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Status Report - 15 Oct 2015

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hi brian also regarding the car video. there is some nice physics forced on the vehicle-parts going on which leads me to this question: how much of this are we going to see eventually in dayz' environment: physics on barrels or other objects, waving flags, etc.

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Peoples.

 

We can try to keep repeat questions to a minimum by reading the questions in the thread before yours.

 

Also a bit sad to see so many questions which could be answered simply by reading past status reports.

 

:rolleyes:

 

Meh. Oh well.

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Hmm speaking of vehicles something I always wondered but never heard an answer to is on helicopters, would it be extremely easy to implement helicopters due to the fact that the base engine was take on helicopters?

 

We've discussed, and even shown the "pilot vehicle" for helicopters fairly recently. I think the last Status Report before this, infact.

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So are the Chernogorsk high rises in or out?  :o  Thought they were thinking of removing.

 

They are here to stay.

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Where is main things in game??? ZOMBIE!!! nothing say about ZEDS!!! in GAME!! and why you like that? now this game is the same in big City ho Counter Stike! nothing different just hear shot, shot and shot!

 

Pretty sure one of the first things mentioned is the infected.

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We've discussed, and even shown the "pilot vehicle" for helicopters fairly recently. I think the last Status Report before this, infact.

Would helicopters, tisy and beards make an appearance in .59?

Edited by StanleyWasHappy

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Would helicopters, tisy and beards make an appearance in .59?

 

:ph34r:

 

Can I answer this?

 

NO. They won't.

 

I would bet you real world money that we won't see those things in 0.59.

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i am somewhat interested in the reasoning/motivation to change the animation mechanic into a fluid, dynamic one (see eating video) instead the one we had until up to date. i was a huge advocate for such a change but remember how Dean back then "smashed" these ideas as too taxing for the overall server-performance. 

 

so what has changed?

 

edit:

in addition to this new mechanic, this would obviously also open the door for different dynamics in actions e.g. slow/silent vs. fast/noisy reloading of a gun.

 

Absolutely nothing - as far as I can recall this has been a very long term goal that required significant change to the engine. All in all the actions are still powered mostly by script. Of course new stuff is written in Enscript, which is 300% faster than SQF. Although, the impact on the server should be negligible. 

Would helicopters, tisy and beards make an appearance in .59?

 

Oh Good Lord, No - no sir.

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so has we see vehicule destruction  the door,hood,ect fall appart ,will we be able to take them off with tool or deconstruct car ?

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One question/concern I would love to see addressed Brian:

In the gunsounds video, the players moves around and fires his submachineguns. He does it while hip firing and via the use of the newly introduced crosshair. The crosshair shows the exact movement of the sway, like the old dot did for a brief period of time. Luckily, you got rid of that, but now reintroduce it in a even stronger form? Why?

This really negates the need of aiming down sights. You can perfectly shoot from the hip, it's faster and you can move quicker and the aiming is totally sufficient.

Is this the direction you deliberately aim at, by design?

 

We don't have hipfiring in DayZ? The character in question had his weapon shouldered.

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Enscript

Is it similiar to SQF? (By syntax) Edited by StanleyWasHappy

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You mentioned Beta – does it still mean that all the presented features (2015 Roadmap, Trello) are going to be added before leaving Alpha? Is anything off the table, e.g. companion animals?

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Q: Are there any plans to make some special super-though "boss" zombies, that would require team cooperation to kill? Maybe even being faster and deal more damage then ordinary zombies. For example throw some of those between myshkino tents or other high demand militarized areas and make it super-hard to solo. Since zombies don't need functioning body parts to live you could easily get away with them requiring a ludicrous amount of bullets to kill. It would make militarized gear harder to obtain and might help with the server hopping problem.

Edited by Xetro

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Q: Are there any plans to make some special super-though "boss" zombies, that would require team cooperation to kill? Maybe even being faster and deal more damage then ordinary zombies. For example throw some of those between myshkino tents or other high demand militarized areas and make it super-hard to solo. Since zombies don't need functioning body parts to live you could easily get away with them requiring a ludicrous amount of bullets to kill. It would make militarized gear harder to obtain and might help with the server hopping problem.

Wouldn't like to see those anywhere, maybe in the Tisy Installation where super rare loot spawns but not in tent cities... this isn't Fallout lol

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They are here to stay.

 

Will the interiors get an overhaul so they'll feel less cookie cutter?  On that note, I recall from way back there was discussion on barricading and furniture having physics rather than being static models.  Is this something still being considered or was that just a rocketism?

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Where is main things in game??? ZOMBIE!!! nothing say about ZEDS!!! in GAME!! and why you like that? now this game is the same in big City ho Counter Stike! nothing different just hear shot, shot and shot!

 

They did though?

 

 

- Infected: We're going to be spawning infected again at strong quantities in 0.59 as the gameplay programming team has been working hard on making sure we can have a smooth 75 player experience (which is looking really good guys, I'm pumped!). However! Internally we're going over some strong suggestions and ideas on how to maximize the concentration and spawning of infected across Chernarus. I don't want to speak too much on this until we have a concrete plan on how we want to handle this. Hopefully next Status Report we'll be able to cover exactly what the plan is in more detail. Needless to say, if everything works out - I'm pretty pumped about i

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Wouldn't like to see those anywhere, maybe in the Tisy Installation where super rare loot spawns but not in tent cities... this isn't Fallout lol

Myshkino tents was just an example. Also don't think fallout bosses but more like already existing soldier zombies, just tougher.

Basically what I'm asking is, are there plans to make high reward areas any tougher for the solo player (encouraging cooperation) than they are now. I don't think just increasing zombie numbers would be enough since you could just spray them from far away (unless they will be tougher to kill).

Edited by Xetro

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Why don't you guys freeze the screen on the client as soon as it looses connection to the server. That would fix the lagswitch or any random desync that happens on a client. Counter strike has it like that and its impossible to lagswitch there or kill someone because someone has shitty internet or downloading porn.

Edited by spaceman9000

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Why don't you guys freeze the screen on the client as soon as it looses connection to the server. That would fix the lagswitch or any random desync that happens on a client. Counter strike has it like that and its impossible to lagswitch there or kill someone because someone has shitty internet or downloading porn.

Doesn't work like that. Real Virtuality is a pretty fixed engine. You can't just freeze the screen legitimately.

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Doesn't work like that. Real Virtuality is a pretty fixed engine. You can't just freeze the screen legitimately.

 

But its not Real Virtuality and since they are working on new engine now is the time to fix desync once and for all.

 

Someone who doesn't have a connection to the server simply cannot be allowed to kill other players, its just apsurd.

Edited by spaceman9000

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Q:Is shooting from vehicles still in plans? Will there be more commercial vehicles like pick-up or vans (like ones in mod).

Last night I played latest Origins mod update and new thing is that you need different tools for repairs of different parts. Since we have all those already in game, will it be like that in dayz? Can't change tire without tireiron,or battery without small wrench and screwdriver.

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Hey Hicks, thanks for the Q&A today! 

 

My questions is - will the car destruction physics, specifically the physics of the objects no longer connected to the car like the fallen off doors in the video, be client-side only?  Or will they be handled by the server like other physics.

 

I was just thinking it would be a good opportunity for a cool feature like this to be implemented without putting stress on the server itself, since I'm assuming the car parts are just scenery once disconnected with the car and unable to be interacted with. For example, in Killing Floor 2 , ragdoll physics of dead bodies are player-client-side only and not reflected on the server. Obviously in most cases its important for dayz physics to be server-side, but is this an exception? 

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Q: Could we turn off all kinds of PP effects separately but still "enjoy" effects that implicate some status like health? Also make the blood shown as some other effect than desaturation, that's horrible :D

 

I've really been on the fence about this, and to be honest I'm still undecided if you should be able to fully disable postprocessing. The title communicates critical information on the status of your character via this effect.

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I've really been on the fence about this, and to be honest I'm still undecided if you should be able to fully disable postprocessing. The title communicates critical information on the status of your character via this effect.

i think the desaturation is a good device to show your health status, however i wouldn't use it with every small loss of health. more in the last third or fourth of your health.

 

edit: this was a half-retarded sentence some time ago. fixed some words

Edited by joe_mcentire
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