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FSHIR

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  1. I only see 5 pages worth of status reports, how can a view the rest of the on the site? This one in particular seems to be missing https://dayz.com/blog/status-report-28th-november
  2. FSHIR

    Modding Tools

    I was asking this question throughout whole development and now when the actual modding tools are out i want to know this - Is there a new Object Builder and is there .FBX/.OBJ (that won't break normals) import in it?
  3. FSHIR

    Status Report - 23 October 2018

    Thanks for all of your answers and addressing concerns. Now i understand why you need to have 1.0 as a stable platform to make future content easier. But would it be easier? With that very limited time we all have before holidays will the team be able to make 1.0 stable as you say it needs to be, and would it change anything in regards of adding new or postponed content, since new features will certainly bring new bugs and make it unstable again?
  4. FSHIR

    Status Report - 23 October 2018

    But is there ANY been work done towards finishing it inside the studio (bicycles), besides 3d models? It sounds like you didn't even start working on these
  5. FSHIR

    Status Report - 23 October 2018

    When are you going to address the actual concerns the main population of this game has? So far you turned blind eye on everything, ignoring all possible controversial questions
  6. FSHIR

    Status Report - 23 October 2018

    It's a scam naming it 1.0, you are lying to us and this has to be illegal Here, just few months ago, they claimed it is Beta that is going to be by the end of this year http://www.dayzunderground.com/news/dayz-community-stream-recap/
  7. FSHIR

    Beta == 1.0 This year?

    But will 1.0 be a Feature Complete and Polished product?
  8. There is something fishy going on with planned release of full version this year, main reason for this is the statement made by developers 2 months ago: - June 15th Devs say in developer stream that "Content and features will be added during the experimental phase, leading up to Beta at the end of the year" (Source) - August 6th Devs said that 1.0 at the end of the year (Source) - August 10th RaptorM60, aka guy from Devs said that they going to cut out some features from 1.0 (Source) This looks like that 1.0 is just renamed Beta release.
  9. FSHIR

    A first look at DayZ Modding

    Aren't developers supposed to answer questions on here? Tom_48_97, Why did you create this thread if it's otherwise
  10. FSHIR

    A first look at DayZ Modding

    Are new tools allow for direct .FBX/.OBJ asset import, or does it still need to be converted to P3D first? (If it's P3D route are there more robust tools being planned for convert out there that won't break normals?)
  11. FSHIR

    Internal Milestone - Road to Beta

    Eugen Why you no answer questions?
  12. FSHIR

    Internal Milestone - Road to Beta

    I have a question The animation module (and all other future modules/beta milestones) - is it all done with Enforce script, or C++ also takes place there? I'm asking because, from what i know, when things are hardcoded they are performance efficient (especially if it's C++ we talking about), does the same thing apply for Enforce script performance wise? I'm worrying about poor optimization in future, because most of the things might be done via scripting. Correct me if i'm wrong, i'm no programmer.
  13. Is it whole Q&A, will there be another part? Status on PBR rendering needs to be answered.
  14. FSHIR

    DayZ Q&A: Design

    Here it goes: - From "Arma2's Chernarus" as 0% to "DayZ SA Chernarus 1.0" as 100%, what is the approximate current percentage of the map we have currently? - There are a lot of old assets from Arma2 still being used (foliage, old enterable buildings like Church, shop), in other words are designers going to replace the old assets with newer ones for 1.0 (please no "maybe" and "we would like to see")? - What dev team have in works currently for the foliage extension of the environment (aka more plants, grass and trees)?
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