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 _________________ People have been calling for a month and we've been sold out for a week or so.
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.
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.