Modding Arma For Better Gunfire Sounds (Not DayZ Ready yet)

Sounds in a game like DayZ are almost more important that the visuals. In the normal flow of the game you usually hear someone shooting WAY before you see them (that is why I only shoot when I absolutely HAVE to). Firing your gun can be a one-way ticket to the beach a lot of times.

Youtuber 1curis has put together a nice video showing off the JSRS sound mod from Armaholic. This mod is not perfect, but I think it does a pretty good job of approximating the real thing. I have shot a lot of guns in a lot of places, and I can tell you that the ArmA sounds are very lacking. The actual sound of the guns are not terrible when compared to some other games, but there is not much of an environmental effect (one of the reasons why I was a huge Battlefield fan).

Check out the video below. He is in the editor (don’t freak out about the skins) and he shoots most of the DayZ guns in a couple different areas of the map. I think that Rocket should try and incorporate some of this mod, or similar algorithms into the standalone game to add that whole other level of immersion.

 

Not a huge Enfield fan but I have to say that the modded sounds are awesome! The M240 and the M24 I think sounds the most real out of them. What are your guys thoughts?

What Features Do You Most Want in DayZ?

Just a quick note here to bring your attention to a reddit post made by Rocket. He wants everyone to post their ideas for game additions for the stand alone. One idea per post, then people will upvote the ones that they like. I already addaed a few like squeaking/creaking doors, and add the SKS and .22 caliber weapons.

If you are active on Reddit (if not. why not?) run over there and post up your ideas, or at least up/down vote the ideas that are there. Lets try and help Rocket make this full release really special.

What features do you most want in DayZ?

After you guys post you can add your ideas to the comments below if you want.

Looking Ahead

Looking Ahead – pic by Joss

3 DayZ Total Conversion Mods That Will be Made Someday

One of my favorite things about Rocket is that he understands that a great game is more than a game. A truly amazing game can be a platform itself. One way to change a simple game into something more is to make it easy to modify. Some games have this customization built in like The Sims 3 for example. The developers give you the tools, and you make the content. Spore was a great example of this. Will Wright being the brilliant man he is realized that if you give the customer powerful tools they will make most of your content for you. It works two-fold – the dev gets content made for free, and the players get invested in their own worlds. Be warned I linked to some different games here. That is how ads work, if you buy them it helps keep this blog running, thank you.

The Future is Bright - pic by Joss

The Future is Bright – pic by Joss

 

Game as Platform

Minecraft was one game that I thought would run with my “platform” concept. All the building blocks were there… I know, bad pun! Although you could do so much with the basic textures and mechanics, the modding scene is what truly makes Minecraft great. There are a few people that never changed a texture pack, or installed a mod, but I think most players dabbled at least a little bit.

The thing that hurts Minecraft is the lack of a true modding API. For those that do not know API means “application programming interface”. API just means a simple way to get at the guts of a game. For example if you want to change something without an API you have to either break open and change the core code, or make more code that rides on top and intercepts commands coming in and out of the software. With an API you just tell the software what changes you want and they are seamlessly integrated. This is a very crude explanation, but it will work for now.

Minecraft had a good shot at being that amazing platform. If Notch would have taken this route you might have hundreds or thousands of complete games based off of his software. As it is, we can get pretty close with some really awesome mods that change a lot about the game like Mo Creatures which adds “mo” creatures or Millenare which makes all kinds of villages packed with things to do.

Things kind of fell short when Notch decided that *HE* wants to provide the content, and *HE* wants to control what you do with *HIS* game. If he would have let go a little and gave up some of that control things may have gone different. As it stands he made a classic game and got rich, so what more can you ask for? Right?

DayZ is Different

Rocket has a slightly different viewpoint. Mr. Hall takes a different approach toward modding, most likely because he is a modder himself. However do not forget that he was a lead dev on ArmA 3 before he came out with DayZ, don’t pigeon hole him as a modder only. He sees the whole picture pretty well now, from player, to modder, to developer, to publisher.

Now people may say “Rocket has too much control, he won’t let us make PvE servers or let us have 50 helicopters per map, and why can’t everyone just spawn with an AS50 and NVG’s?!” In this sense, for the sake of the current game he has kept a TON of control. In the next phase, whatever exactly that might be, I think you will see more power given back to the players. A simple API will be built into the standalone game making it easier for people to change and tweak his code to bring about wild and crazy things that even Dean never thought were possible. Just like he did with ArmA 2.

DayZ: Capitol Wasteland

Think of it now: Super Mutants… Bottle caps…. Beans? A Fallout 3 version of DayZ would be so much fun. The games are very similar in a lot of ways already with the wasteland setting, rotten disgusting enemies (I am looking at you smoothskin), and the whole scrounging for ammo thing. Many of the basic mechanics are the same in both games, it would not be a stretch to see a new map, new textures, and a few tweaks to the core mechanics.

One of the things that DayZ lacks is a strong story line, and Fallout has many years of fake history and lore to draw from. NPC’s would probably need to be in the game for it to work right, and that might be a little stretch but I think Rocket and Co. plus some talented modders could pull it off. This one is a no-brainer.

 

Click read the rest of this entry below to read the rest of my DayZ mod concepts.

Continue reading

Rocket Interview with Machinima

 

This is another long interview with Rocket, but it is an important one as they ask some good questions. Not everyone has the time to watch it all, so I am going to attempt to transcribe some of it. I don’t intend to do this for every interview that comes out, but every once in a while we need to hear from the man himself.

One of the first things he mentions is that his brother is a virologist, and has influenced the style of zombies. Don’t forget that Rockets zombies are “infected”, not dead. He says he doesn’t care what “type” of zombies are in the game as long as they feel “authentic”. The odd behavior of the zombies is meant to be both a threat, and unpredictable. The risk/reward balanced is brought up, zombies should be challenging and not just a headache. Rocket goes on to talk about his military time and how he had to complete a survival course. He got in to the idea that a survival game would bring in a psychological aspect, and he thought it could be a good training tool.

 

The Sun Shines on Everyone's Ass at Some Point

The Sun Shines on Everyone’s Ass at Some Point

 

Rocket mentions that he is a “carebear” and he has only killed one person in-game. He said it really changed him, seems he did not like it. Seems strange huh? Yet kind of cool. Rocket would rather group up with friends and do the co-op thing.

Rocket says the success has had a huge impact on the development of the game, he says it has slowed it down a lot. Him and Matt (and other friends) used to just jump in a server and play, Rocket would make some changes and then reboot the server to try them out. Now he wants to push for “performance optimizations and improvements”. Right now they are going for fixes, later they will add new content.

Long term Rocket says the mod has “outgrown” itself at 400,000 players, now it’s over double that. He says a DayZ standalone is “an abject certainty”. I just love those $5 words. He says there are no announcements made yet, but he says a standalone game is inevitable, weather by him or “by someone else“.

For future plans, one thing we might see is tweaks to loot spawns including possibly some dynamic buildings that “move around a little bit each time the server is reloaded”. Sounds like the helo crashes to me. One of the better suggestions I have read is to add in a few “downed pilots” into the game. They would spawn randomly in the forest (helo’s only spawn in the open) and you could loot their packs for some descent military gear. More things like this would be welcomed. He says that kind of thing is what this experiment is all about, finding out what works and what doesn’t. Some things will not be fixed in the mod, but in the standalone.

 

 

Click read more below to read the rest of the article or watch the video yourself.

 

Continue reading

Weapon Russianization Suggestion by Dreganius

cIrXT.jpg There have been many suggestions before me that have asked for less European/American weaponry and more Soviet/Russian weaponry, or at least weapons that would be considered “more common” in Chernarus, considering it’s a pseudo-russian state. Rather than just ask “Can we replace some weapons?” I’ve decided to do some research. Here I will list just what weapons make good counterparts (and thus replacements) to the current set of Euro/US weapons. Should the story of DayZ remain in Chernarus, and not move to a distant shoreline or somesuch in a later build, this list will make a very easy comparison table for the Devs to use. I’ll also give modeling the weapons a go, because I might as well, it’ll help my own portfolio, and I like the look of a lot of these weapons.

Please note: My own preference would be to heavily reduce the spawnrate of all NATO weaponry and also implement all these Russian counterparts with an average spawnrate, that way the NATO weapons would still exist, but not be as common as they are at the moment.

List of weapons and possible counterparts below

Continue reading

DayZ Creator Dean Hall Rezzed Session

This is the full video of Rocket’s presentation at Rezzed 2012. At this point there was 420,000 people that has played DayZ and over 22,000 peak concurrent users. Rocket starts off talking a bit about himself including his military experience and as a designer with Sidhe Interactive, he says he got sick of making crappy console games. He goes on to describe more about the game and the history of how he has been developing it. The challenges with such rapid growth include security and server issues, transitioning from “mod” to “game” and keeping his vision with regards to what he wants to finally achieve.

There are a lot of good screenshots (mock-ups really) in this presentation. One of my favorites shows a “noob” that looks like a young guy, he’s clean shaven and his clothes are new. Next to that we see the “veteran”. The vet is grizzled and older with a beard, longer hair, and dirty ripped up clothing. The clothing is definitely civilian, no military gear on those guys. Rocket wants to see a players face change if he becomes a bandit includinng maybe scars or a scowling face.

 

Video on next page.

Continue reading

DayZ Base Defense Concept by Zombie Grin

DayZMod.com post by Zombie Grin can be found here.

Concepts and ideas for
Base Defenses

Contents

1. Base Defenses
Concept
Why add this feature?
Patented Anti-troll system
Implementation of Base Defenses
Defense item list

2. After Thoughts

 

Continue reading