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joe_mcentire

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Everything posted by joe_mcentire

  1. joe_mcentire

    Status Report 22 Nov 2016

    thanks for the great outlook. this is and i think i speak for many the most promising and encouraging SR since "literally" years. THE turning point most likely, surely for me. so congrats to this and to restoring much of the heavily diminished faith. @PeterNespesny and @Fido: i really like the things about the reworking of the environment - you also teased us with new and higher, wilder pasture/grass patterns and textures. What will be their role in the game. will these be used deliberately in certain areas or is it going to be the default pattern for all meadows and pastures and how will it impact the stealth aspect? cheers
  2. hi, thanks for the option to ask some questions. so here my first one regarding to the post directly above this one: in context of the statement above, what is the role of a gameplay programmer at BI, especially in the DayZ dev team, and what are the tasks and duties of a lead gameplay programmer there? is there a clear differentiation between a gameplay programmer and game designer within the DayZ dev team? if so, how does the direct collaboration look like between the programmer and the designer at BI/DayZ dev team?
  3. i thought i would share this because i wanted to know a bit more about this profession: as found here I think, in the future it would be super cool to give a short job description (related to DayZ) of the staff to get a better idea which questions make sense to ask. e.g. i have no clue what a gameplay programmer's task might look like, in general and particularly at BI or the DayZ Dev team. so i think it would help some people. E.g. even the source above speaks of a very vague term and an interpretation completely dependent on the company and their games they work on. cheers
  4. joe_mcentire

    Status Report - 25 Oct 2016

    the only thing i really would want to see for the better is being able to open doors and gates by clicking just anywhere on it. oc there a certain scenarios where you might consider still pointing to the lock and/or handle, e.g. when the door/gate is locked. I just watched the latest video from Hicks and it still is just a weird fumbling and turning in all directions until his cursor finally hits the handle and he can press the corresponding key. i would really stick to reality here. you intuitively have an understanding of your surroundings, in this case, where a door-handle is placed in order to open it, without staring to the handle all of the time. i know it doesn't quite solve the physics issues and the generally awkward way of doors opening in different directions. but that's just my 2 cents regarding doors. edit: also with swing door mechanics - what about the scenario of two players simultaneously standing on both sides of the door with one being quicker to open the door?
  5. hej...soo...what's the status? eta before the weekend or more like around the time of the upcoming SR?
  6. what i would also like to add or better ask is if you have ever considered - due to the ongoing and never fully avoidable problems with sync - to have a "dual" system for close combat or short distances. What i mean is that you dynamically switch between an actual projectile trajectory/simulation and a "simple" hitscan (raycasting hits). (vigorously simplified). would hitscan be softer or forgiving in a sense when heavier sync problems might occur?
  7. joe_mcentire

    New stuff on Trello

    our army uses a similar vehicle. Do you already have special fields of use in mind? special perks in comparison to other vehicles e.g.?
  8. joe_mcentire

    A few thoughts on.. (New Anim System, Bug Fixing, etc)

    reported for "bumping" - against the forum rules ;)
  9. Hi guys, thanks for the opportunity again: quick questions: what are some projected short- and what are some long-term goals for Enfusion Engine (be as general or specific as you want)? would you consider one out of these possibilities as at least as "high hanging fruits": dynamic(-ally spreading) fire, running water/rivers, voxel-esque caves/underground structures...? We've seen so far the distribution of the new audio-module to both branches, DayZ and ARMA. What ideas do you have regarding a further and tighter symbiosis between Enfusion and Real Virtuality 4?
  10. joe_mcentire

    DayZ Q&A: Design

    hej guys, is this still happening? otherwise still another batch of questions: vehicles: there will be sooo many steps in order to get a vehicle running. Will maintance be in - the end - as "tedious" as the initial effort? meaning: constant replacement of fluids, battery acid levels, lights, etc. ? Can we expect also other dynamically spawning sites and elements around Chernarus in addition to police cars and helos? just some quick ideas: small road-works, road-accidents, small little abandoned camps or bonfire sites... huge hay-stacks and hay bales all around Chernarus: will there ever come something out of them? just a short batch of ideas being able to hide loot and yourself in a hay-stack being able to take hay with you (for fire or for animal traps/lure or to create makeshift clothing with bags and duct tape) from bales and stacks being able to move hay bales (walls for base maybe) with vehicles Will bigger mammals like deer, cattle, sheep or goats be rarer to find and more depict an Endgame for hunting efforts? And will therefore more critters and smaller animals like rats/mice, poultry, squirrels or other animals like birds or ducks be more prevalent? currently zeds can overcome smaller and even higher walls/fences pretty darn effectively. some questions here what are the implications for our player-characters? will we be able to overcome such obstacles in a similar way (also e.g. climbing platforms at train stations)? what are the implications for zeds? will we see more basic motoric stuff from them: climbing ladders, opening doors, holding and even using weapons/objects (ineffectively)? should zeds be even able to perform these actions as effective as designed atm? shouldn't they more stumble and fall over fences and also barely if even overcome higher walls/fences? cheers
  11. joe_mcentire

    DayZ Q&A: Design

    follow-up: do you see a special role for fire in your game? setting players or npcs on fire. bushes, trees and grasses. gasoline and oil. maybe even as a - to an extent - dynamic entity? we all've seen old vbs2 videos showing off-the-shelf underground areas such as short sewage-passages and even cellars: Could you use these existing objects/structures immeditately? would you even consider "underground areas" as a choice of design?
  12. joe_mcentire

    DayZ Q&A: Design

    hi peter! in the past your team argued it doesn't want to be a military sim: are more then the three stances really enough? can we expect some movement from your end on this topic? how likely would be "modularity" in map creation and building? would you call it pie in the sky to ever be able to create modular interior, or modular rooms for certain buildings so the have a wider variety and more randomness when it comes to certain types of buildings vicinity window: Do you see it being part of an "ideal" DayZ experience? Imo it extremely cripples a true scavenging-experience and takes away quite a chunk from the experience. are there possibilities to get something more convenient maybe? team animations: would you like to give more power to players who actually team up? like helping each other over a hurdle or carrying something together? accessing your inventory: should the quickbar only represent stuff directly available on your body (belt, pockets, holster)? should accessing your backpack actually use a proper animation and sound? should accessing your inventory inhibit movement? different animation speeds tied to different sounds: have there ever been considerations regarding different sets of animations such as "quick\noisy" and alternatively "slow\quiet" for at least a reasonable amount of animation-trees? vehicles: we have cars, soon (motor)bikes also boats are projected but how "easily implementable" could you imagine could non-conventional vehicles such as e.g. longboards or shopping carts be? any new concepts to help out lone-wolves? e.g. applying saline onto ourselves (bc. authenticity AND realism) are any interactions with static objects projected? e.g. physically breaking/shooting windows or trees, basically any sounds when colliding with various objects, deflating tires when shooting static cars, anything basically in that regard? thanks as always.
  13. any new infos regarding a feedback tracker? are there ideas regarding scrapping all available entries entirely and start all over with the new engine (modules)?
  14. joe_mcentire

    Status Report - 12 Apr 2016

    i honestly don't like it. the shown zed animations looked somehow like i imagine typical SIMS animations - they simply lack some sort of mocap or inertia or most likely both. inertia to movements will hopefully find its way into this game - at least for players...hopefully
  15. joe_mcentire

    Status Report - 29 Mar 2016

    well i honestly would have wanted to hear something about a new feedback tracker. i could imagine getting 0.60 with loads of bugs and not being able to report them in a compact and effective way..
  16. joe_mcentire

    A few thoughts on.. (New Anim System, Bug Fixing, etc)

    can you give us an unrelated example what this might mean? how do you imagine "soft skills" dependent on the player controller, in which context? also: not sure how to describe it but i reckon each animation is "recorded" with a defined speed of sequences so that animation A takes from start to finish t seconds. how will this be handled in future or how is it handled currently? is there/ will there be an option to change the speed of sequences on-the-fly or "offline" as set of animations A with predefined durations tx? so animation A can have a duration of t*0.7 and, t*1.4 respectively for example? hope to make sense here. i could see aspects of soft skills realized in such a way to some extent. e.g. low medic-skill: t_treatwound = 8s vs high medic-skill t_treadwound = 3s. and also enabling different styles of gameplay: slow/silent vs. quick/noisy in areas such as reloading weapons, sneaking, handling objects in general and looting edit regarding bugs: i know you might work hard on implementing a new feedback-tracker but the time since it has been offline is unreal. i can't imagine a 0.60 release without a somewhat functional feedback-tracker. pls make this even a higher priority. i jump in now and then solely to give feedback and i can imagine there are quite a few of us. Cheers edit: do we get an SR as well today :P ?
  17. joe_mcentire

    Status Report - 16 Feb 2016

    Well finally! thanks SMoss Can you tell us what will change with DX11 regarding "Lights" for example. I have no idea whatsoever and i'd like to be enlightend on what to expect. i also know that the engine had the issue with light shining through buildings. so can you give us a bit of an insight here? much appreciated!
  18. just a short fyi. As an AMD user I was rather curious when i heard about ICP at first and went on to use it on my computer not fully aware of all the implications it would come with. You can basically define a folder-structure where this tool will search for intel compiled code and then offer a fix (and backup) to remove the "code obstacles" which intel deliberately integrated to impede non-intel cpus. Well, in principle, I had no issues until i fired DayZ up again: 0029526: game does not start: "blocked loading of file C:\Windows\SysWOW64\aticfx32.dll" (Intel Compiler Patcher interfers with game) The interesting thing is, it had no trouble with altered files in my steam folder, however, what happens here is that Battleye seems to scan dll files within your windows directories as well resulting in errors as the one above. For example, my SysWOW64 folder had about 18-22 altered files from which I had roughly 8-11 to revert to their original state. The game simply won't start at all. So just in case to you AMD users out there, if you use ICP, use it wisely. Me, I have no idea why i really used it in the first place. So just a quick heads-up Edit: I also mailed BE questioning what it would mean for me as a user and if that issue could potentially produce false-positives on their side; still waiting for an answer here.
  19. got the answer from BE today which is basically: "Hi,Yes, BE is checking these files and due to them being corrupted they are blocked. And no, you cannot get banned for this."
  20. joe_mcentire

    Status Report - 15 Jan 2016

    ok, fair enough. it is at least some info about them, very true, however at least for me not really of "significance" more a mediate feature regarding zeds. Idk if spawning of players/items/npcs is not more its own topic than a specific of zeds. idon't know if i make sense here. I guess we'll have to wait and see for more infos. The bratislava branch is responsible for animals as well and the latest showcase of wolves was pretty neat tbh, so there's that.
  21. joe_mcentire

    Status Report - 15 Jan 2016

    i would honestly like to see/hear something from the bratislava-branch about zeds again at some point. idk but i think we haven't heard anything of substance about them in almost a year this was in march 2015. i know we heard about the player controller from time to time and why we would have to wait for it before we would see something of significance, but really nothing? no WIPs, no anything about zeds since a (almost) year? it's such a substantial part of DayZ i cannot fathom why we wouldn't hear anything in such a long time about it. Other than that i really hope the antitank gun will be able to inflict significant damage to buildings, the arma franchise is still famous for their destructable environment. also a bit ot but: what are the plans regarding the vicinity window and the inventory. i think the vicinity window is - like the action menu - something which should be considered legacy and should be removed better today than tomorrow.
  22. If you are quite frank to yourself looting always (with a few minor exceptions and mostly bug related) looks like this: enter loot areaopen inventoryscan environment and grab everything you needrinse and repeatNow it is kinda obvious why i personally dislike that whole process. It takes away from the game, it feels a bit cheap and it even somehow degrades the environment itself to a neat background image. It's more or less like opening a crate in skyrim and just take whatever you would need (i acknowledge that we already have loot containers) The next issue is losing whole aspects of the game, exemplified by these two scenarios: a helo crash-site in then middle of a fieldnight-time in generalBoth of these examples should inherently add a certain difficulty to the whole looting/scavenging procedure. Frantically looking for loot in a vulnerable position surrounded by high grass shoould be equally elaborate as stumbling through the interiors of a building in the pitch-black night. In these scenarios it really bugs me that the gameplay successfully defeats my immersion. It's a delicate issue: There is hardly an alternative to the vicinity window. How would you organize your inventory or interact with objects bound to the vicinity window such as bonfires e.g.? Or are we just uninspired enough to think the vicinity window is the best solution in any case? Is my gripe just only a neglectable issue for you, a minor inconvenience to realism but mandatory for the sake of gameplay? My question would be, how could this be changed, what would be the implications and what would you consider a reasonable change, for now detached from possible efforts in time/manpower/costs? I was thinking about that for some time and wonder if others would maybe think the same.
  23. i agree LOS within the vicinity window could be actually inhibited according to the level of darkness. The problem is how would you approach that? you would need to calculate the actual lux in an area which would be most likely a tad of an overkill only to achieve a such a solution. and that would only solve the issue at night...
  24. joe_mcentire

    Status Report - 10 Dec 2015

    honestly KUDOS to the Bratislava branch. The animals look (well some textures obviously not so much) and even more act spot on. This game could even end up as an insiders' tip for hunting (game) enthusiasts if they keep pushing stuff like the one seen in the vid.
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