[Sammelthread] DayZ Standalone

Am Preis von Dayz hat sich aber nicht's geändert. Dürfen sie ja gar nicht billiger als 23.99€ anbieten.
Da gab's für Steam schon richtig Ärger von Bohemia, weil's für kurze Zeit im Sale/WE-Deal war.
 
Falls sich ein User fragen sollte, warum ich das hier poste - um so mehr Spieler davon wissen, um so schneller verbreitet sich die Methode. Und demzufolge müssen die Devs entsprechend darauf reagieren. ;)

https://www.youtube.com/watch?v=lJaeaE-2TpY
 
Der andy höchst persönlich hat es bestätigt

:daumen:


Für Interessierte - Infos zur Wundinfektion und wie man diese überlebt:

https://www.youtube.com/watch?v=maMlvphn01o




Update
: [neuer Exp.-Patch | 24.11.14]

Vehicles , first iteration. (Experimental)
I wanted to preface this, as we are going out with vehicles this soon into their implementation, only to be sure that performance impact is as expected and we can continue on this course. Currently the vehicles (as a feature) are very rough, however the underlying structure is there. Ranging from visual bugs, to physics issues. You can expect anything. We are aware of most of them.
Although the data for parts and some tech is there, the systems need to be configured. You can expect to drive the vehicle, use it for transport of you and your codriver from point A to point B. However for this experimental you dont need to repair anything and you can find vehicles easily. This will not be the case later in their development. We increased the number of available vehicles by a great amount so you can have fun and break them.
Many issues are part of polish that will happen over time. Some of them are critical, thus will have higher priority.
Please use our feedback tracker for any specific cases, with as much data as possible. It does help.
Now to the core of the problems that you can expect with explanation of each and every one (Most of the systems have been rewritten and the development time has been invested into having proper underlying tech for the modules of the new engine)

Animations

Wheels overturning is visual bug with animation source and simulation itself . Its annoying, however we do have to ignore it for this experimental. As for other animation bugs. We removed the move in/move out animation for the release and will fix the issues we were having with its implementation. The wheel and doors are animated however the visuals themselves might change.

Ragdoll/Collision/Physics

Most of it is tuning of all the knobs (weight,suspension,force, and a lot more etc.) and finding solutions for problems that are out of the normal range. The results can be go from minor to catastrophic, like, vehicle moving from shooting, player force moving a vehicle, not having right friction and sliding improperly,getting stuck and killing the codriver sometimes. But than again its just tuning (and that takes time). The system is there and its robust (bullet sdk). Some of it is rare, some of it is much more common. Just understand that it will be better in next few weeks

Damage system

The vehicle can be damaged , however its rather rudimentary and only a placeholder effect. With more advanced underlying tech introduced later.

Driving model

The driving model (sliding and general feel of driving) is again matter of tuning. The underlying system is there and it works well. But it needs more time and dedicated work for the feel to get right. That is a big part of our work on vehicles.

Clipping

Expect a lot of clipping issues with player gear and objects around in the game. It can range from minor to major issues.

Sounds

All sounds are placeholders before we set up a proper recording of v3s.


Persistence

Cars will be persistent in the future (once they are made of parts and repaired). This implementation however focuses more on data gathered from any desync or interaction with network code.

Crashes

Client crashes can happen, and will happen. Be aware that you can run the client with the option of -dologs to create crash dumps that can be attached to feedback issues. If you do encounter them please report and give us as much information as you can.
I will try to answer some questions but I do have and update to prepare so please be patient.


Quelle
 
Zuletzt bearbeitet:
Habe hier die erste Eindrücke festgehalten:)

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Die sind vor einiger Zeit von der ArmA Engine 2 auf Version 3 umgestiegen.
Ich weiß den Namen der Engine nicht...
 
Die sind vor einiger Zeit von der ArmA Engine 2 auf Version 3 umgestiegen.
Ich weiß den Namen der Engine nicht...

Nix da umgestiegen. Sie benutzen immer noch die A2 engine, allerdingws haben sie sie so stark verändert, dass sie nicht mehr vergleichbar ist. Darum hat die Engine einen neuen eigenen Namen bekommen: Enfusion.
Quasi eine Mischung aus A2 und A3 + eigene Entwicklung. Ausserdem wird gerade an ein neuen Renderer gearbeitet der demnächst veröffentlicht warden könnte;-) DX11 wird das Ding wieder wesentlich aufwerten können.

Freu mich schon drauf.
 
Gerade gefunden.

Q1 2015

  • Basic vehicles
  • Central economy (advanced loot distribution)
  • New renderer
  • New Zombie AI
  • Basic stealth system (zombies, animals, ...)
  • Diseases
Q2 2015

  • Advanced vehicles (repair, modifications, ...)
  • Advanced animals - life cycle, group behavior
  • Player statistics
  • New UI Stamina / fatigue
  • Dynamic events
Q3 2015

  • Traps
  • Barricading
  • Character life span + soft skills
  • Animal predators + birds
  • Aerial transport
  • Console prototype
Q4 2015

  • BETA version
  • Animal companions (dog, horse)
  • Steam community integration (Achievements, Steamworks modding, etc)
  • Construction (building shelters / walls / ...)
 
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