DayZ (Standalone, "1.0") [Early Access Forever]
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4treyu




Posts: 23064

PostPosted: Sat, 19th Apr 2014 12:32    Post subject:
Binoculars! Finally! So Much Win
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4treyu




Posts: 23064

PostPosted: Wed, 23rd Apr 2014 12:56    Post subject:
New patch out, around 375MB. And yeah, binoculars and crossbows are here Smile

Quote:

Change Log - 0.44.123800
CHANGELOG:

Note: Pending final notes from programming team.

Known Issues:
Binoculars not functioning properly in crouch and prone states.
Thrown objects moving at a slow frame rate during peak server load
Crossbow damage higher than desired
Ongoing melee balancing has zombies more resilient to body impacts. (Aim for the head)
Accelerated Time falls out of sync after extended uptime (disabled for this update)

New:
Actions: Melee attacks added to frying pan and cooking pot
Actions: Recipe for bow crafting added
Items: Dexterity of shotguns, pistols and rifles configured
Items: Tracksuit Jackets and Russian Officer Hat configured and added to loot spawns
Items: Binoculars configured and added to loot spawns (known issues above with this item)
Items: Implemented Crossbow + bolts.
Server: Basic item bullet physics enabled (known issues tied to server performance)
Server: New guaranteed messaging system for network traffic
Server: New player spawn locations near Klen, Chernaya Polana, Orlovets
Server: Accelerated Time implemented for gameservers
World: New Ash Tree model
World: New village "Karmanovka" has been added

Fixed:
Actions: Crafting with medical items - splints, blood bags, blood testing
Actions: Removed force feed and force drink from epinephrine and morphine
Actions: You can no longer turn on flashlight or defibrillator laying on the ground without battery being attached to it
Actions: You can no longer empty magazines or ammunition boxes laying on the ground (and loose ammo)
Actions: Burlap sack removes from head properly
Actions: Apply defibrillator action messages
Actions: You can catch rain holding bottle in hand only
Actions: moved quantity manipulation and item removal directly into action on self
Actions: added config entries to actions for single use food and drinks
Actions: Single use food and drink items now adding to player water and energy levels
Actions: Injection vial cannot be consumed
Actions: Medical items related actions on other player (proper quantity handling)
Animations: Player now can wave (F1) when unarmed or holding one-handed item with raised hands.
Animations: playing correct footstep sounds for 2handed melee raised run, aimed rifle run
Animations: Removed the jerky motion when sometimes equipping a weapon/item, usually at the start of eating/drinking/bandaging
Animations: sitting with 2 handed melee should now work properly
Animations: Fixed an issue where you would first stand up when pressing crouch in unarmed sitting pose
Animations: Fixed an issue where you couldn't sit from unarmed prone directly.
Animations: fixed missing rotation animation for unarmed crouched player
Animations: Iron sights now use all 3 parameters for min, max and init zoom. Values of these params tweaked.
Animations: Player's "naked eye" max zoom level lowered. It allows for the same max zoom as iron sights.
Gear: Improvised courier bag and taloon backpack shows their damage state in inspect window
Gear: Green bandage stops bleeding
Gear: Fruits no longer show 100% label
Gear: FNX45 red dot sight optics renamed and now requires 9V battery in order to work
Gear: Resolved chambering issue with 22 related to stack quantity
Gear: Tablets amount in inventory slot changed from % to pills
World: Rocks at Ship Wreck location reworked
Zombies: Melee attack bleed chance nerfed
Zombies: Damage is dealt to head while kneeling
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jarlian




Posts: 195

PostPosted: Wed, 23rd Apr 2014 15:16    Post subject:
4treyu wrote:
New patch out, around 375MB. And yeah, binoculars and crossbows are here Smile

Quote:

Change Log - 0.44.123800
CHANGELOG:



No idea why the patch is that large... I'm sure they are working alot on the client side hacks that have been popping up lately. People seem to be altering their ammo count to get unlimited ammo clips. Still not gonna play it though...
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4treyu




Posts: 23064

PostPosted: Wed, 23rd Apr 2014 20:17    Post subject:
Yeah, the famous 99 bullets in the mosin clip I personally haven't encountered one of those yet though.
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moosenoodles




Posts: 18411

PostPosted: Wed, 23rd Apr 2014 20:24    Post subject:
desync galore, right click only shows inspect... 10 mins later trying same thing. bleeding out.. pristine bandage.. inspect.. inspect... etc etc..
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jarlian




Posts: 195

PostPosted: Thu, 24th Apr 2014 10:20    Post subject:
New devblog and a hopefull tweet:

Quote:
Marek Spanel @maruksp
Early warning to ~5 percent of users playing early access of #dayz :we may start supporting #directx 10/11 / #64bit OS only in future.

https://twitter.com/maruksp/status/459076191602102272

Devblog: http://dayzdev.tumblr.com/post/83623167155/experimental-branch-saw-many-changes-in-0-44
Quote:

Experimental Branch saw many changes in 0.44, which have been released on stable. Two very important changes were improvements to multiplayer netcode and an entirely new mouse control system that removed the previous one based on mouse acceleration.

We’re now continuing our work optimizing and bug fixing, while others in the studio work towards new functionality for hunting and survival.

Respawning Loot Experiments
We have been gathering a huge amount of metrics around loot spawn and distribution from the experimental servers, culminating in a test of an engine based loot respawn system last night on experimental. Out of this we identified some very significant optimizations we can make to how loot is managed, and also identified how we can make loot respawn.

These changes will flow in over time as we are planning to do this in iterations. Most important for us is to allow loot to respawn, even just at a basic level. Once this is done we will focus on persistent items (backpacks, tents, potentially even all or most items). Finally we will focus on globally managed loot.

Graphics Optimization and the Renderer
Work has commenced on disconnecting the renderer directly from the simulation. This would then free us to change (or even replace) the renderer much easier, allowing greater optimization and new functionality such as better particle effects. We have no timeframe for this completion no any specific goals beyond preparing it for future goals, but it’s exciting for us to start this work.

This work will offer us the potential for future very significant client FPS optimizations, such as better scene management, to solve issues people experience such as low FPS in cities.

Network out-of-sync problems
We are also looking at various out-of-sync bugs and other issues posted in the dev tracker. A great deal of progress was made on some issues with the 0.44 patch, so we encourage those having serious network problems to try out the game now with the new update. Many of the remaining issues (such as rubberbanding) are related to low server FPS that will be fixed with performance optimizations.

64-bit Server
This is now fully compiling and ready for test deployment. We are currently scheduled to test this deployment on experimental next week. While it is unlikely to improve performance of the server, it will remove memory limit problems we previously experienced (particularly with the growth of ragdoll and physics in general on the server). It’s also a huge milestone for us in other areas of work focused on making the dedicated server environment much more robust.

From the Lead Artist, Chris Torchia
I’m really happy with the direction of the artwork in DayZ and have to point to my great team of artists who make it happen. Its been another busy week for us and I can’t wait for you guys to see all the new content on the way.

Character Art
We just finished a basic police uniform inspired by some combination of Russian DPS and our local Mestská policie (affectionately known as the Hicks Unit for their enthusiasm with issuing tickets to our own Brian Hicks). We’re starting to play with OMON-inspired riot police uniforms but its a bit too early to show anything. We’re also working on a GORKA-E uniform in multiple patterns and we’re hoping to pick up the pace in this department as we welcome a new full-time character artist to the team.



Environment
The team would like to focus now on some signature objects to spice up the vast environment and make the new explorable areas more unique. We’ve just finished a new office building and will start an ornate municipal building which will serve as a land mark in a new large city being constructed by the map design team. This city, called Novodmitrovsk, will have an industrial zone and is very close in size to Cherno or Electro but located in the north of our terrain. We’ve also created a ‘graveyard set’ of various objects so the map designers can enhance the gloomy atmosphere.

Animals
Our Bratislava studio is wrapping up the first batch of animals requested by the game designers. The studio’s own animators and programmers will soon begin work on animal AI and animations to deliver an authentic experience for our players. We’re also working on a prototype fish model and an improvised fishing pole as requested by the designers. As an outdoorsman myself, I’m really looking forward to seeing these survival features develop.



Weapons
The venerable AKM is nearing completion I don’t want to be held to a specific date for when it will be released to experimental but it won’t be long. I just tested out the PSO1 scope with a 75 round mag dump. What have I done? I’ve created a monster! Also, we’ve completed a pistol that I think will give players some new gameplay options. It fires a .30 cal rifle cartridge and comes with a long eye relief scope. We’ve simply taking to calling it the Longhorn.

Animations
Viktor, our animation lead reports that his team was focused mainly on bug fixing in the past week. Many new hand poses were added for items so the player is holding them properly. They’ve also been working on reload animations for the P1 and Longhorn pistols, and AKM. At the same time, the programmers did a great job for allowing synchronization of animations between the bowstring and character hand. It will also sync across the network since we feel its important for other players to know when the bow is drawn and when its at rest. It’s been a pleasure to see this develop over time and its only going to get better.


I'm still waiting for a little more content though... Another nice read:
http://www.pcgamer.com/2014/04/19/h1z1-footage-shows-that-yep-it-looks-a-lot-like-dayz/
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Rasmus




Posts: 462
Location: Pik Kozlova snipin' with voldY
PostPosted: Mon, 5th May 2014 20:52    Post subject:


Looks like some cracked the nut !


the funniest thing about this particular signature is that by the time you realise it doesn't say anything it's to late to stop reading it.
MSI Z87-GD65 Gaming Z87 - Core i7 I7-4770K 8 MB - ASUS GeForce® GTX 780 DirectCU II - 16gb 2400mhz corsair vengeance - 250ssd Samsung - RM850 — 850 Watt 80 PLUS® Gold Certified - benq z2420xl + samsung sa350 - Carbide Series® Air 540
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jarlian




Posts: 195

PostPosted: Tue, 6th May 2014 13:20    Post subject:
Rasmus wrote:
Looks like some cracked the nut !


What nut was that? Video was removed Sad
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zipfero




Posts: 8938
Location: White Shaft
PostPosted: Tue, 6th May 2014 15:10    Post subject:
jarlian wrote:
Rasmus wrote:
Looks like some cracked the nut !


What nut was that? Video was removed Sad



he wrote to me on steam it was apparently cracked SA and he had put planes and cars etc in it(probably from arma 3?)


8 out of 10 dentists prefer zipfero to competing brands(fraich3 and Mutantius)!
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DaLexy




Posts: 3035
Location: Germany
PostPosted: Tue, 6th May 2014 16:22    Post subject:
Right, his Client is a Full SA version + Modded files that uses greenluma emu !
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jarlian




Posts: 195

PostPosted: Sat, 10th May 2014 17:02    Post subject:
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Mr.Tinkles




Posts: 12378
Location: Reino de Suecia
PostPosted: Sat, 10th May 2014 17:04    Post subject:
This game has unfortunetly only been a letdown. Sad
Should have just stayed with DayZ the mod.


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jarlian




Posts: 195

PostPosted: Sat, 10th May 2014 17:10    Post subject:
Go play the mod again.. im sure will get back on that opinion;-)


Never argue with a fool, he will only drag you down and beat you on experience...
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Mr.Tinkles




Posts: 12378
Location: Reino de Suecia
PostPosted: Sat, 10th May 2014 17:19    Post subject:
At least there's more to do in the mod than there is here. This is just a pvp fest which is buggy, sluggish and pointless.
The game might get good in a year or two but at this point it's quite boring and far from being a "survival-zombie" game.


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evilmonkey




Posts: 2402

PostPosted: Sat, 10th May 2014 20:06    Post subject:
Prefetian wrote:
This game has unfortunetly only been a letdown. Sad
Should have just stayed with DayZ the mod.


Yep agreed, sometimes I load it up run around fields for 5 mins and just exit to windows.

Waiting on H1Z1, looks great
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Przepraszam
VIP Member



Posts: 14474
Location: Poland. New York.
PostPosted: Wed, 14th May 2014 23:09    Post subject:
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4treyu




Posts: 23064

PostPosted: Wed, 14th May 2014 23:15    Post subject:
Wow
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dodger2020




Posts: 3537

PostPosted: Thu, 15th May 2014 01:39    Post subject:
Who gives a damn if dayz source was taken. Maybe Arma2/3 source was grabbed too and finally the community can make it not run like a frozen turd rolling uphill.
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Pipili




Posts: 446

PostPosted: Thu, 15th May 2014 01:52    Post subject:
Arma 2 engine is only good for tetris...untill you hit Elektro level...then its 9 FPS....
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4treyu




Posts: 23064

PostPosted: Thu, 15th May 2014 02:26    Post subject:
Aww Yeah
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Thu, 15th May 2014 11:04    Post subject:
Przepraszam wrote:
http://www.relyonhorror.com/latest-news/bohemia-interactives-servers-hacked-dayz-source-code-possibly-stolen/

SQL Injection? What is this? 2000?


Rip


2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
2018 - x Build • Fractal Design Define R6 Gunmetal • Intel Core i9 9900K • Corsair H150i Pro RGB AIO • Asus ROG MAXIMUS XI HERO • 2x16Gb Corsair Dominator Platinum DDR4-3200 • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair HX850i PSU • 1x Samsung 970 Evo M.2, 1x Samsung 860 Evo SATA, 1x Samsung 850 Evo SATA •
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Kurosaki




Posts: 5673
Location: germany
PostPosted: Thu, 15th May 2014 12:18    Post subject:
m3th0d2008 wrote:
Przepraszam wrote:
http://www.relyonhorror.com/latest-news/bohemia-interactives-servers-hacked-dayz-source-code-possibly-stolen/

SQL Injection? What is this? 2000?


Rip


+1
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Thu, 15th May 2014 20:16    Post subject:
Actually the perfect time to start from scratch on a different and more capable engine I'd say. They surely got the money now and no one expects this game to be done before early 2016 anyway.

But who am I kidding Laughing


2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
2018 - x Build • Fractal Design Define R6 Gunmetal • Intel Core i9 9900K • Corsair H150i Pro RGB AIO • Asus ROG MAXIMUS XI HERO • 2x16Gb Corsair Dominator Platinum DDR4-3200 • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair HX850i PSU • 1x Samsung 970 Evo M.2, 1x Samsung 860 Evo SATA, 1x Samsung 850 Evo SATA •
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hailey




Posts: 866

PostPosted: Thu, 15th May 2014 20:24    Post subject:
More like perfect time to cut and run
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Rasmus




Posts: 462
Location: Pik Kozlova snipin' with voldY
PostPosted: Mon, 19th May 2014 20:11    Post subject:
http://www.reddit.com/r/dayz/comments/25y1e5/i_just_received_some_incredibly_disappointing/

Once again the team shows how unprofessional they are !

"we made an entirely new engine!" No you didnt you took the 'take on helicopter' engine and remade the buildings or you added some shit inside!
and remade the debris on the roads! we huuu ! this is truely going down the toilet!

Believing the engine is capable of running +100 vehicles and 10x the amount of zombies in beyond believe ! ( PLEASE GOD I BEG YOU TO PROOF ME WRONG !!! )

So far the guys from Breaking point made way more progress than this !


the funniest thing about this particular signature is that by the time you realise it doesn't say anything it's to late to stop reading it.
MSI Z87-GD65 Gaming Z87 - Core i7 I7-4770K 8 MB - ASUS GeForce® GTX 780 DirectCU II - 16gb 2400mhz corsair vengeance - 250ssd Samsung - RM850 — 850 Watt 80 PLUS® Gold Certified - benq z2420xl + samsung sa350 - Carbide Series® Air 540
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VFik




Posts: 157

PostPosted: Mon, 19th May 2014 21:24    Post subject:
Rasmus wrote:
http://www.reddit.com/r/dayz/comments/25y1e5/i_just_received_some_incredibly_disappointing/

Once again the team shows how unprofessional they are !

"we made an entirely new engine!" No you didnt you took the 'take on helicopter' engine and remade the buildings or you added some shit inside!
and remade the debris on the roads! we huuu ! this is truely going down the toilet!

Believing the engine is capable of running +100 vehicles and 10x the amount of zombies in beyond believe ! ( PLEASE GOD I BEG YOU TO PROOF ME WRONG !!! )

So far the guys from Breaking point made way more progress than this !


Did you read through rockets replies to that too? Why so mad anyway?
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Rasmus




Posts: 462
Location: Pik Kozlova snipin' with voldY
PostPosted: Thu, 22nd May 2014 18:07    Post subject:
Yea i did, and i still find it lame.

On the other hand my mind is blown by the new update Smile
faith in the game restored Very Happy


the funniest thing about this particular signature is that by the time you realise it doesn't say anything it's to late to stop reading it.
MSI Z87-GD65 Gaming Z87 - Core i7 I7-4770K 8 MB - ASUS GeForce® GTX 780 DirectCU II - 16gb 2400mhz corsair vengeance - 250ssd Samsung - RM850 — 850 Watt 80 PLUS® Gold Certified - benq z2420xl + samsung sa350 - Carbide Series® Air 540
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S.S.S




Posts: 1489

PostPosted: Thu, 22nd May 2014 18:20    Post subject:
Prefetian wrote:
At least there's more to do in the mod than there is here. This is just a pvp fest which is buggy, sluggish and pointless.
The game might get good in a year or two but at this point it's quite boring and far from being a "survival-zombie" game.


This is how i feel too. It's awesome for the first couple of time you play it when everything is new and you are in the learning process. However once you know everything and have been fully geared a couple of times and killed some people there are no real incentives to replay. The quest for items quickly become repetitive and feel like a chore once you've done it a couple of times.

Playing with a group of buddies with mics are the only times i play DayZ now as i can still have some fun that way. Solo not so much
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moosenoodles




Posts: 18411

PostPosted: Thu, 22nd May 2014 18:41    Post subject:
Rasmus wrote:
Yea i did, and i still find it lame.

On the other hand my mind is blown by the new update Smile
faith in the game restored Very Happy


what fucking update is so mind blowing you speak of?
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Badrien




Posts: 2118
Location: Netherlands
PostPosted: Thu, 22nd May 2014 18:54    Post subject:
moosenoodles wrote:
Rasmus wrote:
Yea i did, and i still find it lame.

On the other hand my mind is blown by the new update Smile
faith in the game restored Very Happy


what fucking update is so mind blowing you speak of?


DayZ Experimental .45.12499

 Spoiler:
 



Doesnt look too faith restoring to me tbh

edit: the new town img http://imgur.com/JbSun86
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