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Posts posted by Rawr-Tech
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1 hour ago, PuFu said:isn't the mod still under A2 only - https://www.bohemia.net/community/licenses/dayz-mod-license-share-alike ?
seems the Dayz SA is under a new license type, but not the A2 mod - https://www.bohemia.net/community/licenses/arma-and-dayz-public-license-share-alike-adpl-saDayZ Mod Licensed Data Pack: DAYZ_MOD_PBOs_ADPL-SA.zip https://www.bohemia.net/community/licenses/licensed-data-packages
That's statement maybe correct for other versions of the mod.
But not the data pack used to create this mod with non included aspects created by us. https://www.bohemia.net/community/licenses/arma-and-dayz-public-license-share-alike-adpl-sa
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And it is out 🙂 Enjoy.
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Information:
The Arma 2 DayZ Mod Remastered for A3.
This started as passion project to rekindle my love for A2 DayZ for just me and few friends, however, after hours of pain and grief working on it, I decided why not let everyone enjoy it.
The goal is to keep the user experience as vanilla as possible, bar a few quality of life changes, for the better.
but ultimately making it as close to DayZ Mod 1.6.0 as possible with a few additions here and there.
Additional features:
- Reworked Zombie Animation config allowing for more zombie variants.
- 2 Custom Backpacks
- Arma3 equipment integrated into gameplay.
Website:
https://dza3.cytechindustries.com/
Discord:
Download:
https://steamcommunity.com/sharedfiles/filedetails/?id=1971168212
Server stats:
Our Other Project.
Media:
Credits:
DeanosBeano A2 Bikes (http://www.armaholic.com/page.php?id=33246)
Breakingpoint team (Weapons) https://github.com/deathlyrage/breakingpointmod
Dean Hall and BI for DayZ Mod, Also thank you again BI for making it ADPL-SA
Credits & Dependencies:
Reyhard Civilian pack: http://www.armaholic.com/page.php?id=26188
http://www.armaholic.com/page.php?id=33246
CUP Team (Chernarus and Core)
MAXIMILI A2 Player Animations (A2ATA3)
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Yet another watch development video
The system now allows for multiple tiers of watches allowing players to get better watches to display more info.
Oh, also now our futuristic advanced tech manufacturing company, makes 80s Casio watches...
Lowest Tier watch:
Mid Tier Watch:
We have a top tier watch planned however it requires unfinished systems to function so is on hold for now.
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The working version in-game with all elements working.
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On 11/20/2019 at 1:10 AM, HorribleGoat said:Very cool indeed! Is that build onto the character or using a gear slot?
At the moment it is using a gear slot but, It's far from Ideal for compatibility but, if you have any other ideas on how to expand compatibility I would be more then happy to go into further detail about it with you.
Final model with placeholder face and view watch animation.
On 11/19/2019 at 10:26 PM, EO said:I love the look if this, Players vital stats would be a neat display, heart rate, health status....keep up the good work folks.
Ingame displaying vitals:
On 11/19/2019 at 11:04 PM, Vandeanson said:very nice idea - eager to see where you end up with this !
Thanks, I am also a fan of your work I've been following your youtube channel :) Would you be able to contact me on discord I have some questions. Rawr-Tech#7159
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I have been working on our gamemode UI and wanted something different for our project.
I figured I would share some media my proof of concept as I've never seen anything like this done in Arma before 🙂
In its current stage it only tells the game time in realtime, but you can see the capability of such a concept.
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5 hours ago, simkas said:Hey I have a question regarding the release of this, how do you plan to do it? Will it be just a terrain and then optionally there'll be a gamemode that uses it that people can also download? Or are you planning on releasing it all as one package? Cause it'd be useful to be able to get just the terrain for mission making purposes once it's released.
It is going to release all at the same time however, the mods are going to be separated into two mods for example "Cytech Terrain's (Buildings assets, aboveground terrain and underground terrain )" and "Cytech Gamemode (Vehicles, Weapons and other assets)".
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Update #6 - Cytech Development.
I would like to start off by apologising for our absence over the last weeks, We are still here alive and well.
However, work has been slow over the past few weeks due to most of our team having University exams over the last few weeks and coming weeks. I myself have been with work as I explained in my previous post but my work should be back to normal in a few weeks.
We will also be changing this weekly update from weekly to as often (Maybe be longer than a week) as I or another member of the team can post. With the goal of returning to this format once again in a few weeks.
This is a brief update from our development team showing our weekly progress. This is by far not everything that the team has achieved this week, however, we aim to make one of these a week so as to stay in contact with the community and get feedback on our progress.
Atom_Monky:Monky has been hard at work with populating our aboveground terrain it with nature such as trees and bushes. He has also been hard at work creating our custom bridges for the map
Media:
Dan Tronic:
Dan has been extremely hard at work crafting the underground environment, making decals, combo models and creating textures.
Media:
Rawr-TechI Have not had very much time to do much so I will share an image from my back catalogue of my work.
Media:
Responses:
On 6/26/2019 at 1:34 PM, -Lucas said:so no more moving from surface to underground in one terrain?
How will the 2 terrains work in MP?
Our plan is to allow players to utilize both terrains in our MP game mode. We will do this by using KillzoneKid's server transfer script, this will be embedded into the MP framework allowing for a semi-seamless server transfer, something similar to how S.T.A.L.K.E.R. handles map transfers. This will allow for players to continue their survival experience across both terrains. Rawr-Tech has already tested and implemented this feature into our MP Framework.
On 6/10/2019 at 6:02 PM, Glow said:This is so cool!
I hope for at least a one, big room with working AI. When we could lock players and spawn zombies, behind every corner coming out and attacking.
Any ETA? This year, next year?As for the question for ETA, That's a tough one we don't want to make any promises. However, our goal is to get the project completed as soon as possible.
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On 6/21/2019 at 3:36 PM, Digger James said:So when's the weekly due again?
Also, I wanted to ask when this is done and stable, will it be possible and what loops must be jumped to have this map converted for DayZ: SA?
Licking my chops just waiting to dive into this map! hope it goes all well!I do apologise for the lack of posts, I have had not time to post as the organisation I work for requested I work for the last 3 weekends. I will try and make a post tomorrow we have been working hard in our spare time, we have more frequent image posts from our devs on our discord. I will also try and address everyone else's posts this weekend.
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Weekly Update #5.5? - Cytech Development.
I would like to start off by apologising for our absence last week, We are still here and live as the saying goes better late than never.This is a brief update from our development team showing our weekly progress. This is by far not everything that the team has achieved this week, however, we aim to make one of these a week so as to stay in contact with the community and get feedback on our progress.
Atom_Monky:Has been working hard on getting the above terrain ready for us to start building, Has has also created a custom bridge from scratch for the terrain.
Media:
Dan Tronic:
This week Dan Tronic has been continuing to work closely with Atom Monky on the ground clutter for the above ground terrain as-well as updating the satellite map. (Screenshots coming soon) He has also been working more custom environment assets.
Media:
He-Man:
Has been finishing off his work with the final underground assets.Media:
Shhh. This is not the same image as week #4 :D
Lakarak:
Lakarak has been working on our faction uniforms getting them rigged ready to be game ready.
Media:
Rawr-TechI have been working on our faction uniforms with Lakarak, finalising the rigging on our as wolves for the PVE aspect of the gamemode and some smaller gamemode features like animated lockpicking.
Media:
Responses:
On 5/15/2019 at 9:30 PM, phronk said:Are the water droplets, sparks, and lights part of the terrain? Or scripted into the misson demonstrating the map?
They Alias's scripts, however, our goal is to bake them the map when the underground is ready and after extensive testing.
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On 5/8/2019 at 4:38 PM, KebabRemover said:I love these weekly updates, gets me hyped every time, can't wait till the release!
Thank you, We cannot wait for players to get there hands on it.
On 5/10/2019 at 8:21 AM, Dallas Medina said:So it's multiplayer only? AI won't be able to use it?
On 5/11/2019 at 5:36 AM, Digger James said:On the Surface, above the underground complex, idk about the facility itself. you'll have to ask the Devs
As for the matter of AI, we will be trying our best to allow AI to work in our underground map, however, we are not at the stage to test and implement working AI in the underground at the moment.
As for the above-ground, AI will work fine, just like with vanilla maps.
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Weekly Update #4 - Cytech Development.
This is a brief update from our development team showing our weekly progress. This is by far not everything that the team has achieved this week, however, we aim to make one of these a week so as to stay in contact with the community and get feedback on our progress.
Dan Tronic:This week, Dan has been busy working on the custom environment models. Following on from last week, Dan has now finished the ground clutter models and has since moved onto rocks.
Media:
He-Man:
He-Man has been working hard on more of our underground assets finishing off the final few required for the current unground build.Media:
Rawr-Tech:This week I have taken a break from buildings to work on vehicles, I have remixed and ported the ArmA 2 "Hand Over, Offender" creating a new Land Rover Defender 90 hardtop variant using the original textures UV mapped to the new hardtop allowing for easy retexture using original textures and playing around with animations on the Ural allowing for adding armor to the vehicle and allowing players interact with viewports for better first person viewing .
Media:
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18 hours ago, x3kj said:Very cool looking, looking forward to checking it out. I see a lot of stalker props...
Things i would advise:
Test the underground bits out in MP as early as possible - the problem i feel will be the most annoying is the lack of light occlusion from flashlights - the current achilles heel of everything 'underground'. Designing places with that in mind you can reduce it a bit (but not fully). As singleplayer it looks usually very good, but with more people running around with flashlights it can be pretty bad looking otherwise.
I dont know what you are going for in terms of "world building" but i would (personal opinion) reduce the amount of grafiti - to me grafiti is always a sign of human activity. Lots of grafiti -> lots of human activity. For a place to feel lost and forgotten i think its best to show minimal signs of recent human interaction. Less human interaction -> more mystery
Our assets are not ported from S.T.A.L.K.E.R. nor ripped from a pre-existing game, they have been developed and customised to our specifications. (Edit: In the early stages of development we did use some stalker assets in our underground, however, these were placeholders and have since be removed due to my distrust of the stalker asset usage agreement being sketchy at best)
MP is high on our priority list and we will be testing it as soon as possible.
As for the graffiti point that makes perfect sense, when it comes to locked-down areas with low human activity that will very much be the case.- 4
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Weekly Update #3 - Cytech Development.
This is a brief update from our development team showing our weekly progress. This is by far not everything that the team has achieved this week, however, we aim to make one of these a week so as to stay in contact with the community and get feedback on our progress.
Atom_Monky:Monky has been continuing working on our above-ground terrains developing the road system with custom roads. In the meantime, while buldozer keeps crashing he tweaked the map clutter settings.
Media:
Dan Tronic:Dan Tronic has been doing some amazing work on our custom ground clutter models. here's a screenshot showing 3 grass models out the huge amount we are yet to port in. He has also been busy working on some custom textures for a rifle model currently being worked on by our new developer "EvilCallum"
Media:EvilCallum:
"EvilCallum" has joined Team Cytech as a new developer. He has begun working on an arsenal for Cytech Industries and has returned from the post-apocalyptic future world with new experimental weaponry. Its codename is the TSR, still, very WIP and he is looking to create some lore to surround the weapon.
Media:
He-Man:
He-Man has ported in a huge amount of assets this week. These assets are exclusively for the underground terrain. We hope to build something with all the new underground assets soon. expect some screen shots/videos soon.
Media:
Rawr-Tech:Due to unfortunately having to go back to work after the Easter vacation my time is once again limited.
Continuing from last week's post, I have been working on an armoured vehicle using the animate function to bake the armour into the model to be able to implement it into our framework allowing for the player to add armour their vehicles.
I have also posted an image game-ready asset, I did over the Easter vacation.Media:
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Weekly Update #2 - Cytech Development.
This is a brief update from our development team showing our weekly progress. This is by far not everything that the team has achieved this week, however, we aim to make one of these a week so as to stay in contact with the community and get feedback on our progress.
Atom_Monky:Monky has been working on our above-ground terrains clutter (Grass, rocks, ETC) unfortunately we are not ready to share images of this however, in the coming weeks I am sure we will. He has also been working on our building assets getting them game ready with Dan and myself this week.
Media:
Dan Tronic:Dan Tronic has been also working on our building assets (Village houses), making them completely Arma ready. He has also tweaked the satellite map as well as the ground textures for the above ground terrain.
Media:
Rawr-Tech:I have also been working on building assets as part of our push to get buildings ready for the building on the terrain in the near future. I have also been playing around with vehicles toying with the idea of upgradeable vehicle armor as part of a survival element of the gamemode , I will follow this up next week with some images.
Media:
Responses:
1 hour ago, Schorsch_GER said:omg so awesome ♥ .. when starts the server ? i cant wait to play on this server 🙂
Unfortunately, at this time we have no solid dates as this project is a hobby for all developers involved, that we do in our free time it, however, it's aimed that the game mode will be live and playable the same time as the terrains are released.
Closing notes:
Hopefully, Everyone had a good Easter.
As for everyone on the Orthodox calendar like my self hopefully, you have a great Easter weekend.- 10
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Mods: @CUP Terrains - Core, @Cytech industries- 7
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Weekly Update #1 - Cytech Development.
This is a brief update from our development team showing our weekly progress. This is by far not everything that the team has achieved this week, however, we aim to make one of these a week so as to stay in contact with the community and get feedback on our progress.
Atom_Monky:
Monky has been doing fantastic work on creating our custom overground terrain this includes making it ArmA ready. So as to allow other members of the team to start building towns, villages and everything expected of custom terrain.Media:
Dan Tronic:
Dan has been working hard on a completely custom satellite map for the above ground terrain,You can see the results in game by backtracking to the progress screen shots from Atom Monky.Media:
He-Man:
He-Man has been doing excellent work porting in a huge amount of sections for the underground. He has also been porting in fully animated hydraulic doors with custom sound effects.
Media:
Rawr-Tech:
I have been focusing on working with our building assets getting them ready for the creation of towns in the overground terrain, As an example making our Church ready to be built into the terrain. We have around 9 more buildings finished and just require furnishing to make them game ready.Media:
Closing notes:
Everyone have a great Easter weekend!- 12
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DZA3 (ArmA 2 DayZ Mod Data Pack ported to ArmA 3)
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Our website is now live, with a nostalgia themed homepage https://dza3.cytechindustries.com/