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sausagekingofchicago

DayZ Forum Team
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Everything posted by sausagekingofchicago

  1. sausagekingofchicago

    Community Food and Drink Textures!

    There are some Arma assets that BI has released. Grab the environment pack and look under Misc. Textures and an .rvmat would need to be made and the packing of the object may be different but that's a good place to start. http://forums.bistudio.com/showthread.php?61769-BI-Sample-Models&p=1147654&viewfull=1#post1147654
  2. sausagekingofchicago

    Oh I wish I was a...

    An unladen swallow.
  3. sausagekingofchicago

    WTF!!!!????

    I killed Steak once with my drunken flight skillz and once with casual bullet spray. I'm still waiting for my global ban.
  4. sausagekingofchicago

    SA: 'No advanced weapons'

    I wasn't aware the CZ550 was a one shot kill weapon in game.. No matter what defense someone can come up with, it's still going to be easier to hit the body of a moving target at 600 meters with an AS50 than it would be to hit the head of a moving target at 600 meters with a DMR or CZ. That said, we don't really know how damage is going to work in the SA. Getting shot in the toe by something like an AS50, for example, might not kill. I also think the rarity of ammo would have a huge impact the chopper gunners and any high end weapons that make it into the game. Not to mention the changes to the zombies, the changes to the map, perhaps even any changes to fuel supplies, etc. I'm excited to see what they do but it sounds like things are going to play differently from what we're used to.
  5. sausagekingofchicago

    DAYZ:SA Zombies becoming real threat - ideas

    I like the first and third suggestions. Special zombies are kind of lame. edit: oh, for the SA? Only number 3 then.
  6. sausagekingofchicago

    DayZ SA: 'Small Fee for Updates'

    If this was true, this website and the subreddit would be on fire and rocket would have been boo'd at PAX if not dragged outside and stoned. Luckily, he isn't a retard so we're all good.
  7. sausagekingofchicago

    A Darker, Grittier, More Retro DayZ

    I played on a DayZ+ tavi map and thought the headshots required were part of the DayZ+ features. I found it outstanding and it kept me on my toes as I couldn't rely on my little hatchet to get the job done without learning how to properly aim it. I don't know what direction the SA will go towards but headshots only or major damage required to the chest would be a great change for the mod. Right now, double tapping a zed with 2 rounds from an m4 is just way too easy. Many of us are at the skill level where we could survive 20+ zombies out in the open. Anything that adds more challenge is welcome in my book.
  8. sausagekingofchicago

    Why is DayZMod still marked as "Alpha"?

    Why does it bother you OP?
  9. sausagekingofchicago

    Pax East Dayz Panel Streaming now

    Damn, I'll wait for a vid since I already missed part of it. Thanks for the link.
  10. sausagekingofchicago

    3 weapons like:pistol+rifle+HATCHET/MATCHETE/CROWBAR...

    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. :(
  11. sausagekingofchicago

    Dog tags

    Yes, and it's boring. I'd like to see survival put back into the survival game.
  12. sausagekingofchicago

    DayZ Developer Blog 8th March

    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.
  13. sausagekingofchicago

    Dog tags

    Drivers licenses or passports would make more sense in my opinion but wouldn't this just encourage mindless killing?
  14. sausagekingofchicago

    DayZ Developer Blog 8th March

    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.
  15. sausagekingofchicago

    DayZ Developer Blog 8th March

    I guess we'll be able to tell if Rocket has slowly descended into madness by the types of goodies that are offered.
  16. sausagekingofchicago

    Retexturing models and testing them in game

    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.
  17. sausagekingofchicago

    DayZ Developer Blog 8th March

    Just in case there's no devblog today I went ahead and put on my highwaters.
  18. sausagekingofchicago

    Retexturing models and testing them in game

    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.
  19. sausagekingofchicago

    DayZ Developer Blog 8th March

    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
  20. sausagekingofchicago

    Surely Dean can just release Dayz SA on Early Access?

    Here you go, this will keep you busy for the next year or so. http://community.bis...errain_Tutorial
  21. sausagekingofchicago

    Surely Dean can just release Dayz SA on Early Access?

    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.
  22. sausagekingofchicago

    Retexturing models and testing them in game

    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:
  23. sausagekingofchicago

    Retexturing models and testing them in game

    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.
  24. sausagekingofchicago

    Retexturing models and testing them in game

    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
  25. sausagekingofchicago

    Will SA be modder friendly?

    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.
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