Yet Another Zombie Mod
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*NwA* Clan :: Game Related Topics :: ARMA 2/3 :: DayZ
Page 13 of 13
Page 13 of 13 • 1, 2, 3 ... 11, 12, 13
bJN.uk- *NwA* Clan Member
- Registration date : 2010-05-23
Re: Yet Another Zombie Mod
i cant sleep because of this bloody game now
kopite73- Kop
- Registration date : 2008-10-31
Re: Yet Another Zombie Mod
U scared too Kop?
I've got chemlights around my bed
I've got chemlights around my bed
ukVandal- Vandal
- Registration date : 2008-10-25
Re: Yet Another Zombie Mod
I actually miss this game. A lot.
COLLEGE Y U NO SORT INTERNETS OUT YET?!
COLLEGE Y U NO SORT INTERNETS OUT YET?!
bJN.uk- *NwA* Clan Member
- Registration date : 2010-05-23
Re: Yet Another Zombie Mod
Bit crazy that we went from "Oh, We'll just give this a shot" and since then it all f*****g multiplied. I still love pointing out to people that I'm in a few of the screenies with you lads
Voodoo- *NwA* Clan Member
- Registration date : 2010-12-02
Re: Yet Another Zombie Mod
I can't wait to see the trailer for the stand alone... :O
Xazper we should record some stuff! We all made the official trailer for the mod lets try for the game its self oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo WHAT!
Xazper we should record some stuff! We all made the official trailer for the mod lets try for the game its self oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo WHAT!
Jay Scott- Registration date : 2010-10-12
Re: Yet Another Zombie Mod
so whos up for a cherno restart today ??
kopite73- Kop
- Registration date : 2008-10-31
Re: Yet Another Zombie Mod
Jay Scott wrote:I can't wait to see the trailer for the stand alone... :O
Xazper we should record some stuff! We all made the official trailer for the mod lets try for the game its self oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo WHAT!
Any news on when this standalone will be released? A few months ago they said somewhere in October but it's November now, still haven't seen a thing...
ZonexNL- Registration date : 2011-10-18
Re: Yet Another Zombie Mod
Date I've heard from a few places is the 20th December!
bJN.uk- *NwA* Clan Member
- Registration date : 2010-05-23
Re: Yet Another Zombie Mod
Damnnnnnnnnn, how much is it gonna cost?
ZonexNL- Registration date : 2011-10-18
Re: Yet Another Zombie Mod
No idea but I would guess around 30 quid
Jay Scott- Registration date : 2010-10-12
Re: Yet Another Zombie Mod
Jay Scott wrote:No idea but I would guess around 30 quid
Scotty I'll get it for you for 30£.ExeTick wrote:they said around 20 euros.
Too bad the standalone is not on ARMA 3 engine which looks awesome...
SpaaTTeLi- Registration date : 2011-08-24
Re: Yet Another Zombie Mod
ive heard they have today sold out to EA and its now going to be delayed untill begining of April.
kopite73- Kop
- Registration date : 2008-10-31
Re: Yet Another Zombie Mod
ps the hackers were out in force last night 3 servers i was on all got done telported then sniped was quiet funny to watch .
kopite73- Kop
- Registration date : 2008-10-31
Re: Yet Another Zombie Mod
Is that official about being pushed right and launching in April? I was looking forward to SA hoping it will stop a lot of hacking I only play on whitelist private hives now
Royal-PR- *NwA* Clan Member
- Registration date : 2012-10-14
Re: Yet Another Zombie Mod
"New texture work for the Post apoc feel"
And then Some
And Again
"Broom Cloth" has been edited.
City Building and Interior Demo
Female Hoodie and Jeans, Unisex Clothing
Male Model with Basic Underwear
Unrestricted View Distance
Hoodie and Jeans on a Male Character [WIP]
Where is the Standalone Release?
I suppose I should start with the question everyone wants to know…
where is DayZ Standalone? Obviously, it’s not here. At Eurogamer I said
that DayZ had to be out before the end of the year and that’s come and
gone. I still stand by that comment, to achieve what we had originally
wanted, we did have to be out by the end of the year - and we’ve failed
to achieve that.
Put simply, DayZ Standalone isn’t here because we had the chance to
go from making a game that was just the mod improved slightly, packaged
simply, and sold - to actually redeveloping the engine and making the
game the way we all dreamed it could be. This blew any initial plans we
had dictated to pieces.
The plan going forward
The plan from here is straightforward. We will be releasing a closed
test imminently, during which approximately 500-1000 people will assist
in ensuring our architecture is correctly functioning. This closed test
will be focused purely on architecture, not the game design. Once we
have confirmed fixes for issues arising from the closed test, we will
then reschedule an internal date for our public release.
What has been done?
One of the most profound and major architectural changes has had its
initial implementation completed, this is the overhaul of the inventory
system. In fact, the inventory and item management system was completely
removed and rewritten from the ground by Jirka, one of the original
engine programmers. The work that has been completed on this
groundbreaking, and it going to fundamentally change the DayZ
experience.
You scavenge for items now, as individual parts, picking up pieces
rather than piles, looking for cans on shelves or under beds. The new
system opens the door for durability of items, disease tracking (cholera
lingering on clothes a player wears…), batteries, addon components, and
much more. If you shoot a player in the head to take his night vision,
you will damage the night vision. The changes to this inventory system
are huge.
An additional area of change has been to make the inventory system
more intuitive along with a key focus on providing visceral feedback on
your progress through what inventory you have. The use of
drag-and-drop, 3D models rather than 2D pictures, and being able to add
items/clothing to your character in 3D in the inventory screen - have
all come out of months of design work and research. I’m extremely
pleased with the results of Jirka and Hladas, two of the programmers who
have been working on implementing the design ideas. I believe the
changes to this inventory system will fundamentally change the nature of
the DayZ experience.
We are not at the point where we can release meaningful videos or
screenshots of the system, but we have now confirmed the base
architecture is working in game. Likely, the first that will come out
about the inventory system will be during the closed test when people
are actually using it.
UI Changes
ArmA community legend kju has been part of the DayZ development for
some time, and is now one of your key development members. He has been
working with our CEO (Marek) and me to develop the DayZ UI. We have been
greatly inspired by Minecraft to make the UI simple and effective,
rather than flashy and complex. All our art and code efforts are going
into the game, the UI is being designed to be straightforward and
functional just like in Minecraft.
Art Progress
A huge amount of work is being completed on art. I’m including some
more additional pictures taken from around Chernarus. We have some
massive plans now that all interiors have been completed, as rather than
moving them on to other projects we are now giving them exciting new
things to create.
One of the new artists on the team is a texture artist, and has been
working on revising the textures for our new building interiors so they
look more post-apocalyptic. Some of these changes can be seen in the
work-in-progress pictures I have included.
Map Progress
The lead architect of the revised (and original) Chernarus map, Ivan
Buchta, is still imprisoned in Greece on charges of espionage - and is a
great loss to the team. Luckily, through letters, Ivan is able to
provide some input and insight into the development of the map.
Regardless, the continued imprisonment of him and Martin Pezlar has a
significant impact on our ability to redevelop Chernarus.
--For those of you who don't have Tumblr, Love Bounty.
Bounty- *NwA* Admin
- Registration date : 2010-09-13
Re: Yet Another Zombie Mod
Thanks for the share mate. ! Gonna be EPIC.!
Spudjan- Registration date : 2012-06-10
Re: Yet Another Zombie Mod
That's quite cool, might just get it when it comes out
kerrermanisNL- Registration date : 2011-08-06
Re: Yet Another Zombie Mod
Holy thread revival batman!
Downloaded the DayZ Taviana EU version a day or two ago, and playing that. Good fun, it's nice to play something familiar yet totally different, if that makes sense?
Downloaded the DayZ Taviana EU version a day or two ago, and playing that. Good fun, it's nice to play something familiar yet totally different, if that makes sense?
bJN.uk- *NwA* Clan Member
- Registration date : 2010-05-23
Re: Yet Another Zombie Mod
Personally I can't stand the other maps, I did give them ago but they just feel shitty.. I don't really no why either?
Jay Scott- Registration date : 2010-10-12
Re: Yet Another Zombie Mod
I think its the fact that there's actually nothing to do doesn't help. Why I spend a lot of my time on wasteland mission instead, so much more enjoyable!
bJN.uk- *NwA* Clan Member
- Registration date : 2010-05-23
Re: Yet Another Zombie Mod
Yer wasteland is cool but it will be much better when you can log and come back without loosing your gear. Anyway I hope you make the Arma game this month be good to have a game with you mate.
Jay Scott- Registration date : 2010-10-12
Re: Yet Another Zombie Mod
What is it with you guys playing wasteland alone . stomy yesterday just found out there a lot of us playing to. benneh check ts before you play and come join us.
F3rit- Registration date : 2012-05-14
Re: Yet Another Zombie Mod
You come join me! I've been helping iron out a lot of bugs with it! Help running one of the busiest Eu servers too!
bJN.uk- *NwA* Clan Member
- Registration date : 2010-05-23
Re: Yet Another Zombie Mod
It would be nice to get a big group together on Wasteland. Let us know what server mate.!
Spudjan- Registration date : 2012-06-10
Re: Yet Another Zombie Mod
If you search for OCUK there are two (soon to be three) servers. Usually on the first server (81 man).
First server is usually busy 24/7 and uses our own version of the 2.4 release from 404. Second server runs whatever the latest release is (now 2.7 as of last night). When the third server goes live I'll probably be on there more often; planning to run it as a stable version with our own modifications, on veteran mode and night time. It will be awesome!
Also got the keys for RWS sound mod, Blastcore visuals mod and in the process of getting the newest version of JSRS sound mod on the first server. Should all work on the second too!
First server is usually busy 24/7 and uses our own version of the 2.4 release from 404. Second server runs whatever the latest release is (now 2.7 as of last night). When the third server goes live I'll probably be on there more often; planning to run it as a stable version with our own modifications, on veteran mode and night time. It will be awesome!
Also got the keys for RWS sound mod, Blastcore visuals mod and in the process of getting the newest version of JSRS sound mod on the first server. Should all work on the second too!
bJN.uk- *NwA* Clan Member
- Registration date : 2010-05-23
Re: Yet Another Zombie Mod
what a s**t server.
allowes glitched buildings above trees but not to shoot anyone around a gunstore. last time I played on that server.
allowes glitched buildings above trees but not to shoot anyone around a gunstore. last time I played on that server.
ExeTick- Registration date : 2011-09-22
Re: Yet Another Zombie Mod
ExeTick wrote:what a s**t server.
allowes glitched buildings above trees but not to shoot anyone around a gunstore. last time I played on that server.
Actually mate, the building above the trees wasn't glitched; it was placed there by a player. Who we subsequently banned for 1) creating that as it's above two storeys (our rule) and 2) was working with an independent to boost his score. We originally went there to take it down but never had a moments rest!
With respect to the gunstore rule, I will admit it is quite hard to enforce it. As it stands, we're using those gunstore zones (the large walls) to protect those inside the gunstore - any killing inside that zone will instantly lead to a kick. Anyone shooting into the zone will receive the same punishment!
Honestly, it's hard work for the admins to keep up with what's going on. Made all the more difficult by players giving conflicting reports of what's going on! Should have just said something to me mate and I'd have sorted s**t out!
bJN.uk- *NwA* Clan Member
- Registration date : 2010-05-23
Re: Yet Another Zombie Mod
Sounds like you have good plans for Wasteland BJ! will have to catch a game on the weekend if your about.
Jay Scott- Registration date : 2010-10-12
Re: Yet Another Zombie Mod
Always open for feedback and suggestions too!
bJN.uk- *NwA* Clan Member
- Registration date : 2010-05-23
Re: Yet Another Zombie Mod
http://dayzdev.tumblr.com/ new ss and more info
Mr.Arked- Registration date : 2011-08-17
Re: Yet Another Zombie Mod
I was going to do the same thing I did last time, thanks Arked!
Bounty- *NwA* Admin
- Registration date : 2010-09-13
Re: Yet Another Zombie Mod
Bullet2Hart wrote:http://dayzepoch.com/
I was just on the same server as you get on ts
Viglen- *NwA* Clan Member
- Registration date : 2011-01-31
Re: Yet Another Zombie Mod
Aha yeah i noticed. I got ran over on a road by a pink suv -.-
I'm on the wolf pack server though on the one ur on now im in the middle of the ocean in a boat with no fuel - cba swimming back to shore
I'm on the wolf pack server though on the one ur on now im in the middle of the ocean in a boat with no fuel - cba swimming back to shore
Bullet2Hart- Registration date : 2011-08-02
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*NwA* Clan :: Game Related Topics :: ARMA 2/3 :: DayZ
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