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November Round-up

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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?

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Back to reddit with you. Shoo.

lol is just as bad over here brotha! lol but seriously rocket! I cant wait any longer :(

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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.

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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

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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.

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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.

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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?

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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.

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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 by Semantic

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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 by SalamanderAnder

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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.

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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

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Rocket2Guns

 

We finished up for the day here just now. It was a good day, the focus has been:

Finalizing the flow into game

Not holding up release

All 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 performance

We 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 now

We 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 by TIC321
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Rocket2Guns

 

We finished up for the day here just now. It was a good day, the focus has been:

Finalizing the flow into game

Not holding up release

All 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 performance

We 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 now

We 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/

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There you have it.  That is why it is not out in 5 minutes.

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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 by TIC321
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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.

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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.

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Rocket2Guns

We finished up for the day here just now. It was a good day, the focus has been:

Finalizing the flow into game

Not holding up release

All 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 performance

We 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 now

We 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. BOOOOOO

just kidding.

It doesen' sound like its gonna make the year. And nice commercial for project zomboid at the end. Jeeez. I feel dirty.

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