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rocket

DayZ Hero
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Everything posted by rocket

  1. rocket

    What if we removed the crosshair?

    Exactly what I was trying to say, but in much simpler words.
  2. rocket

    Girl Characters

    Although, we have spawned a long term project to create a new male and female skeleton (our old skeleton hasn't changed for nearly ten years I think). So this problem could later come again, and I'm not sure how best we solve it then in order to retain the slight gender differences in proportion etc...
  3. rocket

    What if we removed the crosshair?

    This is a very good point
  4. rocket

    What if we removed the crosshair?

    We wouldn't be delaying them, we would be forcing them to use a different method that might be arguably more difficult. As noted above, removing them would go in line with the removal of essentially all the other UI elements (such as ammo count etc...).
  5. rocket

    Girl Characters

    We have only one skeleton, I would bet money that they have two skeletons (one female one male). Their characters are heavily stylized also, with huge dudes and little ladies. We have tried to retain a sense of femininity to our characters, because why play as a female character if this does not exist. But beyond some simple changes to female characters (hair, breasts, posterior, etc..) the hitboxes themselves have stayed largely the same. This is a requirement for our skeleton as we can't go outside of the boundaries for this.
  6. rocket

    What if we removed the crosshair?

    If there is no UI element at all, an external program would need to create their own UI element and then generate it's position via finding out the muzzle direction from code. This might render that application much more detectable via, say for example, VAC. It might also make the application more prone to causing the game to crash Here's an example: It's much easier to simply replace wall textures with a transparent texture because the walls already exist in game. If the walls had no texture and were just an engine hard-coded color, you wouldn't be able to replace the texture (although you could find out how to alter the color, but I hope my point is made). Please note, there are many might's and could's above - this is intentional. I'm just spit-balling the idea. Every new function and change I'm trying to think how we can best implement it to minimize the risks associated with these kinds of things. No doubt those familiar with the creation of the various ESP hacks etc... will be able to point out some flaws/corrections needed to the approach
  7. rocket

    What if we removed the crosshair?

    The main reason is that all the functionality required to power it is entirely removed, it becomes more complex for ESP/hacks to locate the direction and orientation of your weapon. It would still be possible just somewhat more difficult. Removing it would also slightly reduce UI clutter, and save a few cycles on your CPU (but extremely marginal)
  8. rocket

    What if we removed the crosshair?

    Be good to see some opposing viewpoints, I think there are some compelling arguments that need to be considered for keeping crosshairs.
  9. rocket

    What if we removed the crosshair?

    Nope the crosshair is placed based on the orientation of your weapon as it moves around in your hands, so it moves around quite a lot.
  10. This absolutely will happen The question I asked myself last year was "should we make a good game or a great game?" I think we have the chance to make a really great game here, but that means taking a few steps back and redoing things. 100% can confirm there will be many new problems. And we don't have a big team, we have a small team and we are avoiding big team issues. There will be much "less" in the standalone initially than the updated and new versions of the mod around. But in some ways it will have more flesh on what features it does it.
  11. Sometimes to really solve some of the issues, you have to create something new. We're not really adding much overall - but we are entirely overhauling nearly everything associated with the mod.
  12. rocket

    Girl Characters

    Standalone features male and female characters. All clothing in standalone is Unisex Proportions of limbs and general height are roughly the same, i.e. the male and female characters use the same base skeleton
  13. Posted some more on the tumblr, hope to get some non-content updates coming on there very soon! http://dayzdev.tumblr.com/post/33906503689/work-in-progress-interiors-continued-i-was-a
  14. rocket

    Just saw Rocket again.

    do i have potential?
  15. rocket

    Just saw Rocket again.

    Due to popular request, this is now my facebook picture.
  16. rocket

    DayZ Development Twitter

    I am certain you should have received a test invite. Matt is checking now... If not will be rectified.
  17. Then NDA is that we get people to sign something, so they don't release assets etc.
  18. Another tease for the forums...
  19. Couple more forum only goodies:
  20. Why so quiet, Rocket? Kju (ArmA legend and DayZ team member) made a good point that I should really say something, linking me to the points made in http://dayzmod.com/f...-under-the-tree - So here I'm going to just sort of give a literal off the cuff not-announcement. I'd taken a deliberate step away from the spotlight, particularly given the scandals that have gone on with things with the WarZ. I won't dwell on this issue, only to say that while gamers can tell the difference between the two products - many people can't and it became quite unpleasant for me when I became approached both in real-life and through the internet associating me with the War Z. Meanwhile, development continued at an even greater pace with the entire project beginning to gel even more than before. I won't give any specifics here, I think the specifics should come with something that you can actually see/play and that will make much more sense. I'm currently in an airport lounge in Sydney, on the long journey back to the Czech Republic. The year 2012 I can't really even begin to summarize what that year has been for Bohemia, the project, or for me - so I won't try. What I will do is thank everyone for being involved, for making something really amazing out of the idea I started with. There are thousands of people who have and are now directly involved in developing the mod, and it's really amazing for us all to see the wonderful user created content etc coming out. So thank you, to everyone. Because of everyone's support we're now "living the dream" and turning this basic idea into its own game. In fact, we've gone even further than I could ever have hoped... we're not only making the game, we're redoing the engine specifically for the game Where is the game? Where is the Tumblr post? Obviously they aren't there yet and I promised that. I also promised more contact, and then I disappeared off the face of the Earth. Now isn't really the time to get into all that, so all I am going to do is say that on all those account I failed and I'll deal to those in good time. I'm really sorry that on those three counts I've failed, hopefully in time the reasons will all make some sense and the end product will justify all the madness of this year. Now is not the time for me to rush out a tumblr update, nor rush out a build. Both of those will, for the moment, need to wait - and both mean I didn't do what I said I would. So... 2013? Let me just say this: Every progressive day during December, I have gotten more and more excited about the Standalone and it's potential. Each day the whole team is seeing the strength of the development and we're very pleased with how it has been progressing. Thank you everyone for your support, and particularly, for your patience. Also a big thank you and shout out to the forum mods for their hard work.
  21. New update here: http://dayzdev.tumblr.com/post/36771692833/dev-report-november-2012 I will be trying to get through the one liner questions and etc.. here on the forums tomorrow, once I finish work. Sorry for the delay guys.
  22. USE THE LATEST BETA: 96584 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. Torrent File (Full Install) Build Notes Affected addons: * dayz 1.something.somethingelse * dayz_code 1.7.2.6 * dayz_server (server admins only) Developer's Note: * To change your DayZ UI options, go to OPTIONS > GAME OPTIONS > DayZ UI. This will only affect the DayZ UI elements, unfortunately it is not saving to the config file so each time you restart ArmA2 you will need to change this setting. * You will receive a serialization warning in game when changing the DayZ UI option, just ignore it by clicking continue it will be gone in next update. * DayZ UI Debug option is not working properlly (no debug indicator at the moment). deal-with-it.jpg Changelog: * [NEW] Bear trap has chance to spawn on infected hunters * [FIXED] Graphical glitches with dead bodies (Bodies should now not display graphical glitches) * [NEW] Three UI options available: Default (indicators only), Debug (indicators + debug window), None (only base ArmA2 UI) * [FIXED] Converting between magazine types resets ammo count (Now only contains previous number of rounds) * [FIXED] Vehicle and tents not saving (Now they save correctly) (* Missed from original build notes accidentally*)
  23. From Marek (CEO) on BI Forums: While majority of users still prefer the old fashioned OFP style command line driven mod handling, there is also another way of doing it, using the in game expansions manager and documents settings. One real advantage of doing it that way is that it no longer matter from where you launch the game (be it steam, other version etc.). It makes clean installations also much simpler than messing within the game folder. Example how I use the system: * create DayZ folder in C:\Users\maruk\Documents\ArmA 2 * create sub folder Addons there and download / extract files from http://www.armafiles.info/dayz/ to it * run the game (I use the latest beta from http://www.arma2.com/beta-patch.php ) * in the game go to the Expansions, select DayZ and click on Enable button, restart the game * now the mod is installed and I can play easily with it anytime (using beta, or normal steam version, or sprocket version) For me personally it is simpler than toying with commandline options and interferring with game installation. I understand that everyone has different taste and that is why the original mod commandline is kept intact since 2002 I just thought some may simply not understand the more modern alternatives available now.
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