-
Content Count
575 -
Joined
-
Last visited
Everything posted by basinox
-
Pending Changelog: Experimental Branch: 0.42.116002
basinox replied to rocket's topic in News & Announcements
It's fake. The AK model that's going to come in game is the AK-74M and the gun would probably get a other name to prevent trademarks. Like just 74M or AC-74M (Автомат Чернарус Модернизированный or Avtomat Chernarus Modernizirovannyy) Also a lot of those pictures come from the first page of Google. -
Pending Changelog: Experimental Branch: 0.42.116002
basinox replied to rocket's topic in News & Announcements
0.36 0.37 0.42New:Actions: Vomiting have associated sound effectsActions: Ballistic helmet variants can be painted to black and green color with spraycanActions: Can check pulse on unconscious playersActions: Searching for berries will now add berries to your inventoryActions: Eat All now supported for consumablesActions: You can catch rain into canteen and water-bottle from inventoryAnimations: New Ruger 10/22 reload animationsAnimations: New Ruger MKII Reload animations.Animations: Player now can sit with gun/weaponAnimations: Completely new two-handed melee animations. New right-handed poses, moves and attacks for axes, baseball bat, pipewrench, crowbar, fire extinguisher, shovel, farming hoe. Animations: "Low" and "Aim" stances introduced for stand, crouch and prone.Crafting: SKS paint recipeCrafting: Firefighter Axe paint recipeCrafting: B95 paint recipeEnvironment: New rock texturesFood: Sambucus berry item addedFood: Canina berry item addedGear: added black and UN ballistic helmet variantsGear: Wool Coat red/black/brown/blue/green/grey/check variants addedGear: can opener can be used as melee weaponGear: hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masksGear: Farming hoe configured and spawnsGear: M4 attachment green variants addedGear: Green and black variant of firefighter axe addedGear: Rabbit leg, boar steak and chicken breasts addedGear: Flat Cap red/black/brown/blue/green/grey/check variants addedGear: Green and black variant of SKSGear: Green and black variant of B95Gear: Long wooden ash stickGraphics: Adding lights to currently rendered scene changedGraphics: Lighting from objects now is rendered during daytime alsoGraphics: HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...)Graphics: Engine supported point source light objects (e.g. Gaslamp) now working correctlyMap: Olsha has been updatedMap: Khelm has been updatedMap: New rock formations outside Svetlo have been createdMap: New Orthodox Chapel has been createdMap: Police Stations & Medical Centers have been placed across the mapMap: New villages surrounding SvetloMedical: Players can have a heart attack (declared as "irregular pulse" with pulse checking actions)Spawns: Sporter 22, CR75, Amphibia S, 1911 and respective magazines and ammo (22LR and 9mm) added to spawnsSpawns: Wool Coats and Flat Caps added to spawnsWeather: Rain, Clouds, Wind, calculated on server and distributed to clientsWeather: Rain now causes items and player to become wetZombies: Simple respawn mechanic implemented for zombies, pending more robust method Fixed:Actions: Added 'inUseItem' back to action on target functionActions: Proper nutritional value will be added when eating near empty foodActions: Berry picking script messages to player improved.Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandageActions: Ruined rags/bandages and wooden sticks doesn't produce infinite splintsActions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animationActions: Edited player messages in force drink action and fixing broken limbsActions: Added collision tests for availability of prone position and vaultingActions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after actionAnimations: Bandage and eating pills animation glitch fixed.Animations: Rolling left/right while zoomed in sights makes player zoom out for the duration of the roll.Animations: Player can now be properly knocked out while in water.Animations: holding animations of various weapon magazines correctly linkedAnimations: Evade animations in prone (Q and E) are faster now.Gear: Added color variants of ballistic helmets into loot spawnsGear: Purification tablets package contains ten tablets now. Cholera removing functionality added.Gear: Even lower chance of backpacks spawning on construction sitesGraphics: SSAO in options savedGraphics: Rain effect settings changedGraphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex)Graphics: Spot light culling fixedGraphics: Fix of terrain intersectionsGraphics: Fix of geometry trace for flaresGraphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settingsLogin: Failure during new character creation could cause player to get stuck as unconsciousMap: Optimizations for Svetlo performanceMap: Forests surrounding Svetlo bugfixesMedical: Would never actually die from zero health or blood due to medical conditionsMedical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very lowMedical: Defibrillator used for restarting the heart of players who have a heart attackMedical: Unconsciousness had irregular and unpredictable behavior (epi-pens will now always wake an unconscious player, unless they are having a heart attack)Medical: Melee damage application system changed to better balanceMedical: Chance of bleeding from fists reduced significantlyMedical: Disconnected players avatars did not take shock or blood damageMedical: Falling from height while sprinting did not kill player when it should haveMedical: Player could vault with broken legsNetwork: Dropped items appeared only after a delay (now instant)Network: Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete)Network: Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/serverStructures: Changed inheritance of barrier structures (due to errors in logs)Structures: Items disappearing when dropped near stairs or wallsSound: subsonic projectiles no longer emit supersonic crackWeapons: Long-range scope reticle properly centeredZombies: Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change) There you go, correct me on the places where I'm wrong. And rocket please copy past this into the main post so we may get some clearance about the new additions.- 2645 replies
-
- 21
-
Pending Changelog: Experimental Branch: 0.42.116002
basinox replied to rocket's topic in News & Announcements
they should separate the addition per version on the first post: everything added in .37 together. Everything from .38, etc. Would save a lot of people a lot of time while still showing the differences between 0.42 and current in one post. -
Pending Changelog: Experimental Branch: 0.42.116002
basinox replied to rocket's topic in News & Announcements
amphibia is the Ruger MKII -
Pending Changelog: Experimental Branch: 0.42.116002
basinox replied to rocket's topic in News & Announcements
ALL HAIL THE MIGHTY PITCHFORK! SLAYER OF BEAST! -
Pending Changelog: Experimental Branch: 0.42.116002
basinox replied to rocket's topic in News & Announcements
looking at Hicks other twitter post's it's mostly about the invisible people glitch in the current EXP. which is to game breaking to be released outside EXP. -
Pending Changelog: Experimental Branch: 0.42.116002
basinox replied to rocket's topic in News & Announcements
You know the current zombies don't get fixed because they are placeholders right? -
Pending Changelog: Experimental Branch: 0.42.116002
basinox replied to rocket's topic in News & Announcements
I hoped on it for today but everything for a better update. -
Pending Changelog: Experimental Branch: 0.42.116002
basinox replied to rocket's topic in News & Announcements
Great work team. Already fixes a lot of annoying stuff, like the drop fix. -
As in every postapo world Zombies should get dmg only from headshots/headhits.
basinox replied to mpm470's topic in Suggestions
What people seem to forget is that if head shots would kill, a spine shots would immobilise them depending on how high and a neck shots would also kill. Because a headshot means you destroy a part if the central nerve system and so also shots on other parts of the nerve system must hurt the target. -
Update Rev. 0.36.115535 (Experimental branch)
basinox replied to Hicks_206 (DayZ)'s topic in News & Announcements
This game develops faster than a caterpie. We are just 3 months in alpha and they are already almost done with mechanics that are too complex for your usual triple A game. I only hope that this game doesn't end up like minecraft when Dean leaves because that one is pretty dead after Notch left. -
Update Rev. 0.36.115535 (Experimental branch)
basinox replied to Hicks_206 (DayZ)'s topic in News & Announcements
Sorry for double post. -
Update Rev. 0.36.115535 (Experimental branch)
basinox replied to Hicks_206 (DayZ)'s topic in News & Announcements
People should learn to read... -
Update Rev. 0.36.115535 (Experimental branch)
basinox replied to Hicks_206 (DayZ)'s topic in News & Announcements
This is just 3 months old. Go watch lord of the crumbs, it seems like you can learn from it. -
Update Rev. 0.36.115535 (Experimental branch)
basinox replied to Hicks_206 (DayZ)'s topic in News & Announcements
Rocket already said that binoculairs are almost ready so expect them soon. And he said that vehicles come after hunting/cooking/crafting (lets call them the big 3.) with bikes probably being the first ones to get tested.All of these will come in 6 months or less so just sit back and enjoy the ride. -
I have noticed that eating packet food (rice, cornflakes and powdered milk.) is the same as for canned food wich makes it look very unatural. So I thought because they where currently working on eating animations I could suggest some changes. For normal eating: Character pours some of the food into his hand and shoves it down his throat For eating all at once: puts the pact above his head and pours it all down his throat. (And maybe add a chance to spill a little food during eating for balancing reasons.)
-
As in every postapo world Zombies should get dmg only from headshots/headhits.
basinox replied to mpm470's topic in Suggestions
I was talking about the regeneration part -
Skype, walkie talkies, dayzDB map, etc. There are a lot of tools to team up.
-
As in every postapo world Zombies should get dmg only from headshots/headhits.
basinox replied to mpm470's topic in Suggestions
Zombie =\= undead -
As in every postapo world Zombies should get dmg only from headshots/headhits.
basinox replied to mpm470's topic in Suggestions
And where in the lore or from the devs did you got this? -
For realism and neatness sake.
-
As in every postapo world Zombies should get dmg only from headshots/headhits.
basinox replied to mpm470's topic in Suggestions
How many times does it have to be reapeted. This are infected humans, not necromancy. -
Open letter/suggestion/request to the DEVS: DO NOT implement nudity/scat/piss.
basinox replied to crazykage's topic in Suggestions
I join this opinion. Lets add a extra cleavage to those nude bastards. -
I think we should make the slow vault bound to crouching. When you walk normally you hop, when you run you roll over, and when you crouch you step over.