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Windows Arma 2: DayZ

Discussion in 'Gaming' started by kingred, 24 Apr 2012.

  1. [ZiiP] NaloaC

    [ZiiP] NaloaC Multimodder

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    Another option is to use chemlights which illuminate the area immediately around you. Doesn't help with searching for things at a distance, but at least it's not visible from miles away :)
     
  2. Otis1337

    Otis1337 aka - Ripp3r

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    good point, and different colours are visable at different range... blue is the best as its only visible if your very close.

    im waiting for someone to roll with on the ZiiP server if anyone wants to team up.. my survivor is north side
     
  3. Andersen

    Andersen I'm fine. I'M FINE! *banshee howl*

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    Hop on. Its Taviana. Not mine but fellow goon's server.

    IP Address: 173.192.170.98
    Port: 3374
    Player Limit: 50
    Max Vehicles Spawned: 500
    Mode: Veteran [Crosshairs: On, Nameplates: Off, Third Person: On, Tracers: Off, Death Messages: Off]
    Helicopter Crashes: Yes
    Care Packages: Yes
    Side Channel: On [Feel free to use it] but no voice
    Time Zone: EST (GMT-5)
    Hosting Location: Seattle, WA

    Just one thing: I'm going to be with another crew on this server and hostile towards pretty much everything except certain people.
     
  4. adzc1987

    adzc1987 Minimodder

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    Grrr, me and a mate have arranged to meet on the map somewhere. So i went on a pubbie last nite to get started, it had some anti cheat on it.

    It came up that NAME had been caught cheating reason:God....

    I didnt think much of it, then a few mins later my screen went sorta psychedelic, at first i thought my GPU was about to explode! But i noticed it was only my actual game not the HUD (like the vision indicator was fine etc). It only lasted about 15 secs then went away, it happened again 5 mins later.

    Few mins later I then find a water canteen and some other nice stuff, i spotted a lake about 100m back so i started heading for it to fill it, then my char stops, puts his axe away and done a handstand!!!

    Grrrr :wallbash: i had seen similar to this before so i quit....(i was on a pubby an all the chars got up and started dancing whilst a global message shouted "GANGNAM STYLE" then teleported us all together)

    I came back about 45mins later (dif server) and i find my char was right where the first psychedelic experience happened!!!

    raging! :(

    All the nice gear I had found was gone, i dont know why the server stopped logging then.
     
  5. Andersen

    Andersen I'm fine. I'M FINE! *banshee howl*

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    Now thats a new one. I've been hit couple times with some hack that allows the jackarse hacker to control my character. Locks you out of controls so only way to quit is alt-tab and kill the exe.
     
  6. MrDomRocks

    MrDomRocks Modder

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    I have had Monkey Monitor BS, Dancing, been given gear, teleportation, also a guy who blanked out my screen as I told him I was recording.

    Couldn't rejoin the server for a while.
     
  7. adzc1987

    adzc1987 Minimodder

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    Monkey Monitor thats it, what is it?
     
  8. MrDomRocks

    MrDomRocks Modder

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    It's a fake hack debug monitor. Seems hackers can inject lots of things not just to themselves.

    I have seen news bulletin menu stuff flash on the screen as well as other stuff.
     
  9. Otis1337

    Otis1337 aka - Ripp3r

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    Some more questions answered on Reddit by Rocket about Standalone.

    Q: How long is the closed technical test going to last?
    A: As long as it takes to smooth out the architectural issues.

    Q: Can we expect any new guns/gear upon foundation release?
    A: Yes, lots.

    Q: Have you made any improvements in terms of sound?
    A: Sound isn't something we've played with a lot yet. It's something we can easily improve - we want the freedom now to innovate, which means not getting locked down because we created certain content. The pace of our innovation is insane at the moment and is entirely changing the landscape of the future content changes.

    Q: Will the standalone bring an FPS improvement?
    A: Yes, but I follow the usual pessimistic thought that whatever FPS increases we see will likely be taken up with new things added to DayZ. A staggering amount of code that was unused by DayZ has been removed, and is ongoing. This includes UI code and object related code, everything. This provides some benefits. There has been a huge amount of art asset optimization, again helping. Overall, I would say DayZ standalone will offer a smoother experience but not necessarily an FPS increase. I.e if you run it on High now, you won't be running it on Very High but you should get a much smoother experience.

    Q: Any plans for Minecon-style DayZ events in the future?
    A: Probably, no plans as yet. I would say by June we have a good picture on the success of DayZ as a whole and sometime around then we'll have a good think about the future.

    Q: What are your plans for end game content?
    A: Firstly, once we have DayZ stabilized into something reasonable - we will look at some advanced vehicle stuff. I.e. sort of vehicle construction, adding different parts to vehicles etc...
    Then towards the end of the year, probably, looking at base construction as an entirely new game mode.

    Q: What about vehicle customization?
    A: Not initially, vehicles will remain very, very basic. But later we will add great depth to the parts mechanic something like a "vehicle construction" system. This will be our first foray into "endgame" type content, after we have stabilized the build.

    Q: Has Marek Spanel (CEO at Bohemia Interactive Studio for those who don't know) played the mod/sa and given any feedback on it?
    A: Marek has been extremely involved since very early in DayZ (since shortly after it's release really). He continues to be a key contributing member of the team both at a management/steering level and also with design.

    Q: What about the price?
    A: Cheap for a start, rising in price during development. I'm just going to come right out and say it, so that people start to stop with this whole "competition is good" thing. Competition can be good, under the right circumstances. Personally, the WarZ scandal and the price people have been paying has made me think, personally, that we've been undervaluing the project in terms of price. If one company releases a product, that doesn't perform well and is at a high price, and succeeds - what example does that set for other companies? People need to behave like rational consumers and not just instantly buy everything they see - otherwise all they will end up with is crap. The moment gamers start organizing and rewarding developers that meet what the consumers want - is the moment the publishers will be forced to value their developers more (and pay them more). Regardless, it's never going to be at a full retail price.

    Q: How often will updates come out?
    A: Daily/weekly. Pushed through steam as delta updates (<3 you steam!)

    Q: Will there be some kind of report system in case of hackers?
    A: TBC, likely something we will have to work on improving for the entire life of the product.

    Q: To what extent will customization go, e.g clothing, character
    A: Clothing, full range of selections: Head, eyes, torso, pants, feet, gloves, vest, backpack.

    Q: What about player numbers, 60 seems low currently but obviously that will depend on the map design and new areas etc, what do you think is an ideal number?
    A: This has been a key focus for redevelopment of Chernarus. I think about 150 is a good number, from our testing in terms of design.

    Q: I've been quite impressed by Seattle map in TOH. Would it be possible to rework the map to make it playable in DayZ
    A: It's very impressive map, but the issue is more it was designed for something specific (helicopters). DayZ needs interiors, they're really important. I think DayZ needs a new map, BI made, that features a western city... let's just say I have plans.

    Q: Will there be other animals in the woods such as wolfs, bears, a horde of zombies? Will there be caves, etc?
    A: One of the artists is working on a deer, and I believe a rat has been done. The main issue is animations, they have to be generated (often by hand, although once a horse was mocap'd here in the studio for another game!).

    Q: Has a chainsaw been added yet?
    A: Nope, not yet. We've only really started on item art asset development recently, as we just confirmed all our desired item architectural changes are possible.

    Q: Are you aware of the issues with rendering vegetation, obscuring items, tents and players at close range while they remain visible at long range?
    A: It is important, we're aware of it - but we haven't got it planned to be addressed yet. We're still on these major, sweeping, architectural changes.

    Q: How do you deal with the stress of the game? When you get overloaded with Questions and the difficulties with the development etc. What's your method of keeping things together?
    A: Bizzarely enough, aside from running or one of my hobbies like mountaineering or wakeboarding (which I can rarely do here) - the greatest stress relief comes from modding someone elses game.
    I love KSP and love modding for it, and I am really in love with Space Station 13 at the moment, and loving making new maps and editing/modding it. There is something inherently beautiful about modding that I just love. I probably was having a slow-moving nervous breakdown towards the end of last year, really. But this year has been great, the progress has been outstanding and all the huge gambles we took architecturally last year have started paying off.

    Q: How do you plan on making lone-wolfing more interesting as well as player interaction?
    A: I really want to increase the amount of activity in the game, such as hunting and just general surviving/traveling. I hope this makes the lone-wolf play more interesting, which in turn will add more value to any human interaction.

    Q: How does the whole humanity thing work?
    A: My first thought was "not well". Then I realized I made it, and I just felt bad for myself I think we can do better with the standalone with some good experimentation and innovation.

    Q: Is the idea of making security systems for underground structures still in?
    A: I'm playing a lot of Space Station 13 at the moment and it is giving me some tremendous inspiration for ideas for base construction. But expect this more towards the end of this year. We have much ground to cover first.

    Q: Will the ragdoll system be initially available in the SA or will you implement it later?
    A: No ragdoll currently, it is a significant amount of work and one we haven't done yet. We looked at it, even tried some, but it was just going to cause far too much delay.

    Q: When ArmA 3 comes out, are you going to mod DayZ into it or let the community do it?
    A: My real hope, is that the next "DayZ" comes out and get's it's big break in ArmA3. I made a space mod for ArmA2 that I never released, maybe I might make that for ArmA3! I guess someone will mod DayZ for ArmA3 and it will probably be great for it, that's the awesome thing about this community.

    Q: Can we expect some unannounced surprises in the standalone release?
    A: Absolutely. For the next 12 months at least, probably beyond that.

    Q: Are you still looking for SA testers?
    A: I am not handling the SA technology test tester list, Matt handles that. I'd probably implode with all the queries I'd get with it (my twitter/facebook/email is full now already).

    Q: Will private hives on the SA allow for admin controlled starting gear?
    A: Private Hives still haven't been thought out much. For a start, we're going to issue the architecture to some of the big hosters initially until we can secure it and lock it down more for general release. So initially, you'll either need to connect centrally to the main DayZ hive when running a server or you'll need to connect to one run by a commercial hoster. But we still haven't decided this fully yet.

    Q: Are you still considering underground bases? It was mentioned early on but not so much since.
    A: Once we have things really stable and solid, like a really good experience (I estimate loosely on my return from Everest in June), I think we will start with base construction. I've been playing A LOT of space station 13 and it has given me some great ideas.

    Q: Will there still be a 'dot' system and will it potentially still allow ESP hacks (which are hard to detect)?
    A: I want to remove the crosshair but I suspect we will have it configurable by servers. Same with 3rd person, but no firm decision is made yet we need to test everything out with you guys first. Hacking is something we will have to work on for the life of the product. I.e. forever. We just have to try this new architecture and continually innovate, adapt to the change of pace. That's just the reality of the world.

    Q: Are we going to be able to hide from zombies in trees and bushes? *Here comes a swarm of zombies, I'll just sit in this bush until they give up.*
    A: Yes. Although for a few months expect these new mechanics to spontaneously break and hilarity ensue

    Q: Do you have anything in the works for more obtainable skins like the hero and bandit skins?
    A: You can cloth yourself in custom items for each body part. So effectively, you create your own skin. We're still looking at options for humanity and we aren't tied down to a system yet.

    Q: What's after DayZ? Can we expect a DayZ 2?
    A: I've got two "ultimate game ideas" that I have wanted to make for many years, and I'm hoping this is my ticket to fund and develop them completely myself and make them the way I want, with no marketing department input. So I'd probably be more interested personally in pursuing these once DayZ is 1.0. But sequels are really just a numbers game. If the idea is still fresh, I hope the harsh approach of DayZ spawns a sequel, so long as that sequel tried something new and fresh (but with the same flavor) on, say, the PS4 and/or the Steambox. I mean, why not? But I'm not sure how involved I would be with that.

    Q: Did you play The WarZ at all? Anything from that game that you liked/disliked?
    A: Yes, both me and Matt did. It's rather hard to compare because it just wasn't the kind of game that I would want to play. I am not a good barometer for what is a good game or not (the games I played most last year were OpenTTD and KSP..., and this year it is SS13). My taste in games is very "out there". So to say it wasn't my kind of game is putting it in company with the new XCOM and many other well received games. Their out of game UI was very polished and overall gave a much better impression about the product from the word go compared to DayZ. The DayZ standalone, probably will not ever match that either mainly because I'd rather have that artist working on assets for the game rather than a menu or some out of game screen. But that level of polish was really good. Connecting was simple and straightforward, and quick. The melee was "better", although with some caveats. I mean, the bar is pretty low, the melee I mod'ed into ArmA2 is probably as basic as it gets. Continued...

    Q: Any possible date or time frame for the closed technical test?
    A: We're down to the last few things to fix before the first test servers pop online and we run the first full servers. Slowly we'll hand out the first keys and get a few servers running. Then we will reassess. It could go really well and we open up quickly, or it could go badly. Don't expect the tech test to be fun, or very pretty. It's a tech test, any game design that makes it into that will be a bonus.

    Q: Do you think SA will come before April?
    A: Yes I think so, but anything could happen and usually does. We'll know more when the results of the tech test are out. Any dates before then would be pure speculation, and my last speculation didn't work out so good.

    Q: Any plans to implement a sewage/drainage system in the major cities?
    A: I really want too. We'd need to do some magic though (or instancing... but only I am really happy with instancing as a solution at the moment! the programmers want to do it properly).

    Q: Will the mechanics of inventory management be changed to something like ARMA 3's, where you have tabs for your person/backpack as well as drag+drop capability?
    A: Drag and drop... confirmed. Like ArmA3's... no. The aim's a different. DayZ needs a viseral feedback of what you have. Your inventory is everything in DayZ. I see it as the mechanics that DayZ needs. Hell, you can take away the zombies and still have a game if the inventory is decent. So when you open your inventory screen, you will get instant feedback on everything, using 3d models and some good drag and drop functions. Let me put it this way, if you liked the original XCOM system, you'll like this one.

    Q: Are players going to have to re-learn how to play DayZ with SA? Meaning, has the core gameplay architecture changed so much that things we have learned (repairing vehicles, filling a jerry can, giving a blood transfusion) will have to be re-learned?
    A: Yes

    Q: Don't you think 150 players is a little high?
    A: In our testing during DayZ mod, its clear that the vast majority of people stick to the urban centers, and the carnage ensues. So I think, that with more people, it will make the cities both more lucrative (dead people loot), more scary (more crazy "nononononononono' people), and more risky (more bandits). I think this merges in quite well. At the end of the day, it will be the community that decides what the optimum number will be, because they set the terms of how the servers are. Popular servers will see more similar configurations, less popular ones will not be populated. Darwin would be proud!

    Q: Do NVGS or Rangefinders need batteries? Do the Red Dot sights ever run out of power?
    A: It's done. That's what "weapons as entities" system has provided us. We can now require any object to use batteries or have components added to it.

    Q: Have you thought about implementing a radio system, like ACRE?
    A: Ideally approaching the ACRE guys and hiring them to do a radio system would be ideal. But this kind of stuff will be later this year.

    Q: What about side chat? It's useful for building a community instead of server hopping constantly.
    A: Yes agreed, but I'd love to see the option of an "Out of Character" chat that can be enabled/disabled by admins on the fly. Yes just like in SS13 I shamelessly got the idea from there! It works really well there, at the end of the round or when problem is experienced - admins can enable the OOC chat and talk about it. If folks dont want their immersion broken they can hide the OOC chat all the time.
    Each attachment will require an engine supported proxy object and we need to get that into the engine ASAP and then start the art pipeline on them.

    Q: What are your plans for melee weapons?
    A: We discussed it at lunch today. I favour going in depth "mount and blade" style. But this would take quite a long time, it's something we'd consider later. Initially it will be a tidied up version of what we currently have. There are IK anim issues, but they're not insurmountable. But they take quite a long time, we don't have time I would say for the first half of the year. But more and more I am thinking melee is becoming very important in the new standalone.

    Q: Will we be able to disassemble weapons?
    A: There is a finite limit to just how much we can do and not kill performance. On paper I considered this kind of thing, but it requires a considerable amount of extra art work, textures, and materials. More materials is a really GPU performance killers. More materials = more sections (which means more passes by your GPU before it renders to screen). Already attachments are bad enough, we're lucky that zombies have no weapons, and also have just one material (and just one section!). So the weapon attachment system (confirmed, as of today, it's in full development) is kind of a compromise on this.

    Q: Will Heinz, Pepsi, Coca-Cola etc be in the standalone?
    A: None of them have returned our calls so I doubt we will see them in game despite our best efforts, unfortunately. We tried pretty hard on this one. It was a tremendous fail, we didn't even get any call backs or replies to emails. I was really hoping we could get something going with Heinz at least.

    Q: Can you elaborate on what testing will involve? Will there be focussed testing days, do you want normal bug tracking/reporting done or is it more focussed on stability, performance etc.
    A: kju asked me this the other day. Quite literally, it starts with "does it explode?" Then gets more advanced. At the start we're not even looking for bugs we just want to see if it is physically possible to have a full server, etc... etc...

    Q: How are zombie spawns going to work?
    A: We're probably going to spawn all zombies + loot at the start of the mission on the server to decrease lagspikes and to remove the spawning issues we had. This also allows the potential for the whole "roving zombie" crap people keep harping on to me about (seriously, I get facebooked every day with this one request).

    Q: Doesn't that mean all zombies will eventually be killed?
    A: The zombies respawn, but it's done at a server level, not client like previously (which was a nightmare).
     
    Last edited: 24 Jan 2013
  10. Otis1337

    Otis1337 aka - Ripp3r

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    Q: Where is the closed test, is it delayed?
    A: Closed test? Here's the deal, I wasn't happy with the zombie anims or the pathfinding at all. So redoing for the closed test. Honestly we're pretty close to beginning the closed testing. Today though, I felt the architecture was looking good enough that I increased by optimism about what we could actually test with the closed test, so I figured that I would make the zombie changes part of that milestone. That reflects some serious progress on the part of our programmers, considering in December I was biting my nails with nothing to show for it. It's going to be a "slow and steady" progression from the first online tests outside of the company to everyone around the world playing it. It's not really fair to say it's delayed, it's more that I wasn't happy with the zombie pathing/anims to the point of saying that it would form part of the closed test.

    Q: Will there be zombie children?
    A: Looked seriously into this. Aside from the PR nightmare, the killer of the idea was that we would have to make: A new model (not a big deal), a new skeleton (reasonably big deal), new animations for every animation, on the new skeleton (a MAJOR deal. Vast months of work) So the idea just wasn't really feasible.

    Q: Can we expect underground construction?
    A: Playing games like SS13 have made me see the real potential of an underground construction instance. So yes, this is something I want to see. Both underground in Cherno and some kind of base building. But we are talking Q4 2013 at best here.

    Q: Have you considered a whisper type chat for very close range?
    A: Interesting, I'll include this on the list of our chat revisions. Currently the whiteboard in my office has: Server/OOC chat (clients can hide/server admins can enable/disable live), Direct Chat, Radio Chat (selectable on a frequency e.g. 800 - 1700) and (obviously we leave vehicle chat in) Could maybe look at splitting out Direct Chat. Will investigate.

    Source: Linky
     
  11. Mr Happy

    Mr Happy 4 8 15 16 23 42

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  12. Boardoombob

    Boardoombob What's a Dremel?

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  13. adzc1987

    adzc1987 Minimodder

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  14. Jedra

    Jedra Supermodel

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    I loved his comment on WarZ - " People need to behave like rational consumers and not just instantly buy everything they see - otherwise all they will end up with is crap".

    As we are all sitting in a circle opening up, I will raise my hand and say 'Yes, that was me"! I feel dirty, ashamed and a little foolish. I have moved on though and slowly managing to put my life back together...

    What's that? Sim City? £65? I'll have some of that....
     
  15. Andersen

    Andersen I'm fine. I'M FINE! *banshee howl*

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    Looks like ghillie saved me. Was sniping some pubbies with 50, one of them started running towards me and went prone literally one metre from me.

    He got a face full of 50 cal.

    This.
     
  16. Telltale Boy

    Telltale Boy Designated CPC Jetwhore

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    The only way to retaliate when your biplane's getting shot by a huey. Ignore the retarded laugh afterwards.
     
  17. Mr Happy

    Mr Happy 4 8 15 16 23 42

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  18. MrDomRocks

    MrDomRocks Modder

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  19. [ZiiP] NaloaC

    [ZiiP] NaloaC Multimodder

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    HEADS UP TO THOSE WHO HAVE STUFF ON THE ZiiP DAYZ+ SERVER!

    We will be doing a full vehicle reset on Wednesday due to some issues over the weekend.

    If you have stuff stored in vehicles, I recommend you save it in a tent or something in the mean time so that you don't lose your kit.

    I'll post reminder again on Tuesday evening so that people know :)
     
  20. Adamski

    Adamski What's a Dremel?

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    not played in a while, are the hacks still often used?
     

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