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Everything posted by mattlightfoot
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DAYZ Developer MINI Blog April 10th
mattlightfoot replied to OrLoK's topic in Mod Announcements & Info
*Not sure if joking or not?* where ever did you get that idea from? -
DAYZ Developer MINI Blog April 10th
mattlightfoot replied to OrLoK's topic in Mod Announcements & Info
Dang you orlock reposting and stealing all my beans :P- 163 replies
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Our latest Developers blog is now live yay We’ve gone for a reasonably quick and dirty video blog this week, mainly because things have been very busy for us. Inventory System One of the biggest improvement areas has been the inventory system, now almost ready for a public display. This new inventory system supports crafting, interchangeable clothing, degradation, tracking, weapon customization, and much more. It’s really a revolutionary system for us and we’re extremely proud of the results that Jirka (our programmer assigned to this) has achieved. Crafting Not touched on in the video, but what we will be showing soon is the basics of how users can interact with items in the world - this is the next step in development of our inventory system beyond where it is now. This is not a traditional crafting system, but one that encourages layers to explore the ways in which items can be crafted. Zombie pathfinding In the video, towards the end, some before and after footage of work on the zombie AI pathfinding. Not only has this changed the role, threat, and speed of the zombies - but it has also yielded performance improvements. The increased accuracy of the zombies movement allows their movement to be slowed down to more sensible values, in line with those of the players themselves. We still have some other avenues to explore in this regard, but we’re very pleased with the results so far. Mass zombie spawning server side Now all zombies are spawned directly on the server and their movement is governed directly on the server itself. This has allowed us to provide increased security and hack prevention mechanisms by disabling functionality at the client level. It also means that zombies no longer “pop” in and out of the world, previously used as a mechanism to tell if someone was in the area. It also paves the way for us to allow migrating zombies and zombies traversing open areas in search for their next meal. We still have some way to go in performance, the initial tests of 4000 zombies spawned reduced the server FPS to 4. After performance optimizations this increased up to 21. We’re now confident we can have the server FPS back up to 30+ with maximum numbers of zombies in the near future. Expanding health system Health is extending far beyond just blood, into a system that incorporates health, blood, and consciousness level. How these are all interrelating will be touched on in its own devblog in future. Some of the exciting developments coming include longterm play effects such as poor diet affecting your long term health levels. All this translates into the importance of a longterm plan for survival of your character, and we’re sure the role of medical specialists will become very important - hopefully emphasizing social interaction opportunities. Chernarus Expansion This continues at a huge pace. The two new villages in expand Cherno and provide it a true city feeling. Also expanding is the top (north) map area and the continued development of our large-scale features being added to the map. More to follow on this! (we can’t wait to show some more of this!) Loot spawning Finding loot now involves scavenging inside of vehicles, looking for items stuck between furniture, prying open car boots, or strewn in the wasteland itself. Consuming your bounty now results in rubbish, such as empty cans after consuming your beans. This is no mere gimick, because your trash can be used to track you. Conclusion There is a great deal more that can be covered, but we’re really deeply in the thick of development at the moment and we just wanted to get something quick and dirty to all those waiting for standalone. We know that you want it released, and we know you want to know when this will be - but we’re 100% committed to making this a great game, and that means we are making sure to do things properly. We’re happy and confident about the progress, so it’s one foot after another and soon we’ll be at the finish line.
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DayZ Developer Blog 8th March
mattlightfoot replied to mattlightfoot's topic in Mod Announcements & Info
Right I don't have the time to be able to do a full dev blog update, however here is an update in brief - At the moment I am following up from meetings at PAX/GDC, keeping Dean updated with development progress, keeping external artists tasked, Ivan Buchta (The Lord Mayor of Chernarus) is helping me a large amount on the design side while Dean is away. - Our Programmers are still working on the client/server architecture, radios/VOIP and solving several bugs. - In house art cell are working on path lods in buildings to improve zombies movement in buildings and texture passes on assests. - External art cell, working on a couple of weapons, some more clothing items and some items. - Our animation cell, are working through a backlog of animations we want to do. - SenChi with the help of Ivan are going through existing towns now and making improvements through changing layouts slightly and such. I'm sorry for the lack of communication, I've just been exceptionally busy.- 1704 replies
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DayZ Developer Blog 8th March
mattlightfoot replied to mattlightfoot's topic in Mod Announcements & Info
I think it's better that moderators only have one account so you can quite easily see their opinions on things, rather than pretending that they aren't people and don't have opinions. They do already uphold the rules of the website and are very fair with that. For example; But he isn't going to go banning people from South Australia. But I think this has gone fairly off topic -
DayZ Developer Blog 8th March
mattlightfoot replied to mattlightfoot's topic in Mod Announcements & Info
Well inevitably a forum is never going to be completely impartial, the real question is how biased is it? As far as I am aware the moderators do use their power to moderate fairly. I don't really think it's that biased at all people can openly challenge us on things that we haven't done right. Who is claiming that the entire forum is completely impartial? -
Bit extreme, I would prefer it if someone gave me tea and medals but I'd settle for a creme doughnut every once in a while. Boy I love those creme doughnuts.
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USE THE LATEST BETA: 101480 The ideal place to load bugs is at the community bug tracker: https://dev-heaven.net/projects/dayz Please make sure they are listed to the DayZ project. Feature requests can also be made through this system. Patch Download Dayz Files: http://cdn.armafiles...7.5.1-Patch.rar Hive Files: http://cdn.armafiles...7.5.1-Patch.rar Full Download Client Files: http://cdn.armafiles....7.5.1-Full.rar Server Files: http://cdn.armafiles....7.5.1-Full.rar Prerequisites * [Prerequisites] beta-patch ((Newest)). * [Prerequisites] Microsoft Visual C++ 2010 SP1 x86 Redistributable (http://www.microsoft...ls.aspx?id=8328) * [Prerequisites] New Mission File Downloaded from (http://www.silentspy...sion-generator/) Build Notes Affected addons: * dayz code * dayz anims * dayz server (server admins only) * mission file (server admins only) Changelog: * [NEW] Weapon - Sa58P_EP1. (Military) * [NEW] Weapon - Sa58V_EP1. (Military) * [NEW] Weapon - Sa58V_RCO_EP1. (MilitaryS) * [NEW] Weapon - Sa58V_CCO_EP1. (MilitaryS) * [NEW] Weapon - G36C. (HeliCrash) * [NEW] Weapon - G36C_camo. (HeliCrash) * [NEW] Weapon - G36A_camo. (HeliCrash) * [NEW] Weapon - G36K_camo. (HeliCrash) * [NEW] Weapon - M40A3 (MilitaryS) * [NEW] Vehicle - HMMWV_DZ. * [NEW] Vehicle - MH6J_DZ. * [NEW] - Ability to flip ATV's. * [NEW] - Zeds spawn while in vehicles. * [NEW] - Zeds now have the ability to damage vehicles. This is limited to glass only once glass is destroyed players within will be damaged. * [NEW] - Zeds now have the ability to pull you from open vehicles. * [NEW] - New Load screens added. * [NEW] - Chopper weapons can now be reloaded. * [NEW] - UH60Wreck added * [NEW] - New zed & loot spawn systems rewrote Phase 1. * [NEW] - Revamped GUI icons to now empty as you lose the relevent item (blood,food,water) Thanks Des * [NEW] - Infection changes when eating food and drinking water. (tin and canned items don't count) * [NEW] - Epeen monitor added to display player stats. (Zombies Killed, Headshots, Murders, Bandits Killed, Humanity) - Press Scroll Lock to use * [NEW] - Toolbox is now needed to build Wire,tanktrap. * [NEW] - Etool is now needed to build Sandbags. * [NEW] - 5 New types of food ("FoodmuttonCooked","FoodchickenCooked","FoodBaconCooked","HIDDEN","FooedRabbitCooked"). * [NEW] - 4 New Raw food. ("FoodbaconRaw","FoodchickenRaw","FoodmuttonRaw","foodrabbitRaw") * [NEW] - Bloodbags can now give an infection. * [NEW] - Added moving combat roll (KK's Volt). * [NEW] - Survived Dayz added to Epeen monitor. * [NEW] - Cutting down trees now attracts zeds. * [NEW] - After you have eatern a canned product you now get an empty tincan back. * [NEW] - Added definition of arrays for meatraw / meatcooked * [NEW] - You can now eat raw meat (low hp add + possible infection), and Cooked meat (high hp add w/o infection) * [NEW] - RawMeat blood values (beef-100,rabbit-400,bacon-150,chicken-100,mutton-100). * [NEW] - Cookedmeat blood values (beef-600,rabbit-1600,bacon-400,chicken-400,mutton-400). * [NEW] - You can now boil water using a fire,TrashTinCan or ItemSodaEmpty and fullwaterbottle * [NEW] - Water (possible infection), and Boiled Water (w/o infection) * [uPDATED] - BAF_L85A2_RIS_CWS replaced with BAF_L85A2_RIS_Holo. (HeliCrash) * [uPDATED] - Added a much faster login process. (Advantages: Login Speed up) * [uPDATED] - Limted amount of ammo found with weapons. * [uPDATED] - Gender selection images updated thanks Des. * [uPDATED] - Updated infection chance during zed attacks from 1/1000 to 1/500. * [uPDATED] - Changed Loot tables to increase the supply of Antibiotic drops. * [uPDATED] - Combat Mode is now affected by everything you do and everything done to you * [uPDATED] - Updated Mi17_DZ and UH1H_DZ to max ammo Max 100 rounds per gun. * [uPDATED] - UH1 Crash sites no longer all spawn on server start but throughout the game. * [uPDATED] - Damage processing for zombieattacks with prebuilded weighted arrays. (Advantages: speedup and saves a lot of cpu cycles) * [uPDATED] - Much faster fn_instring. * [uPDATED] - Cargo space redo. * [uPDATED] - CZ_VestPouch_EP1 to be more useful 12 slots 0 weapon slots. * [uPDATED] - Zeds will talk to other zeds within 80 meter. * [uPDATED] - Combat Logging is now active during Zombie chase. * [uPDATED] - Backpacks updated. * [uPDATED] - Animal Meat reset. 6(cow),4(goat),4(sheep),4(boar),2(Hen),1(Rabbit) * [uPDATED] - Epeen monitor moved to scroll lock key and work started on moving to diary * [uDDATED] - Massive cleanup remove all useless files. * [uPDATED] - Redone all public EH's * [uPDTAED] - Combat/zombie logout + anti-duping overhall * [uPDATED] - String tables to include = English, German, Russian, Spanish, Dutch, French * [uPDATED] - All base class's have been updated to match the dayz removal proc's (weapons) * [FIXED] - Zeds hearing should now be fixed. * [FIXED] - Temperature icon color now ranges from iceblue (cold) to red (hot) * [FIXED] - German Tranlations updated. * [FIXED] - mi17 gunner seat is now fixed (you no longer stand outside) * [FIXED] - Bloodbag glitch fixed. * [FIXED] - UH1Y_DZ animation issues. * [FIXED] - Infection is now fixed loss of blood 3 per sec (will not drop below 3k blood) * [FIXED] - Epeen monitor animation should now work correct without the fps drop. * [FIXED] - DZ_Czech_Vest_Puch backpack class config. * [FIXED] - Variable spelling mistakes hsould be corrected now. * [FIXED] - Moved all new foods to stringtable. * [FIXED] - Fixed infection chance when giving blood.(No longer applys to player giving blood) :-( * [FIXED] - ALT F4 Sync issue now fixed * [FIXED] - Pause menu can no longer be assigned to mouse keys to bypass respawn. * [REMOVED] - BAF_L85A2_RIS_CWS (Based on poll) * [REMOVED] - Banned m136 as it never really worked and served no real purpose. * [REMOVED] - In Combat bot removed while we work on speed improvements. * [REMOVED] - Peripheral Vision. (Peripheral Dots) * [REMOVED] - MPTable Removed. Hotfix Changes 1.7.5.1. * [uPDATED] - STR_ITEMWATERBOTTLEBOILED_CODE_DESC - German (Eine Flasche mit abgekochten Wasser) * [uPDATED] - STR_ITEMWATERBOTTLEBOILED_CODE_DESC - French (Une bouteille a été remplie d'eau bouillie qui peut être consommée.) * [uPDATED] - HMMWV Cargo space. (transportMaxWeapons = 4;, transportMaxMagazines = 12;, transportmaxbackpacks = 4;) * [FIXED] - HMMWV Should now be able to be repaired fully. * [FIXED] - Gut object should be working without errors. * [FIXED] - Repair option should now only work on vehicles. * [FIXED] - AS50 was mistakenly banned now unbanned.
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I've been on this sorry for not responding sooner, I think we have solved the issue MySQL crashed, can anyone confirm everything is working again please?
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The best place to set a tent...
mattlightfoot replied to Rott (DayZ)'s topic in New Player Discussion
The best place to hide a tent is in a field full of tents, I'd like to see someone find the one tent with my gear in, in a field of 200 tents. -
DayZ-Mod on steam created screenshots when i killed my first zed
mattlightfoot replied to joschaap's topic in DayZ Mod Troubleshooting
Back on the steam game library menu out of game select the DayZ mod game and scroll down on that page. There should be a box saying "Screenshots" under this there should be a button saying "View Screenshot library" click that and it will take you to your screenshots. -
Shosho - Feb 2013 - Interview with Matt Lightfoot
mattlightfoot replied to SmashT's topic in Mod Announcements & Info
I play it tons just ask Derpy, I was also trying to think of guns in real life that people would know and be able to compare and my mind went blank. -
If you have any valid complaints PM me with any accusations and I will deal with them appropriately.
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Please can people keep their posts constructive, on topic and bringing something new to the discussion.
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Yes I accept the point but we can't do it with everything otherwise to implement one thing fully it would take a vast amount of time, the reason DayZ was possible was because we took risks, we will continue to do that, it won't always work out and in those instances we can try and fix it. Yes I do, but again if we voted on everything we wanted to do with the mod we would still only have one server in New Zealand with pretty much nothing here.
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There were bugs fixed, but there needs to be a healthy balance otherwise people will then complain that there has been no new content. Invariably though a few of the significant bugs can't be fixed due to the mod being a mod. As A Lumberjack points out the work on the cans was done by an outside source so took very little time away from fixing bugs and such. I can understand, inevitably the mods can't be everywhere at once and people can be very aggressive in their views when it is something that they enjoy like games.
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Sorry can you pm me with these generic answers please, does my post on the last page answer some of your concerns?
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You can't really create a game through socratic method, you would never get anything done :)
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Right just to clear up none of the Mods had anything to do with the cans being implemented, ultimately not R4Z0R nor Derpy are to blame for their implementation. Everything has to be passed through myself and Rocket.
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Hi all, As some of you are aware, two of the statistics on the main page (www.dayzmod.com) are incorrect. I am investigating. The two statistics that are problematic; Players in the last 24 Hours - This is currently showing the amount of Heroic players (players with over 5,000 Humanity). This has been changed Unique players - The number appears to be increasing exponentially, at a totally unrealistic level so I will make the number static at 1,300,000 till we have gotten to the bottom of what is causing this inaccuracy. This has been enacted I apologise for any inconvenience. Matt
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Top 5 things the latest devblog told us.
mattlightfoot replied to Rage VG's topic in DayZ Mod General Discussion
Nope I'm not just what happens to me when I get wet on a night out I love 5.11 stuff, as well as Helikon kit. The Everglades right next to the Ocean - http://goo.gl/maps/mO6wJ Fair enough I generally wear combat pants or cargo pants, but I accept your argument for their durability. -
Top 5 things the latest devblog told us.
mattlightfoot replied to Rage VG's topic in DayZ Mod General Discussion
Where have you heard June? I can assure you we haven't fixed a date. -
Top 5 things the latest devblog told us.
mattlightfoot replied to Rage VG's topic in DayZ Mod General Discussion
I do like to wear pants, unless they are jeans. Jeans cut into your legs like ice axes when wet and are fairly heavy with limited practical use, where is the logic? -
Hi guys, Loads of people have been requesting some screen shots of our work so far. Rocket made a tumblr post with some screenshots with the building interiors. Just to note they are a work in progress. http://dayzdev.tumblr.com/
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Either way the script restriction shouldn't be happening, drop me the logs and we can get cracking on sorting it.