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Vendredi 22 mars 2013  
 
Developer Presentation and Q&A (Saturday)

TLDR: You can find a summary of the main points here thanks to Darthnord otherwise the full transcript is below.



So we have a lot to cover as we want to pack as much in as we can, the Q&A which is sort of the bulk of this is really important to us. We are going to be showing a lot of new stuff here and we want to see what kind of questions people have and get some feedback and things like that. So I guess without further ado I'll log in to the demo and talk you through it.

This is the standalone at the moment, it's the current development build so there is plenty of stuff that's broken with it. One thing we have been doing for those familiar with ArmA III will know the team on ArmA 3 did a lot of work with the controls and what we did is we borrowed a couple of the developers from ArmA III and assigned them to our project and asked them what would you do if you could do anything with the game? So we have been looking at things like the tactical pace and things like that, you'll notice that the weapon is currently pointed away, so one idea we are playing with but we aren't set on yet is you have to actually hold down a key to aim. So we are currently developing two systems, one system is exactly like how ArmA III operates with some different tweaks and improvements and the other is this system which forces you to hold down the key. The reason this is currently our favourite system is we believe it will help prevent the kill in sight mentality. We have also removed things like negative mouse acceleration and that kind of stuff. So we are really committed to improving the controls and there has been a lot of work done on that now.

Inventory

The next thing I wanted to show was the work we have done with the inventory system, this is one of the areas we spent the most time on. I have to add a strong caveat now which is we haven't had an art pass done on this yet so this is what art would look like in a game if you let programmers do all the art. I'll try and talk you through what you are seeing.

The beautiful aqua blue box on the left, that is what's on the ground so if I go to the back of the car here you can see it working. *Everyone applauds* Hmm, maybe we don't need art Matt So the guy in charge of this is a huge fan of RPG's, he has been doing a massive amount of work on this, you probably can't see it here because of the contrast but when you click on that little red box it turns green and expands below it and you can see any items inside, so if I put items in this shirt I can then open and close the shirt container. The green squares next to the avatar are only temporary, they will disappear. We actually want to have it so that you drag and drop off your characters avatar but we haven't currently got that working so we have these green boxes. You'll also see when I consume a drink I leave behind a trash item. You'll notice when I drag an item on to another item the box turns orange which shows you can interact with them, we're going to go with an actual 3D model to show this but it's all just like work in progress at the moment but it brings up a context menu and I can craft it, if anyone has played SS13 we are going with that kind of level of crafting. The yellow boxes at the bottom of the inventory is the quick action bar, so I can put my weapon away and because it's equipped in the first hot bar slot, I just push the 1 key and it brings it back. We wanted to put a lot more customisation so you can put what you want on which slots and then select them using the 1, 2, 5 etc. The inventory system has been heavily inspired from XCom so the idea is if you have a certain weapon you might not be able to fit it in your hoodie because there isn't enough hoodie slots etc.

A lot of the interior work we have done is around the idea of going through the buildings and scavenging, there are a lot of new areas that we want players to be able to go through and explore. You'll notice the cans have Russian names for those familiar with the can incident with the mod also

Client-Server architecture

So I want to talk about what some of our key points are now with the client-server architecture. This is the delay, this is why we haven't been able to let you play the game. Those that played the mod will know that the hacking and exploiting was a significant problem for us so in order to release the alpha we need to finish the architecture first which means everything that's done on your client is just keystrokes and then that's sent to the server and the server is the arbitrator of what you do.

ehll6q.png

That work is being done by our lead programmer, he has been focusing on that and what we are going to do is lock down for the next two months while I am at Everest and they are just going to focus on that and then in June we are going to do a review of where we are at and see if we can release the alpha. That's the only thing we are waiting for, the crafting system and everything else is more or less working so that's really the only reason for the delay and we feel there really is no point releasing DayZ until we do that, that's why we missed the December deadline because we realised we couldn't have just taken ArmA II or ArmA III and make it work with DayZ, we actually had to go back and completely remove components of the game and redo it from scratch.

Crafting and radios

That brings us to crafting and radios which we have been kind of working on in secret, well I may have mentioned it a few times. If anyone is familiar with the ACRE mod from ArmA, what we have done is implemented a simplified version of that in DayZ and if you have played SS13 we also took inspiration from that. In SS13 you can turn off the speaker and the microphone, so what we have done in DayZ is we have made these radios so you can turn off the speaker and place it on the ground and it will record any direct chat that anyone uses nearby but they can't hear you because the speaker is off, whether it be text or voice and play it through the radio. So you can have one radio on a certain frequency and then use another radio to listen to anything happening in that area. I can just imagine people hiding radios in cars or bugging certain areas where you store loot, as well with the crafting system you can craft a headset on to the radio so the speaker won't create noise when it's being used. This is the kind of stuff we are working on while we wait for the architecture to be done.

Medical

We went out for dinner with a few streamers last night and ran through the system. It's a little bit hard to explain the system without whiteboards and all that kind of stuff so just deal with me. In the DayZ mod the health system is pretty basic, you have blood and if you run out of blood you die and we really wanted to go a little bit more in-depth and I know people are concerned about accessibility but we feel any complexity added to the game doesn't mean the game needs to become more difficult to play so long as that complexity is intuitive, so we have tried to base a lot of the stuff on common sense. We have health which is your overall life and we have blood which is more of a short term indicator, so if you get shot you will take brute force damage to your health, you will lose quite a lot of blood and you might be bleeding so your blood will keep dropping. Those are the two main indicators of your health. You also have shock, an example being if you get hit in the head with a baseball bat and don't have something like a motorbike helmet on you will take quite a high shock value and if that shock value exceeds your current blood you will go unconscious. The real experiment we are doing and to be honest there is a lot of stuff we are doing that we aren't sure on yet but we want to try, we're trying to not have any of this on the UI so we want to provide feedback as to how this is working through post-process effects and sound effects and to be honest I don't know how it's going to go, it could be a disaster but we want to try it because we think not having a UI will really add to the immersion. Talking about this last night a lot of people were wondering how does it regenerate so the idea with blood is that if your hunger and thirst is full then your blood will regenerate and if your hunger, thirst and blood are ok then your health will very slowly regenerate and your blood will only regenerate only up to your maximum health. This is kind of confusing and that's another reason why we don't want to put it in the UI, we're hoping that it turns out to be intuitive enough and hopefully when we get the alpha out we can get some feedback from Reddit and the forums and stuff like that.

Food and diet

We didn't like how in the DayZmod you can just eat/drink a million energy drinks and you are totally fine because that is certainly not the case, Matt tried it. So the idea is your diet will have an effect on your character, we want to keep this kind of stuff quite subtle and really just apply some common sense.

Melee combat

The other point was melee, we are putting quite a bit of work into that, we still only have a prototype at the moment and the idea is to be able to punch and things like that, there are going to be a lot less weapons in the initial release, we are really going back to basics with the initial alpha and so your reliant on melee is going to be quite high, with the weapons we are going back to them, giving them new sounds and making them as good as we want them to be. There is also the attachment system, unfortunately I couldn't show you that yet as I had problems getting the latest update but we will show that in the next blog.

Skeleton

The last kind of point I wanted to touch on is the skeleton. We have been using the same skeleton for about eight years so think of skeletons from games that old. The skeleton is basically your rig that you bind to the skin, it defines how the character moves. So we took a risk and devoted some time to developing a brand new skeleton and that risk has paid off and the skeleton that has been made is really pleasing, it's going to allow us to do a lot of things. A lot of games have a separate skeleton position for your first person view and that sounds bad but it's actually really good because it means you can have both the first and third person views relevant and nice. ArmA only has one position so you can only have it look good in first person or third person, with the new skeleton it's going to look good in both, particularly in melee - think of Chivalry, you really need to see where your hands are and where you are punching etc especially since we have removed the crosshair. That new skeleton has really opened a lot of doors for us.

Road map

This is probably the thing most people want to hear about, so the alpha isn't out yet and obviously everyone is disappointed but we have to get that architecture done first. Vehicles won't be in the initial release, the reason for that is we want to do the vehicles properly, the standalone goes back to basics and roughly around August-September we will look at doing the vehicles. We want to have it so it doesn't feel like you are driving big blocks of stone around and we want you to be able to customise them similar to how you can customise your player (although we will probably end up with everyone running around in their underwear anyway) Base building. We had a total geek out last night talking about the potential with this, we are big fans of EveOnline, really big fans and we have talked with them a lot at various game conventions and gotten a lot of support and advice. We really think base building is going to be like our version of capital ships in Eve. We have thrown around a lot of ideas and we really don't think above ground base building is going to work because there simply isn't enough space so we are looking at going underground and having it sort of like Skyrim where they are instanced. We have been toying with the idea and prototyping a red faction style but that isn't going to happen until probably the end of the year. We are going to get the alpha out and then have at least 12 months of adding content/updates every week or so.

Streamers, events and content creators.

The last point we wanted to talk about is that we are big fans of tournaments, streaming, content creation etc and we are going to devote some development time to creating a camera mode to support that, you will see there is no mention of your username and things like that to avoid stream sniping already. A big part of DayZ's success was because of streamers, youtubers, events like SurviorGamez etc and the fact that they are able to do that with the mod which is completely broken is pretty amazing, the only reason it's still going is because the community has taken over it's development.

 
Posté par SmashT


Vendredi 8 mars 2013  
 
Journal des développeurs du 08/03

Nouveau journal des développeurs de DayZ et comme d’habitude de nombreuses informations sont disponibles. Une nouvelle fois, et ce comme la semaine dernière, nous avons le droit à une vidéo où pas mal d’images de gameplay sont diffusées. Cela ravira certainement les joueurs friands de gameplay.

Par contre, les développeurs précisent qu’il n’y a toujours pas de date de prévue et préfère prendre le temps de le développer puisqu’ils ont promis un très bon jeu.



Pour les anglophobes, voici un récapitulatif de la vidéo réalisé par notre partenaire Martius & Mojql :



Système d’inventaire

L’un des points sur lequel les développeurs ont vraiment bien avancé est sans doute le système d’inventaire qui est prêt pour le public. Ce nouveau système d’inventaire supportera l’artisanat (crafting), les vêtements interchangeables, la dégradation, le suivi, la personnalisation des armes et bien plus encore.

C’est un système vraiment révolutionnaire pour eux et ils sont extrêmement fiers des résultats qu’a accompli Jirka, le développeur en charge de la fonctionnalité.

L’artisanat ou crafting

Ce sujet n’a pas été traité dans la vidéo, mais vous en saurez plus prochainement notamment sur l’interaction qu’auront les joueurs sur les objets dans le monde – c’est la prochaine étape de développement du système d’inventaire.

Ce n’est pas un système traditionnel d’artisanat, mais un système qui vous encouragera à explorer les différentes manières dont un objet pourra être crafté.

Le pathfinding des zombies

Vers la fin de la vidéo, vous trouverez des images de l’avant et l’après travail sur le pathfinding des zombies. Non seulement cela a changé le rôle, la menace et la vitesse des zombies – mais il a également permis d’améliorer la performance. La précision accrue du mouvement des zombies permet à leurs mouvements d’être ralenti afin d’avoir des valeurs plus sensibles et proches de celles des joueurs.

Les développeurs ont encore diverses pistes à explorer, mais ils sont relativement contents des résultats actuels.

Spawn de zombies en masse côté serveur

Désormais tous les spawns de zombies et leurs mouvements sont directement gérés du côté du serveur seulement. Cela a permis d’augmenter la sécurité et la prévention des mécanismes de hacks en désactivant certaines fonctionnalités du côté client.

Ce qui veut dire que les zombies ne vont plus apparaître au fur et à mesure dans le monde en calculant si des joueurs sont dans la zone ou non. Ce système permettra également de créer des groupes de zombies migratoires qui traverseront des zones à la recherche de leur prochain repas.

Les premiers essais avec ce système et l’apparition de 4000 zombies ont réduit le nombre de FPS du serveur à 4. Après diverses optimisations, les performances ont été accrues et les FPS du serveur étaient aux alentours de 21 images. Les développeurs sont très confiants pour arriver très prochainement à plus de 30 FPS.

Amélioration du système de santé

La santé prend en compte bien plus que le sang, puisqu’il intègre la santé et le niveau de conscience. Nous en saurons plus sur les interactions de chacun lors d’un prochain journal des développeurs.

De nombreux ajouts excitants et jouant sur la santé sur le long terme sont actuellement à l’étude comme le fait de ne pas avoir une alimentation saine et équilibré.

Tous ces éléments jouant sur le long terme seront importants pour la survie de votre personnage et les développeurs sont surs que le rôle de médecin sera important – en plus des différentes interactions sociales.

L’expansion de Chernarus

Son expansion continue à un rythme soutenu. Deux nouveaux villages sont en préparation à Cherno ce qui fourni un sentiment authentique à la ville. La zone nord de la carte est également agrandie et les développeurs poursuivent le développement des  grandes fonctionnalités ajoutées à la carte.

Le spawn de loot

Trouver des objets impliquera désormais de fouiller à l’intérieur des véhicules, de rechercher des objets coincés entre les meubles, d’inspecter les coffres ouverts des voitures

Le fait de consommer les denrées que vous aurez récolté vous laisseront des déchets comme des boites de conserve vides. Il ne faudra pas négliger vos déchets puisque certains pourront s’en servir pour vous suivre à distance.

 
 


Mardi 5 mars 2013  
 
DayZ Mod 1.7.7 Patch

USE THIS ARMA 2 OA BETA: 103718

The ideal place to post bugs is:
https://github.com/DayZMod/DayZ/issues

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

Patch Download

Full Download

Prerequisites

Build Notes

Affected addons

    dayz_anim
    dayz_code
    dayz_communityassets
    dayz_sfx

Serverside affected addons

Changelog

    News

      Removed annoying "re-arm" option from actions menu.
      Models and textures for mutton.
      Separate meat for goats, same blood regen as mutton.
      Can now combine magazines.
      Added new loot & loot table for church.
      Added new food and drink items (only found in supermarkets).
      Added model for a dropped map and watch.
      Weapon MakarovSD (Military and Military Special).
      Weapon RPK_74 (Mi8 Helicrash).
      Vehicle damage displayed in percent (With a Toolbox).
      5L Fuel can takes 1 inv slot.
      Added auth retry system to make sure clients are auth'ed before they spawn (should stop seagull issue).
      Added force end mission for players joining with wrong version/failed auth. (Will replace timeout later).
      Mi8 crash site model.
      2 New background tracks.
      6 New "Viral" zeds - They are harder to kill, they do more damage, and they have a higher chance of causing an infection... be afraid. (Headshot will kill in one shot)
      Added optional watermark for servername (Server admins can choose to enable/disable. (See Mission prerequisites)). Shows servername in the bottom right of screen max 6 letters.
      Remote exec security. Should prevent all major RE exploits
      Clear Ground around loot at crash sites added but disabled by default, server admins can enable. Adds a small circle around each loot pile
      Vehicles and tents now report free gear slots. Example: Old Camping Tent (weapons/others/backpacks). http://ziellos2k.net...17141327522.png
      Weapons spawns now have a chance to spawn with 0 mags up to a max of 2.
      Melee weapons can now be dropped and picked up using the normal a2 system. (This means you can now store in backpack and tents, without swapping to toolbelt) No need to take itemslots.
      New starting gear added. Guaranteed Start Items: ("ItemBandage","HandRoadFlare") + 1 RandomStartItem: ("ItemBandage","ItemPainkiller").
      Servers date has been locked to give full moon nights.
      Zeds hitting through Walls/Buildings should now be fixed.
      Mainmenu Intro.
      2 new stash sites. (tools required = Etool or Shovel. Items required = 1 sandbog for small, 2 sandbags for medium)

        Small Stash = 12 object slots, 0 Weapon, 0 bags.
        Medium Stash = 25 object slots, 1 Weapon, 0 bags.

      Infected survivor camps. Three types (small).
      FPS Monitor this will dynamicly change how/total amount of zeds/loot/trash is spawning to keep the players base fps up.
      1 New Melee weapon.(BaseBallBat)
      Wild Spawning of zeds has been redone and readded.
      Zed Spawning fully updated to spawn outside the players field of view. (Excludes Infected camps, due to trigger zones being tested).
      Zeds can now tackle players to the ground when attacked.
      Epeen UI has now been updated with the temp journal base (looks better then a hint).
      All blood gained from food is now added into a regenreation pool that players will regenerate over time
      All food types now have a diminishing effect so the more you try and eat at once, the less blood you will get in return.
      Blood UI updated to indicate the player's blood loss / gain rate and will also indicate when you're sick (infected).
      Bloodbags will no longer transfer 12000 blood instantly, it's now done over 12 seconds (1000 blood per second). If the medic breaks away from the transfusion animation or the recipient moves out of range, the transfer stops and the remaining amount is lost along with the bloodbag in use.

    Fixed

      Vehicle repair should now work correctly.
      Humanity skin change can now change during gameplay in all directions. (No longer have to die/logout to change from hero to normal to bandit and vice versa)
      StudyBody should now work. (Describing wounds accurately)
      Crashsite loot should now spawn correctly for all types of Crash models.
      Hero Skin teleport issue.
      BAF Bags so they don't set on fire. :-) (no moaning it was a bug)
      Updated timeout timer from 40 secs to 3000 secs, Should allow lower end systems to keep up. (Something went wrong, please disconnect and try again!)
      Zeds spawning underground.
      Loot spawning underground.
      Melee weapons having no ammo on login/skin change. (Open close gear menu will always reset ammo count to 10000)
      Loot Spawns have now been fully resolved. Buildings are now tagged and will not spawn any new loot for 15 minutes.
      Loot Cleanup has now been fully resolved. Old loot piles will now be cleaned every 60 minutes and no players within 250 meters(WIP). (Server performance boost)
      Gear menu exploit to force respawn.
      Optimized some destruction effects for security and performance.
      Unconscious damage scale to only happen if hit by zeds. (reduces damage while unconscious)
      Dayz Date/Time public var will now end mission on failed attempt.
      Can no longer break legs by anything other than players/zeds/falling/getting out of moving vehicle.
      A lot of duping issues should now be resolved.
      Most wallhack exploits should now be resolved.
      No more 3x get up Animation loop when recovering from unconscious
      You can no longer get into vehicles while dragging players

    Updated

      Zed sight limited to 100 meters.
      Updated rabbit to drop 2 raw food items. Lowered hp gain to Raw - 200 each / Cooked - 1000 each.
      Updated chicken - hp gain. Raw - 200 each / Cooked - 1000 each.
      Moved anti teleport system to mission. Server admins can choose to enable/disable. (See prerequisites)
      ALL loot table weights have been updated.
      ALL loot table weights have been rebalanced.
      Updated Czech, German, Spanish, French and Russian stringtable.
      Makarov and 1911 Pistol dmg updated.
      CrashSite Loot should now represent each type of model more. (("MilitaryWEST","HeliCrashWEST") Two new crash site loot tables)
      Re-added the "save" option to tents and vehicles. This is a fail-safe option, not required. (Due to a small amount of servers reporting issues with tents saving. With no info for us to recreate we re-added this option to save tents/vehicles)
      Zed generate system. has now been fully rewrote should stop zeds spawning in view of players then being deleted.
      Zeds overall dmg has been updated per hit/per zed (Old Type: Max possible dmg = body 600, Legs 100, Hands 50, Head 1200 New Type: Body 1200, Head 2400)
      Bleed from zed attacks will now only happen if the initial dmg is above 0.7 or the zed gives a head shot. (should reduce the amount of bandages needed)
      Zeds knocking players unconscious now has a 50/50 chance if damage multiplier is above > 0.8
      When unconscious all damage is reduced to 50 blood for each hit zeds do no matter the part they hit. (Should allow some survivability)
      Zeds sight and sound chance has been re-added so there is a chance they can ignore you.
      Sight and sound rebalanced to make them a little more even from movement.
      Call extension calls for vehicle damage.
      Zeds will no longer spawn for air vehicles.
      Hunters loot table adjusted with more weapons.
      SQL files working on Linux.
      Add crawl animation damage. Players will now take dmg from crawling zeds.
      Updated zed speed to default.
      Melee systems updated.
      Old Bandit skin for male characters.
      Lowered action sound for refuel from 10 meters to 5.
      Lowered Direct comms action sound.
      Vehicle damage syncs updated to reduce call extension spam.
      Lowered Transfusion infection rate.
      Quiver acts as a quiver, you now have to take an arrow out of the quiver.
      You can now only have 1 useable quiver in your main inventory and unlimited in your backpack.
      Melee range has been updated.
      HMMWV Cargo updated. (10 weapons, 50 slots and 2 backpack)
      AH6 & MH6 Cargo updated. (AH6 3 weapons, 30 slots and 2 backpacks) (MH6J 3 weapons, 20 slots and 3 backpacks)
      Fire Places will no longer act as storage systems.
      Fireplace can now only be lit once without adding new wood inside the fireplace.
      Fireplace can no longer be picked up after lighting.
      Vehicles speeds HMMWV, PBX and UAZ - Faster / ATV's - Slower
      Tanktraps, sandbags and razor-wires won't spawn in buildings. Tents will always spawn in a safe place.
      Up to +/-2000 Humanity gain/loss according to "humanKills" counter from killed character.
      Refuel now locks the player in place for the time to fill.
      More lootable buildings (Iron barn, car wrecks, several non enterable buildings...)
      3 Chopper crash sites spawn on server start + 2-3 infected Camps.
      Sickness(Infection) can now cause death.
      M107 and AS50(Banned) from all loot tables and removed all damage from bullets so they do 0 damage even if spawned in.

DayZ Community Developers

This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us!

Quick Install Info

    Full

      1 - Download Full Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.7-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Patch

      1 - Download Patch Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.7-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Steam

      1 - Right click Arma2: DayZ Mod, select properties.
      2 - When the window pops up go to the "BETAS" tab
      3 - Now Select 1.7.7 in the drop down box.
      4 - The files should now should now update
      5 - Launch as normal
 
Posté par R4Z0R49

 

 


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