#4020548 - 10/10/14 02:09 AM
*STATUS REPORT UPDATES* Ongoing topic - OCT 6 onwards
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Joined: Dec 2002
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Ajay
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newbie
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Brisbane OZ
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OCT 6Art: Multiple crafted leather items Women's shorts, sweater. Procedural color changing for loot. Polishing bush rag and 3D camo for weapons Plants for horticulture Craftable vest and coat Various car parts Prison Uniform Steyr AUG Zombie skeleton tweaks Large military tent Animation: Player Unarmed Sprint Player animation graph bugfixing Zombie mocap processing Lowered one handed Pistol Animations Polishing Zombie Animations Player Pistol Animations Design: Bugfixing Configs and scripts for new items (lockpicks, rangefinder) Configs and scripts for hermit zombie Configs and scripts for MP133, Repeater Weather impact on player and carried items Vehicles and their parts Horticulture Barricading Animal and zombie AI Advanced melee combat string table Programming: Critical inventory fixes Unintenional weapon switching Issues with animation sychronization Server performance issues Broken door states in navmesh Improved persistance saving Server performance issues Data/Common Stats tracking Loot distribution analysis Includes a 12 hour heat map on an experimental server .50 DEV BLOG
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#4025944 - 10/23/14 02:55 AM
Re: Latest status report OCT 6-
[Re: Ajay]
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Joined: Jul 2002
Posts: 2,849
Falstar
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Senior Member
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Edina, MN 55439
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On to 50.21.10 My shoes are wearing out after 5 miles. Rains inside buildings. The lock picks work great for locking doors. Who needs tents when you can have a whole shack!
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#4026427 - 10/24/14 02:44 AM
Re: Latest status report OCT 6-
[Re: Ajay]
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Joined: Dec 2002
Posts: 19,381
Ajay
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newbie
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Brisbane OZ
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Oct 23rdArt: Improvements to the skybox and lighting Multiple crafted leather items Women's shorts, sweater Polishing bush rag and 3D camo for weapons Prison Uniform Pants Medical Scrubs Steyr AUG Large Tent Various new environment models Animation: Sitting gesture changes/polishing Prone animations with pistol polishings New hand poses for items Wring clothes animation done Binoculars animation graph tuning Bow reload animations in progress Design: Bugfixing (tent pitching, repairing leather items, struggling, containers) Configs and scripts for new items (heat pack) Shoes and foots damage Expansion of weather impact Loot tables maintenance Damage and destruct textures Advanced melee Barricading Animal companions Loot distribution Injured character Controls Inventory Vehicles Programming: Critical inventory fixes Unintenional weapon switching New gamecontrols Loot distribution improvements Gameplay statistics Door states persistence Implementation of the V3S vehicle Zombie/Animal AI DEV BLOG
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#4026952 - 10/25/14 01:04 AM
Re: Latest status report OCT 6-
[Re: Ajay]
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Posts: 19,381
Ajay
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Brisbane OZ
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#4028686 - 10/29/14 04:00 AM
Re: Latest status report OCT 6-
[Re: Ajay]
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Ajay
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Brisbane OZ
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#4028954 - 10/29/14 05:20 PM
Re: Latest status report OCT 6-
[Re: Ajay]
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Joined: Jun 2010
Posts: 616
Ratcatcher
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North Yorkshire, UK
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Most who have been following dayz should know this, but anyway..
eugenharton, DayzDev, Associate Producer
And we do not plan to do any great optimalizations before new renderer module gets in. Estimated for the begining of 2015 Well that's very disappointing, I cant play this game anymore for the absolutely rubbish frame rates I'm getting as soon as I even take a glance at any towns or built up areas. Arma3 however gives me 50-60 fps in similar areas.
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#4029042 - 10/29/14 10:19 PM
Re: Latest status report OCT 6-
[Re: Ajay]
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Joined: Dec 2002
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Ajay
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newbie
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Brisbane OZ
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#4032337 - 11/05/14 11:49 PM
Re: Latest status report OCT 6-
[Re: Ajay]
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Joined: Dec 2002
Posts: 19,381
Ajay
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Going to be cool to set up ambushes again That is something i have really missed in the SA. Update 4th NovPeter / Lead Game Designer "With the delay of releasing stable version caused by crashes last week we entered a data freeze mode thus not many new things went into the experimental - mostly safe fixes or tweaks from our side. However work didn't stopped for the team. Currently we are working on enhancement of horticulture with fertilisers and protection against pests. Cooking is being prepared for refactoring and at the end gas cooker and fireplace will offer similar possibilities. Apart from that there are ongoing discussions about construction (base building), zombies AI, inventory and other aspects of the game. Vehicles.As nearly everyone is looking forward to them so I would like to disclose the current status of them a little. Vehicles implementation in the engine itself like handling, physics and other parts was completely written from scratch. We (design) finally got our hands on them as the programmers finished their work on basic needs and they will continue further with their work in parallel with ours. So far we have a driveable V3S with basic configuration in game along with some basic controls and our main focus now is to bring the initial implementation to the public as soon as possible. Of course as it will be just basic stuff for now I would like to point out that it will be not wise to await advanced features like complete repairing with full controls, all parts, upgrading, mounting points, shooting from vehicles and such. All this and much more will be ongoing iterative process like with everything and it will take a while to reach the final implementation so bear with us. Meanwhile you can refresh your knowledge of traffic rules... see you in Chernarus folks!"
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#4032782 - 11/06/14 09:24 PM
Re: Latest status report OCT 6-
[Re: Ajay]
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Joined: Mar 2011
Posts: 1,666
Chris2525
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Member
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Canada
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Doing pretty well now. I spawned a little while ago right in downtown Cherno. After about half an hour of looting my way down to Balota, I looked like this... I got lucky and found that fully modded AKM just sitting in the entracne to the Balota control tower. Neeldess to say, I didn't stick around. I went straight back to Cherno to start hunting bandits. Laying on top of the big industrial building, I saw quite a few players running around. Eventually I spotted tow guys chasing another guy down, attacking him with melee weapons. I managed to wing one of the aggressors, but they all took off running in separate directions one they realized someone was shooting at them. Following that, I shot a zombie off the 6 O'clock of another survivor who running for his life. Then the server restarted. Not to shabby for about an hour's worth of effort.
Windows 7 Home Premium x64 / Intel Core i7-3770K @ 3.50GHz (8 CPUs), ~3.9GHz / 8192MB DDR3 / NVIDIA GeForce GTX780 / TM Warthog / Saitek Pro Fight Rudder Pedals / TrackIR5
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#4032837 - 11/06/14 11:12 PM
Re: Latest status report OCT 6-
[Re: Ajay]
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Joined: Mar 2011
Posts: 1,666
Chris2525
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Canada
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I'm surprised at how accurate that setup is.
So I just had an "American Sniper" moment in Cherno. From the same spot, I watched a freshie running down a road. Behind him, out pops a heavily geared up player from an alleyway. He takes aim at the freshie's back as he runs, I lay my sights on the gunman, and am left with the decision whether to fire. Do I wait for the fresh spawn to be shot in the back? Or would it then be too little too late? I decide that his aiming at an unarmed/oblivious player's back is hostile enough. I fire one shot, he starts spouting blood, I fire a second, he goes down unconscious, then I shoot him a third time as he's out cold, killing him. I felt bad about the third shot initially, but then I realized that he'd probably have regained consciousnesses by the time I got to him If I hadn't.
I climbed down the building to go see if he had any gear I wanted, but by the time I got to his corpse, he was already picked clean. After that, I got out of dodge, and am now heading north in search of more 7.62x39.
I do feel a little bad though. What if that player had just been innocently checking out the other player? He aimed for about two full seconds and never fired. But then why was he aiming at all? Maybe just in case? I guess I'll never know, and I'll just have to live with my decision. I'm sure I'll see his face every time I close my eyes.
Windows 7 Home Premium x64 / Intel Core i7-3770K @ 3.50GHz (8 CPUs), ~3.9GHz / 8192MB DDR3 / NVIDIA GeForce GTX780 / TM Warthog / Saitek Pro Fight Rudder Pedals / TrackIR5
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#4033326 - 11/08/14 01:58 AM
Re: Latest status report OCT 6-
[Re: Ajay]
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Joined: Sep 2006
Posts: 4,353
HitchHikingFlatlander
Senior Member
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Senior Member
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California
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Glad to hear you're having a better time with the game now Chris. The alpha does have its rough moments but when things work it really is a unique experience.
I've got a bad feeling about this.....
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