Walkie-talkies? Is it possible to leave one somewhere and beep it with the other one as a trap to lure someone close? Can you handcuff somebody and duct tape a walkie-talkie to them and send them back to their base to demand their complete surrender of all weapons?
e an ultimate survivor, until they get close and see the Frankenbeard.
A new week. New hype! and ultimate disappointment awaits!
It looks like the popular Arma 2 mod DayZ breaking point has just gone public alpha for Arma 3.
Heres a quick video of some gameplay. I cant comment much on it yet as Im still trying to get whitelisted. Looks cool. Lots of custom loot, custom guns. Its also set on Altis. If you wanna try it for yourself. heres the whitelist page with more info.
Looks good but I'm not touching BP with a 10 foot like after what happened with the original mod and launcher
Truth, and we still have Pokemon.It's ok, A Link Between Worlds and Mario 3D World come out this week ^_^
I really hope they tighten up that melee. That looks gross.
I really hope they tighten up that melee. That looks gross.
Bipod!That gif is amazing.
also I found out about a new attachment for M4s (and maybe mosins, I don't know) today.
It increases accuracy when prone.![]()
Anyway, this week has started off great I'll give some highlights:
Realized that a whole bunch of people equate sounds with change so some poor person on the team is going to have to do some extra hours to put placeholder placeholders in. It's a pointless task but if it makes people actually check for different mechanics then fine.
Going to put the extra zombie models back in, we just used one for testing because it was the only zombie we'd changed to the new engine simulation tag.
Server FPS is stable at the levels we have been testing (40-50 FPS with ~10 to 20 players, 15000 loot items, 1000 zombies). We had a very nasty stability issue relating to massive changes in the way the engine handles it's array of objects. Dynamic objects (anything made after mission start) were all handled in two very large arrays. The only way of checking them was to iterate through them. Simply put, we made a smart way of the arrays with a "dirty" and "clean" array. This removed significant overhead (orders of magnitude) but because it was a radically different approach we had severe instability. Appears this has been done.
Pistol is in and usable properly now, although it's just placeholder animation wise because it's borrowing from the rifle animations until subclassing is complete.
Client FPS in cities may have a boost due to some changes in the way occlusion culling is used for dynamic objects. Not a focus for now but it was something found along the way.
Lots of new content pouring in, such as meat of many different types in cooked, raw, rotten variants. Also lots of new fruit, new orienteering compass, a down jacket, the zombies are using gestures not animations now for attacks (can attack while moving).
HTTPS implemented for game server <-> central server communication.
Steam integration for the server browser such as friends in the server etc. A favorites tab. A friend on servers tab. Etc...
So where are we?
I need to go back and focus some on the player flow from menu to ingame as this needs cleaning up as it doesn't really support the release yet.
Verifying the instability issues we had.
"Dress Rehearsal" needs to occur, which is an all-singing, all- dancing test of a server.
Much more things as well but I'll try keep everyone posted when I can.
Rocket on Reddit talkin' bout stuff from that thing...
Back from upgrading to windows 8. Still no DayZ. Though I wonder how many new people will join our fold once SA actually releases.
Also I just noticed its spelled piercedveil
You read it as devil I'm assuming?![]()
He's the slowest one in our group, unfortunately. He's been hit by a lot of cars.
What?
Talking about windows I just realised...
I wonder if SA will have a 64bit executable? ARMA 2 doesn't and it means it lags like shit sometimes because it can't stream enough stuff into memory.
What about something to leave messages around, like spray paint cans?
What about something to leave messages around, like spray paint cans?
He discussed some kind on note system at one point, spray painting the environment sounds like a great idea.
Mark hiking trails.
_________________________________
| GAF Green Mountain Loop
| 3.5 Km
| Maintained by:
|GAF Littleworm's Kids Foundation
|
|"Why do I have all these damn kids."
| -Littleworm
----------------------------------------------------------
'Looks' are not the team's priority right now. Animations and sound design come later after the engine is laid out.
Going back and adjusting things over and over would make the production take significantly longer.
The melee in the video is final because the alpha is the final version of the game.
Which is why I said I hope they tighten it up. Guess I should have included the word eventually because apparently you needed that.
Should of put all those kids a trash duty in Cherno, then I wouldn't have to deal with all the little bastards.
Anyway for those who haven't played DayZ before Bohemia is having a great sale on all of its ArmA II products. 80% off all their Arma II stuff. They have both Steam and DRM free versions of the games.
Edit: 5 dollars for Combined Operations,
Thanks for the heads up on this, littleworm. I figure the standalone is probably still a little ways out so I jumped on this deal. Looking forward to trying this out!
It looks like the popular Arma 2 mod DayZ breaking point has just gone public alpha for Arma 3.
Heres a quick video of some gameplay. I cant comment much on it yet as Im still trying to get whitelisted. Looks cool. Lots of custom loot, custom guns. Its also set on Altis. If you wanna try it for yourself. heres the whitelist page with more info.
Make me think that everytime I type dayz on my firefox to get to this topic, I end up in the page 305 ( so June ) and expectation at the time were "At E3 he said the release was imminent. Most likely to be in a few weeks, but could stretch out into a month or two if they need to clean something up.", "around the corner", "in a few week".Should be out before December.
DEANO said:One of the the biggest problems we faced with zombie collision avoidance is the initial path when zombie gets a new target as there does not exist any trail-waypoints (breadcrumbs) so we rely on straight line. This sometimes leads through objects. We tried to employ path-planner just for initial path but this is not usable. Whole system is too connected with original AI and even after some hacking it show up that strategic path is too rough and operational path needs to be created too what is very performance/memory wise very demanding.
So we looked at:
Players generate breadcrumbs even when they are not target to any zombie. Initial path could be constructed from part of that trail that is not obstructed by any other objects
We employ simple obstacle avoidance algorithm so we try to construct initial path around obstacles. We want to avoid "cheating AI" as much as possible, this solution is the one we began to try.
The former analytic solution for avoiding obstacles was dumped and instead a complete dynamic pathfinder has been made which makes nodes from all obstacle corners, start/end points, create edges and perform a search on this graph. Graph will be updated only on demand and cached for some region around agent. Start/end node and their edges are the only generated every search.
i have waited soo long for this game. aaah loorrd, i think the hype surrounding it is totally dead now.
That is exactly what Rocket wants.
I don't believe this.
No one wants hype for their game to be dead.
I understand wanting the servers to cope but him being happy about no one caring about the game is bullshit.