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Dancing.Russian.Man

DayZ Forum Team
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Everything posted by Dancing.Russian.Man

  1. Dancing.Russian.Man

    0.63 Experimental Release Check list

    Nothing has been "missed." The devs update the status of the list twice a week (even if nothing changes), and when something becomes ready for Exp, they'll share that on social media.
  2. Dancing.Russian.Man

    DayZ Dev Stream #1 Small Feedback

    The static death animation is temporary. In the future, player death will use a mix of static animation with ragdolling.
  3. Early feedback? That's fine. Some of the things mentioned in OP have an explanation, the rest are opinions. By the way, @exwoll, have a listen to what Eugen says about balance. There is inertia, sort of. You can read about it here. (Near the bottom of Peter's section.)
  4. Dancing.Russian.Man

    0.63 Developer Live Stream - 14th March 2018

    I think it's you who's too focused on melee combat. Guns and crafting/base-building have been getting a lot of love just the same as melee. And the reason why "melee was so insignificant in the mod" was because every corner and player was bursting with ammo while the "melee" combat was a clunky hack that required few specific items instead of the everything you can use in SA. (Soon including guns themselves.) Server performance has been talked about in the past and in the stream. It's much better. Max player count has had a goal of 100+ for ages, and in this stream they said they'll figure out the limits during stress tests / experimental.
  5. Dancing.Russian.Man

    0.63 Developer Live Stream - 14th March 2018

    Here's a recap, similar to the ones I've posted before on Steam: (It's nothing official, just some personal paraphrased notes.) Official VOD on Youtube. 0:58 - Stream starts 2:20 - "What is the biggest change compared to 0.62?" (Discussion about the stamina system) 6:05 - "Importantly, the first 0.63 experimental update won't have vehicles, but the stamina system will probably change when they come." 7:05 - "Currently the jogging speed is around 15kmh (9.3mph) which is quite fast, and the sprint is around 24kmh (15mph)." 7:40 - "The difference in travel time from Elektro to NWAF with the new stamina system is about 8-10 minutes." 8:08 - "What are the differences between 0.63 Exp, 0.63 Stable, and 1.0? What happens during those phases?" 10:28 - "And just to remind everybody, we still want to reach the Beta and 1.0 this year." 10:52 - "What has changed about hunting/skinning?" 12:00 - (Bloody hands are shown) 12:45 - "User actions are now shown with a time indicator. There are two kinds of actions, single-use and continuous actions." 13:30 - (Character is shown eating while moving around) 14:30 - (Discussion about the food/energy and blood/health systems) 19:50 - (Discussion about the character controller) 21:40 - (One of the tourist trail maps is shown.) 21:50 - (Discussion about the naked-eye zoom) 22:45 - "The zoom is only available when your weapon is lowered." 24:25 - "What other major gameplay changes are there?" 24:50 - (Discussion about the reloading mechanics) 28:47 - "Baty found an ambiently spawned stone. No more texture spamming!" 29:10 - "The CLE spawns stones, apples, and later maybe stuff like mushrooms, sticks, fruits, and plants." 30:05 - (Plastic bananas worn in chest holsters is mentioned.) 31:00 - (Discussion about the hotbar/quickbar/quickslots) 33:55 - "We tried spawning apples on the trees, but it didn't look good because of the tree movement. Spawning on ground is fine and much better than before." 34:58 - (Discussion about very old bugs like breaking legs on stairs) 36:00 - "Now the synchronization is much better and the new character controller uses proper physics." 36:26 - "The rewrite of all this tech to get rid of these rooted issues is the reason why you guys have been waiting for so long." 38:20 - (Discussion about the melee combat system) 39:10 - "We had combo attacks before, now we have separate light and heavy attacks." 41:20 - (Discussion about weapon sway) 42:00 - (FNX sway/recoil and holding breath is shown.) 44:25 - (Discussion about gestures) 49:00 - (Discussion about prone animations and aiming) 50:05 - (New crouch pose/animations are shown.) 51:05 - "It may not show in the video, but the new character controls very differently from what you're used to. You won't want to go back." 51:45 - (Animation interruption is demonstrated with stance-switching.) 52:30 - (Short drop animation is shown.) 52:50 - "What other systems benefit from the new animation system?" (Continued discussion.) 56:05 - "Yes, we are using inverse-kinematics on hands and feet." (Continued discussion.) 59:30 - (Discussion about ladder animations) 1:01:20 - "We are working on climbing obstacles." 1:02:11 - "There will be jumping, climbing over, and climbing onto obstacles." 1:02:58 - "How are we going to solve zig-zagging?" 1:04:50 - (Injured animations are shown.) 1:07:50 - (Swimming animations are shown.) 1:09:06 - (Long drop and more injured animations are shown.) 1:11:50 - "We're working on facial animations and gestures, but the in-game heads are not ready for it yet." 1:12:45 - "Throwing is still going to be possible, but not in the first 0.63 Exp update." 1:17:30 - "Eugen, what's the most important thing you want to say about the new update?" 1:20:50 - "All of the HUDs can be hidden." 1:23:05 - "As soon as you fire your weapon in a city, you can easily get overwhelmed by zombies. Zombies are really hard right now." 1:25:55 - (Discussion about release goals) 1:27:20 - "We're going to scale up, meaning we're going to start with stress tests for a couple hours here and there." 1:28:55 - "After 0.63 Exp is first live, meaning we're using a lot of our servers to allow people to get in for a few hours, we're going to take in the feedback and do small iterations and update as soon as possible. After the stability of the server and the client are alright, we're going to keep it live for everyone to play. Once the update is live, we're going to allow server owners to switch their server to the experimental 0.63 version." 1:30:40 - "Will we be able to rotate items in our backpacks?" (Yes!) 1:31:05 - (Discussion about bayonets and player freedom) 1:32:20 - (Discussion about client and server performance, specs) 1:34:05 - "We're looking into those stress tests to figure out the limits for player numbers, zombies, etc." 1:34:35 - (Discussion about modding) 1:36:10 - (Discussion about lack of updates, communication, feedback) 1:42:15 - "What are we going to do about the gamma settings?" 1:44:55 - "Thanks to the game engine, we actually have a very playable console version right now." 1:48:40 - "Weapon scopes are not going to be in the first experimental update. Why is that?" 1:53:30 - (Discussion about the process of balancing things with development in mind) 1:56:50 - "How are we going to approach cheaters and hackers in the game?" 1:59:00 - (Discussion about audio) 2:02:55 - "Client-side performance is better than it was." 2:05:35 - "Battle Royale is popular. What are we doing with Survivor Gamez?" 2:08:45 - "How far are we from releasing 0.63 Exp?" 2:11:05 - "We're weeks away from experimental." There.
  6. Dancing.Russian.Man

    0.63 Experimental Release Check list

    I think you're grossly underestimating the amount of work that goes into things in general. 100 models a day, on an 8-hour workday, would be less than 5 minutes from start to finish on average, not accounting for breaks and other distractions during the day. The assumption gets worse considering we have no idea of the actual workflow, including testing the changes.
  7. Dancing.Russian.Man

    With BETA comes modding

    That was me, yes. Enscript is shorthand for Enforce Script, which is what ToM is made almost entirely with. From what I've read throughout the Status Reports, it sounds like DayZ is being created with the same design goal of being mostly scripts, aside from the core engine modules. From this thread:
  8. Dancing.Russian.Man

    0.63 Experimental Release Check list

    If there was no context given for what "postponed" meant, you'd be totally right. But the context is pretty clearly explained. "How long do we still need to wait before the 0.63 Update is released on the Experimental Branch?" "we at least wanted to provide an overview of the work that remains to be done before the release is a go." "and hopefully, you'll also get at least some sort of estimate for the Experimental release." "We decided to move this feature/system to a later 0.63 Experimental build..." There is no confusion here if you would read the information you're given instead of skipping straight to the list without context. You're confusing yourself. There is nothing the devs could do better, they did absolutely everything right. * Note: I'm using you as a general you.
  9. Dancing.Russian.Man

    0.63 Experimental Release Check list

    The checklist is for the initial 0.63 experimental build, not the following experimental updates, or 0.63 Stable.
  10. Dancing.Russian.Man

    I miss my Dayz

    59 hours on record *gasp*, most of it on test/experimental servers. Waiting while doing my part!
  11. Dancing.Russian.Man

    Status Report - 27 February 2018

    Doorway standardization was already talked about and being worked on some SRs ago. https://www.dayz.com/blog/status-report-02-may-2017
  12. Dancing.Russian.Man

    Humanity in DayZ - Concept Video by "uncuepagamer"

    Good scripting/modding tools always provide a way to thoroughly test your mod. And if I recall correctly, the devs themselves use scripted tools in-game to monitor things and make some changes, such as the new loot spawn point system we were shown last year. I think the new damage system gifs showcased in the latest status report were showing some in-game scripted dev tools, including visualizing the bullets. There's more from other dev streams/videos, but none off the top of my head. I should also point out that large parts of DayZ are now scripted with Enscript, rather than "under the hood" like in ARMA. DayZ is a lot more like Take On Mars (which uses the same scripting engine, for example) on that regard. Slightly off-topic but I hope this gives some comfort about the flexibility of the modding tools we'll have to create these overarching systems like the one suggested by Uncuepagamer.
  13. Dancing.Russian.Man

    Humanity in DayZ - Concept Video by "uncuepagamer"

    "Humanity" as it was was dropped for a reason. I would not want to see the devs spend the effort to implement a "basic framework" for humanity. The framework is already being laid out and it's the ability to add custom scripts. Note: I'm not absolutely against a humanity system, but I don't want the old system or anything similar.
  14. In the future, please only advertise your clan/server in the Recruitment section. Doing it here is considered off-topic. The same goes for "implied" advertising as well, like focusing on your clan/server in your posts in other threads outside the Recruitment section.
  15. Dancing.Russian.Man

    zombies spawn

    If I recall correctly, currently the map is divided into large "sections" (how large/many, I don't know) which will get populated by zombies only when players are in them. This is supposed to be a happy medium between spawning a set amount of zombies across the entire map regardless of where players actually are (making zombies seem more sparse than they should), and only spawning zombies within a range of each player (which is what the mod did and what the devs want to avoid due to the metagaming it causes). Just because you see zombies in a town doesn't mean someone is actually in there anymore. Most likely they're there at least because you're watching.
  16. Dancing.Russian.Man

    Status Report - 27 February 2018

    Yes, it should be totally possible to mod the zombies like that. I think the same collision meshes are applied to all humanoids. I wonder about animals.
  17. Dancing.Russian.Man

    Thinking about buying, but steam reviews

    I would recommend that you wait for now. Beta (version 0.63) with major gameplay overhauls is coming later this year but no ETA yet.
  18. Dancing.Russian.Man

    Status Report - 27 February 2018

    Holy heck, I didn't even know about how "player hitboxes" were handled until now. It seems like kind of a weird concept especially in combination of the geometry collision check for melee, and I'm glad you guys moved on to something much better. Peter's entire section was an awesome read to me in general. Speaking of melee, how is that handled now on a technical level? What determines where a punch (or whack) lands with the lock-on? Another thing -- Since there's definitely a way to detect if a character is standing in the rain and in cover, is there a plan for a more muffled rain sound for being sheltered? It would not only be more immersive, but functional in letting you know that you are definitely safe from the rain wherever you're standing.
  19. Dancing.Russian.Man

    BETA and workshop

    It's just Guy Smiley, not even multiple people. He needs to start properly reading the posts he's responding to. Soulfirez absolutely gets it. I've experienced what it's like to try and work with a system under fundamental development as well, and it's one of the most frustrating experiences I've had with coding. That said, I'm pretty sure the Enforce Script documentation is out there. Fingers crossed for a proper release!
  20. Dancing.Russian.Man

    zombies spawn

    DayZ is not a simulator.
  21. Dancing.Russian.Man

    Server's capacity

    I mean the devs want official servers to be able to support at least 100 players without being unstable or performing poorly. Like Gobbo said, server hosting will become available to everyone later this year, so you should be able to choose however many slots you want.
  22. Dancing.Russian.Man

    Server's capacity

    The goal is to get 100+ players on a server.
  23. Dancing.Russian.Man

    Has hacking been fixed on DayZ standalone?

    100% sure. VAC is listed on the store page and I know the ban message you get when banned, and as a moderator on Steam I've seen many examples of game bans because people post about it and there are accounts with only DayZ and a game ban on them.
  24. Dancing.Russian.Man

    Schinese/Tchinese Localization

    That is not what he was saying at all. He was saying the Russian translation isn't finished either, which could be considered more important because Chernarus is a post-soviet country which uses the Russian language. The Russian playerbase is probably also much bigger in comparison, but I don't have the statistics.
  25. Dancing.Russian.Man

    Has hacking been fixed on DayZ standalone?

    Snipped the quote for length since I have little to say on the rest. And just to point out, I'm not a DayZ dev or someone with insider info. I'm just a nobody moderator with some indie dev experience. 1. Lots of probable reasons that would require a lot of unpacking/explaining so but the TLDW(rite) is "I don't know." Dean's statement isn't wrong as far as the possibility goes. Like I said in an earlier post, League of Legends has done exactly what Dean said. One thing that's definitely worth pointing out is that "server-client architecture" is incredibly common. CSGO for example has it, and it's definitely not hacker-proof despite all the time and money Valve has had. (Not that money makes a difference.) I would say it's the most common type of architecture used in multiplayer games with dedicated servers. 2. DayZ uses VAC, BattlEye, and Game Bans. Game Bans are completely separate from Global Bans by BattlEye. They're done by manually reporting players to Valve. The BE bans are also shared with ARMA 3(and 2?).
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