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Michaelvoodoo25

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Everything posted by Michaelvoodoo25

  1. Michaelvoodoo25

    first and last time playing Celle

    It's a great map, wonderful for lots of gaming styles, I was getting to the point of waiting for the SA, then this map popped up on DC and I was dragged back into the wonderful world of DayZ all over again. I have never been shot on Log in ever on this map, maybe there was a day release of Jehovas Whitnesses on day release wanted you to meet your maker on the day you were playing. New enterable buildings add so much, garages in a game you can use to hide and instigate offensives from are wonderful. the lack of HIGH loot military gear is a nice slant to the experience, lots of players with Enfields evens the place out a bit! I do agree a massive city wouldn't go amiss in this map, but apart from that this map is worth checking out.
  2. God another ancient post, born again, I remember the furor taking away the Makarov caused. Turned out quite well didn't it?
  3. Michaelvoodoo25

    How is ping determined in DayZ ?

    Do you have multiple connections on your router? Wifi, Phones, laptops? My ping goes mental when the son turns on his Xbob, the misses turns on her I-pad and the neighbors use their hair dryers!
  4. Michaelvoodoo25

    Blood Mobile

    I do that regular away but with a faster vehicle and only via regular chatters, anyone requesting it has to be screened before i turn up anywhere! Drop weapons, lay down, fix em and outta there!
  5. Michaelvoodoo25

    Celle pronunciation

    It's a fantastic map, loads of new (Not in dayz before) models for barracks, hangars and market, even a proper pub with chairs outside!! some good stuff in here. Makes a decent break from all the usual stuff in Chernarus. Its big, The new zombie models are great too, Eastern eggs indeed, and those floor matts?!?!? It's great
  6. With the impending release of the SA will we be getting a new forum for the SA? Please notice the web address for this forum is dayz mod. Com. When we have a new forum can we have a faster and better one? Or on that note, do you remember the presentation Mr Hall had with the new graphics and user account? Does that represent the shape of things to come? User accounts all tied to a new forum and user information, deaths, kills and such?
  7. Michaelvoodoo25

    New news

    From the link in the SA thread. The current phase: Our development focus is 100% on core technology, the key architecture, and not on features (yet). A major stream developing assets also runs in parallel to the core development team. Due to the success of the development so far, and the interest in the project in general - we decided we want to do things properly. This means we have been very bold with our architectural changes. We are moving to the server-client MMO architecture model. We are making weapons and items ‘entities”, meaning we can support customization and variables assigned against items. As discussed previously, this is a massive departure from the previous engine. In many ways, once this phase is completed - one could effectively say that DayZ is running on a new version of the engine. While the graphics may look the same (for now), under the hood so much is being completely rewritten. Let me make this very clear, our foundation release (targeted for this year), is simply the beginning. We are committed to a period of development of at least 12 months beyond that. Our aim is to make this foundation strong, and use that time to improve the mechanics not through hacks, but through sound and quality development. Our initial build will test that this base architecture works. I want to confirm the following: Most settings will be forced server-side, such as gameplay and graphical settings (view distance, shadow distance, etc…). The exact nature of this and specific settings is very much subject to change, but this will be a significant departure from how it is currently with the mod. Release will be on steam, using many of steams key features such as delta patching, VAC, server browsing technology. Patches to steam can be deployed by the click of a button in our build pipeline thanks to new technology developed by Steam, that is making our process extremely easy and exciting. We are very pleased that Steam is working with us so actively to make DayZ a great game and supporting us with quality features. I met many at the team at Valve at PAX, and really want to get them playing the game and getting their feedback to help in development. I’m incredibly thankful to people like Chet Faliszek (creator of L4D) who has been very supportive and helpful to me. In using Steam for authentication, distribution, server browsing, etc… we are able to tap into their awesome resources in terms of scalability. The only hardware we then need to manage is the central database, which we already have some experience managing thanks to the DayZ mod. This means we can work towards avoiding the usual launch problems, by relying on the experience of Steam. The controls have been completely rethought, using inspiration and design lessons from games such as Minecraft to make the player more engaged with their environment Animations are being cleaned up to feel more responsive. This means trimming some transitions, so that you get quicker feedback from pressing the key to action (removing he “clunkiness” or “sluggishness”) Player clothing is being implemented including: headwear, jackets, trousers, footwear, etc.. Weapons and items are now “entities”. This means they are more object oriented in structure, allowing weapon customization, degradation - the possibilities become endless. This is a major, huge, shift in engine architecture. The Server controls character actions, a player’s client sends its requests and the server decides if this is possible. Our lead programmer in the company, Ondrej Spanel, is working on this currently. I believe this is one of the most radical changes ever implemented in the engine since Operation Flashpoint was released, and turns DayZ from an FPS into a true MMO. A full-time map designer has also started work on ChernarusPlus now, redeveloping the world, placing new assets and buildings, fixing bugs, and creating new areas. This is in addition to the work done by Ivan and Maxell and will continue for the remainder of DayZ development. The UI has been completely reworked, focusing on simplicity. We have studied games that we believe are leaders in this area, such as Minecraft, and are focusing on providing functionality without fancy complexity in this regard. We have some outstanding former community members working on the project as paid members of the team. I hope to showcase their work and interview them on here for you, in the coming weeks and months. We are actively searching for more to bring them onto the team. The future: We are still working towards a target for an initial foundation before the end of the year. But we will slip this date if needed, we will not compromise the project for the short-term gain of meeting this date. The reasons for any slippage would be publicly discussed, and would most likely represent a failure personally on my part to plan correctly. We will be assessing the results of our major architectural changes at the end of next week, and reporting the results to everyone when we have assessed that. Screenshots, videos, etc… will unfortunately have to wait. As they say, loose lips sink ships. Rocketkiwi debate it on Rockets thread http://dayzmod.com/forum/index.php?/topic/109200-new-dev-blog-report-november-2012/
  8. Bird turd flavoured water? What else besides dysentery will you find in gutters? Nice idea but very dangerous.
  9. Michaelvoodoo25

    How BUNKERS should look and how to impliment SLAVES

    It's still a better attempt than the warz pics we saw
  10. Michaelvoodoo25

    New Dev Blog Report: November 2012

    I hate steam, I was hoping you would release it with more choice including hard copies. I would have thought having steam control it will affect the price, please don't tell me it's going to be more that the $15 mark? Has the price been finalised? Some players are loyal enough to wait for the SA, but they know they are going to be screwed over by their ISP when they go over net usage allowance by downloading it over steam! Have you given thought to that
  11. Michaelvoodoo25

    New news

    There's more conversation in rockets thread , check it out. Link in op
  12. Michaelvoodoo25

    New news

    I think there's a model that is ready for release, but like previous updates not worth releasing just yet!
  13. Michaelvoodoo25

    New news

    Id rather it was right than wrong and early.
  14. Michaelvoodoo25

    How BUNKERS should look and how to impliment SLAVES

    There are in the last couple of days, more unhinged DayZ players than I have ever remembered!
  15. Michaelvoodoo25

    New news

    Some good stuff, I must commend the vision for getting it right! Cheers!
  16. Last time I use VoIP was Roger Wilco, has it changed much?
  17. Michaelvoodoo25

    Something to say | Standalone, support

    http://dayzmod.com/forum/index.php?/topic/64335-dayz-standalone-confirmed/ Is the facts, use the links you'll find out more. In fact follow the links and you'll find: New news http://dayzdev.tumblr.com/post/36771692833/dev-report-november-2012
  18. Sounds good, -800 blood for eating cock!
  19. I remember the early days with a particular group of bandits who kidnapped players and took them to the woods where they broke bones around the campfire. They would then heal and continually break bones, bleed players and heal again! This went on continuously until players logged off only to be met with the same fate again! DC can find players very easily!
  20. You need therapy! Phone Dr Phil!
  21. Yeah, what? Is it another "when s the SA out?" Or Is there somewhere a list of improvements for the upcoming stand-alone version?
  22. Michaelvoodoo25

    Can't enter any server.

    Reinstall DC
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