☣BioHaze☣ 7337 Posted November 8, 2013 Do you really think that a test with only 29 ppl can be called a final test? I was thinking the same thing. A final test would be closer to 100 ppl, no? Share this post Link to post Share on other sites
Zul (DayZ) 79 Posted November 8, 2013 Back to reddit with you. Shoo.lol is just as bad over here brotha! lol but seriously rocket! I cant wait any longer :( 1 Share this post Link to post Share on other sites
kumando 199 Posted November 8, 2013 I was thinking the same thing. A final test would be closer to 100 ppl, no? I really think so if the current server cap is 150 players it must be at least 100 players testing it. Share this post Link to post Share on other sites
YZ250 248 Posted November 8, 2013 Have noted one thing strange, no Forum Moderator for over 6 + pages have posted In regards to Servers somebody could enlighten me, was it stated that we cant run our on Servers to the Public ? In Australia with the Mod we had shocking issues we mostly played the Seattle Servers Share this post Link to post Share on other sites
dgeesio 1034 Posted November 8, 2013 if the server limit is 150 then obviously you want it loaded. worst thing with the mod for eg is the performance on such busy servers and thats with 50 on . will be interesting to see servers handle 150 with no lag as i dont think it can be done tbh. Share this post Link to post Share on other sites
Dr. Goner 661 Posted November 8, 2013 Who said i was hosting them private ? No, I mean privately held. It's not going to be like arma 2 where just anyone can host a server. All servers will be through steam initially. That means you personally will not be able to host a public server until later in the development. This has been confirmed. Share this post Link to post Share on other sites
Dekkymane 145 Posted November 8, 2013 dgeesio, on 08 Nov 2013 - 9:40 PM, said:if the server limit is 150 then obviously you want it loaded. worst thing with the mod for eg is the performance on such busy servers and thats with 50 on . will be interesting to see servers handle 150 with no lag as i dont think it can be done tbh.MMO architecture thing might allow them to do it? No? 1 Share this post Link to post Share on other sites
Dekkymane 145 Posted November 8, 2013 -lOldBoyl-, on 08 Nov 2013 - 9:43 PM, said: I'm done. LOL. Share this post Link to post Share on other sites
HumanBeing25 299 Posted November 8, 2013 if the server limit is 150 then obviously you want it loaded. worst thing with the mod for eg is the performance on such busy servers and thats with 50 on . will be interesting to see servers handle 150 with no lag as i dont think it can be done tbh.You obviously are not familiar with WoW servers. Share this post Link to post Share on other sites
Semantic 37 Posted November 8, 2013 (edited) I got to say; this spectating thing combined with all the hype going on, is really enjoyable to read. I would however prefer being entertained by the SA but oh well... Switching to and fro the forums and PZ will keep me going till realease of the alpha I guess. Edited November 8, 2013 by Semantic Share this post Link to post Share on other sites
joe_mcentire 2074 Posted November 8, 2013 forget the hype train for a moment:http://www.youtube.com/watch?v=QyT9jTW7MHc this is what it should be all about! 1 Share this post Link to post Share on other sites
SalamanderAnder (DayZ) 1747 Posted November 8, 2013 (edited) Posted Today, 03:15 PM It wont work, dayz its such a big thing now that even if rocket ninja releases at any time without a release date, it will spread like a disease over the forums and internet in general, and everyone will know it in a second. There will not be such thing as a soft release no matter what happens. Uh... Okay. Good job removing my text from the quote box and then repeating the exact same thing I just said, as if you were contradicting me. Too bad it probably wouldn't work. Even the "non hyped" people will still buy the game when it's released. Edited November 8, 2013 by SalamanderAnder Share this post Link to post Share on other sites
kumando 199 Posted November 8, 2013 Uh... Okay. Good job removing my text from the quote box and then repeating the exact same thing I just said, as if you were contradicting me. My bad bro, sorry. 1 Share this post Link to post Share on other sites
☣BioHaze☣ 7337 Posted November 8, 2013 Is it possible to clear an entire Chernarus with a massive hoarde of survivors/heroes? Easter egg end game. All major cities Zed clear for specific time length cues choppers for mass evacuation of uninfected in Chernarus. New map unlocks. :P Share this post Link to post Share on other sites
TIC 1050 Posted November 8, 2013 (edited) Rocket2Guns We finished up for the day here just now. It was a good day, the focus has been:Finalizing the flow into gameNot holding up releaseAll the basic stuff like, creating your character, joining a server, etc... Then some steam integration so you know which servers your friends are on, and such. We're using steams API, which while is it great being free of gamespy we're not sure whether external apps (like six or dayzcommander) are able to poll steam's servers. So we want to make sure our browser provides some improved functionality.Optimizing/Bugfixing Dedicated server.This is why we are not out. We need performanceWe think we need a minimum of 15 FPS will 50 players, 2000 zombies, and 25000 loot items. Our latest tests have all shown some runaway systems in the code we have to tidy up. The variable synchronization system that was developed for work with the network bubble, is checking the variables very often. We're optimizing this. Also, there are many string comparisons. These have been refactored so references are used (lookup numbers) to speed up the process. things like animations etc... are generally recorded as strings - ArmA wasn't build to handle very large numbers of things so this has been a large area of optimization.We also have a bug where sounds (which are temporary vehicles) are being queued up and sent to all JIP players. This causes us a steady loss of performance on the server.The synchronized variables are also checked for each player, this is inefficient and we are refactoring that. It is our biggest obstacle to releasing the alpha right now. We know what needs to be done with it so we're working on that, then we will again reassess the performance.Why not just say its not out on xxx day?If I start saying "oh it won't be out then" people start asking me about the day after, and the day after. So it just encourages people to keep asking me when it is, and the "announced date" would be when I go "yeah, it could be out then".What we have nowWe have now something that provides basic functionality for 10-20 players. The new zombies are in, they provide excellent pathfinding outdoors, and improved pathing indoors. They are capable of breadcrumb navigation or line of sight. At low server FPS they will start to rubberband and glitch through walls much more often. They are very much a work in progress.Client performance out of the cities is very, very smooth. We still have a bug in the cities that occurs (and shouldn't) that causes lower framerates. This will eventually be solved, but for now it is noticable when looking at center of cities. Overall, the feedback from the testers is that performance is much smoother than with the mod.The inventory is a bit of a mixed bag. There are some mistakes we have made that, unless we delayed the standalone, we can't fix until later. But overall, I think it is a huge step up. Stacked items, wetness, damage, crafting, containers, clothing, weapons, pistol holsters, bags, melee weapons, chainsaws, masks, gloves, boots... you name it.So, what next?We keep optimizing the build. In the meantime, I would encourage everyone to checkout Project Zomboid which is now available on steam. This has been a massive design inspiration and I recommend it to everyone interested in DayZ. (Edit) Please don't quote me; this is found here as well to start a discussion upon it: http://dayzmod.com/forum/index.php?/topic/151552-quick-status-update-for-week-8-november/#entry1516387 Edited November 8, 2013 by TIC321 9 Share this post Link to post Share on other sites
Dekkymane 145 Posted November 8, 2013 Rocket2Guns We finished up for the day here just now. It was a good day, the focus has been:Finalizing the flow into gameNot holding up releaseAll the basic stuff like, creating your character, joining a server, etc... Then some steam integration so you know which servers your friends are on, and such. We're using steams API, which while is it great being free of gamespy we're not sure whether external apps (like six or dayzcommander) are able to poll steam's servers. So we want to make sure our browser provides some improved functionality.Optimizing/Bugfixing Dedicated server.This is why we are not out. We need performanceWe think we need a minimum of 15 FPS will 50 players, 2000 zombies, and 25000 loot items. Our latest tests have all shown some runaway systems in the code we have to tidy up. The variable synchronization system that was developed for work with the network bubble, is checking the variables very often. We're optimizing this. Also, there are many string comparisons. These have been refactored so references are used (lookup numbers) to speed up the process. things like animations etc... are generally recorded as strings - ArmA wasn't build to handle very large numbers of things so this has been a large area of optimization.We also have a bug where sounds (which are temporary vehicles) are being queued up and sent to all JIP players. This causes us a steady loss of performance on the server.The synchronized variables are also checked for each player, this is inefficient and we are refactoring that. It is our biggest obstacle to releasing the alpha right now. We know what needs to be done with it so we're working on that, then we will again reassess the performance.Why not just say its not out on xxx day?If I start saying "oh it won't be out then" people start asking me about the day after, and the day after. So it just encourages people to keep asking me when it is, and the "announced date" would be when I go "yeah, it could be out then".What we have nowWe have now something that provides basic functionality for 10-20 players. The new zombies are in, they provide excellent pathfinding outdoors, and improved pathing indoors. They are capable of breadcrumb navigation or line of sight. At low server FPS they will start to rubberband and glitch through walls much more often. They are very much a work in progress.Client performance out of the cities is very, very smooth. We still have a bug in the cities that occurs (and shouldn't) that causes lower framerates. This will eventually be solved, but for now it is noticable when looking at center of cities. Overall, the feedback from the testers is that performance is much smoother than with the mod.The inventory is a bit of a mixed bag. There are some mistakes we have made that, unless we delayed the standalone, we can't fix until later. But overall, I think it is a huge step up. Stacked items, wetness, damage, crafting, containers, clothing, weapons, pistol holsters, bags, melee weapons, chainsaws, masks, gloves, boots... you name it.So, what next?We keep optimizing the build. In the meantime, I would encourage everyone to checkout Project Zomboid which is now available on steam. This has been a massive design inspiration and I recommend it to everyone interested in DayZ. Source here: http://www.reddit.com/r/dayz/comments/1q7bcs/teased_tormented_abusedcome_on_rocket_and_co_give/ Share this post Link to post Share on other sites
klesh 2423 Posted November 8, 2013 There you have it. That is why it is not out in 5 minutes. 1 Share this post Link to post Share on other sites
SalamanderAnder (DayZ) 1747 Posted November 8, 2013 Dang. Sounds like a lot of problems. So, December then? LOL. Share this post Link to post Share on other sites
TIC 1050 Posted November 8, 2013 (edited) Dang. Sounds like a lot of problems. So, December then? LOL. I hope so. This shouldn't take quite long. I say a month's work to clarify most of the serious bugs then release. If you notice, they haven't done large scale tests and already talk about low performance so this creates various boundaries if this was to be released right now. Edited November 8, 2013 by TIC321 1 Share this post Link to post Share on other sites
☣BioHaze☣ 7337 Posted November 8, 2013 A bit of a wrap in the testes but if you look at everything he said it's a relatively short list of albeit larger sized bugs. Share this post Link to post Share on other sites
kumando 199 Posted November 8, 2013 Im begining to think it will not be out this year... 2 Share this post Link to post Share on other sites
Max Planck 7174 Posted November 8, 2013 (edited) Source here: http://www.reddit.com/r/dayz/comments/1q7bcs/teased_tormented_abusedcome_on_rocket_and_co_give/ He posted it here too, in the 'announcement' forum. http://dayzmod.com/forum/index.php?/topic/151552-quick-status-update-for-week-8-november/#entry1516365 Edited November 8, 2013 by Max Planck 1 Share this post Link to post Share on other sites
SalamanderAnder (DayZ) 1747 Posted November 8, 2013 I hope so. This shouldn't take quite long. I say a month's work to clarify most of the serious bugs then release. If you notice, they haven't done large scale tests and already talk about low performance so this creates various boundaries if this was to be released right now. Indeed, I have noticed that. My concerns were piqued when they didn't break 30 players on the server. Share this post Link to post Share on other sites
SJKSJK 225 Posted November 8, 2013 Rocket2GunsWe finished up for the day here just now. It was a good day, the focus has been:Finalizing the flow into gameNot holding up releaseAll the basic stuff like, creating your character, joining a server, etc... Then some steam integration so you know which servers your friends are on, and such. We're using steams API, which while is it great being free of gamespy we're not sure whether external apps (like six or dayzcommander) are able to poll steam's servers. So we want to make sure our browser provides some improved functionality.Optimizing/Bugfixing Dedicated server.This is why we are not out. We need performanceWe think we need a minimum of 15 FPS will 50 players, 2000 zombies, and 25000 loot items. Our latest tests have all shown some runaway systems in the code we have to tidy up. The variable synchronization system that was developed for work with the network bubble, is checking the variables very often. We're optimizing this. Also, there are many string comparisons. These have been refactored so references are used (lookup numbers) to speed up the process. things like animations etc... are generally recorded as strings - ArmA wasn't build to handle very large numbers of things so this has been a large area of optimization.We also have a bug where sounds (which are temporary vehicles) are being queued up and sent to all JIP players. This causes us a steady loss of performance on the server.The synchronized variables are also checked for each player, this is inefficient and we are refactoring that. It is our biggest obstacle to releasing the alpha right now. We know what needs to be done with it so we're working on that, then we will again reassess the performance.Why not just say its not out on xxx day?If I start saying "oh it won't be out then" people start asking me about the day after, and the day after. So it just encourages people to keep asking me when it is, and the "announced date" would be when I go "yeah, it could be out then".What we have nowWe have now something that provides basic functionality for 10-20 players. The new zombies are in, they provide excellent pathfinding outdoors, and improved pathing indoors. They are capable of breadcrumb navigation or line of sight. At low server FPS they will start to rubberband and glitch through walls much more often. They are very much a work in progress.Client performance out of the cities is very, very smooth. We still have a bug in the cities that occurs (and shouldn't) that causes lower framerates. This will eventually be solved, but for now it is noticable when looking at center of cities. Overall, the feedback from the testers is that performance is much smoother than with the mod.The inventory is a bit of a mixed bag. There are some mistakes we have made that, unless we delayed the standalone, we can't fix until later. But overall, I think it is a huge step up. Stacked items, wetness, damage, crafting, containers, clothing, weapons, pistol holsters, bags, melee weapons, chainsaws, masks, gloves, boots... you name it.So, what next?We keep optimizing the build. In the meantime, I would encourage everyone to checkout Project Zomboid which is now available on steam. This has been a massive design inspiration and I recommend it to everyone interested in DayZ.^ BOO THIS MAN. BOOOOOOjust kidding. It doesen' sound like its gonna make the year. And nice commercial for project zomboid at the end. Jeeez. I feel dirty. Share this post Link to post Share on other sites