Erweiterte Suche

Standalone - News
« [ 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 ] »

 
Sie sind hier: Forum » Zombie Apocalypse » ZA - Public » Standalone - News


Autor Nachricht
dp.Choleriker
Dozent


Beiträge: 541



User Pic


Dabei seit: 06. Mar 2013
Wohnort: Palatinien
Letzter Login: 21. Feb 2016
# 19.01.2014 - 17:22:52 Leider keine Berechtigung       zitieren


Neuer Experimentalpatch ab Montag

Der neue Patch 0.31.114343 kommt ab Montag ...jedoch nicht offiziell. Der Patch der neuerungen bringt wie eine Pumpgun, pflückbare Beeren und saline bags abschwächt kann getestet werden indem man in den Optionen die "experimental"-Funktion aktiviert. Es wird wohl auch nur wenige Server geben um auf der die Version läuft die kompletten Patchnotes gibts hier.

 Zitat von rocket
Description:

This build is being tested on experimental branch, and contains a number of fixes and changes that have been in preparation for the last two weeks. Please note that we do not expect that this build will be quickly posted to stable branch as we anticipate at least one more update will occur to Experimental prior to being pushed to stable. Only a limited number of servers will be running this version, so be aware slots may be limited. Once we have confirmed this build is functioning correctly we will announce more information about the release to stable branch.
What are experimental/stable branches?
In your steam application settings, you can choose a "beta branch". This allows you to opt in to our experimental branch to try it out.
Does my saved character get affected in experimental branch?
No. It runs on a different database, so any changes will not affect your character on stable branch.
I can't find a slot while on experimental branch!
Only a small number of servers run this branch. You will need to change your game back to the stable branch and play on a normal server
Can I join a stable branch server wil experimental branch client?
No, you would need to change your client back to stable.
When will this be in stable?
We expect stable to be updated before the end of that week (by Friday 24 January 2014).
Fixed:
Niosh mask (respirator) inventory size fixed to 1/1 slot.
Missing strings for BE popup for alternate languages, set to English while translations are being done.
Reduced dispersion of FNX45 (from 0.05 to 0.03)
Balanced stomach capacity,
Added stuffed notifier (instead of sickness when full up)
Eating and drinking animations properly set for tablets/disinfectants
Version number in server browser and details
Saline transfusion doesn't refill full blood
Charcoal and Tetracycline tablets won't give sick badge if you aren't actually sick
Player aim run speed updated, weapon position changed and improved for first person view
Glitches on right hand while moving and while giving taunt fixed
Players can't pile backpacks inside of another backpacks, backpack-inception style. You can only put one backpack inside of another backpack if the backpack that is being put inside is empty.
Magnum speedloader should be spawning now
Number of backpacks spawning lowered
Number of .357 Pythons spawning lowered.
Number of M4A1s spawning lowered
Dead character cleanup performed at 10 minutes past death
Removed scripted server teleporting check as now managed by engine
New:
Editable character name in main menu
Hive, mode and time columns in server browser
Database support for sub hives. (Sub-private, Hardcore/Regular public)
DayZServer.exe support for sub hives.
Signature verification against PBOs
Added shotgun speedloader into loot spawns
Added box of 20 pieces .357 rounds into loot spawns
Added color variants of all shoes into loot spawns
Added Hiking pants (both long and short ones) and Canvas pants including their color variants into loot spawns
Added hacksaw into the loot spawns
Added shotgun into loot spawns
Berry picking
Added Hacksaw into loot spawns
Saw-off shotgun recipe
Opening cans with saw
Painting Mosin now supported w/ spraypaint
Added spraypaint can into loot spawns
Coastal harbor town of Svetloyarsk (and surrounding areas)


Viel neuer Stuff also und einige Logische Fehler werden auch behoben wie z.B der Rucksack im Rucksack


Zuletzt modifiziert von dp.Choleriker am 19.01.2014 - 17:24:12


Droggelbecher ?.... Droggelbecher !
  Private Nachricht an den User senden E-Mail an den User senden
dp.eNemy
Dozent


Beiträge: 471



User Pic


Dabei seit: 20. Sep 2013
Letzter Login: 18. Dec 2017
# 05.02.2014 - 01:39:37 Leider keine Berechtigung       zitieren


Patchnotes 0.33.114782 - Live am 05.02.

ETA to Stable: 5-7 February 2014
Version: 0.33.114855

Known Issues:
Spawns: Loot is not spawning in military tents
Spawns: Some structures in Svetlo currently do not spawn loot
Server: Servers under load can delay actions from the client
Graphics: Only 4 dynamic light sources will be rendered at one time currently
Crafting: Attachments dependent on other attachments (e.g. flashlight on M4) may be lost when painting weapons (will appear on ground, eventually)
What are experimental/stable branches?
In your steam application settings, you can choose a "beta branch". This allows you to opt in to our experimental branch to try it out.

[ ... ]

New:
Actions: chambering SKS round from pile, loading 10 rounds from pile
Actions: You can uncuff other players with the hacksaw
Actions: Cannot use an item (e.g. drink/eat) if it is "Ruined"
Actions: Interactions with items reworked. Drinking/Eating/etc... more robust and user-friendly
Actions: Restrained players cannot use inventory or action menu
Animations: Player now can take and hide rifle in crouched run
Animations: SKS reload animations
Animations: firing weapon when sprinting will transition player into the aimed run(with some temporary limitations)
Crafting: FNX45 pistol can be chambered with single round
Crafting: Opening cans with combat knife added
Crafting: Opening cans with machete added
Crafting: Painting Motorbike Helmets to Black and Green
Crafting: Waterbottles and canteens now allow pouring water between them
Effects: Magnum revolver ejecting shells when reloading
Effects: Magnum revolver sounds - gunshots, reloading
Effects: Mosin ejecting shells when cycling
Effects: New Mosin sounds - gunshots, cycling, reloading
Gear: Improvised courier backpack added
Gear: Machete added
Gear: Hard hats added in various colors
Gear: Motorcycle Helmets have black visor variants
Gear: Small, uncomfortable, and silly (but cute) children's school backpack
Gestures: Clapping Gesture added, default F5 key
Gestures: Pointing Gesture added, default F6 key
Login: Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quickly
Login: Players receive a login timeout when disconnect, increased if disconnect within 30 minutes of joining (max 5 minutes)
Login: When players logout, their avatar sits on ground for 30 seconds. Players must make sure they logout somewhere safe
Server: Player spawns now cached by engine directly, increasing performance
Spawns: Added Bubble goose jackets into the loot spawns
Spawns: Added SKS rifle, speedloader, ammunition piles and boxes and SKS bayonet into the loot spawns
Spawns: Healthcare Center now spawns loot
Spawns: Police stations now spawn loot
Systems: Hunger and Thirst slightly modified.
Systems: Notifications added to UI for hydration and high energy
Systems: Fractures can now occur due to melee and shot damage, not just environmental
Systems: Fractures (arms/legs) now saved and loaded correctly from database
Translations: Added strings for all consumable items (Gas canisters, Batteries etc) and container items (First aid kit etc) for English, with some Spanish and Russian
Zombies: Different types of Military zombies now have tougher attack values and improved durability
Zombies: Engine dynamic obstacle checking (zombie, another player)
Zombies: Svetlojarsk zombie spawns added
Fixed:
Actions: morphine injection can be used on other player effectively fixing his broken legs and item correctly positioned in hands
Actions: Keys won't disappear after uncuffing
Actions: loading ammo works for sprayed Mosin variants
Actions: Read/Writing notes with paper and pen now works again
Actions: reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood
Actions: Actions on another player no longer have an unlimited distance (max 2 meters)
Art: Bug allowing players to clip through geometry of the police station building.
Animations: fixed an issue where reload in prone would leave some residue sound clutter at the end of the reload animation
Animations: Weapon reloading for magazine was not working properly when no magazine fitted
Animations: Rifle Aimed Walk Updated, diagonal animations fixed
Animations: Sidestepping through doorway with rifle while crouching should not cause the player to get stuck now
Animations: knocking down player now possible in prone states, (possibly fixing the issue with frozen characters)
Animations: changed animation for equipping the compass
Animations: Proper animation played when taking pistol in run
Animations: Changing stances is faster now both for armed and unarmed player
Animations: Skinning problem with armored zombies that caused the model to warp during some animations
Animations: Standing with aimed weapon now allows for higher angle of tilt/bend
Config: Berries have more nutrition now
Crafting: You can no longer saw off sawed off shotgun
Crafting: Can spraypaint M4 to green or black
Crafting: Damage is now transferred when items are painted
Crafting: Improved Backpack creation only possible when Courier Bag is empty (previously items accidentally deleted)
Crafting: Weapon cleaning kit can't be used when it's "Ruined" and won't reduce condition of a gun
Crafting: Spraypainting an M4 won't delete your carry handle
Effects: Dazed effect plays again when a player is hit/damaged/shot
Effects: Some effects were not active locally when a player was restrained
Fixed: Missing texture error dz\weapons\data\weapons_damage_metal_smdi.paa
Fixed: Popping up texture error for beret models
Gear: Spraycans won't deplete after relogging
Gear: Book, radio, pot, pan, gas canisters, matchbox, paper, firewood and stone can be placed in hands
Gear: Headlamp beam raised slightly
Gear: Painted items now retain their previous quantities (i.e. Magazine ammo won't reset)
Gear: Various item descriptions and notifications fixed for grammar, typos, more detail
Gear: ZSh-3 Pilot helmet fixed and updated
Gear: Hoxton and Dallas masks where displayed in center of character, now display on face
Gear: Splint position in hand was wrong now corrected
Gestures: Taunt defaults correctly to F4 key
Graphics: "god rays" could cause overloaded post-processing and graphical corruption
Graphics: fix of removing shining object from hand (switch off)
Graphics: Roads have per pixel lights
Graphics: Dynamic lights should be now defined with "radius" value which is maximum radius of light in meters
Graphics: Tooltips are now not displayed for quickbar items, as it is a reference to type not specific item
Login: Respawn button now works correctly
Login: Various bugs fixed associated with connection errors that could cause a character to be deleted or killed by the server
Spawns: Lowered chance of Taloon and Mountain backpacks spawning
Spawns: Drastically lowered chance of backpacks spawning on the construction site
Spawns: Loot spawn tweaks in some civilian structures
Weapons: Mosin recoil increased
Weapons: Sawed-off shotgun can be loaded with ammo (was broken due to changed inheritance)
Weapons: Sawed-off shotgun: reduced size in inventory, reduced spread
Weapons: It is no longer possible to attach longrange scope onto SKS
Weapons: M4 carry handle can now be attached to painted variants of M4
Zombies: Better filter/check of attack hits directly in engine
Zombies: Military zombies made tougher
Hotfixed:
Crash: Irregular crash of server in corpse garbage collector consequence of this is that the bodies will not disappear if other player is in vicinity
Crash: Creating item using recipe system caused serious server crash when not enough space in inventory
Crash: Client crash on exit, all systems 100% reproduction
System: Previous build caused overzealous starvation to occur



Aus dem offiziellen DayZ Forum


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.

Für diesen Post bedankten sich 2 User :
dpMacGyver dpblindEmu
  Private Nachricht an den User senden E-Mail an den User senden
Fritte
Schüler


Beiträge: 9



Dabei seit: 20. Dec 2013
Letzter Login: 03. Oct 2016
# 05.02.2014 - 07:55:14 Leider keine Berechtigung       zitieren


 Zitat von dp.eNemy


Gear: Small, uncomfortable, and silly (but cute) children's school backpack




Warum muss ich dabei sofort an Lolly denken?

Der gestrige Abend könnte dazu beigetragen haben :P

  Private Nachricht an den User senden E-Mail an den User senden
dp.Schiffsjunge
Guru


Beiträge: 1342



User Pic


Dabei seit: 12. Jan 2011
Wohnort: Hamburg
Letzter Login: 28. Nov 2017
# 05.02.2014 - 09:21:32 Leider keine Berechtigung       zitieren


 Zitat
Login: Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quickly
Login: Players receive a login timeout when disconnect, increased if disconnect within 30 minutes of joining (max 5 minutes)
Login: When players logout, their avatar sits on ground for 30 seconds. Players must make sure they logout somewhere safe


whoop whoop

  Private Nachricht an den User senden E-Mail an den User senden
Fritte
Schüler


Beiträge: 9



Dabei seit: 20. Dec 2013
Letzter Login: 03. Oct 2016
# 24.02.2014 - 14:21:21 Leider keine Berechtigung       zitieren


Quelle


 Zitat

DayZ Standalone - Dean Hall verlässt Bohemia Interactive wohl zum Jahresende

Paukenschlag zum Wochenanfang: Dean Hall hat seine Absicht bekräftigt, irgendwann als Projektleiter des Zombie-Survival-Titels zurückzutreten. Außerdem möchte er Bohemia Interactive voraussichtlich Ende 2014 komplett verlassen.


DayZ Standalone : Die Standalone-Version von DayZ wird wohl gegen Ende 2014 ohne ihren Projektleiter Dean Hall auskommen müssen. Der Game-Designer kündigte nun seinen Abschied von Bohemia Interactive an. Die Standalone-Version von DayZ wird wohl gegen Ende 2014 ohne ihren Projektleiter Dean Hall auskommen müssen. Der Game-Designer kündigte nun seinen Abschied von Bohemia Interactive an.

Er hat es bereits mehrfach angedeutet, nun macht er überraschend ernst: Dean Hall, Erfinder der populären DayZ -Modifikation für Arma 2 und Projektleiter der sich aktuell in einer Alpha-Version befindenden DayZ-Standalone, wird seinem aktuellen Arbeitgeber Bohemia Interactive voraussichtlich gegen Ende 2014 den Rücken kehren - und damit auch gleichzeitig seine Verantwortung als Game-Designer des Zombie-Survival-Titels abgeben. Das hat er am vergangenen Wochenende im Gespräch mit eurogamer.net verraten.

Die Gründe für Halls geplanten Ausstieg aus den Entwicklungsarbeiten sind relativ einfach: Er sehe sich selbst eher als »Handgranate« und diene einem bestimmten Zweck. Er sei wirklich gut darin, Risiken auf sich zu nehmen oder andere Leute dazu zu ermuntern, dies zu tun, so Hall. Im Grunde genommen könne er die Leute dazu bringen, auf einen Felsvorsprung zu klettern und herunterzuspringen. Und das sei es auch, was er mit DayZ getan habe - einmal bei der Modifikation und nun erneut mit der Standalone-Version.

Hall spielt damit wohl sowohl auf sein Entwicklerteam als auch auf Bohemia-CEO Marek Španel an, die er alle dazu brachte, an DayZ und dessen Potential zu glauben. Zwar durchaus gerechtfertigt, wie die Popularität und die Erfolge des Projekts zeigen, aber als Projektleiter eines fast fertigen Spiels sieht sich Hall wohl mit dieser Eigenschaft offensichtlich selbst fehl am Platze:

»Aber letztlich ist diese Art von Person die falsche. Am Ende [der Entwicklungsarbeiten] möchte man den Typen, der einem sagt, dass man es übertreiben soll, nicht mehr haben. Ab einem bestimmten Punkt werde ich für das Projekt also zur Katastrophe - zumindest in einer Führungsrolle.«

Zumal er eigentlich niemals geplant habe, dort zu sein, wo er jetzt stehe, so Hall. Eigentlich sei es lediglich seine Absicht gewesen, einige Monate in Prag zu bleiben, um eine kleine Auszeit von seiner Armeezeit in Neuseeland zu nehmen. Daraus sind nun jedoch mehr als zwei Jahre geworden - zwei Jahre, während derer sich Hall gefühlt hat, als würde er in der Küche eines anderen kochen, wie er weiter ausführt.

»Ich will Bohemia nicht ständig erzählen müssen, dass dies die Art und Weise ist, wie ich etwas tue und dass das der Weg ist, wie wir etwas machen.«

Hall plant deshalb, in Neuseeland ein eigenes Entwicklerstudio zu eröffnen. Überstürzen möchte er dabei allerdings nichts: Das Ganze sei ein Prozess, der sich über Jahre hinziehen werde. Und auch in Sachen Abschied von DayZ und Bohemia Interactive soll laut Hall nichts überstürzt werden.

Zwar stehe sein Plan, das tschechische Entwicklerstudio zu verlassen, fest. Allerdings werde er noch solange als Projektleiter in die DayZ-Standalone involviert bleiben, wie er gebraucht werde, so Hall. Und auch für die Zeit danach hält sich der Game-Designer eine Tür offen: Er werde dem Projekt immer verbunden bleiben, führt er weiter aus. Gut möglich also, dass Hall der DayZ-Entwicklung auch nach seinem Abschied von Bohemia Interactive noch als Berater oder in ähnlicher Position treu bleibt.

Angedeutet hatte Hall die Tatsache, dass er irgendwann seinen Gut als Projektleiter nehmen werde, übrigens bereits im Juli 2013. Damals ließ er, ähnlich wie jetzt auch, wissen, dass er sich nicht als die perfekte Besetzung für sämtliche Projekt-Phasen sehe und dass er sich mehr als »Granate« sehe, ein Projekt jedoch ab einer bestimmten Zeitpunkt eher ein »Skalpell« benötige.

Alleine ist Hall mit dieser Maßnahme übrigens nicht. Vor ihm übergab etwa bereits der Mojang-Gründer und Indie-Entwickler Markus »Notch« Persson die Verantwortung für das von ihm erdachte und schließlich auf den Weg gebrachte Minecraft einige Zeit nach dessen Release an seinen Mitarbeiter Jens Bergensten. Allerdings zog dich der Schwede anschließend komplett aus dem Kreativ-Bereich zurück und stampfte auch sein Nachfolgeprojekt 0x10c ein.



Zuletzt modifiziert von Fritte am 24.02.2014 - 14:23:44

  Private Nachricht an den User senden E-Mail an den User senden
dp.eNemy
Dozent


Beiträge: 471



User Pic


Dabei seit: 20. Sep 2013
Letzter Login: 18. Dec 2017
# 27.02.2014 - 05:57:05 Leider keine Berechtigung       zitieren


Here we go;

ETA to Experimental: Within next 2 hours
ETA to Stable: No current ETA, dependent on testing results

Known Issues:
Physics: Item throwing physics is currently disabled
Melee: Gestures currently do not work from two-handed melee
Melee: Cannot conduct melee attack from "lowered" melee stance (press space to chance stance to "raised")
New:
Actions: Vomiting have associated sound effects
Actions: Ballistic helmet variants can be painted to black and green color with spraycan
Actions: Can check pulse on unconscious players
Actions: Searching for berries will now add berries to your inventory
Actions: Eat All now supported for consumables
Actions: You can catch rain into canteen and water-bottle from inventory
Animations: New Ruger 10/22 reload animations
Animations: Player now can sit with gun/weapon
Animations: Completely new two-handed melee animations. New right-handed poses, moves and attacks for axes, baseball bat, pipewrench, crowbar, fire extinguisher, shovel, farming hoe. "Low" and "Aim" stances introduced for stand, crouch and prone.
Environment: New rock textures
Food: Sambucus berry item added
Food: Canina berry item added
Gear: added black and UN ballistic helmet variants
Gear: can opener can be used as melee weapon
Gear: hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masks
Gear: Farming hoe configured and spawns
Gear: M4 attachment green variants added
Graphics: Adding lights to currently rendered scene changed
Graphics: Lighting from objects now is rendered during daytime also
Graphics: HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...)
Graphics: Engine supported point source light objects (e.g. Gaslamp) now working correctly
Map: Olsha has been updated
Map: Khelm has been updated
Map: New rock formations outside Svetlo have been created
Map: New Orthodox Chapel has been created
Map: Police Stations & Medical Centers have been placed across the map
Map: New villages surrounding Svetlo
Medical: Players can have a heart attack (declared as "irregular pulse" with pulse checking actions)
Weather: Rain, Clouds, Wind, calculated on server and distributed to clients
Weather: Rain now causes items and player to become wet
Zombies: Simple respawn mechanic implemented for zombies, pending more robust method
Fixed:
Actions: Added 'inUseItem' back to action on target function
Actions: Proper nutritional value will be added when eating near empty food
Actions: Berry picking script messages to player improved.
Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandage
Actions: Ruined rags/bandages and wooden sticks doesn't produce infinite splints
Actions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animation
Actions: Edited player messages in force drink action and fixing broken limbs
Actions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after action
Animations: Bandage and eating pills animation glitch fixed.
Gear: Added color variants of ballistic helmets into loot spawns
Gear: Even lower chance of backpacks spawning on construction sites
Graphics: SSAO in options saved
Graphics: Rain effect settings changed
Graphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex)
Graphics: Spot light culling fixed
Graphics: Fix of terrain intersections
Graphics: Fix of geometry trace for flares
Graphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settings
Login: Failure during new character creation could cause player to get stuck as unconscious
Map: Optimizations for Svetlo performance
Map: Forests surrounding Svetlo bugfixes
Medical: Would never actually die from zero health or blood due to medical conditions
Medical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very low
Medical: Defibrillator used for restarting the heart of players who have a heart attack
Medical: Unconsciousness had irregular and unpredictable behavior (epi-pens will now always wake an unconscious player, unless they are having a heart attack)
Medical: Melee damage application system changed to better balance
Medical: Chance of bleeding from fists reduced significantly
Medical: Disconnected players avatars did not take shock or blood damage
Medical: Falling from height while sprinting did not kill player when it should have
Medical: Player could vault with broken legs
Network: Dropped items appeared only after a delay (now instant)
Network: Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete)
Network: Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/server
Structures: Changed inheritance of barrier structures (due to errors in logs)
Weapons: Long-range scope reticle properly centered
Zombies: Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change)


Quelle: http://forums.dayzgame.co...imental-branch-037115791/


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.
  Private Nachricht an den User senden E-Mail an den User senden
dp.eNemy
Dozent


Beiträge: 471



User Pic


Dabei seit: 20. Sep 2013
Letzter Login: 18. Dec 2017
# 03.03.2014 - 06:55:05 Leider keine Berechtigung       zitieren


I haz da news =]

awesome Video


Und ein Link zum Devblog zum Nachlesen


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.

Für diesen Post bedankten sich 2 User :
dpMonochrom dpLolly
  Private Nachricht an den User senden E-Mail an den User senden
dp.Schiffsjunge
Guru


Beiträge: 1342



User Pic


Dabei seit: 12. Jan 2011
Wohnort: Hamburg
Letzter Login: 28. Nov 2017
# 03.03.2014 - 10:56:58 Leider keine Berechtigung       zitieren


"playing a lot of project zomboid to get inspiration" lol

  Private Nachricht an den User senden E-Mail an den User senden
dp.Lolly
Veteran


Beiträge: 2626



User Pic


Dabei seit: 06. Dec 2012
Wohnort: Köln
Letzter Login: 18. Dec 2017
# 03.03.2014 - 12:42:23 Leider keine Berechtigung       zitieren


Weekly Report: Starting our focus on Survival
When is the next update on stable?

0.37 will be deployed to Stable during scheduled maintenance on Wednesday, 5 March 2014 GMT. Changelog will be distributed at that time.

Bug Fixing progresses

This week most of the team has been focusing on key bugs, and some of the team have started our first new feature scrum.

New Team Members

We are inducting a large number of new people to the team, effectively doubling the whole project. Here are a few screenshots, and a short rundown on some of the key activity for the week.



Development of Cooking System Starts

This week we started on a cooking system. Heavily inspired by the outstanding cooking system in Project Zomboid, this will be part of a wider push in March to focus on Survival aspects of the game in general. You will turn your cooking device on (fireplace/stove) and then place the items in it.

The items will slowly heat up, and when at the required heat for the required period of time, they will become “cooked” and/or turn into something else (such as soup). Items can become overcooked, and items can also become cold via some process (this will be looked at later).

We’re very excited by the possibilities for this system.


Animation Progress

In the past week animation team was mainly focused to bring all two handed melee animation in game. We have added gestures for two handed tree, evades and other missing animations. Our next goal is to polish those and finalize them all. At the same time we have created new reloads for Ruger MKII, added stab attack with hay fork and worked a bit on new zombie animations which we would like to introduce somewhere in march. There was couple of bugs fixed, some glitches and animation graph improvements.

Emissive material and masks

Our graphics programmer spent some time redoing the way emissive materials work, this will allow us to better support the new fireplace mechanics that are being worked on.

Guaranteed Network Messages

We now have a new system we are testing internally for sending guaranteed updates across the network. This is very important as we believe this will reduce the problems for those who are experiencing severe desync. We are still testing this internally, and it will be sent out to experimental for more testing next week.

Final word

Much more is ongoing, and we look forward to presenting our Roadmap for the rest of the year very soon!

Quelle


Zombies..Zombies? Zombies!!! Oh ein Kaninchen :>
I don't care, I love it!



Für diesen Post bedankten sich 1 User :
dpeNemy
  Private Nachricht an den User senden E-Mail an den User senden
dp.Choleriker
Dozent


Beiträge: 541



User Pic


Dabei seit: 06. Mar 2013
Wohnort: Palatinien
Letzter Login: 21. Feb 2016
# 12.03.2014 - 12:20:24 Leider keine Berechtigung       zitieren


Hier die "Rodamap" zur DayZ SA ....Fahrzeuge gaaaaanz unten pfui :(

Here is our latest Dev blog created on the 24th February 2014.

So what’s in the Dev Blog?

Lighting improvements;

We are working on improving in-game lighting, not just from a visual perspective but also from a game play perspective, to improve playing at night.

We have enabled light sources such as flashlights and pistol torches, to emit light during the day as they previously haven’t done. However we still have to do some HDR tweaks

Physics;

This is an area we have wanted to put in for a while. We have added physics middle-ware, which allows us to add throwing items to the game but it also enables us to look at ragdoll and how the characters move within the world.

This is still fairly early days with physics, but we are getting much closer to having something that we can implement into the experimental branch with stability.

Containers;

We want to add world items that are lootable such as refrigerators that can store items, so they can be looted and the items within them can be interacted with.

Bow and arrows;

One of our programmers has been working on bow and arrows, in the video we show a very early work in progress clip of it. So far progress has been fairly quick with good results, so we are looking forward to seeing how this progresses further.

Animations;

Animations team has been working hard on getting new transitions and new methods of wielding melee weapons. This is still a work in progress.

We have moved away from our old way of how the animations were working which caused left handed swings. This restricts how the melee attacks are performed. As the hit detection is done from the item position this allows player to be able to easier work out where they are going to hit. This is still very much a work in progress but we hopeful and we look forward to your feedback.

New map updates;

Our map team has been working with artists to add new buildings into game and fixing collision issues with buildings. We have added police stations and new health center buildings across the map as well as improving preexisting towns.

We are currently working on ensuring that all buildings spawn loot as this is a big issue at the moment.

Weather;

We want it to be almost like an antagonist, we now have rain and weather is properly synced across all clients so all players experience the same weather conditions. Rain will also currently make your clothes damp and then wet, but at the moment this doesn’t really have much effect but in the long term but we definitely want to expand upon that.

Hunting and cooking;

We have dedicated a whole group of artists programmers and designers with experience with hunting games, that are dedicated to working on animals, their behavior and hunting. To maximise the element of survival, our current sprint is focused on cooking and campfires.

DeSync;

One of the big areas people have been reporting is DeSync, we have been working on this directly this is due to the amount of bandwidth DayZ is using because a lot of the messages to do with the inventory are sent via non-guaranteed messages. So if you or someone nearby you has a large amount inventory items, all these messages will be spammed as the server can’t guarantee the client has received them. We have a couple of hot fixes in place but our long term goal for this is to have a guaranteed message system. So the messages are only sent once and not constantly. This will be an ongoing effort.

Zombies;

Zombies are an area of active development, we want to increase the amount of zombies. Tied with this we also want to improve their collision detection indoors. This will be one of the task of the new team will be the hit detection of zombies. We are also actively working on the zombie respawn mechanics, using some of the optimisations that we used with player respawns.

We want zombies to be a good experience so they don’t spawn directly in front of players, this is what is taking the time, as we want to do it properly.

Persistent objects;

We want to have some objects have persistency throughout server respawns, such as backpacks, paper with written notes one and eventually when we bring barricading in, wood and wooden barricades and keeping it’s exact location in so far.

Vehicles;

Once we have achieved these objectives we can then look at vehicles as implementing vehicles too early could very easily upset the balance and impact other game play areas. When we do implement vehicles we are likely to start with slower vehicles such as bicycles. Then we will look at more complex vehicles, where we can have many more degradable parts such as batteries or spark plugs.



Zuletzt modifiziert von dp.Choleriker am 12.03.2014 - 12:22:20


Droggelbecher ?.... Droggelbecher !
  Private Nachricht an den User senden E-Mail an den User senden
dp.eNemy
Dozent


Beiträge: 471



User Pic


Dabei seit: 20. Sep 2013
Letzter Login: 18. Dec 2017
# 19.03.2014 - 01:05:22 Leider keine Berechtigung       zitieren


 Zitat von dp.eNemy

I haz da news =]



AGAIN !!!!!!111


Hier


Noch ein kleiner Bonus, Auszug aus den Abenteuern der Giraffe & Yacc
War letztens mitm Yacc aufn Experimental in Elektro; wir haben schon die Colt 1911 (auf dem Bild im Link gefunden), und dieses Nicht-AKM-Gewehr.
Dazu haben wir auch noch ne Ruger 10/22, irgendeine Czech 9mm Pistole und noch irgendwas neues .45-mäßiges erbeutet.

Die Colt konnten wir chambern und abfeuern, ganz nett. Die Ruger 22 und das Gewehr hab ich auch ausprobiert... Rimfire... sofern man keinen komplett verfaulten Schädel hat ist die Waffe absolut ungefährlich... Zombies brauchen 3-4 Treffer in den Kopf... bei Spielern wollt ichs dann nicht ausprobieren..


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.
  Private Nachricht an den User senden E-Mail an den User senden
dp.eNemy
Dozent


Beiträge: 471



User Pic


Dabei seit: 20. Sep 2013
Letzter Login: 18. Dec 2017
# 19.03.2014 - 13:57:26 Leider keine Berechtigung       zitieren


Und eine News jagt die Nächste; Update 42 ist raus! (vorher waren wir bei 35, dann gab es 37+42 auf Experimental)

Bisschen über 1 GB dürft ihr herunterladen für diese fantastischen Patchnotes

Branch: Stable

ETA: Morning of 19/03/14 (GMT)

Version: 0.42.116181

Known Issues:
Physics: Item throwing physics is currently disabled
Melee: Cannot conduct melee attack from "lowered" melee stance (press space to chance stance to "raised")
Potential Network issues - we will be monitoring the situation, as this appears to be resolved

New:
Actions: Vomiting have associated sound effects
Actions: Ballistic helmet variants can be painted to black and green color with spraycan
Actions: Can check pulse on unconscious players
Actions: Searching for berries will now add berries to your inventory
Actions: Eat All now supported for consumables
Actions: You can catch rain into canteen and water-bottle from inventory
Animations: New Ruger 10/22 reload animations
Animations: New Ruger MKII Reload animations.
Animations: Player now can sit with gun/weapon
Animations: Completely new two-handed melee animations. New right-handed poses, moves and attacks for axes, baseball bat, pipewrench, crowbar, fire extinguisher, shovel, farming hoe. "Low" and "Aim" stances introduced for stand, crouch and prone.
Crafting: SKS painting recipe
Crafting: You can paint firefighter axe black and green
Crafting: Blaze 95 painting recipe
Environment: New rock textures
Food: Sambucus berry item added
Food: Canina berry item added
Gear: added black and UN ballistic helmet variants
Gear: Sickle added into loot spawns
Gear: 1911 engraved version configure added to loot spawns
Gear: Can opener can be used as melee weapon
Gear: Box of 10 bucks shots added configured and added to loot spawns
Gear: Wool Coat red/black/brown/blue/green/grey/check variants added
Gear: Green and black variant of SKS
Gear: Green and black variant of firefighter axe added
Gear: Flat Cap red/black/brown/blue/green/grey/check variants added
Gear: Rabbit leg, boar steak and chicken breasts added
Gear: Fresh and rotten tomato configured and spawning on the server
Gear: Fresh and rotten potato configured and spawning on the server
Gear: Fresh and rotten Green Bell Pepper configured and spawning on the server
Gear: Canned Peaches configured and spawning on the server
Gear: Tactical bacon configured and spawning on the server
Gear: Hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masks
Gear: Sporter 22, CR75, Amphibia S, 1911 and respective magazines and ammo (22LR and 9mm) added to spawns
Gear: Wool Coats and Flat Caps added to spawns
Gear: Farming hoe configured and spawns
Gear: Long wooden ash stick
Gear: M4 attachment green variants added
Graphics: Adding lights to currently rendered scene changed
Graphics: Lighting from objects now is rendered during daytime also
Graphics: HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...)
Graphics: Engine supported point source light objects (e.g. Gaslamp) now working correctly
Map: Olsha has been updated
Map: Khelm has been updated
Map: New rock formations outside Svetlo have been created
Map: New Orthodox Chapel has been created
Map: Police Stations & Medical Centers have been placed across the map
Map: Village pub configured for spawning loot
Map: New villages surrounding Svetlo
Map: Chernaya Polana town + surroundings added
Map: Signs for "Chernaya Polana" added
Medical: Players can have a heart attack (declared as "irregular pulse" with pulse checking actions)
Weather: Rain, Clouds, Wind, calculated on server and distributed to clients
Weather: Rain now causes items and player to become wet
Zombies: Simple respawn mechanic implemented for zombies, pending more robust method
Fixed:
Actions: Added 'inUseItem' back to action on target function
Actions: Proper nutritional value will be added when eating near empty food
Actions: Berry picking script messages to player improved.
Actions: Removed duplicate option for crafting splint in action menu
Actions: Fixed force drink message for action with waterbottle
Actions: Eat all rice animation length modified
Actions: Force feeding action now depletes right amount of food/drinks
Actions: Water Bottle stays in hands after force drinking
Actions: Eating cereals won't leave you with 0% box in your inventory anymore
Actions: Fluids deplete properly after force drinking action
Actions: Removed force feed action for disinfectant and alcohol tincture
Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandage
Actions: Ruined rags/bandages and wooden sticks doesn't produce infinite splints
Actions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animation
Actions: Edited player messages in force drink action and fixing broken limbs
Actions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after action
Actions: Player message for drinking from well
Animations: Bandage and eating pills animation glitch fixed.
Animations: Holding animations of various weapon magazines correctly linked
Animations: Player can now be properly knocked out while in water.
Animations: New M4A1 reload animations.
Animations: Various glitches when moving / changing stances fixed.
Animations: Rolling left/right while zoomed in sights makes player zoom out for the duration of the roll.
Animations: Evade animations in prone (Q and E) are faster now.
Audio: Subsonic projectiles no longer emit supersonic crack
Balance: Buffed damage of 762x39, 9mm, .22LR. Slightly nerfed shotgun pellets
Gear: Added color variants of ballistic helmets into loot spawns
Gear: Purification tablets package contains ten tablets now. Cholera removing functionality added.
Gear: Painted SKS chambering
Gear: Even lower chance of backpacks spawning on construction sites
Gear: Changed inventory view of pitchfork
Gear: Removed quantity value from burlap sack tooltip
Gear: Display name for t-shirts with stripes
Graphics: SSAO in options saved
Graphics: Rain effect settings changed
Graphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex)
Graphics: Spot light culling fixed
Graphics: Fix of terrain intersections
Graphics: Fix of geometry trace for flares
Graphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settings
Login: Failure during new character creation could cause player to get stuck as unconscious
Map: Optimizations for Svetlo performance
Map: Forests surrounding Svetlo bugfixes
Medical: Would never actually die from zero health or blood due to medical conditions
Medical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very low
Medical: Defibrillator used for restarting the heart of players who have a heart attack
Medical: Unconsciousness had irregular and unpredictable behavior (epi-pens will now always wake an unconscious player, unless they are having a heart attack)
Medical: Melee damage application system changed to better balance
Medical: Chance of bleeding from fists reduced significantly
Medical: Arm and leg ache messages fixed
Medical: Disconnected players avatars did not take shock or blood damage
Medical: Falling from height while sprinting did not kill player when it should have
Medical: Player could vault with broken legs
Network: Dropped items appeared only after a delay (now instant)
Network: Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete)
Network: Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/server
Structures: Changed inheritance of barrier structures (due to errors in logs)
Structures: Item disappearing when dropped from inventory on stairs or near walls
Weapons: Long-range scope reticle properly centered
Zombies: Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change)


Quelle: http://forums.dayzgame.co...ing-update-rev-042116181/


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.

Für diesen Post bedankten sich 4 User :
dpLolly dpblindEmu dpCholeriker dpMonochrom
  Private Nachricht an den User senden E-Mail an den User senden
dp.Choleriker
Dozent


Beiträge: 541



User Pic


Dabei seit: 06. Mar 2013
Wohnort: Palatinien
Letzter Login: 21. Feb 2016
# 21.03.2014 - 05:57:49 Leider keine Berechtigung       zitieren


Modsupport lässt ja noch auf sivh warten ...aber wenigstens damit muss man sivh in zukunft nicht mehr herumschlagen

Zitat rocket von reddit :
" We have an option to change the length of time for day/night cycle working in our development build as a server setting. We didn't include it in yesterdays release due to risk.
We need to decide how to manage it's implementation but the short answer is that I concede your basic premise, people don't play at night and we want to make night more part of everyones gaming session so they enjoy the challenge it brings."


Droggelbecher ?.... Droggelbecher !

Für diesen Post bedankten sich 1 User :
dpLolly
  Private Nachricht an den User senden E-Mail an den User senden
dp.eNemy
Dozent


Beiträge: 471



User Pic


Dabei seit: 20. Sep 2013
Letzter Login: 18. Dec 2017
# 22.03.2014 - 16:59:00 Leider keine Berechtigung       zitieren


Change Log - 0.43.116251
22. MÄRZ - ROCKET2GUNS

We appreciate everyones patience in getting this patch released to stable, the bug in 0.42 that caused lag and desync was very hard to track down and fix.

- Hotfix to address issues associated with severe lag and desync for many players.
- Servers now support accelerated time as a configurable option. This results in faster day/night cycle.
- New zombie animations in testing (they are considerably faster). We will be engaging with the community to decide if these new animations result in the zombies being too fast.


Zuletzt modifiziert von dp.eNemy am 22.03.2014 - 17:00:00


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.
  Private Nachricht an den User senden E-Mail an den User senden
Chicken Joe
Schüler


Beiträge: 38



User Pic


Dabei seit: 14. Dec 2013
Wohnort: Olpe
Letzter Login: 23. Dec 2014
# 28.03.2014 - 19:36:46 Leider keine Berechtigung       zitieren


Es geht langsam vorran ^^

http://m.imgur.com/a/CDb92


MUSIK IST
Der Klang des Lebens,wie träumen,ein Universum voller Erinnerungen,Emotional,lebenslange Leidenschaft,die grösste Freude,Poesie der Seele,Singen und Tanzen,Liebe-auf der suche nach einem Wort,pures Glück,ein magischer Schlüssel und EINZIGARTIG!!

Ohne Musik wäre das Leben ein Irrtum!!!



Für diesen Post bedankten sich 3 User :
dpLolly dpeNemy dpMonochrom
  Private Nachricht an den User senden E-Mail an den User senden
Forum » Zombie Apocalypse » ZA - Public » Standalone - News « [ 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 ] »

Script Copyright by ilch.de | made by psd-resources.de | modified by dp.LuCiFeR | Impressum