niente è yuki che trolla :asd:
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niente è yuki che trolla :asd:
Macche trolla e trolla. Bisogna tener presente una cosa: lo stanno rifacendo da zero e l'unica cosa che hanno postato sono dei modelli di interni. Oggettivamente, quando degli sviluppatori cercano di fare un gioco nuovo usando un motore grafico esistente pensato per un altro tipo di gioco c'e il rischio che in fase di sviluppo saltino fuori delle magagne tremende. Quando Rocket ha annunciato la beta dello stand alone per fine anno stava trollando http://www.epicgifs.net/images/show/9SHKVGW0
nope! il motore grafico già ce l'hanno, visto che è una via di mezzo tra arma 2 e arma 3, 2.5 come detto da rocket, e visto che di arma 3 il motore grafico già l'è bello che finito visti i video presentati all'E3 ancora estate passata, anzi si può dire che il lavoro sia pure più semplice visto che l'hanno alleggerito mmo-style spostando tutto ciò che fai sul server che elabora i dati anzichè client-sided
bella la pic :D
sta collassando :asd: speriam si riprenda sto natale
sourceQuote:
It's taken a bit longer to get the news out than I expected, simply because I spent 30 hours in a plane, arrived home for the first time in a year, and realized how dog-tired and sick I was from having worked like crazy for a year. I slept for about 20 hours in a row.I'm drafting together the roadmap, and the news will be good and naturally not perfect. We're happy with how things are going, and the more time that goes on the more we can confirm. For me, the most important thing is not to confirm anything in the devblog that we don't have a high confidence in. Sometimes that means I have to leave stuff out, or wait to say stuff, because we just don't know how it will turn out. We're very, very early in the development process - at a time when experimentation of core elements is still very much in vogue.
While me heading back to NZ for a couple of weeks is going to make things a bit slower, already the psychological benefits are feeling massive for me.
The December target I set was a good and bad thing. It was good because it forced our development to push heavily towards a target. Without that target, I have no doubt we would be significantly further behind than we are, and we probably would have made some different decisions which would have not been as positive for the project. It was bad because of the expectations it set. That target relates to what was achievable in terms of releasing a "mod on steroids", whereas halfway through we abandoned that and went for a "new game based on the mod" - which is far more ambitious and really what everyone wants. But that meant achieving the december release is much harder, still because I'd made that promise it made the programmers work much harder.
It does become a bit overwhelming when literally everywhere I go, both on the internet and in real-life, everyone bombards me with wanting to know what is happening.
tutte scuse,deve lavorare e non lamentarsi!:asd:
lolol
http://www.reddit.com/user/rocket2guns
Quote:
I know I have been very quiet lately. So this will be really all I'll say for the moment.I've been pretty depressed about the whole situation. From a personal standpoint, this whole "saga" of the development made me seriously question if I wanted to be involved in the industry and I gave serious thought to cutting my losses and not being involved in the project.
At my Army Discharge medical this week, they noted I now have high blood pressure. Some things in life just aren't worth worrying about.
I've been getting hammered by a massive amount with requests for information about DayZ release, interviews and my reactions to this and stuff and such - but for my own sanity I retreated and have kept to myself. Right now I'm just at home doing bits and pieces on the DayZ development. The rest of the DayZ team is doing the same.
I realize that I went back on my word about releasing an update, but went back into my shell for a bit last week, and I'll come out when the dust is all settled.
Quote:
I could say "it has been delayed" but what has been delayed? there are many forms and ways to release something. The fact is, there are many things we COULD do, and we're checking to see that what we can do is the best for where we want to be in a few months time.
So saying it will be delayed would be incorrect, as it may not be delayed. But exactly how, what, and in what way of release - all these things need to be considered against how they factor into future releases. It is not only me, or even the dev team, who make those decisions so there are many stakeholders. I could announce all these things but it is unfair until all those stakeholders involved have a chance to input as they are affected (or some, such as Steam, required to do some work as part of it).
sta sclerando..
indeed
HE'S BACK!
http://dayzmod.com/forum/index.php?/.../#entry1093353
Posted Yesterday, 08:44 AM
- Bean King
- http://dayzmod.com/forum/uploads/pro...?_r=1342211600
- DayZ Staff
- http://dayzmod.com/forum/public/styl...llet_black.pnghttp://dayzmod.com/forum/public/styl...llet_black.pnghttp://dayzmod.com/forum/public/styl...llet_black.pnghttp://dayzmod.com/forum/public/styl...llet_black.pnghttp://dayzmod.com/forum/public/styl...llet_black.pnghttp://dayzmod.com/forum/public/styl...llet_black.png
- 1598 posts
Why so quiet, Rocket?
Kju (ArmA legend and DayZ team member) made a good point that I should really say something, linking me to the points made in http://dayzmod.com/f...-under-the-tree - So here I'm going to just sort of give a literal off the cuff not-announcement.
I'd taken a deliberate step away from the spotlight, particularly given the scandals that have gone on with things with the WarZ. I won't dwell on this issue, only to say that while gamers can tell the difference between the two products - many people can't and it became quite unpleasant for me when I became approached both in real-life and through the internet associating me with the War Z.
Meanwhile, development continued at an even greater pace with the entire project beginning to gel even more than before. I won't give any specifics here, I think the specifics should come with something that you can actually see/play and that will make much more sense. I'm currently in an airport lounge in Sydney, on the long journey back to the Czech Republic.
The year 2012
I can't really even begin to summarize what that year has been for Bohemia, the project, or for me - so I won't try. What I will do is thank everyone for being involved, for making something really amazing out of the idea I started with. There are thousands of people who have and are now directly involved in developing the mod, and it's really amazing for us all to see the wonderful user created content etc coming out. So thank you, to everyone. Because of everyone's support we're now "living the dream" and turning this basic idea into its own game. In fact, we've gone even further than I could ever have hoped... we're not only making the game, we're redoing the engine specifically for the game
Where is the game? Where is the Tumblr post?
Obviously they aren't there yet and I promised that. I also promised more contact, and then I disappeared off the face of the Earth. Now isn't really the time to get into all that, so all I am going to do is say that on all those account I failed and I'll deal to those in good time.
I'm really sorry that on those three counts I've failed, hopefully in time the reasons will all make some sense and the end product will justify all the madness of this year. Now is not the time for me to rush out a tumblr update, nor rush out a build. Both of those will, for the moment, need to wait - and both mean I didn't do what I said I would.
So... 2013?
Let me just say this:
Every progressive day during December, I have gotten more and more excited about the Standalone and it's potential. Each day the whole team is seeing the strength of the development and we're very pleased with how it has been progressing.
Thank you everyone for your support, and particularly, for your patience. Also a big thank you and shout out to the forum mods for their hard work.
http://dayzdev.tumblr.com/post/39933...se-i-suppose-i
GOOOOOOOOOOOOOOOO
nooo beh...nooo
beh
che spruzz!
p.s: voglia la tovaglia a quadretti per mimetizzarmi
e quindi e.t.a.?
soon
when it's ready
scegli tu
quindi anyday now parte la closed beta con streamers, 500-1000 tester, fatta quella, che serve a vedere quanto sia stabile la struttura attuale decideranno una data release. e la release avverrà per 50K key vendute alla volta.
50K key vendute alla volta
si giusto
fai dei disegnini esplicativi per gli ignoranti come me e Balsa
noi sappiamo leggere solo le interiora di polipo a scopo divinatorio ;)
E siamo sicuri che la fase anale della giovinezza sia gia' stata superata?
Cmq ad un'analisi grafologica dello scritto in questione, a giudicare dall'altezza delle linee, dall'inclinatura delle stesse e dal tratto vibrato, appare evidente che non ho studiato grafologia.
Ve l'avevo detto che rocket trollava duro
http://www.lefavoledilang.it/imgblog/20081021b.jpg
Ma il peggio è che il mod è ingiocabile l'ultima volta che sono entrato per terra c'erano solo zaini :v
Io ooodio xxxxx (<-- riempire a piacere)
http://www.francescoamato.com/blog-s...brontolone.jpg
basta cazzi!
moar Q&A
Quote:
Some more questions answered on Reddit by Rocket, will add more as they come.
Q: How long is the closed technical test going to last?
A: As long as it takes to smooth out the architectural issues.
Q: Can we expect any new guns/gear upon foundation release?
A: Yes, lots.
Q: Have you made any improvements in terms of sound?
A: Sound isn't something we've played with a lot yet. It's something we can easily improve - we want the freedom now to innovate, which means not getting locked down because we created certain content. The pace of our innovation is insane at the moment and is entirely changing the landscape of the future content changes.
Q: Will the standalone bring an FPS improvement?
A: Yes, but I follow the usual pessimistic thought that whatever FPS increases we see will likely be taken up with new things added to DayZ. A staggering amount of code that was unused by DayZ has been removed, and is ongoing. This includes UI code and object related code, everything. This provides some benefits. There has been a huge amount of art asset optimization, again helping. Overall, I would say DayZ standalone will offer a smoother experience but not necessarily an FPS increase. I.e if you run it on High now, you won't be running it on Very High but you should get a much smoother experience.
Q: Any plans for Minecon-style DayZ events in the future?
A: Probably, no plans as yet. I would say by June we have a good picture on the success of DayZ as a whole and sometime around then we'll have a good think about the future.
Q: What are your plans for end game content?
A: Firstly, once we have DayZ stabilized into something reasonable - we will look at some advanced vehicle stuff. I.e. sort of vehicle construction, adding different parts to vehicles etc...
Then towards the end of the year, probably, looking at base construction as an entirely new game mode.
Q: What about vehicle customization?
A: Not initially, vehicles will remain very, very basic. But later we will add great depth to the parts mechanic something like a "vehicle construction" system. This will be our first foray into "endgame" type content, after we have stabilized the build.
Q: Has Marek Spanel (CEO at Bohemia Interactive Studio for those who don't know) played the mod/sa and given any feedback on it?
A: Marek has been extremely involved since very early in DayZ (since shortly after it's release really). He continues to be a key contributing member of the team both at a management/steering level and also with design.
Q: What about the price?
A: Cheap for a start, rising in price during development. I'm just going to come right out and say it, so that people start to stop with this whole "competition is good" thing. Competition can be good, under the right circumstances. Personally, the WarZ scandal and the price people have been paying has made me think, personally, that we've been undervaluing the project in terms of price. If one company releases a product, that doesn't perform well and is at a high price, and succeeds - what example does that set for other companies? People need to behave like rational consumers and not just instantly buy everything they see - otherwise all they will end up with is crap. The moment gamers start organizing and rewarding developers that meet what the consumers want - is the moment the publishers will be forced to value their developers more (and pay them more). Regardless, it's never going to be at a full retail price.
Q: How often will updates come out?
A: Daily/weekly. Pushed through steam as delta updates (<3 you steam!)
Q: Will there be some kind of report system in case of hackers?
A: TBC, likely something we will have to work on improving for the entire life of the product.
Q: To what extent will customization go, e.g clothing, character
A: Clothing, full range of selections: Head, eyes, torso, pants, feet, gloves, vest, backpack.
Q: What about player numbers, 60 seems low currently but obviously that will depend on the map design and new areas etc, what do you think is an ideal number?
A: This has been a key focus for redevelopment of Chernarus. I think about 150 is a good number, from our testing in terms of design.
Q: I've been quite impressed by Seattle map in TOH. Would it be possible to rework the map to make it playable in DayZ
A: It's very impressive map, but the issue is more it was designed for something specific (helicopters). DayZ needs interiors, they're really important. I think DayZ needs a new map, BI made, that features a western city... let's just say I have plans. http://dayzmod.com/forum/public/styl...ault/smile.png
Q: Will there be other animals in the woods such as wolfs, bears, a horde of zombies? Will there be caves, etc?
A: One of the artists is working on a deer, and I believe a rat has been done. The main issue is animations, they have to be generated (often by hand, although once a horse was mocap'd here in the studio for another game!).
Q: Has a chainsaw been added yet?
A: Nope, not yet. We've only really started on item art asset development recently, as we just confirmed all our desired item architectural changes are possible.
Q: Are you aware of the issues with rendering vegetation, obscuring items, tents and players at close range while they remain visible at long range?
A: It is important, we're aware of it - but we haven't got it planned to be addressed yet. We're still on these major, sweeping, architectural changes.
Q: How do you deal with the stress of the game? When you get overloaded with Questions and the difficulties with the development etc. What's your method of keeping things together?
A: Bizzarely enough, aside from running or one of my hobbies like mountaineering or wakeboarding (which I can rarely do here) - the greatest stress relief comes from modding someone elses game.
I love KSP and love modding for it, and I am really in love with Space Station 13 at the moment, and loving making new maps and editing/modding it. There is something inherently beautiful about modding that I just love. I probably was having a slow-moving nervous breakdown towards the end of last year, really. But this year has been great, the progress has been outstanding and all the huge gambles we took architecturally last year have started paying off.
Q: How do you plan on making lone-wolfing more interesting as well as player interaction?
A: I really want to increase the amount of activity in the game, such as hunting and just general surviving/traveling. I hope this makes the lone-wolf play more interesting, which in turn will add more value to any human interaction.
Q: How does the whole humanity thing work?
A: My first thought was "not well". Then I realized I made it, and I just felt bad for myself http://dayzmod.com/forum/public/styl...efault/sad.png I think we can do better with the standalone with some good experimentation and innovation.
Q: Is the idea of making security systems for underground structures still in?
A: I'm playing a lot of Space Station 13 at the moment and it is giving me some tremendous inspiration for ideas for base construction. But expect this more towards the end of this year. We have much ground to cover first.
Q: Will the ragdoll system be initially available in the SA or will you implement it later?
A: No ragdoll currently, it is a significant amount of work and one we haven't done yet. We looked at it, even tried some, but it was just going to cause far too much delay.
Q: When ArmA 3 comes out, are you going to mod DayZ into it or let the community do it?
A: My real hope, is that the next "DayZ" comes out and get's it's big break in ArmA3. I made a space mod for ArmA2 that I never released, maybe I might make that for ArmA3! I guess someone will mod DayZ for ArmA3 and it will probably be great for it, that's the awesome thing about this community.
Q: Can we expect some unannounced surprises in the standalone release?
A: Absolutely. For the next 12 months at least, probably beyond that.
Q: Are you still looking for SA testers?
A: I am not handling the SA technology test tester list, Matt handles that. I'd probably implode with all the queries I'd get with it (my twitter/facebook/email is full now already).
Q: Will private hives on the SA allow for admin controlled starting gear?
A: Private Hives still haven't been thought out much. For a start, we're going to issue the architecture to some of the big hosters initially until we can secure it and lock it down more for general release. So initially, you'll either need to connect centrally to the main DayZ hive when running a server or you'll need to connect to one run by a commercial hoster. But we still haven't decided this fully yet.
Q: Are you still considering underground bases? It was mentioned early on but not so much since.
A: Once we have things really stable and solid, like a really good experience (I estimate loosely on my return from Everest in June), I think we will start with base construction. I've been playing A LOT of space station 13 and it has given me some great ideas.
Q: Will there still be a 'dot' system and will it potentially still allow ESP hacks (which are hard to detect)?
A: I want to remove the crosshair but I suspect we will have it configurable by servers. Same with 3rd person, but no firm decision is made yet we need to test everything out with you guys first. Hacking is something we will have to work on for the life of the product. I.e. forever. We just have to try this new architecture and continually innovate, adapt to the change of pace. That's just the reality of the world.
Q: Are we going to be able to hide from zombies in trees and bushes? *Here comes a swarm of zombies, I'll just sit in this bush until they give up.*
A: Yes. Although for a few months expect these new mechanics to spontaneously break and hilarity ensue
Q: Do you have anything in the works for more obtainable skins like the hero and bandit skins?
A: You can cloth yourself in custom items for each body part. So effectively, you create your own skin. We're still looking at options for humanity and we aren't tied down to a system yet.
Q: What's after DayZ? Can we expect a DayZ 2?
A: I've got two "ultimate game ideas" that I have wanted to make for many years, and I'm hoping this is my ticket to fund and develop them completely myself and make them the way I want, with no marketing department input. So I'd probably be more interested personally in pursuing these once DayZ is 1.0. But sequels are really just a numbers game. If the idea is still fresh, I hope the harsh approach of DayZ spawns a sequel, so long as that sequel tried something new and fresh (but with the same flavor) on, say, the PS4 and/or the Steambox. I mean, why not? But I'm not sure how involved I would be with that.
Q: Did you play The WarZ at all? Anything from that game that you liked/disliked?
A: Yes, both me and Matt did. It's rather hard to compare because it just wasn't the kind of game that I would want to play. I am not a good barometer for what is a good game or not (the games I played most last year were OpenTTD and KSP..., and this year it is SS13). My taste in games is very "out there". So to say it wasn't my kind of game is putting it in company with the new XCOM and many other well received games. Their out of game UI was very polished and overall gave a much better impression about the product from the word go compared to DayZ. The DayZ standalone, probably will not ever match that either mainly because I'd rather have that artist working on assets for the game rather than a menu or some out of game screen. But that level of polish was really good. Connecting was simple and straightforward, and quick. The melee was "better", although with some caveats. I mean, the bar is pretty low, the melee I mod'ed into ArmA2 is probably as basic as it gets. Continued...
Q: Any possible date or time frame for the closed technical test?
A: We're down to the last few things to fix before the first test servers pop online and we run the first full servers. Slowly we'll hand out the first keys and get a few servers running. Then we will reassess. It could go really well and we open up quickly, or it could go badly. Don't expect the tech test to be fun, or very pretty. It's a tech test, any game design that makes it into that will be a bonus.
Q: Do you think SA will come before April?
A: Yes I think so, but anything could happen and usually does. We'll know more when the results of the tech test are out. Any dates before then would be pure speculation, and my last speculation didn't work out so good.
Q: Any plans to implement a sewage/drainage system in the major cities?
A: I really want too. We'd need to do some magic though (or instancing... but only I am really happy with instancing as a solution at the moment! the programmers want to do it properly).
http://www.reddit.co...for_harder_and/
looking at base construction
spruzz :asd:
eccoci aprite questa pagina del dev blog per tutte le news succos
http://dayzdev.tumblr.com/
http://i47.tinypic.com/2a0n8yd.jpg
Comparison Screenshot between ArmA2 and DayZ using the same graphics settings
http://i50.tinypic.com/2whqlp0.jpg
Player character wearing a hoodie, jeans, and baseball cap
http://i50.tinypic.com/n18pk5.jpg
The three current playable races (both male and female available)
http://i46.tinypic.com/2zptnyf.jpg
Chernarus ain't what it used to be!
http://i48.tinypic.com/2cg0e1v.jpg
Sample of the volumetric clouds and lighting changes
http://i46.tinypic.com/htzdw5.jpg
Sample of the volumetric clouds and lighting changes
http://i47.tinypic.com/65xye1.jpg
New wrecks better designed to enable loot finding
http://i49.tinypic.com/2ppj33d.jpg
Female zombie
http://i49.tinypic.com/34srv2p.jpg
One of the many new areas on the map
http://i46.tinypic.com/abktvn.jpg
Hiking boots, probably one of the most important clothing items
così sembra stalker
Non parlarmi di stalker valà ahah oggi dramma con balsa abbian ripreso in mano datz con mod namalsk... drammatico.. bloodsucker violatori anali e impulsi radio assassini, drammatico
voio picchiara anch'io i zombi!
(ma non ho voglia di comprarmi Arma2 e fare strani maneggi per installare il mod)
no infatti meglio lasciar perdere per ora, l'ho disinstallato giusto ieri
dayz origins è davvero bello,comunque per chi non ha arma 2 e espansione meglio non comprare..aspettate lo standalone
sei un frocio dovevi aspettarmi!!
cmq raga per chi aspetta lo standalone ricordatevi, non avrete un gioco completo, uscirà in BEEEEEEEEEEEEEEEEEEEEETTTTTTTTTTTTTTAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAA
e seguirà un development stile minecraft, man mano che viene sviluppato sale il prezzo ed esce content, prevedono nuovo content/bugfixes settimAnale asd
installare dayz è la cosa più semplice del mondo ora, c'è un programma chiamato dayz commander che fa TUTTO LUI, patcha, installa, scarica mappe, trova server, applica filtri, salva favoriti, non fa il caffè, ha pure la friend list!
e per quanto riguarda picchiar zombie...
è l'ultima cosa che vuoi fare su dayz :>
o ti fottono o glitchano i muri ahah, se spari ne aggri a VAGONATE
a meno che tu non stia ultrarosicando che il gioco (una scala o una porta) ti abbia appena rotto le gambe allora ok ti è permesso tentare lo sfogo sugli zombie, un pò come me ieri :asd:
http://i50.tinypic.com/1ot08h.jpg
mi ha ucciso una scala dopo ^^