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TIC

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Everything posted by TIC

  1. TIC

    Seasons/weather

    Seasons won't be coming into the Standalone due to engine related issues but different weather patterns will play a role so seasons won't be entirely necessary. Ivan Buchta Will we see, in future maps, full seasons with a wide range of temperature swings and weather patterns? (Snow, trees changing, etc.) "It is something we would like to achieve in the future, but it is nothing to be expected any soon. We are aware of the possibilities this would bring to the gameplay and it's something I would personally love to see in the Real Virtuality engine one day, but we don't have the appropriate technology to facilitate seasonal changes yet. However, judging from my last meeting with the design team, players will already have enough to deal with without seasonal changes: temperatures drop during the night, clothes and boots may get soaking wet and combination of both can decimate survivors quicker than a group of raging bandits. :)" (Source)
  2. Definitely. The problem with the mod is that it's not a game itself, ARMA 2 is a military simulator (Not a game about zombies in particular) They're fully aware about the whole situation and will probably make it the best experience possible as a standalone game based off the mod. I wouldn't worry.
  3. TIC

    Dayz Commander help.

    Yes. Clicking this will download the official DayZ Commander application.
  4. Hey guys, TIC here and I wanted to present you guys the wonderful footage that Razor had posted recently in case you have missed it about these new features for the mod. Blood Testing http://www.youtube.com/watch?v=ezbcaZSsjFo&feature=youtu.be Stealth http://www.youtube.com/watch?v=GReV0AtmjJM Features in Detail Temperatures are finally fixed instead of being hot. This makes it more of a factor now.Stealth includes hearing and sight for zombies, this has been improved as I can see.Blood tests shows a UI once you are using the kit to determine your blood type. My Thoughts: I believe these features will greatly improve the survival aspect of the game to make these factors more prominent. Now I think the next thing that could use some adjustments to the zombies to make them more rewarding to kill.. I notice that a lot of survivors don't really use their precious weapons or ammunition on zombies but killing other players instead to make it their worth. This is more of a brainstorm at the moment but I believe there could be a way to make more uses out of their bodies (Such as using a hunting knife on them like what you do with animals and you could create rags for bandages or something else) If you want to see the current changelog for the next update, here it is: http://dayzmod.com/forum/index.php?/topic/149483-rolling-changelog-181/
  5. TIC

    DayZ Mod 1.8.0.3 Hotfix.

    Very nice to see the new stealth system and temperatures working again. Thanks Razor. Can't wait for the next update. ;)
  6. TIC

    November Round-up

    You can also find more images of the recent Stream here.. http://imgur.com/a/yKRwl#1 https://plus.google.com/photos/117105518581143367198/albums/5949608508715162849 Edit: In case you haven't been keeping for news this week: http://www.youtube.com/watch?v=3w4smu8Fzfg
  7. TIC

    November Round-up

    The testers sure look happy to play.. And, I'll add this too: https://twitter.com/rocket2guns/status/404313382464921601
  8. I'd stick with DayZ Commander as it's the most useful.. Here's what to do which could help you out. Upper Right Corner Go to settingsCommander OptionsCheck where it says Max Connections: (number) - Stability (less) / Performance (More)For me, I use 40. Higher it is, more laggy it may be. I don't really see much of a difference other than not being disconnected off your network. Conclusion: This is caused by the information being overloaded when you refresh the server list. This is a known issue and can create network crashes.
  9. Probably with an 1 hour restart cycle, other than that nope.
  10. TIC

    November Round-up

    Hmm.. Dchil, in your signature, that testing server says "Offline" .. Just wanted to point that out :) On top of that, I'm very satisfied with this month's Round-Up and it's not even over yet.. Very newsworthy in my opinion.
  11. TIC

    November Round-up

    Hicks_206: I feel like there are more enterable rooms in this area then all of DayZ Mod. #dayzdaily Edit: Got beaten to it. Feel free to bean the guy above me :)
  12. TIC

    SA Weapon suggestions

    That would go here: http://dayzmod.com/forum/index.php?/topic/97659-consolidated-weaponsequipment-suggestions/ Or perhaps that topic should go in the suggestions thread ;) Either way, I believe those weapons would be perfect for the type of area DayZ is based on. Initially when the Alpha is released, weapons will be limited but soon after that will be added.
  13. Confirmed Items and Questionnaires --- Steam Chat (Formatted/Organized: Finished) Brian Hicks (Hicks_206; DayZ Producer) (opening this will be a wall of text; be advised) Dean 'Rocket' Hall (Rocket2Guns; DayZ Project Lead) (opening this will be a wall of text; be advised) Note: I did not include off-topic chats (IE: a person in the chat asking what type of food he would be eating tonight.) This can be viewed on your free will on the chat source. ★DayZ Steam Community Group Chat (Pastebin from 11/12) ★ DayZ Steam Community Group Page(Currently available to the public) *as this page is official, the banner isn't final.
  14. You're welcome :) Hope you enjoy the read a lot better than the original.
  15. TIC

    November Round-up

    It won't release faster just because you said so. We're all waiting like everyone else. Just got to be patient :) Game development isn't as easy as it looks.
  16. And the most important thing of all is following the community rules and guidelines :thumbsup:
  17. TIC

    Tree stands

    http://www.youtube.com/watch?v=XlR9h3VfZf4
  18. TIC

    Alpha progress.

    Here's the latest footage if you want to see how different it is. http://www.youtube.com/watch?v=2aRJhG2TwR0
  19. TIC

    November Round-up

    Oh sorry, misread :) I'll still stand by that comment about the image compression though.
  20. TIC

    November Round-up

    It's just the quality of the image that was compressed by Twitter. Unfortunately there isn't anything that's in better quality other than what they have given us.
  21. TIC

    November Round-up

    Hicks_206: Shared this with my buddy http://twitch.tv/theofficiallou - @_SenChi__ did amazing work on Zeleno #DayZDaily (Source)
  22. TIC

    Admin added a remote blackscreen to me

    Try playing more respectfully next time besides bothering other players on their own time and joy on a mod they all like to play.. Only because you didn't have something your way.
  23. We'll just have to wait and see :)
  24. Hey guys, TIC here and often I come onto this category of the forums and I often see a lot of features(In particular Standalone) that are either are/not confirmed already. I believe this could be carried with the mod as well. An example of something to be stickied is like this: http://www.reddit.com/r/dayz/comments/1i5xz3/confirmations_of_suggestions_12_july_13/ This would save a lot of trouble of reminding eachother that this will/won't be featured along with gaining knowledge about the presence where the features currently stand as for the development in the DayZ Mod and Standalone. (If no one would be willing to create a huge compilation of features such as in the link but to keep it continually updated, I could do it) :)
  25. TIC

    November Round-up

    Rocket's WIP Info on the revisions for the zombie pathing system.. Rocket: One of the the biggest problems we faced with zombie collision avoidance is the initial path when zombie gets a new target as there does not exist any trail-waypoints (breadcrumbs) so we rely on straight line. This sometimes leads through objects. We tried to employ path-planner just for initial path but this is not usable. Whole system is too connected with original AI and even after some hacking it show up that strategic path is too rough and operational path needs to be created too what is very performance/memory wise very demanding. So we looked at: Players generate breadcrumbs even when they are not target to any zombie. Initial path could be constructed from part of that trail that is not obstructed by any other objectsWe employ simple obstacle avoidance algorithm so we try to construct initial path around obstacles. We want to avoid "cheating AI" as much as possible, this solution is the one we began to try.The former analytic solution for avoiding obstacles was dumped and instead a complete dynamic pathfinder has been made which makes nodes from all obstacle corners, start/end points, create edges and perform a search on this graph. Graph will be updated only on demand and cached for some region around agent. Start/end node and their edges are the only generated every search.
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