griffinz
DayZ Hero-
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Everything posted by griffinz
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Devblog details on engine architecture for DayZ
griffinz replied to rocket's topic in Mod Announcements & Info
Calm down, Im the forum moderator, not the lead dev :P -
Devblog details on engine architecture for DayZ
griffinz replied to rocket's topic in Mod Announcements & Info
Rocket is from NZ, and wants to start up a studio here in Dunedin one day...I dare say he has places like NZ and other far-reaching countries in mind when it comes to server hosting. -
Devblog details on engine architecture for DayZ
griffinz replied to rocket's topic in Mod Announcements & Info
The earth has 2 hemispheres :)Also, the Snowy Nepalese mountains are south of the Mongolian desert plains. Also, there probably should never be snow on an island that size in the ocean, due to the amount of salt in the air. -
Devblog details on engine architecture for DayZ
griffinz replied to rocket's topic in Mod Announcements & Info
There's always the possibility of instancing....why not have Namalsk be just south of Chernarus? -
Just remember the standalone is going to be released in Alpha, and the features will come out in rolling updates. Don't rage when the initial release doesn't have everything.
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I dont think BIS had the mo-cap studio for Arma 2. I could be wrong though.
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New Standalone Screenshots released
griffinz replied to mattlightfoot's topic in Mod Announcements & Info
Rocket's addressed this specifically. He wants to start with a clean setting, then once that's ready, start to dirty it up.That makes sense, as it would be easier to imagine how a place will degrade when you can see it as it was clean -
You want some more progress screenshots of DayZ Standalone?
griffinz replied to rocket's topic in Mod Announcements & Info
The Arma engine is particularly good at LOD rendering (better than Skyrim on my computer)...take a look at Arma:OA; almost all the buildings are enter-able, but you will hardly notice a difference in performance between the desert plain and a large town. I think there is little to worry about. Although I'd like to point out I'm usually confident in the engine's capabilities, I can't be certain of the performance hit in Cherno/Elektro with 90% enter-able buildings. -
Read the last line of the OP :P
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http://dayzmod.com/f...ity-animations/@James You could divide the actions, have "grab" come up first, then "kill" or "let go"...this will help with robberies, or even that cool tense conversation with the victim you see in movies before they team up.
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The panic can come from the user clicking too fast and grabbing/dropping the wrong item from the inventory window...while desperately trying to get out of the backpack animation as fast as possible
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Got to make good use of BIS' new mo-cap studio
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I do like the idea, and it can fit with my scripted animations thread...If you sneak up on someone with a knife, the option of a stealth kill should be available, followed by the animation
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Green name gets more attention ;)(I'm a whore)
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Correction: It's using a bit of everything.And I speculate here; it won't be too difficult for the development cycle to move towards Arma 3-esque engine in future releases...remember you guys will be getting the first version of a standalone game...by this time next year you could have version 2
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I just want to clarify the reason why the current Arma is so easy to "hack": The arma client is very trusting of the user. It actually *intentionally* allows user-scripts to be executed. This is where some of the best Arma mods come from...one of the best being the ACRE mod, which allows a whole radio-comms system to take place on the battlefield with geographical interference, multi-channel radios, radio frequencies, and integration of TeamSpeak 3. Without this ability to use client-side scripts in servers, this mod couldn't be possible, and this is why the DayZ *mod* will always be open to it...Arma and it's milsim gamers rely on this structure. The DayZ standalone can take this away, and not interfere with Arma's target audience/users.
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Hey guys, I've given it much thought, and someone has approached me on how this forum gets too busy to be manageable now that a *majority* of players play on private hives now. What has been suggested is a subforum for each version of the private hives. However, this number is many, and will only grow as time goes on. What I am asking you, is how do you want your threads divided up? I was thinking on dividing them on categories like: Suggestions Map Design Troubleshooting What's New Servers and the parent forum for general discussion. Thoughts?
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Well I've never actually played a dayz private hive server, so I'm not sure what comes up/what needs discussion. Ill leave this thread up for a bit until I get sufficient feedback. The sub-forums will appear in the same form as the "Bandit Campfire" and "Survivor HQ" forums over at DayZ General
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Looking to (possibly) upgrade my PC, with your help!
griffinz replied to DustyMonolith's topic in Technology/Programming
moved -
I'll be completely honest here; the stand-alone may be out soon. Unless you are in to Arma as well, you should just wait.
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Devs, Friends of Devs, and Server Admins in-game...
griffinz posted a topic in Mod Servers & Private Hives
Attention everyone: I want to share something with you before you see an admin/dev/me in a server with good equipment: We don't have the ability to spawn in items/teleport Saying that, I think about 3 people in the whole world has the ability to alter the contents of a person's inventory at the database level, and those people probably have no time to actually play this game for any amount of time. Most of us know where the good loot is by exploring. Most of us have been playing for a long time, so it comes with experience. Thanks, Griff- 40 replies
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this is one of those games where less people = better experience.
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VBS (sold to the military) was created on the back of Arma. BIS are more than capable of releasing another IP. (see Take-On Helicopters, Carrier Command)
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Still no confirmed date...
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Week 3 Ivan and Martin arrested. Show them you care
griffinz replied to Mysticales's topic in DayZ Mod General Discussion
No it's not. The Arma 3 map is finished. There is no reason for BIS to send devs to "spy" on military bases this far in development.Arma 2/DayZ has already made some people visit the "Chernarus" in Czech Republic. These guys were doing the same as other fans, except they've spent the better part of their day for the past 2 years working with this fictional island...of course they were going to check it out.