Maledette scale ! Vi avro', e vi trasformero' in pure'!
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Maledette scale ! Vi avro', e vi trasformero' in pure'!
oggi io e balsa abbiamo avuto un incontro ravvicinato del 3o tipo
http://cloud.steampowered.com/ugc/55...C36E449A610CF/
ah dopo che è uscito dal museo è stato investito. true story
io invece ho schiantato un aereo ahhaha
non volevo piu vivere dopo la visita del museo a tema :asd:
/cuddles
screen dei bloodsuckers plox
che puccioso
sinceramente spero non aggiungano troppe varianti rispetto allo zombi tradizionale che ogni aggiunta secondo me rovina un po' l'atmosfera "alla walking Dead" per portarlo vero un fps horror qualunque
ti stai sbagliandoooooooooooooooooooooooooooooooooooooohhh hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh hhhhhhhhhooooooooooooo
questa che abbiamo giocato io e balsa è una mod della mod!
"Dayz" e "Dayz Standalone"
saranno il più classic possibile, il fratello di rocket è pure un virologo e ha scritto un 20 pagine gdr sull'infezione :asd:
Luridi bastardi! :vQuote:
niggas!
yuki ho messo uno screen sulla pagina di faccialibro...
http://dayzmod.com/forum/index.php?/.../#entry1159158
DayZ mod 1.7.5.1 patch!
Quote:
USE THE LATEST BETA: 101480
The ideal place to load bugs is at the community bug tracker:
https://dev-heaven.net/projects/dayz
Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.
Patch Download
Dayz Files: http://cdn.armafiles...7.5.1-Patch.rar
Hive Files: http://cdn.armafiles...7.5.1-Patch.rar
Full Download
Client Files: http://cdn.armafiles....7.5.1-Full.rar
Server Files: http://cdn.armafiles....7.5.1-Full.rar
Prerequisites
* [Prerequisites] beta-patch ((Newest)).
* [Prerequisites] Microsoft Visual C++ 2010 SP1 x86 Redistributable (http://www.microsoft...ls.aspx?id=8328)
* [Prerequisites] New Mission File Downloaded from (http://www.silentspy...sion-generator/)
Build Notes
Affected addons:
* dayz code
* dayz anims
* dayz server (server admins only)
* mission file (server admins only)
Changelog:
* [NEW] Weapon - Sa58P_EP1. (Military)
* [NEW] Weapon - Sa58V_EP1. (Military)
* [NEW] Weapon - Sa58V_RCO_EP1. (MilitaryS)
* [NEW] Weapon - Sa58V_CCO_EP1. (MilitaryS)
* [NEW] Weapon - G36C. (HeliCrash)
* [NEW] Weapon - G36C_camo. (HeliCrash)
* [NEW] Weapon - G36A_camo. (HeliCrash)
* [NEW] Weapon - G36K_camo. (HeliCrash)
* [NEW] Weapon - M40A3 (MilitaryS)
* [NEW] Vehicle - HMMWV_DZ.
* [NEW] Vehicle - MH6J_DZ.
* [NEW] - Ability to flip ATV's.
* [NEW] - Zeds spawn while in vehicles.
* [NEW] - Zeds now have the ability to damage vehicles. This is limited to glass only once glass is destroyed players within will be damaged.
* [NEW] - Zeds now have the ability to pull you from open vehicles.
* [NEW] - New Load screens added.
* [NEW] - Chopper weapons can now be reloaded.
* [NEW] - UH60Wreck added
* [NEW] - New zed & loot spawn systems rewrote Phase 1.
* [NEW] - Revamped GUI icons to now empty as you lose the relevent item (blood,food,water) Thanks Des
* [NEW] - Infection changes when eating food and drinking water. (tin and canned items don't count)
* [NEW] - Epeen monitor added to display player stats. (Zombies Killed, Headshots, Murders, Bandits Killed, Humanity) - Press Scroll Lock to use
* [NEW] - Toolbox is now needed to build Wire,tanktrap.
* [NEW] - Etool is now needed to build Sandbags.
* [NEW] - 5 New types of food ("FoodmuttonCooked","FoodchickenCooked","FoodBacon Cooked","HIDDEN","FooedRabbitCooked").
* [NEW] - 4 New Raw food. ("FoodbaconRaw","FoodchickenRaw","FoodmuttonRaw"," foodrabbitRaw")
* [NEW] - Bloodbags can now give an infection.
* [NEW] - Added moving combat roll (KK's Volt).
* [NEW] - Survived Dayz added to Epeen monitor.
* [NEW] - Cutting down trees now attracts zeds.
* [NEW] - After you have eatern a canned product you now get an empty tincan back.
* [NEW] - Added definition of arrays for meatraw / meatcooked
* [NEW] - You can now eat raw meat (low hp add + possible infection), and Cooked meat (high hp add w/o infection)
* [NEW] - RawMeat blood values (beef-100,rabbit-400,bacon-150,chicken-100,mutton-100).
* [NEW] - Cookedmeat blood values (beef-600,rabbit-1600,bacon-400,chicken-400,mutton-400).
* [NEW] - You can now boil water using a fire,TrashTinCan or ItemSodaEmpty and fullwaterbottle
* [NEW] - Water (possible infection), and Boiled Water (w/o infection)
* [UPDATED] - BAF_L85A2_RIS_CWS replaced with BAF_L85A2_RIS_Holo. (HeliCrash)
* [UPDATED] - Added a much faster login process. (Advantages: Login Speed up)
* [UPDATED] - Limted amount of ammo found with weapons.
* [UPDATED] - Gender selection images updated thanks Des.
* [UPDATED] - Updated infection chance during zed attacks from 1/1000 to 1/500.
* [UPDATED] - Changed Loot tables to increase the supply of Antibiotic drops.
* [UPDATED] - Combat Mode is now affected by everything you do and everything done to you
* [UPDATED] - Updated Mi17_DZ and UH1H_DZ to max ammo Max 100 rounds per gun.
* [UPDATED] - UH1 Crash sites no longer all spawn on server start but throughout the game.
* [UPDATED] - Damage processing for zombieattacks with prebuilded weighted arrays. (Advantages: speedup and saves a lot of cpu cycles)
* [UPDATED] - Much faster fn_instring.
* [UPDATED] - Cargo space redo.
* [UPDATED] - CZ_VestPouch_EP1 to be more useful 12 slots 0 weapon slots.
* [UPDATED] - Zeds will talk to other zeds within 80 meter.
* [UPDATED] - Combat Logging is now active during Zombie chase.
* [UPDATED] - Backpacks updated.
* [UPDATED] - Animal Meat reset. 6(cow),4(goat),4(sheep),4(boar),2(Hen),1(Rabbit)
* [UPDATED] - Epeen monitor moved to scroll lock key and work started on moving to diary
* [UDDATED] - Massive cleanup remove all useless files.
* [UPDATED] - Redone all public EH's
* [UPDTAED] - Combat/zombie logout + anti-duping overhall
* [UPDATED] - String tables to include = English, German, Russian, Spanish, Dutch, French
* [UPDATED] - All base class's have been updated to match the dayz removal proc's (weapons)
* [FIXED] - Zeds hearing should now be fixed.
* [FIXED] - Temperature icon color now ranges from iceblue (cold) to red (hot)
* [FIXED] - German Tranlations updated.
* [FIXED] - mi17 gunner seat is now fixed (you no longer stand outside)
* [FIXED] - Bloodbag glitch fixed.
* [FIXED] - UH1Y_DZ animation issues.
* [FIXED] - Infection is now fixed loss of blood 3 per sec (will not drop below 3k blood)
* [FIXED] - Epeen monitor animation should now work correct without the fps drop.
* [FIXED] - DZ_Czech_Vest_Puch backpack class config.
* [FIXED] - Variable spelling mistakes hsould be corrected now.
* [FIXED] - Moved all new foods to stringtable.
* [FIXED] - Fixed infection chance when giving blood.(No longer applys to player giving blood) :-(
* [FIXED] - ALT F4 Sync issue now fixed
* [FIXED] - Pause menu can no longer be assigned to mouse keys to bypass respawn.
* [REMOVED] - BAF_L85A2_RIS_CWS (Based on poll)
* [REMOVED] - Banned m136 as it never really worked and served no real purpose.
* [REMOVED] - In Combat bot removed while we work on speed improvements.
* [REMOVED] - Peripheral Vision. (Peripheral Dots)
* [REMOVED] - MPTable Removed.
Hotfix Changes 1.7.5.1.
* [UPDATED] - STR_ITEMWATERBOTTLEBOILED_CODE_DESC - German (Eine Flasche mit abgekochten Wasser)
* [UPDATED] - STR_ITEMWATERBOTTLEBOILED_CODE_DESC - French (Une bouteille a été remplie d'eau bouillie qui peut être consommée.)
* [UPDATED] - HMMWV Cargo space. (transportMaxWeapons = 4;, transportMaxMagazines = 12;, transportmaxbackpacks = 4;)
* [FIXED] - HMMWV Should now be able to be repaired fully.
* [FIXED] - Gut object should be working without errors.
* [FIXED] - Repair option should now only work on vehicles.
* [FIXED] - AS50 was mistakenly banned now unbanned.
EFFIN DRAMAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
http://dayzmod.com/forum/index.php?%...up-on-steam%2F
Quote:
"DayZ has just popped up on Steams 'Community Hub' (No store page up yet though)
DayZ - http://steamcommunity.com/app/221100
DayZ Server - http://steamcommunity.com/app/223350
DayZ Mod - http://steamcommunity.com/app/224580
Join up to the DayZ group and jump in chat http://dayzmod.com/forum/public/styl...ault/smile.png
Update: Seems they are now redirecting to the steam front page, you can still join the group though.
http://steamcommunit...m/games/221100/
Edited by smasht_AU, Today, 05:45 AM."
http://www.youtube.com/watch?feature...;v=x_SKBJaJBcI
primo video ufficiale dello STANDALONE!
in soldoni, sta venendo troppo bello, ci vorrà sempre di più :asd:
madonna madonna che cazzo di roba sti bastardi, sembra troppo bello
http://dayzmod.com/forum/index.php?/...february-2013/
Full-Size Images:Spoiler http://i46.tinypic.com/ogfnma.jpg
Dean "Rocket" Hall and Ivan Buchta pause in the middle of a design meeting held during a trek in the Czech wilderness
http://i46.tinypic.com/21do5k8.jpg
Comparison shot of female heads
http://i46.tinypic.com/o6kzgp.jpg
One of the new female character heads
http://i48.tinypic.com/2irluzk.jpg
Another of the new female character heads
http://i46.tinypic.com/2n99r3t.jpg
A view of one of the entirely new areas being created in the world
http://i49.tinypic.com/672kg4.jpg
A view of one of the entirely new areas being created in the world
http://i48.tinypic.com/2126437.jpg
A view of one of the entirely new areas being created in the world
http://i48.tinypic.com/2ptrsbp.jpg
A view of one of the entirely new areas being created in the world
http://i47.tinypic.com/64oznb.jpg
A view of one of the entirely new areas being created in the world
http://i45.tinypic.com/2eby5py.jpg
A view of one of the entirely new areas being created in the world
Come ho visto ste immagini ho pensato che fossero le foto "campione" per creare il background, l'ambientazione
E invece sono immagini tratte dal gioco
Sticazzi che spettacolo O.o
una cosa che adoro è che quando esce avrà poche armi, e probabilmente saranno le più tristi o le più deboli (che sono poi le più belle da usare, il buon vecchio WINCHESTER) quindi all'inizio sarà veramente drammatico ahahah, l'accetta dominerà il mondo
non bisogna farsi ingannare dalle apparenze!
cazzo che patchona signori
http://dayzmod.com/forum/index.php?/...od-176-update/
soprattutto per quanto riguarda l'ai degli zombie :O
http://www.youtube.com/watch?feature=player_embedded&v=W8xcv51C2ug
Quote:
Our latest Developers blog is now live yay
We’ve gone for a reasonably quick and dirty video blog this week, mainly because things have been very busy for us.
Inventory System
One of the biggest improvement areas has been the inventory system, now almost ready for a public display. This new inventory system supports crafting, interchangeable clothing, degradation, tracking, weapon customization, and much more. It’s really a revolutionary system for us and we’re extremely proud of the results that Jirka (our programmer assigned to this) has achieved.
Crafting
Not touched on in the video, but what we will be showing soon is the basics of how users can interact with items in the world - this is the next step in development of our inventory system beyond where it is now. This is not a traditional crafting system, but one that encourages layers to explore the ways in which items can be crafted.
Zombie pathfinding
In the video, towards the end, some before and after footage of work on the zombie AI pathfinding. Not only has this changed the role, threat, and speed of the zombies - but it has also yielded performance improvements. The increased accuracy of the zombies movement allows their movement to be slowed down to more sensible values, in line with those of the players themselves. We still have some other avenues to explore in this regard, but we’re very pleased with the results so far.
Mass zombie spawning server side
Now all zombies are spawned directly on the server and their movement is governed directly on the server itself. This has allowed us to provide increased security and hack prevention mechanisms by disabling functionality at the client level. It also means that zombies no longer “pop” in and out of the world, previously used as a mechanism to tell if someone was in the area. It also paves the way for us to allow migrating zombies and zombies traversing open areas in search for their next meal.
We still have some way to go in performance, the initial tests of 4000 zombies spawned reduced the server FPS to 4. After performance optimizations this increased up to 21. We’re now confident we can have the server FPS back up to 30+ with maximum numbers of zombies in the near future.
Expanding health system
Health is extending far beyond just blood, into a system that incorporates health, blood, and consciousness level. How these are all interrelating will be touched on in its own devblog in future. Some of the exciting developments coming include longterm play effects such as poor diet affecting your long term health levels. All this translates into the importance of a longterm plan for survival of your character, and we’re sure the role of medical specialists will become very important - hopefully emphasizing social interaction opportunities.
Chernarus Expansion
This continues at a huge pace. The two new villages in expand Cherno and provide it a true city feeling. Also expanding is the top (north) map area and the continued development of our large-scale features being added to the map. More to follow on this! (we can’t wait to show some more of this!)
Loot spawning
Finding loot now involves scavenging inside of vehicles, looking for items stuck between furniture, prying open car boots, or strewn in the wasteland itself. Consuming your bounty now results in rubbish, such as empty cans after consuming your beans. This is no mere gimick, because your trash can be used to track you.
Conclusion
There is a great deal more that can be covered, but we’re really deeply in the thick of development at the moment and we just wanted to get something quick and dirty to all those waiting for standalone. We know that you want it released, and we know you want to know when this will be - but we’re 100% committed to making this a great game, and that means we are making sure to do things properly. We’re happy and confident about the progress, so it’s one foot after another and soon we’ll be at the finish line.
E.t.a. 2nd half 2013 a 'sto punto, ci stanno infilando troppa roba :v
niente dayz prima di st'estate, GG addio scimmia, go planetside2
si certo
SOON
post molto dettagliato e interessantissimo
The Bohemia Battle Bunker.
An iconic figure of any major gaming convention. During Gamescom it can be found triumphing in hall 9, booth C32.
This year, the release content of Arma 3 and of course the current pre-Alpha build of the DayZ standalone are playable for any men brave enough to battle the bohemian pixels.
As for every battle, preparation is key; so I’ve collected questions from the community in the last few days, all written down in lovely handwriting and brought them with me.
After a quick greeting with Matt, he recognized me, knew who I am and immediately offered to go outside to evade the hectic noise of the convention to have a talk.
During Gamescom, the reworked version of Stary Sobor was the place to be.
The game was held on a local area network with 14 machines connected. Players were all starting in one place, already packed with clothing, weapons, food and the new functional first aid kits. These first aid kits were actually not just a single item but a container for some of the new content of the sophisticated medical system, like bandages, a bloodbag kit and syringes. Looking at the survivors, the variety of characters was very pleasant to see. Nobody looked the same like in the mod but sported different rain coats, hoodies, hats, protective vests, ballistic vests, shirts, jeans and was a member of different sex and ethnics. Thanks to the extensive character customization, identification with your character will be much easier. It is also planned to have these vests functional, so they offer protection.
The first thing you’ll notice when playing are the animations. They felt very smooth and usable, nothing like the impression I gained from E3.
Underlying them is a completely new animation skeleton which is much more detailed and makes features like switching your weapon while moving possible.
In hand with the new damage system, there are actually limping animations. At the moment, there’s only one but it is planned to have each leg represented accordingly. While you’re in that limping animation, you’re significantly slower and have your weapon lowered. In order to shoot, the player has to stop and raise the weapon.
Coming from Arma 3, the control scheme was confusing at first but I think DayZ should have its own reasonable set of controls and it’s no problem to get used to it. There was however a familiar feature: the combat stance. When being in the combat stance, the player will move with a speed slightly faster than normal walking, with the weapon raised above the hip and ready to fire. Moving through buildings with it felt extremely nice. There were also no problems with getting stuck in doorways.
Moving around, the place was hardly recognizable! Every backyard, passage and street was very detailed and the overall density of the vegetation made a very authentic impression. It was like walking through a new town with some elements of a subtle familiarity. Like the towns that were showcased already, every one on the map will be revisited and redone individually.
Since the environment plays a key role in the immersion factor of DayZ and thanks to the nature of Arma (pun intended), it is a very important aspect of the game.
For that topic I individually sat down with Ivan, who is together with SenChi, working on the new Chernarus which is going to be expanded with new terrain.
Ivan told me it will be ~ 40km² in the north and ~25km² in the west. Though this new terrain won’t only consist of forests and fields but actually include whole new cities, small towns, farmland, mountain villages and other new locations to explore which are authentic to the real location Chernarus is based on. These extensions will bring back the element of exploring, even to the most seasoned players.
Another specific element of the environment I am very fond of is the forest. The aim is to make the forests more “populated” in the sense of having more visual barriers instead of the barren line of trees in which you are easily visible from a distance in Arma 2. These visual barriers will be achieved through more shrubbery which make the forests more authentic and also provide essentials for more interesting combat in forests.
The different weather and temperatures will have an impact on the player.
One thing in the environment you’ll notice very quickly are the new simul weather volumetric clouds which add a great deal of depth and just pure beauty to the game. The new fogfrom Arma 3 is also being looked at.
Speaking about sharing between the games in general, the dev teams are occasionally working together and if there are certain problems, help each other out. If applicable, specific technology and code is also going to be shared.
Player interaction has a whole new importance and more importantly, necessity. I think the whole “kill on sight” behavior will change significantly.
Player interaction will be a key element of DayZ and I think it’s also one of its strongest and most unique features. Shooting is no more the easy way to acquire equipment since everything can be damaged and thus made unusable. Instead, you’ll have to try to find ways without spraying bullets all around.
Also the way blood is handled will be changed completely. Since blood goes bad quite quickly without the proper cooling etc, it’s no longer possible to just put 10 bloodpacks in your backpack and tackle any battle with confidence because you know if something goes wrong you can just patch each other up off of a fountain of health. Bloodtransfusions will be transfusions between humans.
They can be voluntary or involuntary.
Additionally, blood types will be simulated correctly. That means there’s A,B, AB and O with all the different antibodies and antigens as well. Receiving a transfusion of the wrong blood type is possible but it will harm and can, if left untreated, kill the player. If you wish to know your blood type, you’ll need to find a testing unit.
Medical conditions and diseases will, just like in reality, play a major role in survival. If I remember correctly, there are about 10-15 different diseases at the moment, which all have their respective symptoms etc.
The principle that real knowledge you posses can also help you in the game (like knowing how to read and orientate on a map, navigate with the stars or a watch) also applies to diseases so there might be some ways of treating them without having to use medication.
There will also be a new way of communicating. Radios can be found and used with their different frequencies. However, direct VOIP is also still featured and represents regular talking or shouting. You can also type but over distance, random letters are actually going to go missing.
Another new element of player interaction are the recently implemented restraining animations. Handcuffs with functioning keys can be used to arrest people. While it is possible to struggle out of these, it will show a visible animation and require some time.
The technology behind the inventory system and the crafting works really great but I see and observed some practical problems with it. Currently, you need to rightclick and then again click on the small window that has been created in order to perform the action. Many times, it was very troublesome for people to hit that small window and not cancel everything. I think it would be much more usable if you could simply rightclick on the item to select it and then confirm the action with spacebar, the new action key.
Combat.
The weapon of choice for gamescom was the M4. It was a completely new model with very detailed textures and new sounds. There was also a tan version of it.
As you probably already saw, the weapon customization goes into great detail. You can find and attach different parts of it like buttstocks, foregrips, scopes, handles, different magazines, silencers and even attach a knife to use it as a bayonet. At the moment the melee wasn’t properly finished yet but later you’ll be able to stab zombies or people with it. Even unarmed melee will be implemented.
Generally speaking, the weapon selection will be focused more towards makeshift weapons or civilian hunting rifles etc. It will be more plausible to what would actually be available in such a region. Though that doesn’t mean that there won’t be any high-end military-grade weapons but they, and especially their ammunition, will be very rare.
Reloading also contributes to the complexity attached to a rifle. Ammunition comes in boxes, which have to be opened and seperated. You’ll then need to remove the magazine from the receiver, add the bullets to the magazine (which even had its own sound) and then put it back into the rifle to reload it.
This might sound like a very hideous task and the current implementation of the right-click crafting really isn't optimal but remember if you have multiple magazines, you can just load them in all at once and then reload normally. Nonetheless, I think the UI should be changed to limit the right-clicking.
There are also new WIP muzzleflashes which are going to be individual for the weapons and the recoil has been reworked and made more realistic as well.
Zombie AI has been basically unchanged so far, apart from some behavior and pathfinding adjustments. However, just a few days ago Dean finished a written proposal for the planned rework of the whole system so they are seen as a very important part of the game which needs to be worked on but it just wasn't possible yet. The way that zombies think and act will be changed significantly and they will even receive their own FSM.
It is basically going to be less “planning out a route of how to reach the player which changes every time he moves”.
The models for the zombies themselves look really good! They don’t look like bloody monsters with glowing eyes but rather like sick and dirty humans with strong facial expressions on their visage. I actually really, really like this more realistic approach since it adds this very interesting morbid element of realizing that those beings you're slashing were actually normal people just like you who just got infected.
Overall, the game looked and felt very good and I already have all these different scenarios and new things to do rushing through my head. While there have been the occasional bugslike floating items, zombies just standing around and the weapon switching back when it’s being dragged into the hands through the inventory, a lot of the groundwork and experimental features have turned out great.
The release is still following set milestones, with the network bubble (the way that the clients and server are interacting and who knows and has to process what) being the primary focus. At the moment it’s of course not known how long it’s going to take until current problems are resolved but it is Ondrej, a exceptionally intelligent and talented coder who created the RV engine, working on it and I can tell you the network bubble and MP structure is coming along nicely http://dayzmod.com/forum/public/styl...fault/wink.png
Also, this.
Yes, it’s Matt in his “Let’s kill every visitor in the booth in less than 2 minutes” outfit.