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Server time: 2017-10-18, 18:47
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Misho

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About Misho

  • Birthday 09/08/88

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  1. Erik Larsson

    An aged man from Sweden, visiting Chernorussia for a fishing trip that his children sent him on as a birthday gift. Stayed at the "Black Lake Inn" with a group of other tourists at the time of the outbreak and is fairly clueless as to what has happened. Worked 26 years as a bus driver and auto-mechanic in Sweden. 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  2. Character Wound System

    Anything that forces me to keep track of stuff outside of the game, I'm not interested in. I'm not interested about going on the page and read up on peoples stories and wounds history. I'm not all to interested in writing up a detailed story about my character since I like playing different character almost weekly. This is going to scare away even more new players. I highly recommend you wait with your advanced roleplay stuff until we have mod support in the game. And lets be honest, the RP is pretty poor as it is, forcing people to RP some random wounds and deaths, nah.
  3. So what if the thread is old, the topic is still a problem. There's nothing more immersionbreaking than the silence before an initiation. Like, I'm standing 1m from you and I can't hear you tell your buddies over the radio to hold me up ? That should be done IC as well.
  4. Internally yes, public not so much.
  5. Sorry been away for a while. We did get it, among other things in game indeed, however I've backed down from implementing anything in game at the moment since the DevTeam has confirmed that all configs will have to be rewritten at a later date anyway, as well as new shader models coming in the future making texturing in the traditional way obsolete. It's simply not worth getting stuff in game at the moment since it will have to be re-done again. I am however continuing to build a library of models and desired functions for future modding once the new engine has been completely implemented.
  6. Unfortunately I have not the slightest idea how to actually mod DayZ or bring my shit into the game but I hope someone will pick up my stuff for a future mod. Bohemia might update their current models or implement the same kind of stuff I am doing right now down the future but currently I'm working on a set of stone tools and other survivalist equipment. First up is the stone knife, which is a bit lacking in game at the moment. Mine is made with some rags, a branch and a stone knife. All WIP ofcourse, comments, critique and advice is welcome. My goal is to keep it relatively low poly and fair texture quality for best visuals and performance.
  7. Server 3 change

    I must say, jumping on the public server last night was the most fun I've had on DayZRP in a while. I was just minding my own business being held up in a house by a pack of wolves, slowly clearing them out and starting to head out from the village when suddenly I get held up by two fellas, my heart was rushing so hard since when I saw them around the corner I knew I could lose all that I've been working for the past hours. I had my weapon out and so did they but there was no KoS, no shooting, I decided to comply to their orders, we exchanged words, advice and separated without problem, still the suspense of not being safe under the normal rules of DayZRP was enormous and my heart was rushing from the get go. Shoutout to the two fellas at Myshkino who held up Erik Jonsson, well played!
  8. Arma 3 RP

    Ouch, didn't know that. Still, as you say ArmA 3 opens up for so much more amazing stuff compared to DayZSA, sure there are communities for that but I think DayZRP could benefit from a A3 server with some kind of RP setup, graphically and optimization wise it's even better than current SA.
  9. Arma 3 RP

    Arma 3 project life mod is in beta and amazing RP, would love to give it a go on a serious server with persistent players. The RP potential of that mod is amazing, everything is player driven, from growing food to mining for oil for cars.
  10. Thanks for the quick response, I'll relay this info.
  11. Hi, not sure if this is the right forum to post in, mods can switch it if it's wrong. My friend, account name on webpage "Evil Ed", "Andy Svensson" in-game has been completely removed from the community, he has not been playing for the last month nor logged onto the page due to IRL reasons but it would be strange that his account was removed because of that. I suspect it has something to do with the website upgrade. When he tried to make a new account to see if his email was still registered, it says it was not previously registered. He did not complete a new registration because we thought it might be a double account violation before we get this answered. He tried logging onto the server but is not whitelisted any more, nor can I find any trace off him on the website, old posts, account info etc, like you can search banned people, nothing at all. The people in PAU know him as well a fair amount of random people along the way who met us in-game RPing as brothers from Sweden. Would someone be able to look into this? Is there any way to retrieve his information or would he be able to/need to make a new account and have to apply for whitelisting once again? Sincerely, Misho
  12. .56 update

    Because that's how you game develop. You add as much content as possible at a time and then when you have a solid amount of content you try to fix problems related to that content. If they were to fix every little problem occurring along the road we would still be in patch .20 or something like that.
  13. Procedurally Generated

    No Man's Sky is by no doubt interesting and looks amazing but I would not expect any complex game mechanics from it. Of course I don't have insight into their development but what we have seen so far has not given any proof of a algorithm any more complex than say Minecraft, just a different visual style. From interviews we have learned there is no intelligent life(AI) on the planets, neither are there larger cities. There are some kind of ruins but those are mostly single structures. We are still far from having complex and realistic cities and villages with tons of detail and on top of that loot spawns and a good navigation system for complex AI. With that said, one could still do something similar even with a DayZ style game but only for terrain. Say you generate a terrain with some biome(setting values to what kind of terrain it is, forest, stone etc) painting and then manually putting down city/village templates from there, it would save some time and the world would be different but you would always have the same looking cities and villages unless you change things around manually. You would still have to manually tweak the navigational mesh to match the templates but it would probably save a bunch of time. However, even with this method you couldn't have a large number of different maps since you have to do things manually and that takes time.
  14. Procedurally Generated

    Procedurally generated basically means that something is generated with a mathematical algorithm, making it seemingly random each time it's generated with a new value. Be it a attachment combination on a weapon, a multi-story building with different exterior/interior setup each time or a terrain(map) with building, forest, mountain and lake locations at different positions each time the map generates(which should be once per server or when admins chose). Most games that use Procedural generation are quite simple in graphics and don't have complex cities/villages etc, this is because to do a believable city or village you would have to write an extremely complex algorithm to cover for thousands or hundreds of thousands of objects that could possibly clip into each other and look weird or even break game functions, it simply wouldn't work for a game like DayZ where you not only would have static meshes spawn but also dynamic loot spawning in those buildings(there would be so many clipping errors). Another problem is the AI, you couldn't have a complex AI with a good targeting system in a complex procedurally generated city since you would then have to generate a navigational mesh(where AI can move) as well, this is quite a complex procedure that almost always requires a human to adjust values to fit to complex areas and takes a hell lot of time(this is part of why we can't get complex zombies in DayZ for a while longer). So, until we can somehow optimize automatically and write better algorithms(which take a long time) we probably wont be seeing complex game worlds generated.
  15. .56 Exp

    Duping is still possible, happened to me when the server crashed and the same can be applied to server restarts. I won't go into detail on how but it is very much possible.
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