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Your DayZ Team
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Everything posted by sausagekingofchicago
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Pax East Dayz Panel Streaming now
sausagekingofchicago replied to Tacklebait (DayZ)'s topic in DayZ Mod General Discussion
Damn, I'll wait for a vid since I already missed part of it. Thanks for the link. -
3 weapons like:pistol+rifle+HATCHET/MATCHETE/CROWBAR...
sausagekingofchicago replied to Freaxxy's topic in DayZ Mod Suggestions
The crowbar did something similar for a time. I couldn't get it to work recently but at one point you could select it like a grenade and swing for headshots with it. It wasn't as effective as the hatchet but pretty damn useful. I'm not 100% sure why that changed, it could have been a bug or it could have changed when the hatchet reload was fixed. It was the best weapon for a short time. :( -
Yes, and it's boring. I'd like to see survival put back into the survival game.
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DayZ Developer Blog 8th March
sausagekingofchicago replied to mattlightfoot's topic in Mod Announcements & Info
How exactly did they miss the boat? Because people are playing other games? Too many people are driven by hype and for some reason they think hype and picking the best release date possible are more important than having a game that doesn't suck ass. These are the reasons people blow 50 bucks on a game that turns out to be a massive turd in a shiny package. No matter what, it's a lose-lose situation. If the SA was released back in December and was just a spiffed up mod people would have shat bricks of hate all over the place and claimed Rocket was just after the money and sold us what we already had. If he releases the standalone tomorrow people will still shit all over it and say it's just a buggy mess and cry about how they were ripped off, even if they had to actually read the definition of "alpha" before buying, playing, and quitting the game. If they release whatever Rockets idea of a finished game is in a months time people would piss and moan about the changes and claim he ruined the game.. blah blah blah. I hope Rocket and Co ignore all of us, say fuck it, and go ahead and release the game in two years. -
Drivers licenses or passports would make more sense in my opinion but wouldn't this just encourage mindless killing?
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DayZ Developer Blog 8th March
sausagekingofchicago replied to mattlightfoot's topic in Mod Announcements & Info
I knew it wasn't a direct quote but I found it odd that they didn't quote him saying something about that. Nonsense like that is why I don't read gaming "news" sites. -
DayZ Developer Blog 8th March
sausagekingofchicago replied to mattlightfoot's topic in Mod Announcements & Info
I guess we'll be able to tell if Rocket has slowly descended into madness by the types of goodies that are offered. -
Retexturing models and testing them in game
sausagekingofchicago replied to sausagekingofchicago's topic in DayZ Mod General Discussion
If you're going to try to make a map it's recommended you aim for a 50 gig partition to have plenty of space to work. I only went with 30 as it was all I could really spare. The P:\ is virtual. It should have all the same files your t:\bistools\ArmaWork directory has. When you save something to p:\z\ for example it's really going to t:\bistools\armawork\z\ I wound up with the P: drive, where all my work is done, and the R: drive where all the tools are stored. I rarely visit my r:\ drive and never mess with my documents\ArmAwork. As long as your p:\ and t:\bistools\armawork look identical you should be fine. All your work and fiddling should be done in the p:\ drive. -
DayZ Developer Blog 8th March
sausagekingofchicago replied to mattlightfoot's topic in Mod Announcements & Info
Just in case there's no devblog today I went ahead and put on my highwaters. -
Retexturing models and testing them in game
sausagekingofchicago replied to sausagekingofchicago's topic in DayZ Mod General Discussion
What Orlok said. It's far easier to create a squad.xml for that. Actual re-textured models would require everyone and the server to have the same files to see them. -
DayZ Developer Blog 8th March
sausagekingofchicago replied to mattlightfoot's topic in Mod Announcements & Info
Now that the boards have slowed down a bit we wont have to read posts about how Rockets wasting his time by going to game conventions and how he should be chained to his desk. Oh -
Surely Dean can just release Dayz SA on Early Access?
sausagekingofchicago replied to scaramoosh's topic in DayZ Mod General Discussion
Here you go, this will keep you busy for the next year or so. http://community.bis...errain_Tutorial -
Surely Dean can just release Dayz SA on Early Access?
sausagekingofchicago replied to scaramoosh's topic in DayZ Mod General Discussion
People complain about alphas and betas all the time. It doesn't matter if the it says "ALPHA TEST VERSION" in huge red letters across the top of the screen either. I'd like them to sort out as many major bugs as possible before letting us take a turn at breaking it. -
Retexturing models and testing them in game
sausagekingofchicago replied to sausagekingofchicago's topic in DayZ Mod General Discussion
Did you follow the BItools guide completely? It looks like Buldozer is looking for the \ca directory on your p:\ drive. I just tested this by renaming my \ca folder and that is the error I get when loading the example can up. If you followed the steps already we can troubleshoot it further. http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial#Extract_BI_addons_to_P: -
Retexturing models and testing them in game
sausagekingofchicago replied to sausagekingofchicago's topic in DayZ Mod General Discussion
Well, the guide wasn't meant purely for retexturing cans but.. that is pretty much what it guides a person through. I used the same process to retexture character models and other nonsense but a lot of people asked about the cans so that's where I went with it. You're right, there's only a handful of us actively discussing and working on this, on these forums at least. Your call on the merge. I don't mind either way if it helps someone out. -
Retexturing models and testing them in game
sausagekingofchicago replied to sausagekingofchicago's topic in DayZ Mod General Discussion
If you're editing a preexisting model you only need to open the appropriate .rvmat file. Double clicking on it will open the Material Editor. Then just scroll down until you see the _smdi already applied and change it to yours. You can also open the .rvmat in notepad++ and edit the text. Both ways will work but you should save the _smdi with a new file name so you don't accidentally mess up something else. This means you have to open the model, press E when the mesh is highlighted, and edit the Material setting in the Face Properties menu. If you don't already know what the models .rvmat is called you can find the name here too. Just make sure you save your model with a new name too. :D _smdi files and .rvmats should be saved in your \z\addons\dayz_communityassets\textures directory. http://i.imgur.com/1NPqcPl.jpg http://i.imgur.com/GwZ9uhO.jpg -
Will SA be modder friendly?
sausagekingofchicago replied to BearGravy's topic in DayZ Mod General Discussion
I doubt we'd see that considering Martin and the shenanigans his pals pull. Unless they could rent out the servers themselves, then it would be different. edit: Sorry, I just got a letter threatening legal action against me for posting that. I'll leave it though. -
(SA) Use HINTS and LOADING SCREENS (yes, loading screens) in place of a tutorial (HAS PICTURES!!)
sausagekingofchicago replied to colekern's topic in DayZ Mod Suggestions
I used the Arma Boot Camp to configure my graphic settings and inadvertently learned the keys. So I can't say it would be a bad idea for noobs to have some type of small area to do the same. Why not throw noobs in on a small island map and give them a crash course in DayZ? Purely the basics, like how to get eaten by zombies, how to find whatever respawn button the SA will have, and how to take off all your clothes. It'll also give them a little place to configure their settings. I don't think it'll hurt the game overall if there's not much content at all on Fresh Meat Island. Are the keys really the most challenging thing to the game? Not really. It's not like this would rob them of any major experiences. Anything more than the basics would spoil a lot of the early fun. Man, if they're having these types of issues then maybe they shouldn't be near a computer at all. :D -
gore and dismemberment and sewing back on limbs
sausagekingofchicago replied to jona (DayZ)'s topic in DayZ Mod Suggestions
notsurefry.png -
DayZ Developer Blog 8th March
sausagekingofchicago replied to mattlightfoot's topic in Mod Announcements & Info
So is Señor Rocket going to do a presentation at PAX this year? (I haven't been paying attention) -
So, uhm...Balota Buddies?
sausagekingofchicago replied to Imafighter's topic in Mod Servers & Private Hives
I'm fond of Zelenogrosk Zoophiles but it's just a tad too silly for my liking. -
It's a huge deal. Hopping is used for more than just farming. Any type of combat situation between groups will immediately be ruined by people who will hop to another server, reposition themselves, and jump back in behind the other group. This is simply stupid and far more immersion breaking than a silly can. Same goes for the farmers who hop around in the barracks and magically come out of a room you were just in and mow you down. Add a well organized group to the mix and the farmers/hoppers will have a home server with that specific location locked down so the hoppers can unload their loot in safety and maybe even catch a ride back to the farm sites if they do get killed. It's a huge deal and a clever solution has to be devised if they don't want the public hive infested with exploiters.
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You should let your server list completely refresh.
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Are All "Hackers" Bad?
sausagekingofchicago replied to applejaxc's topic in DayZ Mod General Discussion
I guess. I imagine it hurts the bottom line of some companies but I just don't see pirates being the reason for the pricing. Now I do see pirates being the reason for the terrible failure of some games like Sim City, well pirates and awful decision making on EA's part in an attempt to combat piracy. Then again, these are the same people that charge 60 bucks for console games. Console games can be pirated but not as easily as PC games and the problem is nonexistent when you compare the two. The biggest concern in console game sales are all the used games hitting the market. People who sell their old games are accused of "stealing" from and "hurting" the poor developers and are blamed for the codes everyone needs just to play online. Codes which can be conveniently bought for five or ten bucks if you happen to own a used copy. Strangely, these same publishers/developers consistently send people to some of the biggest used games outlets with pre-order items and other trinkets. Seems to me they've created a new market for themselves by pumping out over hyped and extremely shallow games that a ten year old can tear through within a week. That side of the industry are nearly pissing themselves with the thoughts of a digital release-only games for consoles. -
I'm jealous of the A3 guys after looking at the A3 sample models and reading a few things. They'll no doubt have super skimpy camo in no time at all. What about us?! I like short shorts too damnit!