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Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

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Your DayZ Team

rocket

DayZ Hero
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Everything posted by rocket

  1. rocket

    Quick update for 4 December 2013

    Locked, as new update in: http://forums.dayzgame.com/index.php?/topic/153415-another-quick-update-5-december-2013/ Continue the discussion there!
  2. I missed probably my favorite new "win" of the day, which was getting a working pistol holster into the game (chest holster). That was a high point, and allows us to do "proxy in proxy" enabling us to put slots on backpacks to further extend the carrying capacity of survivors (i.e. two melee item slots on the outside of backpacks).
  3. rocket

    Quick update for 4 December 2013

    We will be collecting this information but I am not sure if our official website will be hosting the information. My preference would be to figure out a good (secure) way to allow the community to host such sites and information, as there are some extremely talented people out there.
  4. rocket

    Quick update for 4 December 2013

    Yes, that will be allowed and encouraged. We don't plan on limiting copies, but if something bad happened we might stop selling until that problem was resolved. What?!?! is it out! you better not be trolling me! Not sure, sometime before Christmas. Depending on... things
  5. rocket

    Quick update for 4 December 2013

    Yes a feedback tracker has been setup already, I think it might be similar to the ArmA3 one but Brian or Matt would be able to confirm that
  6. rocket

    Quick update for 4 December 2013

    South pole next, maybe K2 after that
  7. rocket

    Quick update for 4 December 2013

    Brian or Matt would have the exact numbers, but the numbers dramatically increased after we succeeded in hitting 50 players. I would say, at a guess, over +150.
  8. I suppose I can understand why someone might not like it. We discussed this kind of thing. In the aftermath of the Christchurch Earthquake I saw some photos of guys robbing a place wearing those horse head things. What we want to do is add content. Payday is also a product we feel very strongly about, it's something we all really like and we wanted to honor it as a product. We wanted to put masks in game not only for hiding identity individually, but to allow the players to gain some kind of group identity if they wanted. It's another thing to: find, trade, or treat as junk. With or without the masks, someone is going to find/do something that you don't like in the game. Someone is going to run around electro naked, with a radio blaring "Never Gonna Give You Up". There's no way (nor should there be) for us to enforce exactly how someone plays the game. We're also not always thinking "what would be in Chernarus, for reals" because that is not the game we are making. There are many people playing the game for many reasons - and it is this great variety of reasons that I believe adds a the unique character to the game.
  9. This is Matt Lightfoot, my operations manager. Yes, that's right. This is the man who manages operations for me.
  10. We finished up for the day here just now. It was a good day, the focus has been: Finalizing the flow into game Not holding up release All the basic stuff like, creating your character, joining a server, etc... Then some steam integration so you know which servers your friends are on, and such. We're using steams API, which while is it great being free of gamespy we're not sure whether external apps (like six or dayzcommander) are able to poll steam's servers. So we want to make sure our browser provides some improved functionality. Optimizing/Bugfixing Dedicated server This is why we are not out. We need performance We think we need a minimum of 15 FPS will 50 players, 2000 zombies, and 25000 loot items. Our latest tests have all shown some runaway systems in the code we have to tidy up. The variable synchronization system that was developed for work with the network bubble, is checking the variables very often. We're optimizing this. Also, there are many string comparisons. These have been refactored so references are used (lookup numbers) to speed up the process. things like animations etc... are generally recorded as strings - ArmA wasn't build to handle very large numbers of things so this has been a large area of optimization. We also have a bug where sounds (which are temporary vehicles) are being queued up and sent to all JIP players. This causes us a steady loss of performance on the server. The synchronized variables are also checked for each player, this is inefficient and we are refactoring that. It is our biggest obstacle to releasing the alpha right now. We know what needs to be done with it so we're working on that, then we will again reassess the performance. Why not just say its not out on xxx day? If I start saying "oh it won't be out then" people start asking me about the day after, and the day after. So it just encourages people to keep asking me when it is, and the "announced date" would be when I go "yeah, it could be out then". What we have now We have now something that provides basic functionality for 10-20 players. The new zombies are in, they provide excellent pathfinding outdoors, and improved pathing indoors. They are capable of breadcrumb navigation or line of sight. At low server FPS they will start to rubberband and glitch through walls much more often. They are very much a work in progress. Client performance out of the cities is very, very smooth. We still have a bug in the cities that occurs (and shouldn't) that causes lower framerates. This will eventually be solved, but for now it is noticable when looking at center of cities. Overall, the feedback from the testers is that performance is much smoother than with the mod. The inventory is a bit of a mixed bag. There are some mistakes we have made that, unless we delayed the standalone, we can't fix until later. But overall, I think it is a huge step up. Stacked items, wetness, damage, crafting, containers, clothing, weapons, pistol holsters, bags, melee weapons, chainsaws, masks, gloves, boots... you name it. So, what next? We keep optimizing the build. In the meantime, I would encourage everyone to checkout Project Zomboid which is now available on steam. This has been a massive design inspiration and I recommend it to everyone interested in DayZ.
  11. Yes there are many items like this and more coming in each day. However most of these items lack their functionality and proper configuration. This is because most of the project is current focused on finalizing the alpha build. Once it is released they will return to finalizing functionality on specialist items. We spent a few days improving some aspects of lighting. Some environmental aspects are being improved, such as the new rain system, god rays, new lense flares, etc... However we plan to remove the rendering system completely in our roadmap so it doesn't make much sense for us to do something we would be removing. Also note that removing the rendering from being bound to simulation is a major undertaking that would cause serious issues and possibly delay a build - so we won't undertake that until we have a stable alpha branch.
  12. Depends what you mean by specialist clothing. Clothing can provide protection from cold, getting wet, ballistic impacts, melee impacts (shock), and disease. Each clothing item has different attributes for these. Some clothing items have special cargo properties, such as allowing a pistol to be holstered in them.
  13. In ArmA the client can do many things (such as damage, change position) for non-local objects, and can do nearly everything with local objects (such as the player). In DayZ, we have actively removed that functionality. Not only have the commands been removed, but the server actively ignores anything that does not meet with it's view of the world. For example, previously clients could use publicVariable to publish variables containing new functions to the server (and clients). In DayZ Standalone, not only do clients not have access to this command (it simply does not exist), but even when clients do try and publish variables... the server only listens for variables it has eventhandlers for... i.e. variables it expects to hear from clients. Damage is calculated centrally on the server in DayZ, in ArmA it is calculated on every client. In DayZ your client identifies that is is causing damage, and sends a request to the server to process the damage. The server then conducts this.
  14. This image should detail how the network bubble will impact on hacking. Please remember this is only one part of a multitude of architectural changes relating to multiplayer security and performance. But even alone, the image demonstrates the significance of the change. This functionality has been finished, and is tested and proven for SA.
  15. rocket

    Standalone only for USA?

    It's good to be back ;) And good to see you are still here. Hope we don't let you down with what we release.
  16. rocket

    Standalone only for USA?

    When DayZ releases, it will not be region locked to the USA, it will be an international release.
  17. That reporter, she was extremely good at the game and knew everything about DayZ. I barely had to give her any instructions
  18. This has one source, pure and simple: Simulation for damage has been moved to the server in its entirety. In SP, the DayZ mission *chugs* badly. I asked the test team just before and they have reported them being smooth to. Basically, it makes the game run at similar to as it does in the editor.
  19. IV lines aren't designed to FILL a blood bag, they're designed to EMPTY one. The blood bag comes with the needle and cord required to FILL it in the plastic. The IV starter kit is a real item, used with either Saline or Blood to put into a person.
  20. To be fair, IGN turned up at the public booth with no warning and wanted a demo. I get the feeling IGN treated GC like E3... but GC has two areas, public and business. Public is about pushing as many people through the stand as possible as there is big ques - so Matt was extremely busy with that and not prep'd/briefed on doing the demo for IGN. They really should have gone to the Business stand... but they probably didn't make an appointment and would have been told it was too late if they contacted the stand.
  21. Making a good game, being honest, and making money, are not mutually exclusive. I believe if I'm honest and focus completely on making a good game, people will buy my product and be more inclined to purchase the games I make in future. Any other strategy seems like bad PR and bad business to me, in the long run. Making a good product and being honest has been "good business" for far longer than the sleigh-of-hand PR tactics we've seen from some companies in more recent times.
  22. I'm sorry you feel that way, but I think the only thing I can say is that I hope what what we deliver is the game that I want to play. I believe we are going to deliver that, but I don't require you to take that on faith. Hence, my suggestion would be that anyone with even the slightest reservations about progress opt out of ordering into the Alpha. Wait for the game reviews to come in. Wait for the Youtube videos. Wait to see what progress we make between Alpha and Beta, and then release. The methods don't matter, it's the results that count - so make your decision based on what you feel. I can only manage the project in the way I think is best, and that may not be the correct way. But consumers have the opportunity here to make informed decisions about what stage they are comfortable financially committing to the project, so there is no rush to join in. Only those who are completely satisfied with the progress and the state should even consider opting into the Alpha.
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