JamesButlin
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No DevBlog this week but here is some screens
JamesButlin replied to rocket's topic in Mod Announcements & Info
June 10th, next Monday mate -
No DevBlog this week but here is some screens
JamesButlin replied to rocket's topic in Mod Announcements & Info
Just.. please say you're not keeping that font for the UI. There are a million and one better ones you guys could use! -
DAYZ Developer MINI Blog April 10th
JamesButlin replied to OrLoK's topic in Mod Announcements & Info
This.. Keeps the immersion immersive ;) -
DayZ Standalone Closed Testing?
JamesButlin replied to pr3llox's topic in DayZ Mod General Discussion
I do really hope we get some form of lottery with this, but I fear it could be already decided who gets in! This is why I'm not fussed. :D I seem to be one of the few people that actually enjoyed frankie's videos, staged or not. -shrug- -
I say take it, or limit it to NV only
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New Dev Blog Report: November 2012
JamesButlin replied to rocket's topic in Mod Announcements & Info
With this and Sui Generis now getting made, 2013 is looking to be an awesome year for unique and somewhat revolutionary game alphas :D -
New Dev Blog Report: November 2012
JamesButlin replied to rocket's topic in Mod Announcements & Info
Lmao, those console names.. :D -
Looked really fun, love it when people come up with ideas for things like this in games :D Reminds me of races I used to have on FarCry online! :D
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That ATV is having none of your shit :P
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DayZ: Epic Tower Glitch (video)
JamesButlin replied to SteezeOrtiz (DayZ)'s topic in DayZ Mod Gallery
Hiding inside objects is the cheapest trick in FPS games, stop it and play like a real man. -
As you do! :')
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Me too mate, me too. Checking the forums and dev blog pretty much daily in anticipation, I reckon we'll have standalone alpha by the end of the month. Fingers crossed :D
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In this post on the development blog they state the following: "When the world is as complex and changing as that which DayZ creates, it has created an environment where hacking and performance issues abound. This is not an issue with ArmA, this is an issue of the designer (me) making a design that far outreaches it’s foundations. It is a testament to the Real Virtuality engine that this is even possible. So, what we are doing right now is removing these operations completely from the clients and ensuring the server runs the world. DayZ does not require the complex array of player and AI interactions that ArmA does, so these are all gone. What we are left with is a very heavily optimized solution where the server “call’s the shots” so to speak." Tl;dr - Completely removing the ability to script anything into the game unless it's done via the server (only the admins will have control of this - if at all). I imagine they will give the admins the ability to trace and ban people if any hacks do start to arise. Also what Erizid said as they posted at the same time as me :)
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Yeah the Arma II engine isn't very forgiving with multi-core CPU's, until one of the newest Arma II patches I was better off disabling the other cores!
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This is the community build that will eventually be 1.7.4, though it's subject to change further, it is by the community that have just released 1.7.3 yes. As to whether this Drifter guy is involved in the production of 1.7.4 i'm not too certain, the changelogs are very similar except his additions!