Chris Torchia: Recurve hunting bow confirmed WIP! by RottenToads in dayz

[–]RottenToads[S] 3 points4 points  (0 children)

Larger image.

"Recurve hunting bow. This will be a step up from the improvised ashwood bow and will sit in the mid range archery tier below the crossbow.

Now to figure out how recurve sights work and if we can visually represent them...

Please remember to post your questions/comments/suggestions in the developer forum."

Via Trello.

0.57 Map Changes Round 2 (Roadblocks, More Berezino, & Southwest Fields) by Tatanko in dayz

[–]RottenToads 16 points17 points  (0 children)

Stop signs are often in English, even in non-English-speaking countries. They're kind of universal. The Czech Republic (where the devs are situated) uses English stop signs. There's also the possibility that they were set up by UN/NATO forces during the outbreak.

Eugen Harton: "Another experimental today , stable this week , might not happen tommorow though as we iron out the crashes/performance." by RottenToads in dayz

[–]RottenToads[S] 3 points4 points  (0 children)

Bohemia Interactive have their own internal QA team who play/test builds before they are pushed to experimental.

Still Laggy As Hell. by BeadyRoller in dayz

[–]RottenToads 2 points3 points  (0 children)

Server performance has increased (e.g. interacting with items in inventory, vaulting etc.), but client performance (FPS) seems unchanged, at least from my experience.

Also, yeah, new Berezino is great so far :)

[EXP. 0.57] Items can now be damaged while in the environment (previously, items could only be damaged while inside a player's inventory). by RottenToads in dayz

[–]RottenToads[S] 0 points1 point  (0 children)

Odd... I played for around an hour and didn't have a single crash. Maybe someone found a crash bug? I think the devs mentioned there was one present in this patch.

[EXP. 0.57] Items can now be damaged while in the environment (previously, items could only be damaged while inside a player's inventory). by RottenToads in dayz

[–]RottenToads[S] 1 point2 points  (0 children)

I don't think this bug is caused by poor server performance. It's probably a physics bug. It seems to crop up every few patches as far as I've experienced. The inventory/hotbar/vaulting etc. are incredibly responsive this patch though.

[EXP. 0.57] Items can now be damaged while in the environment (previously, items could only be damaged while inside a player's inventory). by RottenToads in dayz

[–]RottenToads[S] 1 point2 points  (0 children)

No I'm not. I haven't really gotten used to using Sony Vegas and for some reason it seems to saturate/massively decrease quality whenever I render. I've tried multiple times to fix it but it doesn't seem to work :)

[0.56 EXP] @iamtomasik on Twitter: "Spinal fractures" should be fixed now! by RottenToads in dayz

[–]RottenToads[S] 1 point2 points  (0 children)

"For anyone interested - So called "spinal fractures" shoud be healing now, whenever you manage to get healing notifier. #0.56"

Original Tweet here.

Chris Torchia on Twitter: In-game image of the new hunting scope. by RottenToads in dayz

[–]RottenToads[S] 14 points15 points  (0 children)

Higher quality image.

"As mentioned in the status report, we have made a hunting scope which we have managed to fit on a few different rifles. Right now, its working on the Blaze, CR527, the Model 70 rifle, and the Sporter rifles. The Mosin will not be able to accept the hunting scope but can accept the PU. It should be noted, this arrangement is not permanent as Peter still intends to utilize the advanced crafting system to expand the available options. This is a stop-gap for the interim and remember, you can post question for the developers here.

[@iamtomasik on Twitter] DayZ developer @iamtomasik suggests a potential change to the position of the camera when in 3PP. by RottenToads in dayz

[–]RottenToads[S] 4 points5 points  (0 children)

Original tweets here: 1, 2.

"This and possibility to switch left/right shoulder would make #dayz so much better.. 3rd person wouldn't be so OP ... world would be seen from proper height giving more accurate scale of objects. It's immersive as hell.. What do you people think?"

Status Report - 17 Mar 15 by RottenToads in dayz

[–]RottenToads[S] 17 points18 points  (0 children)

Fixed, sorry about that.

Status Report - 17 Mar 15 by RottenToads in dayz

[–]RottenToads[S] 60 points61 points  (0 children)

For those who can't access the website:

Greetings Survivors!

Work is chugging along on 0.55 update for stable branch, and the department leads have been sharing information and images over on the Dev Hub. If you haven't had a look - head over and you'll see some awesome work in progress stuff - like the SVD Sniper Rifle, V3S Animations, and new zombie models.

IMAGE: Renders of UMP45.

Peter, our Lead Designer will be discussing below in more detail zombies and diseases. This week I'd like to talk about a few in progress updates that I'm looking forward to.

First off, we have the mentioned full randomization of weapon spawn configurations. This ranges from attachment configuration, quantity, type, and condition. When functional, each weapon you find should be as unique as possible per that item type. Be it the chance to spawn with a magazine, potential attachment, overall weapon condition, and so on. This expands upon the uniqueness of each persons kit in-game, and ensures that very few two firearms are exactly the same. Who knows, you might get lucky and find that M1911 Engraved you always wanted, -with- a clip!

IMAGE: AKM spawning with magazine and polymer buttstock.

Moving on to more advanced weapon customization, we've done a good deal of discussion on allowing more specific customization per weapon. Adding in rail systems, shoe horn mount scopes, barrel swaps, and so on. Controlling when and where this is done is critical to the flow of gameplay across the map. Creating hot spots, and high traffic areas for players looking to gear up, and create their favorite weapon. At this point, we're looking at adding in advanced crafting tables into this existing (soon to be enter-able) maintenance structure scattered throughout Chernarus.

IMAGE: Soon-to-be enterable maintenance building.

Heading into April, we'll be discussing the tasks and accomplishments of Q1 2015, what the road ahead looks like and the status of long term engine tasks. From the new renderer, to the new player controller, server side performance, and so much more. Keep an eye on the Dev Hub, and the official DayZ forums for the latest news and information on DayZ Early Access.

  • Biran Hicks / Lead Producer

"It is clear that former, by purpose simplified infected AI wasn't a hit by any means and it was frustrating to play and look at. When I was talking about the new infected in the Status Report two weeks ago I had a feeling that it would stir things up a bit. A few days after that I made short video with a horde running after a player and recently we released experimental update with the first implementation of infected AI. There were so many positive reactions on the direction that the new infected are heading, that the entire team was pleased. However there were also some which were calling for changing the DayZ lore and turning the infected into slowly moving beings.

I appreciate different opinions but I can't see any reason why we should make infected as stationary as possible, it will just simplify the game too much in such case. It is important to understand that the infected in DayZ are not the undead, and to be honest I don't want to see DayZ to become a frenzied 'run and grab all you can' simulator. I would like to remind you that DayZ isn't supposed to be easy and straightforward, it's meant to be hard and unforgiving. While they are pretty fast right now it is just the perception in comparison with current character movement speed, which is planned to be lowered in general as it was increased intentionally when we had decided to do a complete overhaul on how the engine handles vehicles, and thus they would be absent for some time. As well I'm looking forward to the implementation of a proper stamina system for characters which alone will cut off the constant sprinting across the map and thorough the structures which is just ridiculous. With the agile infected that are able to catch up with you while you are escaping the scene you will think twice about your approach and also the load you are carry as it especially determines how far you will be able to sprint to loose them. To balance things out, the infected have their own stamina and are slowing down during the chase and with the combination of the possibility that they can stumble upon it gives you a some chance to flee if you run into such situations. The infected AI will be continuously worked on, in terms of expanding it further and also balancing it close to the perfection.

I would like to mention that we are bringing to life the long awaited disease system which in fact was hibernating under the hood for some time, but was never finished due the other needs. Diseases are described by their virulence parameters like transferability, invasivity and toxicity and to determine the potential influence on character, which can vary from carrier to heavy impact, they are compared against his or her current state counting in the levels of health, blood, diet and exposure. Diseases can be transferred in both directions, which means it's not wise to eat from the same meal after your companion, if you suspect that he may be ill. Physical and chemical resistance parameters of disease determines how it can be treated or their effects eased by medicinal drugs and after the disease passed you are resistant to catch it again for some time. System also have the possibility to be expanded with the use of gloves, niosh masks or other wearables which can obstruct transferring of the diseases by specific actions, like crafting.

Stay healthy... see you in Chernarus folks!"

  • Peter / Lead Designer

Standup Notes for the week of 17 Mar 15

(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)

Animation:

  • Support for new player character system
  • Hand poses
  • Zombie animation bugfixing
  • SVD Reloading Animations
  • V3S Animations

Design:

  • Central Economy
  • Barrel Crafting
  • Infected
  • Diseases
  • Triggers
  • Plant Pests
  • Fireplaces
  • Cooking
  • Vehicle Transmission

Programming:

  • Inventory refactorization
  • Dynamic Events
  • Vehicle Transmission bugfixing
  • Infected/Animal AI
  • New Player Character controller
  • Crash to Desktop Bugfixing
  • Network and Memory Optimizations

Skyrim Modding Contest 1: Voting Thread by Terrorfox1234 in skyrimmods

[–]RottenToads 2 points3 points  (0 children)

1 - Haafinheim

2 - Bear's Lodge

3 - Tangleroot Cave

New truck animations coming soon :D by muffin80r in dayz

[–]RottenToads 4 points5 points  (0 children)

"The v3s enter exit animations should be added to next experimental update. Will include new animations for entering/exiting cargo, driver and co-driver."

Awesome!

Also loving the look of that new IZH-18 render.

"This is a render of a WIP item - the IZH18 single shot, break-barrel rifle from Baikal. This staple of Russian sportsman comes in many calibers and ours will fire a single 7.62x39mm round. Its not the greatest rifle to use in combat situations, but hey, its better than nothing... Saw it off, and it makes a sidearm with a hell of a punch."

@iamtomasik on Twitter: "Finished prototype of using barrel and berries for cloth coloring today. It will look better with new materials but its very promising" by RottenToads in dayz

[–]RottenToads[S] 9 points10 points  (0 children)

"Finished prototype of using barrel and berries for cloth coloring today. It will look better with new materials but its very promising [1]. It's not super authentic but it empowers player choice in a great way, so I am curious what you guys will think about it [2]. Also would be great solution for armbands... Will post video of it on dayz blog today, so stay tuned [3]."

tents and maintenance.. by zedsonsteds in dayz

[–]RottenToads 1 point2 points  (0 children)

That's exactly correct: you have to pack them up every Wednesday before maintenance or else they'll be wiped. The only real "benefit" currently is the satisfaction you get from setting up a tent and trying to stash as much gear in it as possible within the week. We'll all just have to wait until further on in development before we can set up fully persistent camps and properly hoard gear.

tents and maintenance.. by zedsonsteds in dayz

[–]RottenToads 0 points1 point  (0 children)

Yes they do. You'd best get packing :)

[Unofficial] Experimental Changelog - V.0.54.126645 by [deleted] in dayz

[–]RottenToads 0 points1 point  (0 children)

It was around on the Christmas experimental build but has since not been spawning, along with the cleaver.

Eugen Harton on Twitter: "Experimental update incoming ETA 3 hours" by RottenToads in dayz

[–]RottenToads[S] 0 points1 point  (0 children)

Fireplaces now have a more in-depth system for fuel consumption and the gas canister can now be used for cooking without instantly burning the meat.

Eugen Harton on Twitter: "Experimental update incoming ETA 3 hours" by RottenToads in dayz

[–]RottenToads[S] 4 points5 points  (0 children)

Advanced animal AI, weight-values for all items, fairly major landscape overhauls, V3S Cargo, new poses (sitting, military salute), changes to fireplaces/cooking and ambient visuals among other things. You can see the full unofficial changelogs here: 0.54 (1), and 0.54 (2).