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02-21-2013, 06:22 PM | |
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DayZ
With the DayZ standalone playable alpha release looming, I thought I would check out the mod version of the game. http://dayzdev.tumblr.com/
If you dont know, DayZ is an open world survival zombie game modification based off of the military sim ArmA 2 games. www.dayzmod.com Basically its hardcore mode survival against zombies and even more dangerous, other players. I have been watching vids for months and took advantage of a steam sale today to pick up ArmA 2. Anyone playing DayZ right now? Servers? Thoughts? I have a teamspeak we can use! |
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08-12-2014, 11:25 AM | #826 |
Abolish The Salary Cap!
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Rocket just confirmed at Gamescom that DayZ is coming to PS4.
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08-12-2014, 02:12 PM | #827 |
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I dont see Rocket is Leaving the studio now. They are going to start raking in massive cash if they can get shit sorted out.
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08-13-2014, 10:09 PM | #828 | |
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08-14-2014, 12:45 AM | #829 |
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logged in to check it out my character got wiped somehow! I was almost all geared up too! another 2-4 hours for gear lol
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08-14-2014, 10:27 AM | #830 |
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I know they wiped all ammunition.
Played some last night and teamed up with a guy and we proceeded to go on a tear, catching and handcuffing people and general shenanigans. Game is improving. |
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08-14-2014, 06:42 PM | #831 |
Choco Favre
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Metal Gear Solid 5 has been announced for pc.
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08-26-2014, 10:18 AM | #832 |
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Rumors abound that vehicles will be included in the build they are showing off at PAX prime.
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08-28-2014, 08:01 PM | #833 |
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Bolding the good stuff
Information to exp. branch-update: Version: 0.49.124857 990.8 MB big (credits to phobus666) Confirmed Features (by developers and many users): [System] navmesh update [UI] mode-name changed (credits to LeetModule) (pic) [UI] loading-screen shows server-IP and server-name (credits to LeetModule) [AI] animal-AI improved (credits to TheDarkSession) (video) [Gameplay] advanced weather impact on player-character [Gameplay] Hyperthermia added (you can pass out from too much heat) (credits to RoninKengo) [Gameplay] new weather-conditions-message: "I am hyperthermic" (credits to RoninKengo) (pic) [Gameplay] new weather-conditions-message: "I am lethaly hypothermic" (credits to BaronVonDark) (pic) [Gameplay] new weather-conditions-message: "it's chilly out there" (credits to LeetModule) (pic) [Gameplay] new weather-conditions-message: "I am sweating" (credits to crookedbydesign) (pic) [Gameplay] new weather-conditions-message: "I feel hot" (credits to Redskylight) (pic) [Gameplay] new weather-conditions-message: "The heat is unbearable" (credits to Redskylight) (pic) [Gameplay] new weather-conditions-message: "I feel cold" (credits to Redskylight) [Gameplay] new weather-conditions-message: "I feel quite cold" (credits to Redskylight) (pic) [Gameplay] new weather-conditions-message: "I feel seriously cold" (credits to LumaPuma) (pic) [Gameplay] 'Dry Clothes'-option added (credits to kll4) [Gameplay] Faster response of actions (credits to crematesjay) [Gameplay] Resuscitate-option added (credits to javierodst (pic) [Gameplay] melee combat mechanics improved and fixed (dayz-devblog-pic) (credits to A5tal) [Movement] Walking up/down stairs is faster (credits to killzone141) (video(credits to Ruairi_)) [Animation] new pick up apple-animation (credits to xJoshwaaaa) (pic) [Animation] You can no longer lean while jogging (credits to Seriou) [Item] Raincoat prevents from getting soaked (credits to AversoArastino) [Item] Gorka Jackets prevents from getting soaked ([credits to FPSTrollywood]http://www.reddit.com/r/dayz/comments/2eufwj/exp_049_828_discussion_unofficial_changelogthread/ck38x68)) (pic) [Item] Gorka Pants takes up 4 instead of 2 slots (credits to FPSTrollywood) (Pic) [Loot] Hunting Backpacks are spawning in barns (credits to crookedbydesign) [Loot] rotten apples can be picked up on trees (credits to ba-io) (pic) [Loot] Green Bandages is spawning again (credits to FPSTrollywood) Unconfirmed Features: [Gameplay] You can die of Hypothermia (credits to BaronVonDark) [Gameplay] Hiding body removed [System] central loot economy [System] network optimizations [AI] improved zombie AI [Item]: SMERSH vest is spawning again (credits to DaedraNocturnal) [Item): Fireaxe got nerfed (credits to BeBenNova) [Object] new bull model added (creddits to Mackaelroni) (pic) Confirmed Fixes: [Exploit] one berry/apple picking-exploit fixed (credits to Redskylight) [Gameplay] Issue with looting body icon being difficult to locate has been fixed (credits to Singleton44) [Animation] drinking a can directly from the ground no longer leaves an invisible full slot in your inventory (credits to muffin80r) [Animation] Aiming down and up fixed (you can see other characters aiming up and down) (credits to thatimer) Unconfirmed Fixes: you don't fall anymore because of drinking a water bottle (credits to ListedMad) Bugs: [Exploit] Another Picking berry/apple-exploit avaible: Receiving multiple returns of berry/apple by waiting until near the end of the animation to start spamming F and continuing to spam F through the next animation cycle. (credits to Icandoathousandnow) [Item] Mending/damaging clothes/items doesn't update the condition of the item until you move the item by taking it off or dropping ot or putting it to a slot in the inventory (credits to Su37) [Item] Thrown Items get stuck in the air and they vanish after a time (credits to LeetModule) (pic) [Item] Items get stuck to objects when thrown again (credits to Dethscythe) (confirmed by eugenharton) [Item] Chemlights and flares do not light up if you break them on the ground, you need to pick them up first (credits to Dethscythe) (confirmed by eugenharton) [Item] Cannot eject shells out of shotgun, still only shoots 1 shot (credits to Dethscythe) (confirmed by eugenharton) [Animation] You can squeez yor clothes with no animation when you have a weapon in your hands (credits to AversoArastino) [Old] ATC Tower glitch is not fixed yet, you can still go inside the walls. (credits to FR0STY5STAR) Gamefiles: [Item] The Lever action rifle (repeater) added (credits to Roy_McDunno) (pic [Item] Firefighter pants added (credits to Roy_McDunno) (pic) [Item] Firefighter top added (credits to Roy_McDunno) (pic) [Item] Fingerless gloves added (credits to Roy_McDunno) (pic) [Object] New Wolf added (credits to uajii (pic) [Item] police baton added (credits to uajii) (pic) [Item] telescoping baton added (credits to uajii) (pic) [Item] stun baton added (credits to uajii) (pic) [Item] brass knuckles added (credits to uajii) (pic) |
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08-28-2014, 08:05 PM | #834 |
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NOOOOOOOOOOOOOOO my main PC monitor died on me looks like its time to buy a new one! lol
now i wait for Fed Ex to drop off my new one. Went with a 27 in BenQ monitor, because of the input lag for street fighter is among the best there is out there. I play SFIV alot. lol Last edited by kcxiv; 08-28-2014 at 10:36 PM.. |
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09-10-2014, 08:33 PM | #835 |
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Focus for the development team over the last week has primarily been on resolving server and client crashes discovered during internal testing of 0.49. Rather than address the crashes with a potential hotfix after the update (given the impact of the associated central hive reset and the steps taken to address the more prevalent duplication and abuse methods) the choice was made to unlock the update from our regularly scheduled maintenance window of Wednesday and rapidly iterate upon experimental. What does this mean for the average chernarusian survivor? We will be pushing rapid updates to experimental and iterating 0.49 until the build is in a state ready for stable branch. We believe this will only be a matter of a few days. When the build is ready for stable branch we will work with our game server partners to bring stable branch offline, and update steam.
Additionally, the programming and design teams have been working together to investigate and resolve several key cheating and bug abuse methods including but not limited to: Server/Character force re-initialization Rapid micro player location updates (slide/glide teleporting) Community interest in exactly how the northern regions of Chernarus will be developed has been ongoing, and after discussion with Senchi our Lead World Designer we've put together a rough guide for the development of these regions. http://i.imgur.com/hGfImUF.jpg As you can see looking at the map above, the environment team has a clear plan for developing the north and inland regions. When work on the northern corridor has completed the environment team will begin revitalizing existing legacy villages and towns throughout the map. This means that once the villages and towns of the north listed in the above image are completed, the team will begin renovating the original Chernarus towns and villages to bring their look, feel, and layout more in tune with the reality of a post-apocalyptic world. Lastly, this Friday will be the first of our now weekly dev streams on Twitch.tv. Head over to twitch.tv/dayz at 18:00 GMT +2 this Friday and members of the development team will be playing DayZ and answering questions from the chat. -- Brian Hicks / Producer Peter / Lead Designer "This week there has been ongoing work on advanced weather impact, which is being expanded, partially rewritten and tweaked to provide better utilization and feeling. Also newly added mercury thermometer comes in hand if you are unsure about your body temperature. The prototype of the dynamic events system - the UH-60 gets company from the eastern camp, the well known Mi-8 helicopter. A few new items were added recently from the PAX showcase, such as the stun baton and balaclavas and they will be available for public in next experimental version. As well hunting will be expanded with the useful snare trap shortly. We are currently focused on cleaning and redoing configurations for all doors as their handling was fundamentally changed in the game engine. Improvements which will be noticeable at first is the easier interaction with them - forget about nightmare which door to choose from action menu to open those you want to while you are standing near to more of them as now it takes into account what your cursor is aiming at and it's not proximity based. The second welcomed change is related to the audio side - sounds of doors opening and closing are possible now and are already plugged in and you can really tell difference. (Although the variation in sound effects are not quite there yet) More sounds will come later for example for locked doors because with recent door improvements we can finally start working on barricading. We have already done some design outline and analysis toward barricading mechanics - to allow you to take existing structures and occupy them for your needs. First thing to come will be (un)locking the door's lock with a lockpick which will be expanded with different padlocks and even combination ones. Later the wooden planks, nails and other material come to use in combination with tools which gain other purpose aside from melee only. Keep your ears open while looting... see you in Chernarus folks!" Chris / Lead Artist Character Art Since the last update, the biggest change with character art has come with the creation of a new base body type with is ~10% more slender than the previous. It is more fitting for somebody surviving in a harsh environment and will help reduce the number of clipping errors between clothing/player bodies. Because of this and recent changes to how characters are assembled and to their animations, we have been doing a lot of bug fixing. Unfortunately that means pausing the creation of new items by some of our artists to fix the worst of these issues immediately, however, we're mostly past this and will begin again on some new clothing “sets”. Work on reshaping other items to reduce the severity of clipping will be ongoing. Weapons (or the AKS-74-and-U) Many of you were happy to learn about the AKS-74U and many asked me on twitter and on the DayZ forum which caliber it will be chambered for. Surely, we would not add a 5.56mm AKS-74U, right? I mean, they never really made a direct AK100-series equivalent for the AKS-74U after all. http://i.imgur.com/TG3yE1H.jpg Well, you'll be happy to learn we are, in parallel, working on art for 5.45x39mm ammo. In other news, The MP133s animations have been finished and are now pending sounds and the lever-action repeater is ready to deploy, following implementation by design. Vehicles Friends, I am happy to report that we have officially begun working on the art for our first vehicle. Until this point, our working prototype has been an old vehicle from ArmA2 but now, we are working on a brand-new V3S with many of its components (i.e. wheels, doors, etc...) separated into different meshes to work in a similar manner as weapon attachments." Standup Notes for the week of 08 Sept 14 Art: V3S Transport Truck New civilian zombie NEAF civilian hangar New 55-gal drum Derringer AKS74U 5.45mm ammo Radio Cassette player RGD2 smoke (white, black) Waterproof packable bag Waterproof backpack Animation: Bugfixing Grenade, chemlight, flare related animations finished Repeater reload animations done Throwing animations in progress MP133 reload animation in progress Arming/Disarming animations polishing in progress Design: bugfixing configs and scripts for new items added mi8 for random spawning advanced weather impact on player reconfiguring doors and adding sfx barricading mechanic outline finalizing new controls Programming: Character and inventory items duplication fixing Melee combat tweaking Shotgun shooting over network fix Door reimplementation (now in internal testing and bugfixing) New gamecontrols Forced reinitialized players Desync issues Better sound over network Central economy (type related cleanup and respawn, dynamic tweaking) New basic zombie behavior * Partial reworking of respawn / cleanup system according to required type-related implementation |
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09-10-2014, 09:57 PM | #836 |
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i got some damn riflein the game and it doesnt give no info on it or what kind of ammo i need for it. I got all this ammo and nothing fits so far. lol
description say this "...." |
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09-10-2014, 10:09 PM | #837 |
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09-10-2014, 11:02 PM | #838 |
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its an AKM Know what rounds it takes?
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09-11-2014, 08:36 AM | #839 |
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09-11-2014, 11:46 AM | #840 | |
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