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S3V3N

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Everything posted by S3V3N

  1. S3V3N

    HOBO BACKPACK!?!?

    Nice. And you could probably separate bag and stick when you are not travelling, make a fishing rod out of the stick, catch dinner and later break it up again and re-assemble to Hobo-Backpack. These guys would also have a different "shape" than the rest of us backpackers and might be left alone or approached differently than a guy with a Tortilla backpack and full kit.
  2. S3V3N

    Maps

    Is that going to be a feature? You could do that in Arma (without GPS), it was quite helpful, but I don't think it would fly with Dayz SA. It would add some value to using maps though. I think I never even picked one up.
  3. S3V3N

    Cherno is not a place You want to stick around... mind blown

    You really like hanging out around Cherno, don't you ^^ How do you know they are dead when they are on the floor? I often thought I'd killed someone, but they were just unconscious. It would be kinda nice, if the "alive" characters had some animations still. Good game you have going with your friends. Big kill streak on this video ^^ I just imagined how this situation would look with infected in town. It would be total mayhem. "Do you have a blue mountain backpack?" "No" "Yes, you have!" ;) I'm gonna have to use the revolver more, it seems. The CR75 is nice on short distance, but I don't think I would have killed or even injured some of the guys you shot at at the distance.
  4. S3V3N

    V3S: am I doing it wrong?

    Btw, you'll have the same problem with barrels when you are trying to tan leather. It always pays to click or drag items on the status line (the top bar) of the inventory, instead of the inventory itself. I think that's how everything in Dayz is gonna be combined in the future, though there might always be another way to make it work.
  5. S3V3N

    Release singleplayer as soon as possible

    Ok, ok I overreacted too, you seem to be nice after all. Thanks for explaining and reminding me that it is high time to look into modding Arma. I'm sorry about the confusion I took part in.
  6. S3V3N

    Release singleplayer as soon as possible

    It's true, I actually don't know anything about modding Arma, and I was led here in the first place, because your first post was unclear. I did work on several games though, e.g. "Rise of the Triad", so I know a bit about the tech in other engines. I thought you wanted the singleplayer campaign when all you want is a map editor. Hell, I still have no idea what you want. The EDITOR is the sum of the entire toolset for an engine. The editor is what loads up to let you control anything from terrain generation to camera, to importing/exporting and testing in realtime. You don't even think about what we wrote; you're not even trying to understand. The tools BIS use are not complete and will need updating in the future. You cannot ask of them to release modding tools when they would have to maintain updates + documentation. It's what has almost killed Cryengine, because they kept releasing changed tools, but people were still using the old documentation. By the time Crytek updated their documentation for the tools the user wasn't sure anymore, which set of instructions were the right one for his current set of tools. I don't want this kind of clusterfuck for Dayz. I don't think it is very smart of you to post your pictures here, because the only way I can think of getting these models is with DX-ripper. You also don't know what the Steam Workshop is, so you couldn't understand my question about it. Your idea of improving the rifles would be original, except it's been done before. A couple of years ago I made some concepts for a very similar idea. Here is a picture for you: With your kind of attitude, I don't think people will want you on their modding team, so have fun working alone.
  7. S3V3N

    DayZ in Novo with McTabish

    Just a notice - if you use licensed music there are some countries that cannot watch your video (or is it only Germany?). Idk for sure, but I live in Germany and GEMA prevents us from watching videos with licensed songs. You should look for some free or cheap alternatives, as there are plenty of soundclouds out there that actually have really good songs and are either free or affordable.
  8. S3V3N

    Ridiculous rain effects?

    The worst thing for me was that even after I had dried I got those "micro shakes" that were in the game before, but could easily be cured just by sitting at the fire for a few seconds. What I mean is all my status was light green and healthy, but I still saw shaking when I looked through the scope. And nothing would shake this off, so the only solution was to stash my stuff and kill myself. I have not had big issues with rain in Dayz stable lately. It rained briefly 2 times in a row yesterday, but usually I see nothing but sunshine (and night). It's not very difficult to protect against the rain, either. After spawning you can hit one of the boats on the coast and get a raincoat; like I said before: you do get hot in them faster, so don't use when running for prolonged periods of time. I too find it ridiculous that the hunting jacket is not waterproof. Neither is the M65 jacket, which is my favorite one from the looks. Neither is the riders jacket, which is a freaking motorcycle + leather jacket. I wear the M65 now and have a raincoat in my stash or pocket. Someone mentioned umbrellas. I think it would be funny to see people in the rain with umbrellas; there would probably be colorful + smaller children umbrellas, too. Maybe there should even be only children umbrellas to keep the workload small. Perhaps you can spray those "green" or "black" They could make very light weapons too, basically just for stabbing and only when they aren't opened; so you can't use them as bullet shields ^^ I don't know if I like the idea of umbrellas, but it sure would make sense. But once you find a raincoat, you'd probably toss the umbrella away. Like I suggested in the - uh - suggestions thread, we should have ways to waterproof our clothing ourselves. There are beehive models in the game and beesprodcuts have tons of antiseptical and norishing properties and beeswax can work as a natural waterproofing agent (like in Barbor jackets and other cotton clothing that is treated). So basically with this method you could turn any favorite clothes of yours into a waterproof garment. It isn't a far off idea, but probably nothing the devs have in mind. What annoys me about the rain is only that it doesn't affect the advanced player at all. I don't have problems with rain, because I have camps and barrels full of food and clothes, etc. However, when you start out the game and it rains and you get cold, you are already at a serious disadvantage. So I kinda wish the rain/wet would have litte to no effect on your health. I've been hiking a lot in my life, often got wet (damn you Scotland ^^), but never got ill from it. Rain will permeate any organic surface after a long enough period of time. Even the most expensive jackets when it hits long and hard enough. So it is kinda unfair how kitted out players don't even care about it, while it poses a lifethreat to a bambi on the beach. I guess they wanted some kind of immediate and present danger from the environment that's why rain is so important to the devs. But I'd rather say, let the advanced guys have a few more problems than the ones that just started a round and got pissing wet and died. Ideally, changes would involve a combination of the ideas presented here, so: - more ways to protect yourself from rain (i.e. cutting a poncho out of a plastic sheet, finding umbrellas + re-painting them if needed) - ways to waterproof our other/regular clothing - tweaking the stats for hypothermia and fixing the system for good - better descriptions about the waterproofing capabilities of clothes (you can read about that on the Wiki though) - ...probably some more things, feel free to add more!
  9. S3V3N

    Release singleplayer as soon as possible

    Ah that clears it up. I thought you meant the singleplayer campaign. But without tools available, why would you want to view your models? The point still stands. Dayz is not developed to the point, where an editor can be released, so we will have to wait for that. I would love to get my hands on an editor right now too, but it would be incomplete at this point and subject to change in the future. It's only a couple of months until scheduled Beta (though it might take longer). I expect modding tools to arrive somewhere around early summer, next year. That's not so far away and any project can use a good headstart, in order to get design documents and such set up and worked on. What are you looking for in Modding Dayz? Do you just want to create assets for the Workshop (for sale) or start a bigger project? Because if it is just assets I can understand your impatience, but if it is a mod conversion you are planning, you might as well use the time and start drafting the document and some ideas. I imagine building a good team to mod with is going to be one of the harder parts.
  10. S3V3N

    Release singleplayer as soon as possible

    I doubt they can release the singleplayer, because it needs dialog, cutscenes, triggered events and a bunch more. We've also seen with Source Mods, how the code was broken each time Valve released an update every single mod was broken for weeks to months. I anticipate modding tools too, but I'd rather have some decent documentation or at least a bit of info on the tools, first. I have no idea what TKOH is, bu if you just wanna test models you might as well look at some of Arma's models and up the polycount slightly. I don't know if Dayz SA models use a proprietary format, but as long as you save as *.obj for now it should work easily with a model importer. They might even use *.fbx, but if they don't even wanna license Physx for vehicles, I doubt they will want to license anything from Autodesk. What I would like is some more info on modding in general. It'll probably be very similar to Arma modding. Yet, the main modding thread here is closed and the others are not really active, either. I would like to work on an American Style map, like in State of Decay, but smaller and with an suburban area to try out a few things. I can concept, model, texture and am looking for like-minded people. Most necessary would be a coder, who knows their way around Dayz modding. However, I think the modding train hasn't started yet. I'm sure there will be more info when it becomes important. For now the people above me said the right things. It's not really making much point introducing modding tools at this point. It would just be annoying if an update broke most of the work we do on a mod. I rather wait a little while longer.
  11. S3V3N

    Trucks - ideas and observations

    That's more of a performance issue than the other suggestions. The mirrors are broken for a reason. What you need to do in order to make mirrors work in games is actually render another view/camera of the game inside the mirror. Thus doubling render time, or at least increasing it by a lot, even though things in the background will probably be less detailed than in front. I remember that Origins mod had an option to siphon gas with a hose (that broke after some uses). It was very useful there, but I think it should work on car/tank wrecks, too. Unless they are completely burned/destroyed. You could also lock your car in Origins and make duplicates by melting cans. You could share/give them to other people. Thinking about it, Origins did a lot of things right, before Dayz SA even was playable. They had some nice ideas! Rain effects would be nice too, but first of all I'd like to not get cold anymore when I drive the truck and am inside the cabin. I also hate how it ruins trousers and boots when you hit something, though that may have been fixed by now. Most importantly, I'd like to carry a jerry can on the outside of the truck. I'd like more places to attach stuff too, i.e. to hold a shovel, spare tires and jerry can. More sockets please, devs! You are right about the space for spares behind the cabin, and I think they will for sure add an option to put wheels in there. I don't see any place for a jerry can though. The heater is a great idea. At the moment you only get cold and colder when driving a truck in wet state. It should be the opposite. I don't even think it needs a manual option for this. I'd just assume the heater is always on. Maybe some fan noises would help there. What annoys me most about the trucks is the different loudness between first and third person view. Even when I drive first person it is still too much noise from effects. I alwas turn them down to a minimum and sometimes forget to bring the volume back up again. Which made me miss footsteps and other sounds in the vicinity. However, Hicks said that's something they are working on changing in 0.59. I'm not sure if they are still going ahead with manual transition, but I don't think it is really necessary. I'm still not sure why they couldn't just license PhysX, like Arma III did, because the vehicle physics in Dayz are still a laugh and will probably always be unrealistic.
  12. S3V3N

    Ridiculous rain effects?

    I haven't seen much rain lately and I usually wear a Gorka jacket anyway (right now M65 and raincoat in backpack). Raincoats make you hot while running. So they aren't that great to wear if you make long trips and are on foot a lot. There was a day when I died of Hypothermia, still on experimental version 0.58. It rained so much that whenever I put out and fire and went outside, I had to get right back in and make another as the raining started again. For about an hour it rained nearly non-stop. After I got fed up with the rain and decided to continue my trip, I got hypothermia after about 10-15 minutes and within 1-2 minutes time. The status' are bugged at the moment when it comes to hypothermia. I'm not sure if this has been fixed in stable, yet. Anyway, the point is - I have not seen rain that much at all lately. And it never again rained for an hour straight, so possibly that doesn't happen in stable any more. Yet when this happens it is totally annoying, because of the glitched character stats. You may be lucky and get hypothermia and shake it off in minutes, but at the moment it either goes away almost instantly or you die from it - also almost instantly. So combine too much rain with bugged stats and you have annoyance. Even more so, since this affects people who travel a lot the most.
  13. You posted your manly computer stats, showed us the prowess of your gfx and yet the game still is not running at 60 FPS on your rig. Scandalous! Well, patience. As has been said - the new renderer will help. A lot. Plus they announced the game is coming to XBox and PS4, so there is going to be a lot of optimisation. If you have played Dayz recently you noticed the infected are missing. So Dayz is not really worth playing much at all at the moment. If you can, wait for the next patch. I have an itch that we will see a first version of the new renderer, because frankly they are overdue on it and it should be a priority at this time. I also expect infected to make a comeback, but maybe that is just not a development priority. Since they aren't making a zombie game, right? RIGHT? ;)
  14. I'm still puzzled, why someone would leave a project like Dayz, which is really quite a unique development and one that few other studios besides Bohemia would have tackled. Especially when you had to fight to make it happen and to stay on top of it all. No matter the success of a prototype, it is always risky to produce sandbox games. I think Bohemia are a bit more open than most studios to taking risks and they rely on their luck to some extent. And they seem to encourage really unique side projects like the Take on Helicopters, Mars Mission thing or even Dog training simulations; not all of it comes true, but Bohemia ist quite a diverse studio. I think it is highly unusual that Rocket - who had a lot to say about the game at the start - simply vanishes from this development and has not been actively engaged for almost two years now. I wouldn't be too surprised, if he was working on something else, but last I heard is he wanted to found his own studio. What didn't work out, or why haven't we heard from him, since? His unique contribution was to mod zombies into the game, which changed the Chernarus landscape into something you just saw as a strategic map for military simulation to a living country, or rather a country of the undead. Coincidentially it fell in with the huge success of "The Walking Dead", which to me has a similar vibe of travelling, looting and making lifesaving decisions. I think the game kind of "self-propelled" and fueled its own hype to the point, where people started to think it was going to be much more than a game. It must have been tough hanging on through the development, because a lot of heat has and is still guided toward the game; but you have to be prepared for that kind of feedback too when a game development doesn't go as smoothly as people had hoped for. Tim Schaeffer once said that it took him ten years to develop Grim Fandango, which is still one of the best adventure games made to date and even holds up visually pretty well. Dayz is going to become a classic in its own rights. It takes time to develop these kind of games that are more than a franchise with annual reboots. Maybe he became too impatient about the time it takes, maybe the scope of the development was overwhelming or too many things went wrong at the start and he felt like they would never see the light. 5-10 years should be the development time for most games, instead we bow to the "customer" and try to rush things in 1-2 years at most. Compromise is the only way to go. In the end a game still is a product, some with more some with less artistic pedigree. I can imagine his name being affiliated with Dayz in the future, but I think he deconstructed his own legend by leaving like that. It's a bit disappointing to me. I see games somewhat like a marriage. You don't bail out or sleep in other beds, because you made a commitment and you will see it through, come hell or high water. It's the only way to go on and you have to keep believing in success; divorce is not an option. Especially as long as there is hope and backing for a successful release. All of which is still present in Dayz. So why would anyone leave a game they invented in the first place? If he had a new + better idea I'd partically understand the decision, but since we haven't heard from him in a while, I really wonder what happened and why the project went on as it is. Without its creator. I also feel this is kind of a touchy or taboo subject, but I still hope we'll see or hear from him in the future and I'm wishing him best of luck!
  15. Why don't you drive over there in the truck? Or have they been fixed not to drive underwater any more? I used to go over to Prison Island that way sometimes. If the tents stay there after restart this would be the remotest place for a base ;)
  16. S3V3N

    Post Your Gear So Far

    So many pistols :) Newest addition - scoped FNX. What does the battery do you put into it? I can turn it on on the scope, but nothing happens. broken?
  17. S3V3N

    Post Your Gear So Far

    I'm on heavy duty:
  18. S3V3N

    Riot Shield in DayZ

    Still puzzled nobody talks in your videos. Forgot where the "direct" button is? But yeah, all physical objects deflect damage. I've often hit an axe when people ran away or even their rifle when they were aiming at me. I wonder if the barrel will deflect bullets too. It should. We could have a Roman kind of shield wall with three guys in the middle shooting their rifles and barrel carriers around them for protection ^^
  19. You don't really need to test that any more. When the truck has a somewhat full inventory, 1 barrel a backpack and an ammo box in the vicinity will make it impossible to drive it away. The status reads: engine is running, door is closed, but neither of them were happening on my screen. I waited as long as 10-15 minutes, then relogged several times, but the truck stayed frozen. Only interesting thing would be if the situation relaxes a little after restarts. I finally gave up on the truck and that camp altogether. Never gonna drive a truck into any camp of ours again, before this is sorted. Couple 100m distance and there is no problem at all.
  20. S3V3N

    How to actively parry melee attacks

    You can use gestures while you are carrying items? I never knew. Seems like you deflected 2 hits. Pointless fight though. Axing around in Berezino.
  21. S3V3N

    Rocket's contribution

    Honestly none of the official replies or those calling me am idiot for not googling myself provide a decent enough explanation. Some people seemingly don't want to understand the question. I am fully aware that Rocket is alive and doing other stuff. So am I. Yet there is no reason in the world to completely withdraw from a project you put so much love and labor into. You can do two or more things at a time, you know? It is decent and "normal" for me to believe that he would still be interested enough to visit this forum from time to time or post something related to Dayz elsewhere. It seems like he build a wall around himself and Dayz is staying out of it for good. Nobody thinks that's odd but me. I'm not saying he should be actively developing it, but taking and showing an interest.
  22. Heh, is that the green house in Khelm? I guess everybody get stuck in there, once in their Dayz life ^^ I wonder why it is always this house and that location. Maybe just the placement needs improvement.
  23. S3V3N

    Rocket's contribution

    That would be great! I searched this forum for Mod/modding info a few weeks ago and the main modding thread is locked and the others not really helpful. It should be pretty similar to Arma modding, however, it would not make much sense to prototype on Arma's tools and then do it all again when the mod is released. I'm very interested in creating a small US-prototype map in a sub-urban area. I expect a small map for a US-scenario will evolve, in the end. Unfortuntately the game engine isn't really made for extensive indoor enironments, so I'd like to start early with the modding, for testing. I can do all hard-surface related work and environments, as well as the textures; animations if I have to. no coding ;) However, modding an Alpha is probably unheard of, and I don't expect us to get modding tools, until much, much later. Bohemia could make a docmentary about their current toolsets in use though and give us some insight about what we can do when modding. I'd really like to get a tour of their editors, which I presume are advanced versions of Arma's tools. Makes me kinda happy that Rocket is annoying them about it ;)
  24. S3V3N

    Rocket's contribution

    By vanish I never meant he went into space. I was merely conveying it is odd he completely left this development and forum, where people care about him and his opinion. Of course I can google for the facts, but I was hoping for some more insight. My so called "slanted" view is curiosity mixed with incomprehension. And yeah, we'll have to deal with how people play the game on the long run. I expect it will become different when zombies are back, but there will always be KOS and larger group taking advantage of small groups or solo players. Look at how war changed over the centuries. There used to be rules of conduct and even honor in fighting, while today there are just parties looking for the biggest cut and willing to break with all conventions. The war in Syria is a sad example of that. It's just odd this behaviour translates into video games as well. Maybe we shouldn't read too much into it...
  25. S3V3N

    Rocket's contribution

    I don't know about these other threads. I didn't make this inquiry out of spite or to bash on the man. I'm also not as well-informed as you are, but curious about the reasons for his departure. If they are personal, it's none of our business. If they are professional, I can't quite relate to them other than by saying he might have been too inexperienced for the job; or put into an awkward position. Some people are great at inventions, but bad at management; Clive Sinclair comes to mind. Dayz to me is the most ambitious project I have seen in a decade. Yes, GTA is big and you can do lots of stuff and the Euphoria-AI is pretty good, but that is a very different company. One with a pedigree of making similar sandbox games and a franchise to build on. Pushing something like Dayz out of the woods is an extreme undertaking, which you either do because you are completely crazy, a bit naive or very talented. Sometimes it's the three combined. I'm just trying to gauge in which of these three categories to put Dean Hall. If you or anyone could share information, I think this thread would be a good place for it. I think we all agree that we are thankful to Rocket for creating this project, in the first place. Yet a lot of us are still unsure what made him turn his back on it so completely. His last forum post is from 2014, as far as I know. Somehow I'd have expected him to stick around and give an occasional comment or even just to let us know he's still out there. Basically what I want to say is: we haven't given up on Rocket and would like to hear from him, but it seems like he doesn't want to be part of this community any more. I don't think he'd be hated, I think he'd be welcomed back with open arms. Even if he's not in the developers chair for this ride any more. Even if he never replies to his own posts. If a project goes beyond the scope of its original idea that is not a bad thing. The more difficult part may be accepting this. I guess it's that he's simply too busy with his own project and left this one behind himself as an experience, be it a good or a bad one. Still, if you push something like Dayz into life and then vanish from it completely - that seems odd.
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