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Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

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Stay safe out there,
Your DayZ Team

SmashT

DayZ Forum Team
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Everything posted by SmashT

  1. Aren't there books in multiple languages or have they not added them yet?
  2. SmashT

    Experimental Branch Update!

    http://forums.dayzgame.com/index.php?/topic/177017-pending-changelog-experimental-branch-037115791/
  3. Here is our latest Dev blog created on the 24th February 2014. So what’s in the Dev Blog? Lighting improvements: We are working on improving in-game lighting, not just from a visual perspective but also from a game play perspective, to improve playing at night. We have enabled light sources such as flashlights and pistol torches, to emit light during the day as they previously haven’t done. However we still have to do some HDR tweaks Physics: This is an area we have wanted to put in for a while. We have added physics middle-ware, which allows us to add throwing items to the game but it also enables us to look at ragdoll and how the characters move within the world. This is still fairly early days with physics, but we are getting much closer to having something that we can implement into the experimental branch with stability. Containers: We want to add world items that are lootable such as refrigerators that can store items, so they can be looted and the items within them can be interacted with. Bow and arrows: One of our programmers has been working on bow and arrows, in the video we show a very early work in progress clip of it. So far progress has been fairly quick with good results, so we are looking forward to seeing how this progresses further. Animations: Animations team has been working hard on getting new transitions and new methods of wielding melee weapons. This is still a work in progress. We have moved away from our old way of how the animations were working which caused left handed swings. This restricts how the melee attacks are performed. As the hit detection is done from the item position this allows player to be able to easier work out where they are going to hit. This is still very much a work in progress but we hopeful and we look forward to your feedback. New map updates: Our map team has been working with artists to add new buildings into game and fixing collision issues with buildings. We have added police stations and new health center buildings across the map as well as improving preexisting towns. We are currently working on ensuring that all buildings spawn loot as this is a big issue at the moment. Weather: We want it to be almost like an antagonist, we now have rain and weather is properly synced across all clients so all players experience the same weather conditions. Rain will also currently make your clothes damp and then wet, but at the moment this doesn’t really have much effect but in the long term but we definitely want to expand upon that. Hunting and cooking; We have dedicated a whole group of artists programmers and designers with experience with hunting games, that are dedicated to working on animals, their behavior and hunting. To maximise the element of survival, our current sprint is focused on cooking and campfires. DeSync; One of the big areas people have been reporting is DeSync, we have been working on this directly this is due to the amount of bandwidth DayZ is using because a lot of the messages to do with the inventory are sent via non-guaranteed messages. So if you or someone nearby you has a large amount inventory items, all these messages will be spammed as the server can’t guarantee the client has received them. We have a couple of hot fixes in place but our long term goal for this is to have a guaranteed message system. So the messages are only sent once and not constantly. This will be an ongoing effort. Zombies; Zombies are an area of active development, we want to increase the amount of zombies. Tied with this we also want to improve their collision detection indoors. This will be one of the task of the new team will be the hit detection of zombies. We are also actively working on the zombie respawn mechanics, using some of the optimisations that we used with player respawns. We want zombies to be a good experience so they don’t spawn directly in front of players, this is what is taking the time, as we want to do it properly. Persistent objects; We want to have some objects have persistency throughout server respawns, such as backpacks, paper with written notes one and eventually when we bring barricading in, wood and wooden barricades and keeping it’s exact location in so far. Vehicles; Once we have achieved these objectives we can then look at vehicles as implementing vehicles too early could very easily upset the balance and impact other game play areas. When we do implement vehicles we are likely to start with slower vehicles such as bicycles. Then we will look at more complex vehicles, where we can have many more degradable parts such as batteries or spark plugs. Read on Tumblr
  4. Maybe he's desperate for a fergburger
  5. SmashT

    insane suicides on experimental branch

    Such a waste of life, RIP
  6. Most of them didn't as far as I know, why would they hire an entirely new team when they already have a large team available that are familiar with the engine, some of whom built it? I was replying to the comment made that there are only 2-3 people working on the game which is clearly not the case.
  7. Yes, most of them already worked at BIS.
  8. Why would I feel like an idiot? Most of the stuff you posted was completely wrong. For some reason you think Bohemia told Rocket to start his own studio, BIS is the studio, that's what the S stands for. The reason Rocket is living in Prague is because he works at Bohemia's studio in Prague. You think there are 2-3 people working on the game when the team has 30+ people working on it, here's a few team members that have been mentioned before: Brian Hicks - ProducerMatt Lightfoot - Production AssistantIvan Buchta - DesignerSenChi - World DesignerChris Torchia - DayZ Art ManagerPeter Nespesny - DesignerViktor Kostik - Lead AnimatorOndrej Malota - DesignerJan Tomášik Jirka - ProgrammerHladas - ProgrammerVadim Piridonov - ArtistMario Kurty - ArtistMaxwell - DesignerOndrej Španel - Lead Programmer? You think they haven't hired anybody when in fact they had to move offices a few months ago because the team was expanding so rapidly the place they were going to move to wasn't large enough anymore. They just hired another person for sound/audio the other week.
  9. Are we just making things up now?
  10. Yeh, how dare Dean play games in his free time, what an outrage.
  11. SmashT

    Is it too much to ask for smooth controls?

    One of my biggest gripes with the game, I hope they spend some serious time overhauling movement/controls/responsiveness etc to make them more fluid. The actual keybinds/controls don't really bother me, moreso the mouse acceleration and the annoying delay between when you press a key and the animation action beginning (jumping, switching inventory items, walking up a hill/stairs), not being able to interrupt animations etc. Moving around indoors also feels really clunky (as it always did in ArmA) but I can't put my finger on what it is exactly.
  12. SmashT

    control realism

    That's a great idea, let's turn DayZ into QWOP
  13. That nice, we already have an existing topic on this though, so merged.
  14. Please continue discussion here...
  15. You know why you were banned. You were running cheats from a popular *** website that had it's *** detected yesterday. You use the same username there too. I will never understand why cheaters constantly come to the forums saying they were banned for "no reason" or trying to blame non-hack programs when they know they were banned for cheating. Is it social engineering or do you really think if you lie about the reason your ban will be lifted? If you know that you have cheated, then stop reading and refrain from bothering BattlEye. They won't help in this case and all your excuses are long time known. Nonetheless, nobody here can help you.http://www.battleye.com/support.html
  16. SmashT

    1.5 million

    A bit more than that, there are 30k+ concurrent players on right now. http://store.steampowered.com/stats/ But yep, plenty of players that haven't played at all, bought into the hype and don't like the game or are waiting for more development, that's to be expected though.
  17. If you want to report a suspected cheater, you can report their profile on Steam. While these reports don't directly result in bans. VAC can decide to investigate their machine a little differently, more aggressively, more frequently, or sooner based on those reports. There are no admin tools to see player locations, that would be open to abuse. Can't really help with your other questions.
  18. If it's a sawed-off shotgun (which it looks like), it can fit in a backpack. Neither hackers nor admins can spawn items. It's not really clear what (if anything) is happening from the screenshots or your description.
  19. We have implemented something on the forums that now does this automatically when you create a new topic and shows similar ones (based on the topic title and tags) that already exist in that section. Hopefully eliminating some of the duplicate topics we get so often. Any issues let me know, feedback is welcome.
  20. SmashT

    Fix (not remove) Third Person Perspective

    2017 implemented something like this, I like it and hope to see some servers implement something similar once modding is allowed. Could probably do with some improvements so it's not so jarring though, maybe fade them out over time or something.
  21. SmashT

    Search before you post

    It's setup with a 4 minimum character limit atm, can be changed but it will start finding topics with "and" "the" etc in them if we do so probably not ideal.
  22. SmashT

    What do a mute person do?

    Apart from text, you could always bind some keys to play sound effects in-game with some pre-recorded messages.
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