Dark Session
Enthusiast
Jap, im Vergleich zur Mod sind sie trotz 5x größeren Team irgendwie 5x langsamer als vorher.
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Ich hab die Feststellung gemacht, dass ausserhalb von Elektro + Berenzino inkl. NEAF NIX los ist. Ich bin auf einem vollen 40er Server die ganze Map von A-Z abgelaufen. Kein einziger Spieler, NWAF ist TOT! 3 Zombies aufm ganzen Airfield. Bin dann auf einen anderen Server mit 30 Leuten drauf, weil ich unbedingt Stress gesucht habe, und das selbe. Ausserhalb der Küste ist NIEMAND! Nix null nada...
Ich hatte den Plan mal paar leute zu banditorizen, aber anscheinend hocken die alle in Elek / Berenzino in gruppen. Gut, dann muss ich mal gucken ob ich das schwache Tier von der Herde trennen kann und dort mal terror machen kann.
0.34.115106
2014-02-07
This update was released to Stable as a critical update outside of our scheduled maintenance period. This was because of a serious issue with the connection logic that could trap some players in the "dead" state. There was also a critical bug with looting other players inventory. These have been fixed.
Known Issues
Animations: Right hand twitches during pointing, character twitches once when middle finger is activated/deactivated
Actions: If player puts burlap sack from his head to ground his vision stays black
New
Animations: Ruger 10/22 hand pose
Animations: It is now possible to blend directly between various gesticulation states (pointing,finger,greeting...)
Crafting: Can repair clothes, weapons, and items using specialist items (such as sewing kit)
Gear: Configured sewing kit and its recipes
Gear: Added configuration for durable riders jacket
Gear: Added Cowboy hats to the loot spawns (multiple colors)
Gear: Added Sewing kit to the loot spawns
Gear: Added B95 and 762 speedloader to loot spawns
Gear: Added configuration for durable riders jacket
Gear: Added durable leather jacket to loot spawns
Gestures: Thumbs Up gesture added with default F7 key binding
Server: Optimization of synchronization of textures/materials (minor improvement to server FPS)
Systems: Falling now causes dynamic damage (roughly, fall of >5m break legs depending on equipment, >15m probably death)
Fixed
Actions: Could not cover another players head with a burlap sack
Actions: No longer spawns clones of sack after Remove Head Cover action
Actions: Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymore
Art: Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance.
Animations: Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in prone
Animations: Player should now be force-disarmed when clapping while holding a single-handed weapon.
Animations: Pointing and clapping now works even when initiated from aimed states
Animations: Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reload
Animations: Default rifle aim stance (stand and crouch) slightly changed to better fit different guns
Animations: Twitches on right hand fixed when holding an item while middle finger and pointing.
Crafting: Cannot combine ruined stacked objects (such as ammo, rags)
Crafting: Cannot chamber/load magazine with ruined ammunition
Crafting: Motorbike helmet visors didn't retain their type when spray-painting the helmet
Crash: Game Crash when using FLUSH command
Crash: Out of bounds crash when no sounds defined
Inventory: Loot would stay on dead character after it is picked up, causing teleporting loot and general chaos
Medical: Cleaning wounds with alcohol tincture doesn't add last stage of infected wounds
Medical: Vomiting/Stuffed was completely broken. Now simplified and streamlined
Melee: Short melee weapons do damage now (hammer, screwdriver, hammer, hacksaw)
Spawns: Lowered probability of Weapon cleaning kit spawns
Systems: Healing system was double processing for blood regeneration
Systems: Notifier messages were not being cleared/reset on within-state changes
Systems: Players position was not saving on disconnect
Systems: Players could get continually stuck in a dead character during load from central server
Systems: Players would not receive any falling damage
Systems: Disconnecting dead player would delete the body after ~30 seconds
Systems: Damage was being equally applied to all objects inside inventory slot when shot/damaged (now items reduce the damage when they take damage)
Systems: Notifier gets stuck on "stuffed"
Weapons: Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics)
Dass du auf der Seite von Dean stehst wissen wir ja lange, siehst alles mit der Rosa-Brille...
Besorg dir doch mal Entwicklerprogramme, lerne etwas Modelling und dann sag mir ob du ernsthaft für ne Waffe (z.b. AK die nun kommen soll) fast nen Monat brauchst. Das zaubert dir jeder mit TUTORIALS in HÖCHSTENS 16 stunden. Und Hicks hat laut eigener Angabe nen halben Monat daran gewerkelt. Die haben zu wenig Arbeit und zu wenig lust.
Faul und unmotiviert, so siehts aus. Und wenn sie so viel an der Engine arbeiten, dann sag mir mal bitte warum es Update nach Update kaum Änderungen gibt und es teilweise schlimmer als vorher wird. Guck dir bitte mal die Changelogs an und sag mir ob man 4 Wochen für Kleinkram mit einem 1.500000$ Budget und großen entwickler Team braucht?
- rocket2guns comments on ZOMBIES are overwhelming. I love it."But I viewed the new collision system developed at bratislava and it blew my mind. A procedural system as part of packing the game raycasts to generate the navmesh in grid across entire terrain. This means navmesh is generated for the entire map, including buildings and trees and fences. The data was almost completely clean. It was beautiful.
What happens now is our programmers use this new system, with a new method, to ensure that zombies only walk on this global navmesh.
This will revolutionize the zombies, imho. It not only changes their behavior but reduces their performance overhead. The engine only needs to check if the zombie is inside the navmesh and not to constantly raycast for geometry collision.
This does not solve dynamic objects (other players, zombies, animals), but we can deal with that next."
glaubt mir das Spiel hat keine Zukunft.
Source Code wurde heute von hackern geleaked. GG DayZ kann man somit vergessen.
Hier wird eigentlich wunderbar erklärt woran aktuell gearbeitet wird, wie es mit den Ressourcen ausschaut und wo die Reise hingehen soll. Und ich denke dort wird auch deutlich wie lange es noch dauern wird, bis das Game Richtung Final geht.
Und jetzt wieder viel Spaß mit den Stammtischparolen.