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Craig_VG

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Posts posted by Craig_VG


  1. EDIT: I'm sorry, this belongs in the Q&A section.

    Greetings, I have a quick question:

    (I know full instructions/guidelines have not been released yet, this is just a general inquiry)

    Would mods/missions that deviate from "Classical" ArmA have less of a chance of winning? For example, would a very detailed Starship Enterprise lose because it deviates from conventional warfare? Or say someone made another zombie mode, or a SP campaign of a serial killer loose on Altis.

    Does BIS want us to stick to detailed military combat that takes place in the 2030s?

    Thanks,

    -Craig


  2. I'm guessing the main reason they haven't done anything about this is the fact that rendering such lighting throughout a whole a town would cause some major performance problems. But maybe that's not the case, maybe it's just something to do with development resources or something. Honestly I'm quite satisfied with the changes from A2 in this department, and maybe some improvements will be made in future patches / dlc.


  3. I've never seen those newspapers before! They're awesome.

    I'd love a 3d editor, it was one of the things I was most excited for when A3 was announced, and it's sorely missing. But I nonetheless love the editor improvements from A2.

    -Craig


  4. I personally frequently use Google +, but I didn't notice the lack of updates on A3's page. It's a wonderful service, technically, but there just isn't the usage to make it a viable social media terminal, unless you heavily follow tech news. It's just another cog in Google's plethora of services (Hangouts, Photos, Maps, Gmail, etc, etc). I'm not sure why, of all those, Google plus receives so much hate (some of my friends verbally oppose its existence) as it's just not very popular.


  5. Im looking for a COOP zombie mission where the zombies spawn near the players and actually attack in hordes. The type of mission im looking for is something like the Chernarus Apocalypse - Part Three mission. Anybody got any missions/mods/scripts? I am not looking for anything like dayz where you hunt for loot and zombies just spawn in towns.

    If you dont know what Chernarus Apocalypse - Part Three is then watch this:

    My own Namalsk Zombies from ArmA 2 has zombies that attack almost exclusively via hordes, it's only 2 player coop, however. I, myself, very much prefer horde attacks, but the main problem is the cost in performance that inevitably results from this. It's a hard balance from a mission designers standpoint.


  6. Awesome work, and the mission is a lot of fun!

    However, there are quite a few problems.

    We played 5 people co-op, and no matter what parameters we tweaked, nothing changed on each restart.

    - Weather setting does nothing, and weather is not synced, but that's a BI issue I guess.

    - One of our guys spawned in full bluefor gear with rifle

    - Accelerate time is very confusing, my watch showed 03.30, time accelerated, and then my watch showed 09.30. (And it was still dark)

    - Most annoying of all, my character, and sometimes others, seem to swallow clothing. If I choose "pick up" he grabs it of the ground, doesn't change clothing, and it disapears.

    (If I choose inventory, I can see the piece of clothing, but not drag it to my clothing slot)

    If you can fix these issues, I swear that I will donate for a job very well done. As, despite these bugs, we had a lot of fun. :)

    Clothing issues are centered around the restrictions put in place by BIS. Blufor can't wear opfor clothes, civilian can't wear blufor or opfor, and etc etc. I don't think it's something I can change.


  7. Originally posted

    HERE

    Shalom,



    It has been quite some time since I've made a significant upgrade to DZS, and I'm proud to not only release this upgrade today, but to announce something much greater.



    In late 2011 the first version of what would grow to be the #2 COOP mission in Arma 2 and the #1 in Arma 3 (Armaholic hits). It became successful not because it was well done (it was quite rough around the edges), but instead because it was different. Open ended zombie survival of this type wasn't something available anywhere in the gaming industry at the time. DZS took that a step further with many parameters, integrated randomness in almost every aspect, and map independence.



    Now, as I start college, my almost year long hiatus has ended. I plan on taking Dynamic Zombie Sandbox into a whole new direction. I would like to revolutionize the system of goals, tasks, and objectives. People need something to do besides kill zombies. Because once you have multiple vehicles loaded with heavy weaponry, no zombie herd can stand a chance and gameplay becomes stale.



    In real life you can analyze so much more about someone than in a game. People carry wallets, phones, and more on their person, and that can lead to some exciting things. Example: You kill a zombie and search their body. You find their phone that is holding onto a little battery. Their last text was to his brother, who was planning on going to his house in the country where he was hoarding weapons. Boom, an objective.



    Think Skyrim's radiant quests, except with a lot more spice, and no clear indicator of where to go. Arma lets you place markers on the map, so do it. (If you can find a map)



    I intend to capture this ingame and that excites me. The structure for this is already present in the version I am releasing today and there is far more on the horizon. So if you have any suggestions, tell me.



    Now that my spiel is over it is time for the actual release info:

    Dynamic Zombie Sandbox A3 1.0

    (Yes it says 1.0... I know the last version was .09, just forget about it... thanks :D)

    What's new:

    Buildings now play an integral part in the DZS experience.






    1. [*=left]A new system of zombie spawning done completely within buildings
      [*=left]New player spawning, within buildings, in their underwear as if they just woke up. (think Rick Grimes)
      [*=left]New zombie sounds, they are a work in progress so please give feedback on them
      [*=left]More stable spawning system
      [*=left]Completely redone file structure
      [*=left]Fixed time sync issues
      [*=left]And a new loot spawning system
      [*=left]You can search the personal effects of dead zombies and players
      [*=left]Cute heartbeat in the beginning
      [*=left]Messages to intro you to the mission





    Let me expand on a few of these:Things now spawn as the player moves around the map, and it is all done client side. This includes weapons, vehicles, and zombies.



    You can investigate a dead zombie or player's body. Open their wallet and learn their name, their age, and more. I intend to expand this into a whole new task system that also included vehicles and maybe buildings. Everything has a story, it's time to tell it.This update is basically a launchpad for the future.



    Disclaimer:

    DZS is very much WIP, I mark this as 1.0 because it is a new beginning for the mission and for me.Some things to expect:






    • [*=left]Lagginess: There is a vast amount of things being spawned
      [*=left]Occasional errors: Config errors occur a lot in DZS, I'm working on it
      [*=left]Some parameters won't work. This will get fixed soon, worry not







    Download:

    Steam workshop (automatic updates, I intend to update this a lot):

    http://bit.ly/DZSSteam

    DynamicZombieSandbox.com (mission folder also included):

    http://dynamiczombiesandbox.com/downloads/



    ArmAholic Mirror:

    http://www.armaholic.com/page.php?id=18759





    lootExample-300x168.jpg

    pileOfBodies-300x168.jpg

    Yeah, I'm in college. I could be getting a job instead of this, so if you are feeling kind:

    PayPal


  8. There's a lot of emphasis on this 'not being like DayZ', but you've yet to provide any tangible reason why other than that it has a story in singleplayer... Something which you say we won't get until after the multiplayer is done, if at all.

    So... What makes the multiplayer different to DayZ?

    It's not like DayZ because none of the elements are from DayZ. Therefore it won't play like DayZ at all. Other zombie mods use DayZ loot systems, DayZ zombies, etc etc. But this won't use any of it. It's all in-house. This mod will have it's own style and it's own gameplay. But we are doing more than merely copying DayZ mechanics with our own code, we are doing something completely different. It's like how completely different Dynamic Zombie Sandbox's multiplayer is to DayZ's.

    Specifics will come later of course.

    -Craig

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