TIC
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Everything posted by TIC
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Thought that was dependent on the UI but that's good to know other than that :) I also discovered that when a zombie is chasing you and when you hear it's growls and snarls, other players can't quite hear it. Only the person being chased can hear those sounds
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That's the way to do it man. I have a concern about the zombies that they detect you far more easily, even at a far range and the sight/hearing indicators are faded.
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I'm curious about those testers, what do they test exactly?
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Exactly, I'm just trying to figure it out ;)
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Someone from Reddit suggested that we could take each capital letter out of this context and it could be arranged as W M TH F T which means.. Weekends or Wednesday, Monday, Thursday, Friday, Tuesday. "Think: Wounded Manatee Trying Heroine for the First Time"
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Mind if I butt in?: http://www.reddit.com/r/dayz/comments/1q7bcs/teased_tormented_abusedcome_on_rocket_and_co_give/cd9zsu2?context=3 Edit: Rocket has stated that was a couple weeks ago that was occurring, not too sure if this is still happening now :)
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How about speeds of zombies be varied instead of all the same? This way there'd be some that'd be easy to out maneuver and others that would be hot on your 6 until you manage to evade them somehow.
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I had suggested this before but relates to the mod but I can see this being carried onto the Standalone: (Link here if you want to review it) This is a great idea other than that.
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Standalone with EPOCH features
TIC replied to foliveira1982@gmail.com's topic in DayZ Mod Suggestions
Question; what's with all the hype about Epoch lately? -
Aw.. I was hoping for an M107 for every 100 people who purchased the premium bundle ;)
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$30 for an alpha? Sure, as long as it comes with a "Survivor Bundle Pack"
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The only problem I have with the mod is looking directly towards large cities with dense buildings (Chernogorsk, Elektrozavodsk) or dense forests/grass which creates FPS drops. I hope this is resolved or somewhat worked on.
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All I can think of is throwing a baseball up in an air and try to hit it with precise accuracy for a miraculous headshot on a zombie or a 1 hit KO on a survivor or just shattering a window, just imagine the possibilities ;)
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DayZ Ambience: Shooting Stars, Fireflies and more.
TIC replied to TIC's topic in DayZ Mod Suggestions
You have some very good points :) For my point of view, I see the fireflies being more of a desperate opportunity for some light source as I can predict it will be pretty dark without a full moon which is what fireflies seem to like to come around at that time. Lightning is currently in DayZ which lights up quickly at night. This effect is just a white flash but can prove helpful in finding your direction where you are heading to. I think the lighting effect of them being in a jar is only good for lighting up one area as something luminescent. Over time, like a fireplace, the fireflies would die under the circumstances of no oxygen being available then this would give you an opportunity to use these bugs as fishing bait :) -
That's like asking if there's a pre-order option ;)
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On the other hand..
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Thanks for fast reply Rocket. Well appreciated. I hope all goes well with the whole process and I'm looking forward to the best zombie survival game :)
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Rocket, I have a question regarding the night cycle in the Standalone and I actually made a topic about it recently and this has been lightly touched. Will there be improvements such as more night ambience? (Topic here for more details)
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Well this year isn't over yet and I'm well sure that Rocket's priority is not delaying it by next year. He did say once the network bubble was finished they would work on a release and this is what they're doing. It is an alpha after all and people are excited to play an alpha.
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I hope so. This shouldn't take quite long. I say a month's work to clarify most of the serious bugs then release. If you notice, they haven't done large scale tests and already talk about low performance so this creates various boundaries if this was to be released right now.
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Rocket2Guns 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. (Edit) Please don't quote me; this is found here as well to start a discussion upon it: http://dayzmod.com/forum/index.php?/topic/151552-quick-status-update-for-week-8-november/#entry1516387
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Sounds promising. Thanks for the input :) By the earliest, I hope by next Tuesday.
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I have a question. In your signature, is this something that Rocket has actually said? I'm curious.
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Is it me or is the game server monitor down? (It's definitely been way over 15-20 mins since) http://www.game-monitor.com/search.php?vars=requiredVersion=27&num=20&&num=10
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This is kind of what happens when people are mixed with impatience and uninformed.