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Everything posted by odin_lowe
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The first kiwi I found on this patch was on a Dean Hall infected... GG!!
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Totally understand what you mean here, and although I agree in some parts, I've seen many questions about this and no real "official" answer so far. No matter how we like it, or not, it's an unfinished feature. It's just the first iteration of the Eden sound engine, many tweaks are coming in the next few updates. Remember that it's the Eden sound engine used in ArmA3, and that in ArmA3, we hear those snaps and sounds from bullets passing near and going towards a player. I too have no problems hearing the bullets land near me, and the locations from where they are shot (unless suppressed) but it's still an unfinished feature that will be updated, balanced and tweaked.
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Quick question fellas, I've read somewhere that the "crack/snaps" sounds for bullets passing close players are coming back in, and it was only a temporary bug for the first iteration of the new Eden sound engine, but for some reason I can't find the post or Tweet anymore. Anyone would care to help? Even an official response from @Hicks_206 (DayZ) would be greatly appreciated. Thanks all!
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Wow! The new forests of 0.62 will be absolutely amazing... :-O Really looking forward to this!! Immersion will crank up a notch!
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Acquired all the clothes I needed to make my "hero" skin look-a-like in experimental. Compare shots from the mod and the standalone.
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Just adding a few shots from yesterday. Helped a few survivors in Cherno on 1PP, made my "hero" skin on 3PP and ran a few more tests with barrels. So far I love 0.61 but the only thing I miss is the other animals. Can't wait to have the boar back in game again.
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If you go back a few pages, I posted about some tests I did with persistent containers, most notable the barrels. On 3 different servers I've set up barrels, and they all disappeared within 10-15 minutes. I did one last attempt yesterday, and the same thing happened. Although the barrel wasn't there anymore, not visible or accessible, there was an "object" blocking the way. I tried re-logging to see if it would appear again, but no, it didn't.
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After the mod days, I was hoping to not see a "debug" monitor ever again... Fingers crossed it will be either server disabled or player controlled. Would really like to be able to remove it right now.
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Last update for the day. Did some running around in the rain, got hypothermia and died shortly after even after trying to warm up next to a fire. So I respawned and tried that again but this time starting the fire as soon as I got "cold". And it seems you get colder faster than you can heat up. I was at 5000 health and blood, got cold, started the fire (while crafting the fire kit and supplies I got hypothermia) and tried to heat up. Even though I was "rapidily heating up", the temp number was only going up 0.01 every 2 seconds or so, making the health drop way faster than you can heat up. So I died again for science. Even though I was full health and full blood, warming up next to a fire didn't save me from hypothermia. The first fire I did was only with sticks, so this one was with 5 logs to see if they heat up more, but no, they don't... :) My body temp was at 34.07 when I died on this screenshot. So going up 0.10 degrees took me 2420 health. Ouch. Don't go out in the rain unless you have proper clothes.
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I've followed this thread since it was opened, and more closely since experimental servers were available, but I,ve yet to see a report about persistence, so I did some tests. Seems persistence is off, and persistent containers like tents, barrels or protective cases despawn extremely fast when moved. I placed barrels on UK-4 (1pp), UK-5 (3pp) and US- Northeast-1 (3pp) and they all vanished within 10 minutes. Went to pick some random items to place in them and when I got back the barrel or container was gone. Also, unless I see some screenshots or a video about the wolves, I'd say they are not in this build. "Someone said that they heard a guy that said his friend heard some wolves in the distance..." just won't cut it. Going back in for more testing.
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I'm gonna think about it. ;)
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Sharing a few screen shots of yesterday's test.
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I went through 56 of the 70 possible spawn (They might have changed now, cause a few would collision buildings and objects at the modified Green Mountain surroundings. Pulkovo mostly.) and didn't encounter 1. I did this on a 3pp server, and a 1pp server after that. I'm glad at least you found one. Might I ask where did you find it?
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Also, didn't see any heli crash site, either Mi-8 or UH-1Y... And I've done a long search far and wide for them on multiple servers, for more than 2 hours. No dynamic crash sites. Although I did find a few dynamic police cars.
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I made my way to Tisy to see if they had infected there, and was happily surprised to see that yes. Just moments later I found an AKM with mags and an AK101 with kashtan and mag attached. Had an MP5 with a 30 round mag and ammo for all the weapons, was looking forward to test the new sounds, but a camper mauled me down before I could shoot. Something to note, although the "desync" have been much better in this patch, I got killed because the game "froze" for a second when the killer started shooting me, giving me no chance to run, dodge, or fight back. So far I've been attacked by everyone I saw, bare hands, melee or with guns. I totally understand what some players are saying about the craziness of players in recent experimental builds compared to before, and it's quite simple to understand : Hype. The hype that was build up for 0.60 was insane, and bigger than any version of DayZ before. Although a bit smaller, there was still huge hype for 0.61 and that brought all the content creators and streamers. With it, those who want action and nothing else. You just have to go check Twitch (what I did yesterday after getting killed) to see all those streamers with even just a few watchers, streaming 0.61 experimental for thrills and kills. Anyway, it's part of it all now, so stay safe, and pe prepared at all time to slay those players down, for the sake of science if you want.
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I was really hoping to see the animals back. I was looking forward to the wolves, but honestly just bringing back the other animals would have made me happy for now. It's been months since I made my improvised leather backpack, and I miss the boar a lot... Haven't seen any rabbits, deer, cow, sheep, goat, pigs, boars or wolves, only chickens..
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Manage to play for about an hour without any crashes, lag or glitches. The infected seem to knockback players a lot when they hit them, making it pretty hard to kill them with punches. (Haven't run with a "melee" on my back for more than a year.) Really nice additions to the environment all over the map. The Rogovo area is looking great. Very responsive controls overall. Had to stop for real life matters. I'd post screenshots, but it seems Tinypic is down... Maybe later when I make an account over imgurl or something like that. Thanks devs. 0.61 is looking great so far!! P.S.: Haven't seen or heard any animals other than chickens...
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Really hoping this test is gonna last a bit longer, as it takes at least 20 minutes to download the patch... Any possibility this one's gonna last for the week-end? (Since it's a stress test, I doubt, but still..)
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I know dude. It's just that somehow I feel entitled to the experimental branch, as like I've stated, I've always been there for them, and missing one (or 3 so far, hehehe) feels very weird for me. I needed to vent a bit, that's all. No worries at all.
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Damn... Missed it again.. (Feeling frustrated.) Had already left DayZ updated on the experimental branch in case there was another test, and missed it yet again. 4 mins too late this time. Really hoping we get a real experimental test session that lasts more than 30 mins. So far 0.61 seems to be the most unstable iteration of DayZ yet, so I'm a bit worried about what's to come with bigger changes like the entire animation system tied to the player controller... The DayZ gods have left me. So far I had participated in every single experimental build since the very first was available. 0.61 broke the streak. I hope the devs got the data they need to fix what they want.
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I think we can assume that since it's first iteration of the new sound engine being implemented, that it's unbalanced, and that various sound effects will get proper directional, position and distance adjustments. There's still lots of sound effects that will be added too, as we still don't have fire sound fx, or other sounds for environments and manipulations. (crafting/harvesting)
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Hi fellas. Haven't seen this posted here before, and saw it on the Devs Twitter feed. Quite an interesting Q&A session. Also, it seems like Chernogorsk is gonna have another small update. Mostly surrounding the Town hall. Looks pretty nice in my opinion. I don't think this is gonna make it in 0.61 experimental, but we never know. (Haven't been able to test 0.61 yet.) Stay tuned!
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Enfusion engine Q&A and Cherno sneak peak
odin_lowe replied to odin_lowe's topic in General Discussion
Feel free to merge or delete this thread mods, but the main reason I started it was just to ask/talk/show the modified Cherno. -
Enfusion engine Q&A and Cherno sneak peak
odin_lowe replied to odin_lowe's topic in General Discussion
Yes I did! Updating a thread from August 8 wasn't the greatest idea for making it visible though, thus the reason why many missed it, as we would have seen many asking about the new modifications to Cherno inside the experimental thread. The fact that it was omitted in the recent status report showcasing all the new modifications to towns, village or locations around the map might indicate that it's not finished yet. A bit weird non-the-less. -
Very nice new series you just started René! Cheers! P.S.: You mostly play on DZU EU or US? I'd guess EU. I play on both, and met many players, but haven't met anyone has famous as you yet. ;)