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SomeCallMeNomad (DayZ)

Anyone else think DayZ should switch engines?

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They've modified the Take On Helicopters engine, added some middleware engines (ie; physics SDK, and are planning on adding more for ragdoll etc), plan to add a new renderer, etc. By the time the game hits Beta, it'll essentially BE a new engine that adapts to needs of the game rather than game having to adapt to an existing engine that doesn't meet their criteria. 

 

Isn't the ToH engine RV3 like Arma 2?

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Hah. Yeah. Why not port DayZ to the Source engine? Or UE3?

 

The Arma 2 engine appears to be quite malleable and suits DayZ just fine. As some have said already, by the time DayZ hits beta the engine won't even be the Arma 2 engine, it'll be something quite different. Give it time. This is an alpha, of course it's going to be buggy as fuck.

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Isn't the ToH engine RV3 like Arma 2?

 

No.

 

That was the terminology used in August 2012, when we still thought the standalone would simply be the mod packaged as a standalone title. In the coming months as work commenced and WarZ self-destructed in late December, they then started all over making major changes to the engine.

 

or as Jimmy just said:

 

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No.

 

That was the terminology used in August 2012, when we still thought the standalone would simply be the mod packaged as a standalone title. In the coming months as work commenced and WarZ self-destructed in late December, they then started all over making major changes to the engine.

 

or as Jimmy just said:

 

Ah.

 

I thought that Carrier Command was RV as well, which is why I thought it was still RV (3.5 or something.)

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Isn't the ToH engine RV3 like Arma 2?

Hello there

 

Only in a very vague way.

 

Rgds

 

LoK

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Yeah, but with all the major changes to the client/server side structure, talking in terms of Take on Helicoters and ArmA 2 or 2.5 is obsolete or inaccurate. When using these terms, you're still using the terms from August 2012, when the plan was to simply sell the mod as a standalone title without any changes to the engine.

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Complete nonsense. 

 

Either you got DayZ mod for free or you jumped on the bandwagon and bought a 2009 game to play a free game modification and you somehow thought this somehow entitled you to make decisions for Rocket. Not only did you fail too keep your expectations in check, your entitlement also grew to deranged proportions, where you thought you have some kind of veto right to the development and release of a nonexisting product and Rocket's future career. 

 

You paid 0 bucks for DayZ mod.

You paid 30 bucks for the standalone.

 

You bought a game, not a person. 

No shit that DayZ mod is free, it's a mod. I never implied that I was talking about ArmA 2 or the Standalone in any case. I have all the right to complain or criticize, do I not? I'm done here.

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You should work on your reading comprehension. He never said he's leaving the dev team.

 

And FrostDMG, are you for real? Are you SERIOUSLY going to be that much of an entitled little kid? Rocket should cancel his lifelong dream because of a fucking video game mod? Jesus.

 

Rocket owes nobody here ANYTHING at all.

I read somewhere that he was leaving the dev team, but if he's not, then I apologize and revert my statement.

Edited by Gabe Newell

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No shit that DayZ mod is free, it's a mod. I never implied that I was talking about ArmA 2 or the Standalone in any case. I have all the right to complain or criticize, do I not? I'm done here.

 

Just wondered, why you thought Rocket going to Everest was your business. because at that point, all he'd ever released was a free mod for an old game. Just don't understand, how you could take offense of that, unless you thought playing a free mod entitled you to some special consideration and then you proceed to speak your mind on some halfassed hearsay assumptions about Rocket abandoning DayZ. 

 

Just personally think that you shouldn't make certain statements about Rocket's leadership skills, when you don't actually have a clue of what you're talking about.

 

You're done alright.

Edited by Dallas

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Just wondered, why you thought Rocket going to Everest was your business. because at that point, all he'd ever released was a free mod for an old game. Just don't understand, how you could take offense of that, unless you thought playing a free mod entitled you to some special consideration and then you proceed to speak your mind on some halfassed hearsay assumptions about Rocket abandoning DayZ. 

 

Just personally think that you shouldn't make certain statements about Rocket's leadership skills, when you don't actually have a clue of what you're talking about.

 

You're done alright.

 

I have all the right to complain or criticize, do I not? I'm done here.

Edited by Gabe Newell

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The engine is amazing.  End of story. 

 

Do your research and stay with the tour before jumping on the bandwagon.

 

so you're not familiar with the arma feedback tracker, or the BIS troubleshooting forums, eh? i could list dozens of things that have become staple features in video games but still are not supported out of the box by RV. but it doesnt matter. RV is the engine DayZ grew from and which it by now left behind, and the more legacy code is ripped out and replaced by the dev team, the better. thats why i think that the renderer change is the best news this year. DayZ will probably be the first RV-based game with proper shadows and lighting, while in Arma3, we still have no deferred lighting and walls still cant cast shadows - something that STALKER had in 2007.

 

p.s. - so frankly, dayz has switched engines, from rv to custom fork. /thread.

Edited by e47

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I read somewhere that he was leaving the dev team, but if he's not, then I apologize and revert my statement.

I don't know what you mean by FrostDMG, and I ensure you that I am not a little kid. If you weren't speaking to me, then you should quote properly. Cheers.

 

LOL QFLOL... I can't tell if trolling or not... Pretty funny stuff going on.

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The longer they put off switching the engine, the more difficult it will be to make the switch

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so you're not familiar with the arma feedback tracker, or the BIS troubleshooting forums, eh? i could list dozens of things that have become staple features in video games but still are not supported out of the box by RV. but it doesnt matter. RV is the engine DayZ grew from and which it by now left behind, and the more legacy code is ripped out and replaced by the dev team, the better. thats why i think that the renderer change is the best news this year. DayZ will probably be the first RV-based game with proper shadows and lighting, while in Arma3, we still have no deferred lighting and walls still cant cast shadows - something that STALKER had in 2007.

 

p.s. - so frankly, dayz has switched engines, from rv to custom fork. /thread.

 

Are you comparing the lighting in stalkers little 32 player skybox maps to arma?

 

I guess all the rest of your 1000 posts were mostly gibberish as well.

 

Confirmed.  DayZ now uses Custom FoRk Engine.

 

Its starting to go full retard in this thread.

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Are you comparing the lighting in stalkers little 32 player skybox maps to arma?

 

I guess all the rest of your 1000 posts were mostly gibberish as well.

 

Confirmed.  DayZ now uses Custom FoRk Engine.

 

Its starting to go full retard in this thread.

 

Starting? The OP went full retard...

 

 

The longer they put off switching the engine, the more difficult it will be to make the switch

 

Please do enlighten me with your idea of the ideal DayZ engine...

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Are you comparing the lighting in stalkers little 32 player skybox maps to arma?

 

I guess all the rest of your 1000 posts were mostly gibberish as well.

 

Confirmed.  DayZ now uses Custom FoRk Engine.

 

Its starting to go full retard in this thread.

 

Damu (BI dev) stated clearly in 2012 already that they definitely want to add deferred lighting/shading to counter long-standing and acknowledged issues but that it probably wont make into Arma 3 as it means a significant change to the engine. If you want to learn more about the technique and its (often positive) impact on performance, GSCs STALKER implementation is teaching material. Read up here for example: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter09.html

 

oh, and since i am always eager to learn: please explain to me from your vast cg experience how deferred rendering - as a screen-space technique - is impacted by world size.

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Obviously too late now but I would prefer it to be on an engine that isn't so bad at doing what DayZ is trying to do. Even for in a mil sim (which the engine was made for) the infantry gameplay is still kinda iffy.

Edited by myshl0ng

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Obviously too late now but I would prefer it to be on an engine that isn't so bad at doing what DayZ is trying to do. Even for in a mil sim (which the engine was made for) the infantry gameplay is still kinda iffy.

 

Ok, what engine would you rather have? Everyone else that hates this engine so much ignores my challenge because they're just whining and know there's no better alternative. 

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You can always build a custom engine or modify one that you license. Or look at the soon into early access going H1Z1. It runs on an engine that can support huge maps and I bet animatons, physics and collision will be miles head DayZ.

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You can always build a custom engine or modify one that you license. Or look at the soon into early access going H1Z1. It runs on an engine that can support huge maps and I bet animatons, physics and collision will be miles head DayZ.

 

It uses the Planetside 2 engine I think...

 

PS2's engine runs like crap for a LOT of people for seemingly unknown reason. Also looking at some of the screenshots, the game looks pretty cartooney, not forgetting the render distance for flora which seems to be even less than that on Arma2...

 

I want H1Z1 to bring a hardcore survival experience to the table like DayZ Mod did, but I just don't believe they'll go too crazy on the survival element of the game.

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the game looks pretty cartooney, not forgetting the render distance for flora which seems to be even less than that on Arma2...

Here we can use the excuses we see a lot these days and say "pre-alpha"

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If you look at all the problems the engine has introduced, such as performance, hacking/scripting then yes, it would benefit it, but at this stage its too late to port it unless you want to wait another year for a full release

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Ok, what engine would you rather have? Everyone else that hates this engine so much ignores my challenge because they're just whining and know there's no better alternative. 

Maybe CryEngine? With all its tech the game would look 10x better and probably run 10x better.

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Maybe CryEngine? With all its tech the game would look 10x better and probably run 10x better.

a level this size in MP on cryengine would require and extremely top of the range gaming PC ro play on even moderate settings with viable fps. (unless you intend to just use crappy low res tex and then whats the point of using an engine known for its visual quality?)

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a level this size in MP on cryengine would require and extremely top of the range gaming PC ro play on even moderate settings with viable fps. (unless you intend to just use crappy low res tex and then whats the point of using an engine known for its visual quality?)

How do you think the Star Citizen guys are doing it? They obviously figured it out ;) cough segmented worlds cough

Edited by grimsonfart
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