DayZ - Multiplayer Survival Zombie Apocalypse Simulation

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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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zXe
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by zXe » Sun Jan 06, 2013 5:54 pm

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

what exactly did you change, I want to give it a go.

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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Jez_humphrey » Sun Jan 06, 2013 9:31 pm

go into your arma2.cfg file usually in documents

i found that changing this help it was previously on 1000 and 3

GPU_MaxFramesAhead=1;
GPU_DetectedFramesAhead=1;

do the same in arma2oa.cfg

it was stuttery, now its added atleast 25 fps on and i can run it all on high

i found it randomly on the dayz forum

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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Jez_humphrey » Sun Jan 06, 2013 9:39 pm


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zXe
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by zXe » Mon Jan 07, 2013 4:07 am

bookmarked thx :)

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Kezzer
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Kezzer » Mon Jan 07, 2013 8:47 pm

http://dayzdev.tumblr.com/

don't know if this has been posted in a different thread or already has been.

Where is the Standalone Release?

I suppose I should start with the question everyone wants to know… where is DayZ Standalone? Obviously, it’s not here. At Eurogamer I said that DayZ had to be out before the end of the year and that’s come and gone. I still stand by that comment, to achieve what we had originally wanted, we did have to be out by the end of the year - and we’ve failed to achieve that.

Put simply, DayZ Standalone isn’t here because we had the chance to go from making a game that was just the mod improved slightly, packaged simply, and sold - to actually redeveloping the engine and making the game the way we all dreamed it could be. This blew any initial plans we had dictated to pieces.

The plan going forward

The plan from here is straightforward. We will be releasing a closed test imminently, during which approximately 500-1000 people will assist in ensuring our architecture is correctly functioning. This closed test will be focused purely on architecture, not the game design. Once we have confirmed fixes for issues arising from the closed test, we will then reschedule an internal date for our public release.

What has been done?

One of the most profound and major architectural changes has had its initial implementation completed, this is the overhaul of the inventory system. In fact, the inventory and item management system was completely removed and rewritten from the ground by Jirka, one of the original engine programmers. The work that has been completed on this groundbreaking, and it going to fundamentally change the DayZ experience.

You scavenge for items now, as individual parts, picking up pieces rather than piles, looking for cans on shelves or under beds. The new system opens the door for durability of items, disease tracking (cholera lingering on clothes a player wears…), batteries, addon components, and much more. If you shoot a player in the head to take his night vision, you will damage the night vision. The changes to this inventory system are huge.

An additional area of change has been to make the inventory system more intuitive along with a key focus on providing visceral feedback on your progress through what inventory you have. The use of drag-and-drop, 3D models rather than 2D pictures, and being able to add items/clothing to your character in 3D in the inventory screen - have all come out of months of design work and research. I’m extremely pleased with the results of Jirka and Hladas, two of the programmers who have been working on implementing the design ideas. I believe the changes to this inventory system will fundamentally change the nature of the DayZ experience.

We are not at the point where we can release meaningful videos or screenshots of the system, but we have now confirmed the base architecture is working in game. Likely, the first that will come out about the inventory system will be during the closed test when people are actually using it.

UI Changes

ArmA community legend kju has been part of the DayZ development for some time, and is now one of your key development members. He has been working with our CEO (Marek) and me to develop the DayZ UI. We have been greatly inspired by Minecraft to make the UI simple and effective, rather than flashy and complex. All our art and code efforts are going into the game, the UI is being designed to be straightforward and functional just like in Minecraft.

Art Progress

A huge amount of work is being completed on art. I’m including some more additional pictures taken from around Chernarus. We have some massive plans now that all interiors have been completed, as rather than moving them on to other projects we are now giving them exciting new things to create.

One of the new artists on the team is a texture artist, and has been working on revising the textures for our new building interiors so they look more post-apocalyptic. Some of these changes can be seen in the work-in-progress pictures I have included.

Map Progress

The lead architect of the revised (and original) Chernarus map, Ivan Buchta, is still imprisoned in Greece on charges of espionage - and is a great loss to the team. Luckily, through letters, Ivan is able to provide some input and insight into the development of the map. Regardless, the continued imprisonment of him and Martin Pezlar has a significant impact on our ability to redevelop Chernarus.

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Mafro
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Mafro » Tue Feb 05, 2013 1:57 pm


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 » Tue Feb 05, 2013 3:34 pm

Aviators? I am so in.

It does looks quite good just from the player models and the new loot spawning mechanic.

Falsey wrote:
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.

Wuijibobo wrote:You're a funny man Xeno. I like you... That's why I'm going to kill you last.
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Kezzer
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Kezzer » Tue Feb 05, 2013 5:07 pm

going to have a watch now.

edit- yeah this is gonna be good when it come out. can't wait.

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zXe
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by zXe » Tue Feb 05, 2013 6:06 pm

feels like we're going to be waiting a long time for standalone...

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Xeno
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Xeno » Tue Feb 05, 2013 6:18 pm

Well you could always play WarZ if you're desperate. :lol:

Falsey wrote:
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.

Wuijibobo wrote:You're a funny man Xeno. I like you... That's why I'm going to kill you last.
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Kezzer
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Kezzer » Tue Feb 05, 2013 6:23 pm

when it comes out I would consider getting a server up.

there is a fair few of us on here that have played the Alpha/beta

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Hans Bubby
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Hans Bubby » Tue Feb 05, 2013 6:23 pm

Kiezer wrote:when it comes out I would consider getting a server up.

there is a fair few of us on here that have played the Alpha/beta


I'd happily chip in a bit for that.

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Sirus
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Sirus » Tue Feb 05, 2013 6:41 pm

Have they sorted out the inventory system in this yet? I could never get the hang of that.

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Xeno
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Xeno » Tue Feb 05, 2013 6:43 pm

They have altered the inventory UI but made a point of not showing it yet.

Falsey wrote:
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.

Wuijibobo wrote:You're a funny man Xeno. I like you... That's why I'm going to kill you last.
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Zellery
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Zellery » Tue Feb 05, 2013 8:32 pm

My most anticipated game of the year by some margin.

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Kezzer
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Kezzer » Fri Feb 15, 2013 6:47 pm

New dev blog out.

not a video though :(

http://dayzdev.tumblr.com/post/43155784 ... -have-gone

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Kezzer
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Kezzer » Thu Feb 21, 2013 1:38 am

Thought I would share my latest DayZ adventure with you lot.



So there I was, aimlessly bumbling around the wilderness going in the direction that I thought was North East.
I had been running for ages when through a clearing in the trees I see the outline of a survivor in the distance!

I sprinted towards the man's location thinking I might be able to befriend him as I had very poor weapons (crossbow + revolver)
As I got closer I could hear gunfire. I moved up cautiously and through some shrubs I saw that there was a body lying in the open a few hundred yards in front of me bleeding. Dead.

I sought cover in some bushes waiting for his killer and right enough he come trotting down from the hillside to claim his prize, but he stops. The survivor looks over towards me cowering in a bush, when moments later he opens fire! I immediately shoot back with my trusty revolver but he is too far away to do any real damage. meanwhile his shots are landing right in front of me hitting bush. My fingers scramble for the chat keys and start typing for him to stop shooting me at the same time hoping that my would be killer will soon run out of ammo.

As luck would have it the shooting stops and there is a faint sound of pistol rounds and then nothing. Did my begging work?

Well not quite. The Enfield rounds that the player had fired at me had actually attracted a few zombies to him and the pistol rounds were him trying to defend him self but it was too little too late. The zombies kept coming and stop right where the survivor had been crouched. As the zed's leave the corpse I move forward. "could he actually be dead?" I ask myself not sure how I survived.

on inspection I found there was no need to be worried. He was brown bread.


I quickly looted the bodies of the two who had been fighting it out and got some gear ( matches, binoculars, map etc. - nothing too fancy) at the same time I study the bodies to find out who shot at me.
-Bender the Robot

on the side chat I see his name pop up saying that he had taken on a team of 4 and survived only to be killed by zombies. He is later corrected by the team he had shot up saying that there were only 3 of them.

I was the fourth.

so I went back to where the guys had been killed and yes there was another two bodies in another field with some cool gear on them (DMR, NVG's, GPS etc...)

So yeah not too bad a shift considering I had no idea where I was going and some pretty bad weapons.
After I had ran off with my loot I started chatting with bender, apparently my revolver shots had managed to break his leg so he was stuck and that is what helped the zombies kill him :)

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Mafro
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PostRe: DayZ - Multiplayer Survival Zombie Apocalypse Simulation
by Mafro » Thu Feb 21, 2013 10:41 am

This mod is on Steam now.

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 » Thu Feb 21, 2013 10:52 am

I really hope they release the stand alone on day 1 on steam.

Falsey wrote:
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.

Wuijibobo wrote:You're a funny man Xeno. I like you... That's why I'm going to kill you last.

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