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cheranuscrusiser

How is the outsourced zombie work coming along?

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I believe it was at least as long as 10 months ago that it was announced the zombie work/fixing was outsourced to another Slovakian company. Has there been any release of info on how they are coming along? Is there any animations, pictures, or blogs about all that work they have been doing for 10 months looks?

I can't imagine that what we see on the current .52 is the achievement of an outsourced 10 month contract.

Who exactly is this small team or company that has been working on the infected and what have they presented to the DayZ project leaders? As participants in the Alpha, we would love to help provide feedback on their new ideas. But I have not seen anything new except that they make slightly different stances, but they look and behave exactly the same. (Broken line of sight, broken physics on how they hit you and track you, pretty much completely broken).

It really appears as if there was literally one or two days of work done on the zombies. Did the outsourced company get fired 9 months ago because they realized they had to rework the engine so they can't work on them yet? This is understandable if it's the case. I just haven't heard anything about it.

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New Zombie AI will come with one of the next patches. The first Iteration of the new AI will come with 0.53Exp for the animals.

 

You have to understand that this is a pretty big thing to do ( hence it took months ) and that they can't put it in the game bit by bit. They need to finish the actual system first before they can implement it to the game and start expanding upon it.

Edited by ChainReactor

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OK, thank you. I'm very excited about seeing their numbers grow and their improvements.

I wish we can give the trucks back and just get many more infected numbers in the game and having them work properly.

I'd give my left nutt for that at this point.

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There have been *some* changes to zombies over the past 10 months though. Those include:

  1. Navmesh initial implementation. This caused zombies to path better and go through far fewer walls, doors, and floors. I believe it was also a prerequisite to more animals and stuff.
  2. Introduction (and then removal) of the hopper. That little bastard showed up roughly around .49 (maybe a build or two before) and then disappeared as quickly as he came in .50. There was a thread about his disappearance.

There were others as well - I know that the zombie hitbox had been moved/tweaked and a few other things were done. At least now you can *most of the time* lock them behind doors, which is helpful in dealing with them as a bambi when it works.

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OP make it sound like we haven't heard anything from them since they were hired, which is no even close to the truth.

 

We already have the navmesh as the first result (implemented quite a long time ago), the current zombie AI is the same placeholder AI it has been since release, they don't do incremental work on that one but rather plan to roll out a full build this Q1 (it sounds like it is very close to going to experimental). Also, anyone bothering to read the weekly dev status reports should be relatively well-informed regarding what they are working on.

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You make it sound like the work they've done has contributed nothing, when in reality it hasn't even been implemented. If you care, check the roadmap.

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You make it sound like the work they've done has contributed nothing, when in reality it hasn't even been implemented. If you care, check the roadmap.

Every time you write something I get images like this in my head and I start to laugh...

... I can't help it I'm still laughing!

23tl0qr.jpg

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Every time you write something I get images like this in my head and I start to laugh...

... I can't help it I'm still laughing!

23tl0qr.jpg

 

Hey, nothing helps supportive posts in the forums like a shirtless Terry Crews ;)

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