lol, Evans, you just restated me lol. I posted a few seconds after you :D -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Don't confuse BUILDING a map with REPLACING TEXTURES for an already built map. Even if it does has "over a million objects" (which it does NOT, not even nearly...) most of those object are duplicates, which means it is a matter of replacing ONE texture which will change like 100 models on the map (i.e. Change one tree texture, and boom, all of the trees are white and snowy). You just have to do it for every texture (yes, there are quite a lot of them, but it is just a month of work, or about so). Yeah, probably it will require additional sounds and additional stuff besides just replacing the textures, but it is not going to take 2 years... Not even half a year... -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
This is my face right now http://1.bp.blogspot...y_CrusierPL.png Dude, just think of the new skeleton. JUST that skeleton rig is already a MASSIVE change from ArmA3. Also, the new server system. Nothing like that has been done before. -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Nobody is going to be disappointed. The ones who will - are the silly little kids who started to play dayz because it was a popular game. I started to play it in late July last year, when I first heard of it. I like ArmA and I thought it would be a nice mod to try and play with friends. And it was, until now. It is at this time I am disappointed by the mod (AND the modding community who develops it now). Don't get me wrong, without them the mod would be even worse, but what happens is that the modding community does things that I am sure Rocket would never do. The recent update fixed many bugs, but also changed many thing I wish it didn't (like helicrash spawns). I am very happy that Rocket will bring us the old experience. But for now, I went back to wasteland mostly... -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
at the very end of the video Rocket says that "they are very excited about what's coming in a... weeks" :rolleyes: hmmm... -
DayZ Developer Blog 8th March
osallivan replied to mattlightfoot's topic in Mod Announcements & Info
Wow, that escalated quickly lol. Chill out guys. The team is doing the best, they have lives you know, they are not robots, they can't work 24/7... Now, as far as the video goes, I would agree with some people about the motion blur. It really sucks, it is suitable for Need for Speed, but not DayZ :) Other than that - I heard well that Rocket said it was a quick "dirty" video blog, so I can't complain about the quality. AND I am still interested whether if they are going to work on the wilderness and the nature as well ^_^ This question has been bothering me, I really don't want to see those boring forests from the mod again... The city looks quite impressive, so I would expect the same from whatever is beyond cities. Just to recapture what I said about this matter: http://dayzmod.com/forum/index.php?/topic/125037-dayz-devblog-22nd-february-2013/page__st__200#entry1206468 -
Hey, look! I caught rockeeet!