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gummy52

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Everything posted by gummy52

  1. Your vision being completely blacked out isn't entirely realistic. A cross between ArmA 2 and ArmA 3 night time would be ideal. Either way, a synchronized 24 hour day/night cycle is a necessary component of the game. It's a shame that servers like that have died out for the mod, and it's an even greater shame that the stand alone will not have night time upon release.
  2. gummy52

    Get an Alpha out!!

    That taught me a lesson. So you're saying that most models have their own 'gameplay features'. That's interesting. Anyway, I guess I'll just repeat what I said before. "textures, models, sounds, music, animations, content, etc. combined are time consuming and that includes the coding associated with integrating them. Their engine already includes all of that and more." How they've implemented communicating between a server and client. How the game is written to respond to messages. Using UDP. Opening a socket. Calling sendto(). What is the point of your question? Well, when you consider that other online games support hundreds of thousands of active and unique enemies a mere "3000 zombie ai" sounds minimalistic to me. Correct me if I'm wrong but I don't think zombies will have very complex AI's, either. At any rate, I've never seen more than a few hundred active mobs in DayZ Mod. It's interesting to hear that they're multiplying the number of zombies by ten. I thought there was too many already.
  3. gummy52

    Get an Alpha out!!

    First of all, I said that textures, models, sounds, music, animations, content, etc. combined are time consuming and that includes the coding associated with integrating them. Their engine already includes all of that and more. It has a communication implementation so that's even less they needed to do. They already have map design tools developed further reducing what needs to be done. The biggest task is to bring their multiplayer framework up to date with modern standards. From the server's perspective the game-play is incredibly minimalistic. Second, all of your examples of games that took 2-4 years to develop are games made from the ground up. A new engine, new sounds, new textures, new everything. You provided Half Life 2 as an example when it was specifically marketed as a demonstration for their next-gen engine. The same can be said for GTA4. DayZ is not being made from the ground up so your analogy does not apply.
  4. gummy52

    Get an Alpha out!!

    Expectations grow as time passes. It's natural to think "the more time they spend on it, the better the game will be". I do not think it is a good thing for everyone's expectations to grow. I think when it's released many will say "Why did this take so long to make?" because it won't reflect a game that took two years to make. I think, deep down, many people feel this principle because Bohemia has shown that they do not develop quality proportional to time. All of the, traditionally, time consuming elements were prepared in advance (textures, models, sounds, music, animations, content, etc.) and t's already been over a year. We'll all be excited when the release happens. I was excited when Diablo 3 released, because I wanted it to be good, but it wasn't and that is why I didn't buy it. Comments that dismiss negativity because the title holds hype simply do not hold water.
  5. Not only did his response fail to answer the question but what he said is technically nonsensical gibberish.
  6. There's nothing new in this video. Leaping zombies and more of what you've already been saying.
  7. gummy52

    Where are all the devblogs?

    This reminds me of 'back in the days' when you were developing on the mod and you were focusing on implementing dogs while artifacts and bugs were still prevalent. It's been a month since I first heard about your works with a M4 attachment system. Kudos, but to me it seems like you're taking six steps forwards before finishing what already exists. Programming weapons to be object oriented instead of referenced as a string is a no brainier and I'm glad your team has done that. However, I still have to assert that your goals are misguided. Rewriting the server / client communication framework, revising the map & buildings, implementing real pathfinding for zombies and fixing bugs are solid goals that I can agree with. However, I've heavily disagreed with your art decisions since the first 'devblog' video that showcased gradient buttons with arial font. Several months later, at E3, you guys were still using that same "programmer art". If you have a lot of programmers then change the programming. If you don't have a lot of artists, then don't change the art. If your desires for the future of the game require new art then model the programming to support expansion and implement upgrades later down the road after the game is generating revenue to support hiring more artists. Those are my opinions on how you should have gone about developing this game.
  8. gummy52

    Where are all the devblogs?

    If you don't like what I have to say then maybe you should troll somewhere else. You say it would be 'taking the easy option'. I disagree. Taking the easy option is another way to say cutting corners. If they have the capacity to do better and choose not to, for gain, then that is cutting corners. However, if the DayZ team used ArmA art assets then it would not be cutting corners because we have reason to believe that the art team for DayZ can not do better. Rocket's own words support this. He has deprioritized art in favor of game-play and corroborated that they don't have a fancy budget. I ask again; why has Rocket decided not to use perfectly good art assets, including interface icons & textures, from ArmA?
  9. gummy52

    Where are all the devblogs?

    I don't understand this thought process. Your art team is limited and you've opted out of using perfectly good icons and interface textures. Why?
  10. gummy52

    Where are all the devblogs?

    I don't see why anyone is surprised with my response. Two months ago when we were expecting a July/August release I said that that would be a rush job. Now a release before next year is questionable. Rocket's tone has switched gears and it needed to. I think Bohemia wasn't going to be satisfied with anything less than a $20 - $30 price-tag and somewhere along the lines they, and Rocket, realized what they had at E3 wasn't worth $20 yet.
  11. gummy52

    Where are all the devblogs?

    I think this is good news. You had me worried there for a while. It'd of been a mistake to release what you showed at E3. Hopefully what we see a few months down the road looks a little more presentable.
  12. gummy52

    No Hackers anymore ?

    Why do you assume this?
  13. gummy52

    No Hackers anymore ?

    Oh, well, thank god. Thank god that scripts and bigger cheats are detected. I mean, who cares about the entire map being reveled with programs written in Visual Basic. In case you missed the memo; they teach Visual Basic in High School.
  14. gummy52

    No Hackers anymore ?

    Here's what I said There are more people browsing that forum right now than there are this oneNow there's huge tutorials explaining how to write your own programs in very simple languages like Visual Basic or C# Here's some information to corroborate my statements, http://i.imgur.com/k4VLYyn.png
  15. gummy52

    No Hackers anymore ?

    No, it's as strong as ever. There are more people browsing that forum right now than there are this one. The only thing that's stopped is scripting, and no one is publishing programs because it just gets the program banned. Now there's huge tutorials explaining how to write your own programs in very simple languages like Visual Basic or C#.
  16. gummy52

    No Hackers anymore ?

    Hacking that gives you unlimited ammo or spawns weapons/items has gone the way of the dinosaur, as it should have been to begin with. Now, DayZ has become ESP: The Game. There are plenty of guides out there that explain how to map hack in Visual Basic without possibility of detection and the amount of people doing it is staggering, especially on 'white-list' servers. Frankly, I can't stand it. I just want to play DayZ where clients don't know anything about things they can't see.
  17. gummy52

    DayZ Forum Downtime

    Have you ever been so far even as decided to use go want to look more like? I've been as far as you can be while deciding to use and going to wanting to look more like. You can't decide to go to use wanting more to look like with out going that far. So, have you gone so far as decided to use go want to look more like? :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: Now THAT's what I call a Production Assistant!
  18. gummy52

    It's too late For Dayz.

    DayZ the Mod hits the spot like no other magic. A game that can keep people playing for 18 hour sessions day after day comes once a decade. Imitators want to be World of Warcraft, but they can't. Imitators want to be DayZ, and they never will be. Dean Hall himself, nor any of us, can explain why DayZ worked so perfectly; but it did and still does. It's a wonderful formula that came together just right. If you don't mind a little digression, then I'd like to propose a comment. The standalone may be changing the formula, which may not be a good idea.
  19. Yeah, fair enough ; but it's still what you're going to be playing with when you buy the game. As you said, it looks like shit until then.
  20. I like this better because it looks better, to be frank. Drag and drop is an essential step in the right direction... but there's no reason that a game framework couldn't make a drag and drop system out of the image in the original post -- or ArmA2's, or any other of the dozens and dozens photoshop works presented to Rocket.
  21. When I first read the topic I thought this was a new GUI for the standalone, and was initially excited, but isn't R4zor49 just the dev for the mod? I suppose it will make the mod better but it's one more thing the mod does better than the standalone, which is something that Rocket should reflect on.
  22. EDIT: I've revised this original post to be more clear and to the point. In a recent thread on reddit a user created a topic quoting Matt Lightfoot stating that "server hosting will be available day 1 for all". Another user commented with a quote that "server files available to all on release". Rocket, posting under the name rocket2guns, replied with the following, In doing so he seemingly qualified that servers will be hosted by players and that server files will be "available to all on release". His comments on operating system compatibility further suggest that individuals will in fact have access to server files and that DayZ SA will follow in DayZ Mod's footsteps where you can play your character on servers owned by other players. Moderators at DayZMod further qualified these facts in conversation. I am here to tell you that this is by definition a security hole. Allowing characters from third party servers to join official Bohemia servers (if there are any) is a huge mistake. Team Fortress 2 uses a similar model and that brings comfort to some. What I am here to tell you is the fundamental difference and why Bohemia is the only company in the world to ever attempt using this model and why it is a mistake. If there are servers and they are allowed to interact with a central server then the communication is either trusted or it is not trusted. If the communication between the two is not trusted then that is a security hole. The communication between a third party server can not be trusted. Valve knew that and that is why loot is not gained based on what a third party server says. In Team Fortress 2 you gain loot by and only by the total amount of time the central server sees you playing the game. It does not allow any third party servers to tell it what to do. Bohemia plans to do the opposite and it is a mistake. Bohemia is currently planning for the players to shoulder the burden of server hosting. They are also planning for servers hosted by third parties to be a part of the whole that defines where your character can play. That is a huge mistake and there must not be any third party servers. Based on this information, regardless of any additional information, here are some things that professional programmers / software engineers are capable of doing to their servers without possibility of detection. Read the application's memory during run time (cheat) Modify the application's memory during run time (cheat) Modify incoming packets to their server (cheat & harass other players) Block incoming packets to their server (soft ban player's ip address) Here are some things that professional programmers / software engineers are capable of doing that would be nearly impossible to detect (with the exception of cases with extreme abuse) Send fake information to the central server (cheat) Make fake requests to the central server for sensitive information
  23. If someone complains that someone is hacking don't feel safe that they're innocent simply because you've checked logs and information about scripting. We've reached a point where script injecting is bound to get you caught, and less and less cheaters are opting to do so. More and more are simply performing memory hacks, which you can't catch with logs. Recently I've been put in situations where someone is shooting infinite bullets, teleporting around, etc, and when I petition a server admin they report that the logs look fine and that I should not make false accusations. Suffice to say, that is frustrating. If cheaters are the opposition, then you, server admins, may find this quote interesting This is a quote from a 60 page thread with over 70k views that explains in great detail how to memory hack safely in a sub-forum called "ARMA 2 & DayZ" that averages well over "(943 Viewing)" at any given time. To put that in perspective; at the time of this post at 3:51 PM EST there are "922 users are online" on the official DayZMod forums. There are more people reading about how to hack in DayZMod than there are people reading about DayZMod itself. The bottom line is... the majority of hackers are simply using locations hacks, otherwise known as "ESP". I assure you that the number of people using ESP hacks is alarmingly high. Needless to say, it's safer to err on the side of caution and assume everyone is guilty until proven innocent. Even then, I've been witnessing people intentionally letting themselves be killed (after stashing their important items) if they fall under suspicion.
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