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Your DayZ Team
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Everything posted by rocket
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No
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Need to solve zombie AI. Once zombie AI solved, improvements to that can be used to build wildlife system. Best to perfect one system first. Same as our approach with M4.
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What the hell are you talking about?
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So what should everyone else do, who is not working on hacking?
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The colors match the clothing people wear in this part of the world. I, personally, want to add a great deal of the clothes I wear (I like my DC sneakers alot). But the idea is to mainly represent local styles (russia/eastern europe) with a smattering of the kind of clothes I wear, as a westerner.
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a dead one? I've considered it...
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Then wait and less us take our time before taking your money.
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I'm very happy with the visual style and look of the clothing and items. I think this is a question of taste, the art style and approach to palette we have is exactly what I wanted.
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We need to consolidate the controls for unarmed melee and armed melee - so that there is consistency. There are two melee attacks with rifles. One is bayonet stab (if you have it), other is rifle butt. Our challenge now is getting everything together so it is consolidated and that your melee is controlled in a similar way regardless if you are armed or unarmed.
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"Alpha... still not sufficiently functional" You could have just used one line Our focus is on multiplayer stability and performance. We have made progress with this. Once we have that to a sufficient level we will release the public alpha.
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E3 showed singleplayer This showed multiplayer. That was all I wanted to demonstrate with this devblog. However, I have failed because you did not notice that. The public alpha will not come out until we have fully functional and secure multiplayer.
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That was acceptable when HL2 came out. But in the day and age of euphoria animations, people's expectation is different. Also, the visual style of ArmA/DayZ is different from HL2 and demands a certain look from it's animations. You might have missed what I said - but we tried this... and it looked awful. And yes, it is much much easier to implement than what we are trying to. So I would very much rather do that.
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You can still fire from being knocked down. but control is difficult.
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Tried that, but any experienced animator knows that won't work. Because your body has momentum overall - that is affected by positions of your arms and what they are doing. Try waving your arms about when you run - your whole body and legs will move around. If you animate by that (which is a fuckload easier than what we do now), the result looks terrible as the legs are completely independent of the body, with no momentum effects. It stands out to the eye very easily.
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cholera dehydration starvation sunstroke hypothermia hypovolemic shock These are some of the ways you can now die. And that list contains only one disease, there are 8 planned.
- 1178 replies
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The intent of the devblog was to showcase some areas of significant improvement. While I think zombie AI is better, it has not achieve the level I am close to happy with so it was not a focus of this devblog.
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I know what you're saying, but remember you have only a few walk cycles, you have to mocap it, and you have to be able to clean it up. If you twist your body like that (and I know, because I tried this several times during mocap) you end up off balance and falling over. Running is an extremely complex movement, and performing some kind of attack while sprinting is very hard. I am largely happy with the type of attack so far, some variation is to be excepted when we get time. Focus for zombie AI will not be their attack animations, it will be having them not stop to change direction, and doing something about them running fast... stop... run fast. The attacks will receive some tweaks, but you idea's are ones I've tried again and again without much luck. The other zombie AI problems I feel are more pressing.
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Its not as easy as you think - making someone swing while running and make it look "normal" is extremely difficult. Watch 28 days later, and you will notice it's all fast shots, with very brief focus on the zombies. This is because when you look at them for a longer time than just a quick shot, they look very human and their attacks look very tame. We have tried about 100 different variations. There are still more to come, but expect a jumping attack and the arm swinging while running attacks - as out of the hundreds we have tried these are the only ones that remotely provide the level of quality that we want.
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No optimization has been done yet. Curiously on my crappy laptop I get no slow down in the village but on the *extremely* powerful render machine I do. I suspect there is a bad setting somewhere I need to change. I noticed it too.
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Nothing is final. Nothing.
- 1178 replies
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If I have to say "pre-alpha" again, I'm stopping this car right now you hear! :P
- 1178 replies
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Our team had requested that we let the forum know the what and why's behind the lack of information. We've moved to a much more structured approach and July was a major internal milestone for us. This milestone gets reviewed next week, and the results of that review will be released as a devblog. This will give more information to everyone about where the project is at and where it is going. Why the lack of information? Development pace has been very rapid and as information gets prepared for a devblog, inevitably things change. Furthermore, things get fixed and added at different times - so it means it is hard to find a time when everything is committed at once.... except for milestones. Hence, we will be releasing the devblog based on the milestone review. Does this mean it the public alpha is beginning? No, it does not. But what it does mean is that next week, you will be fully briefed on the current milestone and the steps from there onwards. Why do this? We realize that the community are stakeholders in the development, and we've been trying to come up with a method for providing information that works within our development process. We are now at the point where we can follow this. Interest has gotten... rather agitated lately and I think the best thing is to provide some clarity as to our process for next week and beyond. Seriously though, does this mean the alpha is happening?! No, it does not. There is no set release date. When an alpha candidate passes it's milestone review, it will be released.
- 1067 replies
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http://dayzmod.com/forum/index.php?/topic/144263-dayz-developer-blog-3rd-august-2013/
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The internal review happened on monday. I worked all day today. Decided that I really wanted to do the devblog, so I started on that after work. You're welcome.
- 1067 replies
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Im still at work. chill.
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DayZ Hero