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    SUMIDayZ Standalone/Mod Tactically Significant Carps
    CLUSMAN
    CLUSMAN --- ---
    ZOMBO: Jasne, nicemne podle toho co pisou ve me nebudi optimismus, ze to bude v dohledne dobe.
    ZOMBO
    ZOMBO --- ---
    DESTROYER: To, co jmenuješ, jako desync a AI, souvisí z většiny se zátěží serveru, na který se podílí starý systémy, co se právě v 0.63 mění: animace, ovládání, fyzika, inventář.

    "There is new synchronisation model that is quite different from what we had before, hoping to support the full scale of 100 players and tons of AI." (zdroj)

    Zvuky postav a UI nahradí těch x otravnejch hlášek o fyzickym stavu vlevo, který nejdou vypnout.
    REDSNAKE
    REDSNAKE --- ---
    DESTROYER: díky že jsi to napsal za mě.
    L4MA
    L4MA --- ---
    DESTROYER: nevdecniku, "takova naloz" to je prece. :)
    DESTROYER
    DESTROYER --- ---
    Vidim same odpovedi na otazky, ktere nikdo nepokladal. ;-)
    Tisicite nove zvuky, nove inventare, nove efekty, novy fyzikove, ale to, aby bylo vic a normalne fungujicich zombies, vyresenej desync, nemizeli veci a uz implementovane mechaniky ve hre trochu fungovali to ne...
    ZOMBO
    ZOMBO --- ---
    RUDOLF: Testovací verzi na Steamu si nedovedu představit, vzhledem k tomu, kolik bylo potřeba experimentálních serverů pro méně důležitý updaty ve srovnáním s touhle náloží... Ale bral bych, i kdyby to zaheslovali jen pro streamery.

    CZ
    - nové ovládání a animace postavy
    - nová fyzika
    - testovací mapa okolo města Staroje
    - nové modely skal a textury silnic
    - nové částicové efekty
    - nové obličeje postav
    - nový inventář
    - nebude možné se hýbat s otevřeným inventářem
    - animace ukazující fyzický stav postavy, např. při vyčerpání
    - nová gesta
    - nové uživatelské rozhraní: ukazatele zdraví, výdrže, hluku a viditelnosti postavy
    - nové zvuky postavy, zbraní a okolního prostředí
    - nový synchronizační model s podporou až 100 hráčů na serveru
    - nový bojový systém: boj zblízka i střelba

    EN
    - new player controller
    - new animation system
    - new physics
    - new particle effects
    - new ambient, character, and weapon sounds
    - new synchronization model
    - new melee and ranged combat
    - new inventory
    - unable to move with inventory open
    - new UI
    - new character faces
    - new animations
    - new gestures
    - test map around Staroye
    - spawning a subset of player usable items
    - higher density of items
    - new roads
    - new rocks
    - reworked old assets
    RUDOLF
    RUDOLF --- ---
    Ke konci měsíce bude na Gamescom bude ořezaný DEMO bety (build čistě pro gamescom), malá mapa, bude se spawnovat jen něco, pojede to jen přes LAN. - ale člověk si tam ošahá novej player controller. Viz. níže. Bude velký online pokrytí, takže z toho asi budou videa a tak. Prej možná vydaj i public demo.



    "Everything starts with how you control a game, it needs to feel just right. When the game is making it hard to do what you actually want to accomplish through arbitrary complexity or inconsistency, it quickly becomes tedious. As this DEMO features the new player controller, animation system, physics and much more, it will feel different at first glance. Interacting with players, AI or environment should feel much smoother. We will have the new controls printed out for players coming in for an easy reference point.

    As this is quite a complex rework of the game, and we want people to test specific things, it will have its own "map" built around Staroye. The map includes new roads, rocks, and more reworked old assets as we are gradually improving visual fidelity, and leaving the old stuff behind. Only subset of player usable items will be spawning for the purpose of quick access, as we expect the turnover to be quite large. The density is also much higher to make sure you can try more things in a short span of time. Besides the map, you can also expect new particle effects implemented with Enfusion technology, new character faces and much more.

    It will feature the new inventory implementation, which again should feel much smoother and faster as we have invested quite a lot of time to do this properly. And one large change that we expect to have significant impact on how people play: you won't be able to move with inventory open. A lot of the things that people have used inventory to solve, like finding small items or interacting with their weapon to avoid delayed quick bar, will be long gone. Items will show their icons in the world, as well as all action being moved to contextual methods. And quick bar will become a core part of your setup as you explore the world of DayZ. You will get more slots as you get higher tier items, which in translation will increase the amount of stuff you can get done quickly in the world.

    There are tons of new animations coming in to show different states of character, exhaustion for example. And many detailed systems trying to avoid using text and use of heavy UI, so that living your life in Chernarus is all about your character. New gestures that will spice up the interaction between player, hopefully causing a laugh or two. Or making sure you can understand each other over a long distance.

    Lot of new UI changes that will focus on giving you enough detail if you want, or just immerse into the character in front of you. Tons of new sounds both ambient, character or weapon related.

    There is new synchronisation model that is quite different from what we had before, hoping to support the full scale of 100 players and tons of AI. All these things will be stress tested heavily to make sure there are no issues when we go live. Lot of the things are however heavily work in progress, but also for the first time, all of the new tech is in and working with new data. It's exciting as hell.

    And last but not least, new melee combat and ranged combat"
    BLAF
    BLAF --- ---
    REDSNAKE: Hele jako s tim toho ja moc neudelam...

    A imho lepsi mit vyvojarsky denicky nez abandonware.
    REDSNAKE
    REDSNAKE --- ---
    BLAF: kdyby radsi uz prisli s nejakym faaakt dobrym patchem. Ale furt jen koukame na vyvojarske denicky a kde nic, tu nic...
    BLAF
    BLAF --- ---
    REDSNAKE: Im very nonconformist
    REDSNAKE
    REDSNAKE --- ---
    BLAF
    BLAF --- ---
    Status Report - 8 August 2017 - Developer Discussion & Status Reports - DayZ Forums
    https://forums.dayz.com/topic/237312-status-report-8-august-2017/

    BURKHAR
    BURKHAR --- ---
    Odpověď je Pawel.
    77WHITE
    77WHITE --- ---
    ZOMBO: pravda, ale nenasel sem zminku ze by kdy dostal od bisky jakejkoliv funding nebo byl s nima spojovanej. Mocapy v Mnisku sou zajimavy, holt si Cesi asi neuctujou moc penez.
    ZOMBO
    ZOMBO --- ---
    ALI_GATOR: 77WHITE: Mohl zmást fakt, že se mocapy natáčely v Mníšku a že PlayerUnknown dělal mód Battle Royale pro Armu 2/3/DayZ Mod.
    77WHITE
    77WHITE --- ---
    ALI_GATOR: Nema to stejnyho deva, ani publishera. Nebo mi utika souvislost mezi korejskyma vyvojarema a biskou:)
    ALI_GATOR
    ALI_GATOR --- ---
    OK, říkal jsem si, že když už to má stejnýho deva...plus tady stejně chcípnul pes, s výjimkou re-postu status reportů :)
    BURKE
    BURKE --- ---
    ALI_GATOR:
    MAOR: Kdyztak tady je dedikovany auditko pro PUBG at jim to tady nezasirame hovadinama...

    [ PUBG - PLAYERUNKNOWN´S BATTLEGROUNDS ]
    REDSNAKE
    REDSNAKE --- ---
    DayZ Standalone/Mod....
    MAOR
    MAOR --- ---
    ALI_GATOR: Mě samotnému se to ještě nepodařilo, ani ve dvojici. Ve squadu, kdy hrajeme ale jenom tři se nám to už podařilo 2x. Chudák kolega včera.. my s kámošem chcípli jak prašiví psi a on měl proti sobě asi ještě 20 protivníků ve skupinkách.
    A některé momenty nevymyslíš :)
    jump and pray
    https://www.youtube.com/watch?v=bScQlGOauBM
    Kliknutím sem můžete změnit nastavení reklam