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Everything posted by SmashT
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As far as lighting goes, Rocket touched on it on Reddit and Twitter briefly. I assume they will look at it at some point next year. That's something I hate about ArmA2, the unrealistic glare especially.
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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 environmentAnimations 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. Read on Tumblr
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Yep, that's a global ban. It has nothing to do with you pressing shift+p though.
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You can't get globally banned for that, you must have done something else. Are you sure it's even a global ban, what is the ban message?
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http://snuletek.com/arma2coordcalc/ Most of the names seem pretty self-explanatory :/
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Source? I've only ever seen Rocket talk about how he loves steam.
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Are we having a new forum for the SA?
SmashT replied to Michaelvoodoo25's topic in DayZ Mod General Discussion
Pretty sure it will be the same forums, with a section for the mod. What was shown at Rezzed was just a concept, I don't see any reason why they couldn't add some function to link your forum account to an in-game profile in the future though, allowing you to see some of your stats on your profile etc. I expect that wouldn't be for a while though. http://i47.tinypic.com/6r56w7.png They could always point both domain names (dayzgame.com and dayzmod.com) to the same place or have dayzmod just telling people that the mod has become a standalone game and both discussions have moved to dayzgame. Agree with the sentiments on the websites speed. We nag Matt about it a few times a week at least. -
Dayz Commander/Taviana - A question for the community
SmashT replied to dotjosh's topic in DayZ Mod General Discussion
Wait until they are publicly available to all servers, hopefully AlexSpain has a change of heart on the matter. -
Please don't bump three month old threads.
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It pretty much already has been handed off to the community, the last two updates were almost entirely community driven.
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Spoofing your GUID on the client side would have no effect as it would still need to be authenticated against the actual CD key.
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Considering everyone can see every players GUID in a server by simply typing "#beclient players" in chat, posting it on a website is no more dangerous then joining any server. Your GUID is a one-way hash of your cd key, it would be almost impossible for someone to obtain your CD key from your GUID and simply would not be worth the effort in trying to do so.
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No more gamma exploiting :) Will Line Of Sight also be handled server-side? I imagine that is going to to make cheating a lot more difficult. How will these architectural changes affect things like hit-detection? I think Rocket posted on Reddit that with the new architecture a server that currently supports 40-50 players would be capable of supporting something like 100-300 now.
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Sweet, hopefully quite a few servers pick this up.
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Technically Server->Client Architecture [Cheats/Hacks]
SmashT replied to oxigan's topic in DayZ Mod Suggestions
I think that is what is happening, to what degree I don't know, have you read this post on the blog? http://dayzdev.tumbl...y-it-is-it-isnt Also Rocket touched on it briefly on Reddit. http://www.reddit.co..._be_based_on_a/ -
Do you remember your first time playing DayZ?
SmashT replied to tiresomehoopla's topic in DayZ Mod General Discussion
I spawned at Wilderness and ran into debug plains for a good 30-40 minutes, wondering why I couldn't find anything. Hid from a goat thinking it was a person and followed a cow thinking it would lead me to a town. I eventually died of starvation/thirst. -
http://www.smasht.byethost7.com/test/squad.xml Should be in the squad URL, feel free to test with that but I recommend uploading to your own host.
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http://www.smasht.byethost7.com/test/ Your XML file was fine, so if you weren't seeing any details when you pressed 'P' and scrolled to your name, then I assume dropbox is the problem or the URL you put in your profile was incorrect. Try a free host. I redid your logo though as it wasn't working. Could have just been the size, I think it has to be either 16/16, 32/32, 64/64, 256/256.
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I couldn't get your logo to appear, all the other details show up though. I can't even open your logo. Got a link to the image you used to make it?
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Try a free webhost, I used byethost.com Otherwise post up or PM me your files and I can have a look if anything is wrong.
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Standalone release before or after Christmas?
SmashT replied to [email protected]'s topic in DayZ Mod General Discussion
Later today. -
Standalone is on Chernarus Plus. There is no reason why there couldn't be more maps released in the future though.
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Survivor Gamez http://survivorgamez.com/ Dreamhack DayZ Tournament http://www.dreamhack.se/dhw12/2012/11/24/the-roccat-deathzone-day-z-tournament-the-winners/ Been done a few times now.
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Not really. He said the standalone is still on track for December but they wouldn't rush it out and release it to meet a date if it wasn't ready in time.