Yuval 221 Posted September 18, 2015 (edited) Yso the majority of players don't want us modders to have server files although it will do only good for them, just release singleplayer mode so we can test our models properly and hopefully buldozer too. I am lucky to own TKOH but some people won't spend 30$ only to test out proxies. its an epic win for both parties. fyi for the players who'll say it will delay anything.. it wont, it isn't complicated to make it working. it just requires the right knowledge Edited September 18, 2015 by StanleyWasHappy Share this post Link to post Share on other sites
IkaikaKekai 1957 Posted September 18, 2015 I would assume they're working on it, and as you say, it won't delay anything as it's already on the roadmap and schedualed to coincide with modding support. Share this post Link to post Share on other sites
Yuval 221 Posted September 18, 2015 I would assume they're working on it, and as you say, it won't delay anything as it's already on the roadmap and schedualed to coincide with modding support.I am suggesting to make the release of Singleplayer earlier. Before mod support. Share this post Link to post Share on other sites
IkaikaKekai 1957 Posted September 18, 2015 Well I think they'ed still have to 'delay' the release of SP, if nothing but for modding reasons, till after they get rid of the 'last' of the legacy code in the engine, which I think is the 'milestone' they have in mind before they declare Alpha over and we move into Beta phase. Share this post Link to post Share on other sites
Yuval 221 Posted September 18, 2015 Legacy code has nothing to do with modding... Share this post Link to post Share on other sites
OnionOfShame 138 Posted September 18, 2015 Legacy code has nothing to do with modding...Yes it does. That's like saying game mechanics have nothing to do with how people play the game. Different coding means that modding works differently. It would be counter-productive to start allowing modding support before the infrastructure is finalized. 4 Share this post Link to post Share on other sites
SaveMeJebus 164 Posted September 18, 2015 Has quite a bit to do with mods being broken every time they make a tiny change tho .... I wonder, how long would it take for these enthusiastic modders to just get pissed and say screw it because every other patch completely broke their mod? Don't know why people think alowing modding right now is such a good idea with the current game code in such a state of flux. Share this post Link to post Share on other sites
Yuval 221 Posted September 18, 2015 (edited) Ah. These changes barely happen. Even if they do it doesnt affect the mods most of the time unless they actually sacrifice a team to go through 5 gb of addons and fix them. Now hey, as a modder I love challenges. Imagine how many hours I spent looking on the DayZ models, trying to figure out how make the proxies work, how to get the attachments working.. what would the new config variable do. You may ask my friends how inactive I became over teamspeak in the last few weeks.Now what you guys need to understand is that these changes are stuff most modders hate but they are not that bad. On ArmA 3 version 1.24 BI decided to completely change how weapon sounds work. For like a week all weapon addons were not working properly at all... That happens, and it will happen and I believe even after the Beta releases it will keep happening... so what? I enjoy modding. I am passionate about it. It is impossible for us to test our creations ingame. So yeah sure people could whine all about how their fun is ruined by KoS ingame but when a modder asks for tools to work with everyone begins to accuse how modding is bad for DayZ. Edited September 18, 2015 by StanleyWasHappy Share this post Link to post Share on other sites
S3V3N 1402 Posted September 18, 2015 (edited) 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. Edited September 18, 2015 by S3V3N Share this post Link to post Share on other sites
Yuval 221 Posted September 18, 2015 (edited) 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.Absolutely not!! Singleplayer means simply putting the player in a regular DayZ environment that is not online. Think of it as the "Host a new mission" from ArmA.TKOH is Take On Helicopters. The only game that it's buldozer version supports version 52 models (DayZ models). I paid the money to get that game so I could view my models with proxies in the buldozer through O2. Rest is up to BIS tools that does the work. The thing is there are tons of stuff that are missing, or for my knowledge such as scope simulations and stuff like that.Modding is almost the same as ArmA. There are a couple of stuff that can't be done w/o new tools such as navmesh generations for terrains (animals related navigation) and the new freaking player skeleton (which actually get revamped again in 0.59 - 0.60).You can do almost whatever you want by observing gamefiles but you can't test them right now.I myself ported the DMR from A2 entirely with its attachments seperated from the model fully functioning and iron sights working - as a test project. I won't be able to show it or anything since the models are made by BI but I managed to do it. So everything is possible :)So yeah. Modding information it is for you, or atleast some of the stuff I know of. Edited September 18, 2015 by StanleyWasHappy 2 Share this post Link to post Share on other sites
S3V3N 1402 Posted September 19, 2015 Absolutely not!! Singleplayer means simply putting the player in a regular DayZ environment that is not online. Think of it as the "Host a new mission" from ArmA. 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. Share this post Link to post Share on other sites
Funkmaster Rick 373 Posted September 19, 2015 If they release singleplayer, a small but noticeable chunk of the community will drop off the map and stop playing multiplayer. There are a lot of people who are either fed-up with the KoS dynamic or simply have no desire for player interaction - these people would stop providing input, feedback, and data to the developers, who are working on a multiplayer game. Given that they require such data to make informed development decisions, releasing a singleplayer would, logically, delay progress on the game itself. There's also some real concern about the modding scene getting too big before the game is released - I'm sure we all remember what it was like in the mod days, when for vast swathes of time the only populated servers were those that promised extra, extra loot, hundreds of vehicles, and spawn loadouts; there's a lot of temptation to mod out the annoying bits, which someone will do, which could critically collapse or segment DayZ's playerbase before the game has even been finished. Share this post Link to post Share on other sites
Yuval 221 Posted September 19, 2015 (edited) 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.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.If they release singleplayer, a small but noticeable chunk of the community will drop off the map and stop playing multiplayer. There are a lot of people who are either fed-up with the KoS dynamic or simply have no desire for player interaction - these people would stop providing input, feedback, and data to the developers, who are working on a multiplayer game. Given that they require such data to make informed development decisions, releasing a singleplayer would, logically, delay progress on the game itself. There's also some real concern about the modding scene getting too big before the game is released - I'm sure we all remember what it was like in the mod days, when for vast swathes of time the only populated servers were those that promised extra, extra loot, hundreds of vehicles, and spawn loadouts; there's a lot of temptation to mod out the annoying bits, which someone will do, which could critically collapse or segment DayZ's playerbase before the game has even been finished.Okay I absolutely understand you guys don't exactly know how modding for ArmA works generally. I am not trying to be arrogant or anything but what you guys are saying is completely out of context. First of all as I said. First of all, as I said - I asked for Singleplayer. I don't know why did you come up with the very very old and infamous excuse of "Extra vehicles, extra loot, spawn loadout" because I have only stated one thing - Singleplayer. Treat this suggestion as singleplayer and don't come up with these very unrelated opinions that regards server files I haven't requested.Second of all, I haven't said anything about the Editor. The editor is a module to create missions and randomly go chaos with objects and units on the map. That has not much to do with singleplayer. Sure you could spawn shitload of building in the editor if we had it (which by the way exists) but is doesn't have to do with anything related to DayZ Singleplayer.Now let me make a simple explanation regarding how things work, because I'm pretty sick and tired of repeating myself 4 times. Singleplayer is indeed singleplayer. Brian stated in one of his interviews that he wants to release it too so models could test up their stuff properly. All I said was to give the community and especially the modders some kind of a playground to test out their models and even terrains. It isn't hard to do, if it doesn't exist already but is private.There are stuff you guys think BI needs to "create" in order to let people mod the game. That's absolutely wrong. All the tools DayZ modding needs are existing and they are used by the devteam. Including the buldozer which plays and important role at model creations. It lets modellers test out their model without loading the game again and in our case it is the only way to test out models since we have no way of running it in game.Singleplayer literally does not harm to anyone. The playerbase won't drop and infact it will make more people come back to play DayZ. Even if hundreds of players will play on singleplayer it doesn't mean any DayZ servers will suddenly become empty and no one will be online. Infact you won't even feel it and as a player I feel that you'll even get bored pretty quickly. But hey. as a modder this is the only way for me to test my creations unless server files releases which I'm sure some of you'll think of it as the end of DayZ or something ridiculous like that.Thanks for understandingP.s One of you said something about paid mods over workshop. Mods are since always free for use. And again, the only "tool" I requested was a singleplayer mode to test our models and maybe a buldozer for those who can't afford TKOH. By the way, the buldozer exists but it's simply not released for the public yet. Here is something I did about a week ago, should be fully functioning ingame. It's an L11 that takes a box of 200 5.56 rounds. Similiar to the M249 from A2. It uses all the M4A1 optics and an atlas bipod. All configs are ready to go for a test although I do expect them to have some typos since I'm still a human ^^ Also, there are some reaaaally cool stuff you could do such as creating cool improvised gear...I have just finished working on an improvised scope and improvised wellie stock that can be fit to the Sawed off Mosin With a bit of config work these attachments should be fully functioning. The stock should improve the CQB action a bit (taken from values of the magpul stock) and the scope is... a binocular scope with a pipsi can lol Edited September 19, 2015 by StanleyWasHappy Share this post Link to post Share on other sites
S3V3N 1402 Posted September 19, 2015 (edited) Okay I absolutely understand you guys don't exactly know how modding for ArmA works generally. I am not trying to be arrogant or anything but what you guys are saying is completely out of context. First of all as I said. First of all, as I said - I asked for Singleplayer. I don't know why did you come up with the very very old and infamous excuse of "Extra vehicles, extra loot, spawn loadout" because I have only stated one thing - Singleplayer. Treat this suggestion as singleplayer and don't come up with these very unrelated opinions that regards server files I haven't requested.Second of all, I haven't said anything about the Editor. The editor is a module to create missions and randomly go chaos with objects and units on the map. That has not much to do with singleplayer. Sure you could spawn shitload of building in the editor if we had it (which by the way exists) but is doesn't have to do with anything related to DayZ Singleplayer.Now let me make a simple explanation regarding how things work, because I'm pretty sick and tired of repeating myself 4 times. Singleplayer is indeed singleplayer. Brian stated in one of his interviews that he wants to release it too so models could test up their stuff properly. All I said was to give the community and especially the modders some kind of a playground to test out their models and even terrains. It isn't hard to do, if it doesn't exist already but is private.There are stuff you guys think BI needs to "create" in order to let people mod the game. That's absolutely wrong. All the tools DayZ modding needs are existing and they are used by the devteam. Including the buldozer which plays and important role at model creations. It lets modellers test out their model without loading the game again and in our case it is the only way to test out models since we have no way of running it in game.... 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. Edited September 19, 2015 by S3V3N 1 Share this post Link to post Share on other sites
Yuval 221 Posted September 19, 2015 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. You're not understanding my point brother. I am sorry for my attitude but I tried expressing that I understand a little bit more than people who aren't coming from ArmA modding background. Let me explain what I mean by all my posts here. If you don't understand what I mean here I can send you some links that will explain it much better from the BIStudio forums. The bis tools are providing the modders what they need. Oxygen 2 and Visitor3 along with all the other sound and image tools are enough to create a proper addon for DayZ. I have created an LMG addon and I have a project on hold of a terrain creation. I have already said it atleast once. BIS tools are good enough to create weapon, item and terrain addons (except for navmesh which is not a requirement to run a map I believe). This thread, again is about the singleplayer mode - which lets modders test their mods out without other people affected and without server files release. The editor is indeed going to help but it is not mandatory to do it. A simple singleplayer mode with a way to execute scripts is more than enough for testing - just like ArmA 3. In order to load up proxies (proxies are references to other models that can be included in different models, so you don't model the same thing twice such as lockers, beds and loot spawn points) in the buldozer (the model viewer), you'll the need the original DayZ buldozer that still didn't come out yet or the buldozer of Take On Helicopters which DayZ is based on. That will make people have to pay 30$ to buy the game and use its buldozer for addon making. Hope this explains stuff better, sorry if I had a bad attitude towards you :D. 2 Share this post Link to post Share on other sites
S3V3N 1402 Posted September 19, 2015 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. Share this post Link to post Share on other sites
Yuval 221 Posted September 19, 2015 (edited) 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.Hey its absolutely fine! If you do know how to model I'd recommend you to actually consider learning how to mod in ArmA. It's really nice, especially when seeing your addons work properly. I could send you links and videos in a PM from other ArmA addon makers if you wish.As someone who loves to create mods for games, my enjoyment from ArmA games besides the gameplay experience is to create my own stuff. That's how I find DayZ entertaining :) Edited September 19, 2015 by StanleyWasHappy 2 Share this post Link to post Share on other sites
Baker. 1484 Posted September 20, 2015 I did work on several games though, e.g. "Rise of the Triad" If you worked on the original "rise of the triad" then :beans: and anytime anyone someone disrespects you i will jump in and say "F you muthafers!!!! this dude worked on rise of the triad!!!!" Share this post Link to post Share on other sites
thefriendlydutchman 160 Posted September 22, 2015 could you model an alternative version of the sporter 22 for when modding comes out:would be cool to have, maybe with a nota cola improvised scope (nota cola can with a nail nailed through the can as a crosshair) 2 Share this post Link to post Share on other sites
Yuval 221 Posted September 23, 2015 (edited) could you model an alternative version of the sporter 22 for when modding comes out:would be cool to have, maybe with a nota cola improvised scope (nota cola can with a nail nailed through the can as a crosshair) The nail thing sounds amazing. In terms of scopes, I could try but I am currently working on a terrain so I'll get back to modelling once I finish my current stage in the mapmaking process. Edited September 23, 2015 by StanleyWasHappy 1 Share this post Link to post Share on other sites