DayZ - Multiplayer Survival Zombie Apocalypse Simulation

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KjGarly
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by KjGarly » Sun Nov 25, 2012 3:42 pm

:slol:

http://dayzdb.com/map

Bookmark the map, learn your spawn points (The moment you log onto the map it will tell you where you are but be quick as the words type out on screen as you can miss it sometimes) You can't enter most buildings. Should come on some time with me and get on Mumble.

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Mommy
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Mommy » Sun Nov 25, 2012 7:15 pm

It's crazy as strawberry float. The zombie freak me out when they start froghopping around.


:(

I have officially retired from international football.
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Mafro
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Mafro » Thu Nov 29, 2012 2:28 pm

Some more info on the standalone release http://dayzdev.tumblr.com/post/36771692 ... ember-2012
Most settings will be forced server-side, such as gameplay and graphical settings (view distance, shadow distance, etc…). The exact nature of this and specific settings is very much subject to change, but this will be a significant departure from how it is currently with the mod.

Release will be on steam, using many of steams key features such as delta patching, VAC, server browsing technology. Patches to steam can be deployed by the click of a button in our build pipeline thanks to new technology developed by Steam, that is making our process extremely easy and exciting. We are very pleased that Steam is working with us so actively to make DayZ a great game and supporting us with quality features. I met many at the team at Valve at PAX, and really want to get them playing the game and getting their feedback to help in development. I’m incredibly thankful to people like Chet Faliszek (creator of L4D) who has been very supportive and helpful to me.
In using Steam for authentication, distribution, server browsing, etc… we are able to tap into their awesome resources in terms of scalability. The only hardware we then need to manage is the central database, which we already have some experience managing thanks to the DayZ mod. This means we can work towards avoiding the usual launch problems, by relying on the experience of Steam.

The controls have been completely rethought, using inspiration and design lessons from games such as Minecraft to make the player more engaged with their environment
Animations are being cleaned up to feel more responsive. This means trimming some transitions, so that you get quicker feedback from pressing the key to action (removing he “clunkiness” or “sluggishness”)

Player clothing is being implemented including: headwear, jackets, trousers, footwear, etc..
Weapons and items are now “entities”. This means they are more object oriented in structure, allowing weapon customization, degradation - the possibilities become endless. This is a major, huge, shift in engine architecture.

The Server controls character actions, a player’s client sends its requests and the server decides if this is possible. Our lead programmer in the company, Ondrej Spanel, is working on this currently. I believe this is one of the most radical changes ever implemented in the engine since Operation Flashpoint was released, and turns DayZ from an FPS into a true MMO.

A full-time map designer has also started work on ChernarusPlus now, redeveloping the world, placing new assets and buildings, fixing bugs, and creating new areas. This is in addition to the work done by Ivan and Maxell and will continue for the remainder of DayZ development.

The UI has been completely reworked, focusing on simplicity. We have studied games that we believe are leaders in this area, such as Minecraft, and are focusing on providing functionality without fancy complexity in this regard.

We have some outstanding former community members working on the project as paid members of the team. I hope to showcase their work and interview them on here for you, in the coming weeks and months. We are actively searching for more to bring them onto the team.

HSH28 wrote:Assmung you ever get one that is.

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Zellery
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Zellery » Thu Nov 29, 2012 8:01 pm

Sounds good so far.

I still think this is going to be pushed back to 2013, though. Rocket has been hinting as much on Twitter.

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Mafro
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Mafro » Thu Nov 29, 2012 10:00 pm

Yeah I really can't see it being released this year.

HSH28 wrote:Assmung you ever get one that is.

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Cal
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Cal » Mon Dec 31, 2012 12:50 am

So, anyway, DAIZY, the unofficial singleplayer offline version of DAYZ, has received a considerable upgrade and is now DAIZY Ultimate+ - and great fun it is is, too...

Me, earlier:



You can find it all here - look in the forums for links to various DAYZ mods, including this one.

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zXe
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by zXe » Mon Dec 31, 2012 1:30 am

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Seven
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Seven » Mon Dec 31, 2012 2:11 am

Knew I shouldn't buy ARMA 2 just for this, got everything to work only in end I played DayZ once. >_>

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zXe
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by zXe » Mon Dec 31, 2012 2:15 am

dayz has been one of my favourite games/mods of 2012 easily. It's definitley a lot better when you are playing with a few people with mics though. It's such an immersive experience. It's only really spoiled when you get hackers who cheat.

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KjGarly
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by KjGarly » Mon Dec 31, 2012 10:01 am

Oh Cal :fp:

Epi-penning yourself while unconscious and bleeding out then healing yourself :fp: Having it on easy so everything shows up as white dots no matter what they are behind :fp:

Oh Cal :fp:

I haven't played since early this month. Last game I took a bullet for my mate, knew a guy with one of the big sniper rifles was hiding in one of the tents in Stary. Strafed across the tent entrance letting rip with my assault rifle only for him to 1 shot me. Not before I got a headshot on him though.

DOUBLE KO!!

:datass:

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Mafro
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Mafro » Mon Dec 31, 2012 11:05 am

Knew the standalone version wouldn't be out before the end of the year.

HSH28 wrote:Assmung you ever get one that is.

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Xeno
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Xeno » Mon Dec 31, 2012 11:21 am

Don't be such a naysayer, there are still 12 hours of the year left. :lol:

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Xeno wrote:Chewing takes effort. What he needs is Emma Watson to chew his food then transfer it to him for him to swallow.

I dont know why, but that sounds strawberry floating incredible.

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Jez_humphrey
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Jez_humphrey » Sat Jan 05, 2013 3:58 pm

just got this and playing last night having played arma 2, its fun but strawberry float me i cant get this/arma 2 running very well at all, its run the same if everything is low or high

i can run bf3 maxed out but this is bad, any tips?

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$ilva $hadow
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by $ilva $hadow » Sat Jan 05, 2013 4:03 pm

What are your specs?


I have a 560ti, i5 760 clocked at 3.3ghz, 8gb ram. It runs pretty well at around 40fps on average, a few things on high and some settings lowered.

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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Jez_humphrey » Sat Jan 05, 2013 4:12 pm

amd fx 4100 3.6ghz
amd 6970
4gb

i think my old computer ran arma2 better than this, but battlefield 3 is perfect at 1080p

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$ilva $hadow
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by $ilva $hadow » Sat Jan 05, 2013 4:21 pm

AMD....

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KjGarly
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by KjGarly » Sat Jan 05, 2013 5:27 pm

It's just a poorly optimised engine, more so when online in DayZ is concerned. Offline in Arma 2/OA I could run it at almost full highest settings bar AA being on the lowest fine but can I shite run it at the same settings in DayZ (again I too can max out BF3 without using in game AA)

It's not your specs so don't worry. That's why I'm sort of tempted to install that DaizY mod Cal uses to see how it runs (no intention of actually playing it offline)

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Jez_humphrey
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Jez_humphrey » Sat Jan 05, 2013 6:34 pm

$ilva $hadow wrote:AMD....


cheaper, and fine for every other game......

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Jez_humphrey
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Jez_humphrey » Sat Jan 05, 2013 6:35 pm

KjGarly wrote:It's just a poorly optimised engine, more so when online in DayZ is concerned. Offline in Arma 2/OA I could run it at almost full highest settings bar AA being on the lowest fine but can I shite run it at the same settings in DayZ (again I too can max out BF3 without using in game AA)

It's not your specs so don't worry. That's why I'm sort of tempted to install that DaizY mod Cal uses to see how it runs (no intention of actually playing it offline)


yeh i did figure this arma 2 is alot better, still ill enjoy it as much as poss

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Jez_humphrey
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Jez_humphrey » Sun Jan 06, 2013 11:55 am

changed 2 bits of code in arma2 config and my shitty amd is now running it maxxed out

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