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osallivan

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About osallivan

  • Rank
    Survivor

Profile Information

  • Gender
    Male
  • Location
    Toronto, Canada
  • Interests
    I am a student in the University of Ontario Institute of Technology (UOIT), Canada. Currently, studying Game Development & Entrepreneurship. I love to 3D model and Photoshop. On my free time, I make websites and design website templates :P

    I also play DayZ :D
  1. osallivan

    Experimental Branch: 0.47 Discussion

    Have you guys heard about that glitch where you can go INTO the huge barrels in Berezino docks?
  2. osallivan

    Experimental Branch: 0.47 Discussion

    The servers seem to run good, BUT... I have had the melee bug again... after a certain moment, I suddenly wasn't able to punch nor hit with the pickaxe or machete....
  3. osallivan

    Experimental Branch: 0.47 Discussion

    Well of course a simple port will not suffice. I wasn't saying to simply port it. I just said that if it is possible in ARMA 3 (and I mean GAMEPLAYwise, not Technicaly, as it is similar to dayz in terms of gameplay, map size, and player count), then it should be also possible in DayZ. This is just to answer Rufet, that ragdolls will not make the game any worse. not sure if you were making a joke here, but... well, hah, I also wonder why did they decide to ignore fatigue and stamina in DayZ. It really makes it possible to run fresh-spawned from Kamyshovo all the way to the NWAF without starving and stopping.
  4. osallivan

    Experimental Branch: 0.47 Discussion

    You are both right and wrong. Being a student who studies Game Dev and Networking, I can say that yes, it will definitely increase the load on the server. But, on the other hand, there are many ways in which you can smartly implement it. Rockstar games have a MUCH MORE complex system in their GTA games, than simple rigid bodies. AND they have to deal with a massive amount of them at the same time (think of 2 players driving in a car and hitting pedestrians all over the place. This means that dozens of those human models have to be in synch for both players, AND the map is huge). Yet, it is possible. What they can do in DayZ, is to calculate the OVERALL body position of the rigid body relative to the map, BUT leave the arms, head, legs to the CLIENT (I think that this is what they are doing now). This is good enough in the sense that if a zombie will be hit by a car (when vehicles will be introduced), it will fly away towards a particular direction. Both players will see it flying towards that direction, but in a bit of a different way. I don't see it much of a problem, and it will look good. The only difference is that each player will see the body laying on the ground in a different way (yet on the same place). Meanwhile, they already have it implemented in ARMA3 so I see no reason why not make it possible in DayZ......
  5. osallivan

    Experimental Branch: 0.46 Discussion

    SINCE WHEN? lol http://imgur.com/a/VUJVt#f1Dcftq
  6. osallivan

    Experimental Branch: 0.46 Discussion

    Soooo been playing today for a few hours. Died from a bug (suddenly my legs broke on the third floor of the airfield control tower at NEAF), respawned, and then this is where I find myself: Ahhh.... oh well... and then I remembered those Dayz mod days when hackers used to TP us there... And that's my equipment: HOW AWESOME, I am healthy! http://oi62.tinypic.com/21nlab4.jpg Also... a bit off topic here, is that a potential ZOO I spotted there?? http://oi62.tinypic.com/2s6kpec.jpg
  7. osallivan

    Experimental Branch: 0.46 Discussion

    What they could do instead, is this: Say you are about to log in to a server and spawn. The server will DELAY your spawn by, say 15-20 seconds. Then, everyone who is WITHIN a specific radius around the point where you will spawn, will be warned by text or some sound. The radius could be about 20-30 meters. SO that way, you would have known that a player will spawn somewhere in your area in about 15-20 second. You will have time to get out. YES, you could technically start camping and wait for him. Say you would just run out of the military area and then wait till they appear and you spot them and shoot. BUT this will only teach those people to stay away from those areas when logging out :) Hence, this will reduce the amount of players who hop through servers in military areas because they will know that there is a chance that someone will hunt for them when they log in the next time. In a nutshell, it is basically a loud way to say "HEY, I am coming in to play!". And then the decision is after the players who are already in - they can hunt for you (it will be your fault), or they can escape the area to avoid contact with you... Another simple way to get rid of this problem, is simply make it so people can log out only in forests (or anywhere outside a city or a village boundary). Or, perhaps, allow logging out only outside buildings.
  8. osallivan

    Experimental Branch: 0.46 Discussion

    Everyone who complains about how rare the AKM's are... you guys OBVIOUSLY didn't play the mod... clearly you don't know (or perhaps forgot) how hard it was to find an AS50 or a Barrett :P Wait till the SVD will be introduced... I smell much more crybabies :D
  9. osallivan

    Experimental Branch: 0.46 Discussion

    Lol, what's so hard to get? They rewrote the original Real Virtuality engine so much that it is no longer the Real Virtuality engine... Hence they decided to give it a new name - the Infusion engine. That's it. On a side note :D
  10. osallivan

    Experimental Branch: 0.46 Discussion

    the question is - what will happen to the tents, if the owner dies? They disappear after server restart? Or maybe they should just last as long as the body of the owner... or perhaps they should disappear after a certain amount of time if they are not disassembled or visited by other players (kinda like being ruined, smashed/weathered down along with all of the contents inside)...
  11. osallivan

    Experimental Branch: 0.46 Discussion

    oh soo.... we got the update, but it wasn't activated yet (till Monday)
  12. osallivan

    Experimental Branch: 0.46 Discussion

    I am SUPER UBER confused right now....
  13. osallivan

    Experimental Branch: 0.45 Discussion

    Don't get me wrong. I like the experimental patches, but when they say they FIXED it, then that's just wrong. They can say they reverted it back temporarily to eliminate conflicts so people can still play on experimentals... I would understand that. But saying that a FIX will be deployed on Monday and then moved to stable on Wednesday... it just seems nonsense. Why say WE FIXED IT, if they didn't? In the other hand, if they did in fact fixed it, then why revert back?? Just test it internally and roll it up to the experimental branch...
  14. osallivan

    Experimental Branch: 0.45 Discussion

    sooo...... downgrading from 0.45.12499 to 0.45.124426 is what they call a fix to the rubber banding?? NICE... Can't chop down trees. No fishing hooks No AKM's No animals No fire places No fishing Pretty much everything that was added to the last experimental was removed. OF COURSE THEY FIXED IT. The previous experimental build was smooth. But if reverting back is a way to fix problems (having a pretty damn large dev team), then that's sad... nice........ I do have a feeling now like I got scammed by the dev team... And yeah, regarding the blue shade in the inventory - It seems like it only appears when you open your inventory while facing East (or towards the sun).
  15. osallivan

    Experimental Branch: 0.45 Discussion

    Well then you should understand that a dev works on one, or maybe max. two machines.... We, the players, play on hundreds of thousands of different machines (PC's), and each one can introduce its own issues and conflicts with the game. That's why they conduct the experimental testing. Everything may be fine on the devs' machines within their closed dev-environment. But once it's out for global testing, tens of new bugs are introduced.
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