Läpakal andis ketas otsad, panin uue keta sisse ja tegin formati ning mumble peale. Tegin uue kasutaja ning ühenadmisel küsib parooli ! _________________ Ime tala, Nagu ime kepike.
Siga armastab muda, aga mudane siga armastab puhast aset!
Miks ADMIN Anti112 ambusib mind? andis 1p cooldowni aga ma ei saa peale selle enam mitteühtegi postitust teha! üks päev ei kuid!
ok sain sisse, tänud _________________ Ime tala, Nagu ime kepike.
Siga armastab muda, aga mudane siga armastab puhast aset!
Miks ADMIN Anti112 ambusib mind? andis 1p cooldowni aga ma ei saa peale selle enam mitteühtegi postitust teha! üks päev ei kuid!
10th November
Just discovered why zombies are warping through walls... because the walls don't exist. Whoops. #DayZDaily
Q: Can you elaborate?
The zombies aren't using the geometry to calculate their collisions, as this would be incredibly performance intensive. Instead they are using the "roadway" which are planes inside of buildings that say where someone can walk. Players use roadway + geometry, so this problem wasn't noticed. But basically, the roadways don't have sections removed for where there are walls. It's not a huge job, but we will need to go through and define the roadways properly to avoid these problems.
Here is a good visual representation:
Q: How can you then prevent zeds "glitching" through walls with certain body parts then?
In a generic sense, because geometry is a 3D object. Roadway is a series of planes. This isn't entirely accurate, because roadway exists in three dimensions also.
Detecting the collisions of body parts, even for 50 objects, would be absolutely insane performance wise - let alone for 3000 zombies + 150 players. What we do is take an aproximated cylinder as geometry for the agent, and then see if that is still on the roadway. If so, the it's okay. We just stop the cylinder from going outside of the roadway.
Q: Is fixing this a lengthy process, could it hold up the release?
This doesn't affect release, it's a good bug to find. It means we can make the zombies much better in interiors.
Q: Why do players use "Roadway + Geometry". Wouldn't the Geometry master over the Roadway?
Roadway defines what you can walk on. Sounds are generated based on this roadway surface. Geometry defines what you collide with.
Q: Could different roadways have different sounds and different wear on shoes then?
Surface already affects deterioration of your shoes and/or feet and zombie noise.
Q: What about server hosting? Will Bohemia run them all initially?
BIS will run some servers through a hosting provider who will also run some. I think we will be able to handle 50-100k concurrents (this is from memory, i can't be sure of the exact numbers).
Q: What about Linux server hosting?
Linux compile should work, but we haven't tried compiling for linux yet. Our main aim was to finish the windows version first, then compile for linux and fix any bugs.
Q: Will the actual game support linux?
Would love to do a linux client build one day, but that's a very big maybe.
tsitaat:
9th November Q: Stop teasing us, give us a clue!
We finished up for the day here just now. It was a good day, the focus has been:
Finalizing the flow into game
Not holding up release
All the basic stuff like, creating your character, joining a server, etc... Then some steam integration so you know which servers your friends are on, and such. We're using steams API, which while is it great being free of gamespy we're not sure whether external apps (like six or dayzcommander) are able to poll steam's servers. So we want to make sure our browser provides some improved functionality.
Optimizing/Bugfixing Dedicated server.
This is why we are not out. We need performance
We think we need a minimum of 15 FPS will 50 players, 2000 zombies, and 25000 loot items. Our latest tests have all shown some runaway systems in the code we have to tidy up. The variable synchronization system that was developed for work with the network bubble, is checking the variables very often. We're optimizing this. Also, there are many string comparisons. These have been refactored so references are used (lookup numbers) to speed up the process. things like animations etc... are generally recorded as strings - ArmA wasn't build to handle very large numbers of things so this has been a large area of optimization.
We also have a bug where sounds (which are temporary vehicles) are being queued up and sent to all JIP players. This causes us a steady loss of performance on the server.
The synchronized variables are also checked for each player, this is inefficient and we are refactoring that. It is our biggest obstacle to releasing the alpha right now. We know what needs to be done with it so we're working on that, then we will again reassess the performance.
Why not just say its not out on xxx day?
If I start saying "oh it won't be out then" people start asking me about the day after, and the day after. So it just encourages people to keep asking me when it is, and the "announced date" would be when I go "yeah, it could be out then".
What we have now
We have now something that provides basic functionality for 10-20 players. The new zombies are in, they provide excellent pathfinding outdoors, and improved pathing indoors. They are capable of breadcrumb navigation or line of sight. At low server FPS they will start to rubberband and glitch through walls much more often. They are very much a work in progress.
Client performance out of the cities is very, very smooth. We still have a bug in the cities that occurs (and shouldn't) that causes lower framerates. This will eventually be solved, but for now it is noticable when looking at center of cities. Overall, the feedback from the testers is that performance is much smoother than with the mod.
The inventory is a bit of a mixed bag. There are some mistakes we have made that, unless we delayed the standalone, we can't fix until later. But overall, I think it is a huge step up. Stacked items, wetness, damage, crafting, containers, clothing, weapons, pistol holsters, bags, melee weapons, chainsaws, masks, gloves, boots... you name it.
So, what next?
We keep optimizing the build. In the meantime, I would encourage everyone to checkout Project Zomboid which is now available on steam. This has been a massive design inspiration and I recommend it to everyone interested in DayZ.
12th November Q: What weapons will be available at launch?
100% confirmed for day one:
Rifles: M4A1, Mosin Nagant
Melee: Heaps. About 8 different two handed and one handed, from knives to bats to screwdrivers to chainsaw.
Pistols: One available, possibly more
Q: Will there be walkie-talkies on launch day?
Yes
Q: Can zombies damage your gear?
Zombie damage currently results in damage to items where they hit you, the same as normal player melee.
ise eelistaks kui ameerika relvi ega tehnikat esialgu ei tulekski. ainult euroopa ja vene relvad, oleks palju realistlikum, mängijad oleksid võrdsemad kah. näiteks SKS, PPsh, Lee Enfield jne.
Eriti lahe oleks kui uuemat kraami ei toodakski sisse või oleks see väga rare. Imo WWI ja WWII relvadega oleks palju mõnusam, tekitab sellise rohkem mahajäätud tunde.
võiks teha jah kuidagi väga haruldaseks igasugu vähegi paremad relvad, et ala miskise püstoli leiad siis oled juba ala üle mapi mees et vähegi tagasi tuua see algse dayz tunne kus tundsid reaalset õnne kui midagi paremat leidsid
Esimene mängunädal oli reaalne õnn see kui zombidest said mööda roomatud ilma verd kaotamata _________________ Every version of the garment appears to be sold out online, with prospective shoppers given the opportunity to join a waitlist.
Poetan ka siis paar tarka sõna(muidugi see on minu isiklik arvamus). Mängu põnevus ja adrealiini tunne kadusid ära sellega, kui kõiki relve ja looti hakati m2ngu toppima kuhjaga. Kõigil oli savi surma saamisest, sest nagunii leidsid ju kaldalt kohe kogu mandi uuesti. Armord hummerid jne jne. See pole enam survival ja tänu sellele pole pikalt mänginud ka. Võiksite serveris jälle panna tagasi selle, et asju leiab väga vähe jne.. Tuleksin uuesti mängima ka jälle.
kui sa räägid sellest meie serverist siis kahjuks on asi lihtsalt nii et kui panna selline raskem mod peale kus väga miskit ei leia ja kõik pole nö käe jala ulatuses siis server oleks üsna tühi pidevalt nagu siin vahepeal proovitud sai, hetke nö generatsiooni noori mängijaid keda arvatavasti on suurem osa serveris lihtsalt tagasi ei tuleks ja siis oleksimegi seal paarikesi oma väikse luutiga... et see mis hetkel on on lihtsalt sellepärast et oleks ka rahvast kellega koos mängida kui kellelgi peaks isu tulema. Kui see krdi SA lõpuks tuleb siis loomulikult tahaks ise ka sellist tohkem survivali asja panna ja jätta siiski originaalseks nagu ta mõeldud on aga hetkel on nii nagu on=)
chesm6mmi, vintpüssid pihku kõigile, ilma optikata, siis õpitakse laskma kah äkki. hunting rifle võiks olla ainuke optikaga relv. automaatrelvad haruldaseks ja needki enamasti SMG, et kaugelt koinida väga ei kannataks.
siis tuleb alles taktika mängu, üksi olles võiks ellujäämisvõimalus rambot mängides võimalikult väike olla.
Ei toimi selline asi juba on proovitud teha nii,et ida tehnika ja nõrgemad relvad kohe hakati ulguma ja server oli pmst tühi
otsitakse pigem kiiret gameplayd loot>kill>rinse and repeat Endale isiklikult meeldiks ka Hardcore variant dayzst.
Ei toimi selline asi juba on proovitud teha nii,et ida tehnika ja nõrgemad relvad kohe hakati ulguma ja server oli pmst tühi
otsitakse pigem kiiret gameplayd loot>kill>rinse and repeat Endale isiklikult meeldiks ka Hardcore variant dayzst.
Võin ju oma serveri uuesti üles lükata! Samas ei usu, et seal rohkem mängijaid saab olema, kui mina ise
Ei toimi selline asi juba on proovitud teha nii,et ida tehnika ja nõrgemad relvad kohe hakati ulguma ja server oli pmst tühi
otsitakse pigem kiiret gameplayd loot>kill>rinse and repeat Endale isiklikult meeldiks ka Hardcore variant dayzst.
Võin ju oma serveri uuesti üles lükata! Samas ei usu, et seal rohkem mängijaid saab olema, kui mina ise
mina ikka käisin ka sul seal Samas kui keegi miskit üles viskab siis visake miskit peale chernaruse... oksemaik on päris reaalne juba sessuhtes
chesm6mmi, eks jah, mõned külalised ikka olid ja tänud teile selle eest
.. aga mitte piisavalt, et asja ülal hoida
Ilmselt ei viitsiks teiste kaartidega jändama hakata :/
Kahjuks on see reaalsus. DayZ Mod suht surnud tegelikult. Ainult 1000 cars, extra military bases serveritel on veel vedu. _________________ 🕊 Kuruppo ぽ 🕊
https://www.last.fm/user/Ingvaarr
NJah..ma sellepärast lõpetasingi mängimise, et kadus põnevus ära. Kõik asjad said mingi 30 minutiga kätte ja siis hakkas pvp peale:D Kui alustasin mängimist(kui looti veel nii kergelt ei leidnud) siis said oma makaroviga ka parimaks sõbraks:D ja pvp ei old nii palju, sest ei tahtnud oma asjadest ilma jääda. Nüüd poogen kui surma saad:D YOLO ja hakkad rambot mängima:D
Oleks vaid selliseid vendi rohkem, kes tahavad just seda survivali tunnet, mitte seda, et killima peab kohe ja kõike.. Mäletan kui esimest korda proovisin mängida, siis esimese normaalse AK leidsin alles kolmandal päeval mängides ja siis olid ka mega häppy... ei jooksnud kuhugi sisse, sest nii raske oli midagi leida:D
Ma ei usu, et seda õiget survivori tunnet enam tekiks kuna ikkagi relvi on väga palju nõrgemaks tehtud. Isegi 1911 tundub makarovina.
Varem ikka kui AS 50 lasku kuulsid lähedal siis tekitas kerge adrenaliini laksu ja värinaid ja kartust.
Samas isegi igatsen neid nn. overpowered relvi Mis siis, et endal ei olnud, aga põnevust tõid mängu juurde palju.
viimati muutis m6mmikiisu 14.11.2013 10:29:40, muudetud 1 kord
Valgus ja varjud tunduvad päris kiftid, samas ee krivega lahmimine tundub küll nii rändom kui vähegi olla saab lööd ja kunagi vb saab pihta kui eemal juba oled vb mitte ja hääl tuleb ka nagu järgi suva hetkel, aga noh okei okei jah pre alpha jne...
Krt ma ei tea...selline tunne, et see mäng saab alles 12 aasta pärast valmis...nagu duke nukem _________________ Every version of the garment appears to be sold out online, with prospective shoppers given the opportunity to join a waitlist.
Näeb päris hea välja.
Loodame, et tuleb ikka mõnusa performance boostiga ja näeme varsti mängu väljatulekut _________________ Autovaruosad Pärnus/kuni -30%
www.mardigarage.eu
Q: I hope you can disable that motion blur?
Yes you can. Most people (even in the project) hate motion blur but I love it. And it's my party, so my videos always have motion blur! hzzzaaah!
Q: What about mouse acceleration and an FOV slider?
fov slider yes, already in game. I think we either disabled mouse accel or there is an option for it.
Q: Was the hatchet stopping when it hit the zombie or am I seeing things?
At least someone noticed
Q: Was that a blocking animation I saw?
Yes but it doesn't work (yet)
Q: It seems you are swinging with the mouse also, does it work if you swing too late (after the zombie has movied) and still connect with the zombie if you move the mouse mid-swing?
Yes. Tracing is done along the length of the axe during the animation. At least someone noticed Not all weapons do this. Most one handed weapons do it cursor based, because they just didn't work well without spacial awareness.
Q: Can you switch weapons while walking/running?
Yes you can. But currently the animation only works taking the rifle off your left shoulder. This week the animators introduced an animation taking an item off your right shoulder but it doesn't have the taking while moving animation yet.
Q: Sounds out of sync with the animations?
The animations changed after the sounds were made. Sounds will be remade once we have finalized the animations +actions. This is the reason we stopped doing new sounds, too much of the game is changing to have to redo the sounds each week.
Q: I was hoping to see the Mosin in action....
Mosin with scope and bayonet is probably one of the coolest items in game currently (there are two scopes for it in game now. Gotta leave something for our second date, or you'll never invite me to the prom!
Q: Looks good, but if you are focused on multiplayer testing why not show stuff with multiple people?
Chernarus is a big place. I had no time to edit so I just run around for a bit. You can see people disconnecting and connecting in the bottom left.
Q: Are these connecting messages going to stay in the game?
On the list to be toggleable .With default "off". We were going to remove them, but server admins probably want to be able to toggle them on.
Q: What about kill messages?
There are no kill messages.
Q: How does the game look on low settings?
I generally only play with settings on "low" (not very low, because that disables GPU). We use an internal executable that drastically lowers performance due to its debugging features, so we basically have to run it on low or we get a slideshow.
Q: Wow, that video looks amazing for low.
That's not on low. I'm not sure what that's on. I did that off a steam build. But most of my screenshots are on low.
Q: Are all the ArmA backpacks removed?
Yes. We are redoing them all for parity with the new items. The new backpacks all have straps. The old backpacks simply didn't look right because of the lack of detail. We currently have four different types of backpack, most these kinds with a few different color variants. More will follow.
Q: Crosshair?
Crosshair is only in for testing. It may still be in for alpha, depends on state of other game systems.
Q: From the comments I've been reading it seems new mechanics like the compass and needing a can opener etc are too complex?
It takes inspiration from rogue-like games. The game can't (and shouldn't try) to compete with great zombie games like L4D or dead island, or RE, etc... It's about the complexity and the decisions. Obviously, there is a fine line between "good" complexity and "bad" but the only way we find where that mark is, is by trying something and seeing.
Q: I noticed the exhaling wasn't synced with the visual breath effects.
It's not sync'd (yet)
Q: This is not what I expected, zombies still only appear to be a minor nuisance?
They're more like project zomboid now. One or two you're okay. But the ones that sneak from behind and bam... you're in trouble.
Do a little experiment, sit down and write the exact mechanics and math required to make the zombies act like a "threat". Put it into a decision tree. It's actually hard because all you can do is make them either faster or stronger. In the end, I opted more towards the tried and true zombie trope of more zombies
I spent a year on and off trying to make the zombies work, experimenting with different scripts. In the end I came to the same conclusion you discuss here. In making individual zombies a threat, you actually make these very frustrating situations. The game becomes very black and white. But by making zombies "manageable", that means that generally with the zombies you are okay. But if you don't have a good plan - you get in deep trouble. That's what we are aiming for.
I also have a great melee weapon. It would have been a very short playthrough with just my fists (I would have died in about 30 seconds). The wood axe is the second best melee weapon in game, besides the firefighters axe (and maybe the chainsaw).
Q: Badass axe!
True as well, that axe is the second best melee weapon in the game, after the firefighter axe. Although the chainsaw is good but limited fuel.
Q: Can the screwdriver be used as a melee weapon?
Yes. Actually everything is.
Q: Are you guys seriously keeping the ArmA 2 lighting effects?
The effects, as always, are controllable.
Regarding our lack of focus on replacing the rendering, unfortunately nobody has invented a "replace rendering for game engine" button yet. Perhaps you have, and just forgotten to post it online. If so, please let me know and I'd be glad to license it from you.
Q: Disappointing, this is what I expected a year ago, the longer you delay the more people are going to expect.
Then maybe your expectations were/are too high. And maybe, I'm giving you the chance to see the state of the project before you part with your cash. If you don't like it, don't buy it. You can it's say its shit, but at least I can say I did my best and I was honest about what was achieved.
Q: Why does it sound like the axe is firing bullets?
WHY DO PEOPLE NOT READ THE WARNING MESSAGE? Seek, and ye shall find.
masendav... ma maksin mingi 50 kokku nende eest... _________________ Every version of the garment appears to be sold out online, with prospective shoppers given the opportunity to join a waitlist.
muidu seal on non-steam versioon samast pakist kah üleval, sama hinnaga. ise võtan vist ühe sellise veel ligi.
ilma dlc-deta variant (combined ops) maksab üldse 4€. võtke hulgi.
SA peaks see aasta veel välja tulema... muidu on kindel diablo 3 oma maine pealt, ragekidid ei suuda seda enam vastu võtta. Tulema hakkavad laused:"Ma arvasin et see on ikka parem ja ilusam". hetkel on dayzmod ka piisav, artic warefare magnumitest üleküllatud hv.ee serveris saab piisavalt nalja. viimasel ajal õhtuti ei saa isegi sisse sest server suht tihti full. keep it goin.
Aa. Kust hetkel kõige odavam Arma 2 on.
steamis 15 euri
bohemias 29
game..uk vms oli 24. _________________ Chuck Norris on juba 2 aastat surnud. Vikatimees kogub siiamaani julgust, et seda talle öelda.
Aga jah - mina isiklikult olen vist juba loobunud. Kui ei osata mängu arendada ja müüa, siis see ei väärigi minu aega.
Minu arust peaks koguaeg arenguvideosid välja laskma, et hoida huvitujaid aktiivsena. Kusagil varjus tegutsemine muudabki rahva passiivseks ja huvi kaob.
sa ei või postitada uusi teemasid siia foorumisse sa ei või vastata selle foorumi teemadele sa ei või muuta oma postitusi selles foorumis sa ei või kustutada oma postitusi selles foorumis sa ei või vastata küsitlustele selles foorumis sa ei saa lisada manuseid selles foorumis sa võid manuseid alla laadida selles foorumis
Hinnavaatlus ei vastuta foorumis tehtud postituste eest.