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Post by swfwebmaster on Jun 26, 2012 12:25:42 GMT 1
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Post by swfwebmaster on Jul 22, 2012 2:11:50 GMT 1
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Post by swfwebmaster on Jul 25, 2012 11:42:50 GMT 1
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Post by swfwebmaster on Sept 7, 2012 2:58:35 GMT 1
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Post by swfwebmaster on Sept 7, 2012 15:26:25 GMT 1
FPSgeneral Dean 'Rocket' Hall Pledges to Fight Hacking in DayZ 22 AUG 2012 by NateRios
DayZ creator, Dean 'Rocket' Hall, has pledged to fight hacking in his massively popular ArmA 2 mod, DayZ. Hacking has been a plague in DayZ ever since the game starting getting so popular, and something that clearly pains Hall. There isn't a whole lot that you can do to combat hackers, outside of trying to stay one step ahead of them. Rocket said, "It's something that you never completely solve, you just have to keep on at it. Arma, as you know, is a very trusting engine, because that's what it was designed to do. It was designed for a team of like-minded individuals to play. So that's the first thing that we'll be able to push forward with. I don't like to say that we'll lock it down, but we'll get the experience polished for PvP. We'll be able to start dealing with the hacking issues properly, and also lock down some of the key bugs."
Rocket continued, saying that "the only way to deal with it is to go back to basics. So we'll go back there and then hopefully claw our way back."
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Post by swfwebmaster on Oct 15, 2012 19:54:23 GMT 1
DayZ Development Team by Rocket 15 OCT 2012 ...Our artists have been very busy, methodically going through all buildings in Chernarus and adding interiors... The village I used to take the screenshot in now has all its buildings enterable, including the sheds. ..., I’ll try to put forward some more screenshots of our artists work in the next few weeks. DayZ Development Team by Rocket 15 SEP 2012 The integration begins... Most of the planning has to be done as it goes, with much of the project simply reacting to things that have happened. This is not a good way to start a development project. Much of the effort has been spent establishing the project, getting the right people setup, a new build process, art pipeline working, contracts and agreements made, legal stuff sorted - all the stuff that is necessary to enable the project to work. During this time I completed a very heavy and protracted public relations tour - I could almost make a fulltime job simply out of doing interviews. What has happened We have setup all the required pipelines to best push the project forward. The standalone engine we are using is a branch of Take on Helicopters, which itself is a branch of ArmA 2 Operation Arrowhead. We chose this because of its stability, ease of development, very achievable optimization, and the fact that our programmers are the architects of the engine - the very people who built it from the ground up over ten years... What is happening now ...Our programmers have been reviewing the way forward on the critical issues, such as bugfixing, hacking, and security... Art is continuing with reviewing all the buildings, ... to make them look nicer... We are now commencing work on the redevelopment of the infected people (zombie) models themselves. This will be an exciting area of work for our artist who is dedicated to this task... What is blocking us Probably the biggest stumbling block, is me (rocket). I need to stop doing interviews and focus on making the game... We have great support from the community, developers, and the industry as a whole - it is up to us to deliver for that promise... DayZ Development Team by Rocket 15 AUG 2012 That’s right, this is actually happening - DayZ will be developed as a standalone game, with me as project lead, by Bohemia Interactive. This is the fairy-tale outcome for a mod that many would have said impossible four months ago... The project will follow the Minecraft development model; fast iterations with the community alpha available for a heavily discounted price... “Now this is not the end. It is not even the beginning of the end, but it is, perhaps, the end of the beginning.” - Winston Churchill
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Post by swfwebmaster on Oct 16, 2012 19:58:35 GMT 1
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Post by swfwebmaster on Oct 23, 2012 3:55:52 GMT 1
DayZ Development Team by Rocket 19 OCT 2012 The interiors do look very clean. Adding gore or deterioration can quickly be overdone, so we feel our first task is to create the interiors and ensure we are happy with the gameplay and quality of the basic texture work - then we will go through to add elements more authentic to the situation. Overall, we believe the experience should have a style more akin to “The Road” rather than gore for gore’s sake. When you find gore in DayZ, it will mean something and have impact. In fact, it will be most likely due to tragedy or betrayal involving a human player. This way, we believe what happens in the world matters, instead of simply adding some crashed buses and blood everywhere. In these screenshots the greater range of buildings that now have interiors is displayed, from the large office buildings, to the hospitals, metalwork factories, through to small cottages. Certainly, we think there will be some compelling events occurring the stairwells of the Hospital’s and office buildings! The first shot is a sneak peak at an entirely new area created on the map by Ivan and Martin, the two developers at Bohemia who are currently being held in Greece. They conducted a revamping of the map to add some new areas, tidy up bugs, and rebalance the placement of ponds, fountains, and such. Ivan was a big fan of DayZ, and the key architect behind the original Chernarus map - so we’re excited to get the map back out into everyone’s use. The usable area of the map is actually extended by their work. Next week we start the final phase of our data migration, which will then result in some new screenshots demonstrating some Take on Helicopter vehicles ported over, giving DayZ access to many types of vehicles from military helicopters, to fire engines, police cars, and all the military and civilian vehicles you are used too from ArmA2.
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Post by swfwebmaster on Dec 1, 2012 4:53:54 GMT 1
DayZ Development Team by Rocket 28 NOV 2012
This means we have been very bold with our architectural changes.
We are moving to the server-client MMO architecture model. We are making weapons and items ‘entities”, meaning we can support customization and variables assigned against items. As discussed previously, this is a massive departure from the previous engine. In many ways, once this phase is completed - one could effectively say that DayZ is running on a new version of the engine. While the graphics may look the same (for now), under the hood so much is being completely rewritten. Let me make this very clear, our foundation release (targeted for this year), is simply the beginning. We are committed to a period of development of at least 12 months beyond that. Our aim is to make this foundation strong, and use that time to improve the mechanics not through hacks, but through sound and quality development. Our initial build will test that this base architecture works. I want to confirm the following: • Most settings will be forced server-side, such as gameplay and graphical settings (view distance, shadow distance, etc…). The exact nature of this and specific settings is very much subject to change, but this will be a significant departure from how it is currently with the mod.
• Release will be on steam, using many of steams key features such as delta patching, VAC, server browsing technology. Patches to steam can be deployed by the click of a button in our build pipeline thanks to new technology developed by Steam, that is making our process extremely easy and exciting. We are very pleased that Steam is working with us so actively to make DayZ a great game and supporting us with quality features. I met many at the team at Valve at PAX, and really want to get them playing the game and getting their feedback to help in development. In using Steam for authentication, distribution, server browsing, etc… we are able to tap into their awesome resources in terms of scalability. The only hardware we then need to manage is the central database, which we already have some experience managing thanks to the DayZ mod. This means we can work towards avoiding the usual launch problems, by relying on the experience of Steam.
• I’m incredibly thankful to people like Chet Faliszek (creator of L4D) who has been very supportive and helpful to me.
• • The UI has been completely reworked, focusing on simplicity. We have studied games that we believe are leaders in this area, such as Minecraft, and are focusing on providing functionality without fancy complexity in this regard. This will make the player more engaged with their environment
• Animations are being cleaned up to feel more responsive. This means trimming some transitions, so that you get quicker feedback from pressing the key to action (removing he “clunkiness” or “sluggishness”)
• Player clothing is being implemented including: headwear, jackets, trousers, footwear, etc..
• Weapons and items are now “entities”. This means they are more object oriented in structure, allowing weapon customization, degradation - the possibilities become endless. This is a major, huge, shift in engine architecture.
• The Server controls character actions, a player’s client sends its requests and the server decides if this is possible. Our lead programmer in the company, Ondrej Spanel, is working on this currently. I believe this is one of the most radical changes ever implemented in the engine since Operation Flashpoint was released, and turns DayZ from an FPS into a true MMO.
• A full-time map designer has also started work on ChernarusPlus now, redeveloping the world, placing new assets and buildings, fixing bugs, and creating new areas. This is in addition to the work done by Ivan and Maxell and will continue for the remainder of DayZ development.
• We have some outstanding former community members working on the project as paid members of the team. I hope to showcase their work and interview them on here for you, in the coming weeks and months. We are actively searching for more to bring them onto the team. The future: We are still working towards a target for an initial foundation before the end of the year. But we will slip this date if needed, we will not compromise the project for the short-term gain of meeting this date. The reasons for any slippage would be publicly discussed, and would most likely represent a failure personally on my part to plan correctly. We will be assessing the results of our major architectural changes at the end of next week, and reporting the results to everyone when we have assessed that. Screenshots, videos, etc… will unfortunately have to wait. As they say, loose lips sink ships.
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Post by swfwebmaster on Jan 5, 2013 0:07:31 GMT 1
Radio Silence Broken Rocket 4 JAN 2013
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Post by backtothefight64 on Jan 5, 2013 10:13:19 GMT 1
For the DayZ fans,
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Post by swfwebmaster on Jan 9, 2013 1:53:03 GMT 1
Rocket 7 JAN 2013
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Post by swfwebmaster on Jan 9, 2013 1:56:58 GMT 1
Audio Only
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Post by swfwebmaster on Jan 16, 2013 21:23:09 GMT 1
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Post by swfwebmaster on Jan 17, 2013 17:07:14 GMT 1
From the forums and Rocket's responses: Q: Do we actually spawn in our underwear? A: No, but you can drop your clothes, or I guess someone might order you to drop them.
Q: How do we get to be one of the testers? A: Those who are testing will get the game for free, and never have to pay for future versions. Their job will be tough. We're starting by rewarding the forum moderators, reddit moderators, dayz mod development and community support team, etc...
Rocket also did a quick Q&A on liriks livestream, these are the (paraphrased) answers: - Some twitch streamers will be in the test - There will be an NDA in the closed test, but streaming will be allowed. - Release (test) could be any day now
- Clothing is unisex - Weapons will have durability and there will be weapon cleaning. - They want to allow modding later on, once the game is stable/secure. - Cars/vehicles will be phase two priority, Rocket wants to redo them completely so you can change parts, engines, build, mix and match Mad Max style. - Rocket hopes to be able to "Mad Max style" build cars, interchanging parts and engines etc.
- More blood gore, not cheesy though - Individual bone fractures will exist in a few months, it's not complete but the engine architecture is done. - DayZ will likely be ported to xbox if sales are over 1 million.
- The game is heavily optmized, our three programmers are the people who made the engine, there WILL be some problems, at least for the first three months but most of that will be server oriented, most fps improvements at client end will probably be soaked up by graphic improvements. - Night and lighting? The artist and programmer who revised the lighting for ArmA3 will be helping with DayZ, closer to release. - The new skin shader is from the ARMA III engine - Adding children to the game has been considered.
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