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cifordayzserver

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Everything posted by cifordayzserver

  1. https://docs.google.com/file/d/0Bz-fdGGxhJTvYzdUOXBpOEpxUG8/edit The mainpage has 4 links, Client + Mirror, and Key + Mirror I suppose I could bundle them like I did with the first release, but clients don't "need" the key so it's just clutter for them. That's why I made a separate DL this time. Let me know if there is a problem with the new keys, but there should not be.
  2. cifordayzserver

    [WIP] Video Streaming Mod

    Wow talk about coincidence, I was just wondering if anyone had ever done anything to make it possible to make the AAN news studio act like a real news room with all the tv's behind it animated: Do you think it would work even if only for video making purposes?
  3. cifordayzserver

    SMD_Assets Standalone PBO Release

    C130 and UH1H have mirrored textures, so any text mirrors... RACS, UN, etc. we've requested the model from BI to do a "proper" one, but are not holding our breath on those ones... Not sure there is much other options. We're new so we are always open to suggestions if anyone has any.
  4. cifordayzserver

    Share your ground textures

    M1lkm8n used textures from : http://www.cgtextures.com/ for SMD_Sahrani_A2 They look great and are free for use so long as you credit them and it's for non-commercial use.
  5. cifordayzserver

    SMD_Assets Standalone PBO Release

    Wow, got a PM today... super special secret guest star decided to do a bunch of our work for us! I LOVE that, it was going to be my next step as well which I love EVEN MORE!!! SMD_Objects.pbo going to be added in the next week or so, it will include all the missing editor objects from A1, AND our DayZ Specific stuff that we've done like Duct Tape, Propane Tank (backyard bbq sized) brick etc. Literally Giddy like a school girl: More News at 11:
  6. Thanks! There are a LOT of placement issues default to the map, M1lkm8n has done a sweep and gotten the majority out, but we are going to be going through and fixing any that are reported or found as they pop up as well! We are working towards actually putting our DayZ mod on this version of the map now too, so hopefully that will mean even more reporting! Thanks for the heads up!
  7. cifordayzserver

    SMD_Assets Standalone PBO Release

    We enjoy doing stuff and things: Thats Standard, M2, and MK18, There are also TOW versions I did not put down on the vid. There are SUV skins as well, but much like the MH's I'm having problems getting them to stick? not sure if I'm just using the wrong base class or defining them wrong or what... will figure it out eventually. Will be included in the next update. Maybe a week or two, might try to get some more stuff done and in.
  8. cifordayzserver

    SMD_Assets Standalone PBO Release

    Yeah we are HUGE on making things available for ALL!!! We will be moving all the source to a public github soon, so that anyone can use or modify the source as well. Same goes for the buildings, but those are not quite ready for primetime yet. We're going to kind of circle the wagons and and get those polished off 100 percent and release them as a separate addon so other map makers can use them.
  9. And... as promised... http://forums.bistudio.com/showthread.php?162936-SMD_Assets-Standalone-PBO-Release&p=2486912#post2486912 This pbo can be added to the existing package or launched separately as a stand alone addon, however it DOES require Vilas Police Units as noted in the release thread. Future versions may include the models, and we are likely to package that within the next map patch release.
  10. cifordayzserver

    Basic Income, a new human right

    I genuinely don't like the fact that this is the case, but it really is. Just the Walton family (owners of Walmart) have enough personal wealth to start a fund that would provide enough money forever to feed the world's starving, and the calculation allows for population expansion.... I don't pretend to know what the population would actually do, but IMO it's beyond question that humans are not smart, we as a species are not much longer for this planet, much less other ones, so thinking that it would all work out and if not we could just hop to another planet (which we have yet to find even ONE habitable one in the decades of searching (because smart people realized that we were going to consume this planet within 100-200 years MAX) is well beyond blindly optimistic. There is plenty of money to feed the world, or to stop disease, or to provide the whole world with an acceptable quality of life... but to say there's enough to start colonizing other planets is again just totally out of touch with reality. Resources are in fact a finite thing, and people in fact consume those resources, and scientists and the TRULY rich already know when and which, and have invested accordingly lol. Do you know that one of the hottest long term investments RIGHT NOW is.... Potable water. If that doesn't tell you where the world is headed I don't know what does.
  11. Yay I figured it... be done shortly or tomorrow night, it's getting REALLY late and I have family stuff tomorrow...
  12. cifordayzserver

    Basic Income, a new human right

    Here is the thing, poverty, and starvation, and human suffering, is ALL essentially a choice by those that control the worlds wealth. It's a VERY small number of people, and it is a conscious and generationally repeated decision... No matter how dumb or simple, or crazy anyone thinks it is. There is simply more money in the world than is required to keep everyone fed, clothed, healthy, and housed..... The ACTUAL problem with doing that? ENORMOUS population boom that would then make that NOT the case. My guess is it wouldn't even take long. 10-20 years before there were so many new babies, and so many newly retired or not so gainfully employed people that major world systems would risk collapse, and the balance of supply/demand would be permanently offset... There is no return from "everyone gets a paycheck regardless"... There is only rapid decent... I'm maybe the biggest communist hippy tree hugger in the world, and even I know that you solve world hunger and you create a population crisis so large the world is over even sooner than it's already doomed to be anyway... which by the way is likely under 100 years at this point. My solid guess is 10-50 years before one of 9 or 10 "world ending" situations that are now actively brewing or playing out right now. Hell in a Handbasket ladies and gents. Love thy neighbor ;-)
  13. M1lkm8n's tireless efforts have yielded an update already, He's made numerous placement and overlapping veg/object issues, fixed a glitch that was preventing saved games from resuming properly, AND as a wonderful bonus include ShermanFTW's Apartment buildings. I am working on configs now to package up the skin pack that pliskin did... SHOULD have it done here shortly I think, but again, first swing at this lol. we'll see. Links on front page are updated... And I finally took and posted a video:
  14. No unfortunately I have not had the time to sit down and figure out how to pack them into a standalone PBO. I'm sure it will be easy done, but I have no Arma experience, so I'm not entirely sure how to define them as far as Factions, and ensuring they are placeable in the editor. I SHOULD have time in the week or so. In the meantime The textures are available (HERE - http://www.mediafire.com/folder/3ztoib6j6wa1c/Pliskin_Skins). Our configs have Radar and other normal Arma features disabled as well for the vehicles so that will need to be adjusted. On the Vilas Police unit textures, we will need to fix a few things with the models themselves, and then repackage the whole things a SMD Units pbo. If anyone here wants to join the team and help with A2 integration stuff that would be great! Otherwise I will get it done myself or by someone as soon as possible. We have finally gotten our package for DayZ pushed, so we should be good to sit back and breath a bit... M1lkm8n has however been invigorated by all the wonderful responses we've gotten here and has really burned the midnight oil over the past few days and is demolishing any placement issues for objects and veg town to town building to building... He must be part machine. We've gone over some plans regarding the maps future development, and gotten some interesting feedback and suggestions as well... A LOT to go over, but I think the best step for us at this point is to patiently wait more input while we move forward internally. Only time will tell what the players, hosts, and mission makers want from this map now and in the future.
  15. I'm sure M1lkm8n will have a bit more detail, but... 1. A3 = FOR SURE eventually 2. Tools avails = Not yet, not sure when 3. There are "options" to make a quick/dirty A3 version, but the benefit might not outweigh the difficulties... I'm a big proponent of the quick and dirty, but I also just point fingers and say "make is so"... but I'm not cool like Picard, so I get ignored a bunch. Right now, our internal goals are prioritized as below: 1. Get the A2 version of our map integrated into our DayZ Mod to end the dependency on Caa1 2. Collect bug reports and object placement error reports from players and correcting them 3. Build out the map for DayZ play/our story, we will make this version fully available for anyone to use as well.
  16. [uPDATES] 28 Jul 2013 Yowser... Bushlurker took some AMAZING shots of the project... I can see how his terrain's end up so nice.. he "has a good eye" without a doubt: 24 Jul 2013: Latest build is 99pct done: M1lkM8n has completed the object swap using Mikeros MoveObject and the Guidance of Bushlurker! Autumn tones will be color shifted, we just wanted to show off some the progress! (Updated 11 Jun 2013) M1lkM8n maintaining a crazy pace, gotten all the texture errors sorted, believe all the roads are laid out, and he's now adjusted the color of the ocean, IMO it's about as perfect as it's going to get, the transition between clarity and light blue to deep blue are AMAZING. Jammed into A3 for some Glamor Shots of those gorgeous textures More to Come! ++++ [ORIGINAL POST] Greetings Armaverse! We are a small dev team who are very happy to announce our first projects. 1. We will be (ARE) porting Sahrani to Arma 2 2. We will be (ARE) building interiors for many Arma 1 Buildings that are currently un-enterable Goals: 1. Release a fully functioning 100pct pure copy of Sahrani for Arma 2 for everyone to enjoy! - A2 veg/clutter - A2 AI Pathing - Num/Num coordinate system to replace A1 Alpha/Num coordinate system so Artillery computers function 2. Create a customized version Sahrani that is optimized for use in the mod DayZ 3. Open up (or fix previously open buildings/bridges with clipping/collision issues) as many Arma 1 buildings as possible This is just a brief outline and introduction to the project. More details can be found HERE: http://forums.bistudio.com/group.php?groupid=309 and HERE: http://forums.bistudio.com/group.php?groupid=293 This project will be 100pct open and people interested are welcome to contribute, and anyone who wants to use any of the assets born of these projects are free to use them as they please! There will be 2 separate threads created one for the Building Project, and one for the Map Project. This thread will serve as a discussion/suggestion/promotion thread. We are VERY proud to have been given this opportunity and truly all of us appreciate that we are standing on the shoulders of GIANTS! There is no way any of us separately or together would have gotten this far if it was not for the amazing Arma platform we all love, the amazing Arma community that has provided such a great draw to the platform, and the dedicated Arma modders and addon makers that have shared so much of their work and knowledge. VERY SPECIAL THANKS TO: Bohemia Interactive for their approval and providing source files! Thank You! Ivan, Ota, and Dwarden!!!! @Caa1 and EVERYONE who contributed to that! Special thanks to .kju[PVPSCENE] @CBA and EVERYONE who contributed to that! Special thanks to Sickboy! The BIS Forum Moderators - Special Thanks to W0lle (you will be sorely missed, and your legacy will thrive here for years to come!) THE COMMUNITY!!!! Thank you for existing and sharing your knowledge humor and assets!!! Special thanks to Icewindo for allowing us use of his Sahrani Citizens! Special thanks to Dean Hall and the DayZ Dev Team for drawing so many of us into this amazing game by way of your amazing mod Our Team: Lead Programmer - Seven Lead Modeller - Shermanwtf Lead Terrain - M1lkM8n Lead Loud mouth - ME! (project coordinator (NonovUrbizniz/CiforDayZServer/DayZSahraniHelp) Ex Members: PepinKr - Thank you for all your work! Advisors (without whom we again would be babes lost in the woods!): .kju[PVPSCENE] - Your knowledge is only surpassed by your willingness to share it! Bushlurker - Bushlurker? HOLY SH!T! has been the general response of the team! Max Power W0lle - I can't thank you enough for course correcting me on entry. I would have surely burned up in the atmosphere if it were not for your sage advice and no BS attitude! Thanks to: Iron_HFW of Clear Backblast Please feel free to PM us or to join either of the groups we've started!
  17. Just to expound a bit, we would LOVE to eventually include the original campaign missions, and not just that. For our DayZ project we would like to do missions that tell the story that bridges the gap between United Sahrani and our DayZ Sahrani. But that's all VERY back burner, we only have one member of the team who is good enough at mission making to even give that a go, but it's not a top priority for us right now. Getting intro scenes for the A2 version and the DayZ Version ARE though, so if anyone wants to assist with that we'd LOVE it. We have a guy who will take the time to do it but it's not on his top priorities list either lol.
  18. Lots of models were missing pathing. Some of it was down to Geometry errors. Others collisions, roadways, etc etc etc... basically a lot of the models are not "done". The 2 story Panalck red brick apartment building where you can run through the ladder at the top of hte stairs just needs the latter pulled out from the wall a couple mm's.. lots of little stuff that gets figured out with a little tinkering and advice. Even our reworked one's still need some re-working. Truth be told it's a real PITA to make a robust fully formed, dynamic structure in Arma, even a "simple" one There are currently way more enterable buildings than Caa1/A1 Sahrani, as we have swapped what are essentially identical buildings with one being closed and the other open. We only call the open version. That increases percentage of open buildings in cities drastically. Add to that the Garaz Mala, House Y and the Schnell gas station, and we're doing good for an initial release. Currently we have another 5-10 buildings in various stages of readiness. Should have another batch of buildings ready for release in about a month, but I would like to focus on clearing up any issues that have arisen without our notice by opening up the ones we already have. For instance many of the HouseY buildings are inundated with shrubbery. So we have to setup a reporting system for folks. I like the idea of a dynamic map, but don't have the time to look into it now or in the near future. We have a public github setup for the building project but I have not had time to organize the finished models well enough to populate it with what we've done so far. Plus as I said some need some more finalization, Like Glass in the HouseY would be nice etc.
  19. This is a completely separate island right? and the error confirmed is caused by the other island right? I'm not entirely clear why it would be loaded as an addon to ours? Can you clarify?
  20. You might be trying to join DayZ Sahrani multiplayer missions which are DayZ, not Arma 2, those give that error right now. Right now I doubt there are any multiplayer servers running our version of the map.
  21. cifordayzserver

    IceBreakr's Fapovo Island

    Had a run around today after flying over the other night! What a beautiful terrain!
  22. We are in contact with kju, I know he has been VERY busy, as have we. So right now I'm not entirely sure on AiA support/functionality, I will have to spend some time looking into it myself, as I have been shoehorning it into A3 by way of the A2 addons method just out of shear laziness. Too many projects, not enough time. We REALLY would love to have anyone from the community here who wants to help with cutscenes, missions, porting the A1 campaign in full, ANY project like that team up! We have a few groups running right now which you can find some detail about in the other thread as well as my sig. Thanks for all the kind words folks! We can't wait to hear your reactions to playing the map! As a Sahrani LOVER I can say personally I'm quite happy with where it is considering we take this as the STARTING point for the map in A2, and a great staging ground for where we want things to be when we do a full A3 version for all to enjoy! I am not sure how we will handle issue tracking but I'm thinking Dev-Heaven might be the way since that is the go to here. Thanks to kju, mikero, sickboy, snakeman, and Foxhound for providing all these amazing external resources.
  23. Firstly I wanted to say, I forgot initially to mention Wld427 in the 1st post credits, that's been rectified now. But PLEASE know that he was one of the 1st members I was in contact with here about Sahrani, and his Project RACS (If you don't know about this CHECK IT OUT) he really took the time (along with W0ll3) to set me straight in terms of attitude, and knowledge regarding author's rights. Without those two having been guidings lights in the formation of our teams attitude I can say FOR SURE, we would not have lasted long, and would not have gotten the map... These 2 (and so many others in the credits) deserve an incredible amount of thanks not only for their amazing contributions over the years to keeping the legacy of the Armaverse alive in future version, but for their countless contributions of intellectual property, effort, and time solving problems and adding to the astounding library of assets, terrains, and tools available in the Arma modding Universe. Having said all that... We were so honored to be given the chance by Bohemia, and all the sage advice and guidance by all the folks here! It's a VERY different experience releasing for the DayZ crowds, and the great folks here, and THAT is why you guys will ALWAYS get first release. Even if that means (and I trust it eventually will) us having our "exclusive", or specially permitted products used by others in DayZ before us. We in the group all knew that this may eventually happen and frankly are not too concerned. We would rather you guys get the stuff first and be able to enjoy it, instead of allowing the poor conduct of others punish the great folks over here. We will not let the brats ruin it for everyone, you guys are a classy bunch and deserve to reap some rewards for having been (and continuing to be) so patient through the growing pains that the DayZ Mod explosion, then split to community run mod project and BI Standalone Title development has and may well continue to cause. I for one think that the two communities will eventually merge to one degree or another, and a nice equilibrium may well be reached, where DayZ folks are giving back ALMOST as much as we're taking.... lol... well maybe. Please enjoy the map. and feel free to post here your bug reports, suggestions for fixes, great missions or addons you come across for the map! We are media whore's so feel free to post vids, screenies as well! OH and I will do my best to get the textures pliskin did sorted into a proper PBO for arma, but frankly I have NO clue how to set them up as place-able units in the editor or how to/what logic to use to set their factions. If someone here would like to join the group for helping with addon integration into Arma only we'd LOVE to have more folks on the team! Here is the link and a quick couple pics it includes (all texture work done by Pliskin (Sherman and Yoshi may well have some fun with them for aged/weathered/bloodied versions(we want to add rotor collisions and camo reveals to reflect having hit/killed a player like Dean Hall's Maule Civilian Prop Plane does)): Vehicles (texture reskins for BI vehicles) : UN, RACS, RACS Digital Camo, Black Ops, Black Ops Digital Camo, ATACS Camo Units (based on Vilas Police Units) : US Special Ops (black ops), RACS, RACS Digital Camo, RSPD, RPSD Digital Camo, Tiger Camo Units (based on BI Models) : ATACS Desert Camo, ATACS Urban Camo I have to repackage the rest of the skins. and re-link it. but here is the one that's up there now. Some Pictures: http://i.imgur.com/iduTtfJ.jpg (186 kB) and one for fun.... As with all our work based on BI source, these may be freely used/modified/distributed in Arma and it's Sequels only, credits to Pliskin are welcome but not required. We take no credit for the original work and thank Bohemia for the generosity in allowing their use for hidden selections!
  24. BOOM... http://forums.bistudio.com/showthread.php?162282-SMD_Sara_A2-Full-Sahrani-Map-Port-Initial-Release&p=2478214#post2478214 Please enjoy and let us know of any problems. This is a work in progress, and only an initial release!
  25. Weekend Update with NonovUrbizniz. We are just doing some last checks on some things, although doubt we will change this initial release again unless something major is found... We've handed the links to a community to do some testing on their missions. We have gotten a little feedback, but it's stuff we'll have to work out for the next version so far. nothing we can quick fix for an initial release version. All going well should have a signed release here tonight. Again anyone willing to help configure the units we've done into a placeable units package for map/mission editors is welcome, I'm just too swamped to focus on it right now. Probably one of the nicest days all summer out there and I will watch it go by from my window to get these releases done.
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